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Messages - The Dude

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16
Yeah, I've been thinking about that. That is probably what will end up happening.

as far as back up strats go, I'm not too sure. I can potentially rush the end of the game over three rounds of casting, but I don't like to rely on that as a back up.

If they decided to rush my forge, I would equip wand w/tele and begin kiting. I will have to keep an eye on my tree, but that's okay. I could also double wall myself in and begin building that way. I could also FP them through wall of thorns to buy some time, get them out of my hair a moment. So, there's a few different options, but none of them are nearly as strong.

17
General Discussion / Re: Mage Wars Academy Reveal: Meditating Monk
« on: February 05, 2016, 08:01:26 AM »
Which costs 3 mana...

Whoops. Yes it's the amulet.


It's been a while guys, my apologies.

18
I like this book.

I have a few opinions, though:

Why are you using Sunfire Amulet?
What's your game plan for it? Is it to force an early deathlock? Make them panic and come towards you?

My suggestion - Replace it with Meditation Amulet
If your true goal is to create a sense of panic, I think this is the perfect way to achieve that.
Turn 1: 19mana - Opening with Forge + Tree = 17.
Turn 2: 2mana + 10(channel) + 1(tree) + 1(Forge) gives you 12 mana.
 
Which can result in a lot of different things depending on how your opposing mage reacts.

Even though this might seem super greedy, I've yet to be punished enough for me to reconsider the opening.

The new card Tangleroot is perfect for dealing with aggression towards you if they decide to go down that path. The card is from the academy and is basically a nature school agony with 3 dissipate dice for 2+2(-1 with Leaf Ring) Mana.

Vinewhip Staff.
Besides hitting birds, I don't see this fitting into your deck.

Using the Vinewhip staff to be able to root them for a turn is very expensive, sure you'll save spellbook points but then again you'll lose actions. I love the vine tree for this very reason, I'd suggest one or two more tangle vines or even add a force crush or Astral Anchor into the mix!
Forcing them to focus your tangle vine might be even more effective than you think.

Enchanter's Ring x2.
I do not believe anyone will go after your ring. And if they did, you do not have that many enchants that it would hurt you more than them.

I think that you bulk up a bit too much on equipment in general, I think two Mage Wands are okay, but I hardly think you'll get use out of both.

I'm a bit tired so I hope this make sense!

First off all 2 rings are supposed to be one! opps:/ I will fix.

In regards to my use of sunfire, I am going to be getting in their face, and my druid is pretty fluffy. Any buffer I can have will benefit me greatly in the long run.

Meditation amulet is for a book where I can spare the actions, and this is not one of them. The mana would be nice, but the full action is all I have to work with during the first few rounds, and there are many more things I need to do besides gain 3 mana. It was a thought for a while though.

Regarding your opening, that's how I open!

T1

tree+forge

T2

Deploy staff

QC vine marker via staff, harm on BF

This places a vine marker in the far center, so if the mage is trying to get aggro, it buys me the time I need to finish building.

Staff is specifically in here because of the QC vine action and the QC stuck. Four mana to stick them is not a bad return on investment at all, especially if done last QC. I don't have as many tanglevines because I won't need as many to get the job done. Believe me, I know how awesome Tanglevine is, I wrote an entire post about it :P

The reason so much equipment is used in this book is because that's the entire idea of it. I want to see if the "switching" of equipment is a viable idea in Druid, and I think with the amount of control the Druid can push, she has  the ability to do bigger mage builds like this.

@iNano78


This card is fantastic! I play with it in Academy, but I haven't really had the chance to play with academy cards in Arena. I think the extra ring will go in exchange for pants.

19
Strategy and Tactics / Re: Tempo for making swarm work?
« on: February 05, 2016, 07:40:45 AM »
that's how I've built my swarm decks, using the swarm as a precursor to something more rather than the end all be all.

Yeah a big problem that most people have is that they can't balance establishing permanence and creature building in a swarm style aggression. Bursts, rather than long periods of creature play, are the way I've made it work.

