Arcane Wonders Forum

Mage Wars => Spellbook Design and Construction => Topic started by: Sailor Vulcan on July 21, 2013, 06:11:25 PM

Title: TEMPLE RUN!
Post by: Sailor Vulcan on July 21, 2013, 06:11:25 PM
Warlord

Conjurations

3 Wall of Stone
3 Wall of Steel
4 Tanglevine
2 Temple of the Dawnbreaker
2 Archer's Watchtower

Creatures

5 Goblin Builder
2 Grimson Deadeye, Sniper
2 Giant Wolf Spider
3 Dwarf Panzergarde

Enchantments

1 Mongoose Agility
2 Cheetah Speed
3 Hellfire trap
3 Teleport trap
3 Spiked Pit
1 Force Orb

Equipment

1 Defense Ring
2 Eagleclaw boots
1 Ivarium Longbow

Incantations

2 Dispel
2 Seeking Dispel
2 Dissolve


If you like Tom and Jerry, you will like this spellbook. It's a chase build, but rather than chasing my opponent, I'm having my opponent chase me. The first thing I do is cast a cheetah speed on myself. Then over the next 2-3 rounds, I start moving and placing 3 of my walls in the center of the arena, to create a circuit. If my opponent or one of their creatures starts getting too close for comfort before I'm done placing the 3 walls, I'll cast a teleport trap or a tanglevine.

Then once the walls are down, I continue to run away from my opponent, placing Panzergardes and traps on the field to slow them down and do damage. I also use the Panzergardes to protect myself. At some point when I have enough mana I cast Temple of the Dawnbreaker in one of the two center zones. At another point when I have enough mana I either cast a Giant Wolf Spider while behind my opponent, or a Grimson Deadeye Sniper in the other center zone as well as an Archer's Watchtower. That way those wizards and priestesses and the like can't just stand still and will have to run after me.

If I'm threatened by a creature(s) with climbing or flying, or if I'm facing a Forcemaster, I will equip myself with Eagleclaw Boots, so I can climb over my own walls. If my opponent tries to swarm me with hindering creatures, I'll cast Mongoose Agility on myself and escape from the swarm. I have Goblin Builders to help me cast conjurations and protect them from destruction with their healing ability, and I have extra walls to replace the destroyed ones, and also so that I can choose between the two types of walls I have depending on what I'm up against.

I have Force Orb and Defense Ring to help defend myself from ranged attacks, and an Ivarium Longbow to make some of my own.

I win by dealing damage from a combination of creature attacks and Traps.

I think I've covered everything. So what do you think of my new spellbook build?
Title: Re: TEMPLE RUN!
Post by: nitrodavid on July 22, 2013, 02:49:19 AM
some thoughts, climb requires you to spend a full turn to get over a wall so any flying creature will be able to move to next square and attack you indefinably (ie you wont be able to guard).

may i suggest to though in 2-3 maim-wings to drop flying creatures to the ground, and if you wall correctly the other mage cant even dispel it. or get some spell/creature that do bonus damage to flying eg jetstream/eastwind/windspirit
Title: Re: TEMPLE RUN!
Post by: sIKE on July 22, 2013, 10:28:59 AM
@nitrodavid

If you are playing promo's Gravikor is great anti-flying tech.....
Title: Re: TEMPLE RUN!
Post by: Sailor Vulcan on July 22, 2013, 11:55:38 AM
I completely forgot about climbing being a full action! With that in mind, Gravikor seems like a GREAT choice. And without the Eagleclaw boots, that means I can have a pair of Reflex Boots! Any other suggestions? Also, what do you think of the theme? This build was actually inspired by the game "Temple Run" for iPhone.
Title: Re: TEMPLE RUN!
Post by: Fentum on July 22, 2013, 12:12:42 PM
It looks like fun so just give it a go.

