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Topics - Puddnhead

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Events / Origins 2019 Mage Wars meet-up
« on: June 13, 2019, 07:03:47 AM »
Greetings all!
You are cordially invited to Columbus, Ohio and the Origins Game Fair. Puddnhead and Sharkbait will be hanging out in game hall C beginning at 7pm on Friday and Saturday nights to play some Mage Wars! If we get enough people, I'm happy to see if we can get a mini-tournament going with some prize support.

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Events / GENCON 2019 ARENA TOURNAMENT!
« on: June 04, 2019, 10:15:19 PM »
Greetings all!  Herein you will find all of the details for GENCON 2019 ARENA

Judges
Head Judge and “Dictator-for-Life”: Scott “Puddnhead” Penney
“First Tiger” and Assistant to the Head Judge: Justin “Coshade” Lowe
Hailing from Charlotte to join the Judge roster: James McGuire

Format and Scoring

All released sets up through Necromancer Academy are LEGAL.
No Promos Allowed
No Proxies Allowed

You can sign up HERE: https://www.gencon.com/events/155736

The tournament will be played in five rounds of Swiss beginning at 10:00 AM on Friday, August 2nd, in the Game Hall (see your event ticket for details). Each round will be 80 minutes long. After five rounds of Swiss the top 4 best point totals will advance to the finals. Finals beginning at 1:00 PM the following day, Saturday, August 3rd.

Points will be awarded as follows:
Win (Mage Kill) = 3 points
Loss (You died) = 0 points
Tie (No Mage Kill) = 2, 1 or 0 points.

Explanation: In the event that the game goes to time, there will be exactly one additional round and then if no mage has been killed the judges will determine whether the game will be a tie at 1 point each player or if someone had a clear upper hand and will be awarded 2 points (giving 0 to the other player).

Criteria by which judges will decide:
1)   Current Board State
2)   Remaining effective spells in Spellbook.
3)   Advisement of players’ own estimation regarding their Win-Strategy viability.

Rationale: GenCon is a place where many people of a variety of different skill levels and familiarity with Mage Wars collect to compete. We wish to provide the most equitable experience for all while recognizing that those who have trained should end up in a superior rank.  Therefore, we are choosing a “referee” style of judging which allows for a small amount of subjectivity in order that a newer player or someone unfamiliar with their book that is given to long planning phases, excessive rules clarifications or questions does not jeopardize a veteran player’s chances to advance.  We also wish to eliminate a “planning to tie” mentality during book construction. We wish to encourage all players to strive towards the game’s win condition of killing the enemy mage.
These kinds of rules are necessary in a timed tournament environment that is open to all who wish to participate. We sincerely hope to have to make these judgement calls sparingly but need to cover the possibility.

Errata and Clarifications

•   Disciple of Radiance Text Change
Once per round, whenever your Mage casts or reveals a healing spell, Disciple of Radiance may deal 1 direct light damage to a target creature in her zone
•   Casting a Spell - Change to the end of the Pay Costs Step
Previous wording - If you cannot pay all of the costs, the spell is cancelled and discarded, and you have lost the action.
New wording -If you cannot pay all of the costs, the spell is cancelled and obliterated, and you have lost the action.
Everything else remains unchanged about the step
•   Force Pull
Once per round, the Forcemaster may cast this quick Force spell. Target creature is Pushed 1 zone towards the source of this spell. Will not Push a creature through a wall with the Passage Attacks trait.
•   Trample
- If a Flying creature attacks a non-Flying object, it loses Flying until the end of the attack.
- Elusive Creatures can ignore guards when making a Trample Attack
- Defenses that do not work against Melee attacks cannot be used during the Avoid Attack step, however all other types may be (choosing one during the step following normal rules).
•   Dig in and Press the Attack only apply to the zone they are in
•   Swarm (Please remember all non-mage objects are also spells)
Creatures with the Swarm trait cannot be targeted by non-attack actions or spells that do not specifically target Swarm creatures. When attacking, Creatures with the Swarm trait may make additional strikes equal to their remaining health. Additionally, they are immune to conditions, healing, and life gain that does not target swarms. Non-zone attacks do a maximum of 1 damage to them. Swarms cannot guard.
•   The Embalmed
When summoning The Embalmed, remove target non-Epic Living creature in any discard pile from the game. This creature becomes a copy of the removed creature, gaining The Embalmed’s traits and subtypes. X= the removed creature’s mana cost.

