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Topics - echephron

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31
Spellbook Design and Construction / PlantLord
« on: August 06, 2014, 11:18:45 PM »
So its a warlord, with a focus on the 7 mana plant creatures.  The idea is to get to NC with a panzerguard standard bearer, then lay [mwcard=DNC20] Vine Snappers[/mwcard] every turn. Protect it with fortified position and sacred ground. After that is done, if he still isn't in NC, use [mwcard=FWC15] Thorg, Chief Bodyguard[/mwcard] and [mwcard=DNC21] Thornlashers[/mwcard] to pull him towards your NC stack of doom.  Each non-veteran [mwcard=DNC20] Vine Snapper[/mwcard] does a six die piercing +1 attack, has 3 armor, and aegis one. Its like a golem pit, but in the open.

[spellbook]
[spellbookheader]
[spellbookname]PlantLord[/spellbookname]
[mage]Warlord[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x  Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=FWJ06]3 x  Mangler Caltrops[/mwcard]
[mwcard=FWJ08]2 x  Renewing Spring[/mwcard]
[mwcard=mw1j13]2 x  Mana Flower[/mwcard]
[mwcard=DNJ02]1 x  Corrosive Orchid[/mwcard]
[mwcard=DNW01]2 x  Bloodspine Wall[/mwcard]
[mwcard=MWSTX2FFJ01]1 x  Harshforge Monolith[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC20]4 x  Vine Snapper[/mwcard]
[mwcard=DNC21]4 x  Thornlasher[/mwcard]
[mwcard=MWSTX1CKC07]1 x  Dwarf Panzergarde[/mwcard]
[mwcard=FWC15]1 x  Thorg, Chief Bodyguard[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=FWE09]1 x  Standard Bearer[/mwcard]
[mwcard=FWE06]4 x  Fortified Position[/mwcard]
[mwcard=mw1e37]2 x  Sacred Ground[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[mwcard=MWSTX2FFQ05]2 x  Harshforge Plate[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=DNI04]1 x  Renewing Rain[/mwcard]
[mwcard=mw1i13]1 x  Group Heal[/mwcard]
[mwcard=MWSTX2FFI02]1 x  Conquer[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Oh, and the reason for mixing plants and warlord is:
1) 7 mana plants are spamable and durable with armor
2) vine snappers can do crazy damage, plus they get +1/2 melee from standard bearer/veteran
3) a Stack of Doom requires zone defensive enchantments, so either a holy or war mage
4) orc chieften is good at keeping the enemy on top of a stack of doom
5) these plants will ideally have 10 life, 2 regen, 3 armor, aegis one, heal 3 and a burn per turn at [mwcard=FWJ08] Renewing Spring[/mwcard], and have an intercepting guard. I'm considering [mwcard=DNJ03] Etherian Lifetree[/mwcard]

32
Rules Discussion / Ring of healing Promo
« on: August 06, 2014, 06:56:11 PM »
It says "whenever a spell cast by this mage...provides healing..."

So when you cast an [mwcard=MW1C02] Asyran Cleric[/mwcard] or [mwcard=FWJ08] Renewing Spring[/mwcard],  do the heal actions those provide count? Your mage isn't the source of the healing in both of those cases.

I'm guessing they do not count, or else that extra sentence about "an enchantment controlled by this mage" wouldn't exist and the wording would be more like "whenever a spell or ability you control provides healing..."


promo here: http://www.arcanewonders.com/wp-content/uploads/2014/07/Ring-of-Healing.png

33
Spellbook Design and Construction / Druid PushBowTangle
« on: June 29, 2014, 09:28:51 PM »
I havent seen many spellbooks posted on here lately so I will throw something up. The point is discussion and tactics rather than optimization (no, I don't want 3 teleports). I don't tend to use the same spellbook too often. In fact I only used this book once April 04, 2014 7pm, but I liked it. I talked about it in a post about using bows, and here it is:

