April 28, 2024, 07:36:05 PM

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 - MrSaucy

Pages: 1 ... 24 25 [26]
376
Strategy and Tactics / Re: Aggro, Combo, Control & Hybrid Archtypes
« on: March 02, 2013, 07:04:17 PM »
I haven't read everything in this thread, but I can offer how I think of the game. At any time, a player will be playing one of 3 ways: aggressive, defensive, MIX. Let's call these Aggro, Control, and Combo. A player will shift between these playstyles in response to the opponent.

If you are playing Aggro, you are doing some mix of the following:
-Attacking nearly every turn with an attack spell
-Summoning tons of cheap creatures and swaming the enemy (charging relentlessly, caring little for which ones survive)
-Ignoring enemy enchantments
-Ignoring enemy equipment
-Using only offensive incantations (like Battle Fury)

If you are playing Control, you are doing some mix of the following:
-Utilizing one powerful creature on the board
-Denying the enemy access to mana (really only applies to The Wizard)
-Heavily favoring defensive enchantments like Block and Nullify
-Heavily favoring de-buff incantations like Dispel, Seeking Dispel, and Dissolve/Explode

If you are playing Combo, you are doing some mix of the following:
-Attacking only when the enemy has their defenses down
-Using 2 or 3 medium costly creatures, buffing them up when you feel like it
-Using defensive enchantments only when you feel they are absolutely necessary
-Using incantations like Dispel, Seeking Dispel, and Dissolve only when you feel like you need to

MTG theory states the following: Aggro > Control > Combo > Aggro > ... etc.
Aggro beats Control because Aggro doesn't give Control time to get a stable footing
Control beats Combo because it gives Control enough time to set up
Combo beats Aggro because it can start fast if needed be

So I guess I am trying to say this:
1) If your enemy is trying to swarm you with creatures, try to fend them off with a couple medium powerful creatures. Keep your creatures buffed, heal them when necessary. Don't try to solo against a swarm.
2) If your enemy is focusing on dispeling your enchatments, dissolving your armor, denying you mana, etc. you should try to swarm them with creatures or surprise them by going on the offensive.
3) If your enemy is not falling into either Aggro or Control, try playing the Control game against them. Disrupt their combos. Dissolve their equipment. Dispel their enchantments.

I hope some of this made sense to somebody.

377
Spells / Re: Most efficient Creature 2
« on: February 24, 2013, 05:50:21 PM »
Quote from: "piousflea" post=7983
Fas723, I disagreed with your methodology for the first "most efficient" thread, and I still disagree with it now.

The traits and attributes in Mage Wars have such complicated interactions that it is nonsensical to assign a mathematical "efficiency" to any one trait. Just a few examples:

1) Nonliving. Is it a bonus, or is it a penalty? I would argue that for the Skeletal Sentry it is a major bonus, giving immunity to Pestilence, Deathlock, Malacoda, and Psychic spells. However, for the Earth Elemental it is a really major penalty, because you cannot use Nature enchantments (ie Bear Strength or Cheetah Speed) or heals on Nonliving.

2) Falcons vs Foxes. The falcon has the same stats but gains Flying for only 1 mana. Most people would agree that this makes it very underpriced when you just compare stats. However, the Fox synergizes much better with Redclaw and Animal Kinship, to such a large degree that many swarm decks prefer Foxes over Falcons.

-----
I think it would be far more valid to reverse-engineer the "expected mana value" of Health, Armor, and quick action melee attack die - ignoring all traits, abilities, and ranged attacks.

Then you could say stuff like, "An Emerald Tegu costs 1.83 more mana than it would without any traits or abilities, so you are paying 1.83 mana for 8+ Rot.", or "A Falcon only pays 1 mana for Flying which is pretty sweet.", or "Boltstorm pays 5 mana for his triplestrike 3 dice 1-1 ranged attack, which is really awesome."


This exactly. When I think efficiency I think, how much attack and staying power am I getting with a creature considering how much I am paying for it? Here is a suggestion. Give a creature an offensive rating and a defensive rating. Average the two ratings to give a creature a final, tentative rating.

Offensive rating = (# attack dice rolled) + (# attacks available for use) + (3 points for each attack that does an effect outside of damage, like stun, burn, etc.) - (total mana cost) - (points taken up in spellbook).

Defensive rating = (# armor) + (# life) + (3 points for having the Counterstrike ability) + (3 point for having a Defense) - (total mana cost) - (points taken up in spellbook).

Rating = (offensive rating + defensive rating)/2

378
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.

379
Mages / Re: Mages that you would like to see in the game
« on: February 23, 2013, 03:26:36 AM »
Quote from: "baronzaltor" post=4862
A few ideas come to mind

I think theres room for things like:

Lycanthrope:  Has ability/cost/trigger to toggle form.. wolfing out drastically altering mana and spell acess but becoming much more melee/health oriented, or even fully out of control.

