May 02, 2024, 01:39:53 AM

Show Posts

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.


Topics - Werekingdom

Pages: 1 [2]
16
Custom Cards / Earthen Ditch
« on: January 09, 2017, 04:27:14 AM »
Here is a idea for a card.

Conjuration
Name: Earthen Ditch
School: Earth
Lv: ? 1-2
What is it: It is a wall that do not block line to of sight, but blocks movement (like a solid wall, earth wall, stone, steel, etc).
I thought about making eagle boots unable to cross, but I think just having a "wall" that blocks movement but not line of sight is a huge deal.

Any thoughts ideas, suggestions?

17
Can you Teleport a creature in a zone with Mangler Caltrops?

Is it possible to teleport an Asp into a zone with a Mangler Caltrops.
(Basically does teleporting into a zone count as entering the zone?)
The Caltrops would not attack creatures summoned into the zone right?

18
Rules Discussion / Goblin Builder and Mind's Eye
« on: December 23, 2016, 06:01:44 PM »
So I was looking at the Mind's Eye card and noticed that is says quick spell by a familiar or mage.
After that I looked at the Goblin Builder, it says he spends a full cast to cast conjurations range 0-0.

So since the mind's eye says quick spell (the card type) and Goblin Builder takes a full action (the action cost) does that mean I can cast a wall, caltrops, ect (quick spell) at range 0-0 from mind's eye, if I use a full action from the builder to cast?

19
Strategy and Tactics / Best opening for: Anvil Throne Warlord
« on: December 15, 2016, 02:02:01 AM »

Best opening for: Anvil Throne Warlord
(I'll try to  keep this this forum updated from your feedback and openings)

The Dwarf warlord has some interesting traits / ability that seem to often be over looked. (I won't go over the Ruins since they are pretty easy to understand).
The passive trait for "Tough -2" can really undercut condition inflicting decks (decks focusing on burn, stagger, daze, corrode, etc.) If you want to go total condition denial then you could equip "Colossus Belt", and a chest plate (fire, lighning, corrode, water, ect), with all three equiped you would have tough -6 to -7 against a specal atk (lighting, fire, ect) and tough -4 to everything else.
   Battle Orders:
-Take Aim: Pic +2 to range atks from soldiers in your zone. Great for a Goblin Alchemist/Goblin Slinger swarm, but since most warlord decks focus more on melee its uses are limited.
-Quick March: Soldiers in zone gain Fast until end of turn. It is a great command if the enemy creature/mage can't run out of range, I tend to tanglevine then rush in trolls, great for unexpected ambushes. unfortunately the Iron golems are not soldiers so it don't effect them.
-Hold the Line!: +1 armor -2 tough for soldiers in zone until end of round. Good ability for Orc Butcher, Goblin Alchemist, anything that has low armor would benefit from this command.


Battle Forge *Classic Battle Forge
(most common turn 1, from there it depends on the deck style you are running).
T1 (19): Battle Forge -8, Mana Flower -5,
T2 (16): Eisenach's Forge Hammer + 1 pic Rune from BF -8, Champion's Gauntlets -1, Run/move guard/move attack.
T3 (17):  Harshforge Plate from BF + Cantrip Rune -7, Kinght of the Red Helm -8, Akiro's Favor face down -2,
    Pro's:
      -Great versatility: It tells the opponent basically nothing, as you improve your economy. 
      -Battle Forge + Forge Hammer: The -2 discount + free action is great, but it can make you want to get only 1 piece of equipment per turn, this can be bad if you are wasting your qc/main action for a -2 mana discount.
      -Quick Armor: Not only can you equip armor quickly, you can jump straight to the good armor.
      -Dissolve resistant: Between the Harshforge Plate, Champion's Gauntlets, Runes, and possibly Armor Ward. If you have all tree it  would add +10 mana. (I find that Armor Ward is a little overkill)
   Bad:
      -Weak vs DoT (Damage over time: curses ect) (the remove curse should make it easier, but remember that it is a full action)
      -Battle Forge dependent: If the BF is destroyed early it can be difficult to recover.
      -Fewer Creatures: Because this is not a spawn point deck there are going to be fewer creatures. I tend to like Goblin Alchemist, Ludwig Boltstorm, 2 Bridge Trolls or a Troll and an Iron golem.
      -Soldiers are easy to kill: Despite often having high armor the creatures seem to be killed very easily. (+2 flames for Troll, +2 lightning for many dwarfs).


