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Messages - MageHorst

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16
Strategy and Tactics / Re: how does your druid stop adramelech
« on: November 18, 2014, 01:12:23 AM »
What sIKE says. The key is to make him loose his Flying trait. Once you've thrown an Acid Ball at him, 14 Life aren't that much for such a big hitter. And without Flying, you can drag him through your cheap Bloodspine Walls (and away from his Mage so he cannot support him - you might want to Tanglevine the Mage for that).

Alternative if you are okay with playing no-plant creatures: [mwcard=MWSTX1CKC03]Galador, Protector of Straywood[/mwcard] (he will need support, though).

17
Did someone Dispel the video?  :o

18
Strategy and Tactics / Re: Meditation Lair
« on: October 01, 2014, 03:12:42 AM »
Hm... I like the overall idea and would like to try it out myself. Thanks right away for the inspiration!

However, I don't think that an opponent who realises what you are trying to do (Lair+Amulet) and who decides to attack you early as a consequence would go for the Amulet. Hyper-aggro enemies (Solo Forcemaster/Warlock, Big Buddy builds...) go for your Mage's throat, the intention being that the game will be over after turn 8 at latest (and they can hurt you badly as early as turn 3).

19
Events / Re: Mage Wars - Germany
« on: September 23, 2014, 01:27:11 AM »
Hey Poggio!

Hier ist jemand aus Tübingen. Insgesamt sind wir derzeit 3 Leute. :)

20
Why the Skeletal Knights?

They have Psychic Immunity, that's why he is planning on playing them against the Forcemaster. A good idea, I think - okay, you invest more spellbook points, but at the same time you save points (and actions) for putting Nullify on them or Dispel spells such as Mind Control.

I agree with sdougla2 that I might be good to include some more defenses and drop the Mediation Amulet.

21
Player Feedback and Suggestions / Re: Giant Wolf Spider
« on: September 15, 2014, 02:24:54 AM »
It's a pity that the spider does not have the animal subtype because if it had, it would benefit greatly from the totems and Call of the Wild.

However, one card from FiF might improve the spider's standing: Akiro's Favour. I haven't tried these two cards together yet, but since most people seem to struggle with both the spider's damage output as well as its (in)ability to stuck, this might be a solution.

22
Just an addition to the Battle-Forge-Mage-Wand-Action-Saving trick: I worked out the same trick with the Warlord's [mwcard=FWQ05]Helm of Command[/mwcard]. The cool thing is that the 'old' spell goes back to your spellbook, so can you either use for the Mage or for Gurmash and therefore cut down some copies of your command spells.

23
Strategy and Tactics / Re: Goblin Swarm?
« on: July 22, 2014, 02:04:14 AM »
If you favour smaller but mobile groups, Horn of Gothos might become highly interesting because it helps so much with those battle orders: one quick action and 2 mana for the Mage (provided you have Ring of Command), and all Gobbos in the arena are fast or sturdy until the end of the turn.

Asyran Defender as Standard Bearer: sounds good, too!

24
The basic idea from the first build was to cast equipment every turn, so I definitely spend the mana. Plus: I can replace the Helm of Command by deploying it via the Forge, i.e. no quick action for switching the spell bound to it.
Then again, I haven't used the Helm that much anyway, and feel like trying out an opening with Gurmash instead of the Forge+Helm idea.

25
How is a single wall of earth going to really project your forge?

This seems like it'd work better with a force mage then warlord. What is warlord bringing to the table here really?

I haven't tested this second opening, so I cannot tell yet. If it's a quick game (and that's what I'm going for), the Forge doesn't need to be protected an awful lot because I don't need that many turns anyway. It's about how the first game (without the wall) went: an early wall would've stopped that Surging Wave which took out the Forge. Or one could simply play the Forge further away from the opponent. Or start with Panzergarde, but that would slow the whole thing down...

As for FM as an alternative: yes, that might work, and probably will work better with the FM. Still: I want to make the Warlord work by sticking to what he has at his disposal (Battle Orders, War spells, possibly Veteran tokens), as I tried with the first version of this build. And now, with FiF out, I think it's better than before, so that's at least something to play around with. :)

