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Messages - sdougla2

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781
Spells / Re: Earthelemental
« on: March 29, 2013, 12:22:51 AM »
The only build that I would really consider running Earth Elemental in so far is an Earth Wizard build, and I probably wouldn't bring him out against a Forcemaster. That's what Iron Golems are for. If you're playing against a control deck, you're going to need to deal with control effects applied to him. On the other hand, he's immune to poison, so you can ignore those control options.

You'll need to use Force Push on your opponent and/or Teleport on the Earth Elemental or your opponent to get attacks through. Otherwise they'll just walk around it. An Earth Elemental is powerful enough that it's worth the effort to get attacks in with it. It's expensive enough that you need to be committed to getting a return on that investment, but it can be strong if properly utilized. An Earth Elemental is too expensive to leave to his own devices; it needs support.

The real advantage it has over Iron Golem is against stun/daze/slam. Iron Golems can be repeatedly stunned out, particularly with light and lighting attacks. Earth Elementals are much less susceptible.

The other consideration is if you need a zone attack for some reason. You can prevent swarms from converging on a square with an Earth Elemental, although I haven't played against a swarm strategy with my Earth Wizard, so it's hard to know how this would work out in practice.

782
Spellbook Design and Construction / Re: Warlock Build Help
« on: March 28, 2013, 05:41:13 PM »
I'd probably remove Sleep for Cheetah Speed and Death Link. I'd also consider removing Jinx and Reverse Magic. They're pretty expensive to include. Purge Magic is probably a poor choice in this build. You run so many curses that you'll rarely want to use it on an opponent's creature, and you run enough buffs that you'll rarely want to use it on your creatures. You could try running Enchanter's Ring or Ring of Curses. You run a good number of enchantments, and it can be helpful to make them cheaper. A second Vampirism would be nice so that you can toss one on your Dark Pact Slayer Blood Reaper and still have one for yourself.

The build looks like a pretty good Warlock build overall. I really like to use Necropian Vampiress with Bear Strength due to her resilience.

I'd advise playing the Dark Pact Slayer Blood Reaper against swarms once they kill your Mordok's Obelisk.

783
Strategy and Tactics / Re: Mobility, an in depth look
« on: March 28, 2013, 05:06:19 PM »
If your opponent has an enormous board advantage, Teleport won't save you, I agree with you there (and I think heals are relatively weak, but that's another topic). On the other hand, Teleport allows you to escape from a poor position or force your opponent into a poor position. Maybe your opponent doesn't dominate the whole board, but they can Teleport you into the middle of the section of the board that they dominate, and get attacks in with all of their creatures. Teleport is essential for these types of situations. So while Teleport won't save you from a clearly losing position, it can save you from a weak position if you have a stronger position elsewhere.

784
Spellbook Design and Construction / Re: Beastmistress Openings
« on: March 28, 2013, 05:37:12 AM »
I'm not a fan of the Lair because it is fairly inflexible, quite expensive, and a BM can swarm effectively without it due to Quick Summoning. Fast swarms are vulnerable to various things, including zone attacks, Chain Lightning, and mana denial. It's good to have a big threat to supplement your swarm, since that way a single answer won't completely alleviate the pressure on your opponent.

I like Force Push with Wall of Thorns, and that works well with Bitterwood Foxes and Thunderdrift Falcons, since your creatures can chase down the enemy mage through the wall. Keeping your creatures in 2 zones helps a bit with zone attacks, but swarms are vulnerable to other things as well.

I like to open with a pair of Mana Flowers on the first turn, and then follow that up with a Ring of Beasts and an animal. Which animal I choose depends on my opponent. If I'm worried about Mordok's Obelisk, Suppression Orb, and Suppression Cloak, I go with Steelclaw Grizzly. If I want to play a mid range strategy, I go with a Timber Wolf.

Pet is more efficient on cheaper creatures. I use it on Bitterwood Fox or Thunderdrift Falcon. This makes it cheaper, and allows me to play a creature almost as tough as a Timber Wolf as a quick action.

If you can keep her alive, Fellella is amazing. She's much more flexible than the Lair.

785
Strategy and Tactics / Re: Force Master vs Swarms
« on: March 28, 2013, 05:23:09 AM »
Flying swarms are what the FM really struggles against, since the Force Blade can't shoot up. The FM can do a fair amount of positioning to make it difficult for swarms to get at her, but your opponent can play position control cards too. If you use Wall of Pikes and Caltrops, your opponent can Force Push/Teleport you out of the zone so that their creatures have an easier time getting at you.

Forcefield is much stronger against solo and 1-2 big strategies than against swarms for the same reason that defenses are strong against a small number of attacks, but weak against a large number of attacks. It stops 3 attacks no matter how large or small, and then 1 per turn. A swarm can beat right through that.

786
Spells / Re: Earthelemental
« on: March 28, 2013, 04:00:12 AM »
I like Iron Golems for my Earth Wizard too, but Earth Elementals are better against Air Wizards and Priestesses, since it gets stunned less. Iron Golem is clearly the choice against the Forcemaster. I'll have to see which makes more sense in my other matchups.

