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Topics - MrSaucy

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16
Strategy and Tactics / Reel 'em in!!!
« on: June 18, 2013, 05:18:33 AM »
I have recently played several games with the Forcemaster (my new favorite). One thing that was crucial to all of these games was getting the opponent mage into my zone... and keeping them there! Here are my thoughts on this.

In most cases the opponent mage will be either 2 zones away, 1 zone away, or in the same zone as your FM.

Case 1:

When they are 2 zones away, the best option is to use Teleport to move them to your zone. Then you can get a doublestrike in with Galvitar. If you are out of Teleport, the next best spell to use is Force Bash. This won't move them all the way into your zone, but it will move them 1 zone closer and incapacitate them, preventing them from moving further away. If you are out of Teleport and Force Bash, then just use Force Pull to move them 1 zone towards you.

Case 2:

When they are 1 zone away, the go-to spell should be Force Bash. Otherwise, use Force Pull. Force Bash is the go-to instead of Force Pull because it incapacitates the opponent mage, preventing them from moving away.

Case 3:

When they are in the same zone as your FM, you might feel like you don't have a job to do. However, you should do all you can to KEEP them there. The go-to spell for this situation is simply Knockdown. If you are out of Knockdown, use Force Hold instead.

So anyways, this is how I think when it comes to reeling the enemy mage in for punishment. Consequently, Teleport, Force Bash, and Force Pull are some of my most-used spells.

17
Spells / Force Hold vs Force Crush
« on: June 10, 2013, 12:05:23 AM »
Force Hold and Force Crush are pretty similar spells. Is one strictly better than the other? If not, when is one better than the other? Does it make sense to run both spells in the same spellbook?

>>>Force Crush:

7 mana, quick action, 0-2 creature, costs 3 spell points (mind)

Upkeep +4, Magebind +2

Creature is Restrained and Unmovable. Each Upkeep Phase, if Force Crush's upkeep cost is paid, this creature recieves 2 direct damage. Does not affect creatures with the Uncontainable trait.

>>>Force Hold:

4 mana, quick action, 0-2 creature, costs 2 spell points (mind)

Upkeep +3

Creature is Restrained and Unmovable trait. Does not affect creatures with the Uncontainable trait.

>>Why Force Crush might be strictly better

The appeal of playing Force Crush over Force Hold seems to be... well... the added "crushing" bonus. You are essentially paying just 1 more mana during your upkeep do deal 2 damage to the creature. Not to mention, Force Crush only costs 3 more mana and does everything Force Hold does PLUS more. You could even say Force Crush is like Force Hold + Ghoul Rot in a sense.

>>>Why Force Hold might be strictly better

Even though the mana difference between Force Hold and Force Crush is only 3 mana, Force Hold is still cheaper. Also, Force Hold costs 1 less upkeep and costs 2 spellpoints instead of 3. This might not be a huge difference to a Forcemaster, but to any other mage the difference between 1 Force Hold and 1 Force Crush is 2 spellpoints. Finally, Force Hold could be considered better than Force Crush because you can still target a mage without having to pay the extra +2 mana for Magebind.

>>>Do you really need to carry both?

I can't imagine a scenario where you would need to run Force Hold AND Force Crush together. So I think the answer is no. What does the forum think?



18
General Discussion / the MW color pie?
« on: June 04, 2013, 08:06:48 PM »
Warning: if you aren't mildly familiar with Magic The Gathering, this probably won't make any sense!

In my opinion, one of the most influential things created by MTG was the color pie. It was an interesting and thoughtful way to describe the game mechanics, value system, and "flavor" behind each type of magic. Having switched (permanently) from MTG to MW, I found myself wondering if MW has its own implicit version of the color pie. Since each color in MTG had its own value system, each color in MTG had two ally colors and two enemy colors based on this system of values. 

So I want to pose a question and then give my answer. Do you think MW has an implicit color pie in any shape or form? If so, which MW schools of magic would you associate with the MTG colors of magic?

My answer is Yes. I do think MW has a sort of color pie. (This is obvious; otherwise, what point would I have in writing this post?)

