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Topics - echephron

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16
Rules Discussion / Turn to Stone and Enchantment Transfusion
« on: January 24, 2015, 12:45:40 PM »
TTS: [mwcard=MW1E39]Turn to Stone[/mwcard]
ET: [mwcard=MWSTX1CKE04]Enchantment Transfusion[/mwcard]

Is ET restricted in when it can move TTS? Is there a general rule of ET that it cant move revealed enchantments which could not be revealed at that moment?


An example is a creature in the declare step of attacking your mage. You ET TTS and the creature would turn to stone mid attack and the attack would be presumably cancelled.

17
General Discussion / New Anchored Trait discussion
« on: January 20, 2015, 04:24:40 PM »
The last podcast talks about the new Anchored trait, which stops teleportation effects. the Orb Guardians have it for example.


An enchantment that give anchored trait would be awesome for builds that are trying too hide themselves with behind tons of creatures since it will then take an additional action too teleport them away which could mean an additional round of creatures attacking.

I'd rather the equipment be an cheap equipment than an enchantment. Maybe 3 mana earth lev1 gives Anchored. I could see a cloak slot. EX Anchored Cloak. 6 mana, earth1, armor+1, cloak slot. I'm not sure what school should get anchored, but it shouldnt be arcane and it shouldnt be  an enchantment

One reason I dislike an anti-teleport enchantment is that training in arcane gets you teleports and dispel/seeking dispel enchantments cheaply from 2 zones away. Plus, if you negate a Banish with a cheap enchantment with no forced reveal, that is a big advantage.

18
General Discussion / New Promos!
« on: January 05, 2015, 08:47:59 PM »
https://www.kickstarter.com/projects/tomvasel/the-dice-tower-2015-season-11

and I believe Messenger of Bim Shala used to be called Mending Angel.
The Pictures are too big!

Magma Golem

Messenger of Bim-Shalla

Unstable Fire Imp

Reinforce

Life Link

Hidden Tunnels

Dwarf KriegsHammer

Bind Spirit

19
Spells / Critical Strike Promo
« on: January 05, 2015, 04:33:28 PM »
its an enchantment that gives your first attack of the round pierce +3. Its a promo that came out a long time ago. I'm guessing around the time of forcelord versus Warmaster.

I would rather that it work as an opposite to the Veteran's Belt. What i mean is that the first attack of a round, it turns 2 normal damage into critical damage.

The old critical strike is better with big attacks(lots of normal damage) against opponents which have a fair amount of armor. It is bad with smaller attacks against high armor opponents because that piercing doesnt remove enough armor to get any normal damage through. With brace yourself it is now trivial to get even small creatures up to 5 armor.

I guess what i am saying is that if critical strike ever becomes more than a promo, I think it would be more fun my way as a reverse Veteran's Belt.

20
Spells / Lev 1 outposts lose Zone Exclusive thought
« on: December 16, 2014, 02:36:19 PM »
I had an idea for a fun rule change that will never happen. Change the level 1 outposts to lose Zone Exclusive. they have to stay far apart anyway due to being outposts, and i'd love to not worry about saving space for future outposts.

i welcome you to list problems with it. makes Altar of domination easier to pull off. lets you place outposts on top of enemy zone exclusives too.

21
General Discussion / Tips for losing to new players
« on: December 08, 2014, 05:41:27 PM »
A recent podcast about getting new ppl into mage wars tells you to not cream them the first time you play. I tried to put no thought into my strategy, but i still creamed the guy and apologized.

I want some tips on how to lose, but i still want to make it look like i am trying and show them good strategies to emulate and not make it obvious that i am trying to lose.

edit: I mean losing their first apprentice game.

22
Custom Cards / All that equipment you see on the Mage cards
« on: November 24, 2014, 11:48:09 PM »
Remember all those cool items on the mage cards? Well right now I'm going to make spells for some of them:

Johktari Beastmaster

Skirmishing Spear
2 nature 8 mana takes up both hand slots
Jab: Quick melee attack: 4 dice
Skirmish, charge +1 for attacks which use this weapon.

Skirmish attack trait:
If you used a full action to make this quick attack, you may take a move action at the end of the attack action. (I've thought a lot about how skirmish should work)

Poisoned Dagger
1 nature 5 mana takes one hand slot
Stab: Quick melee attack: 1 dice piercing+1 1 tainted on 7+
If you have a piece of equipment which takes up both hands, Poisoned Dagger does not take a hand slot.

