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Messages - Werekingdom

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121
The lack of mobility concerns me. No Tanglevine or Force Hold to pin your opponent, no "get out of Tanglevine free" card (aka Teleport), no way to limit your own movement (e.g. Eagleclaw Boots or Tanglevine) and few ways to control movement (e.g. 1x Force Push) makes me a little queezy. Similarly, in my uber-aggro "rush" books, I often try to squeeze in a Cheetah Speed and/or Enfeeble and/or Mongoose Agility to ensure I can keep up with my opponent. Other than that, I like the level of aggression that this book suggests. It certainly won't be a long match...
(unless you get walled in or otherwise pinned down somehow, or your opponent is able to outrun you by ensaring you in Vines while being fast, etc).
I would like to add "Devils Trident" It can restrain and burn. I love Tanglevine, but if your looking to keep the enemy mage out of melee range and do damage then "Devils Trident" is worth looking into.

122
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

123
Strategy and Tactics / Re: What's your favorite finisher?
« on: October 21, 2016, 02:32:39 AM »
I love using "Togorah, Forest Sentinel" or the "Steelclaw Bear" with Rouse the Beast.

REASONS:

-Damage:  Either one can do 6-7 damage.

-Speed:  I cost an action + quickcast to cast the creature + Rouse the Beast. (but you'll usually have more actions if you are winning).

-Spell Book Cost:  It cost 2-6 for the creature and 1 for Rouse the Beast. Saying that it is a creature so you are not really wasting any spell points.

-Mana Cost:  It cost a lot..... but if you don't want to see the hope drain from you opponents eyes, then you could cast Vinesnapper. If things go horribly wrong then you still have a new creature. :)

124
First I think the Druid is doing fine with the plants she has, I tend to use animal and bugs anyways.

What I would like is:
-Small movable creature (Ent), since the vinesnapper and thornlasher are unmovable.
-A non-flammable creature.
-A Small creature that has armor, (1 or 2 armor).

What maybe fun:
-Creature with acid attack.
-A conjuration that acts like the Warlords trebuchet/ballista.
-A Flower looking creature.
-More Fairies.

125
Player Feedback and Suggestions / Re: More Insects/Arachnids pls
« on: October 20, 2016, 06:39:10 PM »
What about a Dung Beetle with push.
He could have the high armor, low health like the Lighting Beetle.
Maybe a 10 mana creature, 6 health, 4 armor, 3 atk + 8+ push?

126
Strategy and Tactics / Re: Best for Build and Rush...
« on: October 19, 2016, 11:24:39 PM »
Best Mage for rushing:

   Warlock:  The core Warlock is great for rushing since he is in school for fire, arguable the best attack spells.  He has a lot of curses, he also has the most HP in the game (38hp), so you can take a few more hits then your opponent. 
   JBeastmaster:  JBeastmaster is also great at rushing because of the fast trait, I remember taking two "hurl boulder" to the face on turn 1. Sadly fire is out of her school, so you'll see a lot of earth and lightening attack spells, (earth for damage, and lightening to stun the mage).


Best economy growing mages:

-Druid: The Druid is the best. with 10 channeling plus the vine tokens to slow down oncoming enemy's. you can spend more actions to upgrade your economy.
-Siren:  I think the Siren maybe able to act like the Druid, casting the "Shallow Sea" to hinder the enemy creatures. You can then cast economy spells.
 
Best self buffing mage:

Enchantment Buffing:
-Forcemaster: She has some awesome enchantment.
-Any Nature Mage: Fellalla (the annoying fairy) can cast the enchantments. Plus the nature school has the majority of the most useful enchantments.

Armor Buffing:
-Dwarf Warlord: The Dwarf is the king of armor builds. Runes!
-Paladin: I've not played him, but he looks like he can be a strong armor build. Good mix of Holy and War Equipment.

127
Strategy and Tactics / Re: Swarmmaster (3 creatures per round)
« on: October 12, 2016, 06:55:49 PM »
I sometimes run a similar book, to yours with a few variants.

#1: 10+9=19
-Move +Lair in NC
-Ring of Beasts

#2: 2+9=11
>Darkfenne Asp from Lair -2
-Fairy -4
-Cub -2 (with ring & fairy discount)

#3: 3+9=12
>Cub from Lair -2
-Cub -2 (with ring & fairy discount)
-Armor or Life Tree, something defensive (it depends on the mage your fighting)

Wash Rinse Repeat.

