May 15, 2024, 05:15:24 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - sshroom

Pages: [1]
1
I always thought it would be funny to try a book that uses many range 3 attack spells. Erect a wall in front of the enemy mage to keep him in his back row.  Blast from the relative safety from your own. Many thoughtspores facilitate positioning control and corrosion/removal of enemy armor. You really want to get your channeling up to 16 which is enough to teleport you up to 2 spaces so that you have a clear file to the enemy and hit him with a thunderbolt each turn. There's nowhere to hide!

Attack
2 Acid Ball
3 Hurl Meteorite
3 Thunderbolt

Conjuration
Deathlock
4 Mana Crystal
6 Wall of Pikes

Creature
4 Thoughtspore

Enchantment
Akiro's Favor
4 Block
2 Brace Yourself
Harmonize
Hawkeye

Equipment
Elemental Wand
Mage Wand
Moonglow Amulet

Incantation
2 Dispel
2 Dissolve
2 Force Push
Minor Heal
Purify
2 Sleep
2 Teleport

Plan is
T1 (20): Extended Wall of Pikes right in front of the enemy (-9), Mana Crystal (-5)
T2 (17): Double Crystal (-10)
T3 (20): Crystal (-5), Thoughtspore (-8) (prob a force push to push the enemy around)
T4 (21): Amulet (-6), Thoughtspore (-8) (this could be another enemy control spore, or a teleport one to keep near you to make sure you are always within range 3 for a blast)
T5 (22): Harmonize (-6), play it by ear (spore 3? hawkeye/favor? keeping spores alive? blast?)

This plan of course might be a bit optimistic, but the T1 walls may discourage an early rush by the enemy. Of course actions/mana may have to be used in early turns to keep the spores alive. Walls can be replaced as needed. Pesky creatures that sneak through can be put to sleep. Drop deathlock when the enemy is low on life to seal the deal.

This is obviously not a "tier 1" construction, but more of a casual/fun book. Comments/suggestions/mockery are always welcome. Cheers!

2
Spellbook Design and Construction / Johktari Blockmaster
« on: October 13, 2015, 01:58:04 AM »
This book uses Fellella and casts many disruptive and defensive enchantments to basically try to cancel anything my opponent does. Since the enchantments are relatively cheap to reveal I should be able to bank enough mana to keep a steady stream of attack spells going with maybe a double Hurl Boulder turn in the mid game somewhere. It focuses on the mage and kills with attack spells ala the Rushmaster but maybe is a bit more stable since it has many protective cards. Ir packs a variety of elemental spells so I can use whatever is most effective. Intercepting guards will be gotten around with Force Pushes and Sniper Shots.

Johktari BM

Attack
2 Acid Ball
Flameblast
Force Hammer
2 Hurl Boulder
Lightning Bolt
Pillar of Light
Surging Wave

Conjuration
2 Bloodspine Wall
2 Mana Flower
2 Tanglevine

Creature
2 Fellella

Enchantment
Akiro's Favor
6 Block
4 Brace Yourself
Decoy
2 Fumble
Harmonize
Hawkeye
4 Jinx
Mongoose Agility
6 Nullify
2 Stumble

Equipment
Enchanter's Ring
Elemental Wand
Ivarium Longbow
Regrowth Belt

Incantations
2 Dispel
2 Dissolve
2 Force Push
2 Sniper Shot
Teleport

The plan is Turn 1: (19) Fellella + Harmonize
Turn 2: (12) Fellella uses her 2 to drop a Block or Brace yourself on herself. I double Mana Flower.
Turn 3: (13) Fellella drops something on me. I either tool up one more turn (Enchanter's Ring + Hawkeye or Akiro's). Or start attacking as needed. I'll probably be spending my quickcast almost every turn to drop a second enchantment on myself Fellella or the enemy Mage. Already Looking at the list I want 2 more Jinxes. Not sure what to lose for them though.

Thoughts criticism advice or complaints are always welcome. Cheers!