Earth Elemental seem pretty worthless for a Warlord, but that doesn't mean it's a poor creature, it just means that the Warlord sucks at spamming Teleport.

787
General Discussion / Re: List Your Favorite Mages
« on: March 28, 2013, 03:41:15 AM »
1. Beastmaster: I really like Quick Summoning, which allows the BM to summon even while he's doing beatdown, and I don't need to play a spawnpoint to do it. Quick Summoning makes the BM the most flexible in terms of his turns, and I really like the ability to be free form with my turns. I like his access to strong enchantment buffs, mobile creatures that are easy to buff, and his strong beatdown option. I really like Fellella, although I don't always bring her out.

2. Wizard: I really like how well the Wizard can play control and midrange strategies. Right now I have an Earth Wizard build, but once I get more cards I plan to have 1 of each element (well, this will be after they flesh out the water school). Huginn is awesome for position control, and I like having easy access to attack spells. I like having Voltaric Shield as a defensive option. I enjoy running mana denial strategies, although that's not all I do with him by any means.

3. Priestess: The Priestess has such strong control options. I like the ability to stack so many daze/stun chances, and give myself defenses with rerolls. I use a temple plan, but I don't drop temples right away, I open with at least one creature, then transition into temples and/or beatdown. Staff of Asyra is amazing.

4. Warlock: I really like dark creatures, and I like the idea of curses and fire spells, it's just that I feel like whenever I play a Warlock my mana is a problem. When I'm playing the other 3 original mages, I have a sense of having good options at various mana prices, and my play feels relatively smooth. For whatever reason, the Warlock doesn't feel as smooth to me, it feels choppy and awkward. I think that I need to just play several more games with the Warlock to get a better handle on how to play him effectively (not that I lose when I play the Warlock, it just feels more awkward).

5. Forcemaster: I've played a bit with the FM, and I think I'll start liking her more once I've played with Thoughtspores. She has some awesome control and beatdown options, but I need to play more games with her before I can really evaluate how much I like her. So far I've liked her okay, but I think the reason I like all of the original mages more is just that I've explored them more.

6. Warlord: I just don't like the Warlord. I haven't played him yet, but I've thought a bit about spell book options for him, and I've played a couple games against him. The cost of position control options combined with his need to use full action attacks and specific positioning for bonuses make me dislike him. Fortified Position and Standard Bearer rely on having things positioned just right, and his main advantages compared to the BM require full actions (sweeping and ranged attacks). Whenever I think about playing him I feel like I'm picking up a neutered BM with earth attack spells thrown on top. This will hopefully change when I figure out a good strategy for him, but so far I just haven't liked him.

788
Spellbook Design and Construction / Re: Post your best Warlock build
« on: March 09, 2013, 10:39:38 PM »
Interesting choices Reddawn. I prefer Mongoose Agility over Evade, since it gives Elusive until my opponent does something about it, rather than just once.

Similarly, I prefer Vampirism over Vampiric Strike. Vampirism is a bit more expensive, but the advantage you can get out of it is much more impressive. Even if my opponent immediately removes it, I get to land 1 hit with Vampirism, and my opponent spent an action and a similar amount of mana to deal with it. If they don't do anything to deal with my enchantments, than I come out massively ahead compared to casting one shot incantations that did the same thing once for a bit cheaper. I'd say that Vampirism is significantly more efficient than Vampiric Strike, since it gives repeated benefit or forces your opponent to spend resources responding.

I'd also rather take a Falcon Precision than Perfect Strike. Sure, my opponent can Dispel it, but it forces them to respond to me or concede a long term advantage to me. Even if you're planning on ending the game in the first 6 turns, the cost of these cheap enchantments is low enough that the advantage of making my next 3 attacks unavoidable for 1 action is definitely worth it. Perfect Strike is only better than Falcon Precision on the Warlock if you are low on mana, and you will win the game if your attack gets through (or die if your attack fails to kill your opponent). It might be better to use a Perfect Strike than a Falcon Precision on a creature that you know is going to die before it gets to make a second attack, but that's not a good enough reason for me to include Perfect Strikes over Falcon Precision.

Necropian Vampiress is amazing against living creatures because she's so resilient. Overall I'd say she's a better creature than Goran against living creatures without defenses, since she'll last longer with less investment, but she's vulnerable to Mind Control, and Goran is better against creatures with one shot defenses. I'm planning on including both in my Warlock build, but opening with Necropian Vampiress in more matchups.

I much prefer Teleport to Charge for my Warlock build. Charge is fantastic for giving a slow creature the ability to move and attack (particularly Iron Golems), but Teleport is much more versatile for repositioning. If I want Fast, I'd rather invest in Cheetah Speed which costs the same number of points to include in a Warlock list and only costs 1 more mana for a persistent rather than a one shot effect (and if you have Enchanter's Ring out, they cost the same amount of mana). The 1 extra die isn't worth the loss of the persistent effect.

I see you include Cheetah Speed as well, but I'd rather run 2 Cheetah Speeds than 1 Cheetah Speed and 1 Charge. That way you can give a big creature like Necropian Vampiress, Goran, or a Dark Pact Slayer Blood Reaper Fast in addition to yourself.

