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Topics - farkas1

Pages: 1 [2]
16
Rules Discussion / Another Teleport thread
« on: March 31, 2017, 07:38:06 PM »
Alright I know this has been talked about many times here on the forums, but I feel this is still being played wrong or I have been playing it wrong.  I only post this because I could not get the old thread on teleport, it appears to have dissipated.

 I have played two games where this situation came up with two different opponents.  The Mage casting teleport and the target are in the same zone,  the target is being teleported three zones away.  Is this legal?   I thought the range was limited to two zones away from the mage casting it, which means it would only be a maximum of 2 zones away.  I just want to get a little clarification on it and then be able to site a thread that is still available if this is disputed.

17
Strategy and Tactics / The power of burn
« on: March 13, 2017, 11:35:46 AM »
Alright I am using more fire attacks in some of my books and have finally realized the awesome potential of burns.  In my matches in the past against warlocks I have yet to really feel the overall impact of burns. They just go away after a round or two. 

However...
Recently one match against a warlock and another match with my Necro I have seen the power of burns.  My last match all my burns stuck to several creatures and they just never went away, which was awesome.   

This has led me to My next build.  I am planning on building a book using the Adramelech, magma golem, and or fire elemental.  I plan on throwing maybe some lower level demons in to get the healing or maybe even just one more buddy. 
Using her fire weaving and the magma golem to move burns from the golem to keep him from getting too armor weak, but still do its burn damage to creature in its zone. 

My question being new to playing warlocks is what are some tips playing against a siren, preistess, or those who maybe have strong counters to burns and how to be effective against those counters? Any tips would be much appreciated.

18
Spells / Gerard Matranga or Barracks?
« on: February 07, 2017, 07:16:12 PM »
Alright I like the idea of having a spawnpoint help with my action effiency such as a barracks. 


  I just wonder if anyone has tried to build a book around Gerard in a warlord book?   I have some ideas and played some games with him.  He seems to have two competing sides to his ability.  One he can earn you extra mana for soldiers or he can be used as a conjuration/ high armor killer.  With this he is very tricky and could cost the game if not played well or in my case play him too aggressively.    The one success I had with was just to sit back and unload some lvl 3 and higher soldier creatures.   It worked well it just took a lot of actions to get to feel ok with using him as a weapon.  He is also really great at taking down conjurations so he has that competing for his use as a moving mana crystal.   

I just wonder if he is considered a good alternative to barracks or is the warlords actions enough without a spawnpoint to give more options.   I do run Gurmash with the build so it does have some ways of getting extra actions out.  Any thoughts or experiences with Gerard that you would like to share.

19
Spellbook Design and Construction / Out of School Spells?
« on: October 25, 2016, 02:43:18 PM »

How many out of school spells do you typically run for your books that you think are competitive?  Is there a limit to the amount of points you are willing to spend? 

I know it may be situational per book and per style of play, just curious to hear if some of you have like a range of what you are willing to spend. 

Especially once PvS is out in more hands some of those cards add tons of potential for certain builds but a lot of those useful cards will be out of school for those who want to use them.  For example everyone will most likely run at least 1-2 terrain cards in a tournament.  Now some of those fit in school but for some mages like the wizard, force master, ect.  do not have an in school terrain, so that will add an additional 2-4 for those who want to have a terrain or two. 

I may calculate my books and give an average later as well to give a point of reference.

20
Strategy and Tactics / Grapple
« on: September 02, 2016, 11:21:28 AM »
After reading the codex 3.0 I am really excited about the grapple ability. 

Grapple Is a crazy ability and is really interesting because it makes some traits and spells more effective to counter. 

Teleport already a useful spell and it may draw out one form an opposing Mage or be used yourself  to counter this deadly condition.

Spells like knockdown or most lightning spells that have a chance to stun will be very effective counter to grapplers.

Last but not least creatures with the uncontainable trait will not be able to be grappled which makes them very effective in countering. 

What are other people's thoughts on useful ways to counter grapple or maybe even to make it more effective than it already is?

21
Mage Wars Academy / Disciple of radiance?
« on: August 27, 2016, 08:35:23 PM »
I have a few questions after a game of arena using some acadamy cards.

Does faith healers staff healing trigger disciple of radiance ability to do light damage?  Same thing with replendant bow, does it trigger when the Mage uses it to heal friendly unit?

If I used restore ability of the priestess does this count as healing spell and trigger disciples of rad as well?

22
Creative / Frost
« on: June 23, 2016, 10:09:21 PM »
Just like many others wonder and are curious how the frost mechanic will function in Mage Wars.  I have read the forums,  borrowed some ideas, and created a version of the Frost mechanic.  I want to base this design on how I feel frost would function in the most thematic way possible.   Let me know what you think.

