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Messages - Aylin

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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...

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General Discussion / Re: FiF: Harshforge Plate
« on: May 05, 2014, 01:41:11 PM »



That sword would be OP as you currently have it. It would need to be more expensive (mana + spellpoints) and have higher upkeep at least.

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General Discussion / Re: FiF: Harshforge Plate
« on: May 05, 2014, 01:07:14 PM »
Wait till you see the other Harshforge stuff we have planned, in the coming sets.  :-X

No more teasing us! D=

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General Discussion / Re: FiF: Harshforge Plate
« on: May 05, 2014, 12:59:10 PM »
I love how it protects itself from Dissolve/Explode/Steal Equipment.

This is the first War spell that makes me wish Paladin is trained in War 2.

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General Discussion / Re: Mage Wars Mondays - Episode 1
« on: May 05, 2014, 10:36:15 AM »
My first game was as a Priestess; I wanted to summon Valshalla.

My opponent focused her down before she could act however. Still managed to murder the opponent's Wizard with 2 Royal Archers though.


Lately I play more Druid or Forcemaster though.

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General Discussion / Re: FiF and the Bloodwave Warlord
« on: May 04, 2014, 11:48:28 PM »
Things I have time to address right now:

1). Explain how poison blood doesn't solve vampirism and agony doens't solve bear strength.

You got me on Poisoned Blood, unless the creature is Poison Immune. I suppose on Agony as well. The other examples still stand however.

It is important to note that using one enchantment to counteract the effects of another enchantment is vulnerable to Enchantment Transfusion + Nullify tricks though, which do need to be considered.

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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.

Beastmasters can buff their animals with Totems, with Pet, and situationally with Wounded Prey in addition to Enchantments and Incantations.

Warlord can only buff with Enchantments and Incantations.

Not to mention the fact that Beastmasters have more tools for Animals than Warlords do for Soldiers...

Now, to start with going from 1 armour to 2 is more than worth it if the cost is only 1 mana.

Lair >>>> Barracks right now, so casting Timber Wolves from a Lair is better than casting Orc Butchers from a Barracks. Instead of casting useless Garrison Posts or semi-useless Archer's Watchtowers the Beastmaster can cast some mix of 1-2 Rajan's Fury and/or Tooth and Nail.

Or if you want to compare Hard casting, the Beastmaster still wins because of the Ring of Beasts, so they would cost the same to summon, except the Wolves have better stats.

Timber Wolf out-performs Orc Butcher easily. The Warlord just has a hard time support its troops effectively (something the Beastmaster is much better at) right now, in addition to having worse stats even when accounting for the price difference.

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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 Mana less to initially cast is fairly minor, as is -2 cost to change spells. Neither of those make up for the fact that there are only 7 spells that are worth throwing on it, and every single one of them is level 1, especially since the major cost of changing a spell is not the mana spent, but the action spent. The only saving grace of the thing is that it fills the oft-empty head slot.

The main benefits of a Mage Wand are saving your useful spells into the late game, and having three spells to choose from in any given turn. The Warlord is ill-equipped to last into the late game, so the question is whether or not the extra spell per turn is worth the cost.

Quite frankly, only 2 of the 7 available spells are worth having as an option in general; Battle Fury and Charge. And unfortunately neither of those are better than a Wand with Teleport/Dispel/Dissolve/etc, since Charge is situational and Battle Fury was nerfed pretty heavily. And honestly, if you made use of the spells on the Helm more than a couple of times it'd probably get Dissolved (and you pay 3x for Nullify and Enchantment Transfusion). Besides, the Warlord already has extra spells available every turn, in the form of Battle Orders.

Now I'm not saying the Helm of Command is a terrible play. However, if you're casting equipment there are much better things you could cast instead (like Dancing Scimitar), which is the problem. Unless the Warlord somehow gets better at  the late game or gets a lot more worth-while Commands, the Helm will never be better than okish.

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Incidentally, the action cost is why it's better casting Bear Strength once than casting Power Strike multiple times (even twice) if your creature is living.

67
General Discussion / Re: FiF and the Bloodwave Warlord
« on: May 04, 2014, 08:21:03 PM »
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).

This is ridiculous.

Armour isn't the "most problematic" equipment, nor can Acid Ball remove Damage Type -X on equipment. Acid Ball is a specialized tool; it solves one problem spectacularly well (removing armour) but it is useless at dealing with anything else. It cannot deal with Wands, Weapons, Defense equipment, etc. Additionally, Corrode Tokens can be removed with the incredibly cheap Wand of Healing, or by the Priestess' Restore ability. Relying on a single Dissolve to solve all of the problems Acid Ball cannot is a very dangerous strategy. Especially since Acid Ball and Dissolve cost the same to include in any book...

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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.

There are many enchantments that simply cannot be solved by any spell except for Dispel. Forcefield, Force Crush, Force Hold, Mage Bane, Circle of Fire/Lightning, Vampirism, Bear Strength, etc.

If anything, three might not be enough. It definitely isn't overkill.

