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Messages - werner

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16
General Discussion / Re: Questions about OCTGN meta
« on: May 01, 2018, 08:13:31 AM »
"Sim City" druid/mage == multiple trees/spawnpoints, many seed-pods/mana batteries, building an engine in a vacuum.

Point being, if you use Lesser Teleport (2) to cram explosive imps at a super-turtle and you follow-up with cheap Firestreams, you make it a really bad day for a Druid who just wants 3 seed-pods and Samara Tree in D2.

I'm not saying you're guaranteed a Win, Im just saying cheap Fire and cheap Teleport(lesser) IS the answer to Turtle druid. Deny them a comfort zone. Throw Imps in from Range 3 (sprint plus Lesser Teleport). Force a Druid to start summoning Tegu and you're taking precious mana away from the Vine Tree's projection.   

17
General Discussion / Re: Questions about OCTGN meta
« on: April 30, 2018, 02:30:38 PM »

I'm not sure how it wrecks druids. Could you elaborate? Lesser teleport seems an odd choice as a tactic here.

It doesn't wreck all Druids, but it wrecks careless, "Sim City" Druids. That wanna play solitaire with their over-watering.

18
General Discussion / Re: Questions about OCTGN meta
« on: April 30, 2018, 02:27:41 PM »
Like everything in Mage Wars, my single tactic of a FastBombImp is but one piece of the puzzle. Meant to quickly and near-automatically put a BURN token on every plant in the zone. I play Druid a lot locally and learned quickly not to put all my plants in one basket, yet on OCTGN I hear of druids with 4 plants in the same zone.

1. Imp gets budget BURNS started.
2. Firestream is more budget BURNS.
3. IMP + Double Firestream is still cheaper than 4 plants/flowers.

19
General Discussion / Re: Questions about OCTGN meta
« on: April 30, 2018, 08:32:08 AM »
There's a lot of affordable FIRE these days... Unstable Fire Imp + Lesser Teleport is ~3SBP(4 if holy) and wrecks Sim-City Druid hard OR forces them into a reposition-game they might not be good at.

If you're playing Wizard, you can pop your Unstable Fire Imp with ease using your ranged poke after the Imp has made a melee attack. Followed up with more FIRE.

20
Player Feedback and Suggestions / Re: How to make Mage Wars faster
« on: April 26, 2018, 03:32:46 PM »
Doesn't "Lesser Teleport" already make the game extremely faster?
I'm not convinced rushing with lesser teleport is that used or viable as of yet.

Perhaps, but faster... Definitely. (3) in all my decks at all times.

21
Player Feedback and Suggestions / Re: How to make Mage Wars faster
« on: April 25, 2018, 02:27:33 PM »
Doesn't "Lesser Teleport" already make the game extremely faster?

22
Player Feedback and Suggestions / Re: Lost Grimoire 2.0
« on: April 25, 2018, 02:05:02 PM »
I was shocked after punching my new Grimoire Vol 1 into spellbookbuilder and finding out I was still missing a ton of VITAL promo cards (like Screaming Zombie!)...

I would welcome a Vol 2 even if it were smaller than Vol 1.

23
Mages / Re: Darkfenne Necromancer Part 2
« on: April 25, 2018, 08:38:21 AM »
Great write up, learned a lot. Thank you.

24
The Turn-3 VineSnapper TurboDruid:

Turn 1 (Mana 19):
[Deploy: Vine in D3]
Quickcast Vine Tree (Treebond) in D3 / Sprint to C2

Turn 2 (Mana 20):
[Deploy: (2) Vines C2 and B2]
Sprint to A2 / Quickcast Bark Skin (or Bear Str, I prefer the Bark Skin Gambit) FD on Druid

Turn 3 (Mana 27):
[Deploy: (2) Vines A2 and A1 / (1) Vine-Snapper A1]
Fullcast Tegu A2 / Quickcast Rouse the Beast on Vine Snapper A1

20 Mana + 1 Mana on Vine Tree going into Turn 4. This Turbo-Druid really puts pressure on a Turtle.

25
I own (3) First Edition Coresets and (1) of everything else (including Academy and a Desert Neoprene Mat), so I wasn't going to buy a 4th Edition Coreset yet wanted the Forest Board. Some of you might remember my post here asking to buy one of these Boards on the grey market... Sharkbait to the rescue! And now a photo:



(Match Info: Druid had just Tsunami'd all of the Holy Dragon's clerics down that Far-Center column and through the Vine-wall. The Priest had been re-summoning new clerics in this column due to a rushdown, turn-3 Vine-snapper+RouseBeast in A1 strat "TurboDruid." One-shot the first cleric. Priest eventually lost.)

26
Rules Discussion / Re: Mistakes during ADMW2
« on: April 20, 2018, 10:27:34 AM »
Is this on Youtube/Vimeo?

27

Thanks (all)!

Summary (please correct me if mistaken):

1. Falcon Precision must be revealed before the Avoid Attack Phase
2. If defender announces they are using the Symbiotic Orb, it's too late to reveal enchantments


28
Thanks for weighing in, Sailor Vulcan. Like in most Timing/Phase debates... I just want to make sure I understand it correctly (and then still cramming more Seeking Dispel deckwise).


29
That's the way we ruled it... And as I chose 3-mana I started to think about how rough it would be to lose the Defense AND harm a ever-fading Force Creature. Either way it's ruled; more Seeking Dispels are going in my FM deck!!! Thanks for the reply.

30
Mage with 'FD-Falcon Precision' declares melee on my ForceMaster. I declare and pay for 'Symbiotic Orb Defense,' is it too late to reveal 'Falcon Precision?' Or does it fizzle my Orb_Defense (wasting 3 mana / or / 1 Dissipate).

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