[spellbook]
[spellbookheader]
[spellbookname]DruidPushBowTangle[/spellbookname]
[mage]Druid[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX1CKA01]6 x  Surging Wave[/mwcard]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1w04]2 x  Wall of Thorns[/mwcard]
[mwcard=DNJ03]1 x  Etherian Lifetree[/mwcard]
[mwcard=mw1j15]1 x  Mohktari, Great Tree of Life[/mwcard]
[mwcard=mw1j22]3 x  Tanglevine[/mwcard]
[mwcard=DNJ10]2 x  Stranglevine[/mwcard]
[mwcard=DNJ12]1 x  Vine Tree[/mwcard]
[mwcard=DNJ02]2 x  Corrosive Orchid[/mwcard]
[mwcard=DNW01]4 x  Bloodspine Wall[/mwcard]
[mwcard=mw1j13]2 x  Mana Flower[/mwcard]
[mwcard=DNJ06]1 x  Nightshade Lotus[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC16]1 x  Spitting Raptor[/mwcard]
[mwcard=DNC21]3 x  Thornlasher[/mwcard]
[mwcard=MWSTX1CKC09]1 x  Giant Wolf Spider[/mwcard]
[mwcard=MWSTX1CKC03]1 x  Galador, Protector of Straywood[/mwcard]
[mwcard=DNC20]2 x  Vine Snapper[/mwcard]
[mwcard=DNC18]1 x  Togorah, Forest Sentinel[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e10]1 x  Decoy[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[mwcard=mw1e32]1 x  Regrowth[/mwcard]
[mwcard=mw1e38]1 x  Teleport Trap[/mwcard]
[mwcard=mw1e31]2 x  Poisoned Blood[/mwcard]
[mwcard=mw1e21]3 x  Hawkeye[/mwcard]
[mwcard=mw1e17]1 x  Force Orb[/mwcard]
[mwcard=mw1e07]1 x  Cobra Reflexes[/mwcard]
[mwcard=mw1e37]1 x  Sacred Ground[/mwcard]
[mwcard=mw1e13]1 x  Eagle Wings[/mwcard]
[mwcard=mw1e04]1 x  Chains of Agony[/mwcard]
[mwcard=DNE01]1 x  Barkskin[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=MWSTX1CKQ02]3 x  Hunting Bow[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=DNI02]2 x  Burst of Thorns[/mwcard]
[mwcard=mw1i12]3 x  Force Push[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]


Strategy:
So the first few turns look like this:
I vinetree my starting corner, go to nearcentre(NC) by turn 2 and camp out. I get a hunting bow, hawkeye, and galador. I might treebond a mohtari tree in NC as well. Assuming the enemy doesn't camp in his starting corner, I stay in NC.

My mage basically does this every turn: Hunting bow the mage, surging wave the mage. I try to hit at range with galador to give my bow a chance to bleed. NC is vulnerable to area fire damage, but hopefully they will be slammed so they wont want to risk a missed [mwcard=MW1A05] Firestorm[/mwcard].

My vine tree sets up obstacles to inhibit the enemy creatures: tangle, strangle, vine markers, thornlashers in 2-3 zones adjacent to NC(to pull creatures off my druid), bloodspine walls esp between thornlashers and NC

Card Choice:
Yes, Togorah might be better off being a [mwcard=MWSTX1CKC06] Guardian Angel[/mwcard], but I wanted a more Plant-based book. It was hard enough to justify galador and the raptor. Yes the spider is likely just a waste of mana, but I wuv him. I have 3 hunting bows because without a bow, my druid is useless. [mwcard=MW1Q13] Ivarium Longbow[/mwcard] costs too many spellpoints.

Possible card swaps:
[mwcard=MW1Q31] Staff of the Arcanum[/mwcard]

[mwcard=MWSTX1CKC06] Guardian Angel[/mwcard]

more tangle, less strangle
seedling pods so that my vine tree has something to cast every turn

34
Someone on BGG asked this. Here is my response:

You could play the warlord without FvW but I wouldn't. Here is a list of tactics which work waaay better with some cards:

Talos/Altar of domination: outposts
The awesome-est creature in the set you can never play because it needs 3 outposts and you only have 2.