"Monk/Jedi"- I use the term loosly, but inspired by a "jedi" style concept.. based around iconic style magic weapon that can deflect/redirect ranged attacks and cut through armor and such as obviously influenced by Lightsabers.  To further reinforce the Jedi feel, the deck/archtype would have basic recreations of "force" powers but could choose to be light or dark (holy/dark) for its other spell types (ie jedi/sith) at deck creation.  (much like the mage selects his element)

Vampire Lord: Count Dracula, Strahd, etc.  You get the idea.

A Lich style concept where the mage himself is invincible but his "weakness" is contained in a zone or conjuration or something on the board, and he loses if that is destroyed.

Dragon Lord:  Who doesnt love Dragons?

Reaver:  Gets more powerful as his health total gets lower and lower

Spell Theif/Doppleganger: works off of or immitates the opponents abilities and spells.

Elemental: Not an elementalist, but literally a Fire/Water/Earth/Air/nature/stone/Etc elemental. (slected at creation)

Ninja: Stealth mechanic of being able to play creatures face down like hidden enchantments, to turn himself facedown to "hide" use sneak attacks and subterfuge and neat ninja magics ala shinobi.  Lightfooted quick fighting mage with neat caltrop traps, smoke bombs,and ninja flavored equipment

Bard: charms and enthalls other creatures, etc.

Martyr/Guardian: based around taking damage and redirecting to himself on behalf of his minions to keep his creatures in the game doing things for him, rather than the traditional angle of creatures defending for the mage.


Other more traditional archtypes include:
Illusionist,  pretty self explainatory.  Illusions and trickery based

Enchanter, again self explainatory focuses on enchanting things

Artificer,  builder.. works heavily through crafted goods (equpiment) and things like golems and clockwork minions


You are not the only one to come up with the idea of a Ninja/Assassin, but that sounds awesome to me! I know in most games I play (especially fantasy games) I always choose the stealthy character build. They could do something like you get a detection marker, with one side that has "hidden" and another that has "detected" to keep track of whether you are hidden or not. Perhaps you could even have something like a Defense but for detection. For example, say you have a Sneak "Defense" of 7+. This would mean the target you are sneaking up on would have to roll a 7 or higher to detect you. Otherwise, you get to do extra damage or something. If something like that happened, I would be stoked!

380
Mages / Re: Mages that you would like to see in the game
« on: February 23, 2013, 03:21:11 AM »
Quote from: "baronzaltor" post=7880
Quote from: "MrSaucy" post=7879
Correct me if I am wrong, but in the case that every Mage masters in two things, there are C(10,2) possibilities of Mages. That is (10!)/(2!8!), which is a whopping 45 Mages total! Granted, not all combinations could be cool, but that is a lot to choose from! There are so many different combinations it is exciting!

(btw I am getting the 10 from the fact that there are 6 major schools (Arcane, Holy, Nature, Dark, Mind, War) plus 4 elements (Fire, Water, Air, Earth) )


Some only get one school.

Priestess has only Holy (triple for dark)
Beastmaster has only Nature (triple for fire)
Force Master has only Mind (triple for creatures outside own school)

So getting 2 isnt implicit.  The tradeoff will often come in based on which schools, and their number of passive abilities and stat layouts.

Also, the Wizard introduces the concept of choosing one of his two schools which is interesting.   having somethign that gets to choose Light or Dark for a good or evil version would be cool, etc.


2 is not implicit, no, but I stated that there would be 45 possibilities ASSUMING that were the case. I am not quite sure how they would make another mage apart from the Wizard that focuses on 3 schools of magic, but I could be wrong. My point was this: there are a LOT of directions they can take future expansions!

381
Spells / Re: Forcemaster vs Warlord First Battle Ever
« on: February 23, 2013, 03:13:07 AM »
Quote from: "piousflea" post=7611
My first impression is that his conjurations and creatures are incredibly powerful, but I haven't even scratched the surface of how to use him properly.

The 4-mana conjurations (Watchtower and Garrison) are incredible because of their cost. They are so cheap that there is no point in trying to destroy them; you can recast them for the cost of a single Block. (and they've probably absorbed more damage than one Block) You need 2 other outposts to maximize the mana income of a Barracks, so there is no reason not to throw down towers early.

The "Soldier" type creatures are all about damage and mana efficiency, but they tend to be fragile for their cost. In contrast, the Iron Golem and Earth Elemental are Slow and immensely sturdy. I am definitely planning to use Golem/Elemental to Guard my fragile slingers and snipers.

The Barracks generates 3 mana per turn and the Goblin Grunt costs 4 mana. This is incredible. Seeing all of those grunts swarm out onto the battlefield made me want to yell "FOR THE HORDE!!".

