61
General Discussion / Re: FiF: Harshforge Plate
« on: May 05, 2014, 02:07:56 PM »
Actually, with all of the "pay +X mana" from the new set, Mana Prism might become more common in the meta...
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.
Wait till you see the other Harshforge stuff we have planned, in the coming sets.
Things I have time to address right now:
1). Explain how poison blood doesn't solve vampirism and agony doens't solve bear strength.
2). Butchers also cost less than timber wolves, so obviously you're going to get less for the cost (shocking). That doesn't mean they're in any way bad. If your definition of "buffing" is only enchanting then my argument would be there are instances (many) when you want to spend less mana (much less) giving temporary buffs in the form of incantations. Yeah I could bear strength my butcher out of school for 5 mana, or i could spend 1 mana (reduced by command ring) to give that same buff temporarily.
3) The helm is a more restrictive mage wand. There's also the part where it costs less not only initially but 3x less to switch out a spell. If you don't think that's worth it (obviously you don't) then that's your opinion but isn't really based in anyone else's reality. If you want to make an argument about how the reduced cost isn't worth it then it'd be more interesting to read what you had to say.
1. Why do you need so many copies of these? There are multiple ways of solving problem enchantments other than removing them and I don't know why you would ever need 3 Dissolves when Acid Ball deals with the most problematic equip--Armor (Warlord doesn't pay 3x for them anyway, so it hardly matters).
1 Dispel sure, maybe 2 if you're paranoid, but 3 is overkill. The Warlord only needs to pay 2 more points for those Dispels at that point.
Teleport is a good card, but it's also very expensive mana-wise. Charge can accomplish much of the same for less and give the target and extra die.
2. Other than the fact that it [Barracks] makes more mana if you play it, and for cheaper than a Mana Crystal/Flower?
Or, you can play one and cast a soldier 1 zone away...and still make more mana. Most other Spawnpoints require the player to fulfill some sort of condition that requires regular actions; the Barracks does not, and the outposts serve another function should you need it. Your definition of synergy is obviously pretty limited.
3. "So many Warlords?" That looks like an exaggeration if I've ever seen one. I doubt enough people even play the game, much less the Warlord, to make an assumption like that.
I've helped build Warlord books that included skeletons or holy creatures, and after testing came to the conclusion that the Warlord doesn't need point-expensive situational creatures like Knights or S. Minions. Butchers and Slingers, like Timber Wolves for Beastmasters, meet most of the Warlord's needs.
Trolls are there if you need fatter guys; they aren't as vulnerable to Sleep as Westlock Knights and require less support to survive than do Skeletal Knights.
Also, you can't do 1:1 comparisons of creatures based just on level. There are a bunch of creatures that are the same level but that's where the similarities end. Other than abilities, Cost is a big motivator to consider less expensive, same level creatures over more expensive ones.
4. What do you mean "no one plays swarm"?
Playing with lots of creatures happens to be very good right now with Acid Ball and Meditation Amulet. Not everyone plays the way you do or in the environment that you do.
And yeah, some games Veteran isn't relevant, that's true.
The Warlord's abilities also cost nothing (because you should be using the Ring of Command) and require virtually no work.
A mage isn't defined solely by abilities either; there are mage-specific or easy-access cards that help him or her out too.
5. Well, the novice War incantations are good cheap options but they're hardly "the best."
It's not just about paying spellbook points for something; the Warlord's helm lets him cast/change those cards on the cheap without actually expending them, which is a fact that many anti-warlord posters here apparently overlook.
Power Strike/etc every turn if you need it plus another creature or extra mana is pretty good in my experience, and lets him use the extra spellbook slots he saves for other cards. Like that extra Dispel or Teleport you need so badly.
Some of comparisons in this thread don't even make any sense. You play Togorah for his abilities. If you don't need his traits, you don't play him. Does that mean he's situational? Yes. Does that mean he's bad? No.
Gladly. Basically, Bloodthirsty neuters the one major equalizer for BD's inferior combat stats: Flying. It's the inverse of Sike's point about defensive hindering, only worse.
Against resilient non-living, yes. Against iron golem? And since this is about Reapered BD vs. DPS, the latter is strictly better offensively. Also, DPS is better against IG than FH.
Which you can put on DPS who can inflict more damage on the mage. Or alternatively can be dispelled/wanded out by control builds. I can also put vampirism on him if I wanted. And on... and on....
What's the point of not attacking when BR is an offensive ability? And you're gonna give your opponent more opportunities to nuke BD at lower heath and armor?
Where Blood Demon could excel is in potentially aggressive Pentagram strategies where he and Scourger have natural protections against spawn camping.
I disagree that he's the default BR most Lock players, because DPS is just more versatile and has fewer match-ups where his traits brick.
How would Cerberus work with wall of bones? Its a dark conjuration, but walls aren't in zones. I take it they wouldn't synergise?
Here's my take on seedling pods: They are an excellent way to avoid wasting actions.
As a druid, I find that I sometimes have more actions than I know what to do with. On any other mage, you might deal with this by banking an enchantment for later; seedling pod is an alternative way to ensure that extra actions are not wasted.
The other advantage of the seedling pod is that they allow you to delay making a decision. If you aren't sure what to cast, just cast a seedling pod and you can decide later after you have seen what your opponent does. In the early game especially, it can be difficult to know what to go for. By planting seedling pods, you can delay choosing a strategy until you know what you are up against, and at that point you will be able to use the actions that you banked earlier.
Essentially, seedling pods are a way to bank actions for future use.
With all the low cost walls out/coming out I don't really see the issue...
They're gonna eat through walls very easy...
Yeah but a simple Fog/Dirt Wall will cost them 3 turns.
This. And unless they're lucky, that's 4 turns. (Should take more than 1 attack to take down incorpreal, even at 5 dice)
With all the low cost walls out/coming out I don't really see the issue...