Priest
Book of Malakai
2 Holy 8 mana takes one hand slot
Holy Mage only
Light attacks bound to this object gain +1 melee/ranged
All other attacks made by you roll one less damage die
When you cast this spell, you may bind a holy attack spell to it. This bound spell may not be changed.

Forcemaster
Belt?

Necromancer
Helm?

Anvil Throne Warlord
Big Axe Takes weapon hand slot
2 war 8 mana
Full action: 5 dice
This attack gains melee+2 if your shield hand slot is empty.


23
Mages / Druids Codex
« on: November 24, 2014, 10:38:34 PM »
After making a long post on starting druid options and listening to the druid podcast, I want to write a comprehensive look at the druid. Here is my first draft. It details the following:

A) How a druid is better or worse at something relative to the average mage
  a) Specific druid-only tactics
  b) Tactics in which a druid has some advantage in

B) Tree conjurations

C) Specific druid-y spells and their combos
  a) vinewhip staff
  b) Togorah
  c) kralathor
  d) Barkskin
  e) Tataree
  f) Burst of Thorns
  g) Fellella
  g) Rhino Hide
  h) [mwcard=DNJ02]Corrosive Orchid[/mwcard] / [mwcard=DNJ06]Nightshade Lotus[/mwcard]
  i) Tangle/Stranglevine
  k) Hunting Bow:
  l) Thornlasher and...
  m) push through a wall
  n) Renewing Spring and regeneration(such as mohktari in the same zone)
  o) Stuck/tangle/strangle and...
  p) Removing corrode markers


D) Out of school(or a "beastmaster" spell/animal) synergies

----------------------------------------

A) How a druid is better or worse at something relative to the average mage
Good at
0) Good at plants, though this is implied. Plant aids include: Renewing Rain, Mohktari's Branch, Etherian Lifetree, Tataree, treebond, and vine casting
1) Hindering and immobilizing non-flying creatures(vinewhip staff vines and stuck, tanglevine, stranglevine, hindering vines, thornlasher preventing movement)
2) Passive healing(Regeneration, lifebond, [mwcard=MWSTX1CKQ01]Sunfire Amulet[/mwcard], )
3) Channelling w/ mana flowers and seedling pods which are castable by the 2 main spawnpoints
3.1) Enough spawn points(and fellella) to use mediation amulet
4) Long range vine spells which including creatures and the ability to destroy equipment
5) Negating equipment through outright destruction, or armor mitigation
6) Trained in nature school(enchantments, Enchantment familiar(Fellella), rouse the beast, ...)
7) Trained in water school(armor/equipment negation, surging wave, burn removal)
8 ) Good Bleed access(bloodspine wall, burst of thorns, hunting bow, bleed animals(wolves, lion, that promo rage animal)



Bad at
9) Opposing schools(fire(no major loss as far as i can tell), war(archers to exploit the hindered movement, goblin builders, akiros favor,
10) Fortified position, Ivarium Longbow)
11) Fire damage(flame +2)
12) Limited in-school ways to control flying creatures
13) Armour on plants aside from Rhino Hide
13.1) Mobility on plants
14)[mwcard=MW1J19]Deathlock[/mwcard]
15) Ethereal damage

  a) Specific druid-only or nature-only tactics
1) Heavy Economy with 2 spawnpoints and meditation amulet
2) Heavy Economy with guardian angel and Samara tree
3) Fellella enchantment spam like the Tinkerbell build
4) Kralathor focus
  b) Tactics in which a druid has some advantage in
1) pushing through walls
2) Bleed Stacking w/ finite life
3) Supported Raptor Vines
4) Plant creature Spam
5) A Bow with pushes, snatching, and immobilization


B) Tree conjurations
[mwcard=DNJ09]Samara Tree[/mwcard]: a slower opening where you put seedlings everywhere, maybe a guard on samara. the goal here is a strong endgame via superior channelling, and surviving that long with defense.

[mwcard=DNJ12]Vine Tree[/mwcard]: This is the most direct tree. it casts tanglevine really well. Decide if you are using seedling pods for a longer game similiar to the samara build.

[mwcard=MW1J15]Mohktari[/mwcard]: This one grants you regen2 and lifebond2, making you heal 4 a turn under the tree. It may be useful if you are using creatures without regen(animals and guardian angels usually). Mohktari also has more armor and is not zone exclusive. You'll want to stand under the tree, which means
a)watch for zone attacks
b)keep the enemy within range somehow

[mwcard=DNJ03]Lifetree[/mwcard]: Maybe a conjuration heavy build with wall pushing or economy. I'm not too sure. Great with plant walls, tangle/stranglevine, seedling pods, Fellella, Tataree, and who knows what else.

