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« on: November 10, 2014, 05:31:35 PM »
I am trying to understand your strategy with the creatures. It appears this is a very mage-centric spellbook design with the goal being to buff the mage and get him into combat with the enemy mage. Your creature selection does not seem to reflect this design decision. So I ask you this- in what situation would you summon the creatures you have selected and in response to what tactics?
Something to keep in mind with posting spell book designs.
What are my opening turns going to look like? Be specific as you can generally assume you will have 2-3 turns to build up before any interference on the part of the enemy mage. Posting those turns (what you cast/remaining mana) on the forums helps us tailor advice to assist you. Otherwise you will get a lot of "well this is a good card for Warlords" or "this works good against this type of strategy" type advice.
That said here is my "this is a good card" advice.
Generally you will want multiple ways to deal with armor. Acid Ball works great for this role but I recommend running 2-3 of them.
I see you are running a lot of elemental attack spells other than earth. I understand the desire for versatility but it may not be worth it in regards to book cost. Particularly as you have opted for cheap spells with not really game changing effects. Spells like Ring of Fire or Circle of Lightning would be worth delving in other schools but I feel Arc Lightning and Flameblast not so much. Ring of Fire in particular is a great spell if you are planning to go creature lite as you can be fairly certain you will be swarmed if you are the only eligible target in the arena. Two castings of Ring of Fire and all of that mana and actions the enemy mage spent on those creatures will die with them. Also Hurl Boulder is amazing and I always recommend 2 or more if you have access to the earth school.
You seem exceptionally vulnerable to fliers to such a degree that it may cost you any match you oppose them. You have many attack spells but the damage output of them is so low you will need 2 or more on average to kill even the weakest fliers. It is not action efficient or reliable as a defense against them. I recommend a higher density of ranged attackers in your creature selection. As you are not running a Barracks I would go with quality over quantity to save actions. Maybe Grimson Deadeye and/or Ludwig Boltstorm? If you go that route I would make sure you factor in summoning one of them in your first 3 turn plan for every match due to their high cost.
You are running a lot of situational incantations that will likely not see play in most matches. Flank attack and Sniper Shot in particular seems like a poor choice due to how few creatures you have. If you are going creature lite I would stick with incantations that you cast on the mage specifically. Whirling Strike, Battle Fury, Piercing Attack, and Power strike are good examples. Keep in mind that Battle Fury will not benefit from bonus melee dice so it will probably be more mana efficient per dice of damage to instead cast Hurl Rock plus you get the daze chance and some range.
Your weapon selection seems a bit like overkill. 2-3 weapons are the most I would personally put in a book with 2 being the more likely. Having doubles of the Morning Star with 2 of the Falcons Precision enchantment particularly makes me raise an eyebrow. Even if your meta-game was very defense heavy I think that would be massive overkill. The better defenses are a 50% miss chance, is it really worth it to dedicate that much of your strategy to negate something that may not even effect you? I would go with 1 Falcons precision and the Mage Staff for it's reach. If they dispel your Falcons precision oh well just roll the defense dice and hope for the best. If you are really worried keep one Morning Star as a back up. Due to the cost of dissolving your equipment and the sheer quantity you have Dissolve is probably not a major hindrance to your strategy.
I notice you have 2 Harshforged Plates, a Dragonscale hauberk, And Storm Drake hide. I would drop the latter 2 and throw in an Elemental Cloak. Due to the cost to dissolve Harshforged Plate (especially with a rune) you will probably not be worrying about it overly much. Elemental Cloak also fills the empty cloak slot while adding 1 armor to the mix. Run a disable to cast on yourself to get rid of corrodes as it is a cheaper alternative to recasting the armor source.
I do not feel you are running enough enchantments to justify the Enchanters Ring. Speaking of enchantments Vampirism should be added if you can swing it because it is a cornerstone of Mage-centric melee strategies. It will likely heal you more than any form of regeneration and stacks with regeneration.
That is about the best advice I can give without a more thorough rundown of your strategy. Hope it helps!