I like using the Cubs/Asp over the Cats because they last longer. The bats are good, but are easily destroyed. The Falcon's are great, the problem is that they are good against ground creatures, if your opponent builds flying creatures like the Blood Demon/Guard Angle your Falcon's are less useful.
I tend to scattere the Cub's to attack the Conjurations until the mother bear comes out.
When the enemy mage starts to pick off your small creatures, you can start making Mid size creatures and support then/curse the enemy. (use the Fairy, many people don't realize how OP she is.)

128
Strategy and Tactics / Re: Ichthellid as an Eternal Servant
« on: September 23, 2016, 10:07:01 PM »
This brings up a question. When the Ichthellid dies and is re-summoned though Eternal Servant does he get a new egg? If he does then this could make him the best Eternal Servant. If you had Ichthellid and ravenous ghoul it could make a excellent combo.

129
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,

130
Strategy and Tactics / Re: Rise of the warlock swarms
« on: September 09, 2016, 12:04:34 AM »
What about Demonhide Mask?
You can use a rush style opening equip the mask then drop the Pentagram.

I think the first 2 turns should be for armoring up your mage, maybe drop a battle forge to spawn leather armor. After getting in range I would equip the Demonhide Mask (it gives 1 piercing and make your mage into a demon)
That way you start gaining mana for the Pentagram from you mage, and you are not committed to a spawnpoint from the beginning.

131
Custom Cards / Re: Mage: Geomancer
« on: August 17, 2016, 07:12:10 PM »
Geomancer

Spell Point Limit: 120
Health: 32 32 seems a little lite what about 34?
Armor: 0
Channeling: 9

Creature: Gnome Again cool, although a Dwarf or Elf would be more in theme.

Training: Trained in the Earth school and level 1 of Mind. Air spells costs triple during Spellbook Construction.

I love the idea of a Geomancer, the problem is that we already have the warlords for earth, so what would the Geomancer do different? Historically Geomancer had to do with earth and predicting the future, which I assume is why he had Lv 1 mind. You could instead change it to Lv 1-2 Holy (Earth+Holy), since Geomancer are often also considered a healers. Or you could have Lv 1 water, (Earth+Water=Mud) this could be more in theme for people that have played the Geomancer as a class in different games. Also  why is Air 3x cost?



Abilities

Subterranean: As a Quick Earth Spell, for 2 mana, you can dig into and move through the ground to another target adjacent Zone. If you move after using this ability, you can continue to dig through the ground for that move for 2 additional mana per space moved. This movement is not blocked by Walls, and anything in a Zone has no effect on you while you are moving through the ground, unless you end your movement in that Zone.
First I love the concept, but I think moving more then 2 would break the game.

((in the case where you Quick-Cast this ability, move 3 spaces, then thanks to Fast make your last action to use Subterranean again, you are considered moving for all 4 Zones. If you use this ability during the Quickcast phase, you will be “above ground” until you actually activate your mage, but will be able to move underground afterward, as long as no other actions (aside from Quickcast) have occurred.))
What about Subterranean: Pay 1 mana, gain tunneling (teleport or flying) for this turn. OR Subterranean: Pay 2 mana, gain tunneling (teleport or flying) and fast for this turn. The second option maybe too powerful but I love the idea.

Being of Earth: Geomancer has the Tough -2 trait, and Tough -4 against Push.
This ability seems in character, but is also a little too close to the dwarf warlord’s ability.
What about having something like:
-Your mage is Unmoveable (this would be in character)
OR
-All earth (plus other trained  school) attack spells get +2 on effect dice (maybe too powerful)

Basic Melee Attack ;; Melee ;; Quick ;; 3 Damage

----------

Earth Armor ;; Cost: 2/4 ;; Earth 3 ;; Enchantment ;; Quick ;; 0-2 ;;Target: Corporeal Creature

Geomancer only
Cantrip
Epic What about unique instead of epic? (for 2x2 games)
Upkeep X I think Upkeep 2 is good, especially if you apply my suggestions,

During the Upkeep, before you pay Upkeep, place 1 Earth Token on the enchanted creature. You can pay 1 mana to place an additional Earth Token. Remove all Earth Tokens on the enchanted creature when this card is removed. Each time you take non-Critical damage, remove that many Earth Tokens.
What about Upkeep 2., gaining 1 token per turn plus earth token’s equal to the level of the first earth card you cast each turn. I would change the damaged prevented to critical instead of regular damage, you can loose x tokens to block x crit damage, that change would improve this card, I would also up the price to something like the forcemasters forcefield, this will make it harder to dispel. I see the Geomancer as a mage that changes his environment, maybe he’ll have a earth elemental, but he should be able to tank by himself.