Duel Battle Forge
(After the early armor you can then alternative casting armor between the BF to get the most from the Forge Hammer discount. Run in close and cast a big creature (Iron Golem, Blade master, Troll, any Dwarf, etc)
T1 (19): Battle Forge -8, Battle Forge -8,
T2 (12): Eisenach's Forge Hammer + Rune from BF -8, Champion's Gauntlets -0 from BF, Enchantment Ring -2, Brace your self -1,
T3 (10):  Harshforge Plate from BF + Cantrip Rune -7, Leather pants -1 from BF, Akiro's Favor face down -1, Atk/move.
    Pro's:
      -Great against atk spells/melee rush. (Armor, daze giving weapon).
      -Battle Forge + Forge Hammer: The -2 discount + free action is great.
      -Dissolve resistant: I would not go overboard on the anti-dissolve effects, since most people only carry 3 dissolves. Also you can cast replacement armor faster and cheaper then your opponent can destroy them.
   Bad:
      -Weak against control effects: Because you are rushing before casting a buddy. (Cripple, Tanglevine, Stuck, ect).
      -Weak vs DoT (Damage over time: curses ect) (the remove curse is a full action which is huge deal against an early solo mage before going to a buddy mid game).
      -Battle Forge dependent: Since you have 2 BF, this is not as important as the single BF decks. Often it takes more mana to destroy a BF then to cast it, so unless you are facing a Siren/Druid then your BF should not be targeted, unless the enemy has no other target. (since by the time the enemy mage can melee the BF, you should have already been fully equipped).
      -Buddy/Few Creatures: Since you are running into the face, you want a creature that can take a beating.


Barrack Spawnpoint *Classic Spawnpoint

(There are two common opening one is Construction Yard and Barracks, the other is Garrison Post and Barracks. I prefer the construction yard since you gain mana for the Barrack and mana for war conjuration like the Garrison Post).
T1 (19): Construction Yard -7, Barracks -12,
T2 (09): 8 mana Creature from Barrack (Red Helm, Butcher, Slinger, Defender) -(8-2=6), Garrison Post -(4-1=3), Move/Atk or Guard.
T3 (09): Creature from Barrack, Armor/enchantment QC, bash face. Wash, rinse, repeat.
    Pro's:
      -Swarming with mid creatures. Unlike the beastmaster weak swarms (dog, cat, cub), the warlord swarms have a lot of versatility, you can improve there atk, armor, speed, etc by command, enchant, conjur, whatever you need at the moment.
      -More Options: You can tank with you warlord, mana support (Meditation Amulet) or command (active buffing though commands and enchantments).
      -Construction Yard mana store: since your probably not going to cast a war conjuration every turn, the Yard tend to just store up mana after a while, making it easy to cast a Ballista, or wall when needed.
      -Dissolve resistant: You'll want to rush Champion's Gauntlets, since you are not starting with a BF protecting your equipment becomes more important.
   Bad:
      -Heavy early investment: you are spending all 19 mana turn 1, which can backfire badly if the enemy can counter it early.
      -Weak to mana denial: since the remove curse incantation came out, fewer warlord player carry more then a token dispel, making mana drain enchantments a nightmare.
      -FIRE: Your Barrack is kindling ready to burn, you need a way to combat fire. Some people use Raincloud, I tend towards earth wall, since it stops the atk until he destroys it (as a bonus you gain mana on the Yard when it is destroyed).


Alt Barrack Spawnpoint *Training Ground
(This a alt Barrack opening I made it so I could get a BF and Barrack up quickly, it is basically casting conjurations as you rush to face. I often include a fog bank (wall) and tanglevines to protect the barrack).
T1 (19): Construction Yard -7, Battle Forge -8,
T2 (13): General Ring from BF -2, Barrack -11, Move/Atk or Run.
T3 (09): 8 mana Creature from Barrack (Red Helm, Butcher, Slinger, Defender) -(8-3=5), Leather Armor from BF -1, Garrison Post -3, Move and attack
    Pro's:
      -Channelling: you only have 9 channeling, but with the barrack, gen ring, BF and yard you really have channeling 15.
      -Swarming with mid creatures. You will often get -4 mana discount between the barrack and ring. (that means if mana drain is cast, it is often cheaper to just build a new creature then pay the upkeep/dispel it).
      -Conjuration heavy: Since you have a huge economy, it can be useful to wall in the enemy mage early. (you gain mana when the wall is destroyed anyways, it will also keep you out of sight from curses). any delay only works in your favor.
      -Construction Yard mana bank: Casting walls and Ballista's are important to control the map, you are going to want to separate the enemy creatures and destroy them (divide and conquer).
      -Dissolve resistant: Mostly leather armor, so little chance for them to be targeted (corrode is still going to be a problem).
      -Great versatility: if you are pressured too much turn 1 you could always switch up your plan.
   Bad:
      -The Yard may not be the best choose if you don't bring out the spawnpoint. (compared to mana flower).
      -Weak to mana denial: The mana drain enchantments is a nightmare.
      -FIRE: Because your buildings are weak to fire, I would tanglevine the enemy mage 2 zones away (since he probably won't use a fireball against any build except the barrack. (frame stream it what you have to watch out for). If the enemy mage is going after the barrack, then tanglevine him, then wall him, then have the goblin builder fix any damage.
      -Late Creature development: Since the barrack do not give you a creature until the third turn, you could rouse the beast to combat this, but it is a pain.


