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Messages - KosmosAlive

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31
Rules Discussion / Re: Dancing Scimitar
« on: September 04, 2015, 07:28:00 PM »
Thank you very much!

--The IronLegionniare ;)

32
Rules Discussion / Re: Dancing Scimitar: When can it be used?
« on: August 31, 2015, 03:18:20 PM »
I have a really burning question about the Dancing Scimitar:

When, once per round, may it's attack or defense be used? The card states "once per round," so does it mean I can use it during or even before Initiative? If not, I would suggest errata changing it to "once per actions phase" or "before or after any friendly creature's action phase."

Thank you!
--The Iron Legionnaire :)

33
Off topic / Re: Chaos - The Battle of Wizards
« on: August 22, 2015, 05:00:05 PM »
I love the idea of Single Player Mage Wars. I wonder if a digital version like OCTGN with AI would be a success.

--theIronLegionnaire :)

34
Off topic / Re: As soon as five dragon creatures are released
« on: August 22, 2015, 04:58:44 PM »
I sure hope so! :D

--the IronLegionnaire

35
Mages / Re: Alternate Necromancer
« on: August 20, 2015, 08:18:03 PM »
Pharaoh's cheetah reminds me of other possible Egyptian-themed Mage Wars spells:

Crocodiles ( Nature school ) - Animal, Reptile, gains Fast in Water terrain ( Does this work with the upcoming Siren Mage? )
A huge Legendary creature like Sobek the Crocodile God
Pharaoh's Sunbird ( Holy and Nature ) - Animal, Bird with Light resistance, etc.
Sphinx ( Holy schoool + Earth? ) - upon zone entry, makes any creature roll 10+ to guess a riddle. If missed, Sphinx immediately receives a Guard marker, flips her action marker to the active side, and gains Melee +2 and Devour attack trait until end of round. ( Mind creatures add +3 to their riddle rolls ).
Snake trap
Lava trap
Dead King's Curse - Necro Curse that gives a friendly level 4+ Nonliving creature Cantrip while it's alive.
Pharaoh's Scepter ( Holy & / or Dark Equipment ) - 4 dice Melee attack - Ethereal; provides a quick spell once per round that forces a hidden enchantment to become revealed. Also ca cast Trap spells.
Mummification Ritual ( Holy and Dark Incantation ) - full action - target Living Creature from a Discard returns to the Arena in the caster's zone as a facedown Unmovable Conjuration with 5 life and 0 armor. Each upkeep, place a Mummification token on the card. When there are three or more Mummification tokens on it, you may remove all tokens and flip it face up with zero life, then heal it 2 times the number of Mummification tokens removed. Place a Zombie condition marker on the Creature. It gains Armor +1; its LoS is limited to its zone.

What do you think? Any other historical or mythological Egyptian elements to bring in?

--the Iron Legionnaire  ;D

36
Spells / What is your Favorite Animal Creature?
« on: August 19, 2015, 08:44:28 PM »
If I left any out please let me know.

Thanks!

-- the Iron Legionnaire  :)

37
General Discussion / Re: Is mage wars losing popularity?
« on: February 16, 2015, 03:17:59 AM »
Mage Wars popularity is bound to fluctuate from time to time based on many factors like related games, and conversation, etc. Even when Mage Wars decreases in popularity, . . .

. . . There will always be a new wave of interest. New learners keep filtering in. The stunning quality of Mage Wars gradually dawns on each of them, and our ability to share this greatness with others grows.

For every rare occurrence that one leaves us, 5 more arrive to take their place.

In the far future, Mage Wars may be more famous than Hearthstone, more numerous than Magic the Gathering, more central to culture, nomenclature and dialect than Dungeons and Dragons.

Here's to a brilliant future!

--IronLegionnaire :D

38
Custom Cards / Re: Sanguimancer
« on: February 12, 2015, 05:51:34 PM »
I like how you thought of a creative "mancer" name - I would suggest changing the damage ability to: "When this Mage pays mana, he/she may substitute any Mana not in their supply by taking equivalent damage.