What to bring
Please have ready:
1) Your TICKET
2) Your spellbook
3) A printed copy of your book list that is arranged in the exact same way as your spellbook.
4) Mage specific tokens
5) Dice
6) Please come 15 min early for the tournament to register your book if you don't attend the unofficial practice session* the night before.

*There will be an unofficial "practice session" the night before.  Basically, feel free to come and play some Mage Wars in the Game Hall beginning at 7:00PM on August 1st.  We are happy to check-in your tournament book there as well so you can sleep in a little on Tournament Day.

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Alternative Play / OCTGN regularity
« on: July 31, 2017, 09:55:50 AM »
Greetings forum goers!

I, Puddnhead, though not the greatest player of this game would like to play this game more often.  As of today, I commit to having an open game on OCTGN every Tuesday night at 8pm Arcane Duels time barring extenuating circumstances.  Anyone with free time to play is welcome to join.  The first instance of this event will begin approximately 34 hours from this post.

The game may or may not be streamed as time and equipment allows.

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General Discussion / Academy Warlord spoilers! LIVESTREAM!
« on: July 19, 2017, 08:16:02 PM »
Hey all!

Arcane Duels is streaming now!  We will be covering some of the new cards from Warlord Academy!  Come join us for some fun discussion!

Here's the Video! https://www.youtube.com/watch?v=r4ZUhSOALzI!

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Events / Origins Tournament 2017
« on: May 08, 2017, 02:12:37 PM »
Greetings Forum-goers!

Arcane Duels is hosting a Mage Wars: Arena tournament at Origins this year!  We are still nailing down the details on which day(s?) and need to gauge interest.  If you will be at Origins and are looking to duke it out in the arena let us know!

6
Rules Discussion / Passage Attacks
« on: March 17, 2017, 03:19:54 PM »
So I was rereading the rules recently and came across this entry on page 17 under "Walls":

"Passage Attacks: .... This is a special kind of attack that is neither melee nor ranged, cannot be avoided, and does not trigger any damage barrier or Counterstrike attacks..."
Then in the supplement I found this: "Note that Wall of Pike's attack is not Unavoidable."
For reference: [mwcard=FWW01]Wall of Pikes[/mwcard]
Seems like the supplement is not so much supplementing as overruling here.  Which is correct?

Secondarily, I find that "[A] Climbing Creature may take a special full action to climb over any Corporeal wall and
move into the adjacent zone. If the wall has the Passage Attacks trait, it attacks the creature before it moves. "

Whereas there is no move penalty (other than Wall of Thorns) for just moving through the passage attack wall as a move action and then getting your quick action on the other side.  As if Climbing wasn't useless enough...

TLDR: 1) Shouldn't Wall of Pikes be unavoidable? 2) Climbing needs to save you from passage attacks.

7
Events / GENCON WAR -- THE DRAFT
« on: March 08, 2017, 11:47:25 AM »
The upstart Carolina Contingent have thrown down the gauntlet and the arrogant Arcane Duels have accepted.

The rules of the contest:
1) Only GenCon legal cards may be used.  This is currently everything released in an official Set up through Lost Grimoire.  If more products are released before July 17th, 2017 they will also be legal.
2) No duplicate mages in the contest.  No player will be playing the same mage as another player. Highlander.
3) No alternate mages on the same team.  One team will not be allowed to have Priest and Priestess or Straywood and Johktari, etc.

Matches:
Sharkbait vs littlenog
Coshade vs Silverclawgrizzly
Puddnhead vs DrMambo

To accomplish these goals there will be a Draft of mages.  However, each team will be drafting mages for the Other team.  The teams will choose which of their own players play the mages that are chosen for them.

