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Messages - Biblofilter

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796
Spellbook Design and Construction / Re: The Straywood Warrior
« on: November 04, 2014, 10:21:44 AM »
I personally don´t like the Beastmaster much anymore - i guess its the thin spellbook, and the few choices of strategies.

I would really put in 2 Force Push, with your decent armor removal options and Wall of Thorns, its just a great treat. Also with all your charge bonusses, it might be nice with a Force Push just for positioning, getting rid of hindering e.t.c.

Id think i would remove the Blocks to get room for the Force Pushes. Then i would like some more healing (for your animals) - maybe another regrowth and a maybe a shift enchanment?

I guess one of the main reasons for you choise of creatures is to buff your mage with Animal Kindship, that Means you want to keep those guys alive. There might be other options like a Unicorn or Mohktari also.

797
Looks pretty BAD  ;D

I have an old "Lord of Terror" spellbook myself, but i have only played a few games with him.

I like to ask why you have the following spells in your book:

[mwcard=MW1W04]Wall of Thorns[/mwcard]

Why not [mwcard=MW1W03]Wall of Fire[/mwcard] ?

[mwcard=MW1Q18]Mage Staff[/mwcard]

Is this some kind of back-up gun?




798
Another great video! Thanks a lot.

I liked this mostly because of all the positioning, movement and timing issues.

I did think the early lone wolf attack was a pretty bad start for the Jokhtari Beastmaster.
Moving into combat against a guarding mage equiped with lash of hellfire, which still had´nt used her action seemed suicidal. Especial when there was still another imp nearby who also had´nt used its action, the Beastmaster did´nt really need to attack but could just summon her bow and start firing.

I know the rolls where in favor of the beatmaster, but there did´nt seem to be much the warlock could do vs the hunting bow. I guess Explode showed its weakness here - 17 mana to cast a dissolve+flame blast at once.

Wall of Fire might have helped in the Warlocks spellbook - with flying creatures and flame immune creature it seems to help.


799
Another awesome video :)

I really like your videos and i think you have improved the quality a lot.

Some of the dice are easier to see for us viewers than the others. (The yellow d12 and the damage dice)

Always nice to see a gameplan carried out with success!

[mwcard=MW1W04]Wall of Thorns[/mwcard] is a really good spell, especially when people don´t protect themselves. [mwcard=MWSTX2FFE04]Brace Yourself[/mwcard] , [mwcard=MWSTX1CKQ06]Eagleclaw Boots[/mwcard] helps a lot, even some cheap armor like [mwcard=MW1Q16]Leather Gloves[/mwcard] reduces the damage significally.

One important thing about [mwcard=MW1W04]Wall of Thorns[/mwcard] is that level 2 creatures spend a full action to go throug the wall. Which in your game meant that the Raptor Vine couldnt attack the Warlord. ( It meant nothing in this game)

I think the Warlord should have played differently. Specifically trying to stay at range 2 vs the [mwcard=DNC21]Thornlasher[/mwcard] with the [mwcard=FWC06]Goblin Slinger[/mwcard] Maybe a couple of Warlord Walls and a [mwcard=FWJ02]Archer's Watchtower[/mwcard] or two might have helped. The actual setup with the Barrack in range for the Thornlasher "kill zone" was really bad for the Warlord.

800
Spells / Re: Flaming Hellion in a Wizard spellbook?
« on: October 16, 2014, 03:02:52 AM »
Nice looking promo!
Im looking forward to that!

The Flaming Hellion is for my Air Wizard. He runs Force Push, Jet Stream, Staff of Storms, Teleport Trap, Wall of Thorns, Bloodspine Walls. Im in trouble vs a druid with all his rooted creatures.

I could always try Fire Wizard, Warlocks or Warlords with Goblin Alchemists!


801
Spells / Flaming Hellion in a Wizard spellbook?
« on: October 15, 2014, 04:45:06 PM »
It might just be a crasy idea, but im considering including a [mwcard=MW1C16]Flaming Hellion[/mwcard] in my Wizard spellbook.

Pros:
One of the best players in my group likes to play Druid, were im in trouble. A "free" Fire attack each round might be a solution

Several players like to play Necromancer. Im running Gorgon Archer and Poison Gas Cloud - i need somehing to stop a Skeleton/Zombie Horde..

Finally a few players like to play with fire. The Fire heavy Warlocks and Fire Wizard. Flaming Hellion is Flame Immune..

