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Messages - echephron

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61
Spells / Re: Temple of Dawnbreaker
« on: July 17, 2015, 05:14:49 PM »
ive done it with forcemaster and a devoring jelly. i was underwhelmed, but it was ok.

62
Spellbook Design and Construction / Re: Druid book
« on: July 16, 2015, 10:25:04 PM »
harmonizing your treebond vinetree is going to make enemies more determined to kill it via attack spells. Why not open with the leaf ring instead and cut the harmonize?

More creatures than you will use. I get that tarok and kralathor are probably situational, and i like to include them. I'd trim the rest some.

I'm guessing you wont use the meditation amulet, but it might help.

You don't have much to remove nullifies(for the dissolve, forcepush, and teleport). I go with rust or disarm,  but im guessing you arent using FIF. seeking dispel is ok so long as they only have one facedown enchantment. in a pinch you could use a hawkeye on an opponent to nullify check and inspire some fear.

I like poisoned blood to go with the bleeds. plus they remove nullify if you are willing to spend 2sp to do that.

No glaring holes. maybe a finisher attack spell, but forcepush through a wallofthorns is just as good. maybe a nullify would be good.

63
This kind of thread pops up often. You are saying there are not of X card(teleport, dispel, regen belt, leather boots, nullify, ect) for both you and your opponent to make a proper spellbook. I disagree. Just cuz you cannot make every book you can think of(ie 6 falcons and 4 totems which give you charge) or have a fire wizard fight a fire warlock doesnt matter(or a heavy battleforge beastmaster versus a heavy battleforge warlock). There is more than enough in the core set to make a ton of mage pairs.

You want rules to tell you who gets to use the precious leather boots and who is stuck not getting the card they want. Its called being polite and letting the person who needs it more have it. If a guy wants ALL the nullifies and wont let me have one, do I really want to play a 2 hour game with him (no)?

You don't like your opponent to know how many dispels you have based on the remaining ones in the box? That's like counting cards at a casino. You will have a jist or how many of X are where(he has ~1-2 dispels left), but if you are keeping track(like going through the whole arcane pile to count how many dispels and teleports I have), then you are being a cheater-face and I will call you on it.

I got the game to play with my girlfriend long ago. It worked fine.

64
Spellbook Design and Construction / Golem Commander (Warlord)
« on: July 14, 2015, 10:59:10 PM »
This thread is about mages who primarily summon iron golems, but especially warlords. I hunted a bit for a similar build posted here but gave up. I'm sure they exist though.

The goal is to have a toughened dwarf who commands ~3 agressive iron golems via Power Rune Helm of Command with charge and a ring of command. I enjoy the theme of a warlord exclusively commanding golems as well.

Here is a 60 spellpoint book which has everything you need to be an effective Golem Commander. You will argue that other things are needed. By all means, throw those in. That's the point. Be cautious of removing anything however.

[spellbook]
[spellbookheader]
[spellbookname]Golem Commander[/spellbookname]
[mage]A Anvil Throne Warlord Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=MWSTX2FFA02]2 x Hurl Rock[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWSTX2FFJ01]1 x Harshforge Monolith[/mwcard]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MW1J13]1 x Mana Flower[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=FWC09]3 x Iron Golem[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE04]2 x Brace Yourself[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX1CKQ04]1 x Reflex Boots[/mwcard]
[mwcard=FWQ08]1 x Ring of Command[/mwcard]
[mwcard=FWQ05]2 x Helm of Command[/mwcard]
[mwcard=MWSTX2FFQ05]1 x Harshforge Plate[/mwcard]
[mwcard=DNQ07]1 x Veteran's Belt[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I15]1 x Knockdown[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=FWI10]1 x Whirling Strike[/mwcard]
[mwcard=MW1I04]3 x Charge[/mwcard]
[mwcard=MW1I02]3 x Battle Fury[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[mwcard=MWPRO1]2 x Dispel[/mwcard]
[/spells]
[cost]Total cost: 60 pts[/cost]
[/spellbook]

An example opening:
Turn1: 19 -8battleforge -15manaFlower move1
Turn2: 30 -17leatherGloves -19braceSelf move2
Turn3: 41  -22vetBelt -35golem -37enchantment
Turn4: 52 -43powerRuneHelmet -45charge +melee attack
Turn5: 63 -58golem -60charge

Or without a battleforge:
Turn1: 19 -5flower -7brace self  move1
Turn2: 29 -10ring move2
Turn3: 39 -23golem -28powerhelmet
Turn4: 49 -41golem -43chargeOrEnchant
Turn5: 59 -56golem -58chargeOrEnchant
No battleforge lets you get golems out much quicker but leaves you mostly defenseless

Here are some suggested spells to include. There is only enough room to include some of them. All of them can work well with the above book, so pick what you like.

