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Messages - farkas1

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16
I’m on board with keejchen’s logic.  As I pointed out earlier rush builds are not dead. They maybe more difficult to execute.  I would say keep things the way they are until next couple of tournaments.  I don’t think we have fully explored the Current meta yet.   Zot took 2nd with well planned book construction and a rush tactic that worked.  I don’t know if he ran any zone attacks but I do feel they could have been very effective against a ritual of kallek book.   Zone attacks are really effective, my buddy and I run a tsunami in every other build because they can swing a game.

Also more mana does not mean longer games, I think it has and should make games shorter for longer timed builds to reach quicker peaks  in which they wish to target the opponent’s mage. I do think ritual needs to be looked at closely in future games and tournaments,  it is a card that has made a Large impact on the current meta. 

17
League / Tournament Play / Re: Indianapolis Mages Wanted
« on: August 23, 2019, 04:57:08 PM »
Yep VictorE and I will try to make it out.  Looking forward to anytime we can get together!!!   Always a good time and Tim/Zot  is a first class host!!!  ;D

18
Yea ritual having max zone range is crazy strong.  That needs to immediately change to be 0-1 target ect. 
That said I don’t like banning cards or nerfing them so they never get used. 

I also think a damage per mana would have been an Easier solution to the problem. Change it so every mana gain deals one damage. It would help  the trick of stacking of damage on one creature that can immediately regen/remove damage during upkeep.   

Again interesting discussion and topic!!!

19
Jacksmack you make some great points and have valid concerns.  I don’t agree with everything you have said tho. 

I think with the game style you describe can be long and boring.  But we have had ritual of kallek builds at gencon and still get games in under 90 min.  I would say that is fairly fast games still.   I would also say the counter to such builds is highly aggressive builds that either go straight after the mage and or target the engine such as spawnpoint killing ect. 

Now the negative the ritual of kallek and or mediation amulet has made 10 channeling mages stronger which is problematic.

Solutions:

Ignore it
  I agree that 9 channeling mages are at bit more of a disadvantage, but it either means copying a similar tactic/ always have a Spawnpoint/ or being super aggressive with current meta in mind.  I don’t think it means auto win if playing against a meditation/kallek 10 channel mage its it is just stupid tough

Other possible solutions
 The 10 channeling standard has been discussed and I do feel maybe an easy fix to some of these issues.  I don’t think it hurts the 10 channeling mages at all imo.  The other inherit abilities or schools are good enough if not sometimes better than most 9 channeling mages (zap, shield, treebond,poison immunity, life gain ect). 

 I wonder maybe another solution would be start 9 channeling mages with more mana turn 1.  Say 5-6 more mana than 10 channeling mages.  This would give a little bonus to aggressive mages but also not hurt 10 channeling mages long game. 




20
Events / Re: GENCON 2019 ARENA TOURNAMENT!
« on: August 21, 2019, 10:31:43 PM »
Great write up puddnhead!  I think zot's finals thoughts are on point.  I’m not entirely in same boat on the ritual.  It is strong and I think Druid and necro can take advantage of it the most, even wizard has a good advantage with it being in school.  Three of the top tier mages getting a bump is not great, but all schools could theoretically use the card to gain a boost.   I do think similar to meditation amulet it does a similar thing except the speed up factor is definitely better.  But like these builds it can be outmatched by more aggressive play.    Zots build was a perfect counter to Ritual and if not for the book of undead spawnpoint, I think his book would have dominated at Gencon. So certain builds do have a slight advantage I feel. I don't think it is broken but mana economy and the boost to three of the strongest mages in MW  does not help balance in the game.   

My Favorite moments in matches at Gencon!!!!

The flying Kralathor snatch pull across the board with the thornlashers was one of my favorite moments. I got all snatches to get one big attack from a beefed up overgrowthed plant monster on the siren was awesome!!!!  Other highlights in my matches.  I played falcon precision to one shot susroko which was awesome in fighting off an aggressive Joktari.
And in sharks match my kralathor was about to get lit up by mort, brute, and a skeletal knight, I put eagle wings on kralathor for the save to keep the pressure on his Necro.  The teleport force push to have final bash on necro was also a fortunate choice to seal me the win.   Finally losing my treebond vine tree turn 3 or 4 and putting up a fight against Zots buffed up warlord was also a great challenge and it was a close match.   Very fun matches with really great opponents.   Thanks Arcane Duels for hosting the tournament!!!!

21
Mage Wars Academy / Re: Future plans
« on: May 07, 2019, 08:20:23 PM »
Welcome!!! Many players play on OCTGN.  Mostly mage wars arena but a few do play academy.  There seem to be pockets of players all over. The best way is just to start playing with buddies or your local game store and start building up your community. We have a pretty good Midwest group from the US as well as a North Carolina group.   OCTGN is very active with online play from players across the world. 