Swarm: level 1 and 2 war soldiers(Gob Alchemist isn't enough), barracks
You can't swarm, because of no spawnpoint and any creatures you'd use would be out of school. So you wont ever need general's signet ring.

Creatures:
You only have one frontline war creature. The minotaur. The rest are utility or archers. You will need to select soldier creatures out of school(holy or dark) which can be annoying.

Standard bearer:
It's just a great warlord only enchantment I would miss.

Liberal use of Commands: Helm of command, ring of command
New warlord has a power rune which works great with helm/ring of command.

-------------
Another words, you can skip on FvW cards, but you will not have efficient in-school options and some cards in the new set(like Talos) will be completely unusable. If you could add one card, add Barracks as it eliminates the harshest of problems.


link to the cardlist of FvW
http://files.geekdo.com/geekfile_download.php?filetype=application%2Fpdf&filename=Forcemaster_vs_Warlord-Card+List.pdf&filecode=9k2ishbftp&validationcode=19980a80c78d106363f20926abecddf3

link to FIF cardlist:
http://magewars.weebly.com/general-discussion/lord0fwinters-fif-review1

35
Creative / Hidden Enchantment Holder
« on: June 25, 2014, 03:35:15 PM »
Ever forget to use a mandatory block, forget to reveal a ghoul rot just after channelling, or forget which 4 enchantments you have facedown on yourself? Ever want spectators to know what your hidden enchantments are?

Now you wont have to worry, because you have the brand new hidden enchantment holder:


You can have one holder for your mage, and one for your enemy mage.


Yes, I stole the idea from scrabble. While the enchantment is hidden, place it in the holder facing you. when you reveal it, place it face up in front of the holder.

The standard scrabble tile holders may slope the cards forward too much for it to work.

36
Off topic / FIF too late whine whine
« on: June 18, 2014, 12:53:59 PM »
Whine whine complain. I am going to the lake june 30th, but i dont think i'll receive Forged in Fire before we leave cuz i'm way up in saskatchewan. We used to be going july 15th but it got changed. I planned on spending much of the lake time trying out FIF.

37
Strategy and Tactics / Double Spawnpoint Warlord
« on: June 16, 2014, 08:50:07 PM »
(Uses FIF) Of course I mean the barracks and battleforge with the warlord. Note that Generals Signet Ring(SoldiersRing) deployed from battleforge gives you an immediate discount on your barracks soldier. With a double spawnpoint, you can get away with using a meditation amulet as well (based on personal preference, so don't focus on the meditation amulet part if you are a hater :P). It goes like this:

19 mana start:
Turn1: -8BattleForge -7ConstructionYard
-15=4=15 effective mana(1 on forge, 1 on yard) on turn 2
Turn2: -4mediation+3meditate-12barracks
-13=2=15 effect mana(1 on forge, 1 on yard, 2 on barracks) at the end of turn 2
Turn3:deploy -3SoldierRing and a soldier...


At the point, with the ring, you have an effective channelling of 14 not counting the meditation amulet:
9 base + 1 BattleForge + 1ConstructionYard + 2 Barracks +1 SoldierRing = 14

From here you can do a ton of different things, but the idea is deploy soldiers, conjurations(walls, outposts, Altar of Domination) and equipment up your warlord. If you go with meditation amulet, it might be too late to pull out Eisenach's Forge Hammer efficiently.

Thoughts?

38
Spellbook Builder / Directly import apprentice books?
« on: June 09, 2014, 07:41:03 PM »
Is there a posting of decks somewhere which i can directly import into the spellbook builder? if not I might make a few, including an 60 spellpoint apprentice deck for a few mages.

39
Spells / Akiro's Favor effect die synergy
« on: June 07, 2014, 06:31:30 PM »
I am looking for good synergy with Akiro's Favor. Of course, putting him on your mage or a bear is a good for rerolling the dice, but that's too straightforward for me. I'm looking attacks with good effect dice you would cast Akiro's Favor just to reroll.

