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Messages - ACG

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376
Custom Cards / Re: ACG's Custom Spells and Mages
« on: December 07, 2013, 08:50:18 PM »
I like the improvements you made to Mirror World. The previous incarnation was overpowered in my opinion. The new version is still really powerful. Gaining 4 channeling and 2 actions for the price of 16 mana is an insane deal. However the drawbacks of each creature having an Upkeep cost and the existence of the creatures being dependent on Mirror World's continued existence might be enough to balance it out. I'm not 100% certain. It is kind of a hard card to judge, but very interesting! I would love to see how it tests out.

Yes, I agree that the old version was too powerful (I thought of a better way to do it shortly after I posted it). I also prefer a soft limit to a hard limit (upkeep costs rather than an expiration date). I am hoping that the upkeep cost will be enough to balance the high channeling and action advantage.


Updated version of Atraxus:


New cards:

A sort of spell mimicking quasi-familiar:


A new tree for the Druid, with support for Conjuration-Swarm (my current favorite build):

[edit: just realized that there is a typo (says vine instead of tree). I will fix this the next time I update it].


And some alternate mages:

Alt Warlock: Somewhat masochistic and very aggressive. Focuses on the fire aspect of warlocks, rather than the demons and curses side. Note the low channeling (need to fight to amp up the mana generation)



Alt Wizard: More focused on tricksyness and flexibility than her counterpart. Not sure whether Flexible mind is overpowered/underpriced. Opinions?


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Also effective against Druid conjuration builds. Maybe that's why the Druid hates the War school.

378
Giving my old thread a bit of a necro, for a quick update: as others have said, he does need a bit of help with his triple-cost arcane school issues.  Presumably, the new mini-expansion (which is apparently Warlord vs Warlock) is going to release some of the war-school promo cards we've been seeing for a while now, but the triple-costed Dispel and Teleport remain rather crippling.  (Nullify is inconvenient, but hardly game-breaking in my opinion.)  However, that seems rather easily fixed with two new cards:

Minor Dispel
Incantation
Cost: X
School: Arcane 1 (Novice)
Range: 0-1
Target: Creature
Effect: Destroy one level 1 revealed enchantment attached to the target creature.  X=total mana cost of the enchantment (casting plus reveal cost).

Dimensional Hop
Incantation
Cost: 4
School: Arcane 1 (Novice)
Range: 0-1
Target: Friendly Creature, Zone
Effect: Target creature is Teleported to target zone.  The creature cannot be Teleported more than one zone using this spell.

With these two cards in play, the promo cards coming, and the Warlord fix in my original post, we're getting much closer to a viable mage.  About the only things left to fix would be the outpost/spawnpoint issues, and providing viable low-level soldiers.  (Although I wouldn't be surprised to learn I'm forgetting something else that's broken about the much-maligned Warlord. ; )

What do you think?

My concern is that these spells are too similar to spells that already exist, especially minor dispel, which is strictly worse than dispel (aside from being a novice spell). I feel that dispel should have been a novice spell, but it is probably too late to make that change at this point (since the cost of dispel has doubtless affected the balance of other cards). New spells ought to tread new design space.

I have previously proposed a sort of soft anti-enchantment spell for the Warlord, which operates in a different manner than the traditional dispel. I'll post it here for easy reference. Rather than a weakened teleport, a random, cheaper blink-style teleport spell might be a good candidate for a novice spell; I think your proposed Dimensional Hop is actually quite strong since it is controlled and a novice spell. Alternative also below.

(Blink X : This creature is randomly teleported X many times. Each time it is teleported, roll the D12 to determine a direction at random. If there is an adjacent zone in that direction into which the creature may legally teleport, it teleports to that zone. If not, the Blink fails and any remaining teleports from this blink are cancelled.)



379
Strategy and Tactics / Re: Let's talk about the Druid!
« on: December 04, 2013, 09:48:45 PM »
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4. Enchantments are your friend. Your second ring is Enchanter's Ring (as Mokhtari's Branch does not help you!). Eagleclaw Wings cast First QC can grant safety to a creature Deployed midst of the enemy (reveal after luring a move to it, before attack). A flying Thornlasher is lovely board control with hindering vines. Other must-haves are Bear Strength (Vine Raptors, Kralathor) and Rhino Hide (on those without Wings, regeneration good against Few Big, armour against Swarm focused damage). Also a single copy of Falcon Precision for Kralathor taking out Undead Knights or a familiar safe from Surging Wave.