20
[spellbook]
[spellbookheader]
[spellbookname]Viper bite on garden path[/spellbookname]
[mage]Druid[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x  Acid Ball[/mwcard]
[mwcard=MWSTX1CKA01]2 x  Surging Wave[/mwcard]
[mwcard=FWA04]1 x  Hurl Boulder[/mwcard]
[mwcard=FWA02]1 X Force Hammer[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNJ02]2 x  Corrosive Orchid[/mwcard]
[mwcard=DNJ12]1 x  Vine Tree[/mwcard]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[mwcard=mw1j22]2 x  Tanglevine[/mwcard]
[mwcard=DNJ10]1 x  Stranglevine[/mwcard]
[mwcard=mw1j13]2 x  Mana Flower[/mwcard]
[mwcard=MW1W04]2 x Wall of Thorns[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC10]2 x  Raptor Vine[/mwcard]
[mwcard=DNC06]1 x  Kralathor, The Devourer[/mwcard]
[mwcard=MWSTX1CKC08]1 x  Gargoyle Sentry[/mwcard]
[mwcard=DNC20]4 x  Vine Snapper[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e29]2 x  Nullify[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[mwcard=mw1e23]2 x  Jinx[/mwcard]
[mwcard=DNE01]1 x  Barkskin[/mwcard]
[mwcard=mw1e01]1 x  Bear Strength[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ07]1 x  Veteran's Belt[/mwcard]
[mwcard=mw1q19]2 x  Mage Wand[/mwcard]
[mwcard=mw1q16]1 x  Leather Gloves[/mwcard]
[mwcard=MWSTX1CKQ01]1 x  Sunfire Amulet[/mwcard]
[mwcard=mw1q09]2 x  Enchanter's Ring[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=DNQ04]1 x  Druid's Leaf Ring[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=DNQ08]1 x  Vinewhip Staff[/mwcard]
[mwcard=mw1q11]1 x  Gauntlets of Strength[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i07]3 x  Dissolve[/mwcard]
[mwcard=DNI02]3 x  Burst of Thorns[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i28]2 x  Teleport[/mwcard]
[mwcard=MW1I12]1 x  Force Push[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]


This basic shell is from my previously posted book, Steve miller. This book... I love it. No. I LOVE IT.

This is the craziest idea I've had in a while, and I think I'm going to run with it.


When a Druid is brought to the battlefield, there arse a number of preconceived notions. This book walks the opponent down the quintessential path of druids. We start out with a control shell that happens to use a BF as an action generator... seemingly. It's straight control at this point, using the staff to stick them while I build up seemingly very control like. And then. And then I get in their face. The turning point is when I use BF to switch my gloves for gauntlets. Because this is deployment, they are hit with such a different concept of what my druid is doing. I then reveal BS and start to beat face.

Other notable entries:

2 mage wands??? No way. Well, I need actions in everyway I can get them. During my BF deployment, I can cast the second wand and just replace the first. Brand new spell. So, I avoid the having to pay a quick spell to change my spell. This comes in pretty handy considering i can then QC that spell.

Gargoyle: CHEAP CHEAP CHEAP

Eagleclaw boots/leather boots. No,  I don't got 4 feet. But I can switch them out. With the battleforge.


Mainly I'm trying to get as much efficiency from each of my cards as possible. Stuck lets the opponent waste their teleports while I prep for tangle/stranglevine death. I'm also abusing the deployment phase pretty hard, letting my opponent come up with a plan only for it to backfire as they have to backpedal. Cards like Jinx during the critical turn only goes to help that.

The only truly difficult match is a hyper aggressive mage. You will have to pray for some decent dice rolls early on so you don't die, and then your life gets easier.

Save dispels for poisoned blood. Save seeking for face down enchants on opponent. Don't be afraid to seeking dispel wand. It will do work.

Force hammer is for two reasons, three if you count promos. Deathlock. Wizard's tower. Ballista. Take them down. These are real threats that need to be shut down as quickly as possible.

Force Push is another way to throw them a curve ball. If they neglect armor because they don't thing they need it, I can deploy wall and move and push. I can also use it to buy some breathing room in case the room gets too hot. They will have to waste lvl 2 spells to attack efficiently the next round, which not only do I have plenty of armor for, but also this really cool cloak that helps with that pesky flame trait.

Three thorn bursts are so that I can double thorn for two rounds rather than one with burst on a wand.

Unlike most Druid builds, my creatures are not nearly as important in the late game. I only need them to help finish the job, not do the whole thing. It is for this reason that there is a major lack of creature support in this book is that I don't need it nearly as much in this book.


Anyways, guys, I would really love your impressions of this idea, if you've tried it before, and what we can do to make it better. I think this book is tournament viable, and with the right tweaks, maybe we can do that! Thank you all for taking a look at my thoughts, and I can't wait to hear your input!!

