April 24, 2024, 11:57:38 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - shapeshifter

Pages: [1] 2 3
1
General Discussion / Re: Create a Card - Final Vote!
« on: July 22, 2020, 12:47:55 PM »
I voted for both the Vigilant traited Soldier. It one of my fav traits in the game.
I voted for the burns dont fall off in upkeep. I dont like additional mana requirements on my 18 mana creatures.

2
Spellbook Design and Construction / Re: Forcemaster Academy Book
« on: September 17, 2017, 03:02:58 PM »
I'm getting some work done with the double Eye of Idjet opening. Especially if I have initiative and can force bolt their big gun early.
Glad to know I'm not the only one who likes the eyes.

I just got the Warlord Pack yesterday. I made these changes:

-1 Illusionary Leggings = +1 Leather Belt
I had two Leggings and the belt is the only available slot for Leather.
Additional armor compliments the anti-piercing of Force Armor.

-1 Force Gremlin = +1 Telekinetic Bolt
Force Gremlin wasn't impactful enough to run 2 of
Telekenetic Bomb is better but sometimes you need the bolt now.

3
Spellbook Design and Construction / Warlord Academy book
« on: September 17, 2017, 02:39:20 PM »
I now have the Warlord Academy pack in my hands
There are a lot of really efficient creatures here.
But only being trained in the War School may be limiting.

I would like to learn other people's impressions and strategies
Haven't got it to the table yet but it looks like this:

Equipment
1 Strategist's Helm
1 Ivarium Halberd
1 Commander's Cape
1 Tempered Faulds
1 Leather Vest
1 Wychwood Ironvine

Creatures
1 Torgo, Pit Troll
1 Izimbila, Daughter of Badgers
1 Straywood Scout
1 Royal Armorer
1 Harshforge Construct
2 Harshforge Knight
2 Elven Soldier
1 Temple Sentry

Enchantments
2 Promotion
1 Press the Attack
1 Form Ranks
2 Dodge
1 Akiro's Game

Incantations
1 Cure
1 Disperse
1 Crumble

Openings
Turn One - Commander's Cape + Royal Armorer
Turn Two - Elven Soldier with armor from Royal Armorer + Akiro's Game to be revealed next Reset Phase
Turn Three - Elven Soldier + Promotion (on first Elf)
Turn Four - Form Ranks (on Armorer) + Temple Sentry

Turn One - Ivarium Halberd
Turn Two - Izimbila, Daughter of Badgers
Turn Three - Press the Attack (Izimbila) + Guard/Attack
Turn Four - Torgo, Pit Troll  OR  Harshforge Knight + Dodge (Izimbila)

Spells I would like to try
Attack spells - there are zero attack spells in school and sometimes you need to finish something off
Satyr Gruff - an Arcane Soldier that can stagger consistently with Press the Attack/Promotion

4
General Discussion / Re: Arcane Duels - Warlord Academy Review Videos
« on: September 01, 2017, 07:43:39 AM »
Another fantastic Review series from Arcane Duels.
Love the format and content for Mage Wars.
Its great to see your excitement and insights on this new expansion.
Keep up the great work.

I'm very excited for the new Formations, Royal Armorer, Straywood Scout, Gear Up, and Promotion.
I don't normally use Academy cards in Arena but this set might change that.

5
Spellbook Design and Construction / Re: Forcemaster Academy Book
« on: August 30, 2017, 10:17:43 AM »
I have not yet played a live game with Forcemaster Academy, but a card I'd be interested to see tested is Mass Cowardice.  It only works on living creatures and all of your creatures are non-living so you can get a lot of "free" attacks in and negate all of their creatures for a round.

Mass Cowardice is interesting with a couple of Major creatures. Yes it only affect living creatures but it doesn't prevent them attacking your supporting minor creatures. I particularly enjoy using Eye of Itadjet.

So is this supposed to be a toolbox? What determines which opening you go with?

The second opening might not work out if opponent puts on armor/aegis in the setup rounds.

I tend to play the same opponents frequently, so preparing different openings is important.
I think if my opponent armors/Aegis up, I would focus on their creatures to ensure I'm rolling more dice.
Being able to Attack/Crumble/Disperse and still summon a construct is a huge advantage for the Forcemaster.

Are there any other openings people have had success with?

6
Spellbook Design and Construction / Forcemaster Academy Book
« on: August 29, 2017, 08:39:48 AM »
The Forcemaster is my fav mage.
I was very excited to recently pick up the new Academy pack.

I would like to learn other people's impressions and strategies
After a few games, this is what my book looks like now:

Equipment
1 Shifratar
2 Symbiotic Orb
1 Jeweled Scarab
2 Illusionary Leggings
1 Headdress of Stasis
1 Force Armor

Creatures
1 Meditating Monk
1 Psionic Cobra
2 Force Gremlin
2 Force Caracal
2 Eye of Itadjet
1 Tomb Guardian
1 Force Golem
1 Tjusut, the Risen King

Enchantment
1 Desperate Focus
2 Redirect
2 Slumber
2 Redistributed Power
2 Telekentic Bomb
1 Force Shield
1 Repulsion field

Incantation
1 Desperate
1 Crumble

Attack
1 Force Daggers

Openings
Turn one - Meditating Monk + Jeweled Scarab opening.
Turn two - Eye of Itadjet + Force Gremlin/Caracal
Turn three - Eye of Itadjet + Symbiotic Orb

Turn one - Shifratar + Redistributed Power
Turn two - Tomb Guardian + Psionic Cobra
Turn three - Attack + Telekentic Bomb

Spells I would like to try
Akiro's Game - most creatures here are cheap and additional ways to ignore enemy major creatures to focus the enemy mage is good.
Naraka Vampress - combined with a redistributed power and a Gator Toughness could be a massive threat. I fear the over investment though.