22
Great work!!!! I will try to elaborate on reasons why when I get a chance.  I love the exploding barrel troll, demon possessed curse,  swarm ideas.  Time bubble!!! Fire mana charge spell.  Lots of good things here.  Not sure everything is costed correctl...... but lots of fun ideas!!!!

23
League / Tournament Play / Re: Indianapolis Mages Wanted
« on: April 16, 2019, 12:03:48 AM »
Oh yeah!!! I will try and get our crew, I know Virgel and I will make it !!!! Also I will notify the STL gang if they want some redemption against Biblo.  Hehe

24
Alternative Play / Re: Academy Graduates Final draft
« on: April 12, 2019, 12:55:53 PM »
reserved for play testing records, game log, and opinions.

25
Alternative Play / Academy Graduates Final draft
« on: April 10, 2019, 01:19:33 PM »
Here is my current final list with all academy mages so far.  !  I will update with feedback and or personal testing.  I have made some minor changes to Wizard and Warlock.  Monk and Necromancer are included as well.  1.4 Version.  if you test these mages out please PM me or start discussion below.  I would love to hear results, strengths, weakness, ect.  Enjoy!

Special thanks to Keejchen for helping me Edit. As well as Ash who obviously has developed the initial Academy Cards.

Bael Warlock 34 life, channel 9.
120 SBP, trained in the Dark School and Fire school, as well as curse spells.  Holy spells cost triple

Hell Fire Curse: If enemy creatures have one or more revealed curse enchantments attached to them add +2 to the effect die when attacking or making a counterstrike attack with friendly creatures who has a fire attack.  You also may pay 1 mana and place a burn on it.

Sacrifice of Blood: Once per round, when a friendly demon creature attacks, during the Roll dice Step of that attack, the Warlock may place 1 point of direct damage on that demon to re-roll all of the attack dice (but not the effect die)




Kelsar Grove Beastmaster 34 life, channel 9,
120 SBP, trained in the Nature School, as well as animal spells.  Fire spells cost triple

Fury of the Beast: Nature enchantments attached to an animal cost 1 less to reveal, once per round, when you have Prority, if a friendly animal has a Nature enchantment attached, you may pay one mana to give it Melee+1 until end of the round.

Stir the Beast: Once per round, when the Beastmaster summons a level 1 animal creature, he may pay 1 mana to have it enter play active instead of inactive. 




Sistarra Wizard 32 life, channel 10,
120 SBP, Trained in Arcane School and Air School, as well as frost spells.

Extend Magic: When you reveal an enchantment with the Dissapate X trait, you may pay mana equal to that spell's level to place 1 additional Dissipate token on it. 

Lightning Charge: during the Upkeep Phase, you may pay 1 mana to give your Mage +1 armor until you cast a lightning spell or until end of round.  Your next lightning attack gains Melee+1 and Range+1.

Weather Influence
Once per round, you may pay 1 mana, when you casts a wind or frost spell,
if you do this, enemy creatures add +2 to the effect roll.




Dsjer-Tet Forcemaster 34 life, 10 Channel,
120 SBP, Trained in Mind School and Dsjer-Tet spells, Non-mind, Non-Dsjer-Tet creature spells cost triple spellpoints

Power Transfer: Once per round, when your Mage or a friendly force creature declares an attack, you may pay 1 mana and remove a Dissipate token from a force creature you control.  If you do the attacking creature gains Melee +2 for that attack. 

Force Barrier: During the upkeep phase, you may pay 1 mana to get Armor+1 for the round.  Until the end of the round, the first time your mage is damaged by a melee attack, you may place a stagger condition on the attacking creature. 




Ivarium Warlord 32 life, 9  Channel,
120 SBP, Trained in War School as well as Soldier spells

Battle Orders: Once per round, as a quick command spell, you may pay 3 mana. If you do, friendly soldier creatures gain Melee +1 until the end of the round. If you control a revealed formation, reduce the cost of this ability by 1. 

Battle Horn: Once per round, when you summon a Level 1 soldier creature, you may summon another soldier creature, by paying additional mana equal to Level+1.




Asyra Priestess 33 life, 10 Channel
120 SBP, Trained in Holy School, Dark spells cost triple
 
Blessing of Champions: Whenever the Priestess cast or reveals a healing or protection spell, she may place a guard marker on a friendly Holy Creature in her zone, by paying mana equal to its level.

Asyra's Blessing: Once per round, during the Upkeep Phase, you may pay 3 mana to heal a friendly creature for 2 damage anwhere in the Arena. If you do, that creature gains Melee+1 until the end of the round. 