All my statistics assume no modifiers to effect die like tough-2 or flame+2.

double burn attacks like lash of hellfire, fireball, and Adramelech, Lord of Fire
stun attacks with lightning Wizard or Galador. Thunderbolt would stun 3/4 of the time.
maybe rot tokens, but they only happen on a 8+ so it would go from 1/3 to 5/9ths

Giant Wolf Spider: make stuck and tainted work 8/9ths of the time

If you have a likely effect(such as on a 5+) stack it with Battle Fury and you will likely have the effect hit twice. Giant Wolf Spider would land 2 tainted conditions 20/27 times if my math holds up.

Imagine Adramelech, Lord of Fire landing 4 burn markers on the enemy mage in one Battle Fury turn, because its much more likely now. Up from 2/32 to 5/32.

40
Rules Discussion / Forged in Fire expansion big list of questions
« on: June 06, 2014, 11:19:10 PM »
Edited: OP is long gone.

Bold statement: If you have a question about the rules or cards of the new set, and if the answer is on the forum, then its in this post. Search by the keyword like the spell name or effect. Feel free to add questions as we go too.
 
1) Fireweaving: EDIT july16th overrulled previous answer.
The lady Warlock cannot move burn markers onto Flame Immunity or burn-proof creatures. You choose which order [mwcard=MWSTX2FFQ01] Adramelech's Torment[/mwcard] and Fireweaving take place.
If you are immune to something you cannot have that condition on you. So If you are flame immune, you cannot have burn tokens on you. It doesn't matter how they were moved their.

2) Flame +1 applies to every attack, including doublestrike and [mwcard=MW1I02] Battle Fury[/mwcard] attacks, unlike Melee +1. It also increases your effect die roll by one. Flame -4 and tough -4 together can reduce a fire attacks effect die from 1 to -7, but attacks always roll at least one attack die.

3 & 9) Demonic Reward & [mwcard=MWSTX2FFQ02] Bloodfire Helmet[/mwcard]: If your demon has multiple attacks with one action(eg. [mwcard=MW1I02] Battle Fury[/mwcard]), and it applies a burn marker before the last attack against an object, the later attack against that creature gains the bonus.

4) [mwcard=MW1I07] Dissolve[/mwcard] and [mwcard=MW1E29] Nullify[/mwcard]: If a dissolve is nullified, you have to pay the 2 mana from [mwcard=MWSTX2FFQ05] Harshforge Plate[/mwcard], but not the 2 mana from the object having a rune nor the 4 mana from [mwcard=MWSTX1CKE01] Armor Ward[/mwcard]

5) Runes & Power Rune: Each rune specific requirements to be placed on an equipment, so read those before trying to put armour +1 on a ring of command or something. Power Rune cannot be placed on equipment which alters the cost of spells(Discount rings, [mwcard=FWQ06] Horn of Gothos[/mwcard]). The equipment must have a spell action on it. The Power Rune still gives a discount when you use a spell action to change the bound spell to spellbind equipment.

6) Battle Orders and [mwcard=MWSTX2FFC07] Gurmash[/mwcard]: Your warlord and Gurmash may both cast one Battle Order in the same round. You may stack the same order twice on the same creature, just like a [mwcard=FWI06] Power Strike[/mwcard]. Ex. [mwcard=FWC06] Goblin Slinger[/mwcard] can receive "Take Aim" twice to gain piercing+4 for his ranged attack.

7) [mwcard=MWSTX2FFI02] Conquer[/mwcard] and Walls: You cannot target walls with the spell "Conquer". You can cast a Wall with your free action from the "Conquer" spell.

7.1) By conquering and recasting an epic conjuration of which you already have a copy in your spellbook, you may end up having two copies of that Epic conjuration in play, but not two copies of a unique or legendary conjuration. Ex. two [mwcard=FWJ03] Barracks[/mwcard] spells controlled by one mage is ok, but not two [mwcard=MWSTX2FFJ04] Armories[/mwcard].