Aggro Tank *Were's War master
(This is a shock style deck, you cast the Ballatsta then rush while equipping armor, once your in the face of the enemy mage, you can summon a creature like Red Helm).
T1 (19): Battle Forge -8, Ballista -8 (end qc),
T2 (12): Elemental Wand + -1 mana rune from BF -5, Surging Wave from elemental wand -4, Champion's Gauntlets -2, (Since most player will try to focus on the Ballasta you should QC Surging Wave for the 3+ slam, which turns into daze, this will probably waste the enemy mage's turn. Since most playes don't want to spend the points and mana on an attack spell with a 50% chance of hitting the Ballasta).
T3 (10): Enchantment Ring from the BF -1, FD enchantment (depending of enemy mage) -1, Knight of the Red Helm -8. (the creature depends of the style of deck you are against).
    Pro's:
      -Good early attack power with good early defense (leather armor).
      -Atk spell focus Warlord: since there is a trend that warlords either melee or command, an attack spell warlord tend to throw people off. (not to mention that you are easily the most defensive [in school armor] atk spell mage out).
      -Ballista: Great distraction, most players won't cast a conjuration in range of the Ballansta, and often will avoided casting new creatures within range. Use the time he spends trying to destroy the Ballasta to armor and enchant yourself.
      -Dissolve resistant: Champion's Gauntlets is a must have when equipped with a wand. If you fear the enemy mage is planning to dissolve your wand, don't be afraid to use a wall or tanglevine then atk from 2 zones away. Depending of the enemy mage, I would enchant Armor Wand on myself.
   Bad:
      -Weak economy: Channeling in 10 if you include the BF, it is important to knockout there economy if you can't beat the enemy mage early (turn 4-6).
      -Movement control decks: The Warlords atk spells are the main damage dealers, so if the enemy tanglevines you or enchants Blur you have to deal with it quickly. (I like teleport wand the most for dealing with tanglevine/blur).
      -Solo/Few creatures: The knight of the red helm is still in testing, I would like more creatures but it is often a solo fight.


20
Rules Discussion / Can a crippled blue gremlin move?
« on: December 08, 2016, 01:18:44 AM »
Hey Guys,
Quick question, I think I know the answer but I want to make sure.

Can a crippled blue gremlin move?
The Gremlin has that ability to teleport when moving, but cripple make the creature restrained, and restrain means he can't take a move action. so even if the gremlin could teleport, he can't because it has to use a move action?

Does this look correct.

21
Rules Discussion / Crumble vs dissolve
« on: November 27, 2016, 06:25:58 PM »
Crumble vs dissolve:

To the best of my knowledge Crumble targets equipment compared to Dissolve which targets the mage.
So Arcane Ward would protect the equipment from Crumble, but not Dissolve.
Nullify would protect from Dissovle, but not Crumble since Crumble targets the equipment.

Is this correct? I'm looking at joining a mage war tournament, so I wanted to clarify the rules.

22
Strategy and Tactics / Best opening for: Druid
« on: November 22, 2016, 07:31:19 PM »
Best opening for: Druid
(I'll try to  keep this this forum updated from your feedback)

For the Druid I'm Going to assume that only the vine tree and mohktari tree are used. (if you can make a case for the Samara Tree then feel free to say it. I just can't see the advantage of the Samara over the other tree's.)

