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Messages - Coshade

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1336
Spellbook Design and Construction / Re: The Soul Reaper Necromancer
« on: September 08, 2014, 11:48:37 AM »
@Ahlano

I find that skeletons don't rely on the burst technique like the zombies do. I wanted to make a Necromancer that wasn't considered super defensive until later in the game. Skeletons are all about board positioning using a mobile spawnpoint (The board game Duke inspired me).

The problem you will run into with the zombies and doing this is that the slow will cause you huge problems! You lose the range units using zombies (although you could just put in skeleton archers).

I never tried to bone tower. It seems too defensive for me, but you could make it work in this deck. If you make a long corridor with the bone walls you can use sentrys to hinder the way.

I have been considering using Plague Zombie in this with Sacrificial Altar. The idea is to use your eternal servant marker on the Plague Zombie then kill it every round giving the opponent and any minions the rot. It's great for releasing your Plague Master ability and does tons of damage in the long game.

The one big weakness I find in this spell book is when versing zombie Necromancers.

Thanks for the reply!

1337
Spellbook Design and Construction / Re: The Soul Reaper Necromancer
« on: September 08, 2014, 11:35:10 AM »
@Schwenkgott

Thanks for the reply! It definitely made me think about some changes I want to make.

1) When it comes to running Skeleton Minions, I find that healing them is a waste unless its a zone or arena heal. I don't run a lot of healing because I want Mort to be that role. I find that using actions to kill the minions puts the enemy behind. With Libro and Deathring it costs me 3 mana and it does 3 dice for an attack. If I get one attack off I think it already pays for itself. The only exception is an area affect spell that kills multiple minions at once.
I also like to get more creatures out faster to combo with death shroud staff.

If I did go for skeleton sentries I would definitly run more reassembles or a mage wand.

2 + 5) This is a really good comment. Originally I wanted to use the Explodes because I do not have many attack spells. I like to think Explode is a attack spell and dissolve spell all in one. The mana is a big concern as well. I think I'll take out both explodes, then put in 2 dissolves and 2 dispels. (so 3 of both total.) That should keep me versatile for the enchantment mages.

3) I really like Malacoda because of it's odd playstyle. I like to combo it with Idol of Pestilence. Usually when I face a Beastmaster or Warlord I use him. Otherwise he usually does not see game play. What I do with him is stay on the Necromancer's zone or between swarms. This buys me the time to gather an army. Usually minions can combo and finish off medium sized creates. The lower level creatures can die pretty quickly with him. As later game he usually paid for himself already (even if he didn't attack anything). I then just follow the enemy mage and hinder and cause the 2 damage. If he's lucky he gets an attack off. Force Hold or Tanglevine would be good choices. I'm not sure if I want to invest more spellpoints into a creature I only use in a few matchups.

4) You and I have very different philosophies on the game (which is awesome). I like the 2 Mana Crystals because I find a lot of players don't want to spend actions or mana killing it. I use the double Mana Crystals when I vs a Wizard or I am not sure what the opponent will be doing. The reason i use it on the Wizard (and I'm not sure if it's correct) is the double move wizard's tower rush will destroy the Ring/Libro combo opening. If I have two Mana Crystals it allows me to react with an advantage. If they choose to attack the crystals then I bought myself a lot more turns then if they just dissolved my Libro.

Thanks for the insight dude. I will definitely be changing my spellbook around because of your comments.

1338
General Discussion / Re: Conclusive evidence for future teleport-counter
« on: September 08, 2014, 10:59:42 AM »
Maybe instead of preventing a teleport, it could just require you to pay extra mana to complete it.

1339
Spellbook Design and Construction / The Soul Reaper Necromancer
« on: September 07, 2014, 04:20:39 PM »
Here is my Necromancer I've been working on. Currently I've played 4 games with it and won 3 of them.

You can see it being played in the latest Arcane Duels Video ----> http://forum.arcanewonders.com/index.php?topic=14604.0

The basic plan: I wanted to build a necromancer that had ways of dealing some damage with low mana cost and finish the game with direct damage spells like Drain Soul and Drain Life.

Rusher- Against a rush the plan is to get rots/minions/and curses to get an advantage. This is risky since melee fighting is probably going to happen (Deathshroud Staff).

Swarm Armies- Against living swarms the idea is to use Malacoda/Idol of Pestilence and minions with Mort. There are a number of ways to take the advantage then outswarm the opponent.

Swarm nonliving- Direct Damage with Ghoul Rot/Idol/Rots and use skeletons to defend yourself as much as possible. You should be able to keep up with zombies in number of creatures on the field.

Buddy Builds - Agony can reduce a buddy very quickly then Chains of agony. Hopefully you can combo with with Pestilence. Ghoul Rot is also a good choice. Getting more minions lets you get the advantage damage wise so you can use the Drain Soul to seal the deal.

