Arcane Wonders Forum
Mage Wars => Strategy and Tactics => Topic started by: Wildhorn on November 07, 2014, 10:55:03 AM
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Necromancer is immune to Poisoned Blood.
Deathlock is pricy and negate your own healing.
Nullify is also pricy and situationnal.
Nullify + Enchantment Transfusion is way too pricy.
Is there any other way as a Warlord to deal with a Necromancer healing and/or draining you?
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Dispel/Dissolve/attacks for the healing source, Harshforge Plate to punish Drain X cards.
Just having a lot more dice than your opponent helps too. If the Necro manages to trigger Altar of Skulls, though, it's pretty much game unless he's nearly dead.
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Dispel/Dissolve/attacks for the healing source, Harshforge Plate to punish Drain X cards.
Just having a lot more dice than your opponent helps too. If the Necro manages to trigger Altar of Skulls, though, it's pretty much game unless he's nearly dead.
Yeah I have no problems with physical source of healing.
I was talking about Drain Life, Drain Soul and Minor/Normal Heal.
Harshforge plate vs both drains is good, but doesn't prevent it. The Necro won't mind the 2 mana to save his ass and possibly swing the game. Also, he can drain your vreatures instead of you, so no plate benefit. Same for healing himself.
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The thing is, if a Necro can afford to spend 14 or 18 to do that, you probably don't have a good enough board or you ran out of attack spells. If you're worried about him killing off creatures, you could consider using nonliving creatures like skeleton knights and iron golems, or playing healing cards more liberally.
Usually, you should be playing pretty aggressively in that matchup such that the necro has to make a decision between gaining more dice or healing. Either warlord naturally has more hp and less channeling, so you should try to leverage that as soon as possible. With super-efficient heals for his creatures and really good lategame cards like Mort, Ziggurat, and the Altar, the Necro's lategame is pretty much better.
I would probably forgo using the Barracks in that matchup too, and stick to buffing your warlord and mostly summoning creatures that are level 3 or higher; the Necro's lategame stuff excels against lots of smaller creatures.
At least, this has been my experience; my losses as warlord in this matchup generally come down to the fact that I stopped pressuring the necro with meatier creatures and buffs.
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The warlord answer, as always, is kill him faster. Iron golems wreak necros and some forge hammer to the face helps too.
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Dwarf Kriegsbiels in particular are good, since they let you smash through multiple guards and have solid stats. I find myself liking them more every time I play them.
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It has been said but the Warlord has to play aggressively and start the damage race on his terms. Most Necromancer builds come in to their own mid to late game. Play so aggressively there is no late game and make sure you have a head start on damage for the mid game. Ideally the Necromancer will not be able to adapt in time to compensate.
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It takes a chunk of spellpoints and proper timing but a Reverse Magic against Drain Soul/Life is a very beautiful thing....
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I think a simple answer is to get out some jinx cards. expensive, but not as expensive as nullify
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Liberal use of Hurl Boulder will usually un-heal them pretty well.
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Liberal use of Hurl Boulder will usually un-heal them pretty well.
Might go more with Rock than Boulder... though some of both might be helpful. Rock is better in terms of Mana and spellbook point cost per damage die, and you probably going to have to be at range 1 to attack anyway given the Cloak of Shadows.
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When trying to deal damage asap as a Warlord consider [mwcard=FWC14] Sir Corazin, Blademaster[/mwcard]
Doublestrike : 2x4 dice : potential 8 dice vanilla.
I don't think any non-mage creature does better without any buffs.