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Messages - cbalian

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46
Strategy and Tactics / Re: How can i fight the FM with my BM ?
« on: July 08, 2013, 09:59:24 AM »
A) How does your opponent have 2 scimitars blocking you??  I thought you can only have 1 (one) Dancing Scimitar out at any given time?  It is an "equipment" and I think you can't have 2 of the SAME equipment out at the SAME time.  Maybe I am wrong or the Scimitar is an exception to the no 2 equipment that is the same rule?

B) Use the "unavoidable" enchantment, that would avoid them blocking your attacks.

C) The beastmaster has lots of creatures (esp if you are playing the Lair you can summon 3 creatures per turn) so at least 1 or more will get through the blocks, and eventually swarm the forcemaster.

D) Cast "dissolve" or "steal equipment", you can get rid of that pesky scimitar blocking you or just as fun steal it and use it as a defense or to attack.  :)

47
I see what you are saying red and I'm still trying to learn too (like I said I'm still pretty new to the game) so maybe I don't fully understand some of the mechanics.

The question I have for you when you say "quality of action" I am confused.  Let's set aside the debate if a spawnpoint is worth the mana investment or not and get to the action (or quality of actions).  A spawnpoint summons the same creatures that your mage does so the quality is the same.  A creature is a creature.

If you are saying it is more efficient/higher quality action to summon a big creature vs a spawn point, that might be true but after the spawn point is out you can summon TWO creatures instead of ONE.  That is where I am trying to say the power (and extra action phase) is valuable (at least to me) regardless of the mana investment.

If I am going creature heavy I use my mage to summon medium to big creatures (since they will have better position depending where I am on the board) and the spawnpoint summons the little swarmlings (practically free).  A lair with harmony is regenning 3 extra mana per round, a lvl 1 creature costs 5, so for a mean 2 mana investment I get an EXTRA creature out each turn.  Sure it is a baby and no that won't win me anything but an extra creature for 2 mana that doesn't cost my mage an action phase is worth it to me.

No it isn't the fastest opening strategy but (over time) the extra mana + extra creatures do add up, to help the end game.  A strong beginning and opening position is awesome but it's how the game ends not how it starts that matters most to me.  Which is why I like to save the "big creatures" for the end because the opponent has less resources available to deal with it.  So the baby level 1's are fodder/nuisance, get a few dice in, do some guards as needed but then end it with the big guys after the opponent is overwhelmed a bit.

If I do summon anything kind of big early it would have to be ranged or maybe a flyer to deal with flyers.  Like one of my favorite creatures in the game is the Gorgon Archer, making your oppnent weak and roll less dice is so attractive, plus her regen is awesome.

48
Red your last sentence kind of sums up everything VERY well...
"If he's consistently rolling more dice on you than you are on him, you're probably too dead to consider your options."

Maybe instead of "defensive" I play "offensive" enough that your statement is what is happening, and that is why I almost never take any damage...keep them busy so they can't pay attention to you.

Oh and I totally agree it could be the opponent.  I've been building decks like in Magic the Gathering for years so I may just have more experience at that deck building style and I try to balance synergy with win condition(s).  I try never to rely on any ONE thing just in case they do find a way around it.  The other thing is I put sections in my spell book for early game (mana + spawnpoints) which feeds my mid game (creatures + spells if needed) which sets up for the end game (defensive "base" if needed or all out offensive with big creatures).  Biggest thing I do is rarely ever summon big creatures early or mid game, I save them for the end to swoop in for the kill when the opponent is out of ways to deal with big threats.  Big angels, big bears, big hydras, big whatever.  The only mage that strat doesn't work for for me is the Forcemaster, and for her I just go all out offensive and use a lot of double attacks.

If I am regening more mana and casting more stuff than my opponent eventually it is a game of attrition.  That is why I am big on spawnpoints + familiars and defenses.  Folks can say they aren't worth it, but I don't look at it on return on mana investment I look at it as I am casting 2 more spells per turn than someone else.  Extra action phases win games plus it makes them SPEND resources like a spell or a creature to get through defenses while I am regening resources.

Anyways I'm just saying what has worked for me.  Your experience may differ, and maybe it is my opponent that is "allowing" me to do this, but like I said I like to put stuff in the deck to deal with them and have multiple ways to win so opponent or not a lot of it is deck building and planning the early, mid, late game and keeping control so they have to deal with you so they can't build up or attack you.

49
The opponent is dealing with small/cheap threats sent while I do the above.  I make them defend early (usually in their corner) so I have time to do my thing.  If they are too busy responding they don't have time/mana to set up themselves.  By the time you get to a point where you are regenning 6 more mana EACH turn than your opponent that mana adds up.