 




3
Spellbook Design and Construction / Forcemaster Control
« on: December 27, 2014, 09:55:18 PM »
Have tried a few different versions of this book with mixed results. This book aims for a long game. With hard mana denial I limit my opponent to only a few creatures which I control.  All the while I am gradually tooling up with the forge. In the end my opponent won't have much out and I'll be in his face with Galvitar and a Forcefield which probably means that I win.

Forcemaster

Attack
2 Force Hammer

Conjuration
Battle Forge
2 Enchanter's Wardstone
Mana Siphon
Mordok's Obelisk
Supression Orb

Creature
Invisible Stalker

Enchantment
Armor Ward
2 Bear Strength
Charm
2 Essence Drain
Mongoose Agility
Nullify
Decoy
Falcon Precision
Mind Control
Force Crush
Poisoned Blood
2 Forcefield

Equipment
Enchanter's Ring
Elemental Cloak
Eagleclaw Boots
Dancing Scimitar
Psi Orb
Wand of Healing
Mage Wand
Galvitar
Regrowth Belt
Gauntlets of Strength

Incantation
2 Dispel
2 Dissolve
2 Force Push
Drain Power
Battle Fury
Purify
Teleport

The plan is turn 1 (20): Battle Forge (8) in front of me, Enchanter's Wardstone (4) in middle back row
Turn 2: (18 + 1): deploy Enchanter's ring (1+1), Probably drop Orb and Obelisk in back row opposite corners if I think my enemy will summon creatures (16)
Turn 3: (11 + 1): deploy gauntlets (2+1), FD Armor Ward (1), FD Nullify (1). get into position to drop mana siphon turn 4

Play it by ear from there. Invisible Stalker is there just because it's nice to have a little backup at times.
Any feedback would be appreciated. thanks!


4
Spellbook Design and Construction / Shooty Warlord
« on: September 13, 2014, 03:56:41 AM »
May try out this book next week that uses tons of ranged attacks

Anvil Throne Warlord

Attack
Acid Ball
2 Hurl Boulder
2 Hurl Rock

Conjuration
Altar of Carnage
Barracks
3 Garrison Post
2 Mangler Caltrops
2 Quicksand
4 Wall of Pikes

Creature
4 Anvil Throne Crossbowman
4 Goblin Slinger
Grison Deadeye Sniper
Ludwig Boltstorm

Enchantment
Brace Yourself
Harmonize
3 Hawkeye
Maim Wings
2 Spiked Pit

Equipment
Eagleclaw Boots
General's Signet Ring
Harshforge Plate
2 Ivarium Longbow
Leather Gloves
Regrowth Belt
Wand of Healing

Incantation
2 Dispel
2 Dissolve
4 Force Push
4 Force Wave
Group Heal
Sniper Shot
Teleport

The Opening is: Turn 1: (19) -12 Barracks -4 Harmonize, Move Forward=3
Turn 2: (12 +2): -3 Generals Ring Move Right -4 Garrison Post (within 2 zones of the enemy) =5
Turn 3: (14 +4): -2  Deploy Goblin Slinger, -9 Extended Wall of Pikes in front of Post =3
Turn 4: (12+2): -4 Deploy Goblin Slinger -8 Altar of Carnage

Start shooting and generating mana from the Altar of Carnage and build up a corps of archers with 2 range in the same zone. Use walls pits quicksand caltrops and force pushes to control enemy movement. Use force waves to push your entire crew around and still be able to shoot. The altar should rack up tons of mana for you to hopefully keep deploying archers every turn. Give them the +2 piercing command and fire away!

Cloak of Shadows is a huge problem and will have to be dissolved. This will require the warlord moving in front of the walls for a turn and teleporting back probably.

Would love to hear your thought and advice. Thanks!

