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Messages - BoomFrog

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16
Strategy and Tactics / Re: Goblin Builder aka Goblin Gardener
« on: November 25, 2014, 07:49:43 AM »
On the topic of your original idea I can only see it being good if you are somehow getting a lot of benefit from non-vine plants. If you are just casting vines a vine tree would be much more effective and I have rarely felt the need to plant two things in a turn.

It is interesting that he can repair your tree which is otherwise very hard to do. He could make it much harder to kill, so if you have some reason to have Mohktari as your tree bond then a builder or two could protect it quite well, but I don't see them actually playing a lot of plants down.

This would be an extremely defensive build, probably the druid never leave her starting zone and builds a pit?

17
Drain power is interesting. Beastmaster has a huge starting advantage from pet and would love a game where both mages get only one creature. Using drain power to prevent any expensive full round actions may be worth it.

Turn 1: Pet Falcon, rouse, pet moves to far center. Mana left: 10
Turn 2: Cheetah speed self, pet attacks, move to fc and enchant self (bear str?) Or curse? (Poisoned blood or nullify?) Mana left: 12
Turn 3: melee attack and drain power if opponent hasn't cast yet.

Any time they have 8+ mana and no nullify drain power again, otherwise play buffs and curses and armor. You should win the damage race. Finish with a jinx and a hurl boulder. Of they are surprised they may never get to summon a creature.

18
Yeah sorry, I had something else come up last minute. Now I'm fiending to play so if anyone wants to just meet up somewhere in the twin cities send me a PM.

19
Strategy and Tactics / Re: The Mage Scale and Matchups
« on: November 23, 2014, 08:58:57 PM »
Quote
Johktari Beastmaster - All Wizards - everyone else...
This smells like my meta from a year ago.  Super aggressive books that try to turn mana into damage with no investment in mana or action generators.  They simply lose to forcemasters though, so I still think FM deserves the #1 spot.  Anyone who charges a FM is going to regret it.

I'm also surprised to see straywood so low on the list.  You obviously have not felt the falcon fury.

20
I think wither you want to super rush our not depends on what your opponent summons. If they summon a creature or conjuration like Battleforge that you want to destroy then I could see using rouse for early dice. But if they just play a very study conjunction like gate to Voltari then you would probably be better off investing in more dice round 3+ them using rouse to get turn 2 dice.

I like Rajans but I think you want to maximize your summons. Turn 1 face up cheetah speed, QC regular falcon. Turn 2 move next to them summon pet bat and rouse. Turn 3 falcon and melee.

Without a lair your actions per round are so limited. You can't afford to play rouse unless it's killing something 1 turn earlier then it might be worth it. If you are just going after the enemy mage you'll get more out of a rust or marked for death or even mage bane.

21
Strategy and Tactics / Re: The Mage Scale and Matchups
« on: November 22, 2014, 06:54:43 AM »
I agree with fas723, although the opponents spell book matters a great deal, you have to make an an educated guess on turn 1 based only on the opponent's mage.  Once you've seen the opponent's turn 1 then everything is reevaluated but for that initial evaluation you have to decide which of the two of you is benefited from being aggressive.

Fundamentally in every game one of the two players would benefit from moving closer and the other would benefit from staying at max distance.  If both players stay back or both players move closer one of them is misreading the situation.  My list for first impressions is close to RedDawn's.

Forcemaster - Arraxian Crown Warlock - Straywood Beastmaster - Adramelech Warlock - Priest - Johktari Beastmaster - Bloodwave Warlord  - Druid - Wizard - Necromancer - Anvil Throne Warlord - Priestess.

If someone is higher then you on the list you should probably stay in your corner, if they are lower then move forward.  The change I made was moving the Warlocks up and the anvil throne warlord down.  Harmonized pentagram isn't too great and every other warlock plan involves getting in the opponents face.  The anvil throne warlord will out economy you if you leave him alone.  Do not let barracks+battleforge+meditation amulet actually get going.  Bloodwave is less likely to be going for a double spawnpoint.