Spawnpoints and familiars never fall out of favor with me, would I rather cast 4 spells a turn or 2?  Casting 4 things per turn you can overrun your opponent.  If you don't have a spawn point or familiar you area giving up on Action Phases...I think having more action phases wins games.

50
Spellbook Design and Construction / Re: Wizard Questions
« on: July 06, 2013, 11:14:01 AM »
Arcane has a few of my favorite creatures in the game, one of the reasons I like the wizard.

Gorgon Archer + Basilisk are amazing together.  Basilisk to restrain the creature and Gorgon shooting away at it by the time it gets to you it is weak.  Toss a Hydra in and you are good to go.  They are slow but all that regen makes them beasts to take down.

51

Cbalian wrote...


I play pretty defensively for the most part so I shy away from taking damage. 

That is a strong series of defensive tiers. I am interested in how it plays out. Do you generally turtle and set up all that stuff? I have never played anyone who tried that. Is the flow of the match a passive defensive build up by you followed by your counterpunch?

I don't really "turtle" or take time to set up...I like to keep the flow going and pressure on opponent mage.  So it is kind of a mix of send baby creatures for them to deal with really EARLY (kind of a mini rush/aggro) THEN while they are dealing with that I can set up...while summoning equipment/defensives etc.

To do this in a decent amount of time (or it would take forever to set up and I would get overrun) I use EVERY action possible.  The more things cast PER TURN the better to get set up faster than my opponent can handle it.  If they are too busy defending and staying alive they spend their resources on that and they can't really even mount an attack on me.  So honestly even all the defenses listed are the back up but I don't generally rely on them (but they are nice to have).

I am a HUGE fan of familiars and spawn points.  Like the last Beastmaster game I won I never summoned a single creature with my mage and still won.  I let the familiar cast the enchantments.  That gives me 4 actions per turn.  I'd love to run battle forge but it is spell book cost prohibitive in that deck, but I do run it in others. 

Mana regen is key to make use of those familiars and extra actions.  I get the mana flowers/mana crystals/ pendants / harmonize out early.  Getting 14+ mana per turn adds up to a lot of power over 10 mana per turn since it all adds up.  When I play the Wizard I deprive them of mana and toss upkeeps on them right away.  If your opponent is getting 6 mana a turn and you are getting 14 what are they really going to do to you with 6 mana?  At that point they can only get overwhelmed.

Since this is a pretty mana heavy set up I don't run attack spells (since they cost mana).  Well I run a couple, like Force Hammer to squash a temple or stuff like that, but I hate Temple of Light so that is dead usually within 1-2 turn of it hitting the board.  Other than that I mainly like to do damage with weapons, it's SO mana efficient.  So after the defenses are set up I pull out a bow and shoot them while they come at me, then a sword or something when they get closer.

It kind of all depends on the mage.

I guess for the Wizard I do "turtle" a little bit, but for the Forcemaster especially I like to get in on the action (battle fury with her sword doing 10+ dice of damage per round is deadly to the enemy).

For the Wizard my favorite combo is Gorgon Archer + Basilisk.  You can turtle all day long with those.  If they get close to you Basilisk to hold them in place the Gorgon pinging away with decent damage but esp with Weak, by the time they actually get to you they are doing 1 dice of damage and aren't a threat.  They also spend so much time killing the Archer because they see that as a threat, and with it regening that gives me so much time and mana on the Wizard to keep tossing other stuff at them...hence they never really attack my Mage if they are too busy dealing with creature threats.

So it isn't all defense, sometimes keeping pressure on them so they aren't attacking me is a "defense" too.

52
Spellbook Design and Construction / Re: Wizard Questions
« on: July 05, 2013, 11:00:42 PM »
you have that correct.  the wizard however does not have a restricted school. 

this is not entriely true, if you take fire, your restricted school is water so you pay tripple for any water school


but lets be honest, with the forcemaster and warlord expansion, if your not takeing earth (air is the restricted) then your not playing the timmi build (iron gol, hydra, earth elemental)

Are you sure rithe?  That doesn't seem right.

If you pick fire that doesn't make water restricted does it?
I thought if you picked fire it just means Arcane & Fire cost single and everything else (including water - or any other element) would cost double.  Either I'm reading it wrong but I don't think ANYthing is 'restricted' and costs triple for the Wizard.

53
Unavoidable wouldn't work on tier 1 or 3 of the defense only tier 2.

I actually run Unavoidable + Elusive for my Force Master and it is very nice.

But yes unavoidable would throw a wrench into a good chunk of my defense, I might even use up a dispell on that one.

54
I don't understand how you don't take more than 2-3 damage the entire game.  That sounds totally off, provided that you aren't playing against a vegetable.