21
You make some very valid points my friend.


Honestly those 2 barkskins should be one, I wasn't pay enough attention apparently. I usually build irl and then put it online. I was wondering why everything added to too much! Originally it had another lasher.

And the eagleclaw boots are a good decision.

The Reason BF is there isn't so much for the mana savings as it is the action savings. I am spending my QC for the first 3 rounds playing extra vines to hinder as fast as possible that I don't have the actions to play equipment. It's for this reason that I play BF on turn one, as it sets me up for my two most important pieces of equipment- the stucker staff and the amulet. The rest is so that I can build myself strong enough to get up in the oppenent's face with lashers and my 6 die (with BS) on myself. My Vine tree let's me continue to cast creatures as I use my full action to help beat face. I just wish I could fit a few more pieces of versatile equipment. I can actually get away with both pairs of boots. I can boots now, and the round that I go anywhere near my walls, deploy eagleclaw boots. The Harm on the BF means either pair of boots will be really cheap.

Astral anchor is a fantastic card, but it's not necessary. It's a pretty obvious tell IMHO, and if he does teleport out of a vine, I can always use my qc to stick them again. It's good times. Most books only tech out 1-2 teleports anyways, and I can get them stuck way more times than that during the round.

As well, upon further reflection, I think lashers in this amount is never a bad idea. If there comes a time where I have to deal with large creatures, lashers are a great way to get them out of the way.

I would include blur, but I don't like to play with promos casually.

All and all, I really appreciate the ideas presented here, they are giving me a lot of food for thought.


22
Yeah, the lashers were just put in there because I'm not really sure of how good they are. Objectively, I love them, but in this book, probably not the best idea.

Giant wolf spider is 15 mana and that's a huge investment for this book to make. Our actions are pretty mana intensive, and at the most critical moments, I just can't use the time to cast a spider. As well, I have an auto stuck in the form of staff, so paying 15 mana for another verison of that isn't the best option for this particular book.

Thank you all for the advice, and I would love to hear more ideas!

23
Strategy and Tactics / Go Tandem Study #2: Not Jose-ki, Jo-seki!
« on: February 04, 2016, 01:41:20 PM »

It’s been quite some time since I’ve delved into some of the deeper theory in Mage Wars, and today, as kind of a way to mark a new beginning for myself, I want to discuss further the similarities in thought between one of the most interesting games I’ve ever studied, Go, and my favorite game of all time, Mage Wars. Previously, we have discussed the concepts of sente and gote as it relates to Mage Wars and as it relates to Go, but today, I want to explore two concepts:

1.   Joseki
2.   Tenuki

These two concepts, for those of you studious in Go, may not seem to correlate to Mage Wars at first, but I believe that understanding these concepts is another key to the nirvana that is Mage Wars perfection. Of course, I am no guru myself, but I think this will give you guys just another take on how some thought processes can be achieved when playing the game.

Joseki literally can be interpreted as “set stones”. Basically, joseki are a series of moves that take place in the corners of the Go board that are fixed. They have been maximized for both the black and the white player to the point that if both players have memorized the sequences perfectly for a given pattern, it will come out balanced every time. There are 1000s of josekis that are memorized and tomes of books that have literally nothing in them but diagrams of various sequences being played out. What is the point of studying these patterns, one might ask. Ideally, the perfect player would not need to memorize the stone patterns as they are able to make the perfect play every single time. Well, it makes games easier. Go games can go quite long, and there are a lot of brain processes that take place. If you can recall a pattern from rote, you can not only spend more time thinking about what happens AFTER that joseki plays out, but if you have the head on the opponent, you can bend the pattern to your rules. In most joseki, there are a number of set ways to respond to a move being made. These very basic moves are what encompass a joseki.
 
So this rote memorization in games becomes something you can play with once you know what all the deviations of the joseki are. You can tempt the opponents into traps by encouraging them to go down one path and then deviating from the norm to force them into a tough position. You can also use their knowledge of that particular pattern against them by deviation from the rote. Don’t get me wrong, it’s not an easy thing to do at all. A masterful knowledge of joseki must be discovered before you can get to this point, but it is very possible. In fact, the better players don’t use joseki in so much as what to do stone for stone, rather what that particular joseki’s board position once the dust settles.

