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Messages - Robintheboywonder

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16
General Discussion / Re: Gen Con Academy pre releases
« on: August 04, 2018, 10:37:01 PM »
Just like there is an enchantment to prevent burn removal, adremalech's touch; I wonder if we will see a freeze removal prevention enchantment (permafrost).
On that note, there is an incantation which damages a target based on the number of burns they have on them. Combustion has you roll 2x dice where x= number of burns on the target, then u remove all the burns. Could we see some sort of incantation of this nature but for frost/freeze. I would call it frostbite.

17
General Discussion / Re: Gen Con Academy pre releases
« on: August 04, 2018, 10:26:59 PM »
Freeze = lumbering. Fair enough, slow or restrain might be too strong for this condition considering it counts as 2 damage. So freeze is like a lesser taint condition, because it is easier to remove freeze but its added effect of lumbering gives it something to set it apart.
Any extra effect on flying creatures? In Pokemon flying type is weak against ice type attacks. Would be interesting to see if freeze could remove flight.

18
General Discussion / Re: Gen Con Academy pre releases
« on: August 04, 2018, 09:06:57 AM »
If I could I would buy both first chance I had. I'm stuck waiting on official release date. Is there a way to pre-order? I want to get both packs as soon as they drop.

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General Discussion / Re: Gen Con Academy pre releases
« on: August 03, 2018, 11:59:36 PM »
Yes, insect builds could be a thing. I felt like bee swarms should be included for this. As for conjurations, are they zone exclusive? Do u have to destroy your opponent's zone exclusive conjuration b4 u play your own since Academy is essentially a single zone.

We heard about thw druid but what about the elementalist? What FROST SPELLS can we look forward to using

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General Discussion / Re: Gen Con Academy pre releases
« on: August 02, 2018, 05:02:37 PM »
I just want to have them :'(

21
General Discussion / Re: Gen Con Academy pre releases
« on: August 02, 2018, 04:48:25 PM »
So these are at Gencon now, but are we still expecting the October ish release of these expansion for those not at the evnt or will it be available sooner? Can I pre-order both? When will arcanewonder have it on site to buy(October)?

I'm now speculating and giving thoughts below

I like the idea of academy Druid. Maybe more than just plants to use, such as insects. Maybe some plant type enchantments, attach to an enemy and a seed grows within them or a weed/parasite plant. Seems cool, we'll see.

I was expecting a necromancer but I'm ok with them not doing one or if he is in the spring 2019 release. I think arena necro has plenty of tools to use, while adding cards can provide more fun, options, or variety to his and others' decks, I feel he isn't the most imperative to boost through Academy release.

In regards to the elementalist, a bold move to introduce a new type of mage to the academy scene before having it in arena(you know Arena the main version of mage wars, the big brother to Academy). The excitement of the unknown gets me hyped and thinking of what could be. Will we see FROST SPELLS? Will there be more Elemental creatures, lesser versions of Arena ones? Will he work as a solo mage sweeping(literally sweeping, as in hit 2 targets or more) through enemies with some wild attack spells? Will we, and I think we will, see some crazy elemental based incantations and enchantment cards which incorporate the elements. Example would be Air school incantation, healing wind; target a creature and heal it a low dice amount like 2 roll, then if possible move to another zone and heal another creature 2 dice roll, then continuing in that direction do the same thing until u hit a wall/ run out of zones. So this would be like mending wave with the directional element( pun not intended) of tsunami. Or like an enchantment card that covers u in rocks so u gain armor but u gain the slow effect as well unless u are uncontainable or unmoveable and it only targets corporeal creatures.

These are the things this mage could do, anything is possible. People kinda trash talked arcanewonders for slacking on Mage Wars, but what if they were just silent because they knew they were going to bring the thunder.