C) Specific druid-y spells and their combos
  a) [mwcard=DNQ08]Vinewhip Staff[/mwcard]
Extra vines and Reach attack. The main draw is the ability to give any non-flier up to 2 zones away Stuck. it is amazing. its like [mwcard=MW1E16]Force Hold[/mwcard] without the upkeep or extra spellpoints. you will have to reapply it though stuck is harder to intentionally destroy(a teleport is the main way). I suggest you have a way to knockdown heavy fliers so you can give them stuck. It is also important to  push them into a zone where they will be ineffective before making them stuck.
  b) [mwcard=DNC18]Togorah[/mwcard]
He is super expensive, so if you dont plan for him, you will never have the mana to pull him out. He may be the best guard, has reach, can stun fliers to knock them down, and a solid attack. His attack impairs one attacker with daze/stun and his guard marker blocks another creature
's attack, so he can be good at blocking 2 creatures. Even with the starting 2 armor, i suggest a rhino hide. He is effectively slow due to not having a quick attack, though he can move and guard. If you don't need an (effectively slow) intercepting guard or a way to deal with fliers, don't pay the mana for him.
  c) [mwcard=DNC06]Kralathor, The Devourer[/mwcard]
Yes, +2 to undead. Protect him early until he has a few growth markers. I normally wouldn't bother casting him unless you can tell the enemy plans on making more than a couple creatures all game. Great at dealing with light fliers. He is the only plant you can make fly to avoid attack.
  d) Barkskin
A good emergency card. Cantrip means that you can cast it early without fear of a seeking dispel and that opponents may not bother with dispelling it. Be cautious of the upkeep cost, but if you have enough mana, it makes you much more survivable. It is a good backup regenerate if you main source(such as standing under mohktari) is removed.
  e) Tataree
Be extra wary of zone attacks. It is only of the few ways to heal a living conjuration. I suggest it helps channel mana on a seedling pod one zone away from your lifebonded tree, so if the tree is about to die, it can fly in for the save. Brace yourself, Bulls endurance, or lifetree are ways to keep it alive
  f) Burst of Thorns
One of the few in-school ways to damage fliers. Stacking bleed is even better than stacking rot if they cant heal. It cant be removed with purify and it can effect poison immune necromancers. the bloodspine wall push is a more reliable way to apply bleed.
  g) Fellella
Brace yourself, Bulls endurance, or lifetree are ways to keep it alive. I suggest both of those enchantments if she is crucial to your strategy.

  g) Rhino Hide
Every single plant creature wants this. level 3+ plant creatures will live far longer if they get one. Armor makes every life point worth more life, so the creature has more life and the regenerate and vampiric effects restore more effective life.
Example:If 2 armor always blocks 1/3 of all damage, it takes 150% the damage to kill you. you have effectively 150% life, regenerate 2 is more like regerate 3, and the vampiric trait healing 4 life is more like healing 6 life.

  h) [mwcard=DNJ02]Corrosive Orchid[/mwcard] / [mwcard=DNJ06]Nightshade Lotus[/mwcard]
There is a trick to deploying the "attack flowers" from a spawnpoint. Deploy it when you have initiative so that they only get one quickcast to prevent its Mist attack. The enemy will try to kill it or move away and if they get a full creature action they are likely to succeed.
I think of the attack flowers as level one creatures with one charge of an incantation spell(dissolve or sleep) which bypasses incantation defenses(defenses such as nullify or [mwcard=MWSTX2FFQ05]Harshforge Plate[/mwcard]). Forcefield, divine intervention, and intercepting guards are the only ways i know of to avoid these Mist attacks.
  i) Tangle/Stranglevine
Cast tanglevine at the start of a round and stranglevine at the end of a round. If you want to stall your enemy(especially on an early rush), tanglevine is invaluable. Stranglevine on the enemy mage is either good for making the enemy use a teleport or a gameender if you give it enough support. Make sure the enemy is out of teleports, guard the zone, and make sure the enemy mage cant kill the stranglevine with his own melee attacks.
  j) Rouse the beast [or (A)rouse the beast as my girlfriend calls it]:
Togorah to get a stunning heavy attack and a guard marker at once
kralathor to get a growth marker
Thornlashers for an early chance to snatch, though i would just spend more mana and cast a reliable force push
  k) Hunting Bow:
with an animal for bleed
with tangle,strangle, surging wave, force push, thornlasher to keep distance.
  l) Thornlasher and...:
bloodspine walls, caltrops, enchantment "traps", slow/rooted/fullattack creatures(Vinesnapper, Togorah, attack flowers)
  m) push through a wall:
(Thornlasher, surging wave, force push) through a (wall of thorns, bloodspine wall)
  n) Renewing Spring and regeneration(such as mohktari in the same zone)
A zone with a few vinesnapper which has a renewing spring can help them rapidly heal
  o) Stuck/tangle/strangle and...:
slow/rooted/fullattack creatures(Vinesnapper, Togorah, attack flowers)
  p) Removing corrode markers:
This is a way to remove up to 6 corrode markers and get back to 6 armor in 2 actions and 2 revealed enchantments. It is easier if you are only getting back to 2 or 4 armor.
destroy barkskin via upkeep, reveal a rust on yourself, disable chestpiece or swap out your chestpiece with another(first action), enchantment transfusion rust to an enemy, recast barkskin(second action).