1: You gain 1 Armor for each Earth Token on you.
2: You gain Tough -1 for every 2 Earth Tokens on you. (I would drop this, it would be annoying to count the tokens every time you take a hit)
4: You gain Lumbering if you have 4 or more Earth Tokens on you.
6: You gain Slow if you have 6 or more Earth Tokens on you.
I love the scaling effect on this card it keeps him wanting to add tokens, but having to manage the amount. Two thumbs up.
X equals the number of Earth Tokens on the enchanted creature. X is too costly, Upkeep 2/3 is about right.

++Love the card
---

Earth Containment Barrier ;; Cost: 3 ;; Earth 2 + Arcane 1 Conjuration - Wall ;; Quick ;; 0-1 ;; Target: Zone Border ;; Blocks Vision, Blocks Passage

Extendable
Lightning Immunity
Fire Immunity
Hydro +2
Armor: 1+X
Health: 4+2X

If Earth Containment Barrier is completely surrounding a Zone, all creatures in that Zone, or their controllers if they have none, lose 2 mana each Upkeep and you gain an equal amount (cool idea). If they would lose more mana than they have , the excess mana becomes direct damage. X = the number of Earth Containment Barriers on Zone Borders adjacent to this card, +1 if the Zone is completely surrounded by Earth Containment Barriers.

((for rules clarification, this cannot be done with the arena walls, as the arena walls cannot have Wall spells on them. I would consider nerfing this, but I think for 18 mana, the full effect is actually somewhat balanced. It’s not cheap in SBPs, and if you just Extend it once, it’s exactly 9 mana, just enough for all the Gnome can afford, and all you get is 2 Armor 6 health and some immunities. I’d say that’s not bad, and not really uber either. And having to pay 18 mana for the full effect, as well as using both Quick and Normal actions to play it, balances it out I think.))

If you can’t count the arena walls for the mana drain then that ability is useless.
Saying that I love the Armor: 1+X, and Health: 4+2X idea. I would increase the cost to 5, change the school to Earth lv1 + _____lv1. Then I would leaving it as a normal wall that can grow stronger. (this would be in character: moving/changing the environment)

++Love the card.

---

Spike Wave ;; Cost: 6 ;; Earth 1 ;; Attack ;; Full ;; 0-0 ;; Target: Zone

Geomancer only

Ranged
Zone
3 Dice
3+ Bleed
7-10 Stagger (Stagger & Bleed)
11+ Stuck & Stagger (Just Stagger)

Attacks all non-flying creatures in the zone except the caster, and all creatures 1 Zone away (it does not hit conjurations). This attack attaches to the Zone with Dissipate 2, and any non-flying creature that moves in a Zone attacked by this Attack receives this Attack before it moves. All stuck conditions caused by this Attack end when it is removed.
This is too cheap both in mana and in the school Lv, I would like it to cost 8 mana and be Earth Lv 2 (Also Bleed is stupidly powerful, so you’ll want to be careful when designing the cards with bleed.)

((Picture this, but with stone. stops at 3:12, and going in all directions. Also, keeps hurting stuff if it tries to move.))

---

Wall Barrage ;; Cost 10 ;; Earth 4 ;; Conjuration - Wall ;; Quick ;; 0-1 ;; Target: Zone Border ;; Blocks Vision, Blocks Passage, Attacks

Geomancer only
Extendable
Reinforce 2 (max 4) (see below)
Lightning Immunity
Fire Immunity
Hydro +2
Armor: 1
Health: 6

Zone
X Dice      1 Dice OR 0 Dice
1+ Push   
5-9 Slam   9-11 Slam
10+ Stun   12+ Stun

Once per round, before or after a friendly creature acts, you may spend 2 mana to move this Wall to any border of a Zone adjacent to it. If it moves to a border that is not adjacent to it, all objects in the Zone between these two locations is hit by the Attack. X = this card’s Health.

((Reinforce: a trait I’m making up for this card, and which I may use again in the future now that I’ve thought it up. Basically, Pay X mana when you cast the spell, which is always given with Reinforce, so in this case 2, and the card gains 1 Armor. You cannot pay more mana than the max. This means for 14 mana, this card has 3 armor and 6 health.))

((To picture the way this works, put an image of a zone in your head. You play this card on the top of that zone. Then you spend 2 mana and move it to the left of the zone. This would not attack the objects in the zone. Let’s say instead you moved it to the bottom of the zone. This WOULD attack the creatures.)

