April 30, 2024, 09:50:08 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 - baronzaltor

Pages: 1 2 3 [4] 5 6 ... 39
46
General Discussion / Re: New Promos!
« on: January 18, 2015, 12:06:41 PM »
[mwcard=MWSTX2FFJ03]Altar of Domination[/mwcard],[mwcard=DNJ01]Altar of Skulls[/mwcard],[mwcard=MW1J19]Deathlock[/mwcard],[mwcard=DNJ10]Stranglevine[/mwcard]and[mwcard=DNJ12]Vine Tree[/mwcard] will all be good targets for reinforce... But even better would be [mwcard=MW1J14]Mana Siphon[/mwcard] or [mwcard=MW1J16]Mordok's Obelisk[/mwcard]!!

Vine Tree/Stranglevine cannot be Reinforced, because it requires non-living conjuration

Mana Siphon cannot be Reinforced because it requires Corporeal conjurations

47
Spellbook Design and Construction / Re: Balancing a Warlord book
« on: January 07, 2015, 11:22:02 PM »
Armor Ward is also good because it is not a mandatory reveal like Nullify, so you can reveal it on your own timing instead of having to burn it on the next spell wether you are ready or not.

48
General Discussion / Re: Tips for losing to new players
« on: January 06, 2015, 01:12:35 PM »
It kinda depends... Its not something I have made any particular science out of.

Sometimes I already have some books built and can just go through and trim some options out and thin duplicates a little, or if going the other way add more core strength to, depending on the mage and overall build.  Other times I have no books built at the moment and have to toss some together on the fly.

 Its typically pretty laid back in both causes.  Im not one to over think the process, I just keep it casual and laid back.   

49
General Discussion / Re: Tips for losing to new players
« on: January 06, 2015, 12:25:26 PM »

The game already has a built in function for giving handicaps.

If you want to disadvantage yourself against the opponent, simply lower your 120 spell points...  build an 80 or 90 point one.   If you want to give the advantage to an opponent, increase them to 150 spellpoints or so.  Its simple, and the opponent understands the advantage you are giving them by simply showing them the mage card.   You dont have to "play down", and then when they are acclimated they can just start playing a regular book.    This also teaches a value for spell book point effeciency very early on.

That might work, but I'm not sure. Have you tested this?

yeah.  Works out pretty well, having to skim or pad spell books to create handicap works pretty well for me when theres need for some kind of shift.

50
General Discussion / Re: New Promos!
« on: January 06, 2015, 12:02:13 PM »
Do you mean Combustion?

Yeah.. my head is a shuffle of cards and names at this point

51
General Discussion / Re: Tips for losing to new players
« on: January 06, 2015, 11:35:29 AM »
The game already has a built in function for giving handicaps.

If you want to disadvantage yourself against the opponent, simply lower your 120 spell points...  build an 80 or 90 point one.   If you want to give the advantage to an opponent, increase them to 150 spellpoints or so.  Its simple, and the opponent understands the advantage you are giving them by simply showing them the mage card.   You dont have to "play down", and then when they are acclimated they can just start playing a regular book.    This also teaches a value for spell book point effeciency very early on.

52
General Discussion / Re: New Promos!
« on: January 06, 2015, 11:18:45 AM »
He is immune to flame damage, so explode won't do anything to him

The flying pig demon isn't immune to Flame. The demon himself explodes. That's the hilarious part!

Sorry i totally misread what you said.. thought you meant using explode on a magma golem who had stacked up a bunch of burns.  (which was a great counter to an early playtest version of him!)

53
General Discussion / Re: New Promos!
« on: January 06, 2015, 09:07:47 AM »
I'm surprised no one has yet to comment on the exploding pig demon. He's hilarious!

He is immune to flame damage, so explode won't do anything to him

54
General Discussion / Re: New Promos!
« on: January 06, 2015, 09:01:21 AM »
Extinguish/geyser ruins his day too

55
Player Feedback and Suggestions / Re: Ideas for Dark Spells
« on: January 05, 2015, 10:48:56 PM »
Any card to give the Bloodthirsty trait to a mage would need to also have an Upkeep +X feature, so that the controller can choose to stop paying the upkeep whenever it gets out of hand or is getting him in a position where his inability to control actions is being too disruptive.  Otherwise its just suicide, as the opponent can simply keep you from ever being able to cast spells or move on your main phase for the rest of the game. 

The thing about a vampiric weapon is that its simply impractical... the Vampirism enchantment already covers this extremely well.  There is little reason to use a weapon with Vampirc+Drawback when you can benefit from a weapon of your choice AND Vampiric via the enchantment instead.   Vampirism gives very easy access to the trait regardless of weapon at reasonable spellpoint and mana cost (and discountable with enchanters ring).  Even non-dark mages can make good use of it.

Also, having the healing source of Vampirism on the weapon is kind of putting all your eggs in one basket.   A single dissolve knocks out your weapon and your healing engine in one action.  With the enchantment and weapon as separate pieces, the opponent has to spend resources disabling 2 different things.

So, its hard to make a practical weapon with Vampiric due to the sheer utility of the enchantment version and the ability to benefit from things other more rounded weapons grant (pierce, burn chances, reach, ethereal, curse-casting-familiar, etc) with no major drawbacks.

56
Liberal use of Hurl Boulder will usually un-heal them pretty well.

57
Strategy and Tactics / Re: how does your druid stop adramelech
« on: January 02, 2015, 11:59:52 AM »
Tarok The Sky Hunter+Bear Strength (or Lion Savagery) will generally make short work of him, and at very effective spellcost/casting cost compared to what the opponent spent on Addy.

58
Spells / Re: Flaming Hellion in a Wizard spellbook?
« on: November 10, 2014, 01:45:34 PM »
Ive tinkered with Flaming Hellions and Hellfiretrap (could also use Firebrand Imp) in a Druid book before.. shes pays triple for fire, but both the demons and Hellfire Trap are actually Dark so she only pays double for some fire damage that way.


With Flame Strike, remember it says the attack cannot already have an effect die roll..so a lot of creatures cant actually use it.  Cant stack bleed+burn, or daze+burn and such.

59
Spells / Re: Promo card MordokĀ“s Tome
« on: October 13, 2014, 01:14:50 PM »
Its a crazy useful card to have.

Arcane Zap gives Wizard a "prepared" attack spell option even if one isnt in his hand.
Mordoks Tome adds a third option to the Wizard's spell-prep.

Add in a Wizard's Tower or Huugin (or a Gate to Voltari/Battle Forge), and you have an overwhelming number of ways you can play out a round simply by having so many bankable spells..3 in hand, ranged attack ability, plus familiar/spawnpoint options.

The biggest thing to note on the Tome is that its Legendary..so in Wizard vs Wizard match ups, there is pressure to play it early.

60
Spells / Re: Alter of Domination change how you fight warlord?
« on: October 11, 2014, 03:24:17 PM »
A fun way to irritate an Altar strategy is to wait until they play an outpost, and then start dropping your cheap zone exclusive conjurations like Wardstones and Mana Crystals in the non-adjacent zones... Outposts placement restriction makes it really to hamper getting too many into the arena without having to waste effort destroying your disposable conjurations.

Generally speaking though, even a book that is only mildly aggressive should be able to stop Talos from ever getting into play.

Pages: 1 2 3 [4] 5 6 ... 39