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Messages - farkas1

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61
Spells / Buffs and Counters to Killer Bees
« on: October 17, 2018, 01:18:48 PM »
Alright.  Lets discuss swarms.  These creatures are arriving in the Academy Druid expansion, set to be released very soon. 

The current ruling allows them to be very deadly and semi hard to kill right away. 

The definition is below if you are unfamiliar with it. 

Swarms

This creature is made up of countless Smaller creatures.  Creatures with the swarm trait cannot guard and cannot be targeted or affected by non-attack spells that do not specifically target swarm creatures. When attacking, Creatures with swarm trait may make additional strikes equal to their remaining health.   Additionally, they are immune to conditions, and have the finite life trait. Non zone attacks do a maximum of 1 damage to them.



I am not going to explain every single thing about swarms but I will highlight above one sentence that makes this card one of the most confusing cards in the game.  It also can be debated on a select few cards that may or may not work with the swarms.  \

So the targeting of them is rather difficult in my opinion and with the inclusion of Arena cards it becomes much more complex and annoying to figure out what can or cannot benefit them.  It is one of the main reasons why I wanted to make this list.

I will introduce the many number of cards that can give them a bonus.
The last half I will list and discuss the counters to the Killer Bees.



 



Buffs for Swarms (making them a bigger nastier Nightmare)
Etherian life Tree
Straywood Scout
Dorseus
Hand of Bim Shalla
Marked for Death
Sacrificial Altar
 Crown of Protection
Bloodwave Warlord Ability (veteran markers)
Symbiotic Orb
Rolling Fog
Azurean Genie
Summoning Circle

Cards that maybe questionable (current ruling is a little vague and these could or could not work depending on how you translate objects and spells)


Fortified Position
Standard Bearer
Circle of Protection (not healing)
Sacred Ground
Vtar Sentry

Force Wave (does not work because it is always a spell even after it is cast) 
Enchantment Transfusion (off another creature onto a swarm creature)  I think this move should be illegal



Enchantment transfusion is a card notorious for many sneaky and maybe rule breaking affects in the game.  Similarly it was brought to my attention that this card may work with the current ruling of swarms.  Which means all those enchantments that could not target swarms specifically may in fact can after they are cast and transfused from one object to the new one.  The whole ruling of objects and spell debate that gives them leverage since the enchantments are now objects they now can target swarms.  Giving us super swarms!   I am not on board with this ruling and find that it should not legal.  I know others feel the same way.  So in tournaments I will propose that it is illegal to use Enchantment transfusion in any way shape or form on Swarm creatures.  not sure about shift enchantment if it has the same wording but I am against it too if it works the same way. 

Thoughts

Etherian Life Tree is number one combo with Swarms and especially the Killer Bees.   giving more life and boosting number of attacks by 2.  Straywood Scout is another useful way to get the Bees to have one extra die of attack for first attack! 

Dorseus is also crucial in that it can bypass finte life trait!  Making them tougher to kill! 


There are a number of ways of adding attack dice using non spell abilities from an assortment of cards.  You can even give Swarms tiny insect armor apparently which is pretty funny.  Nature mages have an easier spellbook point advantage in swarm builds as well as just splashing swarms in builds for some sort of sick game of supremacy!   I could see out of School builds using Killer Bees tho. 


List of best to worst mages using Swarms down below.


Druid and Beastmasters
Paladin, Priest, Priestess
Necromancer, Warlocks
Wizard, Warlords
Siren, Forcemaster

Negatives (how to effectively kill Swarms/Killer BeeS)
Gravikor
Defenses, zone attacks, triple strike, double strike, direct damage
Redirect
Veterans belt with armor
Eye for an Eye

Zone attacks
Electrify, Sandstorm, Voltaric Discharge, Ring of Fire, Volley of Flame, Hail of Stones, Blinding Flash, Telekintic Burst, Tsunami (gravikor), 
Oscuda, Elemental Golem , Akiros Hammer, Goblin Bomber, Sardonyx