During the course of a Joseki being played out, you or the opponent may make a move that is deemed weak. This is when something called Tenuki can take place. For those of you who have read the previous study I shared, Tenuki is a response to a gote threat. In other words, it’s the point during which in joseki the opponent makes a weak move, and you respond by playing elsewhere on the board. Tenuki happens when the move that was just made did not add to the players board position at all, and the opponent responded by creating a  sente threat elsewhere that must be dealt with.
 
But how does Joseki and Tenuki relate to Mage Wars? On the face of things, there are only so many things you can do to responds to an opponent’s move in Go.  In Mage Wars, not only do you have a full spellbook you can respond with, you also have a literal ton of cards you can choose to build your book with. Well, things begin to narrow down when we think about it. For example, if the opponent plays a deathlink on my Grizzly, I can respond by ignoring it and playing something else, I can respond by dispelling that enchantment, etc. On a very basic level, this is a joseki exchange. Moves with the intent on getting a predicted response from the opponent. Tanglevining a Wizard with intent on him to Teleport. The examples are endless, and yes, they are by and large a lot shorter than Go joseki, but that doesn’t mean that they are any less important. Mage Wars is largely a game that is played with intention in a players mind. They have to plan based on what you are going to do. Planning simply based on what the mage is going to do is a one way ticket to losing the game, which is not so different than Go. But, with the knowledge that certain moves have certain reactions, we can use that to our advantage. If it’s by adding special tech to your book to deal with conjurations or simply utilizing a different line of play, throwing your opponent’s plays off base is one of the strongest things you can do in Mage Wars, because it buys you actions with your opponent’s time.

To begin making use of this concept, I would suggest looking into your book and examining each of your cards. Think about the typical responses the opponent makes when they see this card. Even more so, think about the timing of when you typically play that particular card. Would changing the timing of that card change the expectations you have of your opponent’s play? Even more so, after your opponent has responded, what does the board look it? Are there more assets in your favor, or the opponents? Another thought to think about is what is the most effective play against the one I just made? Not the most common, mind you, but the most effective. If that means ignoring your play, you should be either finding a way capitalize on that ignorance, or finding a play that forces a response. All of these questions stem from this very simple of Joseki, and I encourage you to explore this further. The biggest difference in Joseki in Go and Joseki in Mage Wars is that your books are customizable. You can change and make stronger your play, but that does require that critical thought that Joseki can give you.

24
Spellbook Design and Construction / Steve Miller's Plight (Druid nonsense)
« on: February 04, 2016, 10:16:02 AM »
[spellbook]
[spellbookheader]
[spellbookname]Steve miller's plight[/spellbookname]
[mage]Druid[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA04]2 x  Hurl Boulder[/mwcard]
[mwcard=MWSTX1CKA01]2 x  Surging Wave[/mwcard]
[mwcard=DNA01]2 x  Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[mwcard=DNJ02]2 x  Corrosive Orchid[/mwcard]
[mwcard=mw1j13]2 x  Mana Flower[/mwcard]
[mwcard=mw1j22]3 x  Tanglevine[/mwcard]
[mwcard=DNJ10]1 x  Stranglevine[/mwcard]
[mwcard=DNJ12]1 x  Vine Tree[/mwcard]
[mwcard=mw1w04]2 x  Wall of Thorns[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX1CKC08]1 x  Gargoyle Sentry[/mwcard]
[mwcard=DNC21]2 x  Thornlasher[/mwcard]
[mwcard=DNC10]2 x  Raptor Vine[/mwcard]
[mwcard=DNC20]4 x  Vine Snapper[/mwcard]
[mwcard=DNC06]1 x  Kralathor, The Devourer[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e29]2 x  Nullify[/mwcard]
[mwcard=DNE01]2 x  Barkskin[/mwcard]
[mwcard=mw1e01]2 x  Bear Strength[/mwcard]
[mwcard=mw1e36]4 x  Rhino Hide[/mwcard]
[mwcard=mw1e20]1 x  Harmonize[/mwcard]
[mwcard=mw1e23]2 x  Jinx[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q09]1 x  Enchanter's Ring[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=mw1q16]1 x  Leather Gloves[/mwcard]
[mwcard=DNQ07]1 x  Veteran's Belt[/mwcard]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=MWSTX1CKQ01]1 x  Sunfire Amulet[/mwcard]
[mwcard=DNQ08]1 x  Vinewhip Staff[/mwcard]
[mwcard=DNQ04]1 x  Druid's Leaf Ring[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i07]3 x  Dissolve[/mwcard]
[mwcard=mw1i28]2 x  Teleport[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=DNI02]3 x  Burst of Thorns[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

I've never built a Druid before. Never had the itch.


