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Spellbook Design and Construction / Re: Forcemaster...Could it works?
« on: December 03, 2014, 02:56:40 PM »
A creature-less FM does one thing: Get over to the other side of the map and pound the enemy mage in submission before they can set up. Anything that doesn't play into that has got to go, if you want to maximize your chance for success.
Since you're trying to end the game fast, you have 10+1 channeling (from Battleforge). Anything that boosts your channeling (like Mana Flowers/Crystals) or reduces your costs is more of a "Long game" option. That's a different kind of FM. I think you should plan for a build that can operate within the 10+1.
1. I'd drop the Deflection Bracers and the Regenerate enchantment. You already have the Regenerate Belt, and the regenerate trait doesn't stack. You're trying to end the game quickly.
2. The Enchanter's Ring is a "Long Game" card, but cheap enough that it starts to benefit you 2 turns after you play it from the Battleforge, so maybe there's a reason to keep it.
3. Might want to at least think about doubling up on your enchantments that are most likely to be Dispeled: Bear Strength, Mongoose Agility and Falcon Precision.
4. I also agree about the Whirling Strikes, and replacing them with Armor. Drop the Reflex Boots for Leather boots.
This will free up a few spell points in your book for some more tools. I strongly recommend at least 1x Purify, if only for the games where you'll need it. Also look to see where you can include at least 1 tough buddy, like Borg mentioned.
Since you're trying to end the game fast, you have 10+1 channeling (from Battleforge). Anything that boosts your channeling (like Mana Flowers/Crystals) or reduces your costs is more of a "Long game" option. That's a different kind of FM. I think you should plan for a build that can operate within the 10+1.
1. I'd drop the Deflection Bracers and the Regenerate enchantment. You already have the Regenerate Belt, and the regenerate trait doesn't stack. You're trying to end the game quickly.
2. The Enchanter's Ring is a "Long Game" card, but cheap enough that it starts to benefit you 2 turns after you play it from the Battleforge, so maybe there's a reason to keep it.
3. Might want to at least think about doubling up on your enchantments that are most likely to be Dispeled: Bear Strength, Mongoose Agility and Falcon Precision.
4. I also agree about the Whirling Strikes, and replacing them with Armor. Drop the Reflex Boots for Leather boots.
This will free up a few spell points in your book for some more tools. I strongly recommend at least 1x Purify, if only for the games where you'll need it. Also look to see where you can include at least 1 tough buddy, like Borg mentioned.