Hahaha, I laugh so hard when I read this card.
The main idea behind this card is to separate enemy creatures right, so it doesn't really need a atk.
I like the idea of a moving wall, What about using the random push compass the forcemaster came with when pushing creatures? What about unmovable creatures or conjurations?


---

Barrier of Earth ;; Cost: 2/4 ;; Earth 2 ;; Enchantment ;; Subtype: Earth, Barrier ;; Quick ;; 0-1 ;; Target: Corporeal Creature

Geomancer only
Magebind +2

Damage Barrier ;; Damage Barrier ;; Earth ;; 1 Dice ;; d12 1-4 Bleed, 5-8 Bleed + Stagger, 9+ Remove 1 Stone Wall Token from this card, and make the Stone Wall Strike attack against that target. I would use Slam / Stagger instead of bleed. Slam 9-10, Slam & Stagger 11-12

Unavoidable (good)

Stone Wall Strike ;; Ranged ;; 0-1 ;; Earth ;; X Dice ;; You may cast 1 Earth Wall from your Spellbook on a target Zone Border in the zone the attacker is in as long as it is in range, then deal this attack to them. The enemy gains 1 Bleed and Stunned condition. X is half the mana cost of the wall.
(I don’t like this card. First it is VERY limited in use. Second this is a Geomancer he should not have that many atk’s that cause bleed.)
Unavoidable

When revealed, place 4 Stone Wall Tokens on it and reduce any damage taken from an attack this is revealed in response to by 4. You roll for this Damage Barrier even if the enemy makes a ranged attack against you, but do not apply any effects or damage unless you roll 9 or higher on the first D12 roll against a ranged attack.

---

Mud Wall ;; Cost: 2 ;; Earth 1 + Water 1 ;; Conjuration - Wall ;; Quick ;; 0-1 ;;Target: Zone Border ;; Blocks Vision, Passage Attacks

Extend
Fire Immunity (I don’t know if Fire Immunity should be on here, since it would only harden a mud wall, and since a lot of other walls are also Fire Immunity.
Incorporeal (Not incorporeal. What about Lighting +2 and Hydro Immunity?
Reinforce 1 (max 3)
Armor: None
Health: 4
2 mana seems too cheap 4/5 mana in the normal minimum (4 mana for Promo, and 5 for Reg wall cards) You could make them cheaper (2-3 mana) if they are Geo only cards.

Mud Trap ;; Melee ;; 0-0 ;; Earth ;; 2 Dice ;; d12 5-9 Slow, 10+ Stuck

If this attack Slows a creature, it gains 2 Mud Tokens. If a creature gets Stuck by this attack, it is attacked by Mud Trap again each Upkeep Phase until it is not stuck and is moved back to it’s previous Zone.. Mud Tokens give +1 Armor and Slow. Remove 1 Mud Token during each Upkeep Phase.  If you Reinforce Mud Wall, it loses Incorporeal and gains Passage Blocks, and 1 Health per mana paid for Reinforce.
Mud Trap: Sounds cool, I don’t know if it should have atk dice, the effect (stuck) alone can make this a great conjuration, Like the Caltrop conjuration I would make this Range Immune. Remember that we don’t want to add to many new tokens / rules, mage wars is already a huge game as is, we need to think how we could use the stuff we already have in a new way.

---

Deep Pit ;; Cost: 7 ;; Earth 2 ;; Conjuration - Terrain ;; Subtypes: Underground ;; Quick ;; 0-1 ;; Target: Zone

Creatures in this Zone are considered 1 Zone further away. It takes no Movement Action to enter this Zone, but a Full Action to leave it. Creatures in this Zone treat every other Zone as 1 Zone further away.
+++Love it. Great idea. Two thumbs up
---

Move Earth ;; Cost X ;; Earth 1 + Mind 1 ;; Incantation ;; Subtype: Force ;; Quick ;; 0-2 ;; Target: Earth Object and Zone or Zone Border

Geomancer Only

Target 1 Earth Object, and a Zone or Zone Border (if it’s a Wall) anywhere in the Arena. Move the targeted object to the targeted Zone or Zone Border if it’s a Wall. X = the number of Zones between the targeted Object and the targeted Zone.
(TOO POWERFULLY)
Maybe if it was “Move Target FRIENDLY Earth Object, in a Zone or Zone Border (if it’s a Wall). Move the targeted object up to  0-1 Zone. if it’s a Wall it can change borders in the zone. Cost 6 mana. Fullcast.


