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Topics - RomeoXero

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16
Spells / Card of the week! I'm bringing it back!
« on: September 18, 2016, 10:03:49 AM »
So lords and ladies of mage wars, a bunch of you probably remember when The Dude started a thread about often used cards and such. He started with tanglevine, and it was very insightful. Ive been missing that kind of expoundance (its totally a word, don't look it up though) upon the strategic stuff that we all use in almost every book!

So im bringing it back and changing the format a little bit, and im going to say a bunch of stuff about a card and a few of its uses and you guys can feel free to call me out and tell me how wrong or right i am, then you can express an opinion or a fact about said card. So pretty much the normal deal here.

This week's card is one that i used to decry as completely useless in times gone by. But recent changes in the meta have almost given this card a permanent place in most books again. Its Seeking Dispel!
As previously stated i used to be against this very simple card. I found it kind of unimportant as most of the time it was simply a 2 mana wash on either side, and in previous versions of the meta, enchantment stacking made it difficult to remove the single enchantment you might be fearing when it's buried in a stack of 3 or more face downs. And with the advent of enchanters wardstone seekers became even more inefficient, costing twice and sometimes three times the cost of the face down to remove it.

However now i can't even think about putting a book together without having at least one probably two on hand and that gets expensive fast! What changed? Why am i suddenly sacrificing 4sp in my very tight holy books? Well the answer is a bit more complicated than most, but it pretty much boils down to one new card from academy. Arcane ward.  Without a seeker, one arcane ward at one SP for anyone and 2 mana, can cost me TWO dispels (very valuable spells!) To be rid of something potentially game ending. Mid game its rare to be ready with 11 plus mana for a huge dispel without preparing for it first and an arcane ward makes that process even more difficult!

Besides that, there are a few uses for Seeking Dispel that Make them pretty desirable. The basics are nothing to be sneezed at. Destroying a force field for 2 before it becomes 12 mana to be rid of is a game changer! Ditto for a mind control, or a force crush, or an agony or ghoul rot.

Also the fact that the target of a seeking dispel cannot be flipped in response, making it one of the only ways to (somewhat unreliably) counter enchantment transfusion.

Did i miss anything important? Anyone else agree or not? Have you found any really awesome uses for this old work horse card? Ive changed my tune about it recently, how bout you?

(P.S. The dude hasn't been seen for awhile and we all hope he's ok! I certainly hope he doesn't mind im using his idea. Its all for the community anyway. Hope you are well Dude! )

17
Spells / Second chance uses.
« on: April 22, 2016, 03:12:22 PM »
I think second chance is going to be a huge card in arena, but personally i don't see the most use for holy mages. Imo this is going to be the new thoughtspore enchantment.  Think about it, you can summon a thoughtspore early, knowing its likely going to die and then when it does you get to resummon it on the spot AND change the spell! Sounds like awin win for me.

18
Events / Anybody going to TotalCon?
« on: February 18, 2016, 09:47:01 PM »
this weekend? never been there before. dont know what to expect. Its in Mass

19
Spellbook Design and Construction / My Newish Druid itteration
« on: January 31, 2016, 01:09:43 AM »
[spellbook]
[spellbookheader]
[spellbookname]Binding Perturbation[/spellbookname]
[mage]A Druid Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]4 x Acid Ball[/mwcard]
[mwcard=MW1A13]1 x Thunderbolt[/mwcard]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=MWSTX1CKA01]4 x Surging Wave[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J13]4 x Mana Flower[/mwcard]
[mwcard=DNJ02]1 x Corrosive Orchid[/mwcard]
[mwcard=DNJ11]6 x Tanglevine[/mwcard]
[mwcard=MW1W04]3 x Wall of Thorns[/mwcard]
[mwcard=DNJ03]1 x Etherian Lifetree[/mwcard]
[mwcard=DNJ12]1 x Vine Tree[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC20]1 x Vine Snapper[/mwcard]
[mwcard=DNC21]1 x Thornlasher[/mwcard]
[mwcard=MW1C13]1 x Fellella, Pixie Familiar[/mwcard]
[mwcard=MW1C07]1 x Cervere, The Forest Shadow[/mwcard]
[mwcard=DNC06]1 x Kralathor, The Devourer[/mwcard]
[mwcard=DNC10]3 x Raptor Vine[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWPROMO79]1 x Blur[/mwcard]
[mwcard=MWSTX2FFE04]1 x Brace Yourself[/mwcard]
[mwcard=MWBD1E01]1 x Astral Anchor[/mwcard]
[mwcard=MWSTX2FFE02]1 x Akiro's Favor[/mwcard]
[mwcard=MW1E01]2 x Bear Strength[/mwcard]
[mwcard=MW1E03]1 x Bull Endurance[/mwcard]
[mwcard=MWSTX2FFE07]2 x Rust[/mwcard]
[mwcard=MW1E31]1 x Poisoned Blood[/mwcard]
[mwcard=MW1E21]1 x Hawkeye[/mwcard]
[mwcard=MWSTX2FFE06]1 x Lion Savagery[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=DNE01]1 x Barkskin[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=MW1Q17]1 x Lightning Ring[/mwcard]
[mwcard=MWPROMO47]1 x Leviathan Scale Armor[/mwcard]
[mwcard=DNQ04]1 x Druid's Leaf Ring[/mwcard]
[mwcard=DNQ09]1 x Wand of Healing[/mwcard]
[mwcard=DNQ08]1 x Vinewhip Staff[/mwcard]
[mwcard=MW1Q19]1 x Mage Wand[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWPRO1]2 x Dispel[/mwcard]
[mwcard=MW1I15]1 x Knockdown[/mwcard]
[mwcard=MW1I23]1 x Rouse the Beast[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=MWPRO2]1 x Minor Heal[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[mwcard=MW1I07]2 x Dissolve[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Theres 2 missing points and they are for a blur if youre allowed to use promos. if not im sure you can readily find a place for those 2 points. lol