When versing a lot of nullifies you should use your curses to pop the nullify and move on.

It's still in the working as a spell book. What do you guys think?

[spellbook]
[spellbookheader]
[spellbookname][/spellbookname]
[mage]Necromancer[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j19]1 x  Deathlock[/mwcard]
[mwcard=mw1j11]1 x  Idol of Pestilence[/mwcard]
[mwcard=MWSTX2FFJ04]1 x  Armory[/mwcard]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[mwcard=DNW02]3 x  Wall of Bones[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC07]1 x  Mort[/mwcard]
[mwcard=mw1c32]2 x  Skeletal Sentry[/mwcard]
[mwcard=DNC14]1 x  Skeletal Knight[/mwcard]
[mwcard=DNC02]1 x  Deathfang[/mwcard]
[mwcard=DNC13]2 x  Skeletal Archer[/mwcard]
[mwcard=mw1c08]1 x  Darkfenne Bat[/mwcard]
[mwcard=DNC15]5 x  Skeletal Minion[/mwcard]
[mwcard=mw1c23]1 x  Malacoda[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1e27]2 x  Marked for Death[/mwcard]
[mwcard=mw1e24]1 x  Magebane[/mwcard]
[mwcard=MWSTX2FFE07]1 x  Rust[/mwcard]
[mwcard=mw1e14]1 x  Enfeeble[/mwcard]
[mwcard=mw1e04]1 x  Chains of Agony[/mwcard]
[mwcard=mw1e22]1 x  Hellfire Trap[/mwcard]
[mwcard=mw1e19]2 x  Ghoul Rot[/mwcard]
[mwcard=mw1e09]2 x  Agony[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q16]1 x  Leather Gloves[/mwcard]
[mwcard=mw1q05]1 x  Demonhide Armor[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1q04]1 x  Deflection Bracers[/mwcard]
[mwcard=DNQ02]1 x  Death Ring[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[mwcard=DNQ05]1 x  Libro Mortuos[/mwcard]
[mwcard=DNQ03]1 x  Deathshroud Staff[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i07]1 x  Dissolve[/mwcard]
[mwcard=mw1i08]2 x  Drain Life[/mwcard]
[mwcard=MWSTX1CKI01]2 x  Drain Soul[/mwcard]
[mwcard=mw1i11]2 x  Explode[/mwcard]
[mwcard=DNI05]1 x  Unholy Resurgence[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i06]1 x  Dispel[/mwcard]
[mwcard=DNI03]1 x  Reassemble[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

1340
General Discussion / Arcane Duels Episode 5: Guest Starring Lord Of Winter
« on: September 07, 2014, 04:11:16 PM »
Hey Guys!

Here is the 5th episode of Arcane Duels. This week we have a special guest Lord of Winter! I was in Atlanta for Dragoncon and we decided to meet up. I will be playing a skeleton Necromancer and Lord of Winter plays the Water Wizard.

Sorry about the quality of the video. I was using my gf's laptop and did not have all the proper programs installed. We recorded the audio separately but sometimes it cut out.

Here is a link to the episode ---->http://youtu.be/8ql-7cDX8kw
Feel free to subscribe to our Youtube Channel :D

Here is the spell book I used and I think Lord of Winter will post his later.

[spellbook]
[spellbookheader]
[spellbookname]Soul Reaper[/spellbookname]
[mage]Necromancer[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j19]1 x  Deathlock[/mwcard]
[mwcard=DNW02]3 x  Wall of Bones[/mwcard]
[mwcard=mw1j11]1 x  Idol of Pestilence[/mwcard]
[mwcard=MWSTX2FFJ04]1 x  Armory[/mwcard]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c32]2 x  Skeletal Sentry[/mwcard]
[mwcard=DNC07]1 x  Mort[/mwcard]
[mwcard=mw1c23]1 x  Malacoda[/mwcard]
[mwcard=DNC14]1 x  Skeletal Knight[/mwcard]
[mwcard=DNC02]1 x  Deathfang[/mwcard]
[mwcard=DNC13]2 x  Skeletal Archer[/mwcard]
[mwcard=mw1c08]1 x  Darkfenne Bat[/mwcard]
[mwcard=DNC15]5 x  Skeletal Minion[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1e27]2 x  Marked for Death[/mwcard]
[mwcard=mw1e24]1 x  Magebane[/mwcard]
[mwcard=MWSTX2FFE07]1 x  Rust[/mwcard]
[mwcard=mw1e14]1 x  Enfeeble[/mwcard]
[mwcard=mw1e04]1 x  Chains of Agony[/mwcard]
[mwcard=mw1e22]1 x  Hellfire Trap[/mwcard]
[mwcard=mw1e19]2 x  Ghoul Rot[/mwcard]
[mwcard=mw1e09]2 x  Agony[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q16]1 x  Leather Gloves[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=mw1q05]1 x  Demonhide Armor[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1q04]1 x  Deflection Bracers[/mwcard]
[mwcard=DNQ02]1 x  Death Ring[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[mwcard=DNQ05]1 x  Libro Mortuos[/mwcard]
[mwcard=DNQ03]1 x  Deathshroud Staff[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=DNI03]1 x  Reassemble[/mwcard]
[mwcard=mw1i08]2 x  Drain Life[/mwcard]
[mwcard=MWSTX1CKI01]2 x  Drain Soul[/mwcard]
[mwcard=mw1i11]2 x  Explode[/mwcard]
[mwcard=DNI05]1 x  Unholy Resurgence[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i06]1 x  Dispel[/mwcard]
[mwcard=mw1i07]1 x  Dissolve[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Special thanks again to Lord of Winter!