I'm not sold on Sacrificial Alter, but I can see that it could potentially be good.

When I run Battleforge, I like to have many equipment options so that I don't run out quickly. Getting up to 4-5 armor makes your mage much more resilient. Running only a single Lash and no Bear Strengths means that you're melee plan is easily disrupted, and you won't have any strong melee follow up, aside from sacrificing big creatures to Sacrificial Alter.

789
Rules Discussion / Re: Slam Token
« on: March 03, 2013, 02:03:18 AM »
I think of it as halfway between a daze and a stun. You get all of the benefits of a stun up until they act, but only the effect of a daze during their activation.

790
Spellbook Design and Construction / Re: Fire Wizard
« on: March 02, 2013, 11:26:43 PM »
Mana denial is mostly effective against creature based play, so I'm not convinced that it will be particularly effective against FM beatdown, but time will tell.

791
Spellbook Design and Construction / Re: Fire Wizard
« on: March 02, 2013, 09:38:46 PM »
I agree that Charm + Force Pull is effective, and I'll certainly include a Mongoose Agility in my FM build, but it means she's spending actions less damage efficiently than she could be, which will make my Voltaric Shield a bit more effective that turn (no Spinning Slash, Invisible Fist, or Force Hammer that turn), giving me time to Dispel Charm or Mongoose Agility. Don't get me wrong, Charm and Mongoose Agility will still be annoying, but getting her to space out her attacks will make Voltaric Shield more effective, and buy me some time. I'll have to see how that works out in practice.

792
Spellbook Design and Construction / Re: Fire Wizard
« on: March 02, 2013, 09:17:42 PM »
I've been considering Necropian Vampiress as well. She's easier to fit into my opening, since she's cheaper, and I agree it would be nice to avoid getting locked out of Lord of Fire by a Warlock.

I'm still in the preliminary stages of evaluating my Forcemaster build. So far my opening is:

Turn 1 (20): Cheetah Speed -> advance 2 spaces -> Battleforge (7)
Turn 2 (17): Force Blade from Battleforge -> Bear Strength or Force Pull -> melee (2 or 6)

I'm wondering if other people will adopt similar strategies, or whether they'll opt for a few Thoughtspores and/or an Invisible Stalker. Against a solo equipment build, Voltaric Shield will help immensely, and I'll need to get some armor against Spinning Slash (and Dancing Scimitar and Invisible Fist/Force Hammer). Kiting her will be extremely difficult, and it's problematical to rely on a single big creature to protect me from her due to Mind Control and Charm. I'll need to keep a Nullify on my creature in order to avoid the FM stealing it.

I'm thinking a Lord of Fire opening makes sense against this type of play. He's incredibly expensive to Mind Control, and I can defend myself against a Mind Controlled Lord of Fire with fire resist. If I keep him out, I should have a big advantage in a damage race (as long as I don't let her keep a Forcefield out), and if she steals him I'll have an enormous mana advantage (upkeep 6 hurts). If she Charms him I can still guard with him, and Sleep is incredibly expensive when I can just Arcane Zap or melee him back awake.

Against a FM backed up with mind creatures I'm less sure. Her control abilities are powerful, and her damage output should be phenomenal. Lord of Fire might be too expensive and susceptible to control. I'll probably have to shoot down Thoughtspores, but I'm not sure if that will be enough.

793
Spellbook Design and Construction / Re: Fire Wizard
« on: March 02, 2013, 07:28:51 PM »
My problem with Gorgon Archers and Darkfenne Hydra is that I want to be running around kiting my opponent. Gorgon Archers need a great deal of support to prevent them from getting rushed and killed, and Darkfenne Hydra is too slow to keep up without Teleporting/Force Pushing him all over the place. I like Gorgon Archer and Darkfenne Hydra for a control build that aims to erode its' opponent's board position over time, but that's not what I want to do with this build.

I agree that Lord of Fire might be prohibitively expensive for this build, but I prefer him for a few reasons. He's better against swarms, he's faster, if he gets Mind Controlled I can ignore him once I have my armor and cloak on, and he's better at actually killing things. I really like the dark creatures, and I think they fit what I want for this build better than the arcane creatures.

794
Spellbook Design and Construction / Re: Fire Wizard
« on: March 02, 2013, 05:34:23 PM »
In retrospect, Arcane Ring is probably a good card to include. It wouldn't be a good card to include if I was going to do the opening I originally mentioned, since it would slow down my mana generation buildup, but for a more flexible opening, it's a good choice.

Arcane Ring -> Mana Crystal gives me more flexible options on turn 2 than Battleforge -> Harmonize. That way I can choose to cast Lord of Fire, Huginn, or Battleforge, and I'm toying with adding another big creature instead of an Enfeeble and a Wall of Fire or 2.

795
Strategy and Tactics / Re: Actions In Mage Wars
« on: March 02, 2013, 05:21:11 PM »
While I agree that getting an action advantage is key, you need to be careful of playing multiple spawnpoints/familiars or you may be wasting some of those actions, and those cards take many turns to break even in mana. The main advantage they offer is the extra actions.

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