Frost mechanic.  Example: When hit with a frost attack trait: roll a d12 on a +7 add a frost marker . 

Frost funtions this way.  creature gains the slow trait and one direct frost damage. A creature with a frost marker attacks roll a d12: on a 7+ Creature may Attack

Secondly when frost stacks a second time, add another frost marker and creature receives one more direct damage.  On a third frost add 1 direct damage and the creature is now frozen.  Flip over both frost markers to frozen sides.

Frozen condition: creature is incapacitated gains +2 armor, upkeep 1 direct damage  and remove only 1 frozen marker per upkeep. 








23
Custom Cards / Jungle warrior
« on: June 06, 2016, 11:40:34 PM »
Jungle Warrior- creature
Cost- full action 10 mana
Level 1 nature,  level 1 war

Fast

Life- 9
Armor-1
Quick range attack-spear throw- range 0-1
5 dice  piercing 2,  4+ bleed, add spear
   
Quick Melee attack-claw
3 dice

Full Melee attack-spear pull
Has to have spear in enemy
3 dice double attack
            4+ bleed and lose spear
            6+ bleed and regain spear
            10+ 2 bleed and regain spear

Jungle warrior provides a fast quick range attack unit.  he will spawn with 3 spear tokens.  He can only use his range attack if he has a spear token.  His spear pull attAck can only be used when the enemy has a spear token on them.

24
General Discussion / Domination
« on: June 04, 2016, 09:15:47 PM »
First game of Domination!  wizard verse wizard battle, and it was yet again.....another amazing experience!

Domination mode was really fun, and quick.  It gave me more clarity too on specific goals that I wanted to accomplish during the game, as well as make certain traits like fast, slow, and even a double move action really matter.  The movement and orbs made for a very strategic tactical experience.  Still like arena but Domination mode opens up the doors to quicker plays and hopefully more games. 

25
Custom Cards / Illusionist
« on: May 04, 2016, 12:17:13 AM »
[u]Illusionist [/u]
School:  Mind, lvl 1 Air
30 life, 0 Armor, 10 Channel

Increasing Astral Vision: During the Deployment Phase you may place one Astral Eye marker.  Whenever you, or an object you control, casts an Astral Projection spell, you may target a zone containing a friendly Astral Eye marker, or target an object in that zone or bordering that zone.  Then destroy that marker.
 
Mirror Image: Pay 5 mana, quick cast spell.  Cast a mirror image creature of your mage.  This creature has Astral Projection trait, and the incorporeal trait, +1 Upkeep.   3 health.  Elusive trait, pest, and Physic immune.  Energy Blast: Range quick, Ethereal Attack, 0-1 range, 2 dice, 7+ Stagger.  (special rules apply)

Energy Blast: Pay 1 mana, quick cast spell.  Range attack, 0-1 range. Ethereal Attack.  2 Dice, 5+ stagger  11+ Double Stagger
3 Melee Attack

Notes:
Astral Eyes marker; counts as a conjuration.  It is flying, and may move once per turn as an action.  They have one health, zero armor, and incorporeal.  Increasing Astral Vision functions in the same way as vine spreading. 
Mirror Image special rules:  there are 3 mirror image cards. 


Couple of spells I’m thinking about. 

Incantation- Energy Wave
Illusionist Only
2 cost. Destroy Astral Eye marker: target Astral Projection creature in same zone as destroyed eye marker.  Choose one:  increase health by 1, activate a mirror image creature, give +1 to melee or range attack

Conjuration- Mirror Wall: (Astral Projection)
Illusionist Only
4 health, incorporeal.  Non passable, blocks sight.  Whipping Tendrils:  Pay one mana to make an attack.  Melee attack: 2 dice.  9+ stuck

Enchantment- Berserk
2 cost. 2 Reveal.  Reveal when creature is activated and attacking.  Instead of attacking creature of choice. Creature attacks itself.  Destroy berserk after attack. 

Incantation -  Red Eye
Illusionist Only
2+X cost.  Target friendly Astral Eye marker; Choose enemy creature that creature immediately spends its action marker, may move, and attack another enemy creature of your choice.  Destroy that Astral Eye marker.  X is enemy creature activated level.


The Illusionist is an expert in mind manipulation and being able manifest projections into physical objects.  The astral vision ability allows his abilities to expand and cast objects into those zones with Astral projection trait.   Mirror Image and energy Blast allow the mage to quickly get some fire power out and allow some ways of staggering the opposing creatures and or mage.

It is my first fan creation I have worked on, so I apologize if it may not be as fine tuned as some would like.   I just really enjoy this game and wanted to share.  Let me know what you all think.   :)

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