White = Holy
Blue = Arcane, Mind
Black = Dark
Red = Fire, Earth
Green = Natural, Water, Air

In MTG, White and Blue are very controlling areas of magic; in MW, the Holy, Arcane, and Mind schools are the most controlling schools of magic.

In MTG, White and Green have life gain and "growth" cards; In MW, the Holy and Nature schools have spells with life gain/regenerate effects, like Heal, Regrowth Belt.

In MTG, White is enemies with Red (since Red values aggression over defense) and Black (since Black is immoral). Likewise, in MW the Holy school is filled with protective/defensive spells whereas Fire and Earth spells are rarely defensive and emphasize total offense. Obviously, Holy spells are seen as moral whereas Dark spells are immoral.

Blue in MTG is friends with White but also with Black. Blue and Black share the desire for secrecy, power, and control and aren't above manipulation and trickery. I can't help but think of Arcane, Mind, and Dark spells the same way.

Blue in MTG doesn't like Red (because Red emphasizes spontaneity over strategy) or Green (because Green emphasizes nature over the unnatural). In MW, Arcane and Mind magic is very strategic and doesn't focus on brute force; Fire and Earth magic is very direct and all about dealing damage quickly. Admittedly, I think the Blue vs Green case doesn't apply as cleanly as it does to MW (i.e. Arcane, Mind VS Nature). Or maybe we have yet to see anti-unnatural cards from the Nature school and anti-nature cards from the Arcane and Mind schools.

Black and Red are friends in MTG. Dark and Fire are friends in MW. Just look at the Warlock! Black hates White, as mentioned earlier, and it hates Green too. Black is about decay and death. Green is about life and growth. You see this Black vs Green distinction in MW all the time. What do curses from the Dark school do? They weaken, they kill, they drain things, they cripple things. What is magic from the Natural school capable of? Regenerating life, boosting creatures, and turning things that are weak into things that are strong.

Finally, Red hates Blue and White (as mentioned already) but is friends with Black and Green. At first thought, Red and Green might not seem to have much in common in either MTG or MW. (Afterall, isn't the Beastmaster, a master of nature, very WEAK against FIRE spells?) But in MTG, Red and Green share a tie to nature. You will notice I have outlined the "MW color pie" such that all the elemental schools (earth, fire, air water) are in the Red and Green categories.

You may have noticed I left the War school out of the picture. This is open for discussion, but I don't think the War school of magic really fits into this argument. (Not dissing on the War school. I think it is awesome personally.)

In conclusion, I hope this post was informative or at least a little interesting. I also hope I may have convinced you that MW does indeed have its own version of the color pie as seen in MTG, albeit an implicit one.

As a final note, I am in NO shape or form accusing MW of "ripping off" MTG. I just wanted to show how MTG could have possibly influenced MW, as I am sure it did.

19
Strategy and Tactics / Spell Preparation
« on: May 18, 2013, 05:47:50 PM »
Just want to get a feel for how the rest of the MW community goes about when planning their spells. Personally, I am more of an "option 4" player.

20
General Discussion / List Your Favorite Mages
« on: March 27, 2013, 11:58:53 PM »
List your mages from most favorite to least favorite. Here is my list:

1) Warlord
2) Wizard
3) Priestess
4) Beastmaster
5) Warlock
6) Forcemaster

I absolutely hate the Forcemaster. I have been successful with every mage except for her. In my opinion, she is the weakest of all the mages. She has almost no attacking options, and if she is playing against a Beastmaster or Warlord (who knows anything about what they are doing) she will lose every time.

I like the Warlock, but I find that his spawnpoint leaves much to be desired. He has a couple of solid creatures, and though his fire spells are cool, I would take lightning over fire anyday; daze and stun are far more annoying than burn conditions.

I like the Beastmaster because there is nothing very complicated about him. You just summon a lot of creatures and keep them buffed up. Fun and simple.

The Priestess is VERY powerful. Her defenses are hard to crack, she has tons of healing options, and a few of her creatures are very powerful. I like her a lot.

The Wizard was my favorite before the Warlord came out. He feels very dynamic. He has great offensive capabilities, such as his powerful lightning spells (thunderbolt especially), but decent defensive capabilities too. He also has a lot of "trickery" cards, as I like to call them.