Multi Attacks (triple or double strike spells
Badger Frenzy,  Spray of Barbs, Ludwig Boltstorm, Gravikor or Eagle Wings (w/  Darkfenne Hydra, kumanjaran Leopard, Gaurding Cerberus, Goran Werewolf, Sir Corazon, Galvitar, Deptonne Berserker, ect,)

Direct Damage
Magma Golem, Ice Spikes, Whirlpool and Gravikor, Helm of Justice, Disciple of Radiance, Idol of Pestilence, Malacoda, Poison Gas Cloud, Plague (on another non swarm creature), consecrated ground,

Defenses against Killer Bees
Any defense chance, force sword, Cobra reflex, reflex boots, ect.  Spiked Buckler, Veteran Belt with Armor, Suppression Cloak, Dodge, Force Field, Block, Repulse, Mass Cowardice, Alluring Orchid, Altar of Infernia,

Push attack spell effects
gravikor + surging wave, tsnunami, swell, or jet stream, windstorm, or sandstorm. 

There seems like a lot more things to counter swarms then there is to help them out. Don’t let that fool you tho.  Aggressive Swarm builds not considering current meta can and will get wreaked if none of these above counters are in your builds.  Zone attacks are best way to deal with them however just like most zone attacks mana to overall effectiveness could set your plan back and it may backfire if the attack is unsuccessful.  There are some quick easy counters that maybe in your book already.  Such as Gravikor, or alluring Orchid, eye for an eye, redirect, or maybe even mass cowardice.  These spells are already benefiting your build in other ways so an extra one maybe important to have to stop the bees from even hitting or ground the flying threats and get to work using non flying creatures.  Other spells or creatures to consider more are ones that have the double or triple strike attacks.  Which can quickly decimate any swarm. 


also learned push effects still work since they are not conditions.  I simply overlooked this, but discovered it a few months ago.  Attacks spells with push and wall bash are basically double strike for the swarm creatures allowing to get up to 2 damage from both attacks.  not bad options if you don't have those zone attacks available. 


62
General Discussion / Re: Mage Wars: Druid Live Stream Review!
« on: October 11, 2018, 08:26:26 PM »
Sweet love to hear ur guys thoughts on the cards!!! Druid set is another great set to add and I’m sure a lot of these cards are going to change the meta in pretty big way.

63
Events / Re: Winter Mage War 2
« on: October 05, 2018, 04:59:35 PM »
Yea that would not happen.  This year I believe I am judging and Virgel is participating.  In case there is too many players both of us would sit out and judge.  We never had a judge Particpate in a tournament and we will never have that happen in the future.  Good question sorry for any confusion.

64
Events / Re: Winter Mage War 2
« on: October 05, 2018, 12:01:19 PM »
no need to be in a rush. Last year I don’t think everyone registered until late November.  I think we could see the tournament fill up this year.  if that is the case both VictorE and I would just be Judges and sit out.  Or depending on space we could expand it.  I will have to check with VoctorE tho.  I know we have a good amount of people going  to Indy in a few weeks so it could be gauge on how many could be joining us at Winter War!!!


65
Events / Re: Winter Mage War 2
« on: October 01, 2018, 09:09:22 AM »
Yea definitely anyone wanting to go to winter war they can crash at my place.  Just PM me if you think you plan on staying the day before or day of the tourny.  I have a couch and a couple sparebeds   If we have more you might want to bring a blow up mattress or a sleeping bag.  If we have a good turn out and people want to game the night before or day after I could get some plastic tables and we could Mage wars it up at the house too!!!

66
Events / Re: Winter Mage War 2
« on: September 30, 2018, 07:32:27 PM »
I will double check with Virgel.   we talked earlier about keeping it the same as gencon rules wise with scoring points.  A win resulting in opponent death is 2 points. No deaths equal a tie and 1 point awarded to each player.