And of course Drain Life/Soul is a heal spell...it's a heal spell and a damage spell.  That's just what the card does...?

I'm confused.  ???

I play pretty defensively for the most part so I shy away from taking damage.  It does make for slightly longer games, but so far I have never lost a game, and the worst danger I've ever been in is at 10 points of damage, but generally it is 2-3 (sometimes zero if I play as the Forcemaster, she has so many defensives and forcefields not much gets through to her).

So in my defensive line up I generally run something like...

Primary Line of Defense (CREATURE Guards)
I really love Guardian Angel and use her a LOT, I mainly like her because she can block melee AND ranged.  But other creatures are good guards too.  ALL of the cats have deflection, even the baby kittens so if I'm low on mana I toss a kitten out since they only cost 5.  They are cute furry shields.

2nd Line of Defense (DEFLECTIONS)
For those times your opponent has Elusive or you run out of creature guards I run a few Deflection methods.
- EVERY spell book regardless of which mage I play has Reflex Boots + Cobra Reflexes + Force Orb as a bare min
- I add Dancing Scimitar + Forcefield for Forcemaster,
- Depending I add Reverse Magic, Reverse Attack, Block, Nullify all useful BUT I add these sparingly as I like the more semi permanent boots, reflexes, force orb since they can be used over and over

3rd Line of Defense (ARMOR)
For the times my opponent gets through all my guards and has Elusive or removed all my Deflections or gets through them by attacking me more than 4 times in one round...in those very rare times they get through all that and I actually have to take a hit I have Armor
- Bearskin (or any of the 2 armor breastplates is a min - this varies by mage I play)
- Rhino Hide is super cheap (I like to mix enchants in addition to equipment, to avoid dissolve/dispel)
- Leather Gloves I toss in EVERY mage's  book as it is a freebie 1 armor for 2 mana and only 1 spell book point

So umm yes if they can get through all creature guards + all deflections, reverse attacks, reverse magic, block, nullify and they actually hit me I have 3-5 armor to absorb any non critical hits, so it is pretty rare I actually get hit at all but if I do it is maybe 1-2 damage.  Several games I've played I've taken 0 points of damage the entire game.  I run nullifys and reverse magics for those times they try to use direct damage spells on me OR they try to dissolve my equipment.  So I not only protect myself but protect the stuff that is protecting me.

Some of it could be luck of the dice, but I like to be prepared for almost anything and play it safe. 
Granted I am still pretty new to the game so I don't have a huge sample size to go on (only played about 20 games) and it could be my opponents style but so far haven't lost a match with the above cards in my book protecting my mage.

55
I consider Drain Life & Drain Soul in a totally different category than a heal spell.  Anytime you can reduce the opponents life and increase yours at the same time is hugely valuable, and because it does damage it really can't be considered a "heal only" spell.

So yes definitely run Drain Life/Soul, but that isn't running a heal spell.

Although I do kind of like the enchantment that heals 4 dice of damage and you can reveal it whenever (meaning your creature can be on the other end of the arena and still get a heal since you don't need to be in range).  Since that one is so cheap both spell book wise and mana wise I've been considering that one.

I think my biggest thing for being "anti heal" if you want to call it that, is I've only ever cast a heal spell in one game ever.  90% of the games I've played I've never taken more than 2-3 points of damage the entire game so the heal spell sits in the book.

The question that raises is "Do you use a heal spell on a creature going to die OR summon another creature?"

My thought on that is I consider creatures expendable (sorry cuddly grizzly pooh bear) but for the same amount of spell book points you can summon a fully healed ready to go creature guaranteed.  Yes depending on the creature you are out a bit more mana BUT a heal is so random, you might heal a lot you might heal little or even nothing.

My dice rolling skills suck so I always try to rely on strategy over luck so any cards that are more "random" I generally shy away from.  It's the same reason I "generally" don't use big attack spells.  That big fireball is awesome when it hits and crits etc but I could also use an action and mana to do very little damage also.

56
I was thinking the same thing.  The couple times I've seen my opponent bust out a heal spell on himself it was kind of an "oh heck I better do something or die" and it really only bought him 1 turn.

I was really on the fence but I'm feeling more confident about dropping heal spells from my decks and using those spell points elsewhere. 

They might be nice to save a creature that is buffed up with enchants I guess, but otherwise I might as well spend the spell points and just summon a new creature.

And like we said kind of a waste to cast on the mage.  I've only played 15 games so far, so still kind of new, but I've never taken more than 10 points of damage in any game, and most games only 1-2 damage for the entire game so regrowth belt, vamparism has always more than covered me.

Thanks.