8) [mwcard=FWC04] Goblin Builder[/mwcard] and [mwcard=MWSTX2FFC09] Otto Kronig[/mwcard]: The goblin builder cannot repair walls. Otto has the same language, but includes a bracketed section stating he can target walls. There is plenty of goblin builder walls discussion elsewhere.

10) [mwcard=MWSTX2FFC10] Sardonyx[/mwcard]: You do not take two damage. You lose two MAX LIFE. Same situation as when you make a Bloodreaper. I only say this here because so many people get it wrong (including myself once upon a time).

11) [mwcard=MWSTX2FFE01] Adramelech's Touch[/mwcard]: You do not have the opportunity to reveal this enchantment between the moments when your opponent rolls his burn dice and removes burn conditions that rolled a zero.

12) [mwcard=MWSTX2FFE06] Lion Savagery[/mwcard] and Charge: You gain the Charge bonus if you move out of a zone, move into that zone, and attack over one creature's turn. Good examples are [mwcard=MW1C37] Thunderift Falcon[/mwcard], [mwcard=MW1C07] Cervere[/mwcard], and an elusive lady beastmaster.  Charge bonus does not apply to teleport movement([mwcard=MW1C05] Blue Gremlin[/mwcard]).

13) [mwcard=MWSTX2FFE02] Akiro's Favor[/mwcard]: You can reveal this after the roll you'd like to reroll. It cannot be used to reroll an enemy defense. With this card and [mwcard=MW1J09] Temple of the Dawnbreaker[/mwcard], players choose in order of initative whether to reroll.

14) [mwcard=MWSTX2FFI03] Disarm[/mwcard] & Disable: Disable on equipment removes every single thing which effects your mage(attack bars, armor, flame -2, unmoveable, ect) but maintains things that effect the spell itself(unique, cantrip, ect).

15) [mwcard=MWSTX2FFC11] Sersiryx, Imp Familiar[/mwcard] can cast [mwcard=MWSTX2FFA01] Devil's Trident[/mwcard]


16) [mwcard=MWSTX2FFQ04] General's Signet Ring[/mwcard]: If you deploy a discount ring on yourself, during that same deployment, you can immediately use the ring to discount something else being deployed. You can still discount a [mwcard=FWJ03] Barracks[/mwcard]creature if your mage didn't have to contribute mana.

17) [mwcard=MWSTX2FFQ05] Harshforge Plate[/mwcard]: you pay the extra 2 mana when you cast the enchantment and not when you reveal it. also see "4)".

18) Unstoppable and [mwcard=MW1J22] Tanglevine[/mwcard], [mwcard=DNJ10] Stranglevine[/mwcard], [mwcard=FWJ07] Quicksand[/mwcard]:  EDIT :march2015: These cannot target an uncontainable creature.

19) [mwcard=MWSTX2FFC13] Wildfire Imp[/mwcard]: Unlike other teleporting creatures, the teleport requires line of sight to the zone(but not line of sight to the burn marker) and has no range limitation. Burn markers on walls can't be used for this teleport.

20) [mwcard=MWSTX2FFQ01] Adramelech's Torment[/mwcard]: [mwcard=FWQ09] Sectarus[/mwcard] counts as an attached curse, so you can give yourself a burn marker.

21) [mwcard=MWSTX2FFI06] Defend[/mwcard]: does not count as a guard action, so [mwcard=MWSTX1CKC06] Guardian Angel[/mwcard] does not get healed

22) [mwcard=MWSTX2FFI01]Combustion[/mwcard]: Cannot be intercepted.
----------------
I'm adding a oldschool Warlock and Warlord section for the old cards which are getting misused now that ppl are trying warlock and warlord again. I'll just add them when I see them in reviews and talks n such, so dont expect much breadth here.
a) The curse sword can't kill something AND add a curse to it(ie rise again)
b) You can stack copies of the same incantation on a creature such as power strike
c) Walls: cannot be affected by anything which only targets a zone, including imp teleport, goblin builder repair, conquer, zone attacks, ect.