As far as academy to arena rules we are keeping a similar format and rules from last gencon and incorporating the same rule changes from the current ADMW tournament.  No promos allowed, Unless released in a set.

Academy cards work fine with arena except the select few ADMW has pointed out.  As far as pest trait we are keeping the standard ruling from the Arena codex.   Breeches slot is fine and translates to arena okay imo. 

We are working on swarm trait ruling for the tournament.  They maybe subject to change. 


I think that is all.  Super pumped for second year to have a tournament here!  Let us know if you are planning on attending.  We have 3 newer  players here that VictorE and I are training  so we should have more players participating this year! 

67
Custom Cards / Re: Some funny Cards
« on: September 23, 2018, 05:45:57 PM »
Great job Karadox on all these cards.  Lots of fun ideas.  Love the rat ideas!!!

68
Events / Re: Gen Con 2018
« on: September 06, 2018, 10:14:18 PM »
Wow Oh man my last picture.  Folks just so you know This is what the face of defeat looks like!  It’s bitter, not good looking, and looks like I got a piece of candy stuck in my mouth.   

Lots of fun tho!  Glad to represent Champaign this year!!!

69
Spells / Re: Frost Cards!!!!!
« on: September 06, 2018, 01:25:01 PM »
Agreed Fausto a frost Druid is a scary combo as well.  She may not be able to have the ability to pop three frost spells per round like siren or wizard with a familiar/tower.....but combo with Druid new stuff she maybe the deadliest!  Great point!

70
Spells / Re: Frost Cards!!!!!
« on: August 30, 2018, 05:37:36 PM »
Reserved for final thoughts and more combos!!!  ;)

71
Spells / Frost Cards!!!!!
« on: August 30, 2018, 05:36:46 PM »
Welcome I’m going to be sharing my thoughts and ideas about how I think the upcoming cards will affect the meta and comparisons to similar cards based on spell type!!!  There is a lot to go over and a lot to consider in these new sets. 

Let’s start with Frost!!!!

Freeze:

A creature with Freeze conditions rolls 1 less die on non-spell attacks. At the end of a creature's activation, remove one Freeze condition if possible. Each Freeze condition on a living creature is also considered 2 damage that cannot be healed. If there are ever Freeze conditions on an object with Burn conditions, remove 1 of each. Repeat this process until there are only Freeze or Burn markets remaining. This is a frost condition and has a removal cost of 2. In Arena, freeze also grants the Lumbering trait to the affected creature.

Frost mechanic will finally be released so you may want start running bear skin for the first time!!!

Attack Spells:


Cone of Frost

1 air or 1 water
5 mana, full cast, 0-1 range, creature or conjuration
Range, frost, 2 die, effect 8+ freeze x2, sweeping


Beam of Frost

1 air of 1 Water
5 mana, quick cast, 0-1 range, creature or conjuration
Range, frost, 2 die, effect 6+ Freeze x2


Thoughts:
X2 means if it triggers 4 “direct” damage that cannot be healed!  Creatures can just get ripped apart fairly fast with a couple of these spells from a mage.  Downside is each turn remove one at the end of a creatures activation, so it is temporary. 
Level 1 air or water offer a lot to any mage who wants to try and do some frost synergy. 
Wizard and Siren have a clear advantage to effectively make these spells work for them being in school.  They both can mass cast these fairly effectively with cards such as Naiya, or Wizard’s Tower.  Naiya and a Siren Mage are able to shoot 3 beam of frost in one round.  12 direct damage almost guaranteed with at least 6 more die without any other buffs.   
Beam of Frost looks way better stat wise with the better effect chance.  4 Direct damage is crazy strong, if they trigger!  Also with help of hawk eye, gloves of skill, and/or akiros favor to either help increase the odds and amount of damage they do is nice. 
Pros: pretty nasty verse small living creatures. Naiya and Wizard Tower combo= super fun to try Out!!!
Cons: 0-1 range is difficult to get to work on familiars sometimes with so many counters to familiars. Warlocks with fire Demons and or fire spells will have no problem removing the freeze condition markers. 
?s
Who will be able to be the Best Frost Mage in Arena Siren or Wizard?
If Frost becomes big in the meta what nonliving creatures will be used to counter Frost threats?