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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. 

The most effective use of Teleport is to move your enemy to you. Charge cannot do that.

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2.  Other than the fact that it [Barracks] makes more mana if you play it, and for cheaper than a Mana Crystal/Flower?

Makes more mana than what? A Mana Crystal of Flower? If that's what you mean, that is incorrect. A Mana Crystal/Flower costs 5 and makes 1 mana each turn. The Barracks costs 12 and makes 1 mana per Outpost. All other currently released Outposts cost 4 mana, so the cost/gain ratio is:

Barracks: 12 - 1
Barracks + 1 Outpost: 16 - 2 -> 8 - 1
Barracks + 2 Outpost: 20 - 3

In terms of mana generation Barracks is the worst Spawnpoint.

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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.

If you use Barracks to summon a creature, you cannot summon it in a location you have a Garrison Post. They do NOT work together, no matter how you try to spin it. Absolutely no synergy here.

As for Archer's Watchtower, you need to spend a whole round moving the creature to the proper zone to make use of it. Also, since Barracks counts as an Outpost it makes it harder to place your Watchtowers. I'm not sure how you can possibly call this Synergy either.

The Armory in FiF that gives all Friendly Soldiers Armor +1 and Piercing +1 has synergy with Barracks. Neither of these do.

Now, as for the other spawnpoints...
Lair just makes 2 mana per turn.
Pentagram gives you 1 extra man each time you damage a different enemy creature (max 2) in a turn, which is something you want to be doing anyway (at least to the mage).
Temple requires friendly Clerics to spend a full action praying, which is admittedly pretty bad. However, cost of 2 Clerics + Temple is the same as Barracks + 2 Outposts, and the Clerics can guard, heal, or attack if needed instead of Praying.
Gate to Voltari gives you mana when your opponent casts a spell.
Libro Mortuous just makes 1 per turn.
Battleforge just makes 1 per turn.
Graveyard is more variable, though it doesn't require you to do anything you wouldn't be doing anyway (killing your opponent and their creatures).
Vine Tree just makes 1 per turn.
Samara Tree + Seedling Pod I hate for different reasons, but those are off-topic to this discussion.

However, other spawnpoints (except 1) don't require you to be doing anything you wouldn't want to be doing anyway, so I'm not sure what your point even was.

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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.

The War school lacks a non-Legendary soldier creature that both hits hard and is hard to kill, while both Holy and Dark have those. A majority of the Warlord books I've played against since DvN or seen on these forums have focused on one of those two schools for that reason. I'm pretty sure that qualifies as "many" by any reasonable definition. Remember, "many" does not mean "most".

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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. 

Butchers compare unfavourably to Timber Wolves, both because the Warlord must go out of school to buff it, but also because it lacks the survivability the Timber Wolf has.

The Slinger has no analogue in another school. A 6 HP 0 Armor creature isn't hard to take out, however. The attack is pretty sub-par as well.

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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.

Trolls cost a Warlord 5 spellpoints. Knights of Westlock and Skeletal Knights cost the Warlord 6. Neither of the Knights are vulnerable to Fire (the most common elemental damage currently), both have the same 5-dice attack as the Troll, they have better defenses, and the mana cost for all three is 13.

Plus all you really need to do to suppose a Knight of Westlock is to put Regrowth on it. Troll would need Rhino Hide anyway.

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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.

You think I ignore cost when comparing creatures?

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4.  What do you mean "no one plays swarm"? 

I mean it isn't competitive in any real sense.

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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.

In some metas, Swarm has a place. However, that doesn't make it an effective strategy. Acid Ball doesn't lend itself overtly to any particular strategy, and Meditation Amulet strategies are vulnerable to Dissolve (in my experience, it tends to mess up the tempo of the book significantly).

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And yeah, some games Veteran isn't relevant, that's true. 

Sure.

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The Warlord's abilities also cost nothing (because you should be using the Ring of Command) and require virtually no work. 

They still cost a quick action.

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A mage isn't defined solely by abilities either; there are mage-specific or easy-access cards that help him or her out too.

I'm actually glad you bring that up!

Warlord/War Mage Only Cards:
Thorg - Decent
Akiro's Hammer - Awful
Barracks - Awful
Standard Bearer - Decent
Helm of Command - Decent
Horn of Gothos - Decent
War Sledge - Awful
Akiro's Battle Cry - Awful

Nearly all of them are sub-par at best, and none are that great overall.

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5.  Well, the novice War incantations are good cheap options but they're hardly "the best." 

There are 9 War Incantations. 3 are Novice (Power Strike, Perfect Strike, and Piercing Strike). Akiro's Battle Cry is just plain awful. Whirling Strike is pretty much just a worse version of Battle Fury, so is not worth taking.

The rest are all level 1, but not Novice (Sniper Shot, Battle Fury, Charge, Evade).

So yes, all the best War School incantations are level 1, with nearly half being Novice.

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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. 

It's a Mage Wand that's even more limited. Please excuse me if I don't get overly excited about it.