You might add a couple of walls of thorns and a little force push... Just to keep them honest.
Title: Re: TEMPLE RUN!
Post by: sIKE on July 22, 2013, 12:29:00 PM
I completely forgot about climbing being a full action! With that in mind, Gravikor seems like a GREAT choice. And without the Eagleclaw boots, that means I can have a pair of Reflex Boots! Any other suggestions? Also, what do you think of the theme? This build was actually inspired by the game "Temple Run" for iPhone.

Once you drop Gravikor, the full action cost of the climb is back in play. A they beastie would not be on the other side waiting on you. I like the boots idea a lot....
Title: Re: TEMPLE RUN!
Post by: Sailor Vulcan on July 23, 2013, 10:05:52 AM
Okay, updated list:

Warlord


Conjurations

2 Wall of Stone
2 Wall of Steel
2 Wall of Thorns
4 Tanglevine
2 Temple of the Dawnbreaker
2 Archer's Watchtower
1 Gravikor

Creatures

5 Goblin Builder
1 Grimson Deadeye, Sniper
1 Giant Wolf Spider
3 Dwarf Panzergarde

Enchantments

2 Mongoose Agility
3 Cheetah Speed
3 Hellfire trap
3 Teleport trap
3 Spiked Pit
1 Force Orb

Equipment

1 Defense Ring
2 Eagleclaw boots
1 Ivarium Longbow

Incantations

2 Dispel
2 Seeking Dispel
2 Dissolve
3 Force Push
Title: Re: TEMPLE RUN!
Post by: Wiz-Pig on July 23, 2013, 11:23:31 AM
This is really amusing! I'd love to play against this deck... not sure I'd want to play it. My only question is: how on earth do you plan to use 5 Goblin Builders?! Are they intended to be a repair team? If so, even with 5 of them they aren't very effective at repairing stuff.
Title: Re: TEMPLE RUN!
Post by: Fentum on July 23, 2013, 01:50:45 PM

Tweaked deck looks like a lot of fun. See you on OCTGN.
Title: Re: TEMPLE RUN!
Post by: Sailor Vulcan on July 23, 2013, 05:04:20 PM
It's to help make my conjurations last a bit longer, particularly my walls. If a couple of my opponent's creatures start attacking one or two of my conjurations, they can slow down the assault a bit with their conjuration healing ability. Also, they can cast conjurations for me, so I don't always have to waste my mages actions to replace walls or to cast other conjurations, particularly if I want to place something in a location that is either inconvenient or impossible for my mage to cast in. And since the goblin builders are fragile, I have a couple extra to replace them with.

Then again, if my opponent thinks its safe to threaten my conjurations in the manner I just described, full action summoning to protect my conjurations might be the last thing I want to do. I should probably cut it down to 3 and put in another wall, shouldn't I?

Yeah, this build is pretty fun. I would love to play it in real life! How viable do you think it would be in organized play?
Title: Re: TEMPLE RUN!
Post by: Wiz-Pig on July 23, 2013, 08:30:48 PM
It's to help make my conjurations last a bit longer, particularly my walls. If a couple of my opponent's creatures start attacking one or two of my conjurations, they can slow down the assault a bit with their conjuration healing ability. Also, they can cast conjurations for me, so I don't always have to waste my mages actions to replace walls or to cast other conjurations, particularly if I want to place something in a location that is either inconvenient or impossible for my mage to cast in. And since the goblin builders are fragile, I have a couple extra to replace them with.

Then again, if my opponent thinks its safe to threaten my conjurations in the manner I just described, full action summoning to protect my conjurations might be the last thing I want to do. I should probably cut it down to 3 and put in another wall, shouldn't I?

Yeah, this build is pretty fun. I would love to play it in real life! How viable do you think it would be in organized play?