Enchantments


Frost Trap

1 air and 1 water
2/4 Mana, Quick cast, 0-2 Range, Corporeal Creature
When this Creature activates you must reveal Frost Trap.  Place 2 freeze conditions on this creature, then destroy frost trap. 

Thoughts:
Frost trap is an interesting spell.  Only Siren and Wizard can get this for 3 SBP.  So Wizard or Siren will most likely be the only mages using this effectively.  4 damage guaranteed on living creatures is pretty freaking good and great for any Frost combo. 

Deep Freeze

1 air or 1 water
2/2 mana, Quick, 0-2 Range, Non-mage Object
This object loses and cannot gain the melting trait.  Additionally, Freeze conditions are not removed at the end of this creature’s activation. Flame attacks against this object roll 2 less dice.

Thoughts:
Great spell for the frost meta.  Can be used in keeping things longer such as creatures or conjurations.  Or Stick it on an enemy to build up those freeze conditions.  I do see maybe shift enchantment being a fun strat to move this spell around to finish off some threats!


Wand of Ice and Fire (equipment)

1 fire, or 1 air, or 1 water
4 mana, quick, 0-2 range, Mage
Once per round, as a quick spell, you may pay 2 mana to place a burn or freeze condition on a target corporeal object up to 1 zone away.

Thoughts:
Maybe a better spell than frost trap for finishing off living creatures with freeze conditions.  It has one less range and one less freeze conditions but it still guarantees one and for 1 SBP and only 2 mana for each use it can and should get some work done for you.  Being able to use it multiple times for such little cost is a great deal.  I like it a lot.  Combo it with frost trap to guarantee 6 damage!    Oh yea it can lay on burns too!


Conjurations


Ice Spikes

1 air and 1 water
6 mana, quick, 0-0 range, Zone
0 armor, 6 health, Melting 2, Frost Immunity
When a non-frost creature in this zone activates, it receives 2 points of direct frost damage.  Flame attacks against ice spikes roll 2 additional dice.
Thoughts:
Not sure how popular this will be in arena.  This hurts everything unless its frost.  It could be used as a semi zone attack.  With one or two attacks it could deal out 4 direct frost damage.  So it could be more

Freeze Weapon

1 air or 1 water
4 mana, quick 0-0 Range, minor weapon or shield equipment
0 armor, 5 life, Melting 2, Frost Immunity
Increase Freeze Weapon’s cost by 2 if the target equipment is level 2.  This equipment is Disabled and cannot be replaced.  Flame attacks against Freeze Weapon roll 2 additional dice.


Thoughts:
Freeze equipment is a pretty good option if it is in school for your mage.  Downside it is 0-0 range.  Naiya or any aggressive mage could use this pretty effectively imo.  In school spell it is useful otherwise you may want to just  use dissolve.  Biggest upside is it can bypass nullify.  Downside is with a mage throwing 4 dice with their natural melee buff it could be gone in one turn costing you 4-6 mana.  Not sure how much this will be seen in arena. 



Creatures

Ice Golem
1 air and 1 water
8 mana, full action, 0-0, Zone
0 armor 13 life, melting 2 nonliving, frost immunity, psychic immunity, Flame attacks against the Ice Golem roll 2 additional dice. 
3 dice quick attack, 3+ freeze condition

Frost Elemental
2 air and 2 water
15 mana, full cast, 0-0, Zone
0 armor, 23 life, Melting 2, nonliving, Frost immunity
Flame attacks against Frost Elemental roll 2 additional dice
5 dice quick attack, 7+ Freeze x2 condtions


Thoughts:
Both are fairly strong options for such low amount of mana they cost.  Buffing them with deep freeze could save them from getting killed so easily.  They have a lot of health and can both both burst the damage out.  I like frost elemental a little more in regards to amount of attack dice and the 2x freeze chance is also really nice.  They are fairly close in regards to damage output.  The frost elemental will stay alive longer so it may depend on how fast you want to be targeting your opponent on which one you will go with.  If your going full out frost strat you may decide to use both!