41
Spells / Cast Decoy with Familiar
« on: June 06, 2014, 09:18:52 PM »
Enchantments are supposed to be hidden information, but with some familiars, you know it is a curse or command enchantment. casting a command enchantment on your mage means that that is 100% brace yourself at the moment, and casting a command enchantment on a zone 100% means that it is fortified position. Doesn't sound secret to me anymore.

What do people think about allowing all enchantment-casting familiars to be able to cast decoy? I think it sounds like added fun, but I'm sure there will be some nay-sayers who have legitimate problems with this proposition.

I used to like decoy, but nowadays I find an in-school level 1 enchantment to be more versatile. I'll cast a bearstrength on my opponent to fish for a seeking dispel or a nullify. Yes, i know of the problems associated with casting duplicates on an object.

42
Custom Cards / Archers Watchtower Upgrade
« on: June 06, 2014, 01:54:24 PM »
I don't know the development cycle of archers watchtower, but it would be cool if he made the creature effectively flying instead of adding indirect. You would have to attach the soldier to the tower and disallow their use of melee attacks aside from guarding. I just like the idea of preventing ground melee attacks on the archer until the tower is destroyed.

sidenote, its a bit weird how rolling fog doesnt stop an archer in a tower.

43
Custom Cards / Move enemy enchantments holy incantation.
« on: May 17, 2014, 09:27:44 PM »
It goes like this:
---------
Enchanted Martyr (I havent thought of a good name yet)
Full action. Incantation. 12 Mana, Holy level 3, range 0-1, Target Friendly Living Creature.

All revealed enemy enchantments attached to friendly living creatures in target creature's zone are transferred to target creature except as follows.  If target creature is not a valid target for an enchantment, do not transfer it. Destroy any enchantments which could not be transferred due to a copy of that enchantment already existing on the target creature.
-----------

FAQ: if he absorbs 2 marked for deaths, but didnt start with one, he absorbs one of them and destroys the other. I'll try to clean up the wording of the card if i can.

So it functions as a Destroy Magic which is totally different. It is followed well with a purge magic if you want to keep the target creature. Thoughts? I know I'd pick this if I were a priestess or warlord.


44
Looking for players in Canada. Ideally in Saskatchewan. Especially ideally in Saskatoon.

45
Spells / Purge Magic, but mostly Destroy Magic
« on: May 09, 2014, 08:32:00 PM »
I'd like some discussion on these spells, with emphasis on Destroy Magic.

a) When do people include these in their book?
b) Do you include fewer Dispels because you are bringing these?
c) Do you include/cast fewer enchantments in anticipation of casting this?
d) What mages would use these?
e) Why aren't these used more?
   e1) Dispels are essential to most people, but are not replacable with these spells
f) What is the point at which you'd cast one(2 annoying enchantments? 3?)

I want to complain that these spells are not of the War school(I couldnt find the thread where it's been complained of before):
1) Counters to things should be in different schools
   1a) I know that "agony counters bearstrength" and "poisoned blood counters regen" but you can counter these counters with a simple "dispel". however, when you dispel a bearstrength or regen, countering this "just dispel it" method is a lot harder.
2) The counter to a thing(enchantments) should not be in the same school as a thing
3) Thematically, destroying all magic in an area(rather than precision dispels) seems less arcane-y to me. Sort of like how destroying all healing in an area isn't a holy spell.
  3a) Ok ok, the Arcane school is all deconstruct-y about magic, so purge/destroy magic fit well here. but i'm trying to justify them fitting in the war school.

EDIT: 4) Upcoming related cards: Harshforge Monolith, Harshforge Plate, Arcane Corruption(darkschool)



I've played a warlord without enchantments and figured "hey, since dispels are so costly, and mana regen is out of school for me, just carry one destroy magic and a dispel." I got essence drained on at least 2 creatures and got all pouty. Spell points aside, Warlord seems to be the #1 mage for destroying magic, since he needs enchantments far less than other mages according to the top official on mage wars(me). Plus, my wizards always lean heavily on enchantments(as do most of my mages), so using destroy magic with him seems silly. I bet it would rock to destroy magic on a forcemaster and the 4+ of your guys who are mindcontrolled or charmed.

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