26
Here is the updated version of an earlier build of mine (see http://forum.arcanewonders.com/index.php?topic=13774.0).

[spellbook]
[spellbookheader]
[spellbookname]The Chargeotaur v2[/spellbookname]
[mage]Warlord[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA02]1 x  Hurl Rock[/mwcard]
[mwcard=FWA04]1 x  Hurl Boulder[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j22]1 x  Tanglevine[/mwcard]
[mwcard=MWSTX2FFW01]2 x  Wall of Earth[/mwcard]
[mwcard=FWJ07]3 x  Quicksand[/mwcard]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX2FFC07]1 x  Gurmash, Orc Seargeant[/mwcard]
[mwcard=MWSTX1CKC07]1 x  Dwarf Panzergarde[/mwcard]
[mwcard=FWC11]2 x  Orc Butcher[/mwcard]
[mwcard=MWSTX2FFC06]1 x  Goblin Alchemist[/mwcard]
[mwcard=FWC06]1 x  Goblin Slinger[/mwcard]
[mwcard=MWSTX2FFC03]2 x  Bloodcrag Minotaur[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e20]1 x  Harmonize[/mwcard]
[mwcard=MWSTX1CKE03]2 x  Healing Charm[/mwcard]
[mwcard=DNE03]2 x  Stumble[/mwcard]
[mwcard=mw1e29]2 x  Nullify[/mwcard]
[mwcard=MWSTX2FFE06]1 x  Lion Savagery[/mwcard]
[mwcard=MWSTX2FFE02]1 x  Akiro's Favor[/mwcard]
[mwcard=MWSTX1CKE01]1 x  Armor Ward[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ09]1 x  Wand of Healing[/mwcard]
[mwcard=FWQ08]1 x  Ring of Command[/mwcard]
[mwcard=mw1q11]1 x  Gauntlets of Strength[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[mwcard=MWSTX2FFQ05]1 x  Harshforge Plate[/mwcard]
[mwcard=MWSTX1CKQ05]1 x  Dispel Wand[/mwcard]
[mwcard=FWQ05]2 x  Helm of Command[/mwcard]
[mwcard=MWSTX2FFQ06]1 x  Morning Star[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i19]2 x  Piercing Strike[/mwcard]
[mwcard=mw1i10]2 x  Evade[/mwcard]
[mwcard=mw1i04]2 x  Charge[/mwcard]
[mwcard=mw1i02]2 x  Battle Fury[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=mw1i17]1 x  Minor Heal[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=MWSTX2FFI06]2 x  Defend[/mwcard]
[mwcard=mw1i29]1 x  Vampiric Strike[/mwcard]
[mwcard=mw1i18]2 x  Perfect Strike[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Opening 1 (attack on turn 3):
(19) Move 1, Battle Forge (8) in NC, Harmonize on Forge (4); 7 Mana left
(16+2) Deploy Ring of Command (1+2), Fullcast Minotaur (15); 0 Mana left
(10+2) Deploy Helm of Command (2+2), Lion Savagery on Minotaur (5), Charge (Battle Orders) (0), Minotaur attacks for 9 dice.; 3 Mana left (could be used for a hidden enchantment, e.g. Armour Ward)

Opening 2 (attack on turn 4):
(19) Move 1, Battle Forge (8) in NC, Harmonize on Forge (4); 7 Mana left
(16+2) Deploy Ring of Command (1+2), Wall of Earth (5) to protect the Forge; 10 Mana left
(19+2) Deploy Helm of Command (2+2), Fullcast Minotaur (15), unrevealed Lion Savagery on Minotaur) (2); 0 Mana left
(9+2) Deploy Leather Boots (if opponent seems to go for you), Wand of Healing (if your fear condition markers on the Minotaur) (2), Charge (Incantation via Helm of Command) (3), reveal Lion Savagery (3), Minotaur attacks for 10 dice.
Instead of the Charge Incantation, one could also the Charge Battle Orders (0) and put a Nullify on the Minotaur.

I put in Gurmash in in order to have some more mana, actions, and another source for Command spells so my Mage could pack the Morning Star and go for melee as well, but I haven't tried this yet. My first match with a slightly different version ended in a loss because I packed no Force Pushes (and only had 110 spellbook points, shame on me!) - and because I lost the Forge on turn 3. I had the most important equipment on the Mage, but still it was problematic for the overall idea. That's why I came up with the second opening if the opponent goes for the Forge. Squeezing in Shift Enchantment might be a good idea for mid game in order to move Harmonize from the Forge to my Mage.

27
Strategy and Tactics / Re: Goblin Swarm?
« on: July 21, 2014, 10:44:47 AM »
I'm working on one as well. :) With the Bloodwave Warlord, however. From your last post I deduce that you want to use the Anvil Throne Mage?

I haven't tried him yet, but I think a Goblin Swarm with Armory would be great with the Bloodwave Warlord because of the Veteran tokens. Armory (Piercing +1) + Charge (Battle Order) make those wimpy Goblins hit surprisingly hard - and if you have several of them, one or the other will earn a Veteran token. Thus, you can have a Goblin with Melee 4, Piercing +1, and 2 Armour (not counting the Standard Bearer bonus). Still, most of them will die. But hey, it's called the Bloodwave for a reason. ;)

Another advantage of the Armory is that it counts as an outpost and therefore adds to your Barracks' mana supply.

A (very) slow opening could be:
(19) Barracks (12), Garrison Post (4) = 3
(12+2) Signet Ring (3), cast (not Deploy) Grunt (3) = 6+2
(15+4) Deploy Grunt (3), Armory (10) = 5+1
14+4: Deploy Grunt (3), Fullcast Gurmash (11), hidden Standard Bearer on Gurmash (2) = 1+1

28
General Discussion / Re: Only 1 Barrack
« on: July 08, 2014, 04:01:05 PM »
Whatever!  ;)

No, true, I forgot those. Still, most spawnpoints only have one copy.

29
General Discussion / Re: Only 1 Barrack
« on: July 08, 2014, 11:09:11 AM »
(Side note: you also get two copies of Construction Yard in FiF. To correct what I wrote earlier: there is only one copy of every creature spawnpoint :) )

30
General Discussion / Re: Only 1 Barrack
« on: July 08, 2014, 02:13:09 AM »
Just like all the other spawnpoints in the game (Lair, Gate to Voltari, Pentagram...) - one copy only. ;)

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