22
General Discussion / Re: It´s 2018 -- Any news?
« on: June 23, 2018, 10:46:48 PM »
Also I had an idea for a game mode where its almost a 2v2, each pair has an Arena Mage and an Academy Mage on their team. This can be played with 4 people or just standard 2 people and u control your arena and academy mages. The idea is Teacher (arena) must protect Student (academy) from dying. If the Arena mage dies its ok but the Academy mage has to be alive to win. Maybe if the arena mage dies then the academy mage has to kill both of the opposing mages, but normally the goal is to kill the academy mage. idk. just an idea of bringing in the academy mages to play with the big boys but without trying to change or boost the academy mages' abilities and stats.

it could be fun with 2 decks per team, especially since the academy mages have smaller spellbooks and some have different training restrictions e.g. academy warlord.

you could just have the academy mage use the basic spell book. Not sure if allowing the academy mage to use arena spells in their book would be fair, but it could be fun.

23
General Discussion / Re: It´s 2018 -- Any news?
« on: June 23, 2018, 10:30:37 PM »
Yes Grim Vol. 2 would be fine for Arena 2018, while academy gets to shine this year (plus early 2019). Maybe more Trample Creatures since that trait was only given to 2 creatures. Maybe bring out more creatures who use Rage, only Gorilla uses it unless u count promos then you have just 2 nature animal creatures who use it. Maybe have some creatures use Wraith, only that one lightning angel chick uses it. It wouldn't matter how big or small the expansion was so long as people can pick up some new cards to try to build new strategies or perfect their existing ones

24
General Discussion / Re: Ideas for New Traits
« on: June 23, 2018, 09:58:51 PM »
This would be a new trait for creatures with the flying trait to use called Lift. This will function like grapple but for flying creatures. A flying creature could have a quick action attack for its normal attack, as well as a full action with an effect roll to possibly lift the attacked creature into the air with it. Because a creature is being scooped up into the air if it is lifted it does not get to counterstrike if the roll for lift is a success. On the flying creatures next activation it must drop the lift creature, this counts as the flying creatures full action, it does not get to move to a new zone nor attack after dropping the enemy. The dropped enemy can either recieve damage with a 3 dice roll (bash attack), or take a slam token, or both. This depends on what will be the balanced or as close to balanced as it can be.

While the flying creature is lifting its prey, if it takes damage equal to its level or level plus 1 it will dropped the prey applying damage and effect to the prey. The flying creature will also lose its flying trait and gain a slam condition. While lifting a flying creature cannot make a dodge roll, any spells such as block or redirect still work, but the creature cannot use its own dodge or one given to it through any spell effect e.g. cobra reflexes.

If the prey activates it can only attack the Lifter, the attack rolls one less di. The flying creature cannot Lift a creature which is uncontainable, unmoveable, or restrained

25
Rules Discussion / Re: Tsunami, can we change how its push works?
« on: June 15, 2018, 11:54:56 PM »
I was looking it over and tsunami isnt as bad as I thought, but I did have  bad experience with it recently. but I figured the push does work the way I feel like it should, just not on the initial zone its cast.


if the top left corner of the board is zone 1 and you continue to count each zone across the board until you hit the right top corner which is zone 4. Then return to the left mid section counting it as zone 5 and continue across the board until you reach zone 8. the bottom zones will be 9-12. this is to set up an example for tsunami cast and push effect.

So if the mage is in zone 12, the bottom right corner and cast tsunami in the zone above them, zone 8, and chooses to have the spell move along the middle toward zone 5 then any creature in zone 8 gets pushed into zone 4, following the official push rules. Now once the tsunami moves into zone 7 for the next attack push works in your favor. A creature must be pushed one zone away from the caster unlike the first zone it attacked, where creatures were pushed upward from the mage, the mage has an option to push the creatures upward into zone 3 or better yet push one zone away into zone 6. This is how tsunami can be strong, because creatures are pushed into the next zone will be hit again by the attack.

I think my issue was with the initial cast having the creature not be pushed along with the spell. But unless im wrong u can push the creatures in the subsequent zones into the path of the next tsunami attack. tsunami isnt as bad as I thought if it follows the example I have laid out. it can deal a bunch of damage to several creatures and keep displacing them further away from your location. u can have it hit a battle forge in the enemy's backline, dealing 3d + hydro 3 which could do some serious damage or if you are lucky destroy it. tsunami can be useful, maybe not OP, and strongest when up against a swarm deck for more targets hit.