5
Spellbook Design and Construction / Sardonyx Warlock 2.0
« on: August 30, 2014, 06:37:50 PM »
Tried this out last night resulting in 2 quick wins vs. a Priestess

Araxxian Crown

Attack
2 Fireball
2 Flameblast

Conjuration
Mana Crystal

Creature
Dark Pact Slayer
2 Firebrand Imp
Infernian Scourger
Sardonyx

Enchantment
Agony
Arcane Corruption
Chains of Agony
Force Crush
2 Ghoul Rot
Magebane
2 Marked for Death
4 Nullify
2 Rust

Equipment
Demonhide Armor
Fireshaper Ring
Gauntlets of Strength
Lash of Hellfire
Moloch's Torment
Ring of Curses
2 Sunfire Amulet

Incantation
2 Battle Fury
2 Dispel
2 Dissolve
Drain Life
Drain Soul
2 Evade
3 Force Push
2 Perfect Strike
2 Power Strike
6 Reassemble
Seeking Dispel
2 Teleport

The plan is Turn 1 (19) Sunfire Amulet (6) Dbl Move
Turn 2 (22) Mana Crystal (5) Dbl Move. Now you should be 1 zone away from the enemy at the most
Turn 3 (27) Force Push either yourself or your enemy into the same zone and summon Sardonyx

Spend the rest of the match 1 or 2 zones away buffing Sardy/Blasting the enemy as required. Try to keep a Nullify on the enemy as much as possible to avoid them squirming away and healing or teleporting. Control guards with pushes and Evade incantations. Sardy's full attack can get also sweep through one guard and still hit the mage. Sardy is an absolute beast. His attack may only be 5 dice but piercing 2 means that damage will stick and with the finite life thing there's no way of removing it. With marked for death that's 6 dice per attack, 11 dice in 2 Piercing +2 attacks with Battle Fury. With all the cheap reasembles he's basically unkillable. With his unstopable and nonliving traits there's really not much you can do to control him. The key thing is you need to keep Sardy on the enemy as much as possible so position control is vital. The Force crush was thrown in for style, but really should be another teleport plus another nullify or seeking dispel to help you win the position/nullify battle.

This book probable specializes in turtly type books since it starts the main offens turn 3 and only gets worse from there and negates healing. I could see how a strong swarm like the Aviary book would give it a hard time. And Wizards of course with all their teleports and nullifies and voltaric shield could be a problem, but then they're a problem for every deck. It could use a cloak of shadows in case of lots of ranged attacks. You could probably lose 2 reassembles for this. Honestly 6 is overkill.

On the whole it's a really fun and nasty book!

6
Strategy and Tactics / How to beat zombie necromancer?
« on: August 05, 2014, 08:30:00 AM »
Have gotten trounced pretty soundly by my friends zombie swarm necromancer. He uses battleforge and libro with meditation amulet and death ring to deploy armor and zombies almost every turn. He'll start with a brute or 2 then move on to venomous zombies and plague zombie eternal servant who gets eaten again and again by Shugzorrah or whatever his name is. Wherever the necromancy goes he's covered by his cloud of zombies. I tried to focus on attacking his maye buthis brutes guard so really you have to deal with them. But if you just wound the brutes (which you will because they take so many frickin dice to kill) than Shug will just eat them and grow meaning lots of wasted effort so really Shug has to die first. But really with the venomous zombies there dropping taint and with all those bloodthirsty dice nothing can survive in the necros zone. There's no time to chew through everything you need to chew through with only one third of your dice actually getting through. And once you are down low enough its deathlock time and gg. So far I have only tried semi aground builds against him (priest and beastmaster). Both times I was unable to damage him significantly before his swarm became insurmountable. Zombie swarm necromancy seems super strong to me especially with Frenzy waiting in the wings which he never even had to use in our games since Ai brought the fight to him but would have been devastating and eliminated any chance of a tactical retreat. So how do you beat this guy? Are ranged heavy books the only ones that stand a chance?