Regrettably, rooted creatures like Thornlasher cannot gain the flying trait.

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6. I'd play Teleport Wand, not a Force Push Wand (I appreciate Bloodspine synergy but re-positioning Rooted or moving prey to your Vine Pit is more vital). Stay away from enemy Dissolve range. Only you can Dissolve at vine range. With a Teleport Wand and Rooted, you play Suppression Orb. Teleport Trap works with a suddenly appearing roused Thornlasher (if you want to risk the d12).

Thornlashers can fill the same role and are cheaper than Teleport wand. Thornlashers in adjacent zones can even move a creature multiple zones.

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8.  You need to have some answer for Deathlock, Wizard's Tower (Fireball), Obelisk (don't over-commit to too many creatures as you lack Beastmaster's Fast Swarm focus removal) and Akiro's Hammer (eats Trees for breakfast). Elemental Wand is a solution here (if already avoiding Dissolve range) with 1x Force Hammer (also ethereal) and 1x Hurl Boulder (to Slam flyers to the ground to be Tangled/mangled).

Agreed. Regarding the Obelisk, I actually think the Druid should keep a copy in her book - she has plenty of conjurations that can attack, after all (Stranglevine, Orchid, Lotus), so she can swarm without very many creatures (a conjuration swarm). This makes an excellent answer to the Necromancer for the Druid.

380
Strategy and Tactics / Re: Let's talk about the Druid!
« on: December 04, 2013, 03:49:48 PM »
I like the druid more than the necromancer, but I haven't played her against an especially aggressive opponent yet.

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Samara Tree – At first I was amazed at the amount of actions that could be saved but then I analyzed and playtested this card and realized it’s rather weak. Casting only seedling pods means that the investment in this tree is astronomical. It takes three rounds for a seedling pod to be able to deploy, and potentially 2+ to break even with its casting cost. This, coupled along with their vulnerability since your enemy can attack one and waste its mana. The only saving grace this tree has is making seedling pods gain cantrip. However, being zone exclusive and its cost make that rather prohibitive.

Samara tree is fantastic. The big advantage is in having a spawnpoint that you can use every round cheaply without having to decide immediately what it will cast. This essentially guarantees that you will be gaining the benefit of all the extra actions, whereas with other spawnpoints you often either waste actions if you don't have a good spell to cast that round, or else force yourself to spend mana on spells you don't really need to gain the benefit.

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Etherian Lifetree – When I first read this I thought it would be extremely powerful for swarm builds and her plans in general. Then I read the recent FAQ and realized the +2 life is for everything on the board, including enemies. Also, because it’s innate life even the undead gain the benefit! This tree quickly became extremely situational in which its main benefit would be if you had far more creatures than your opponent and gained “more” of an advantage. That being said, if I was on the losing end of creatures vs this tree I’d just focus all I could on the mage rather than get tangled up.

Does not affect nonliving objects. (edit: already beat me to it).

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Togorah – Disappointing without some kind of quick melee attack. This means that even though he is always guarding, its purpose is strictly to be used as a meat shield and nothing more.  The worst part is its armor isn’t even that high. Considering this thing costs 2 mana to move and can’t swing if it does I find it’s 21 mana investment a complete liability. I don’t even feel using cobra reflexes on this is worth the time summoning this guy.

Quick melee attack would border on being broken. I don't use this, but it seems comparable to Earth Elemental (less life, but more armor and regeneration, as well as the ability to be buffed by nature enchantments). I would not say it is strictly a meatshield, though it does accomplish that nicely on its way to its target.

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Tanglevine – It has 8 health which I find more reasonable than its “big” brother Stranglevine. This card can be used to keep a nasty monster from coming at you or to lock one down so it can’t escape (at least on foot). I’ve been in absolute woe since teleport completely destroys this. I can’t count the number of times I wanted to deploy a tanglevine on an enemy and then teleport them into my vine snappers. Sure, I can use a quick cast teleport then full cast a tanglevine but what if he has a teleport prepared? I’d rather have two ready if I was going for this kind of play.

Possibly the most useful spell in the druid's arsenal, considering her play style.

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Rhino Hide – Amazing to cast on yourself or Kralathor. Couple this with a Veterans Belt and Barkskin and you are truly a tank!

Considering the lack of armor on the druid's plant creatures, this is a must include in any druid deck. Makes a huge difference to her creatures.