Retribution: Non-mage friendly creatures light attacks gain Melee+1 and Range+1




Joktari Druid 33 life, 9 Channel
120 SBP, trained in nature School, and lvl 1 water, fire and war spells cost triple


Herbalist: Once per round, when you cast a potion, you may pay 1 mana to place 1 additional Charge token on it. 

Vine Mastery: You begin the game with 2 vine markers, place these on your Mage Card,
During the Deployment Phase, you may place a Vine marker (see rules on placement). You also gain 1 Vine marker at the end of the Deployment Phase and place it on your mage.  Whenever you, or an object you control casts a vine spell, you may target a zone containing a friendly vine marker, or target an object in that zone, or a border of that zone. Then, destroy that marker.

Vine Slash


If you have any Vine markers on your Mage, he gains the following vine attack by destroying 1 vine marker on your mage:

Quick, 0-1 range, 2 attack, 7+ snatch
You may destroy a Vine marker on your mage to give it Range+1 and +4 to the effect roll.


Vine Shifting:
Once per round, you may destroy a Vine marker to give a friendly plant creature in the same zone one effect for the round: Melee+1, Armor+1 or heal 1 damage.



Elemental Lords Elementalist 30 life, 10 Channel
130 SBP, trained in air, earth, fire, water school, living objects cost triple.

Elemental Emblems:
When the Elementalist casts a spell he is trained in, he may activate the Glyph that matches the school on that spell.  These Glyphs may be deactivated to grant a benefit to the Elementalist. 

Elemental Charge: Whenever you use a fire, earth, air or water attack spell on a friendly non-living creature of the same school, you may deactivate one glyph of same school, to remove damage instead of adding damage from dice rolled by the attack. This attack ignores resistance and immunity to a particular element; the effect of the attack does not resolve. The spell card is discarded, even if it is bound.




Monk, Ketsuro 38 Life, 8 Channel
112 SPB, Trained in Mind school as well as martial and monk spells. Creature spells in which Monk is not trained cost triple. 
3 die basic melee

Ki ability: You begin the game with 2 Ki. During the Upkeep Phase, you gain 1 Ki. You may use ki to augment specific spells and abilities.

Ki quick strike ability:
When you are melee attacked, you may pay 2 Ki to gain a martial, counter strike trait on your basic melee attack until end of the attack, if your counterstrike deals 3 or more damage, you may pay 1 mana to take one condition from your Mage and place it on the attacking creature. Melee+ effects  are ignored during this counterstrike.



Necromancer, Dsjer-ter 33 life, 10 Channel
120 SBP, Trained in Dark School, and Dsjer-Tet spells. Holy spells cost triple.


Curse of Undeath: Once per round, when a living, enemy creature is destroyed, you may remove up to 2 damage from a mummy creature you control.

Raise Dead: Up to Twice per round, as a necro spell, when a non-Legendary Minor undead creature with no Raise marker is destroyed you may take 1 damage and pay mana equal to the creatures total cost -2. The creature is reanimated with 2 damage and receives a Raise marker.

Shadow bolt: Once per round, as a quick spell, you may pay 2 mana to use the following attack: 0-1 range, 2 die, 7+ weak

26
Alternative Play / Re: Academy Druid and Elementalist Graduates
« on: April 10, 2019, 08:49:48 AM »
Yep good idea guys.  I modified to have 130.  My estimate says it should be higher but I already have channel 10 and he has some of the best abilities.  I did lower life to 30, to increase SBP. 

27
Mage Wars Academy / Re: Academy -> Arena Conversions
« on: April 09, 2019, 09:10:28 PM »
http://forum.arcanewonders.com/index.php?topic=18820.msg93178#new

http://forum.arcanewonders.com/index.php?topic=18735.0


Final 1.3
http://forum.arcanewonders.com/index.php?topic=18873.msg93260#new

Here is all I have so far. Feel free to try out.  Let me know what u think. I would love to hear how the matches go!!!

I will work on monk and necro academy soon!! I have some ideas  :D

28

https://m.youtube.com/watch?v=AKAbnm5mkmU


Enjoy the review.   Lots more to be revealed as well!! Thanks Arcane Duels for putting this together!!

29
Events / Re: FREE Whosyercon Indianapolis 3/22-24
« on: March 28, 2019, 02:03:01 PM »
yea not good timing march was crazy.  sick kiddos, work, work conference, spring break.  just too much going on.  I hope to make it out next year if you guys set something up!

30
Events / Re: Mage Wars at Origins 2019
« on: March 28, 2019, 01:56:37 PM »
I hope to be able attend this year as well. not sure yet but im looking forward to trying to make it again!

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