Carolina Team will draft first.  Keeping these rules in mind, let the Draft Begin!

8
Spellbook Builder / Gravikor requires mage = epic
« on: September 16, 2015, 10:01:59 AM »
Thank you for getting Domination added to the builder!

I was putting together a spellbook on the builder and when I tried to add [mwcard=MWBG1J02]Gravikor[/mwcard] it gave me an error message: Required mage: Epic.  Pretty sure there was just a data entry error.

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Spellbook Design and Construction / The Imp Swarm Archetype
« on: January 28, 2015, 10:05:08 PM »
Greetings All,

I've been playing a lot with Forged in Fire recently and I'm seeing an Adramelech Warlock archetype emerging.  Here is my stab at the Archetypal Imp Swarm.  Feedback much appreciated.

[spellbook]
[spellbookheader]
[spellbookname]Imp Swarm[/spellbookname]
[mage]Adramelech Warlock[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA01]2 x  Devil's Trident[/mwcard]
[mwcard=mw1a04]3 x  Fireball[/mwcard]
[mwcard=mw1a06]5 x  Flameblast[/mwcard]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[mwcard=mw1a09]1 x  Jet Stream[/mwcard]
[mwcard=mw1a05]1 x  Firestorm[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1w03]2 x  Wall of Fire[/mwcard]
[mwcard=mw1j12]1 x  Mana Crystal[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c15]3 x  Firebrand Imp[/mwcard]
[mwcard=mw1c16]2 x  Flaming Hellion[/mwcard]
[mwcard=MWSTX2FFC06]2 x  Goblin Alchemist[/mwcard]
[mwcard=MWSTX2FFC11]1 x  Sersiryx, Imp Familiar[/mwcard]
[mwcard=MWSTX2FFC13]4 x  Wildfire Imp[/mwcard]
[mwcard=mw1c01]1 x  Adramelech, Lord of Fire[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE01]1 x  Adramelech's Touch[/mwcard]
[mwcard=mw1e09]1 x  Agony[/mwcard]
[mwcard=MWSTX2FFE02]1 x  Akiro's Favor[/mwcard]
[mwcard=MWSTX2FFE04]2 x  Brace Yourself[/mwcard]
[mwcard=FWE02]1 x  Circle of Fire[/mwcard]
[mwcard=mw1e08]1 x  Death Link[/mwcard]
[mwcard=mw1e14]1 x  Enfeeble[/mwcard]
[mwcard=mw1e19]1 x  Ghoul Rot[/mwcard]
[mwcard=mw1e21]1 x  Hawkeye[/mwcard]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1e27]1 x  Marked for Death[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=mw1e31]1 x  Poisoned Blood[/mwcard]
[mwcard=mw1e32]1 x  Regrowth[/mwcard]
[mwcard=mw1e36]1 x  Rhino Hide[/mwcard]
[mwcard=mw1e40]1 x  Vampirism[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX2FFQ02]1 x  Bloodfire Helmet[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1q10]1 x  Fireshaper Ring[/mwcard]
[mwcard=mw1q14]1 x  Lash of Hellfire[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWSTX2FFI01]2 x  Combustion[/mwcard]
[mwcard=mw1i29]1 x  Vampiric Strike[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=MWSTX2FFI05]2 x  Ignite[/mwcard]
[mwcard=mw1i15]1 x  Knockdown[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

I toyed around with the Pentagram for a while and I'm not sure I like it as much.  The gist of this deck is to rely on Sersiryx to cast your copious attack spells and a curse or two.  Flameblast is only 4 mana for him and if you give him hawkeye he can get a lot of damage out of it.  Your warlock stays in the background summoning wildfire imps that teleport to the soon-to-be-dead target of Sersyrix's attacks.  If your imp familiar dies you can always fireshaper ring yourself and keep up the blasting while biding time for some hellions to back you up.

Turn 1: Sersyrix, crystal
turn 2: wildfire imp + enchant or equip
from there you shoot things with sersyrix and keep summoning imps until the swarm can teleport in and kill stuff.

Thoughts?  Glaring errors?  How does your Adramelech Warlock square off?

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