7
Strategy and Tactics / Re: Warlock experience asked for
« on: July 02, 2017, 06:25:23 PM »
Warlock is one the hardest to get right.
Turn One: Mhageddon is probably the right choice but doesn't leave enough mana for a second cast
Turn Two: Sanguine Hunter has the best survivability and attack for cost, and give him Gator Toughness.

Turn Three: This is the tricky turn because the set up barrier is gone and Mhageddon is still sealed. It makes that enchantment choice on Turn two so crucial, to know if you are the aggressive or control matchup. You are the defense if Mhageddon is taking a lot of damage this turn, I would recommend another Sanguine Hunter + Enchantment, the investment for what you get is still solid. If Mhageddon is looking healthy, I would throw down an Afflicted Demon, This is threatening two five attack dice attacks later in the game.

Turn 4+: Burn conditions and Curse of Decay take out low health enemy creatures. Demonic link is great on your beefy Demons, Sanguine Thirst is great on Sanguine Hunters. And don't forget The Warlock's natural Sacrifice of Blood ability to mitigate bad attack rolls. 

8
General Discussion / Re: Alt necromancer and alt. Druid
« on: July 02, 2017, 05:40:42 PM »
Personally, I would prefer to see alt. wizard and alt. forcemaster first. Both have been around much longer without alternate versions.

I too would love to see the female Wizard. I think a mana denial strategy could be tapped into further.

9
General Discussion / Re: Which Force Master Academy Card?
« on: July 02, 2017, 05:29:26 PM »
Im very excited for combining Desperate Focus with Force Armor, and combining Shifratar with illusionary Leggings.

10
Love the videos and all the content Arcane Duels provide
The new review format is much better this way. And I enjoy the different perspectives between you guys.

I'm very excited for this pack. Forcemaster is my fav Mage.
The numerous Quickcast Creatures completely frees up her to actually guard and attack.
The other academy mages must activate to summon much more because no spawnpoints.

Cheers for the content. It a great way to enjoy the game while waiting for my next game.

11
General Discussion / Re: Arcane Duels - Paladin vs Siren Review
« on: October 19, 2016, 05:55:14 PM »
Cheers to the folks at Arcane Duels for putting out these review videos.
they have given me new excitement for this game, and I want to play it more.
This set looks really good for a lot of Mages. I have enjoyed your thoughts.

12
General Discussion / Re: FiF and the Bloodwave Warlord
« on: May 02, 2014, 03:32:19 AM »
I never felt the 1st Warlord needed "fixing". Yes, he may be a little below the curve to other mages but I still enjoy playing him and his unique playstyle. He's not unplayable with no tools.

In game design you cant keep leep frogging weaker mages above stronger mages because that creates power creep. From the cards spoiled so far, I think the 1st Warlord will be pleased with the many new options in his arsenal, particularly the new altars and outposts. Do I see him moving to a top tier mage; certainly not but he seems more comparable and that is good design.

I play the Warlord now and am excited to continue doing so after FIF :)

13
I really enjoyed this video series. thanks guys.

Only tips I would suggest would be in tactical positioning: I think the warlock was too slow at closing space on the beastmaster in the early turns. It seemed like you were circling the action rather than going through it. For the beastmaster, I would think you ran away too much when you put up the wall of vines, it meant were completely incapable of supporting your dying spider, reindeer and ferret.

Otherwise a great game and good see an exploding regrowth belt and a flying Wolf spider.

14
Strategy and Tactics / Re: Aggro, Combo, Control & Hybrid Archtypes
« on: April 04, 2013, 07:28:55 AM »
I think all Mages can be on a varying scale from aggressiveness to controling.
And in general sense, each Mage also has their own unique synergy focuses.

Scale:
Most Aggressive

Beastmaster - Combining Buffs on particular Creatures
Forcemaster - Assassination with Galvitor and Defenses
Warlock - Hulk up some equipment and burn with a demon
Warlord - build a fortress of walls and traps to shoot from
Wizard - Mana denial + Wand Combos, teleporting Hydras
Priestess - Priests and temples into Angels plus Healing.

Most Controling

I would claim  the scale shows the duration the mage wants the game to be
The beastmaster wants the quickest battle, the priestess the longest battle.

15
General Discussion / Re: List Your Favorite Mages
« on: April 04, 2013, 05:27:18 AM »
1st Warlock:
I love all his abilities: The blood reaping Demon, The repeatable cursing, The relentless flame attacks both via a Wand and Lash. He is a force.
2nd Priestess
Setting up priests and temples for the divine Angels. Her cards are pretty to look at and fun to use. I find my set up forces aggression from my opponnent or feel holy wrath.
3rd Forcemaster
The scissors in a Rock paper scissors. I love the assasin style, fast and lethal with galvitar and defenses. Causing hysteria with Mind control and Charm along the way.
4th Wizard
The anti-mage mage, mana denial and metamagic can really mess up a less adaptable mage. Arcane school allows great toolbox options and utility
5th Beastmaster
Fun to play but I never feel comfortable playing a swarm plan, i feel they can be taken done quite easy with the right tools, but i do enjoy the enchantment and Pet buffs
6th Warlord
Mana and action intensive. Poor abilities; ive never got a Vet marker once in 5ish games with him. non-adjacency Outpost restriction plus triple cost Arcane is harsh.

I am so excited for the druid, It will likely take the nature school into a different root (pun)

Pages: [1] 2 3