May 21, 2024, 06:15:05 PM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Tim

Pages: 1 [2] 3 4 5
16
Rules Discussion / Flying rooted/uprood?
« on: December 08, 2013, 03:14:42 PM »
Can creatures with rooted/uproot gain the flying trait?
For example: can raptor vine (uproot 1) gain the flying trait with eagle wings?

Grtz

17
Spells / Burst of thorns
« on: December 06, 2013, 11:05:36 AM »
Hi there,

Quick question:
Is burst of thorns a zone attack?

Greetz

18
Spells / Re: who the .... is Joseph Trublood, High Cleric ?
« on: December 04, 2013, 07:32:18 AM »
I think it is weird that rulings on Promo cards are in the FAQ at all. They are not yet official cards. They have not been released for general distribution. I see no reason why we need official rules on them. I actually refuse to play with them. I believe they are simply promotional items meant for collectors, not for actual game play.

But maybe I'm the one who is weird.

I totally agree with you, Zuberi!
It are promo cards thus it is possible that when the cards are official they may change a bit.
Due to it being promo cards not everybody can collect them like in a core set or something.
When they are available for everybody, that's a different story :)

19
Strategy and Tactics / Re: strategy necromancer
« on: December 02, 2013, 09:26:18 AM »
Yesterday I played 2 games with necromancer vs druid.
The first game I used a combo with sacrificial altar, let my graveyard summon zombie crawlers, I sacrifice them with altar to gain melee and piercing +1 on my zora (who is in combat range with 1 growth marker)+ 1mana on graveyard, use ravenous ghoul to discard zombie crawler to gain growth markers. You can even make them eternal servants then they just reanimate. The synergies are quite nice. But I find it takes to long for ravenous ghoul to gain growth markers because it must use a quick action to do so. I didn't even have to use my pimped ravenous ghoul (3 growth markers) because I had enough to keep the pressure on the opponent mage (zora with 1 growth, 1 tainted zombie, and a few curses). the finishing move was: summon brute with graveyard, offer with altar to gain 3melee and 3 piercing (very nice), gain 3 mana on graveyard, attack with zora to finish it of (fatality). Then I still had my back-up plan ravenous ghoul with 3 growth markers (even 4 if i discard brute) to come in the fight + with a graveyard who has 5 mana next turn (harmonize + 3mana from brute). It was a very nice game for me at least :). The combo with brute is amazing: sacrifice brute (which is eternal servant) with altar, gain 3 mana on graveyard, +3melee and piercing and then reanimate the brute in the same zone with the eternal servant to make it 6dice attack next turn = NICE! The down-side of this combo is the time to setup + mana investment if you want to reanimate the brute but with a harmonized graveyard and a death ring it costs 8 mana to summon from graveyard + 11 to reanimate which is 19 mana in total you need to do this in 1 turn. It is a lot i know but you can cut it down with rise again which cost you half to reanimate + meditation amulet. The next turn you start with 5 mana on graveyard, an active zombie brute (but has slow) + your other creatures. I can tell you it is quite nice if you can pull it of :), but again it takes time and mana to setup (but against a druid it isn't a problem).

The second game i used a more aggressive, swarn style (also with harmonized graveyard). I didn't use meditation amulet and used the full action to damage mage or to summon an extra creature. For the quick cast I use curses en staples (like dispel, seeking dispel, dissolve, ...). I also liked this a lot. It is much faster to setup and you can hit the mage early in the face. I included 2 copies of zombie frenzy but didn't need to use them do to a clever use of utility spells (teleport, force push, ...). Zombie frenzy is great but it is not so great to use against a druid because the vine-markers hinder your zombies (that's why i didn't used it).

Overall great experience. I'm slowly getting to understand the mechanics of the necromancer. If you have other ideas let me know :).
Btw i never lost a game with necromancer, but where still in testing phase as well my opponent as I.