1341
G: I haven't had the chance to see all the pros/cons of defend, but since enchantments can be revealed before any stage of the attack phase of an action I thought they were pretty good since I could see if they get past my defense before I reveal it.


Thanks for the opinions.

I think you're talking about brace yourself. Defend is only able to be used effectively on your mana leech or hydra as an incantation. Since the hydra has counter attack I wouldn't recommend defend. The brace yourself is a cute way of dealing with armor. Since you're going for a long game strategy you may need more lasting armor.

1342
Spellbook Design and Construction / Re: Forcemaster deck
« on: August 27, 2014, 01:05:23 PM »
Seems like a pretty solid Forcemaster. My only concern is if you face an equipment heavy deck. The new anvil throne warlord would be a big nemesis for you.

1343
Hey guys
I put up my spell book and went into some more detail on how think about it. I hope you like it!

http://forum.arcanewonders.com/index.php?topic=14557.0

1344
Spellbook Design and Construction / Re: Tool Shed Air Wizard
« on: August 27, 2014, 12:17:06 AM »
Thx for this! Much appreciated from an apprentice mage. (and keep the videos comming)

I have a ton of questions:

Whats [mwcard=MW1J16]Mordok's Obelisk[/mwcard] doing in your build? You have quite a few creature yourself, and you have [mwcard=MW1J24]Temple of Light[/mwcard], [mwcard=MW1A02]Chain Lightning[/mwcard], [mwcard=MW1C18]Gorgon Archer[/mwcard] and an [mwcard=MW1Q13]Ivarium Longbow[/mwcard] which should take care of swarms?

[mwcard=DNJ10]Stranglevine[/mwcard] - whats that for?

[mwcard=MW1E13]Eagle Wings[/mwcard] - what that for? thats one pretty expensive for you.

[mwcard=MW1E20]Harmonize[/mwcard] - why 2?

On equipment: If you use the bow you can´t use [mwcard=DNQ10]Meditation Amulet[/mwcard] or [mwcard=MW1Q08]Elemental Wand[/mwcard], and you only have 1 [mwcard=MWSTX1CKJ02]Wizard's Tower[/mwcard], so if you want to be able to throw a lot of attack spell this might be worth looking into?

Why the [mwcard=FWQ10]Storm Drake Hide[/mwcard]? Thematic(one spell point save)? or you just not afraid of fire?

[mwcard=MW1I23]Rouse the Beast[/mwcard]. Do you ever use it?

and finally [mwcard=MW1I21]Purge Magic[/mwcard]. Thougts?

On openings: What good would a Blue Gremlin in turn one do, if you expect a Lord of Fire (or similar) would´nt fx Temple of Light be more usefull (and if ToL is in your deck, why not add Hand of Bim Shalla to your build?)

Thats it for now :)

ps: How do i make does codes for spell-pop-up? (thx i tried to edit them all in)

Hey Biblo these are good questions. I too have been questioning if I want some of these in my book.

---------------------------------------------------------------------------------------------------------------------
Mordok's Obelisk - I don't actually consider my book to be very swarmy. I usually just pull out the Jelly or the gorgan in most games. When an enemy is playing really weak creatures (bobcat/ minion cratures etc.) I cast Mordok's when I see 2 of those creatures. They usually don't actually do enough damage to really hurt me (with armor or voltaric shield). If the opponent chooses to ignore Mordok then I watch their mana a lot. If they focus it down I find the minions can't really deal with it effectively. I agree that this isn't really necessary in the book.It could be replaced to better fit how you play.

---------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------
Stranglevine - I like this card because it deals with buddy builds very well. Agony and Gorgan Archer combo with it decently. IA lot of times it forces the mage to use a teleport which delays a turn which then allows me to shoot another volley of damage to them (i usually have a telport in my hand after stranglevine is casted). It could be replaced with tangle vine but the direct damage is really nice IMO.