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I am disappointed at her lack of variety with her plant creatures. I honestly wouldn't even mind if I could put more than four vine snappers,  thornlashers or raptor vines in my book, but I can’t. That means I have very few creatures that synergize with the Druid well. Please release at least four more creatures for her in future expansions!

I find thornlashers and vine snappers enough, actually. They work well together too - the advantages of polyculture, I suppose. The druid's real strength lies in her conjurations.

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My biggest complaint I have about the druid is her creatures / conjurations that can’t be moved and mages simply avoid their zone. The Vine Snapper and Corrosive Orchid are the main two that cause me woes. I feel like I’m wasting their potential if I spread either of them out and don’t make a kill zone. Speaking of a kill zone, I think it’s pretty cool to set up a few vine snappers and orchids together and teleport a mage in. This has the same feeling of the Golem Pit.

Thornlasher, tanglevine, stranglevine, and vinewhip staff can help a lot with this.

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Bloodspine Wall – Much better than the wall of thorns; I’d go as far as to say it makes it obsolete. Not only does it cost less mana, but the attack affects any monster that passes through. Plus it’s unavoidable. Plus it can bleed living creatures with 66.4% chance. Extremely reasonable to use extendable on since it has a low mana cost and the spell is only level 1. Also, using thornlashers to snatch creatures through the walls is delightful. I’d definitely keep a couple in my book.

What I like most about Bloodspine wall is that it does not block LOS.

381
General Discussion / Re: Not Impressed with Druid
« on: December 02, 2013, 08:22:06 AM »
#2: Wrecked by Teleport

Teleport is common. I can't think of a spellbook I have made that doesn't include at least one Teleport. The problem is that Teleport wrecks the Druid. Let me explain.

First of all, the Druid has a lot of ways to restrain and block creatures... all of these are easily combated with teleport. Oh, you are using Vine Tree to cast walls? Teleport. Oh, you used a vine marker to give my creature the stuck condition? Teleport. Oh, you cast Tanglevine? Teleport.

I love the druid. I agree with you about Teleport, though - very frustrating to have opponents teleport out of your conjurations and stuck conditions. Fortunately' most of the Druid's abilities that restrain opponents are cheaper (in spellbook points) than teleports, so as long as you don't let the opponent bind teleport to a wand you should be able to deplete their teleport supply pretty fast. Another great option is Thornlasher, which can't restrain enemies but can often yank them back into its zone if they try to flee (and possibly punish them with bleeding, if you invest in a few bloodspine walls).

382
Custom Cards / Re: ACG's Custom Spells and Mages
« on: December 02, 2013, 05:19:23 AM »
To me it seems the schools usually don't have territory over the ends, rather they tend to define the means.

Excellent way of putting it; thanks. Schools should specialize in means, not ends. Maybe it is not necessary for every school to have a way of accomplishing a particular end (on the other hand, why not?), but no school should have a monopoly over a significant game mechanic.



Rethinking some Illusion spells:



A staff for the illusionist:

383
Custom Cards / Re: ACG's Custom Spells and Mages
« on: December 01, 2013, 07:04:24 PM »
Finally some updates to old cards:




And a new card:

384
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: November 30, 2013, 10:37:17 PM »
I played a game as the Druid against somebody using this Necromancer spellbook. The game went on forever (4 hours!) I must say that Poison Gas Cloud (PGC) was really a "thorn" in my side (pun intended!) I couldn't place any zines in zones that had PGC unless I could somehow use the vines during the same turn I deployed them.

One important thing to note is that Poison Gas Cloud only affects living creatures, whereas vines are conjurations. Likewise, Idol of Pestilence and Altar of Skulls have no effect on conjurations. This was actually a big deal in the last game I played as Druid against the Necromancer - after the game, my opponent noted that he had few solutions to my conjuration-heavy strategy. And it's true - many of the Necromancer's strongest poison spells are completely ineffective against a conjuration-swarm druid like the one I played (a buildtype that I think is only viable with the druid). Interestingly, Akiro's Hammer should be very effective against this strategy (though I haven't tested this in practice). Some love for the warlord, perhaps?

Anyway, I don't want to derail the topic from the stated focus on the necromancer too much - just note that his poisons are less effective against the druid than one might at first think.