---

Surprise Wall ;; Cost: 2/2 ;; Earth 2 ;; Enchantment ;; Quick ;; 0-1 ;; Target: Creature

Geomancer Only

When this creature moves, before it moves, you may reveal this card and move it to the Zone Border the creature would have moved over, attaching it there as a Conjuration - Wall with the following stats, and that creature takes 3 dice of Unavoidable damage. Then roll d12: 7-9 Bleed, 10+ Bleed + Slam, and it loses the rest of it’s turn.

Armor: 2
Health: 5

Interesting idea, I would make the wall a non-passing (instead of atk) wall with Armor 1 Health 2. This is basically a stumble but it targets a zone and it can stop and block line sight, so is already powerful. (On a side note, you could make it non-passable but not block line of sight.)
---

Clay Golem ;; Cost: 8 ;; Earth 1 + Arcane 1 ;; Creature ;; Subtype: Golem ;; Full ;; 0-0 ;; Target: Zone

Armor: 1
Health: 7

Reinforce 1 (max 5)
Lightning Immunity
Fire Immunity

Stone Fist ;; Melee ;; Quick ;; X dice ;; d12 7-10 Bleed, 11+ Bleed + Stun ;; +2 vs Corporeal Walls (NO bleed or stun.) Bleed and Stun don’t fit him.

Throw “Rock” ;; Ranged ;; Full ;; 0-2 ;; X+2 ;; d12 9-10 Bleed, 11+ Bleed + Slam

When Throw Rock is used, reduce the number of Reinforce Tokens on Stone Golem by 1 afterward. X = Stone Golem’s Armor. While 3 or more Reinforce Tokens are on Stone Golem, it gains Lumbering. While 5 or more Reinforce Tokens are on Stone Golem, it gains Slow. The effect rolls gain a bonus equal to the Reinforce Tokens on Stone Golem.

What about 3 Armor 7 Health, Stone Fist: 3 atk dice, Throw Boulder: Full; 0-1; 3 Atk dice?
I don't know if I'm sold on the Reinforce idea, I'll need to test out the idea in a few games before I can tell you what I think.

---

Malleable Stone ;; Cost: 4 ;; Earth 1 ;; Incantation ;; Subtype: Transform ;; Quick ;; 0-2 ;; Target: Zone or Object

Cool Idea, I don’t know how well it well play out.
Geomancer Only
Reinforce 3 (9)
Magecast

When this spell is cast, choose 1 of the following, and this spell becomes that Type with the listed stats and effects.

Creature: 0 Armor ;; 5 Health ;; Attack - Punch: Melee, Quick 2+1 per Reinforce Token, Dice, d12 7+ Stagger

Wall: 1 Armor ;; 6 Health ;; Block Vision ;; Block Passage ;; Lightning Immunity ;; Fire Immunity

Equipment ;;


132
Strategy and Tactics / Re: Tanks Spells Copies
« on: August 04, 2016, 06:50:38 PM »
I've seen them run with 2-3 chest pieces, 1-2 cloaks, 3 types of leather (1 of each), 2 vet belts

I like using the Druid, so I usually use 1 x "Barkskin", 3/4 x "Vet belt", 2/3 x "Reflex gloves or boots", and 6 x "Brace yourself", 6 x "Glazing blow", etc. I tend to use this format over a high armor build to counter any acid atks.

133
Spellbook Design and Construction / Re: Druid Seedling Pod
« on: August 04, 2016, 06:42:16 PM »
Bridge Troll and another Rhino Hide just for him!

A second Mage Wand and an Emerald Tegu?

lots of possibilities here.

Hey quick point, you will only get 19 mana on your first turn, not 20.

134
Mages / Re: Is the arena wizard still OP?
« on: July 09, 2016, 12:04:19 PM »
If you look at the wizard's schools pre-nerf then you'll see he was not that powerful.

-Earth: The warlords tend to play the earth spells more effectively then the wizard.
-Fire:  The warlocks tend to be better with fire. (possible exception for the fire elemental)
-Air:  I see air as a strong school that no one plays, or they misplay it.
-Water:  The Siren should replace the wizard in this school. This is the only school I think is OP. As a druid player, I would have perfected to fight a fire wizard over a water wizard any day of the week. The utility of the water school can make it hard to counter.
-Arcane:  This the best school for the wizard, mana drain, powerful spells, powerful creatures. Like the necro & druid, the wizard is powerful late game but vulnerable to early melee rush builds.

135
General Discussion / Re: All Priestess and Warlock cards spoiled
« on: May 11, 2016, 01:51:56 PM »
I think the Holy Creatures are amazing, especially against Necro decks

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