D) Out of school(or "beastmaster" spell/animal) synergies
1) Veterans belt
2) [mwcard=MW1J11]Idol of Pestilence[/mwcard]: due to your forces' regeneration it mostly hurts your (non-necromancer) opponent.
3) Poisoned blood: combos well with bleed and prevents regen in longer games.
4) guardian angel(heals 4 a turn guarding Mohtari): Great for guarding your treebonded tree. Way cheaper on mana than Togorah
5) [mwcard=MWSTX1CKQ02]Hunting Bow[/mwcard](i say out of school because some people think its only for the beastmaster):it deals with fliers and creatures you keep away from you quite cheaply. combine with an animal for bleed.
6) [mwcard=MWSTX1CKC03]Galador, Protector of Straywood[/mwcard]: the closest thing you have to an in-school answer to incorporeal objects. knocks down fliers. combos with hunters bow. can be enchanted to fly unlike your plants.
7) maim wings or Tarok, the Skyhunter to cover her air weakness

24
Strategy and Tactics / Goblin Builder aka Goblin Gardener
« on: November 24, 2014, 08:02:49 PM »
I am wondering how to exploit the goblin builders with a druid
they can heal the living conjurations
they can cast living conjurations into their zone
they can cast attack flowers which can attack immediately

I'm thinking the treebond will be a Lifetree since i need less from spawnpoints, and th elifetree will keep the gardeners alive.

Don't have them leave a zone till it has at least a zone exclusive, and a seedling pod

I'm pretty sure a cantrip-ed seedling pod is stuck in the discard pile if the goblin builder who prepared the spell is destroyed. confirmation?

25
Strategy and Tactics / how does your druid stop adramelech
« on: November 17, 2014, 04:54:36 PM »
I am working on a slow druid and i anticipate a problem resisting strong flyers(level 5 angels and especailly [mwcard=MW1C01]Adramelech, Lord of Fire[/mwcard]). weaker fliers can be a problem, but i have a [mwcard=DNC06]Kralathor, The Devourer[/mwcard] and guards.

The current plan to neutralize a flying big is sleep -> quicksand with an intercepting guard in the zone.
To delay them, I can [mwcard=MW1I15]Knockdown[/mwcard]and stuck them with [mwcard=DNQ08]Vinewhip Staff[/mwcard].

I dont like [mwcard=MW1I01]Banish[/mwcard], because the game will last many turns.

I guess i am looking for ideas, both for killing them and neutralizing them. i guess a forcehold might be good.

26
Off topic / expensive canada shipping
« on: October 02, 2014, 04:46:15 PM »
ok internet: is there anyway to get the new magnetic status boards sent to canada without paying ~$35 in shipping? the things cost like $12. I'm guessing they are only available on arcane wonders store.

27
Strategy and Tactics / wall-in opponent turn1?
« on: September 10, 2014, 01:31:59 AM »
Anyone ever try this? Agro walls!

If you have initiative, on your mage's action phase:
teleport forward 2 zones(6mana), then move one and cast an extended 5 mana wall(wall of earth) for 11 mana. 17 total.

I imagine it being a warlord. He does the above, then gets otto, boltstorm in an archers tower, and replaces the walls as they break.

In a 2v2, walling apart your opponents might be a good idea too.

28
Strategy and Tactics / walls and archers
« on: September 04, 2014, 06:14:23 PM »
Anyone ever have any luck keeping walls between you and the enemy while hitting them with archers? I'm trying to get a "walls and archers" book off the ground.
[mwcard=FWC10] Ludwig Boltstorm[/mwcard], [mwcard=FWC07] Grimson Deadeye, Sniper[/mwcard]

29
Alternative Play / level 1 creatures are quick actions.
« on: August 26, 2014, 08:43:01 PM »
What would the game be like if level 1 creatures were quick actions(with the possible limit that the second lev 1 creature cast is a full action like the beastmasters ability). I dislike that casting several level 1 creatures requires beastmaster or a spawnpoint. I'd like a warlord with a bunch of creatures that doesn't require a barracks opening.