I got the itch.

Based off of Vinewhip Staff, which is an awesome piece of Staff! Sticking people for 4 mana has never been so much fun. But the main point of the Staff is twofold:

1. It has reach. I've seen that Druids often have trouble against Fliers. Falcon punching has never been so easy.

2. As a QC, we can lay out an extra vine marker. This is critical for the early game. We want the field blanketed by round 5. This is going to be how we get do most of out bidding as well, so a continuous, strong flow of vine markers throughout the game is never a bad thing.

We also make use of the Stuck condition staff provides, but it's not the main reason it was placed in this book. Other notable changes:

Gargoyle over Angel. Gargoyle is cheaper.

Veteran's Belt. We gots the armor, I'm tired of being crit all the time. This helps


This is just a working iteration, so please, feel free to tell me what I should fix, things I should think about, how to build a druid.



25
League / Tournament Play / Re: Louisville, Ky players?
« on: February 04, 2016, 07:27:32 AM »
Shoot me a PM or an email, and let's get something going!

26
General Discussion / Re: All I want to do...
« on: February 03, 2016, 01:34:13 PM »
I want to get togorah out as soon as possible. Know why? Because I want to bond with him.

27
General Discussion / Re: All I want to do...
« on: February 03, 2016, 12:21:43 PM »
Well, a man druid can dream.

28
General Discussion / Re: Mage Wars Academy Reveal: Meditating Monk
« on: February 03, 2016, 12:11:12 PM »
Monk is great. I've been trying him in a Beastmaster opening because you can Lair+mana thing round 1 instead of having to wait... And it's interesting! I still like the two mana ring from academy core a little more, but monk is a little more permanent.

29
General Discussion / All I want to do...
« on: February 03, 2016, 12:07:16 PM »
Is treebond with Togorah. Is that too much to ask?

I mean, he is a LOT of tree to bond with...

30
Strategy and Tactics / Re: Tempo for making swarm work?
« on: February 03, 2016, 09:52:00 AM »
Cubs do an insane amount of work, but swarms as a whole I think are gone about in generally the wrong way. My reasoning for this is through playing with swarms quite a bit, and seeing the different strategies my opponents will use to counteract it. I think swarm builds tend to be incredibly aggressive. They send all of their time building a creature presence on the board, that when that is countered, and sometimes, like with Gravkor against falcon punches, that creates the writing on the wall right there. Rather, the way I've started building my swarm books is to use the swarm as more of a building block, and an hourglass. If I am forcing them to deal with my little creatures, it's giving me the time to build a stronger board presence. In this way, when my swarm is ultimately decimated, I have the board presence to continue my game. I've also been playing with a Lair swarm strategy with straywood, in which you get to a point early on where you spam 3 hawks for two rounds. In this way, the opponent thinks once lair plus x drops that you are going for more of a buddy build. Bringing up a swarm quickly forces them to interact with those creatures, and even if it's a short amount of time, it's the time you need as a player to build up board presence that would otherwise be considered gote threats. Something like:
19

Lair -15
Ring of beasts -2

2

11

Mana Flower -5
enchant ring-2

4

14

Hawk from lair -3
hawk hawk -11

10

harm on lair -6
move twice

14

Hawk from lair
hawk hawk

this is just a basic idea of course, but alternating between spending time one board presence and spending time spamming divides your strategy in a way that forces the opponent to deal with one or the other.

The other way I have thought about swarms is to Swarm now, Lair later.

19

Ring of Beasts -2
Mana Flower -5

12
22
Hawk-5
Timberwolf-9
8
18
Hawk-5
timberwolf-9
4
14
Enchant ring-2
Move twice
12
22
Lair-15
Harm on lair-4
3
13

This method shifts the momentum of Lair from something you depend on because you spent all of the early moments investing in it to a strong support spawnpoint that has time to build up because of the previous creature presence. This, of course means that the build is not hyper aggressive at all, but that isn't necessarily a bad thing.

These are just a few of my thoughts on the matter, and I would be happy to hear what you all have to think about this whole thing.





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