---------------------------------------------------------------------------------------------------------------------
Eagle Wings- I use this only for Gorgon Archer. I don't think I have ever used it on the Basilisk but it would be good as well. It deals with mages that wall themselves into corners (you can chain lightning through most walls and gorgan them to death). It also gives your Gorgon a lot of survive ability if they manage to muster a good ground force. Akiro's Favor/Eagle Wins on a Gorgon is great against buddy builds.

---------------------------------------------------------------------------------------------------------------------
Harmonize - In long term games I tend to use it on Gate of Voltari and Wizard's Tower. The extra mana gives a nice edge. You can also use it to get rid of nullifys on opponent mages (assuming they didn't harmonize themself). Taking out one of them seems fine to me.

---------------------------------------------------------------------------------------------------------------------
The Ivarium Longbow - The bow combos with Hawkeye pretty well. I find that I save a lot of mana by using the bow and it can best be used when stonegaze and gorgon is out. you can get there with teleport traps and teleports. akiro's favor on the stonegaze can really casue problems for solo mage builds. Getting a second wizard's tower is probably a good route to go with in this book. I use the bow probably in 2/3 of the matches I play.
 The meditation amulet I find useful when you have a combination of Gate of Voltari/elemental wand/ wizard's tower/Temple of light. It is purely used in long game scenareios (opponent does not show signs of attack after turn 6). Basically if you have your actions used by other things then you might as well meditate. Problems are a reduction of damage because you miss an action, but you have a lot of mana to work with. This is the original idea of this book so it might be time to look into more solid ways to close the game earlier.

---------------------------------------------------------------------------------------------------------------------
Storm Drake Hide - the 2 armor is really useful. I am not too afraid of fire since I have a geyser in the deck and wizard's tower is super versatile. It is the cheapest spell point wise as well. If I end up versing someone that uses lightning I also have some sort of protection to prevent the dreaded stun.

---------------------------------------------------------------------------------------------------------------------
Rouse the Beast - I use it all the time with my stonegaze. I have used it on my gorgan as well. Usually I don't use it on my gargoyle since defend is really awesome for him.

---------------------------------------------------------------------------------------------------------------------
Purge Magic - I think that equipment is way stronger in general. There are not a lot of direct ways of dealing with equipment in comparison to enchantments (I find a lot of the cards dance around the problem). I think I have used Purge Magic once and it worked wonders. Otherwise it has sat there doing nothing. Not a lot of players I vs use enough enchantments to make Purge Magic useful. It is the only tool I really have to deal with mass enchantment buddy build/solo build types and it would wreck it. If you were to take it out I would suggest putting in another mage wand or something to deal with equipment.
---------------------------------------------------------------------------------------------------------------------
Snot also asked a question about the opening.

I started my opening with Blue Gremlin/Mana Crystal because I didn't know that much about the game. I found that whatever the opponent was doing this build was able to keep up with it in some way. I like to think of it as how much power a mage can do in a turn, there is immediate rushing on one side and very long game on the other. This plays more for the safe route against all of that. So it's probably not better then a lot of other openings, but it does deal with all the other openings equally better. Also I find the people hate that Gremlin! Once they see that 3 damage a turn they devote way more resources then they should to crushing it. I would consider the Temple of Light opening against a necromancer but I have never done it! The non mobility of the temple is my first problem thought about it. I think the temple and elemental wand (lightning spells of some sort) would be a good choice. Might as well go full stun lock and add in wizard's tower. About the Bim-Shalla. I used to run it! I took it out because I found my use of the Temple of Light was not enough to justify it. If you wanted to go more pure stun/lock then definitely put in the Bim-Shalla.

Thanks for the great questions. I opened up my book and really had to analyze why I put some cards in. I might consider updating it sometime in the future.

1345
Spellbook Design and Construction / Re: Tool Shed Air Wizard
« on: August 26, 2014, 11:37:38 PM »
Thanks for the write up! What type of build do you think gives you the most trouble?

Also, how did your tournament matches go? I know you had a bad roll with Chain Lightning against the eventual champion, but how were the other ones?

@LordofWinter -
Right now I consider my biggest problem to be the Wizard. Getting an accurate read on my opponent is difficult due to the extreme versatility of the class. Also in my meta everyone has been playing a lot longer then I have so they already played and don't want to use their wizards anymore. I also lack a lot of direct damage, this can cause problems with high armor/equipment builds.

Gen Con Tourny question - I'll try to answer this question as best as possible. It's all based on memory so sorry if it seems vague.

