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Strategy and Tactics / Re: What to Do Against Arcane Enchantments
« on: December 03, 2012, 10:09:42 PM »Quote from: "Hedge" post=4866
our you could play a decoy and get your two mana back.
Hedge
Head of nail...meet hammer.
-nihil
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our you could play a decoy and get your two mana back.
Hedge
Action advantage is the core reason to use spawn points. The trick is though a spawn point burns an action to cast it. So the first creature you summon still has you down an action. The second creature you summon breaks you even on actions. When you get to the third creature and beyond that is when you start get an advantage on actions. If I do not plan on having more than 3 creatures in play over the course of a match. It is hard to justify the spawn point.
That said in swarm books it is easy to gain action advantage for even one spawn point in play.
Playing as a curse enchantment heavy Warlock:
Open with Morloch's Torment and Ring of Curses and move one space towards middle column.
14 Mana left (19-5)
Turn two, move two spaces up the middle column and set Ghoul Rot
21 Mana left (23-2)
Turn three, activate Ghoul Rot before Upkeep, pay for Morloch's Torment for 3 damage (and repeat every turn). Then set and activate Magebane and set Nullify on opponent mage.
16 Mana left (28-5-1-4-2)
After that, during the next two turns (with a total mana of 34), put out Idol of Pestilence and try to put on a burn with Fireball (or by Exploding opponent equipment), and bring out Malacoda. Then again, can't plan that far ahead and need to react to whatever opponent is doing.
Haha - thanks for your patience Nihil. My guys are working right now to restore the old posts and post counts. We'll find a way!
This looks a LOT like the prototype boards that we used to use! We used tiles on a pool table :-)