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Messages - Drefan

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76
Off topic / Re: What other games do you like?
« on: February 11, 2016, 10:25:09 AM »
Mage Knight, Twilight Imperium and Dead of Winter.
I do not own these, though, my friend who got me started with Mage Wars do :)

77
I like this book.

I have a few opinions, though:

Why are you using Sunfire Amulet?
What's your game plan for it? Is it to force an early deathlock? Make them panic and come towards you?

My suggestion - Replace it with Meditation Amulet
If your true goal is to create a sense of panic, I think this is the perfect way to achieve that.
Turn 1: 19mana - Opening with Forge + Tree = 17.
Turn 2: 2mana + 10(channel) + 1(tree) + 1(Forge) gives you 12 mana.
 
Which can result in a lot of different things depending on how your opposing mage reacts.

Even though this might seem super greedy, I've yet to be punished enough for me to reconsider the opening.

The new card Tangleroot is perfect for dealing with aggression towards you if they decide to go down that path. The card is from the academy and is basically a nature school agony with 3 dissipate dice for 2+2(-1 with Leaf Ring) Mana.

Vinewhip Staff.
Besides hitting birds, I don't see this fitting into your deck.

Using the Vinewhip staff to be able to root them for a turn is very expensive, sure you'll save spellbook points but then again you'll lose actions. I love the vine tree for this very reason, I'd suggest one or two more tangle vines or even add a force crush or Astral Anchor into the mix!
Forcing them to focus your tangle vine might be even more effective than you think.

Enchanter's Ring x2.
I do not believe anyone will go after your ring. And if they did, you do not have that many enchants that it would hurt you more than them.

I think that you bulk up a bit too much on equipment in general, I think two Mage Wands are okay, but I hardly think you'll get use out of both.

I'm a bit tired so I hope this make sense!





78
Player Feedback and Suggestions / Re: Future mages
« on: January 31, 2016, 01:14:28 PM »
-a mind/nature shapeshifter that attaches the creatures it summons to itself and takes their forms.

I would like a nature mage (think World of Warcraft Feral druid style) that's all about shapeshifting.

Being able to change in and out of forms in upkeep phase or before/after their action?
Getting special bonuses for being in Bear/Cat/Eagle and Human form. Only able to swap form once per round or something.

The Mage would be a very strong solo build mage and would be punished for running more than one creature.

79
Spellbook Design and Construction / Re: My Newish Druid itteration
« on: January 31, 2016, 05:24:03 AM »
If your main game plan is to keep their Mage pinned to a zone as you throw thunderbolt(s) on him/her, I'd suggest not spending too much time enchanting ur minions.

I'm guessing the point of Fallella is control and not creature buffing?
Having a like 3 nullifies and 3 decoys might be worth considering? While trimming down on creature buffs that doesn't target ur mage.

6 tanglevines seems a bit overkill, perhaps you would be better of including 1 stranglevine instead and keeping ur tanglevine number at 4?
Perhaps after one tanglevine die, you instantly cast the stranglevine?

80
General Discussion / Re: Best spell book builder
« on: January 26, 2016, 11:36:21 AM »
I've never had problems converting decks into Octagon. Even converting from URL works for me :)

81
Spells / Re: Pacify... What for?
« on: January 22, 2016, 03:03:15 AM »
See now that's interesting, because I disagree... Kinda, I see your point and its both valid and correct but I thing aggressive pacify might be a bit more useful now that I'm thinking about it ( ...again). Pacify can reach diminishing returns quickly and if applied on creatures as they are spawned, maybe twice or even thrice, that mana cost to use your initial creatures can add up. It makes less of an impact as more creatures hit the field but early in a 2 mana tax, say post round 3, for every attack with that creature might change decisions or make certain combos untenable. Hmm. I made myself think. Lol sorry for all the blabbing guys. If you think of anything or if I'm wrong lemme know!

I disagree, and here is why:
There is no "Less of an impact", the impact is always there. You make them pay 2 mana to be offensive on X creature(s) every turn. Meaning they can't spend mana more than their  Channel - X if they plan on attacking.

Even if you see this as them still paying and attacking you'll prob notice that their mage is doing fewer actions to compensate for the extra mana cost.

Sure they can guard for FREE and that's why it's NOT a good offensive card at least in my opinion.

82
General Discussion / Re: spell book can they been different!
« on: January 21, 2016, 12:03:47 AM »
Some of my friends don't use spellbooks, they just have their deck in a small "deck box".
How you store and play with ur cards is not important. The only thing that is important is that the opponent doesn't see your cards until you reveal them in the arena! :)

83
Spellbook Design and Construction / Re: Plantgirl the beginning
« on: December 29, 2015, 04:18:29 PM »
Rouse the Beast is another spell to consider for the Druid. It allows her creatures to attack the round they are summoned.

I.e. Why wait a turn for that Vine Snapper to snap?

I agree and that's why I've three Rouse the Beast, not sure I would need more.

84
That is a solid choice. I also love Lifelink!

https://s3.amazonaws.com/ksr/assets/003/105/752/561aa8aac02ca5b62ebbfbf5a1b7c9d6_large.png?1420439467
I really like Lifelink for this creature!