7
Spellbook Design and Construction / Sardonyx Warlock
« on: August 02, 2014, 12:05:21 PM »
Wanted to try a very agro build where I get mister Blight in the enemy's face ASAP. I use Sunfire Amulets to help offset the Life cost of Sardy. Yeah it's expensive pointswise, but I figure if a keep Sardy on the enemy turn after turn I don't really need much else. I also have a heal in there because it might be useful and it's 9 cost which is my channeling. Once he's there, I drop nullifies on the enemy every round to keep them from wriggling out of his zone and popping off a heal or teleport while using my full action to punch/blast/summon/buff or heal Sardy as appropriate

Warlock: Araxxian Crown

Attack
4 Fireball
2 Flameblast

Conjuration
Mana Crystal

Creature
2 Firebrand Imp
2 Infernian Scourger
Sardonyx, Blight of the Living

Enchantment
Agony
2 Block
Ghoul Rot
Magebane
Marked for Death
5 Nullify
2 Rust

Equipment
Demonhide Armor
Fireshaper Ring
Gauntlets of Strength
2 Lash of Hellfire
Moloch's Torment
Ring of Curses
2 Sunfire Amulet

Incantation
2 Battle Fury
2 Dispel
2 Dissolve
2 Force Push
Heal
2 Perfect Strike
2 Power Strike
5 Reassemble
2 Seeking Dispel
3 Teleport

So Turn1 (19) QC Sunfire Amulet (6), Double Move
Turn 2 (22) QC something cheap like ring, gauntlets, amulet (3), Double Move
Turn 3 (28) Maybe QC Force Push on myself to put me in the enemy zone? (3) FC Sardonyx(24)
Turn 4 (10) We'll see what develops from here...

Feedback and criticism is appreciated. Thanks


8
Spellbook Design and Construction / Priest Build
« on: March 13, 2014, 05:11:01 AM »
Played a game with the stock spellbook with this guy and had a blast (defeated a Necro). Thought I'd try my own book. Plenty of healing and protection to build up an array of excellent creatures than march our way to the enemy mage and bash him in.

Attack
2 Pillar of Light

Conjuration
Battleforge
Hand of Bim Shala
Mana Crystal
Temple of Asyra
Temple of Light
Temple of the Dawnbreaker

Creature
Asyran Cleric
Brogan Bloodstone
2 Gray Angel
Guardian Angel
2 Highland Unicorn
2 Knight of Westlock
Royal Archer
Samandriel Angel of Light

Enchantment
2 Bear Strength
Bull Endurance
Cobra Reflexes
3 Divine Protection
Harmonize
2 Healing Charm
2 Nullify
Regrowth
Retaliate
Rhino Hide

Equipment
Crown of Protection
2 Dawnbreaker Ring
Dragonscale Hauberk
Elemental Cloak
Gauntlets of Strength
Regrowth Belt
Ring of Asyra
2 Staff of Asyra
Sunfire Amulet
Wand of Healing

Incantation
2 Dispel
2 Dissolve
Force Push
Group Heal
2 Heal
2 Minor Heal
Purify
Teleport

I'm thinking turn 1 (19) Battleforge (-8) Temple of Asyra (-10)
Turn 2 (10) Deploy Crown of Protection (mana from bf) Harmonize Temple (-4) Mana Crystal (-5)
Turn 3 (11) Deploy Ring of Asyra (-1 with mana from bf) Cleric (-5) Maybe drop a nullify on myself (-2)
Turn 4 (13 ,5 on temple, 1 on BF) Now we're ready to rock and roll. Even if opponent is in my face I should be set up to deal with him by deploying armor or the Staff for my own bashing and summoning something tough. Plus with all the healing/regen taking a hit or 2 while I'm getting set up isn't a problem.

Comments/criticisms/suggestions are always welcome. Thanks!

edit: There are 2 Pillar of Light that somehow weren't in the original post

9
Spellbook Design and Construction / Johtari Blastmaster 2.0
« on: February 28, 2014, 05:55:51 AM »
Heading into the arena tomorrow. Not sure what I will face (it won't be a Wizard). Want to be able to deal with a variety of threats. Here's what I'm thinking

Johtari BM

Attack
2 Acid Ball
Fireball
Force Hammer
2 Hurl Boulder
Jet Stream
Lightning Bolt
Pillar of Light
Surging Wave