I argue it would be funner. beastmaster quick summoning would get a buff(like that level 2 are quickcast or that he can use his quick summoning twice per turn, or that he can treat level one animals as having the extendable trait (can cast two in one action)

30
Spellbook Design and Construction / Solo w/Fellella
« on: August 11, 2014, 09:08:51 PM »
I call fellella Fella. This spellbook is of a druid, but a beastmaster can do it too. I welcome you to show me your Solo w/ fella books.

I havent tried it yet. I tried to keep it low on manaspending. this is a very rough draft.

So ever since Brace Yourself, familiars with high defences and low HP can become more sturdy. Stack a bulls endurance and brace yourself on a Fella and she has 10hp, 4 armour, and a 6+ defence.

Spaming retaliate on your mage is awesome if the enemy mage has to attack you and you have a good attack. you could spam jinx for 6 rounds and cancel out your opponents quickcast(but i only have 2 jinx). get to 10 dice(+1pierce; 8 dice on retalitate too; vamp heals both) with vinestaff, bears,lions savagery charge, gauntlet, hand of bim shala.

I splurged for 2 [mwcard=MW1E40] Vampirism[/mwcard] because the retaliate attack heals you as well and sustainable healing is important if you solo.

My treebond is [mwcard=DNJ03] Etherian Lifetree[/mwcard] because:
1) i can cast it turn 1 with fella(samara tree can too, but i am not feeling the seedling pods with this build)
2) i dont have the spells for a tree spawnpoint

it buffs fella(plus attack flowers and stranglevine), and i dont intend to kill enemy creatures. I hope that the lifetree is so innocuous that the enemy leaves it alone.

[spellbook]
[spellbookheader]
[spellbookname]BerserkeringDruid w/Fella[/spellbookname]
[mage]Druid[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX1CKA01]2 x  Surging Wave[/mwcard]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNJ06]1 x  Nightshade Lotus[/mwcard]
[mwcard=DNJ02]2 x  Corrosive Orchid[/mwcard]
[mwcard=mw1j08]1 x  Hand of Bim-Shalla[/mwcard]
[mwcard=DNJ03]1 x  Etherian Lifetree[/mwcard]
[mwcard=DNJ10]1 x  Stranglevine[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c13]1 x  Fellella, Pixie Familiar[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e01]2 x  Bear Strength[/mwcard]
[mwcard=mw1e30]2 x  Pacify[/mwcard]
[mwcard=mw1e33]3 x  Retaliate[/mwcard]
[mwcard=mw1e07]1 x  Cobra Reflexes[/mwcard]
[mwcard=FWE03]2 x  Falcon Precision[/mwcard]
[mwcard=MWSTX2FFE06]1 x  Lion Savagery[/mwcard]
[mwcard=mw1e32]1 x  Regrowth[/mwcard]
[mwcard=mw1e40]2 x  Vampirism[/mwcard]
[mwcard=MWSTX1CKE03]1 x  Healing Charm[/mwcard]
[mwcard=mw1e12]1 x  Divine Protection[/mwcard]
[mwcard=mw1e29]2 x  Nullify[/mwcard]
[mwcard=mw1e23]2 x  Jinx[/mwcard]
[mwcard=MWSTX2FFE04]3 x  Brace Yourself[/mwcard]
[mwcard=MWSTX1CKE04]2 x  Enchantment Transfusion[/mwcard]
[mwcard=mw1e35]2 x  Reverse Magic[/mwcard]
[mwcard=mw1e10]2 x  Decoy[/mwcard]
[mwcard=mw1e18]1 x  Force Sword[/mwcard]
[mwcard=mw1e34]1 x  Reverse Attack[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[mwcard=DNE01]1 x  Barkskin[/mwcard]
[mwcard=mw1e28]1 x  Mongoose Agility[/mwcard]
[mwcard=mw1e03]1 x  Bull Endurance[/mwcard]
[mwcard=MWSTX2FFE07]2 x  Rust[/mwcard]
[mwcard=mw1e20]2 x  Harmonize[/mwcard]
[mwcard=mw1e05]1 x  Cheetah Speed[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q11]1 x  Gauntlets of Strength[/mwcard]
[mwcard=mw1q18]1 x  Mage Staff[/mwcard]
[mwcard=DNQ08]1 x  Vinewhip Staff[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[mwcard=mw1i24]2 x  Seeking Dispel[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

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