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Topics - TricksterHat

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1
Spells / Clerics and swarm-guarding
« on: May 12, 2013, 09:27:36 PM »
I have so far thought the cleric to be pretty useless, but now I looked at it again rethinking my opinion.

The cleric can generate mana at the Temple of Asyra which is prette cool, but it is an early game move and the Priestess is often vulnerable in early game. It has a pretty useless heal of one die. It is pretty tough for a cheap creature, but has only a weak attack. So it can do different things, but non of them well.

Except in numbers...
Many clerics together might be strong force. With 5 clerics you have a minor heal per round. They can take turns at guarding and healing up and producing mana at the temple. With a Sacred Ground in their zone, they will be quite durable and almost impossible to one-shot. Later in the game, they become a portable minor heal or an alternative swarm.

It is a strategy that should be played early in combination with Temple of Asyra, once you have 4+ clerics (two turns) you can start doing other thing. Temple of Asyra+Harmonize+clerics will get you 14 mana a turn, which is pretty solid for building the counter-offensive.

It is not strategy that can be used against everything and using it in many situations will be fatal (aganist mana drain or AoE-heavie fast-moving Warlock), but I think I might finally have found a use for the cleric.

2
Strategy and Tactics / Whirling spirit+enfeeble against Warlock aggro?
« on: April 28, 2013, 06:13:21 PM »
When I design spell books I often worry about the Warlock aggro build. Not because I encounter it often (I don't play that often), but because I feel that a well-rounded build should have an answer to this.  I don't want to design specifically against this build, however.

So, how would Whirling spirit (for the push+incorporal) + enfeeble do for a relative simple way to slow him down? Perhaps with a Jinx to delay the dispel. That combo might also have uses elsewhere.

3
Alternative Play / 2 vs 1 scenairo
« on: April 27, 2013, 12:12:46 PM »
I had a loose idea for a 2 v 1 scenario that I hope to try one day.

The priestess vs two other mages. The priestess starts at one end of the board with perhaps 4 temples from the beginning. The two others mages have to work together to defeat her.

I have no idea of the balancing, but it could be fun to try mission-like setups.

4
Spellbook Design and Construction / A simple Beastmaster
« on: April 27, 2013, 10:59:03 AM »
Hello All

I have received great input here, and now I will try to post a simple Beastmaster build.

Note: I have not played the expansion, so there might be things there I havn't considered.

The idea is to build a mana-efficent army that don't rely on any single thing and can respond to most threats in a mana-efficient way. Creatures and enchantments being the most mana-efficient as I see it.

Attack
Geyser

Conjuration
Mana Flower x2
Tanglevine x2
Tooth & Nail
Hand of Bim-Shalla x2

Creature
Bitterwood Fox  x3
Cervere, The Forest Shadow
Emerald Tegu
Fellella, Pixie Familiar
Mountain Gorilla
Redclaw, Alpha Male
Sosruko, Ferret Companion
Steelclaw Grizzly
Tarok, the Skyhunter
Thunderift Falcon
Timber Wolf x2

Enchantment
Bear Strength  x2
Bull Endurance
Cheetah Speed
Eagle Wings
Mongoose Agility
Regrowth
Rhino Hide
Harmonize
Nullify
Reverse Magic
Reverse Attack
Divine Protection
Marked for Death
Poisoned Blood
Maim Wings

Equipment
Bearskin
Regrowth Belt
Ring of Beasts
Staff of Beasts
Elemental Cloak
Mage Wand
Gauntlets of Strength
Leather Boots

Incantation
Rouse the Beast
Dispel  x2
Seeking Dispel ) x2
Shift Enchantment  
Force Push  
Knockdown
Sleep
Minor Heal  x2
Purify
Battle Fury  
Perfect Strike
Dissolve  x2

Standard opening:
Turn 1: Two Bitterwod foxes, make one your pet (7 mana) or 1 fox + 1 falcon if you want to save your fox for combo with Redclaw.
Turn 2: Move one, Mana flower+Harmonize (8 mana).
Turn 3: 19 mana. From here it depends on your opponent and what you perceive as his or hers greatest weakness. You could gear up, cast Fellela, or a big creature.

The idea is to put pressure on your opponent from the beginning while also securing a fair manabase. Now you have an idea of what your opponent is about and can respond accordingly. Keep applying pressure while building your strength with creatures and enchantments, but don't be too impatient. Remember that every creature and enchantment is expendable and make sure your opponent don't get time to build a deadly combo. If your opponent is aggressive, build your defenses and turn them into offense when the time is right.

I havn't tried against an aggro-Warlock and it would probably require a more defensive opening, but I think the defenses would hold if you play well.

Drawback: You can't summon deadly force very quickly

I actually think the Beastmaster is a bit boring, but damn his creature are efficient.

What do you think?

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