385
Spells / Re: Togorah and Vigilant, why?
« on: November 28, 2013, 02:03:42 PM »
He can't counterstrike, but he can still shield other more vulnerable creatures from both melee and ranged attacks. It is a positive trait. If he had an attack that could be used to counterstrike, he would have to cost a lot more.

386
Custom Cards / Re: ACG's Custom Spells and Mages
« on: November 27, 2013, 07:59:13 AM »




387
World and Lore / Re: Issues with The Dark School
« on: November 26, 2013, 09:31:34 AM »
I think "good intentions, evil methods" themed cards would be a great way to flesh out the scope of the dark school. Obviously, nobody believes that they are evil, so exploring the motivations of "evil" characters can be very interesting. The best way to do this is through flavor text, since it is the thematic element of the game most likely to be read by everybody (you could put theme in the rulebook, but not everybody would see it).

Example: Haunt a player with the souls of the creatures they kill (Like "Haunted", though it lacks space for flavor text), as a form of dark vengeance for wrongs done.

388
General Discussion / Re: First Impressions / Observations for DvN
« on: November 23, 2013, 10:58:02 PM »
I ordered it from CoolStuffInc.com.

389
General Discussion / First Impressions / Observations for DvN
« on: November 23, 2013, 03:58:26 PM »
I received DvN yesterday and tried it out today with some modifications to the suggested decks. I played the druid and my opponent played the necromancer. I ended up winning with no damage due to my success in keeping the necromancer and his minions far away from my mage. Thoughts:

- Samara tree is very good. I lifebonded it on the first turn and soon started popping out seedling pods. I definitely prefer it to the vine tree (which I also cast, but which saw less use). I think part of the appeal is that you can continuously have it casting spells without having to decide immediately what they are, whereas with the vine tree you have to either cast a spell or else lose the benefit of its action for that turn.

- Thornlashers are excellent. Definitely my favorite of the Druid's plant creatures. Vine Snappers and tangle/stranglevines also work very well together.

- Meditation amulet is fantastic (at least for the druid). Using my plants to keep the enemy at bay (a task for which they are very well suited), I meditated for all but 3-4 rounds in the game. Definitely an autoinclude for druid, and probably other swarm mages as well (to perhaps a lesser degree).

- I underestimated the impact of the lack of armor for the Druid's creatures. It hurts a lot, even with the regeneration. I also underestimated the strength of the resilient trait - very few of my opponent's zombies were destroyed (although this might also have been because I focused my attacks on the enemy mage). I won mostly because my opponent was not able to prevent me from attacking him. The necromancer is definitely a mage that should stay in the shadows, as far from the action as possible.

Some interesting combos to note:

- Put two Thornlashers in adjacent zones with a Bloodspine wall or Wall of Pikes between them. Then have them play a game of "volleyball" with the creature of your choice. Bonus points with Bloodspine wall if it can bleed.

- Mordok's Obelisk is an autoinclude in any Druid deck, since it only affects creatures (and the druid has many alternatives). Even against a mage that only uses 2 or so creatures, it will pay for itself quickly.

- Eternal Servant + Plague Zombie is an amusing, if rather disgusting combo. As long as you keep some mana in reserve, you can quickly rack up rot conditions. Sacrificial Altar works especially well with this. It essentially amounts to 9 mana per round for zone autorot and +2 Melee/Piercing for a minion of your choice (besides which the Plague Zombie also gets an attack with piercing +1) - a pretty good bargain, I think. This would be my Eternal Servant of choice, though I have not tried it yet.

In summary I am really enjoying the new set. I was a little disappointed not to receive the promo cards with my preorder though - I guess it only applies to sets preordered directly from Arcane Wonders.

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Player Feedback and Suggestions / Re: Cursed Equipments
« on: November 19, 2013, 11:04:33 PM »
I don't know if equipment cards specifically designed to be cursed are necessarily a good idea, but the idea of cursing equipment is definitely a good one. If casting equipment on useful slots and then cursing it is a problem, then the curse could be restricted to enemy equipment only. Of course, equipment swapping isn't terribly common, so I suppose you could also curse the mage to fix all of its equipment in place.

If you can cast your own equipment on the mage and then curse it, it might block a strategy of theirs, but they still get a free piece of equipment that their opponent had to pay for. Since it can't be mage exclusive equipment (I think), it may even be equipment they can use.

Also, with corrosion entering the meta, armor swapping may become much more prevalent, so cursing armor could be an excellent counter.

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