Cons:
cost 6 spellbooks to include, that going to hurt.

802
Guardian Angel can't protect a Thoughtspore unless the Thoughtspore is grounded. Guard only prevents attacks against non-flying objects. Intercept can only be used when the target is non-flying.

Thats a shame. I just discovered that [mwcard=MWSTX2FFI03]Disarm[/mwcard] not only works on weapons but on all equipment. Removing a pair of Eagleclaw Boots each round for "free", each round with a protected Thougtspore with a protected pair of Thoughtspores could be quite good, with the Wall of Thorns and Force Push combo.

Tx for clarifying that sdougla2

803
I have never played a Forcemaster, but i´ll have to try Flying Mage Wands!

I did read some very good responces in posted FM books. (Comple Collection of Spellbooks)
http://forum.arcanewonders.com/index.php?topic=13070.0 (MANA FORCE! by Imaginator)

especially Deckbuiders thougts about the three common FM types:
#1 Solo
#2 Thoughtspores
#3 Elites

but there are a ton of other posted spellbooks and responces that deserves attention.

Anyway i think that a Guardian Angel is a great way to protect the Thoughtspores. She has intercept and a defence.

I think i would open with Guardian Angel and Battle Forge, mostly because i would like to wait with binding a spell to the Thoughtspores until i have a better idea of what i need. You might even include the Dawnbreaker Tempel to improve your defences even more.

Probably one incantation Thougtspore and one with an attack spell.

With Force Push being an option ill probably try to include a couple of Walls of Thorns. I know theres a lot of players that look down on this play, but with 2 flying wands, one with an Acid Ball, another with a Force Push. Thats a great treat, and sometimes the FM forcepull could be used to put targets in front of the Walls.

Id take out the meditation amulet, just go for melee a round or two, if you need mana.

Finally let me just say ill really enjoy your videos! Tx a lot.


804
Spellbook Design and Construction / Re: How to train your Priestess
« on: October 14, 2014, 05:32:16 AM »
"What cards would you change out?"

The following enchantments are useless for [mwcard=MWSTX2FFC10]Sardonyx, Blight of the Living[/mwcard]

[mwcard=MWSTX2FFE02]Akiro's Favor[/mwcard]

[mwcard=MW1E01]Bear Strength[/mwcard]

[mwcard=MWSTX2FFE06]Lion Savagery[/mwcard]

All the healing can´t help him either.

I think you are going to be starved for actions and mana with this book.
(So i would cut most of the creatures)

I would start with [mwcard=MWSTX1CKC06]Guardian Angel[/mwcard] and a [mwcard=MW1J04]Battle Forge[/mwcard].
Adding Armor and an Enchantment Ring. (but the Dragon would "never" come into play)

cut:
[mwcard=MW1I22]Resurrection[/mwcard]
add:
[mwcard=MWSTX1CKE03]Healing Charm[/mwcard] (insted of Minor Heal)
[mwcard=MW1E29]Nullify[/mwcard]x2 (I would hate any enchantment/incanation on my dragon)
[mwcard=MW1E32]Regrowth[/mwcard]

maybe a couple of
[mwcard=MWSTX1CKE04]Enchantment Transfusion[/mwcard] to protect the Dragon or to load enchantments on the enemy mage.

"What Mages/Book builds will be the most challenging for this design?"
Almost all of them. Winning with this book will be very hard.

Turn 1: (20)
Guardian Angel (12)
Battle Forge (.8)

Turn 2: (10)
Enchanters Ring (1)
Enchantment (1)
Sunfire Amulet (6)

Turn 3: (12)
Leather Gloves (1)
Enchantment (1)
Hand of Bim-Shalla (5)

Turn 4: (15)
Leather Boots (1)
Enchantment (1)
Enchantment (2)

This is going to be really slow and the Dragon would only come out at Turn 6.  :-\

Turn 1: (20)
Enchanters Ring (2)
Regrowth (1)

Turn 2: (27)
Sardonyx (24)
Nullify (1)

Seems more fun.















805
Spells / Re: Promo card Mordok´s Tome
« on: October 13, 2014, 08:50:16 AM »
It takes a staff/shield slot.

806
Spells / Promo card Mordok´s Tome
« on: October 13, 2014, 04:42:40 AM »
So i just got Mordok´s Tome and ill give it a try Next time i play.