72
Spells / Re: Introduction to Potions!!!
« on: August 12, 2018, 06:45:03 PM »
Yea a lot of clarification I think needed to be asked and discussed by us the play testers and the designers.

I’m at fault here too, I made the wrong assumptions on swarms and should of asked or learned what cards worked with them and what did not.  I don’t necessarily think it is our fault.  Maybe more fault with designer intentions and assumptions by us the playtesters.  Maybe just more communication needed to be done on both ends. 

Again imo I don’t think potions are OP at all.  They just add more options to other schools and the solo mage.  If potions were to be different schools I could see an argument making them novice but I also see that if your running less creatures you may have more space points wise to have them in your books. 

73
General Discussion / Re: Gen Con Academy pre releases
« on: August 12, 2018, 04:32:37 PM »
Hey keejchen.  Honestly that is how I interpreted them in playtesting with the different wording was similarly to wtcannonjr. And that is also why I did not really stress about them being OP during play testing. Wording was changed a bit during printing and I could see current ruling for them either way honestly which is pretty unfortunate.  Because I did not want them to be this strong at all. 

74
Spells / Re: Introduction to Potions!!!
« on: August 12, 2018, 02:31:46 PM »
Hey Zot on the markers yea I believe all Druid markers were misprinted and they actually stopped the sale of both sets at the booth at gencon on Saturday after AW was notified of he mistake.  So yea big error and someone messed up big time in quality check I assume.  There is also a printing error on the card tide elemental.  Should have the word zone added in the text if that indeed was the final draft of hat card. 

Well again I stress on some of these issues to AW please listen to playtesters and spend a little more time on quality of product before printing.  Hopefully they did not lose money from a mistake on their end.  I wish AW the best

75
General Discussion / Re: Gen Con Academy pre releases
« on: August 11, 2018, 09:08:20 PM »
I have wrote this about swarms on other channels as well so here it goes.


This is what it says in the ruling about swarms:
Swarm
This creature is made up of countless Smaller creatures.  Creatures with the swarm trait cannot gaurd and Cannot be targeted or affected by non-attack spells that do not specifically target swarm creatures.  When attacking, Creatures with swarm trait may make additional strikes equal to their remaining health.   Additionally, they are immune to conditions, and have the finite life trait. Non zone attacks do a maximum of 1 damage to them.


I’m gonna break down the math and how it works with current ruling.

With the combo of scout, marked, and hand.  From the text in the academy Druid set It says you may make additional strikes equal to your health.  So the first strike with a fully healed killer bees you get 4 dice,  then you do 1 die attacks equal to the bees health.  4+1+1+1,  (+1+1 w/ life tree)

I'm not sure what the correct thing to do with swarms besides run them in every book

Options to fix

Possibly making them not being able to gain any additional dies for attack would be the easiest thing to do.  6 die critical with life tree is still pretty darn good. 

Or making it so they can not gain innate life.  Which would be also be ok it does allow it to get to 7die that way.

After looking at them and considering them more I feel this is the best way to balance them.
So the word additional was added from our last play test reading of the rules.  Let’s take the word additional out.  That takes them down one die.  I’m leaning towards no life tree bonuses because it makes them too crazy to kill and hit too hard too fast. 

IMO I don’t like that this one card or trait changes the meta this much.  Making zombies and most creatures absolete.  Yea vet belt and tons of armor gets carried in many books as well as running several more zone attacks. All that I know is that having 8+ Die with critical damage is too much and Even 6 die critical is a little crazy imo. 

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