The Warlord is my favorite just because I like almost all of his cards. His creatures are dynamic and useful, he can catch his opponents off guard very easily, and there a lot of cool combos he has between his Horn of Gothos and his Helm of Command.

So... what is your list? No offense to any Forcemaster aficionados, but I absolutely despise the Forcemaster in almost every single way.

21
Rules Discussion / Thorg, Chief Bodyguard
« on: March 27, 2013, 04:25:30 AM »
I have put this guy in all of my Warlord spellbooks but I have never played him. The opportunity never seemed right. Now I am thinking he is not worth the steep price of 17 mana. I understand how his Taunt works, but to me it only sounds useful against an enemy with a lot of weak creatures (like another Warlord or a Beastmaster). Is he supposed to just be a punching bag to distract all the attention from your mage?

22
Strategy and Tactics / Using Attack Spells as the Warlord
« on: March 23, 2013, 10:17:30 PM »
I have played 4-5 games as the Warlord, and every single time, regardless of who I am playing, I rarely find a use for any of the earth attack spells (Hurl Boulder, Hail of Stones). I am always focusing so much attention on my creatures that I don't really have time to worry about attack spells I guess. My fellow Warlords (wow... that sounds nerdy), do you find yourself playing the same way? No attack spells and just creatures?

23
Spells / Quicksand - Not Really That Great
« on: March 23, 2013, 04:06:42 PM »
Wow.

I just did the math on the Warlord's Quicksand spell and I am very disappointed. Assuming the target creature uses every action possible to escape, they have a 75% of escaping. I was hoping for something like a 50% chance! So basically, Quicksand is only effective 25% of the time.

Now, you might argue that Quicksand is effective even IF the creature escapes since you are causing them to waste their move actions. They could be using these movie actions to attack you/your creatures instead. This is true; however, if your goal is to cause a creature to waste move actions, there are far better ways of doing this!

Quicksand feels like a nerfed spell. I think they should have made the cut-off point 3 load tokens instead of 4.

Thoughts on this?

24
Strategy and Tactics / How to use Goblin Builders
« on: March 23, 2013, 05:04:22 AM »
Goblin Builders. I don't understand the point of them.

Removing 1 damage from a conjuration is pretty much useless; by the time my Akiro's Hammer takes any damage, removing 1 damage isn't going to help much. I understand that they can also build stuff without it taking away an action from the Warlord, but this never seems to help me, and it doesn't help that they don't channel their own mana!

What am I missing about these guys? Are they terrible? Or am I just not using him correctly?
How do you guys use Goblin Builders? Building walls? Building outposts in enemy territory? Please explain.

25
Custom Cards / Bleeding Attacks!!!
« on: February 23, 2013, 05:47:50 AM »
Bleeding -X: If this attack deals damage to a creature, roll the d12. If the d12 is rolled 2X or higher, the attack deals bleeding damage. This means that during the next upkeep only, the damaged creature takes unavoidable, critical damage from X dice.

Example: I have a creature. This creature has an attack that reads "3 Bleeding -2." I attack a creature that has 0 armor and 5 life (for simplicity's sake) with this attack. I roll 3 attack dice. I roll 1 blank and 2 normals 1s, so I deal 1+1=2 damage to the target creature. Since I damaged the creature, it might take some bleeding damage, so I roll the d12. X=2 in this case, so I must roll 4 or higher to do bleeding damage. Let us say I roll a 6; bleeding damage takes effect. During the next upkeep, I will roll 2 dice and the damaged creature will take whatever damage I roll.

More powerful creatures could have insane things, like attacks like "4 Bleeding -5". Direct bleeding damage from 5 dice might sound cheap, but keep in mind: a) the attacker would have to deal damage AND roll 10, 11, or 12 on the d12 just to get the effect; b) rolling 5 dice is no guarantee of anything extraordinary; c) you could give creatures with high bleeding effects crippling attributes to balance things out, like the Slow trait, no armor, a low starting health, a low attack, etc.

I hope this was clear and wasn't too wordy! What do you guys think? Would this Bleeding Effect be overpowered or cool and balanced? By the way, I realize this idea is similar to the Burn Effect. That is kinda where I got the idea.

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