First match - I was versing a Beastmaster Straywood. He told me that he plays his fiance a lot that plays an air wizard. When he found out I was playing an air wizard I could tell he had a practiced strategy. It was an aggressive lair with rajin's fury. I played my typical Gate of Voltari/Harmonize. I got a gremlin out and wizard's tower. By turn 3 he was attacking me with wolves. I decided to hurl boulders (wizard's tower) arcane zap/punch in the face and blue gremlin all the creatures to death. I manged to get a gorgan archer out and only shot at his Beastmaster. I think by the end of the match I had 6 weaks on his mage and various other weaks on other things. I had armor and regrowth belt and he had leather boots on. There was a lot of tactical positioning with teleport traps and teleports. I tried to delay his onslaught as long as possible while dealing as much damage to him as I could. In the end he got a girzzly out and I used force hold on it. He ran away and i charged him down with arcane zap and fast gremlins. His major problem was he used attacks to try and kill my tower and gate of voltari. Both of those actions allowed me to get more weaks on him. I was happy on my first tournament win ever.

Game 2 - I was disappointed that in game 2 I was versing Nathan. He and I play all the time and we have known each other for over a decade now. We came to Gen Con to play other people because we train to have fun matchups against strangers. But I know the program was all random so there is no reason to blame anyone or anything weird like that. It was of course the Wizard Vs Warlord that you see us play in the 3rd episode of Arcane Duels. He and I knew each other's spell booksreally well since we both spent time helping each other build it.
The match was fun. I knew his opening so I decided to change mine up a bit. I went with double mana crystal on  the left side in positions to prevent him from advancing his outposts (they are not allowed to be place adjacent to each other). I used Devouring Jelly and got my bow out. I used cirlce of lightning and started devouring all of his goblin minions. My Jelly ended up munching on his mages face and I got some really lucky dice rolls. I ended it with teleporting him repeated back to my jelly and Wizard's tower/hurl boulder, devouring Jelly, Arcane Zap, and punch in the face. It was a match that ended around round 7 and we both just wanted to finish the game quickly. He did manage to wittle me down quite a bit though! This unfortunately prevented him from advancing to the top 8 where we wanted to really vs each other :D

Game 3- This game was against a Fire Wizard (he took 2nd place in the tourny) then went heavy armor (first turn battle forge) and heavy enchantments. He tanks up then kills you with fire attacks. This build scared the hell out of me since I never played a wizard before. I messed up a lot of my turns by casting the wrong cards or not revealing his nullify's the right way. Every creature I made I questioned if I wanted to keep alive because it had upkeep costs from card he would play on me. All the damage I did was negated completely and he had regenerate 2 and  sunfire amulet on. I really should have mage wand/dissolved a lot more. I did mange to get a purge magic off that killed a bunch of enchantments. He took the win and played an awesome game that I learned a lot from. I didn't realize just how powerful equipment is in the game. I'm not one to call a strategy overpowered or anything, but this does make me want to take special considerations in how to counter it in every spellbook I make (3 dissolves is the minimum I actually think you need way more to properly deal with it). There are other options such as corrodes/rushing/or dealing direct damage.

Game 4 - I was versing a zombie necromancer. This game was just fun. Nathan recommended to me that when versing necromancers to be as aggressive as possible. So turn 1 I moved 2 and cast wizard's tower/hurl boulder. He did ring/libro combo. I managed to get 3 hurl boulders before he decided to wall out my tower. I got a bow and Jelly while he was getting zombies. The game was definitely in my favor. But I had to close it out or he would quickly be able to make up the dice lost. I teleported him to the jelly and kept shooting him/arcane zap. He zombies were attacking my Jelly which was probably a mistake. Once my jelly died he summoned a healing fountain and I was worried. I just kept getting pummiled in the face by his zombies while trying to do 5 more damage to kill him (dice gods hated my cheese). It was the last turn where if I didn't kill him he would easily have killed me with zombies. My initiative we both pass quick cast I decided to Thunderbolt and it managed to get me the win :D

Top 8 was after this. I was bummed that Nathan didn't make it (he lost to a forcemaster that also went top 8). If we didn't play each other he probably would have made it.

Game 5 - I was versing the original warlock that played the buddy build. It was a ruthless match with him attacking on turn 4. I had my ooze and some equipment and wizard's tower ready. He casted a lot of curses that dealt direct damage to me. I didn't want to use spells since it would damage me so I did a lot of punching and using buildings to cast spells. In the end it was my 1 life remaining to his 4. He had a defense and I had a thunderbolt in my hand. He was all out of spells to kill me at range so he would have let his ghoul rot kill me. I cast Thunderbolt, he missed his dodge and I electrocuted my way to top 4.

Game 5 - I was versing the original Beastmaster. He played an aggressive lair with no rajins fury. I got really greedy and played Gate of Voltari/harmonize. Bad move. He got birds out which was perfect since I played against a bird build in some training games. My strategy was to use my bow to reduce the birds to low health then wrap it all up with a chain lightning. As an alternative you can elemental wand/jet stream/wizard tower arc lightning/ arcane zap the birds effectively. I decided to go for the chain lightning route. I again got greedy and used my first strike on the beastmaster, then I went for the pet with 4 dice and failed the roll completely. I should have switched gears then and gone for the arcane zap,bow focus down build but instead decided to run. I had circle of lightning and it worked really well. I lost my focus and he totally deserved the win! I am pretty confident that I can beat that spell book with this one, I just need to gain more experience in keeping my cool in tough situations.