The list is imperfect and will change depending on the actual book you are playing.  Really when designing a book I start with my 3 turn plan against "aggressive" and a different plan vs "defensive" and then when I'm done with the book you can categorize which types of opponent you consider aggressive and defensive.  And once your opponent plays their first spell then you can reevaluate.

22
Dang it I'm going be there this time and was looking forward to actually meeting you and playing against you.  :)

What time will the earliest person be there?

23
Spells / Re: What do you think about Ballista?
« on: November 20, 2014, 01:04:13 PM »
You already can't shoot someone point blank. Let's say it's too easy to dodge at range 1.

The farther you are from a seige weapon the more distance it can adjust with the same change in angle.

I still think the fundamental issue remains with stacking instant attacking conjurations but it would help a lot. And it would make it much more of the siege season it is supposed to be. Designed to attack an entrenched but immobile defense.

24
Spells / Re: What do you think about Ballista?
« on: November 19, 2014, 09:13:09 AM »
Your forgetting that the best counter to one for unavoidable damage is healing. If you have dispel, dissolve and a bunch of healing you will make them pay more to kill you then you pay to survive. Of course you have to leverage that survivability into victory, but highly defensive strategies do exist.

25
Spells / Re: What do you think about Ballista?
« on: November 18, 2014, 01:47:33 PM »
Making it unique only pushes the problem into the future. Now they can't release any future conjurations with a creature targeting ranged attack. That seems like a design space they would like to explore more.

Anyway, even devouring ooze plus one ballista is really strong.

26
Spells / Re: What do you think about Ballista?
« on: November 18, 2014, 07:25:00 AM »
I haven't tested it but I believe the counter to ballista is walls. One wall of earth cost 5 mana and will block a ballista twice or at least once and absorb an enemy creatures melee attack. For 5 mana you've negated an 8 mana thing for 3 or so rounds. That's a good deal.

The unfair part of ballista is that is can attack instantly as a combo with another creatures move. Movement control like teleport usually only lets you force one positional dependent hit. If you teleport your opponent you only get to hit him with one hydra not all your hydras. You have to have an elaborate pit to keep him in position to have all your hydras attack. But for a single teleport or force push you get to have one hydra and all your ballistas attack. You get too much benefit.

Fundamentally conjuration attacks should have used action tokens and taken turns, but it's too late for that. A reasonable fix would be restricting the ballista to only attack before a friendly action and before quick cast, but that's an awkward rule. The problem is the chain of actions in a row, it has to be broken somehow. Or simply raise the cost of ballista.

27
General Discussion / Re: The spell most used in every book
« on: November 15, 2014, 01:54:47 PM »
I voted for dispel because there is always at least one enchant your deck really can't stand.

However a close second is acid ball. Only a deck relying on direct damage effects doesn't need acid ball.

28
Spellbook Design and Construction / Re: Help with finishing FM build
« on: November 14, 2014, 08:10:55 PM »
The forcemaster had the tightest restriction on actions of any mage, you are attacking almost every round and often need to use force pull which leaves you with Battleforge and very few versital actions. And if healing is very action intensive to use.

Every condition that can affect your made can be felt with by another card more action effectively. Corrode removed by deploying new armor or disarming your chest piece. Poison can be purged. Daze can be mitigated by akiro's favor. Burns can be washed off with geyser. Stuck can be teleported out of. Besides deflect deters most spells that cause conditions anyway.

Tl,dr: Use purify not wand of healing.

29
Alternative Play / Re: Apprentice mode Level 0
« on: November 14, 2014, 10:18:16 AM »
Looks decent, although remember you have to explain damage barriers now.

I'd give the wizard two arc lightning's too so he's got some choice with his low channeling.

30
Alternative Play / Re: Apprentice mode Level 0
« on: November 13, 2014, 09:30:14 AM »
I think I'd also consider giving the priestess a wall of stone and the Beastmaster two walls of thorns.

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