[spellbook]
[spellbookheader]
[spellbookname]OCTGN Deck[/spellbookname]
[mage]A Anvil Throne Warlord Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[mwcard=FWA03]1 x Hail of Stones[/mwcard]
[mwcard=MWSTX1CKA01]1 x Surging Wave[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J22]1 x Tanglevine[/mwcard]
[mwcard=FWJ07]1 x Quicksand[/mwcard]
[mwcard=FWJ01]1 x Akiro's Hammer[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=FWC09]1 x Iron Golem[/mwcard]
[mwcard=FWC02]1 x Earth Elemental[/mwcard]
[mwcard=FWC10]1 x Ludwig Boltstorm[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE04]2 x Brace Yourself[/mwcard]
[mwcard=MW1E10]1 x Decoy[/mwcard]
[mwcard=MWSTX1CKE01]2 x Armor Ward[/mwcard]
[mwcard=MW1E33]1 x Retaliate[/mwcard]
[mwcard=MW1E16]1 x Force Hold[/mwcard]
[mwcard=DNE03]1 x Stumble[/mwcard]
[mwcard=MW1E25]1 x Maim Wings[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=FWQ05]1 x Helm of Command[/mwcard]
[mwcard=DNQ09]1 x Wand of Healing[/mwcard]
[mwcard=MWSTX1CKQ04]1 x Reflex Boots[/mwcard]
[mwcard=MWSTX2FFQ05]1 x Harshforge Plate[/mwcard]
[mwcard=MWSTX2FFQ03]1 x Eisenach's Forge Hammer[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=DNI08]2 x Dissolve[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[mwcard=FWI10]1 x Whirling Strike[/mwcard]
[mwcard=MW1I19]2 x Piercing Strike[/mwcard]
[mwcard=MW1I10]2 x Evade[/mwcard]
[mwcard=MW1I12]1 x Force Push[/mwcard]
[mwcard=FWI01]1 x Destroy Magic[/mwcard]
[/spells]
[cost]Total cost: 96 pts[/cost]
[/spellbook]
+nullifies


Tactics:
Since golems are slow and can only be summoned into the mage's zone, its imperative to be near your opposing mage before casting them, which will leave your mage vulnerable. Defensive golems are not how this Golem Commander operates. Commands are very effective on golems due to their high base attack. You'll need more than one golem out at a time to be effective.

65
Spells / Re: Hurl boulder/ force hammer
« on: July 14, 2015, 10:10:18 PM »
The meta seems to be that attack spells are only for two-shotting conjurations, killing mages below half health, and only rarely for finishing off a creature before it gets an action that round.

and a flameblast for fellella, butterfree(tataree), and raven familiar.

Force hammer is the best attack spell for conjurations, ethereal or not. So that's why people love it.

66
Spells / Re: Highland Unicorn uses
« on: July 12, 2015, 01:41:35 PM »
The value is in the mobile zone regeneration and the sustainability. So if you are casting him, cast him for that reason. If you are a 5 dice attack on a durable creature, cast a knight/troll instead.

Unicorn is great versus idol of pestilence and somewhat good versus poison zone damage (poison cloud, malacoda, plagued, ect). It takes some smarts to use the charge well, but when you triple down with lion savagery and holy avenger it is a lot of fun to hit things (9 dice +2 piercing for only 2 mage actions and 22 mana i believe).

To get the charge to work, keep the things your enemy is trying to kill one zone away from the unicorn and make the unicorn go later in the round. This may require your mage to do some kiting. Enemy Mobility hindrances are twice as bad for unicorn users.

You can also use plagued on a friendly unicorn for some fun zone damage. it lets you keep creatures in the zone without taking damage. I wish plagued were cheaper to cast on friendly creatures as well.

If you are the priest, he is maybe the forth most popular holy avenger. regen2 with 14 life and 2 armor may make him too big to bother attacking. If you are a holy mage, he is the only in-school regeneration option. If you are casting more than 3 creatures without regeneration(especially asserian defenders), think unicorn. Regeneration stacks well with guardian angels heal2 and soldiers high armor.

