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Topics - Aarrow

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General Discussion / Origins 2013- Did you attend?
« on: June 17, 2013, 09:02:29 AM »
Any reports from those who attended??

How many players were there?
What was the meta like?
Who won?
Any new set reviews?


2
Spellbook Design and Construction / Beastmistress Openings
« on: March 26, 2013, 12:21:02 PM »
Beastmistress is my favorite deck!, but I'm torn between various opening strategies.  All have been successful for me, but I think it has more to do with knowing my opponent's strategy than being able to handle surprises.

My most aggressive is:
Turn 1-
Move Twice (1,1) and plant a Lair (1,0).
Turn 2-
Deploy a Wolf (Pet), Move Twice (2,0), and summon a Falcon.
Each successive turn I Deploy a Falcon, Attack, Summon a Fox, and hold an extra card (Dissolve, Dispell, etc) to play when needed instead of the Fox.
When I reach 4+ creatures in their zone, I'll start to Jinx right before their action phase to stop the zone attacks.
-This strategy is best used against a defensive Mage.  Every critter can attack from their summoned zone. I only get 11 mana for summoning every turn (Falcon & Fox), or I use Fox's Mana to rip away defenses with Dispel.  Due to the lack of enchantments, they can kill my Pet easier, but I just create another Falcon Pet and concentrate on the offensive.

2nd Strategy-
Turn 1-
Move (1,0) and equip Ring of Beasts, and plant a Lair (1,0).
Turn 2-
Deploy a Wolf (Pet), Move Twice (2,0), and summon a Fox (or my only Bobcat depending on where the opposing mage is).
The following turns are the same as the 1st opening (Falcon, Attack, Fox)
-Since the Lair is one zone further from their corner, this works well against midspeed Mages who don't camp.  It's essentially the same strategy and speed, but it gives me 1 extra mana a turn to help deal with surprises.

3rd Strategy (Slowest)-
Turn 1-
Move (1,0), plant a Lair (1,0), and Harmonize it.
Turn 2-
Deploy a Wolf (Pet), Move Once (1,0), equip Enchanter's Ring, and enchant my Pet.
Turn 3-
From here I summon one Wolf/Falcon per turn, and hold two cards- one enchantment, one defensive.
-This slower strategy gives my spellbook the most versatility.  This works best against aggressive mages, and gives me 12 mana a turn to deploy and play a card, and keep attacking like the others.  This way I can speed it up with Rouse the Beast, or buff my mage with equips, or plant curses on my opponent.

Please tell me any weaknesses of my openings and/or things to consider.

I'd rather be prepared to face magestyles, rather than rely on playstyles of my opponents.

3
League / Tournament Play / Minnesota Mage Wars- Looking for Players
« on: March 26, 2013, 11:41:01 AM »
We've got a few people interested in meeting weekly Tuesday evenings around 4pm or so.

We're trying to start up a league play supported by the store.

We meet at Outpost 2000 in Blaine, on Foley Blvd & Northdale Blvd.

Post here if you're interested!

4
Rules Discussion / Poisoned Blood Reveal
« on: March 25, 2013, 08:40:43 PM »
Can I reveal Poisoned Blood after my opponent casts a Healing spell?

I know you can't counter spells this way, but since it doesn't counter...?   They could still target and roll the dice, right?

5
Rules Discussion / Rules Notes and Clarifications
« on: March 20, 2013, 03:43:10 PM »
There's a forum at the top of the Rules Forum called "Rules Notes and Clarifications", but it's locked...  Do these rules still apply?

Specifically, the one about Ranged +X do NOT affect zone attacks.

Thanks!

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