Game 6 - I was versing a water wizard. I was thinking more about the fire wizard I lost to earlier and decided to stonegaze basilisk/temple of light/wizard's tower. I just couldn't figure out what he was up too. We both played 2 mana crystals. He played a Jelly and luckily my temple of light was properly able to kill it in 3 turns. I lost the match by not equipping armor and getting pushed through walls of thorns. I should always consider having at least 2 armor when versing odd builds that I can't read. I learned a lot from this match and he was a really nice guy.

The entire Gen Con tournament was a lot of fun for me. Lots of strong players and I made some friends out there. Feel free to ask me if there's anything you want me to elaborate on.

1346
Spellbook Design and Construction / Tool Shed Air Wizard
« on: August 26, 2014, 01:19:44 AM »
Hey there,
I posted the spell book on the Arcane Duels post but people wanted a more in depth look at why i chose the cards. So here it is!

[spellbook]
[spellbookheader]
[spellbookname][/spellbookname]
[mage]Wizard (Air)[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA01]2 x  Arc Lightning[/mwcard]
[mwcard=mw1a09]1 x  Jet Stream[/mwcard]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[mwcard=FWA04]1 x  Hurl Boulder[/mwcard]
[mwcard=mw1a13]1 x  Thunderbolt[/mwcard]
[mwcard=mw1a07]1 x  Lightning Bolt[/mwcard]
[mwcard=mw1a08]1 x  Geyser[/mwcard]
[mwcard=mw1a02]1 x  Chain Lightning[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j16]1 x  Mordok's Obelisk[/mwcard]
[mwcard=mw1j24]1 x  Temple of Light[/mwcard]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[mwcard=MWSTX1CKJ02]1 x  Wizard's Tower[/mwcard]
[mwcard=mw1j07]1 x  Gate to Voltari[/mwcard]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[mwcard=DNJ10]1 x  Stranglevine[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c18]1 x  Gorgon Archer[/mwcard]
[mwcard=mw1c35]1 x  Stonegaze Basilisk[/mwcard]
[mwcard=mw1c05]2 x  Blue Gremlin[/mwcard]
[mwcard=DNC03]1 x  Devouring Jelly[/mwcard]
[mwcard=MWSTX1CKC08]1 x  Gargoyle Sentry[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e09]1 x  Agony[/mwcard]
[mwcard=mw1e23]1 x  Jinx[/mwcard]
[mwcard=mw1e16]1 x  Force Hold[/mwcard]
[mwcard=mw1e13]1 x  Eagle Wings[/mwcard]
[mwcard=mw1e06]1 x  Circle of Lightning[/mwcard]
[mwcard=mw1e21]1 x  Hawkeye[/mwcard]
[mwcard=MWSTX2FFE02]1 x  Akiro's Favor[/mwcard]
[mwcard=mw1e38]2 x  Teleport Trap[/mwcard]
[mwcard=mw1e20]2 x  Harmonize[/mwcard]
[mwcard=mw1e10]1 x  Decoy[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=mw1q32]1 x  Suppression Cloak[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[mwcard=DNQ10]1 x  Meditation Amulet[/mwcard]
[mwcard=mw1q04]1 x  Deflection Bracers[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=FWQ10]1 x  Storm Drake Hide[/mwcard]
[mwcard=mw1q13]1 x  Ivarium Longbow[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[mwcard=mw1q08]2 x  Elemental Wand[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i28]3 x  Teleport[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=MWSTX2FFI06]1 x  Defend[/mwcard]
[mwcard=mw1i23]1 x  Rouse the Beast[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i21]1 x  Purge Magic[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

This was the first spellbook I ever made (I've been playing since December). The idea is of the deck is to be able to pull out the correct tools depending on what the opponent is doing. This requires a lot of knowledge on cards and proper judgement on what the opponents plans are. It is one of the few "reactive" decks I have seen on the forums.When I play a new player blind I usually open Mana Crystal and Blue Gremlin as it keeps up against most other builds in some manner.  I'm changing the deck as I learn more about the game and it is far from "perfect."

In all of these scenarios if you suspect there might be a nullify/reverse attack etc. on something just use decoy, or one of the useless enchantments (depending on the situation some of them are useless) to help identify it. My favorite is to cast harmonize on a mage to find out if there is a nullify (and usually mages seeking dispel it if they didn't have a nullify on :D).