Vine Tree (Classic)
T1 (19): Vine Tree -9, Mana crystal -5,
T2 (16): Vine token from tree -1, Enchantment ring -2, FD enchantment -1 OR Creature -7 or less, Thornlasher -(6) from tree (middle zone for zone control),
      -More vines with the vine tree
      -Best zone control
      -Most versatile tree
      -Hydro immune: creatures and conjurations
      -Rooted (immune: Push and Slam)
      -Tanglevines!!! (For the guys that know my style of play, you know this is huge!)
      -In school to nature creatures (without pecks or discounts)
      -Regen: you don't need armor when you have a tree (and maybe Barkskin)
      -More actions with the spawnpoint (One of the best style of decks to use Meditation Amulet)
   Bad:
      -Weak vs fire
      -Predictably
      -Rooted / Lack Mobility (uproot)
      -Little Armor on Plants (only plants with armor is Kralathor and Togorah [and Togorah is not a vine creature])
      -High spell book points for weak vine creatures

Mohktari Tree
T1 (19): Mohktari Tree -8, Mana crystal -5,
T2 (17): Enchantment ring OR FD enchantment -2, Creature (usually animal) -15 or less,
      -More armor on tree (3 with tree bound instead of 2 with the vine tree)
      -Animal heavy decks: More mobility, more versatile, better options
      -Great for Range decks (stay in the Mohktari Tree  zone and you get Regen and Lifebound without any enchantments)
      -Ability to use creatures the Druid or Beastmaster would never normally use: Wolf Spider, Lighting Beetle, Togorah, ect. (insects, non-vine plants and other nature non-animal creatures)
   Bad:
      -No spawnpoint
      -Tend to have closer to the middle to use Regen ability on creatures (more likely to be attacked)
      -Lose some zone control power (less vines)
      -Lose mana with Mohtari vs Vine tree
      -Lack of actions (feels like you always trying to catch up, at least until you get creature superiority [Regen tree])

23
Strategy and Tactics / Best opening for: Necromance
« on: November 22, 2016, 05:40:30 PM »
Best opening for: Necromance

(I'll try to  keep this this forum updated from your feedback)

Gorgon Archer
T1 (20): Mana crystal -5, Mana crystal -5,
T2 (22): Gorgon archer -16, Rouse the Best -3 OR Armor -6 OR Eneffeble -6,
   Good:
      -High mana
      -Heavy creature
      -Weak: works with Plague Master
      -If you use tanglevine with zomibes then weak can keep the vine alive
   Bad:
      -Weak vs Swarm (Siren: Song, Paladen: Challange)
      -Most of your mana in one creature
      -Living creature in a undead mage deck (no deathlock)
      -No early Eternal Servant

Stonegazed Basilike
T1 (20): Mana crystal -5, Mana crystal -5,
T2 (22): Stonegazed Basilike -12, Rouse the Best -3/Arkio Favor -3, OR Armor -6 OR Eneffeble -6,
   Good:
      -High mana
      -Mid/Heavy creature
      -Cripple: works with Plague Master
      -Strong vs Melee Rush
      -Cripple! So Zombies can SLOWLY overtake the enemy mage.
   Bad:
      -Weak vs Range Rush
      -Most of your mana in one creature
      -Living creature in an undead mage deck (no deathlock)
      -No early Eternal Servant

Libro Mortuos
T1 (20): Death Ring -5, Libro Mortuos -(10-1=9),
T2 (16): Cloak of Shadows -6, Skeletal Minion -(5-1=4) form spawnpoint, Creature cost 8 or less,
   Good:
      -Early Eternal Servant creature
      -Two creatures by turn 2
      -Cloak of Shadows: Anti-attack spells if you can Tanglevine/Eneffeble 2 spaces away
      -Strong vs Range Rush
   Bad:
      -Discount ring vs mana crystal (limits your options)
      -Skeletons are fragile
      -Can fair badly against mid/large creatures (wolf-bear)
      -Weak against melee rush

Battle Forge Libro
T1 (20): Battle Forge -8 Libro Mortuos -10,
T2 (12): Death Ring -(5-1=4) from BF, Creature cost 5 or less from Libro, Enchant Ring -2, Brace yourself -1 OR other FD enchantment.
   Good:
      -Early Eternal Servant creature
      -Battle Forge: heavy armor
      -Ability to adapt (BF, Libro, mage = 4 actions by turn 2)
   Bad:
      -Heavy spending on economy
      -Fragile Eternal Servant
      -Can fair badly against mid/large creatures (wolf-bear)
      -Weak against Rush