Yah that's what I was thinking: sometime's it's easier just to cast another wall. I have no idea honestly, you should give it a whirl and report back.
Title: Re: TEMPLE RUN!
Post by: Sailor Vulcan on August 12, 2013, 01:56:38 PM
Murphy has tried this build and made some improvements. I took his suggestions and updated the spellbook:

Warlord


Conjurations

1 Archer's Watchtower
2 Mangler Caltrops
1 Temple of the Dawnbreaker
2 Wall of Steel
2 Wall of Stone
4 Tanglevine
1 Wall of Thorns
1 Gravikor
2 Wall of Pikes


Creatures

3 Goblin Builder
1 Grimson Deadeye, Sniper
1 Giant Wolf Spider
3 Dwarf Panzerguarde


Enchantments

3 Cheetah Speed
3 Hellfire Trap
3 Teleport Trap
3 Spiked Pit
2 Mongoose Agility
1 Force Orb
5 Decoy


Equipment
1 Defense Ring
2 Eagleclaw Boots
1 Ivarium Longbow


Incantations

2 Dispel
2 Seeking Dispel
2 Dissolve
3 Force Push
Title: Re: TEMPLE RUN!
Post by: The Dude on August 12, 2013, 06:34:49 PM
You have two watchtowers and one sniper... I don't see why you have two of them! Other than that interesting build from a quick glance.
Title: Re: TEMPLE RUN!
Post by: Sailor Vulcan on August 12, 2013, 08:12:10 PM
Oops. I think that was a mistake I made since I was tired. I'll change it.
Title: Re: TEMPLE RUN!
Post by: Evolusi on September 18, 2013, 02:05:05 PM
Man this looks like a LOT of fun!!

Do me a huge favor, get either Camstudio or Fraps and Please please fraps a game and high speed it and upload to youtube

I would love to see this in action
Title: Re: TEMPLE RUN!
Post by: Sailor Vulcan on September 18, 2013, 02:31:45 PM
I'd have to get someone to play an equally fun and unique build for the video. While there are quite a few spellbook designs that would be sufficient for this, I'm thinking it would be best thematically if TEMPLE RUN was up against a Forcemaster. Fortunately, I came up with a forcemaster spellbook design that I've tested a couple times that I think will be just as fun and nearly as unique. I'll be posting it soon. Probably in a few days or a couple weeks or so, depending on when I can test it more. When I have finally perfected the forcemaster book design, I'm going to practice more with both spellbooks and recruit someone else to do the same (Murphy maybe, since he's already won several games with TEMPLE RUN?)

I also have an Earth Wizard Build in the works. Unfortunately the build requires a much, MUCH better poker face than I am currently able to generate even online, so I might want some help testing that at some point in the future.

The video is going to be really fun as long as I don't get too nervous! I'm looking forward to it! It probably won't happen for quite a while though.
Title: Re: TEMPLE RUN!
Post by: Darsul on September 18, 2013, 04:04:32 PM
I like the book ideal but, couldn't you make the same book with an earth wizard just as good or even better?
Title: Re: TEMPLE RUN!
Post by: Sailor Vulcan on September 18, 2013, 07:23:30 PM
I thought about it, and I think you might be right. This entire build depends on movement around those three walls. But the slightest slip up could cause my builds strength to become a huge weakness, by trapping my mage with his own obstacles. If I used an earth wizard I could have buffed blue gremlins as an alternate win condition, or something. In fact, it might be a good idea to use them instead of my dwarf panzerguardes. While intercept is useful those guys are a bit tricky to summon when I'm spending so much of my mana and actions on other things in this build. But with the earth wizard I'll have more spellbook points for mana crystals AND that arcane creature with intercept. Forgot his name...

I really think you're right. This warlord build has a bit of a ONE-TRACK-mind (forgive the pun), but as a wizard build it will be much more flexible.

Can the warlord do anything that the earth wizard doesn't do better? I really don't like the idea of a useless mage that doesn't have his own strategies unique to him or her, and I'm starting to worry about this.
Title: Re: TEMPLE RUN!
Post by: Laddinfance on September 18, 2013, 08:35:32 PM
The warlord is close to my heart and I'm working on ways to bring him more love.
Title: Re: TEMPLE RUN!
Post by: Shad0w on September 18, 2013, 08:38:43 PM
Laddin we can do some work on that when we start the nex big project.