Standing still in a zone with Lifelink (2+2) + Mohktari(8,) and you've a nasty defense for either the creature or the mage. Add a hand of Bim-Shalla (5) to that mix and you've a pretty good buddy build!

Would give the creature or mage 3 hp/turn via lifelink, + 2regen if in the zone of the tree, +1Melee/Armor or healing via Hand of Bim-Shalla.

Pretty much unkillable mage and creature unless you opponet plays deathlock or poison blood.

r1 Creature for 5 + Lifelink (2+2). 9/20 mana. Creature healed for 3/7 
r2 Mohktari (8.) + Hand of Bim'Shalla (5). 13/21 mana.

Creature healed to 7/7 with lifelink + Bim or 6/7 with Bim + Zone regen(2).
Mage will have taken 1 or 4dmg depending on route.

r3 = 19mana to spend

85
Spellbook Design and Construction / Re: Plantgirl the beginning
« on: December 24, 2015, 02:27:44 AM »
Only with the first strike.
Quote from: Codex
Ranged +X (Object Trait)
This creature gains + X attack dice when it makes a ranged attack. If
the attack makes multiple attacks during the same attack action, it
gains this bonus only for the first attack it can make with this bonus.
Has no effect on Zone Attacks. Does not grant a ranged attack if this
creature does not have one.

Thanks for clearing that up.
Might be worth including Oscuda just incase you're up against falcon rush or something simillar.

86
War & Holy spell.

I think it would be cool if it was something along the lines of:
Gives friendly soldier creature +X meele and fast trait for this round.

Fast? In an academy card?
Yeah totally forgot about that for some reason! Was thinking more of what would be cool for Arena :P

87
War & Holy spell.

I think it would be cool if it was something along the lines of:
Gives friendly soldier creature +X meele and fast trait for this round.

88
Spellbook Design and Construction / Re: Plantgirl the beginning
« on: December 21, 2015, 11:24:04 AM »
zone attacks never target a wall.

Still a pain for me when the target I'm going for is going to be in the same zone as one of my thornlashers.

89
Spellbook Design and Construction / Re: Plantgirl the beginning
« on: December 21, 2015, 10:51:35 AM »
Alter of the iron guard works really well for the druid.  Being able to deploy a guarding plant can mess with anyone's plan.

Yeah, only problem with altar is that I've to quick cast it the turn before which is a sign in itself. But I've been thinking about adding it for a long time, would make sense to include it.

I would suggest replacing the raptor with Oscuda.  Oscuda and hawkeye give a 3 dice unavoidable, critical, and a 50% chance to daze attack.
Only problem I see with Oscuda is that it's a zone attack = I'd hit my own creatures aswell + wall. Not what I want to do.

90
Spellbook Design and Construction / Re: Plantgirl the beginning
« on: December 21, 2015, 07:42:09 AM »
I don't have too much experience so I may not have this may not be the best advice, but your answers will help me learn if not both of us.
Any advice is good advice :)
What is your win condition? You say that your creatures are expendable, but you don't really have another way of dealing with your opponents. You have a fair number of creatures, but I don't really see the focus except in how to setup.

My creatures are expendable in the sense that I rather deploy a Vine Snapper down in an offensive location like at a wizzard's tower, knowing that it can be killed, since I rather have them throwing dice at that creature than my mage or my Vine Tree.

My win condition is pressure by creatures, my ultimate  goal is to be able to control their mage. Since my aim is to deploy a vine creature every round, I will most likley have more creatures on the board. With this board pressure I'm usally able to predict what the other mage response will be and try and counter that.

You have a lot of ways of getting through armour, which I understand is really important if you want to use the Wall of Thorns effectively, but I think you may have more than necessary. Between the rusts, acid balls, corrosive orchids and the spitting raptors, I can't imagine your opponent will fall prey to the thorns enough times for this many options to be worth the spots. If anything, switch the raptors out as they are much less flexible. All of these effects also weigh too much when it comes to a fight against a zombie deck or a solo build. Also, I doubt you need that many dissolves. This may be my inexperience, but I can't see a game in which you need all four when you won't have trouble negating armour.
The only time I've really lost is vs Wizzards that play a lot of armor. Since they tend to armor up + use their shield, getting through their defense + mobility is not an easy task. Combine that with their burst potential with a Wizzard's Tower and you've a very tricky opponent. So when playing vs a Wizzard I've to make sure that when I'm able to deal dmg it will hurt. I've a lot of dissolves 6 (4 + 2 orchid's)so that I will be able to dissolve what I like to lable as high value targets. Elemental + Mage wands, Veteran belts and Eagle Claw boots. If I let a mage have any of these items for long my deck loses it's win condition rather fast.

When it comes to necro, my goal is not to deal with his zombies, but rather make sure the necro dies. Since the zombies are a much much more risky target to go for.

I do really like the flavour. Let me know if my objections made any sense, or whether you've played a game and found all of the effects useful.
You've  made a lot of sense and I hope I addresed your points.

I share you view on the raptors, I'm not sure if I should keep them or not. They are good in rare occasions since they're ranged and therefore my walls wont punish them as much as other creatures + they give corrode if I'm out of acid balls or dissolves. But I don't really see what I should replace them with if that's the case. I know a few curse spells would be nice to've or maybe another mage wand but that's about it.

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