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Messages - Sand Goblin

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1
Spellbook Design and Construction / Re: Armored Trolls
« on: July 01, 2014, 07:05:14 AM »
While then we have to try it! :) 

2
Spellbook Design and Construction / Re: Druid PushBowTangle
« on: June 30, 2014, 02:14:22 PM »
Yeah, take out two bows, add two nullifies.  it would free up a lot of points.  I doubt a Mage with a standard 3 dissolves would waste all of them on a single piece. 

3
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: June 30, 2014, 01:22:46 PM »
A bat and an imp is not a lot of pressure, correct.  It is, however, a lot of pressure when said bat and imp are accompanied by a Warlock with demonhide armor, a fireshaper ring, a lash of hellfire, and an elemental wand with a fireball bound to it (Battleforges are nasty!!).   We are going to play again, and this time, he will build his spellbook to make sure he can hurt me.  He will try singling them out, as you said.

4
Spellbook Design and Construction / Re: Armored Trolls
« on: June 30, 2014, 11:27:06 AM »
I want try this spellbook when I get the FvW expansion in August.  It seems really nasty.  :)  Would you say it could hold its own in a battle of attrition against a zombie swarm necromancer?  We are trying to find a way to beat one of those without doing an all-in at the start.

5
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: June 30, 2014, 11:18:04 AM »
He did put a lot of pressure on me though - he had to retreat when I took his bat and his imp out, leaving his Mage alone and vulnerable.  The zombie-swarm style necro seems to be unbeatable at anything short of an all-in.  Please tell me I'm wrong.

6
Spellbook Design and Construction / Re: Mortuorum Ambulantum
« on: June 30, 2014, 06:21:43 AM »
Flyers are tough, yes.  This is why the build now has another maim winged, and another acid ball.  I may eventually take one acid ball back out, ad replace it with a more substantial attack.

7
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: June 30, 2014, 06:11:56 AM »
Hey, is it just me, or does zombie frenzy seem to be a bit OP?  In both necro games now, it's done tremendous damage.  Namely, I can get his mage locked in a corner with the first, and then bind the second to a Mage Wand in the late game and play it every turn.  We've found that this guy is unbeatable with anything or any strategy other than mass flyers (which can be countered by adding skeleton archers, maim wings, and drain life), and doing an all-in at the very beginning of the game, which isn't much fun.

8
Spellbook Design and Construction / Re: Mortuorum Ambulantum
« on: June 29, 2014, 07:42:43 PM »
OK, just finished a game, with my opponent as a Warlock.  I lost, but only by luck - my Zombie Hulk whiffed, only landing 3 hits with 6 dice on a 2 armor warlock, and then my venomous zombie failed to land two hits, including taint.  I had a lot of fun, I played just like I intended, and the book performed really well.  I have a concern, though.  Zombie Frenzy seems to be bit overpowered.

Essentially, the first time I played it, I reduced his Mage from full life to almost half life with my zombies.  A few turns later, he has escaped, with only about 25% of his life left.  Now, he has to hide in the corner.  So I summon a Mage Wand, and bind the second frenzy to it.  Now I can do it every turn, and he can't do a damn thing.  And why can't he do a damn thing?  Because of the first frenzy!  Now, granted, I had to wait until the endgame to do it, and he had no idea of that card before the first one was played.  But it still seems somewhat OP, as it essentially takes away the only bad thing about zombies - their slowness.  It seems that only two things can beat the necromancer, rushes and flyers.  I lost because of LoF.  If I add another maim wings, that's no longer a problem.  Now, only rushing can beat him.  Is there any other way? 

EDIT:  I actually won.  We just realized I had a block on my mage, which was played nearly an hour earlier anticipating an attack that would never come.

9
World and Lore / Re: Summoning Creatures?
« on: June 28, 2014, 06:46:35 PM »
I always figured in the case of a sentient creature like a Dwarf, Knight, Angel, etc the mage had already gone and said "Hey I'm headed into the arena can you do me a solid and help out?" and got permission somehow. That makes absolutely no sense outside the arena of course if you're walking along in the woods, get attacked by a grizzly bear and summon up Brogan he's likely to be annoyed with you.
What if you summoned him straight out of the shower.