26
Rules Discussion / Re: Tsunami, can we change how its push works?
« on: June 15, 2018, 10:25:22 PM »
to Drefan, yeah house rules on tsunami sound good. making it push the way u would think it would which isn't standard.
to exid, you listed 3 bullet points on a post. I have a concern about number 3. You are saying a wall with passage block trait prevents tsunami from going further, which makes since. Or are u saying if a wall which blocks line of sight but allows passage would also end the tsunami because now the spell is 'out of sight.' I agree with the first one, tsunami goes until it hits a blocking wall, like the arena border or wall of stone. but to say the spell ends because LoS is preventing the spell from casting on the zone feels off. if u could maybe set up a situation where that would be the case.

27
General Discussion / Re: It´s 2018 -- Any news?
« on: June 15, 2018, 10:01:17 PM »
so in reference to what biblio just asked, how/where can we see promos or potential promos? Do u have to be a play tester or promoter or something? also monkeygirl?

28
Rules Discussion / Tsunami, can we change how its push works?
« on: June 15, 2018, 02:19:09 AM »
so I know the big issue with tsunami is when u cast it and choose which direction it will flow, the push effect acts independently from its direction. Push rules state the casting mage is the source of the push not the spell itself. The thematic argument for tsunami is the wave should push creatures in its direction of flow, so that a creature would be pushed into the next zone in which tsunami will hit. I do not know if the intentions of the makers of the card were to have it align with that thematic or they wanted it to operate how it does currently. there would have to be a good set up to have the spell hit a creature and push it back into the next zone it would be attacking and an even better set up to have a creature be hit with 4 zone attacks plus the potential wall bash at the end. Assuming you can land a 4 time hit with tsunami on a creature with push every single time, you end up with 5x3d roll on the creature. This assumption doesn't take into account any bonus damaging effects on the creature or if the creature would be pushed through an attack passage wall.

I would just like to know how balanced, whether overpowered or strong but not op or more of a neutrally balanced, tsunami would be if we stuck to the thematic idea for it. Also I would like to know your thoughts on how the card is currently, is it underpowered or underrated? community feedback of any kind will be graciously accepted.

29
General Discussion / Re: Ideas for New Traits
« on: June 05, 2018, 05:21:31 PM »
New trait: Intoxicated

creature has permanent daze effect, has infinite dodge maybe 8 or 9 +, and lumbering, so it cant move twice but it still can move and attack.

creatures: the Drunken Monk, school: mind or holy. The Inebriated Demon school: dark. The Lightweight Knight, school: war.


New trait: tether or essence tether


creature binds to another creature, either friendly or enemy. If the bound creature moves 3 or more zones away, the tether contracts the bound creature o the zone of the creature with tether trait


this can be a trait placed on a creature with an enchantment or some arcane type  of creature's trait


New trait: Silence

Silenced creature cannot cast full action spell. quickcast spell can only be cast as a full action. Note: making a Mage unable to cast any spells would be quite OP, but would be a better represintaion of Silence.

This could be an echantment with dissipate 1 so just the round; or incantation which last until end of round(as all incantations do) or until after the creature's action phase, meaning a creature just cant use a full action that round and u could postpone their QQ action to after they have acted rather than before so it could be useful.

I see this as either Arcane, Mind, or Dark school type card/trait

30
General Discussion / Re: It´s 2018 -- Any news?
« on: June 05, 2018, 04:34:16 PM »
well Tony, looks like Dice Tower Con is sold out now. I'm glad to hear about Academy expansions, but I'm upset about missing out on some promos and the experience of going to a gaming con for the first time. You did say a new promo pack will come out maybe around October. Is this like the Lost grimoire Vol.2 or just a new pack of promos that will circulate around events and such? Thanks

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