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Messages - Kharhaz

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436

Here's an idea...

Change 'Quick Cast' to 'Fast Cast'

It's hilarious because it's true

437
Spells / Re: The Good, the Bad, and the Neglected...
« on: June 12, 2013, 02:32:14 PM »
[/li]
[li]Fellella, Pixie Familiar... Maybe some out there really like this green little Pixie, but I have yet to see her fly over an opposing Beastmaster.  But picture, if you will, an arena overgrown with Wall of Thorns... Your Beastmaster loses line of sight to all his critters?  Not a problem...  with a philanthropistic Pixie overhead casting helpful enchantments on all your wall-ignoring creatures swarming the opposing mage, Bear Strengths will be aplenty...  [/li]
[li]

Healing charm gives her the flexibility to act as a combat medic and enchantment transfusion lets her mass manipulate a battlefield. One of the better familiars out there

438
Those three very valid options pious

@1) Lower spell book cost, even at a high cost, is ideal for mages like the warlord who need access to the basic counters in the game. Dispel as a novice card fills a big hole in that archetype right now!


It is also that almost all of the control spells in this game are quick actions and all the creatures are full round. So the quick attack, mitigate defensive creature build can easily do 36 damage to your mage while disrupting your defense. The best defense is a better offense and I think that hurts the "tactical" strategy in Mage Wars.

In 15 rounds you know who is going to win the game (if it is not already over), it is the mage who has had the best action efficiency. Action efficiency is too good right now to even begin looking at 25 turns into the game. What this game needs to help make long term a viable strategy is a way to turn off (even temporarily) the cards that make the agro builds possible so you have time to grow a long term strategy.

For example, There are some killer conjurations that only support few to zero creature spell books, that are easily cast, and effect the entire arena. With one card I have created an archetype disrupting situation that your opponent has to run all the way across the board to stop if his deck wants to get going. (poor poor beastmaster)



439
Rules Discussion / Re: Enchantment Transfusion and Nullify
« on: June 10, 2013, 06:20:00 PM »


I personally don't think that Nullify should trigger at all. Here's why:
- Nullify only works during the Counter Spell Step of casting an enchant or incantation.
- There's no such thing as a Counter Spell Step to revealing an enchantment.
- Therefore, nullify should not trigger at all.

I think you are correct in your assumptions. E. Transfusion targets during the resolution and since the wording on Nullify clearly say the counter spell step I am betting that it slides right by nullify.

I can see how one would argue that nullify could prevent E. Transfusion because E. Transfusion says "to one legal target". However, I think this is inaccurate because nullify does not prevent you from being a target of spells so the legality is never in question.

In short, if E. Transfusion had "2 creatures" in it's target bar then nullify could stop it. Since is does not, it can not be countered because it never gives nullify a chance to counter.


440
General Questions / Re: Equipment Control
« on: June 03, 2013, 10:24:59 PM »
The rules say:
Quote
Equipment spells have a range of “0-2”. Normally, a Mage will be casting equipment only on himself. But, if he wants to cast it on a friendly Mage (in a team game), or have a Spawnpoint such as Battle Forge cast the equipment on him, then the range requirement must be checked. You can cast equipment on an enemy Mage too, but you cannot cast equipment on a location that is already taken on that Mage. You may not have more than one equipment spell with the same name attached to your Mage at any time. Some equipment spells have an attack bar on them, and give your Mage a new attack he can perform. When the Mage makes an attack, he can choose to use an attack printed on an equipment card, instead of another attack he may have.

Setting aside for a moment why I'd want to do this...

In a mirror match between two Warlocks, if I cast Sectarus, Dark Rune Sword on my opponent (who has no other equipment in the weapon slot), can my opponent's Warlock make attacks with it? I control it, but it's attached to him, right?

Who chooses what spell to ready on Sectarus each turn?
If my opponent does attack with it, who decides if it casts a curse on the creature it damages?
Who controls those curses? Whose mana can it use?

The rules do say:
Quote
If you control a Familiar during the Planning Phase, you may select a spell for it to cast during the round.
and they imply that if you control the familiar it is "yours" and you control any spells cast by "your familiar".


I'm asking because of the potential interaction between Armor Ward and Steal Equipment discussed elsewhere.

Sectarus would prepare spells from your spell book and cast the prepared spell from your mana pool if need be. The opposing warlock could make attacks with the Sectarus since the equipment gives him an additional attack bar option. This is not "using" Sectarus because the opposing warlock is using an attack bar option given by Sectarus.

It's like putting bear strength on an opposing mage, he still gets melee +2 but does not "use" the enchantment since you used it to give him the ability. ;)

This is cut and pasted from the rules:

"Important: If a creature has more than one attack bar,
you must choose only one of the attacks to use each
time you attack. If your Mage gains an attack from a
spell or piece of equipment, you must choose only one
of the attacks your Mage has available (including the
basic one listed on his ability card) when you attack."

You would control any curse that was cast from sectarus of course; and since the wording on Sectarus is "may cast" the choice is yours if it does cast at all

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