*Priestess just strolling around, enjoying nature*

*Grizzly Bear attacks*

*Summons Brogan*

"AND YOU'RE GONNA HEAR ME RO-ar?!!  What-the-heck-I-was-in-the-shower-why-would-you-do this-we're supposed-to-talk-about-it -GAHH!

*Screams in pain as grizzly bear brutally mauls him*

And the priestess probably wouldn't even care, cause, you know...healing and stuff.


I think that the creatures are waiting back in their respective homelands, knwoing that their Mage may summon them into combat at this time.  I bet part of the Mage Wars rules is that both Mages get ample time to warn their nations that they are about to duel and they need some minions ready to be meat shields - er, warriors.

10
Spellbook Design and Construction / Re: Mortuorum Ambulantum
« on: June 28, 2014, 07:33:57 AM »
Aren't wizards a tough match for everybody?  I'll be fine, I'm playing mostly against the Warlock, and the wizard player is new.

11
Spellbook Design and Construction / Re: Mortuorum Ambulantum
« on: June 27, 2014, 01:46:23 PM »
Mostly curse-heavy Warlocks and Wizards, of what type and playstyle is yet to be determined.

12
Spellbook Design and Construction / Re: Mortuorum Ambulantum
« on: June 27, 2014, 12:01:51 PM »
So, how do you guys think this spellbook will perform?  I'm playing at least two games with it tomorrow, so I am quickly going to find out whether or not I will continue to use this Spellbook. :)

13
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: June 27, 2014, 11:59:49 AM »
I really like this spellbook, and I am definitely going to use it to make my necro spellbook better.  :)
 
Rise Again seems to be a good choice on account of the fact that the creatures rises in the zone it was killed in.  Combine this with the fact that all of those kinds of zombies are Slow, and maybe you should take out an animate or 2 for Rise Again.

14
Spellbook Design and Construction / Re: Mortuorum Ambulantum
« on: June 27, 2014, 05:13:35 AM »
Thank you for the reply silverclawgrizzly!

You fiend! ;)  How do skeletons work for you?  Do you include a lot of the weaker minions, or do you stick to the more hardy units?  And how do you keep the damn things alive?

I'll see to it once and if I can free up some points.

The deal with PGC was that I was going to use it it conjunction with the crawlers in my necro's zone, to make up for the relative lack of armor in this build.  If I don't need it for defense, against say, a super heavy turtling priestess, I'll try to place a bone wall behind a creature and a PGC in their zone.  Essentially what you suggested, but without changing the book.  If I find the room for it, I'll put Tanglevine in.  In fact, it only barely got cut form the book.  I've had great success already with that card, and it's  a shame I have to leave it out.  I may replace IoP or Deathlock with some Tanglevine, because 5 zone exclusives aren't exactly easy to all get out at once. 

I may add them, but I don't think I would with Tanglevine.  One or the other.  They both have their uses, and while Teleport Trap is more versatile, Tanglevine does what it does very well, much better than TT.

He's my favorite mage so far, I don't plan on stopping anytime soon. :)

I know, I know.  Poison EVERYTHING!

15
Spellbook Design and Construction / Re: Mortuorum Ambulantum
« on: June 26, 2014, 08:20:10 PM »
Thank you for the advice MrSaucy!

Unfortunately, I don't have any copies of that card. :(  I am still new, and the only things I have are the Core Set and DvN.  I'll make sure to try it out when I get it, though.  I'm going to go out on a limb and guess that Invisible fist is in FvW?  :)

Eh, the Ziggurat seems pretty good for reanimating.  Other than the Forcemaster and some warlock builds, it seems like it would be suicide to stop summoning creatures to avoid reanimation, because only a specifically built book could have its mage deal with so many creatures.

My thoughts exactly.  I preferred zombies since I first saw them, because it always seemed that skeletons were so fragile.  One-shotting the weaker ones is easy, and gives no chance for reconstruction.

I'll make sure to check it out!  And I don't need to have ven played 10 games to know that it is impossible to truly finalize a spellbook. 


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