Mana cost: 5.  Quick spell. Range 0-2.  Mage. Arcane 1
Legendary * Arcane Mage Only

"Mage may choose one additional spell during the palnning Phase. This gives him an additional spell choise each round (it does not give him an additional spell action)"

Im thinking that [mwcard=MW1I06]Dispel[/mwcard] and [mwcard=MW1I28]Teleport[/mwcard] seems like solid choises for that extra spell.

Any thoughts on this?

807
Rules Discussion / Shift enchanment broken link
« on: October 11, 2014, 03:20:29 AM »

808
Txs everyone!

I think i got i now :)

[mwcard=MWSTX1CKE04]Enchantment Transfusion[/mwcard] Used after the Roll Dice step:

Lets say my [mwcard=MW1C33]Sosruko, Ferret Companion[/mwcard] has an [mwcard=MWSTX1CKE04]Enchantment Transfusion[/mwcard] and a [mwcard=MWSTX1CKE03]Healing Charm[/mwcard] on him. He gets attacked and fails his defence, after the Roll Dice step (5 damage) i would only be able to reveal and use the Healing Charm but could only cure any damage taken before this attack. If Sosruko would be killed by the attack, i could still reveal Enchantment Transfusion to transfer the Healing Charm to another creature just before he dies. If i had another creature in range also with an Enchantment Transfusion with [mwcard=MW1E03]Bull Endurance[/mwcard] i could transfer that, reveal it and get 4 ekstra life before the damage would be applied, thereby saving my little guy.

[mwcard=MW1E13]Eagle Wings[/mwcard] used after the declare attack step:

If a non-flying creature attacks, i could reveal an Eagle Wings on the defender, then the attack is cancelled.

From Core rulebook Step 1 Declare Attack (page 23):

Remember:If a flying crature attacks a non-Flying object, it loses flying until the end of the attack. See "Flying" on page 15.
If later during the attack you discover that your target is no longer legal (for example, if it has been Pushed or Teleported out of range), the attack is canceled.

1) This seems to indicate that the Eagle Wings "trick" would Work vs a flying attacker as well?

2) If the attack is cancelled, the attacker does´nt get to do anything else?


809
Rules Discussion / How long can i/ should i wait to reveal enchantments?
« on: October 10, 2014, 09:24:09 AM »
I think i might have been revealing some of my enchantments to soon. So can you wait with revealing after the Attack step 3 (roll dice) and before step 4 (Damage Effects) and have the enchantment take effect before the damage/effect are applied? Or do you have to reveal at any other step to effect the events?

Spell steps:                                      Attack steps:

1. Cast spell                                      1. Declare attack 
2. Counter spell                                 2. Avoid attack
3. Resolve spell                                 3. Roll Dice   
     > then resolve attack                    4. Damage and Effects
                                                        5. Additional strikes 
                                                        6. Damage Barrier
                                                        7. Counter Strike
                                                        8. Attack ends

[mwcard=MWSTX2FFE02]Akiro's Favor[/mwcard]

[mwcard=MW1E01]Bear Strength[/mwcard]

[mwcard=MWSTX2FFE04]Brace Yourself[/mwcard]

[mwcard=MW1E03]Bull Endurance[/mwcard]

[mwcard=MW1E13]Eagle Wings[/mwcard]

[mwcard=MWSTX1CKE04]Enchantment Transfusion[/mwcard]

[mwcard=MW1E21]Hawkeye[/mwcard]

[mwcard=MWSTX1CKE03]Healing Charm[/mwcard]

[mwcard=MW1E25]Maim Wings[/mwcard]

[mwcard=MW1E36]Rhino Hide[/mwcard]

[mwcard=MWSTX2FFE07]Rust[/mwcard]

[mwcard=FWE09]Standard Bearer[/mwcard]

[mwcard=MW1E40]Vampirism[/mwcard]

There might be other enchantment spells im in doubt of when to reveal them, to get them to Work at their best

[mwcard=MW1E11]Divine Intervention[/mwcard] comes to mind










810
Near the end a forcefield is probably going to tip the balance towards the forcemaster though.  It will come down to good play.   I think the forcemaster should go for you directly unless you cast standard bearer.  Game's going to be over pretty fast and I'm not sure who would win.  I like your book.  :).
WOT + Force Push takes care of FM's Field....

No [mwcard=MW1W04]Wall of Thorns[/mwcard] in this spellbook

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