If you are a beastmaster, the unicorn supports mobile swarms the best and makes for an ok pet. Doesnt not work well with ragers like the gorilla. If you tanglevine the enemy and give him cheetaspeed, he can move in and out for the charge bonus.

I think that, and the posts before me, cover everything.

67
World and Lore / Re: Map of Etheria
« on: July 10, 2015, 08:06:04 PM »
I guess the holy school is the winner. They carved out the most land for themselves.

68
Spellbook Design and Construction / Re: Malakai Priest Buddy Build
« on: July 09, 2015, 09:02:25 PM »
dawnbreaker temple for me is mostly about rerolling defenses. you only have two defense spells in the book(knight and cobra). the cobra will get dispelled asap, and the knight is the holy avenger, so he should be tanky enough. So i'm not sure you are getting enough out of the temple. consider switching to reflex boots since they are harder to remove(but youd lose the leather boots).

I'd go guardian angel over troll, but thats personal preference. She doesnt need buffs and doesnt have to use her defense if you are trying to get hit. Yes, she has a smaller counterattack.

You don't have The Priest Weapon. Is he meleeing every turn without it?

69
General Discussion / Re: Test your Skills... Steelclaws!
« on: July 08, 2015, 06:36:09 PM »
I fear we start to see some considerable power creep here...
Compare the Cob with the Goblin grunt. Same mana, same attack, one more  health, and a hefty two armor. The pest doesn't really make up for it in my book...

Super exiting to see new spoilers though!

Cub has 2 atack dice. Goblin grunt has 3 attack dice.

70
Rules Discussion / Enchantment Transfusion And Blur
« on: July 08, 2015, 12:14:31 AM »
I've been pushing for errata to enchantment transfusion(ET) for a while. What I want to see is something like
"ET can only move revealed enchantments which can be revealed at this time(if they were still hidden)."

Now that blur is out (I know blur is only a promo and domination hasnt fully been released yet), what happens when:
objects: Mage A, Mage B 2 zones from Mage A, creature C which is 3 zones from Mage A
picture: A--B-C

mage A casts fireball
Mage B is the only other possible target in range and is 2 zones away
Mage B moves blur onto himself from creature C via ET after the counterspell step of fireball

Mage B is no longer target-able due to obscured.
options:
1) The fireball is countered because mage B is no longer a valid target before the spell resolves
2) Mage A has to target himself with the fireball since he is now the only valid target(see debate on sweeping before it got errata; see mana siphon and divine intervention)
3) The fireball goes ahead as planned and hits mage B

I believe the intent is (3)

71
John Smith, Dawnbreaker's Chosen.

72
as soon as i heard about the contest, i really wanted a "bob"-type name.
i was thinking Stu.

awwww. no fair.

73
Alternative Play / Re: Mage Wars 1.12.7.0 – Has been released
« on: July 05, 2015, 01:50:34 AM »
I'd prefer the round # to be next to(or incorporated into) the phase word(planning, action, upkeep, ect)
its a lot easier than combing through chat log

74
Spells / Let's Talk Fortified Position
« on: July 03, 2015, 08:05:37 PM »
Yes its a good spell, interacts with corrode, and contrasts with sacred ground. Those are covered in other rules-based threads.

Just now I wished this were a conjuration rather than an enchantment. It would interact better with Harshforge monolith, construction yard, dispel, goblin builder, and presumably other stuff im not thinking about.

Interacts worse with zone attacks, force hammer, and creatures with nothing better to do than attack.

Fortifications seem more like conjuration territory. Who should be better at fortifying a position? a goblin builder or a pixie named fellella?

The only enchantment worth dispelling in my warlord books half the time is fortified position. I'd rather those dispels sit wasted in my opponent's spellbook.

75
Custom Cards / Re: Monstrous Lurker
« on: July 01, 2015, 02:28:35 PM »
I like the idea of spreading conditions. lady warlock moves burns which is a start. a dark1 full action incantation. which targets a condition, and spreads it to all other objects in the zone sounds fun. Cost may be something like the sum of the removal costs of the new conditions/2 because spreading a stun is very different from spreading a daze.

your Epidemic + a rot zombie means the enemy mage may get 5+  rot conditions in one go, which means its never gonna happen.

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