20
Strategy and Tactics / strategy necromancer
« on: November 30, 2013, 06:37:11 PM »
Hi there,

I finally got my hands on the druid vs necromancer expansion. I already played 3 games with necromancer against the druid both with custom spellbooks. I will explain the overall strategy off the 3 games I played:
1) the deck was focused on zombies with both spawnpoints and meditation amulet. The main goal was to summon zombie crawlers and eat them with zora. I had 4 growth markers on him in the end so that was nice. But this strategy is so slow and I am in mana-troubles early on. Okay, I have 2 spawpoints to summon creatures but 1 of them gets obliterated for zora, so it doesn't really feel like a swarm + starved on mana from beginning. The good thing is that zora is a immense treat! But 1 huge monsters can be played around and handled.

2) I made a few changes. I only played 1 spawnpoint (libro) and I didn't use zora. I also focused on pimping the mage for battle so that I can save mana + place rot and do damage. The plan was to move attack and then summon a zombie with libro in the zone. I find that the libro quickly hits a dissolve. Okay, you can pay 3 life to put it in spellbook but it isn't worth casting it. It is 10 mana and I always feel mana-starved with the necromancer (not so much as first game). The melee works nicely. The problem is when libro is gone, I have to summon creatures by myself as a full action, which I cant miss because I am melee-ing and spreading rot. When libro was gone, I only summoned 1 creature: flaming hellion! A very useful creature against a druid. It costs me 13 mana and a full action but I can burn the mage with a quick or ranged attack + I get 2 dice from flame +2. I also used ravenous ghoul but I find it to slow for him to gain growth markers and for 13 mana, he isn't that strong if he doesn't have a growth marker on it. to gain a growth marker he must use a quick action and that sucks :(.

3) I casted graveyard instead of libro. I find this better: no easy dissolve to counter it but 14mana is a investment. I also focused on melee-ing with mage and this one I prefer the most over the 3 games I played. But I am not satisfied: I am missing a little speed do to the spawnpoint investment. The graveyard has 1 channeling and can gain mana if a creature is destroyed. That's fine, but my main focus is destroying the mage and the creatures it conjures.

I was thinking about using sacrificial altar. I think it can be very good in a necromancers build but I cant find a way to abuse it. I can destroy a zombie, to gain melee and use ravenous ghoul to gain a growth marker and gain mana equal to the level of the destroyed monster. This is very good but is also a slow setup and I want to keep the mage under pressure. So I must think of a good strategy to combine sacrificial altar and the necromancer. So I need more play testing :).

The main problem was the lacking of speed due to the use of spawnpoints (spawnpoint are really great in a mid-longer game), I often felt mana starved so I need to think about that.

The next time I play, I wanna try not using the spawnpoints and summon zombies myself or maybe summon a malacoda or lord of fire! But I think the malacoda is to slow but of course the lord of fire is expensive to include in spellbook + to summon. I must think about the strengths of the necromancer and use them as much as possible.
I need to be cautions that it is more a warlock build, because then I would be cheaper in spellbookpoints to play a warlock.

What are your opinions/ideas/strategy?



 

21
General Discussion / Re: Dutch Mage wars players, sign on
« on: November 23, 2013, 09:10:18 AM »
Ik woon in Belgiƫ, dicht bij de Nederlandse grens (Retie).

22
General Discussion / Re: So it's the 20th...
« on: November 23, 2013, 06:57:00 AM »
Tim,

I will try to speak as far as I can on this issue. Unfortunately, once items reach Freight Forwarders in the US, that is the last point at which I can track things.

Product for Belgium left our warehouse on 11/9. After that it took 3 days to arrive at the Freight Forwarder. From this point the Freight Forwarder waits for approval to ship from the Belgium Distributor. Once approval is given and transit method is determined, the product then ships overseas by air or sea depending on the Belgium Distributors instructions. That can take between 1 and 3 weeks. I am afraid that is all I can offer at the moment. I am asking the Distributor when they expect to have the product and if I get an answer, I will let you know.

Thank you,

John


Thanks again! One question: what are the delivery cost if I order from arcane wonders (next time) to Belgium? I cant find it on the website. Thanks

23
General Discussion / Re: So it's the 20th...
« on: November 22, 2013, 07:40:16 PM »
Thank you so much for the information, Thessial!

24
General Discussion / Re: So it's the 20th...
« on: November 22, 2013, 07:03:12 AM »
Still nothing here. I live in Belgium and no one have received a copy yet (frustrating). First it was 8 November, then 15 November, then 20 November and now 30 November (come on). They said a ship was coming on 20 November with the expansion = Nothing.