Becoming good at the Warlord is going to require a lot more skill in positional play. For example, the mere presence of Ludwig Boltstorm (1-1 3 dice triplestrike crossbow) strongly discourages enemies from hanging out in zones adjacent to Ludwig. The presence of an iron golem strongly discourages enemies from venturing into that zone. Caltrops and walls can further "zone out" enemies.

A Warlord creature swarm is very different from a Beastmaster creature swarm in that he is slower to get started and therefore cannot rush as effectively. A BM can make an effective swarm without any spawnpoint at all, or with just a Lair (14 mana), while a WL needs a minimum of Barracks + 2 Towers (20 mana). However, once the Warlord has a lot of creatures out, his extra abilities like Veterancy and Battle Orders make those creatures extremely powerful.

The 3x mana cost for dispels, nullifies and teleports is really painful. A Warlord will frequently have to make do with knives, axes, slings and arrows in situations where a more "educated" Mage would use spells.


Thanks for such a great analysis of how the Warlord plays! I am thinking of playing as the Warlord myself.

382
Spells / Re: Banish!
« on: February 23, 2013, 12:59:40 AM »
Banish is a game changer. Trust me. The cost is worth it to remove a creature that costs 14+ mana. Think of it as killing a creature for 3 turns. I would put it in my spellbook if I could.

383
Spellbook Design and Construction / Re: Fire Wizard Build
« on: February 23, 2013, 12:55:48 AM »
For a fire wizard, this is what I would do. This is a rough sketch because I don't have all the cards with me to calculate the total points.

Attack spells: get EVERY fire spell and run AS MANY as you can of each. that way, you can delay bringing out a wand.

Conjuration spells: 4 mana crystals, Wizard Spawnpoint, Fire walls.

Creatures: only creatures that do fire damage. could be stupid or brilliant, but sounds fun to me.

Enchantments: the necessities (Block, Nullify, Reverse Attack, Reverse Magic, Cobra Defenses), the new damage barrier that does fire damage, and cards like Bear Strength to pump up your fire creatures.

Equipment: both types of wands, anything else you feel like you need for protection.

Incantations: the usual (seeking dispel, dispel, explode) plus some offensive ones like Battle Fury, Piercing Strike, and Perfect Strike for your fire creatures.

384
I would run with more attack spells, including some earth attack spells and some more fire spells.

And more creatures. If you are playing as the warlord, creatures are your business. Just look at all the things the Warlord focuses on... they are all aimed at pumping out (and pumping up) creatures. So for creatures, maybe thrown in some creatures with ranged attacks (like the Goblin Slinger dudes) and some grunts; sometimes, having 3 weak creatures out is more effective than having 1 powerful creature out.

For conjurations, I would stick mainly to the Warlord conjurations. I personally dislike using Idol of Pestilence and Deathlock UNLESS I am a 100% aggressive Warlock, which doesn't sound like your build at all.

For enchantments, why do you have Vampirism abilities when you have Deathlock? Deathlock applies to YOU as well. When Deathlock is out, NOBODY can gain life, so keep that in mind. If you are going to keep Deathlock, ditch things like Vampirism and Drain Life. Same applies to Regrowth Belt. I suggest including more Agony. People underestimate Agony I think, but it is extremely useful. The difference between somebody rolling 4 attack dice and 2 attack dice is huge.

For incantations, why not include some more OFFENSIVE incantations, you know? Battle Fury, Perfect Strike, Piercing Strike, things like that.

I hope some of that helps. In the end, playing your deck correctly is half of the battle. As long you build a deck around a goal and stick to it, you should be fine.

385
Mages / Re: Mages that you would like to see in the game
« on: February 23, 2013, 12:30:58 AM »
Correct me if I am wrong, but in the case that every Mage masters in two things, there are C(10,2) possibilities of Mages. That is (10!)/(2!8!), which is a whopping 45 Mages total! Granted, not all combinations could be cool, but that is a lot to choose from! There are so many different combinations it is exciting!

(btw I am getting the 10 from the fact that there are 6 major schools (Arcane, Holy, Nature, Dark, Mind, War) plus 4 elements (Fire, Water, Air, Earth) )

386
Mages / Re: Mages that you would like to see in the game
« on: February 23, 2013, 12:18:43 AM »
Crusader: specializes in Holy and War spells; Dark spells cost triple. Wouldn't be an all out offensive or defensive mage but more of a healthy mix.

Dark Woodsman (stupid name, but just roll with the idea): specializes in Nature and Dark spells. You could summon things like undead animals and hideous creatures with effects like Tanglevine.

Druid: specializes in Nature and Arcane spells.

387
Custom Cards / Re: Blizzard/ Snowstorm and Ice rink/Ice field
« on: February 23, 2013, 12:06:05 AM »
I like the concept for the Blizzard/Snowstorm. Nice job.

Pages: 1 ... 24 25 [26]