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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.

The problem arises in switching spells, since it takes an entire action. It really isn't that great.

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General Discussion / Re: FiF and the Bloodwave Warlord
« on: May 04, 2014, 03:15:37 AM »
Basic auto-includes:
3x Dispel
3x Dissolve
2x Teleport

A Warlord pays an extra 7 over other mages (like Beastmater, Necromancer, Priestess, etc).

Barracks is currently the WORST spawnpoint in the entire game, as the only way to increase it's base channeling is to play more Outposts, except neither Garrison Post nor Archer's Watchtower have any synergy with Barracks.

On top of that, War creatures are, in general, weak compared to other creatures of the same level from different schools. Why do you think so many Warlord books use Skeletons only? Or the Holy soldiers? Except for Thorg and Dwarf Panzerguarde, none of the War creatures are that great.

Veteran Tokens work best against someone playing Swarm...and right now no one plays Swarm. In most games you're lucky to get 2, with 0 or 1 much more likely.

All of the best War school  spells are level 1...with a good chunk of them being Novice. You'll notice Druids are only sad to pay 3x cost for Battle Fury and Charge...


Summary:
The War school is weak
One of the Warlord's major powers is nearly useless
Warlord pays more to include basic spells than anyone else, on top of having a weak school


THAT is why Warlord is weak. Can you still win games with the Warlord? Yes; skill plays an important part. That doesn't make the Warlord not terrible.

69
Spells / Re: Togorath , a big fake?
« on: May 02, 2014, 10:20:24 AM »
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.   ::)

The discussion is over whether or not Togorah is worth spending 6 spellpoint to put into your book when it's highly situational at best, and there are other things you could put in instead that solve the same problems Togorah does except for less spellpoints and mana (and they likely also solve other problems as well).

70
General Discussion / Re: FiF Preview: Blood Demon
« on: May 02, 2014, 10:14:55 AM »
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.

Blood Demon doesn't hinder the enemy non-flying creatures, but it also isn't being attacked by them so it lives longer. Hindering your opponent's creatures or not isn't the difference between "bricking" in that matchup or not. Especially when YOU have the choice of damaging every creature your opponent has or just the mage.

On the other side of the coin, if your opponent's creatures are nonliving or living but undamaged your Blood Demon will be able to quickly make it's way to the enemy mage. Dark Pact Slaying on the other hand cannot do the same.

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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.


...who the **** bothers to try to take out Iron Golems???

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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....

You're only going to be able to put a limited number of enchantments on your Blood Reaper. If you use the Dark Pact Slayer you're going to need more defensive enchantments like Eagle Wings or Vampirism or Rhino Hide or Regrowth to keep it alive. Blood Demon doesn't need those, meaning you can put Bear Strength and Mongoose Agility on it right away. There is an opportunity cost to things, you know? And especially with the Harshforge coming soon you won't be able to just put as many enchantments on things as you want to anymore.

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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?

I know this may be hard for you to grasp, but occasionally not attacking is better than attacking. It depends entirely on the situation.

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Where Blood Demon could excel is in potentially aggressive Pentagram strategies where he and Scourger have natural protections against spawn camping.

Um, ok? I have doubts that a Warlock could sustain summoning multiple level 3 demons out of the Pentagram with the low channeling, but whatever.

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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.

Dark Pact Slayer is better at attacking things you don't want to attack with your Reaper anyway, and the only major "downside" you mentioned is that the Demon and your opponent's creatures likely won't hinder each other. Except that is exactly what you want in most cases anyway, so...

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General Discussion / Re: MageWars Monday - Cerberus
« on: April 30, 2014, 08:06:54 PM »
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?

Since it's not in the zone, it wouldn't boost Cerberus.

72
Strategy and Tactics / Re: My thought on Seedling Pods
« on: April 29, 2014, 07:56:08 PM »
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.

I'm not sure they're better than Enchantments in this regard, simply because you can reveal an enchantment as soon as the situation changes but must wait three turns with a Pod.

73
General Discussion / Re: Akiro's Hammer vs. Druid
« on: April 29, 2014, 11:02:35 AM »
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)

They're gonna have more than 1 Ballista. And on top of that, hitting the wall with a mage (equipped with Mage Staff) would take down a Fog Bank or severely weaken a Dirt Wall.

Walls are great if you can turn that delay into an advantage. I honestly think you'd be better served by Reverse Attack or Flameblast/Fireball.

74
Strategy and Tactics / Re: My thought on Seedling Pods
« on: April 29, 2014, 10:52:45 AM »
A Seedling Pod doesn't take attacks from Fireball, Hurl Boulder, Adramelech's primary attack, etc. They take attacks from Sweeping or from your opponent moving creatures into position (and using the quick action to hurt your mana supply).

That's a huge difference.

75
General Discussion / Re: Akiro's Hammer vs. Druid
« on: April 29, 2014, 12:54:48 AM »
With all the low cost walls out/coming out I don't really see the issue...

They're gonna eat through walls very easy...

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