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Messages - Paleblue

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61
Sounds good. I'm not sure if I see the value in the mana crystal though, considering you have already thrown down 20 mana worth of infrastructure. I would be worried about getting bowled over with nothing to defend myself until turn 4 (sniper cant act till then).

62
Strategy and Tactics / Re: Warlord
« on: March 13, 2013, 05:04:58 PM »
Quote from: "dexmark" post=9053
I studied the Warlord deck.

- Opening round should be the following:

Turn 1:
1: Tower
2: Barracks (2 mana)

Turn 2:
1: Mana Crystal
2: Tower

= At turn 3 you have 13 Mana channeling or more mana to afford any big hitters.
Lots of option here. You can deploy mid to big solider hitters during deployment phase and quick cast enchantment on them to help your Warlord.  From here most of the soldiers you sent can be afforded each turn.
= depending if your opponent is aggressive or not you may throw in some walls at turn 3 and set up your sniper on one of the wall tower. I am thinking of comboing wall and sniper on a tower.

= The Goblin Builder is a good card. Don't forget that he can cast conjuration (from what I can read from his card). I take this that it can build more walls or plant the catapult at a distance or plant more tower for more mana regen. The Goblin Builder is part of my deck spells. I normally would just make him run around the field while there are action going on a different part of the map for him to summon a conjuration (wall, catapult and outpost). He can be annoying when he tries to repair walls.


I actually have hand of bim shalla in my warlord deck. When I have spare mana I use the builder to create them while my warlord does important stuff. I guess you could even rush with the Warlord and have the goblin support you by creating forges / bim shalla etc.

63
Rules Discussion / Re: Mangler Caltrops
« on: March 11, 2013, 12:36:24 AM »
Quote from: "feedback666" post=8898
Another question about the mangler caltrops. What if they are in a spawningpoint? Do creatures spawning there suffer the attack? Thanks!


That's a good question. Would be fun to have caltrops and poison gas on there spawn point!

64
Mages / Re: Necromancer and Druid Thoughts/Speculation
« on: March 10, 2013, 07:31:42 PM »
The Necro might have undead only  / specific enchantments. For example various gruesome grafts that give armor or other benefits. I think the whole cause undeath then some type of command undead is a great idea!

65
Strategy and Tactics / Re: Warlord
« on: March 10, 2013, 07:08:42 PM »
Not sure why no one has replied, but I really like the Warlord so here are a few of my thoughts.

I think of the outposts a bit like mana crystals (well the first two anyway) because they add more channeling to the barracks. As such my opening move is generally to put down the rax and a tower.

Because of the towers you can do some fun stuff with walls. In a recent game I was able to capture my opponent with earth walls and had my Ludwig triple striking him over the wall with a tower. Some crazy ideas I've had include placing a sniper on a tower centrally and then walling him in on 2 sides as an opening.

I find that all the creatures are excellent, though I'm not that thrilled with the dwarf with sweeping. Nice cost spread in terms of really cheap Orcs and Gobos through to tough named characters. Its a nice perk with they get vet status too!

One question I have, I really like the retaliate enchantment, but I find it odd that it has no sub type, should it be a command?

66
Rules Discussion / Re: Passage Attacks pushes and Wall of Pikes facing
« on: March 02, 2013, 06:57:03 PM »
Strictly speaking the wall of pikes has the attack passage trait, its just you only take damage from a certain direction. As such I think you still need to pay extra no matter the direct you are force pushing the person.

67
General Discussion / Re: Spreading the Love (Spellbook Previews)
« on: February 26, 2013, 04:18:07 PM »
I know its not essential to play, but I love the whole spell book concept and these look very attractive.

68
Mages / Re: Druid Speculation
« on: February 26, 2013, 04:15:10 PM »
My thoughts are that Necro will use dark and water (I think it was mentioned somewhere that he would use frost attacks?). Therefore I doubt that Druid will too, but I could see him using nearly any of the other minor schools.

69
Spellbook Design and Construction / Re: Wizard build two core + exp
« on: February 26, 2013, 12:24:53 AM »
Solid idea's there Pious, I especially like the idea of charge with the Golem. I'd be interested how it would go vs a swarm deck, wouldn't it be wise to squeeze a bit more AOE in there? You could put the idol of pestilence in there, as most of your creatures are non living.

70
Spellbook Design and Construction / Re: Wizard build two core + exp
« on: February 25, 2013, 08:11:13 PM »
Quote from: "DarthDadaD20" post=8080
Earth elemental needs cheetah speed and teleports! Thats what I would recommend....Cheetah speeds and teleports. I would have a few less of each creature. (the x4 creatures need to become x2) and work on buffing those creatures with enchantments. Then focus on getting them in your opponents face with teleport and push. Less mana crystals, you could spend the action needed to cast it for something else, I would go with x1 moon glow amulet,it will not be a priority of most of the time.


I don't have the cards in front of me but i'm reasonable sure that Earth Elemental is nonliving? Therefore he cant have cheetah on him. None the less your right about needing to supporting him with teleports / force push targets onto him.

71
Spellbook Design and Construction / Re: Wizard build two core + exp
« on: February 25, 2013, 07:29:07 PM »
Quote from: "FrostWolf1023" post=7868
ok so this is my build that im thinking about running  i dont have too much experience playing except for a couple of games with the basic spell book

wizard - arcane and rock
1x arcane ring
1x lightning ring
2x mage wand
2x elemental wand
1x dragonscale hauberk
2x moonglow amulet
2x suppression cloak
2x huginn, raven familiar
2x earth elemental
4x iron golem
4x darkfenne hydra
6x mana crystals
1x gate to voltari
4x regrowth
4x teleport trap
6x dispel
6x dissolve
4x heal
2x steal enchantment
1x purge magic
2x hurl boulder


any comments or suggestions would be greatly appreciated
i have two cores and the expansion to build from
i will be trying this out this weekend


On the face of it you seem to have too many big slow creatures and no way to reliably get them into position. Teleport trap is nice, but you should consider teleport or force push to shove you Hydra into the right spot so it can triple strike. Also question why you have lightning ring in there without any lightning spells? Also think you might be going overboard with the wands, amulets and mana crystals.

Just my thoughts!

72
Rules Discussion / Re: Flying out of quicksand?
« on: February 24, 2013, 10:27:47 PM »
Quote from: "piousflea" post=8001
Restrained removes flying and prevents flying. Since quicksand can only be played on a non-flying creature, you have to use a Knockdown or something to land the quicksand - but once it is on, the creature is stuck.


Thanks mate, I figured that was the case.

73
Rules Discussion / Flying out of quicksand?
« on: February 24, 2013, 09:32:50 PM »
An issue came up the other day when we where playing the new expansion, can a creature who is trapped in quicksand gain flying and therefore the quicksand is removed? The restrained keyword states that a creature who has flight loses it as long as they are within quicksand, I was inclined to think that even if it gained flying it would be still stuck because the restraint was an on going effect.

74
Spells / Re: The Forcemaster's Forcefield
« on: February 24, 2013, 06:15:56 PM »
Seems like a very powerful card taking into consideration the only way to get around it is dispel or bash your way through.

75
General Discussion / Re: Who has received their expansion? Thoughts?
« on: February 21, 2013, 06:25:25 PM »
I too have the expansion and was slightly disappointed that the cards mentioned in the dice tower teaser weren't included. But its no biggie and the rest of the cards are very interesting and there are plenty of each, so as mentioned no need to buy multiple copies. I haven't had a chance to play yet but will have a few games over the weekend- both mages look quite interesting!

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