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Attacked by turns 1-2 (A rush response)
The most rushy deck I have seen is turn 1 full action move one then teleport 2, then hurl a boulder as a quickcast. If I see that someone is trying to attack me quickly I usually decide that racing is the best option. I usually suspect the Forcemaster, and Warlock to try something like this. I prefer to open with a Blue Gremlin and Mana Crystal in this case. I consider it the safe way to keep up with damage if they rush, but also not lose a long game if they decide to not rush me. By turn 2 it's easy to identify this rush so I activate Voltaric Shield and wizard's tower (hurl boulder), Blue Gremlin, and punch in the face usually does more damage then anything they can muster. You can keep up the damage if they decide to commit and statistically take the victory. You can also Jet Stream and shove them into the arena wall to give an extra edge.

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Swarm Decks - This usually focuses around the Beastmaster, and Warlords and Necromancers. Every mage can swarm in a unique way. I consider a swarm to be someone that has at least 4 creatures by turn 5. I see swarms as being either aggressive or defense. The way I identify that is if they put their spawnpoint on their side or my side (My side is not the board cut in half but more of a diagonal half since we start at the corners).  If it's on my side I usually assume I will be attacked by turn 3. If it's on their side I usually consider being attacked around turn 5-6.

Offensive swarm response - If I see the opponent run 2 spaces and put a spawnpoint two spaces away from my start point I consider this an offensive swarm. I open with Mana Crystal and Battleforge. Turn two I usually leather boots, circle of lightning and Devouring Jelly. Turn 3 you have something to defend an onslaught. Jellies are really good defenders. If the opponent wants to advance then defensive Wizard's tower Arcane Zap/Punch in the face and reveal circle of lightning. You can usually out damage the opponent with the Jelly.

Defensive Swarm Response- If I see the opponent cast a spawnpoint on their side I usually assume I have until turn 5 to make prepare. I usually want a battle forge, 2 mana crystals, Gorgan Archer, Stonegaze Basilisk, Wizard's Tower, Mordok's Obelisk, and the Ivarium Longbow out. You can usually focus down most of the heavy threats and the weak/cripple combo is deadly if mages choose to get within range. Also strangle vine and Force Hold are great ways to exploit a mage that decided they wanted to advance cautiously. You have a firing line of 4 strong attacks that they have to get away from.

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Buddy Builds - This is type usually focuses on one strong creature that gets in your face between turn 3-4. When I play against the priest and warlock I usually try to be cautious here. A classic build for the warlock is turn 1 mana crystal and double move, turn 2 Adramelech.

Usually I open double mana crystal. If I see the opponent double move to save up the mana I suspect a buddy build. Turn 2 you can agony (this usually cuts the buddy down quite a bit), wizard's tower and lightning bolt to try and seriously delay the buddy. If that fails to seriously damage the buddy I usually Force Hold then hurl a boulder and arcane zap get him to back off. You can also use teleport trap to try and delay things. The most important things to get up is basic armor by the time he gets to you.

Against Priest/Priestess divine intervention shenanigans you can usually turn 1 double mana crystal, turn 2 wizard's tower/ hurl boulder, then agony. If they keep buffing the buddy for a delayed divine intervention then Devouring Jelly, armor, and the wizard tower arcane zap, punch combo works really well.

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Long game type of builds - I consider attacking turn 6 or later to be a long game type of play. I find a lot of new players to play very defensively and fall into this category. I usually open with one of the above opening depending on the mage. If I suspect that they are going to be hanging back I make it hard to attack. The goal is to have the Battle Forge (harmonized), Temple of Light, Wizard's Tower (Harmonized) and Gate of Voltari. I usually get the Meditation Amulet out turn 3 then all my full cast actions are spent channeling more mana so I can get creatures out of the Gate of Votlari and my equipment out. When they choose to attack I have the Temple of Light and Wizard's Tower NC with Elemental Wand Lightning Bolt while using the meditation amulet (usually I have some mana saved on the Wizard's Tower). You can Force Hold or Stranglevine to delay and use teleport traps to help you. Often you'll have creatures to help you and Akiro's Favor as well.

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Force Master - The best way to deal with creatures that have defenses is to have Arc lightning (elemental wand), Arc lightning (Wizard's Tower), and the Temple of light (1 dice with the chance of daze/stun :D). Stonegaze can be great with Akiro's Favor to get the cripple.

Temple of Light - I find this as a soft way to deal more damage to mages that use Devouring Jelly. It is also great against Necromancer's. I've considered taking it out a lot. It was very helpful at the Gen Con tournament though and I still think it is worth it. On top of that the chance to stun or daze is nice if you decide to go mass lightning spells.

I often find players that don't like the basic melee attack. A lot of times they choose to defend or run away. I find that the punch in the face action is a great way to save mana while keeping up with the total dice dealt in the game.