Conjuration
3 Bloodspine Wall
Hand of Bim Shalla
Lair
2 Mana Flower
Stranglevine
2 Tanglevine

Creatures
3 Bitterwood Fox
Cervere
Emerald Tegu
3 Feral Bobcat
Spitting Raptor
Steelclaw Grizzly
3 Thunderrift Falcon
Timber Wolf

Enchantments
Bear Strength
Bull Endurabce
Eagle Wings
Harmonize
2 Hawkeye
2 Mongoose Agility
Nullify
Regrowth
Rhino Hide

Equipment
Bearskin
Eagleclaw Boots
Elemental Wand
Hunting Bow
Leather Boots
Leather Gloves
Regrowth Belt

Incantation
2 Dispel
2 Dissolve
Force Push
Rouse the Beast
2 Sniper Shot
2 Teleport

I'm thinking turn 1 will be harmonized lair and we'll see what happens from there. I will pretty much leave the summoning up to the lair while I kite and blast (Mongoose agility + fast = I can move 2 and blast twice per turn... assuming I have the mana).  Variety of attack spells b/c I don't know what I will face. I'll Elemental Wand whatever element seems most effective till it gets dissolved, then I will switch to bow.

Thanks in advance for any advice!


10
Spellbook Design and Construction / Johtari Blastmaster
« on: February 14, 2014, 09:44:44 PM »
Wanted to make a book to really take advantage of her +1 Ranged. Lair churns out cheap animals to slow things down, guard or even potentially do some damage taking advantage of wounded prey. Feel free to meditate if you need some mana (using your QC for a cheap attack). Fast + Mongoose Agility means I can always get 2 zones away from what I want to target and still attack. The idea would be to attack the enemy Mage ASAP, though flying creatures will probably have to be killed.  Would appreciate any suggestions. Thanks!

Attack
2 Acid Ball
Arc Lightning
Chain Lightning
2 Fireball
Firestorm
Flameblast
Force Hammer
Hurl Boulder
2 Lightning Bolt
2 Pillar of Light

Conjuration
Battleforge
Lair
2 Mana Flower
2 Tanglevine

Creatures
3 Bitterwood Fox
3 feral Bobcat
3 Thunderrift Falcon

Enchantment
2 Hawkeye
2 Mongoose Agility
2 Nullify

Equipment
Elemental Wand
Fireshaper Ring
Ivarium longbow
Leather Boots
Leather Gloves
Lightning Ring
Meditation Amulet
Regrowth Belt

Incantation
2 Call of the Wild
2 Dispel
2 Dissolve
1 Seeking Dispel
2 Sniper Shot


11
Spellbook Design and Construction / Forcemaster Build
« on: December 07, 2013, 05:13:43 PM »
Hello. I've got about 5 IRL games of Mage Wars under my belt. I think this is a game I could really get into. I've been looking at some of the books people have posted and coming up with ideas of my own. Here's a Forcemaster build. In mtg my favorite color is blue and Forcemaster seemed well suited to a very controlish style of playing. Invisible Stalker roams around and destroys conjurations. Once the enemy is down in the 0-9 mana range per turn, finish him with the force blade. I wanted to put mana leeches in here to really seal the "no mana for you" deal but I couldn't figure what to lose. I think it would do well against many Wizard builds. I don't have DvN but something tells me the Necromancer would be tough for this deck to beat. Would appreciate any tips/criticism. Cheers, happy warrin'.

Attack
Force Hammer
Invisible Fist

Conjurations
2 Enchanter's Wardstone
Mana Crystal
Mana Siphon
Mordock's Obelisk

Creatures
Invisible Stalker
Thoughtspore

Enchantments
Bear Strength
2 Charm
2 Decoy
2 Essence Drain
2 Forcefield
3 Mind Control
2 Nullify
Poisoned Blood

Equipment
Galvitar
Guantlets of Strength
Mage Wand
Moonglow Amulet
Psi Orb

Invocations
3 Dispel
3 Dissolve
2 Drain Power
2 Force Push
Heal
Steasl Equipment

Pages: [1]