I don't blame anyone but it is annoying that Belgium/Netherlands is always behind.
I asked de shop when they where expecting the expansion and they cant answer because they don't know.

Please can someone off the staff give me more information?
Ps. What are the shipment cost to Belgium if I order from arcane wonders (which I will probably do next time)?

Thanks

25
Events / SPIEL 2013
« on: October 17, 2013, 10:24:38 AM »
Hi,

Will the druid vs necromancer expansion be available for purchase at SPIEL 2013?

Greetz

26
Strategy and Tactics / Re: The fabled Watergate Wizard
« on: September 15, 2013, 11:44:29 AM »
There is quite some irony within. This build was undefeated for over 40 games and the first game after I made it public I lost ;). It was against a really unusal FM build that I never played against before. He casted no channeling stuff at all, but two grizzlies and a deathlock, supported by four teleports, force pull, jinx and hurl boulder. I guess I could have outlast that if I didnt use three actions for arcane ring and two crystals (in addition to gate+harmonize). I felt too confident after my last games went so well. Should have sticked to my own rules, which tell me not to cast too many things focused on channeling if the opponent does not. If I had spent a few more actions for increasing armor, casting nullify etc instead of arcane ring + crystal, it would have gone alot better. Well, it was the first time I faced a FM with two grizzlies and deathlock ;), which really is a nasty combo.


I play a similar FMbuild and I know it can be brutal. In almost 10 games in never lost (sometimes very close). Also with 2 grizzly and the synergies of force pull, deathlock, ... Problem with the deck is you cant include lots of spells because the grizzly are 24points. If the game takes to long i'm in a huge disadvantage and that's where you can shine :). If you can survive the rush treat and somehow control or destroy the grizzly it is hard (beware of the melee power of the FM) for the FM to win.

27
Rules Discussion / turn to stone vs mordok's obelisk
« on: September 09, 2013, 04:51:06 PM »
When a creature gains turn to stone from opponent and I cast mordok's obelisk, which comes: the upkeep for mordok's obelisk for the creature or the upkeep-cost of turn to stone?
Example: a steelclaw grizzly gains a turn to stone from my opponent and reveals it (nasty!), I play a mordok's obelisk as a quick cast. Moving to next turn, does the opponent first need to pay upkeep first or does it happen simultaneous or because mordok's obelisk is my card I get to choose first?

Thanks

28
Events / Re: Gencon Tournament News-Is Any Available?
« on: August 29, 2013, 06:08:51 AM »
I Agree! Please give more info. Like tactics, game rounds, complete spellbooks, ...

29
Spellbook Design and Construction / Re: The wizzly Grizard
« on: August 26, 2013, 03:33:16 PM »
Yep I know. That's why I include 3 (maybe  4) dissolve and 2 mage wands. I think i have a solution for protecting the bear and doing an extremely amount of damage: i am going to include 1 reverse attack in my spellbook. When i am fighting a aggressive mage i simply guard with the bear and enchant bear strength and the reverse attack on my bear. Then the mage attacks my bear, reveal reverse attack (lets say the opponent had 8 attack dice) so that's 8 dice reversed with a possibility to burn/daze, then i counterstrike from the guard token so another 7dice and piercing +1(bear strength) that's 15 dice! + i protected the bear and i can use en full action attack for 9dice next turn. This will slow him down! If he keeps rushing the opponent will lose because of all the damage. Another possibility is to include eagle wings which is nice with both bear en gorgon archer.

Another thing is conjurations like battle forge, lair, barracks, ... they give an action advantage and i don't like that. So I am trying (next game) to take it quickly do that the opponent doesn't get to abuse it that much. I can take it out with a monster or wizards tower (okay it cost mana but hey you have to do something, right?)

30
Spellbook Design and Construction / Re: The wizzly Grizard
« on: August 25, 2013, 12:42:24 PM »
Mjep, I know: it is a problem. It was a really thought game. That's why I am hoping for some tips/tricks/suggestions. You can always learn :d

Pages: 1 [2] 3 4 5