There are mages I still haven't played against. And I hope to revise this Wizard to be able to deal with everything in the future. This Wizard got 4th place at Gen Con! I hope this write up helps you plan out alternative ways of dealing with problematic spell books!

Let me know what you think! If you think it sucks let me know why! I'll update this main post if I get questions regarding how I respond to things.

Also here's a link to the post of it being played against the Anvil Throne Warlord - http://forum.arcanewonders.com/index.php?topic=14530.0

-Justin

1347
Thanks for the responses guys. I think Nathan was going agro purely because he wanted to put pressure on. It definitely forced my wizard into changing his long game plan. He probably shouldn't of advanced his actual mage as close as he did.

@Alexander West- I'll post some more info on Monday. He is more geared toward reactive plays and taking the right "tool" out depending on the situation. Btw I read you beastmaster write up and it was rockin. Really thought through and well planned.

1348
Events / Re: Mage Wars Tournament @ GenCon Indy 2014
« on: August 19, 2014, 05:40:33 PM »
Here's a link to the spell book I ran at Gen Con. Nathan used the Anvil Throne Warlord that you see as the second comment at Gen Con as well.

http://forum.arcanewonders.com/index.php?topic=14530.0

1349
Hey Guys!

Here is our third episode of Arcane Duels. These are the spell books we used at the tournament at Gen Con! The Wizard was used to get 4th place and did beat the Warlord in round 2 (it was as close of a game as in this video). I noticed the audio is a little odd until round 8 (Sorry I can't fix it)!

 If you have any suggestions or if you like the video feel free to tell us.

Part 1 is here---->https://www.youtube.com/watch?v=S6JMRlx4nOk&feature=youtu.be
Part 2 is here---->https://www.youtube.com/watch?v=fqEdG3-Ghzg&feature=youtu.be


Justin's Tool Shed Air Wizard (My first spell book that has been edited many times).

[spellbook]
[spellbookheader]
[spellbookname]Tool Shed[/spellbookname]
[mage]Wizard (Air)[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA01]2 x  Arc Lightning[/mwcard]
[mwcard=mw1a09]1 x  Jet Stream[/mwcard]
[mwcard=mw1a02]1 x  Chain Lightning[/mwcard]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[mwcard=FWA04]1 x  Hurl Boulder[/mwcard]
[mwcard=mw1a13]1 x  Thunderbolt[/mwcard]
[mwcard=mw1a07]1 x  Lightning Bolt[/mwcard]
[mwcard=mw1a08]1 x  Geyser[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[mwcard=mw1j16]1 x  Mordok's Obelisk[/mwcard]
[mwcard=DNJ10]1 x  Stranglevine[/mwcard]
[mwcard=mw1j24]1 x  Temple of Light[/mwcard]
[mwcard=MWSTX1CKJ02]1 x  Wizard's Tower[/mwcard]
[mwcard=mw1j07]1 x  Gate to Voltari[/mwcard]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX1CKC08]1 x  Gargoyle Sentry[/mwcard]
[mwcard=mw1c18]1 x  Gorgon Archer[/mwcard]
[mwcard=mw1c35]1 x  Stonegaze Basilisk[/mwcard]
[mwcard=mw1c05]2 x  Blue Gremlin[/mwcard]
[mwcard=DNC03]1 x  Devouring Jelly[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e09]1 x  Agony[/mwcard]
[mwcard=mw1e23]1 x  Jinx[/mwcard]
[mwcard=mw1e16]1 x  Force Hold[/mwcard]
[mwcard=mw1e13]1 x  Eagle Wings[/mwcard]
[mwcard=mw1e06]1 x  Circle of Lightning[/mwcard]
[mwcard=mw1e21]1 x  Hawkeye[/mwcard]
[mwcard=MWSTX2FFE02]1 x  Akiro's Favor[/mwcard]
[mwcard=mw1e38]2 x  Teleport Trap[/mwcard]
[mwcard=mw1e20]2 x  Harmonize[/mwcard]
[mwcard=mw1e10]1 x  Decoy[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q32]1 x  Suppression Cloak[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[mwcard=DNQ10]1 x  Meditation Amulet[/mwcard]
[mwcard=mw1q04]1 x  Deflection Bracers[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=FWQ10]1 x  Storm Drake Hide[/mwcard]
[mwcard=mw1q13]1 x  Ivarium Longbow[/mwcard]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=mw1q08]2 x  Elemental Wand[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i28]3 x  Teleport[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=MWSTX2FFI06]1 x  Defend[/mwcard]
[mwcard=mw1i23]1 x  Rouse the Beast[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i21]1 x  Purge Magic[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

1350
Events / Re: DragonCon 2014
« on: August 18, 2014, 10:59:19 PM »
Hey dude!
I'm gonna be at Dragoncon. I don't know if Arcane Wonders is going, but if you want to meet up and play a few games i'll be there Thursday and leave Monday :D

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