57
how about something along this line, all decks should have a card that does a certain effect then list the cards. you should have at least one card in each category.

de-equipt: explosion, dissolve
 dispel: dispel, destroy magic
 armour: chest, ele cloak, book
mana efficient damage: creatures, weapons
burst damage: attack spells, battle fury
avoid guard: elusive, creatures, ranged attacks
life regen: regrowth/belt, vampire, heal, life drain.

 etc
you can see how this will better help new players as they can find a neccesary spell for each deck

That actually is kind of where I was going with it.  I probably meant to say what "types" of things are needed and maybe not specific cards because it does depend on the individual mage.  Having something in each "category" to handle something or perform X action is a good way to go about it.  Like I said I am a mageling and only played a dozen games or so. 

What I am finding is cards that I go to more often and some cards in my box I almost never use.

I've also been trying to build more "themed" decks to actually get use out of some of the cards that I don't use so I don't end up playing the same strategy over and over.  Just because you know you can win doesn't make it fun, I like the challenge.

So far my only sets of cards I really focus on (regardless of mage) is:
Action advantage:  I like to take more actions per turn than my opponent
** so I try to use spawnpoints/familiars/battleforges - the more I have familiars and spawnpoints summoning things the more actions I have to attack with my mage or cast other stuff

Mana advantage: I like to regen more many per turn than my opponent so I can take advantage of those extra action phases.  Wizard my favorite for this, with my opponent regening only 6 mana per turn and me regening 14+ mana per round I can cast a big creature or extra big spell every turn

Armor/Defense:  So far I haven't quite found the sweet spot here.  I generally try to have 3 points of armor and 3 things to deflect.  I don't normally get hit with more than 4 things in a turn anyways and if I do get hit 3 armor points seems sufficient?

Life management:  I'm actually thinking about taking healing spells out of all of my decks, as it is now I am down to 1-2 heal spells but in the last 6 games I have played I never cast a single heal spell, and in the last 3 games I have played I never took a single point of damage to my mage so heal spells seem a waste of spell points.  I kind of am nervous to take them out though because as soon as I do that is when I will need them lol.  It is like if you bring an umbrella it won't rain, but if you don't have one it will rain.  I like to be prepared.

I do run regrowth belt, regrowth enchantment, and vamparism in pretty much every deck so prefer that method of "passive" healing because I don't have to use an action or quick action to cast a spell, and can get an extra attack in.

Damage output:  Lately I have found myself removing almost all attack spells, and most every incantation.  They are situationally good (and necessary) but if I have the choice to spend mana to cast a spell or cast a creature I seem to like to cast a creature because it will have a longer effect on game than a spell.  The only spell I really like to run is Force Hammers (I kill annoying conjurations or spawn points as soon as my opponent casts them) and I do like Battle Fury for extra damage output as well.

Creatures of course for the bulk of damage (plus they can guard me too if needed).

I'm a big fan of "weapon" damage over "spell damage" since weapon damage is so much more mana efficient.  If I whack someone or shoot a bow it doesn't cost me mana, so I can build my mana up or use spawnpoints/familiars to cast stuff while I hit stuff.

Utility:  I definitely run dispels/dissolves, sometimes steal equipment

So do you think it would be a mistake to drop all heal spells from my deck?  If I'm running regrowth & vamparism?

58
Custom Cards / Re: Trait Idea: Vigilant
« on: July 03, 2013, 09:00:54 AM »
Vigilant is a trait for some Magic the Gathering creature cards and I always liked that trait.  For that game the vigilant creature can attack once and still guard/defend.  I like your idea too!

59
I actually just got the Pro-Sleeves (clear) yesterday and they seem great.

Doesn't make the card feel "bulky" like there is extra stuff on there, I'm kind of tactile so didn't want it to feel all plasticky (is that a word?).

They fit perfect on the sides although there is a little extra plastic on the top.  I guess that is kind of good since I'd rather the sleeve have extra cover than not enough.

But the best part is even with the plastic cover and even with the extra on top the cards still fit great in the spell books (OR the Pro card books which I also love to use to organize my cards not in play).

I definitely could do without that shiny silver dot, which I am too lazy to remove, so I just put the card in FRONT of it so I can't actually see the dot when looking at the card, so I guess not too big of a deal.

I don't have all my cards sleeved but the main ones that get used the most.

60
Strategy and Tactics / Re: 'Wizard's Castle' Turtling Strategy
« on: July 02, 2013, 01:39:08 PM »
Hmm that does sound nasty.

Maybe force hammer that ballista/tower to get rid of those, or use zone wide AEs, or Chain Lightning might be fun to toss in the mix.

Maybe teleport mage out of his cozy home and send your pack of animals to tear him up.

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