The basic Melee attack could simply have Vampiric. I think it's great standing just like that because boosting melee power would combo well with Vampiric - pay in blood and gain it back from enemies XD

39
Strategy and Tactics / Re: zombies vs skellies
« on: February 05, 2015, 01:24:22 PM »
As for the Libro Mortuos and the Graveyard, I have found it a good strategy to cast the book early on (that way you can move and cast spells--Harmonize is good--between Deployment) while advancing toward your opponent, and leaving a trail of waking undead behind you. Then, wait until a space clears near a key strategic location (usually near the center of the board) and cast the Graveyard then, preferably s they cannot escape. Try trapping the Mage between the Arena wall, Walls of Bones, and your Graveyard, so that they can only advance towards you. This can be risky if your Necromancer is open to ranged attack, but if they stay in place, you can charge them with undead  ;)

Best Wishes,
--IronLegionnaire

40
World and Lore / Re: Summoning Creatures?
« on: February 04, 2015, 01:08:34 AM »
When you summon a creature, you are creating a magical representation of the creature. With creatures the Legendary, Unique, and Epic traits mean that you and/or the other mages are only able to have the ability to summon such a great creature in a limited fashion as dictated by the trait.

This is such a great theory! It would explain the ability that Mages have to summon Legendary creatures that have already died. Also, it reminds me a bit of the world generation of the Hunger Games, such as the hounds being created from the fallen tributes.

This theory makes Mage Wars more believable as a sport (-ish) since it also implies that certain otherwise concrete aspects of "Destroying" creatures and Mages, etc., are a little more flexible than one might originally think. Perhaps a Mage has the ability to raise a flag of surrender to concede the match and preserve their life.

I also feel a little less mortified when a Legendary creature dies, especially since some of them are essentially Legends of Etheria, and would be greatly missed by the lore and stories (such as Ludwig Boltstorm, Adramelech, and the Angels, among others).

Best Wishes,  :D
--IronLegionnaire

41
World and Lore / Re: Concerning the Orcish Slave Trade and Priestesses
« on: February 04, 2015, 01:00:37 AM »
I loved the way you revealed the identity of the "Westlock-like" procession as vampires - very clever!

These stories are so great; they are my favorite Mage Wars Fan Fiction yet! :D

--IronLegionnaire

42
World and Lore / Re: Map of Etheria
« on: February 04, 2015, 12:40:00 AM »
Who would like to see an authentic Etherian board game on the scale of the Central Hearthlands?!

I have an idea in mind. Of course, a map of Etheria is critical to the geographic quality of the game.

Each player chooses and inherits one of the nations of Etheria, each equipped with their own territory, cities, resources, wonders, people, forces, and of course Mages.

The Wizards of Sortilege have the Bastion of Wonders
The Priests/esses of Westlock have the Mage Wars Arena (the central focus of the Mage aspect of the game - Mages literally pull creatures etc. from the surrounding regions to summon them to the Arena (mini version And/Or how about linked real time to the separate Map board?)
The Dwarf Warlords have the Anvil Throne,
. . . Any suggestions for the other Mages/nations?

This game will be focused more on the leaders of the nations/tribes/powers and their various forces, including Mages and creatures seen in Mage Wars. Spelcasting could be done using Mage Wars cards.

Think of the opportunities for adventure story/fan fiction creation; every game could unfold naturally as its own storyline.

The ultimate goal of the game would be to achieve victory through several means:
  • Earn Victory points according to your faction's objectives (i.e. Darkfenne's territory consuming is both a Victory scorer and an enhancing Ability / The Adramelech Warlocks gain points when Adramelech is wreaking havoc / Sortilege earns VP by recovering old and discovering new magical phenomena and inventions / The Bloodwave earns VP by conquering lands, similar to Darkfenne, except that their garrisons generate score differently from the Blight and undead fuel)

I look forward to hearing some more ideas! :D

As always,
Best Wishes,
--IronLegionnaire
  • While maintaining control of your nation's Capitol

43
Mages / Re: Mage suggestions
« on: November 27, 2014, 05:27:40 PM »
One thing I think mage wars has overlooked and I think still would overlook in the siren expansion is Frost, which brings me to another idea.

