91
Mage Wars Academy / Re: Differences Academy vs Arena
« on: August 18, 2016, 02:39:49 PM »
Cleared the last uncertainties.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
I think you mean "in Academy you are not allowed to attack in the *first two rounds*." Attacking DOES in fact exist in Academy.
No roll to miss step? Whoops in that case there's no slam either. I wrote my unofficial
Mage Wars Academy theme song wrong then. I should have realized, a combination of stagger conditions and cards that restrain enemy creatures (like a weaker force hold) would work better for future academy forcemaster than slam. Slam would be too powerful, since it can both incapacitate a creature disabling its defenses, and remove its guard marker. On the other hand restrained merely gives pest trait and lowers defense rolls by 2 and stagger would remove guard markers from minor creatures and prevent them from attacking.
Then again I doubt restrained will be a thing in academy if tangleroot is any indication, too much room for abuse by other mages. Hmm. Maybe a weaker version of cripple that isn't poison and which goes away at start of creature's next activation or something.
Nice summary!
Some other differences-
Arena contains two rule sets - Apprentice and Advanced rules. Academy has just one rule set.
Each game has a separate codex for their rules.
Very nice write up. I am looking forward for reaction for more Rule wise members of this forum. Right now, i would like to point out, that point 23) About dissipate tokens sounds like Dissipate was introduced in Academy. Which is little bit misleading, because Dissipate was first spotted on card [mwcard=MWSTX2FFJ06]Rolling Fog[/mwcard].
For Point 14) I would liek to mentiond that Staggers stays until the end of creatures NEXT activation
Today my girlfriend has beaten me 4 times in a row with the priestess when I was the warlock. The games can be summerized as followed:
Game 1
By turn 3, the first real round, I had mhegedden and thus basically had 20 life left. She had a white cloak knight.
During this turn, she reveals giant size, rolls 6 dice, melee attacks for 2 and does firestream (4 dice). She dealt 19 damage and the burn killed me of.
Long story short, she keeps killing me with huge amounts of burst damage. Did anyone else have problems with this?
Quote from: DonovanFor me the problem with Mage Wars language used in the codex is that both the attack and the strikes within the attack are called "attack". So when the rules say "attack" you are never sure if they mean the entire attack or a strike within an attack.
Anytime you see the word "attack" assume it is talking about a strike unless it is immediately followed by the word action, i.e. "attack action".
Normally an attack (strike) and an attack action are synonymous because most attack actions only make a single attack (strike). Whenever the distinction is important, the rules will specify "attack action" to differentiate it from individual attacks (strikes) that may be a part of an attack action. So, again, just assume that every time you see the word "attack" it means a strike within an attack action.
Some traits, such as Triplestrike, allow the attacker to make additional attacks against the same target. Once the first strike is finished, you get to make these additional strikes.
Each additional strike is resolved, one at a time, following these 4 steps: Roll to Miss, Avoid Attack, Roll Dice, Damage and Effects.
Note: All of these strikes are still part of the same attack action, and the defender will still only get one damage
barrier attack and one counterstrike!
After the final strike is resolved, proceed to Step 8.
In order to attack, you must declare the attack, by stating which of your creatures are attacking and which one of your opponent’s creatures will be the target of that attack (also known as the “defender”). When a Mage attacks, they may be able to choose from several different attacks they can use, and they must announce which attack they are using.This uses "attack" as the whole action of possibly multiple strikes.
During this step the defender has an opportunity to use a Defense to avoid the attack. Some creatures have a Defense, represented by a Defense icon on their card. The Defense can only be used against the first attack the defender receives each round, unless it has the “infinity” symbol on it, which means it can be used against every attack.So what is meant here? Is the entire first attack meant here? So all strikes of the first attack are avoided? Or is this about the first strike of the first attack?
played arena first.
I like academy a lot for two reasons:
1) It's shorter for if you don't want to have a very long game
2) If I play it with someone new, it is actually a challenge to win, while they would not stand a chance in Arena.I don't like that some rules are COMPLETELY different in Academy compared to Arena. For example "melee +x" and Pest vs Guard. That is bound to cause problems in either one of them. And in my view it is unnecessary.
The melee+x rule is for balance and the pest rule is simply a lot better! Should be altered in Arena as well.
How many of you played Arena before Academy, or how many of you have begun the experience with Academy? Are there any of the second group who now play Arena as well or instead of Academy now?
I've met a fairly new Mage Wars Arena player over Facebook who wants to compete in a local event near him, but he is very new to the game. He's at Gen Con this year and he thinks he's probably not going to participate, but he would like to get some practice games in regardless. What are the best competitive spellbooks that are easiest for a beginner to learn how to use? Any suggestions?
Well, playing the same Mage all the time will make you predictable to a certain degree. It allows your opponents to tailor their spellbooks to have answers to your most likely threats. So, unless you create spellbooks that are very unusual for the type of Mage you're playing, you're basically playing with a handicap.
That alone would be sufficient reason for me to regularly switch to a different Mage. (In the past, the Wizard was a possible exception due to its flexibility, but now that they're only trained in the Air Elemental school, they've become just as predictable as the other mages.)
I liked that equipment could only be revealed by targeting the mage - and thus effects like Obscure on the mage could prevent equipment removal. But Crumble (and Corrosive Orchid) changed things; now equipment is more like another type of enchantment, minus the instant reveal that makes enchantments really good.
You assume wall of text can fit on a single card ;-) I'm pretty sure it's three cards side-by-side. lol.