"Brute-al" (Thanks to drmambo23)
http://forum.arcanewonders.com/index.php?topic=17434.0
T1 (20): Wispwillow -3, Graveyard -14
T2 (14): Zombie Crawler -3 from Graveyard, Cloak of shadows -6, Death Ring -5,
T3 (11): Venomous Zombie -5 from Graveyard, Zombie Minion -6,
   Good:
      -Spawnpoint: getting mana equal to the first destroyed creatures Lv, (the Cloak of Shadows means that the enemy mage will need to get close, so slow Zombies can be used).
      -Swarm: creatures can take a lot of attack spells, also the resilient swarm in the arguably the most mana effective aggro
      -Zombies - resilient and the enemy mage will always trigger bloodthirsty (Bigger attack power on already great creatures)
      -Cloak of Shaddow: prevents early rush of attack spells and gives you more time to react to opponent
      -Willowwisp: More versatility to adapt, early mana, (the 2 mana gain can make the differences between a Brute and a Plague Zombie)
      -Meat shield: Deploying Zombie Crawler and Venomous Zombie can act as a meat shield for the incoming attacks (Adding the Venomous Zombie means that he will often be the focus of attacks instead of you.)
      -Cheap and Early Eternal Servant
   Bad:
      -Slow: so slow...
      -Druid: deploy vine creature and conjurations anywhere (a wall in you way, Vinesnapper, ect.)
      -Johktari Beastmaster can make the Cloak of Shadow worthless. She can run circles around you, especially if she has Mongoose Agility
      -Flyiers, need: maim wings, gravikor, another flyer, or knockdown (Since Zombie Archer's eye hand coordination is somewhat lacking.....)
      -Can fair badly against mid/large creatures (wolf-bear)
      -Weak against Rush
      -Bloodthirsty can limit what you can do since zombies are stuck in a zone with a damaged creature. (this drive me insane)
      -Burns and acid ball do direct damge to zombies
      -Necro mirror match (All the poor zombies with no brains in sight)
      -Wizard Jelly, (I think is the zombies worse nightmare)

24
Spellbook Design and Construction / Paladin Duel Spawnpoint
« on: November 15, 2016, 09:37:39 PM »
The idea behind this deck opening is simple, delay until the spawnpoints can overwhelm the opponent.
This means a lot on 4-9 mana creatures. It does include a Crusade Banner which can be used for a more powerful creature or as a detraction from the temple and mage.

Turn 1: 10+9=19.
-Move then Crusade Banner -7
-End QC Temple -10

Turn 2: 2+9=11 (works best if you have ins this turn)
-Tanglevine -5
-Astor Anchor -6

Turn 2: 0+9=9
>Cleric for temple 5-2=3 (any of the 5 mana clerics will work)
-Arcane Ward -2 (for Astro Anchor if it not despiled),
-Have a Astor Anchor or Tanglevine to keep the enemy mage locked down. If neither Tanglevine or Anchor is needed then just go in and attack.



25
Rules Discussion / Guard Dog and Terrain
« on: November 10, 2016, 10:16:33 PM »
Does anyone know if the Terrain count towards the Vigilant trait on the Guard Dog?
The wording says: ".... a conjuration you control which is not attached to any object in the zone."
So is the terrain attached to the zone, and if so then is it (not attached to any object in the zone.) or (not attached to any object in the zone Including the zone itself)?

26
Rules Discussion / Does Demonic Link work with Demonhide Mask?
« on: October 26, 2016, 08:05:45 PM »
Hi Guys,

Does Demonic Link work with Demonhide Mask?

27
Rules Discussion / Does the Hellfire trap stop movement
« on: October 21, 2016, 05:00:26 PM »
Hi Guys,

Quick question: Does the Hellfire trap stop/hinder movement.

I was trying to think of ways to prevent an elusive mage from running away from my zombies.
Since I'm targeting the mage, he'll probably have a Null. So I thought I could cast a Hellfire Trap or two to slow his movement. If he uses Teleport then I'm still happy, (one less Teleport to deal with later). I know that the Spike trap may work better, but in cost too much in mana and spell points.

Thanks

28
Strategy and Tactics / Ichthellid as an Eternal Servant
« on: September 23, 2016, 03:31:55 PM »
Hey Guys,

What do you think of Ichthellid as an Eternal Servant?
I've been trying to find a new/better Eternal Servants, so I thought Ichthellid could make a good Servant since he can give you "free" Ichthellid's with the eggs. He is weak with 5 health and 2 armor, and he is expensive at 9 mana.

Thanks,

29
General Discussion / Spawnpoint vs Mangler Caltrops or traps
« on: April 02, 2016, 07:06:41 PM »
Hello

I was trying to think of an easy way to disable enemy's spawn point, one I had was to cast Mangler Caltrops, Spiked Pit or Hellfire Trap. If I'm reading the cards correctly the conjuration/traps only atk creatures that enter the zone (the zone must be empty to cast the traps), so does summoning count as entering a zone?

30
Rules Discussion / Can you use a Spawnpoint with muti school
« on: March 30, 2016, 01:08:22 PM »
Can you use a spawn point with muti school?

I was thinking of the wizard swawn point Gate to Voltari, I want to use "Asto Vidatu, Angel Slayer" he has Level 3 arcane and level 2 dark. Can I use him in Gate to Voltari?

Pages: 1 [2]