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General Discussion / Re: Academy spoiler Disciple of Radiance
« on: March 13, 2016, 12:28:07 PM »
oddly enough, barskin is a healing spell, but regrowth is not.
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You do see it coming from a mile away, though.
Kill the clerics.
If you were running a cleric pit, what would your back-up plan be?
If I saw 6 of these in a zone. I would stay far away from that zone.
please!!!
a word in the title of spoilers! (il like to discover the cards when i recieve the box)
Part of the fun of Domination is the threat/risk that your opponent(s) might suddenly turn on you and kill your Mage. If it were strictly "capture the orbs while being friendly with each other" it wouldn't be nearly as fun. Nobody in our group has won by killing the other mage(s) - yet - but there have been some very close calls and definitely times where the lead has changed because a Mage had to armour up and heal, lost most/all of their creatures, and lost their orbs.
Again, we mostly play 3 or 4 player Domination. I think that's where Domination really shines. Arena is great for 2 (or mini-tournaments of head-to-head Arena matches).
1) When you get V'tar each turn you can use it to gain mana OR to heal damage. Remember to heal damage if you need to.
2) If your game is focused on gaining orbs try adding the spells that benefit from controlling orbs as you will get more bang for your mana than someone who is not "playing the game".
3) A large creature to get orbs for you can double as a useful guard.
4) Positional spells are very important don't leave home without them.
5) Having an alternate opening that's a little more defensive while not cramping your orb speed too much might be useful.
6) if your opponent is a straywood beastmaster forget your orb game and go and kill them as quickly as you can.
You don't understand. The FM is in my face on turn 2. I control no orb yet. From there gaining control of an orb is out of question. I am playing to not die.
Use the spawnpoint to put out a creature and cast Defend. If you have any remaining mana, put on some armor (Brace Yourself is excellent for this) or force push the FM.
If you can save enough mana to wall her into a corner you will completely waste at least one of her turns.
Cast astral anchor in your zone and then teleport away. Reveal astral anchor when she tries to follow you.
If she teleported in on turn 1 then she has a maximum of 1 other spell on her. Destroy it...or cast a block.
If she teleports in on turn two you should know what her other two spells are, bearstrength or galvitar. If galvitar and you only have 10 mana use Disarm and then Crumble it next turn.
Don't leave home without at least some defensive stuff. Even a Cobra Reflexes is something. Two Brace Yourself is two spellbook points.
If you're facing a Forcemaster then forgoe the spawnpoint and just hardcast a heavy hitter. If she doesn't rush, use the creature to take an orb.
Get creative and never give up trying.
Prep a Wall of Thorns and a Force Push, out of face real quick. if you can do it move so you can get LoS to the other side of the WoT and prep another Force Push during the 1st QC and do it again. It be a long time before you have a round 2 FM in your face again.
1) When you get V'tar each turn you can use it to gain mana OR to heal damage. Remember to heal damage if you need to.
2) If your game is focused on gaining orbs try adding the spells that benefit from controlling orbs as you will get more bang for your mana than someone who is not "playing the game".
3) A large creature to get orbs for you can double as a useful guard.
4) Positional spells are very important don't leave home without them.
5) Having an alternate opening that's a little more defensive while not cramping your orb speed too much might be useful.
6) if your opponent is a straywood beastmaster forget your orb game and go and kill them as quickly as you can.
its two actions as you had to summon that altar of the iron guard, and with 5 life and 3 armor he could be killed, it is not changing too much. if bm quick sommon you get a guard for a quick action also, guard dog might give you more actions, etc
The altar doesn't really count because you cast it in your starting corner then move toward the battle. Once in the heat of the battle, it is a 1 action that require your opponent 2 action to get ride of.
But if you really want to count it, then Altar + 6 Temple Sentry, if they would be able to guard twice, would be 7 actions requiring your opponent 12 actions to get ride of.
and even if it would 5/3 is not unkillable a grizzly kills it in zone with an average roll
1. Rushing is risky. If your opponent does have armour or ways to keep the pressure off, then they'll easily win by V'tar. It can be done in 2 player but is almost impossible (or at best makes you a "kingmaker") in multiplayer. But the risk of someone rushing at least means you need to be prepared (eg pack a Barkskin or Regrowth Belt of Heal or whatever).
2. We've had several come-from-behind V'tar victories. Again, multiplayer fixes it somewhat, as 2+ players can team up on the leader and try to keep her from achieving victory. Harder in 2 player matches - but still possible. We recently had a 2-on-2 team domination match with 16 V'tar goal, and one team got off to a +3 V'tar lead, but the opposing team clawed back, using Akiro's Hammer to take out Galaxxus, etc, and we had to call it when tied at 16 each because the store was closing. Your +4 differential would have been an impossible goal in that match.
3. We don't always play Domination. We always play Donination when we have 3 players, and sometimes when we have 2 or 4, but we play Arena with even player counts occasionally - and then the mat(s) come out. Mats are still great for Arena and Academy.
its two actions as you had to summon that altar of the iron guard, and with 5 life and 3 armor he could be killed, it is not changing too much. if bm quick sommon you get a guard for a quick action also, guard dog might give you more actions, etc