(no idea the name): He/She is an Ice wizard who can summon Ice elementals, Ice imps, and other Ice creatures. One of her special abilities would be frozen ground. Every deployment phase the mage may place a frozen ground token on a tile (like vines). all creatures on the tile gain slow trait. The mage may summon ice creatures to that tile. Ice creatures gain the fast trait on these tiles. if a creature is attacked on one of these tiles and damaged, It gains a chilled token, if it already has one, it gains frostbite and looses the chilled. chilled does not go away on these tiles. The frozen ground token will disappear after 3 turns. If a fire spell is used in the tile, cancel the spell and the frozen ground is destroyed, if a creature with a burn token goes in or passes thru, the burn is destroyed and one turn is removed from the tile. Chilled: melee attacks on this creature add 1 dice to the roll. The creature gains the slow trait. The marker is destroyed after on turn if the creature is not on a frozen tile. Frostbite:   melee attacks on this creature add 2 dice to the roll, 1 dice to all ice spell attacks. creature takes 2 damage every turn. If a creature has chilled and gains a second chill, destroy both chilled markers and replace with frostbite.

How about Cryomancer for a name? Ice Magic would be his/her specialty, of course. Ice Elemental, Blizzard Terror, Abominable Snowmen, Yetis, Icicle Cave spawnpoint, Frostbreath Iceshard Dragon, and the Freeze condition are my suggestions.  :)

Frozen Ground markers could be very similar to the vines, as you said, in that they could be sacrificed to cast Frost or Ice Magic creatures to their zone. There could be Ice attacks including freezing wind, icicles, and even a sword made of Ice.

Something that could tie into the Siren's strategy is the idea of Melting Frozen Ground: When a Frozen Ground marker is targeted by a Flame attack, it would cancel the attack and be destroyed like you said, and it could also create a small effect of water in the Zone until the end of the round. Perhaps it could be something like Flood that the Siren would also utilize. This would make a possible chain reaction between a Cryomancer, Siren/Hydromancer, and Fire mage: Cryomancer casts Frozen Ground, Fire mage casts attack and melts into water, Siren uses flood to summon a Water creature. This could be the very first example of Fire mages and Water mages having a cohesive strategy when teaming.

That 2V2 game would be epic, especially if it were Warlock + Fire Wizard on one team, and Siren + Cryomancer on the other team ;D - so epic! lol

44
Mages / When do the Elementalist and Cryomancer mages enter the Arena???
« on: November 27, 2014, 05:03:59 PM »
I can't wait to hear news of an Elementalist or a Cryomancer pretty soon.

The concept of a Mage trained in four minor schools of magic - all elementals (perhaps evven five, if you include Ice Magic) is fascinating. . . Would he pay triple spellpoints for Holy and Dark spells, and/or triple for non-Elemental creatures?

The Cryomancer is one I have been waiting for particularly anxiously, since I know that Ice magic MUST be at some point developed. So far, the framework is there with the Frost damage type and the Extinguish attack trait.

The Cryomancer's Ice attacks / incantations could cause a Freeze condition. Any ideas on the effect? I'm thinking Slow or Lumbering or Restrained, etc., and to remove at the end of the round on an escape roll of something like 8+.

So the question remains: When will these Mages arrive?

--The Iron Legionnaire  :)

45
For a long time I hae noticed that the Wizard kicks ass when challenging most of the Mages. I wonder if anyone else has made similar observations.

Particularly the Warlord and Forcemaster have little chance for keeping their Arcane duel up to par with the Wizard. I think the Wizard has a serious advantage in that the widely-agreed-upon most important spell in Mag Wars, the omnipresent "Dispel" costs one spellpoint for only one mage. . . OP much?  8) This is why I think it would make a lot more sense to make Dispel a NOVICE Incantation. This, in combination with more copies of the spell, would even out the odds a little bit. If this were to happen, I would tend to think of it not as a Nerfing of the spell, but instead as a leveling of the screaming lack of Novice Arcane spells. How many others would appreciate having more than one Novice Incantation (Shift Enchantment) from Arcane.

My theory is that the Wizard is Arcane Wonders' 'star of the show,' so to speak, hence his magical training being Arcane.

The fact that the wizard has no Magic School restrictions (i.e. triple spellpoints) AND he can be entirely unpredictable being trained in ALL of an elemental School.

If the Wizard was comparable to the Druid, then he would be trained in Arcane + Level ONE of one of the Elemental Schools, and Nature spells would cost triple (I've seen others post about the Wizard's aversion to the natural order, in his countering with progress and experimentation).

Maybe this is more of a rules discussion, Idk. I suppose some errata might be helpful in the future   ;)

--The Iron Legionnaire

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