Openings, the openers can change depending on what your enemy mage is doing but by and large you want to have the enemy mage istelf locked into tanglevines for as long as you can, as soon as you can. by doing so you can gain yourself an extra economy turn or so after the first three rounds, as a tanglevine can and will eat at least one enemy action, sometimes 2 or three. to that end the first three rounds should look something like this.
Round one Druids leaf ring, vine tree, vine in home square. treebond.
Round two (19 mana) fellela, mana flower (at a discount! suck it wizards!) extra vine during deployment to far center and near center.
Round three (13 mana, 2 on tree, 1 on fellela) Deploy vine in far center and then onto enemy mage. if he moved even one space you can have him locked by turn 3 from right off the tree. if he stayed in home square, play another flower, if not and you can get him into a vine this round, play mage wand (thunderbolt) hawkeye, blur from fellella on mage.

now you should be all set to throw a thunderbolt every round if you can, if the enemy looks like he wants to teleport out, astral anchor the zone, if he looks like hes going to try and beat his way out, play etherian lifetree and keep a tanglevine in hand if he breaks out mid turn. with any luck youere vines will eat an action or two each and that adds up fast. the fairy can be used to buff or burn nulifies or rust after the opening. one can also play either of the big creatures for an assault, or start playing the raptor vines or other plant creatures pn top of his investments. keep up the rain of tanglevines untill either you win or run out, at which point you are probably ahead enough on tempo to swing the win. Any thoughts?

20
Spells / Pacify... What for?
« on: January 21, 2016, 04:01:18 PM »
Ok guys I've got a question for you. I've gone through probably 10 or 12 different iterations of this priest I'm working on, and pacify has gone in and out of it 6 or 7 times. I've gotten mild use out of it when I do use it but it's so dependent on multiple creatures being out that it gets almost no practical value. The only legitimate strategy i see it being awesome for is a mana denial wizard.

I always seem to find a more valuable action to take in the moment, and I feel like it needs to be played twice at least before one sees any real tempo gain from it. And even at that now I've wasted 2 quick actions and 8 mana casting ave revealing two spells that could be adding dice or lowering enemy values. Has anyone had any kind of success with this spell? Am I just using it wrong? Or looking at it the wrong way? Help me out here folks. I need a fresh opionion!

21
Spells / Holy attack spells
« on: December 03, 2015, 03:58:29 PM »
So my apologies if I out this in the wrong section but I've been doing a lot of musing about the holy school lately ( I bet you guys are all sick of it/me by now, lol) and I found that my priest is quickly filling up with attack spells that are out of school. I know, big deal right? But the holy attack spells specifically are a bit underpowered for damage. That's not what they are used for primarily but id still like to see a lvl 2 attack spell in the holy school that does more than 2 dice.

Daze seems to be the wheelhouse of the holy school, and that's awesome don't get me wrong, but the rest of the spells are pretty much watered down effects from other schools. Air does stun better, fire does burn better, earth has slam so does water. I guess I'm just hoping for a holy bolt or ball or blast or something to come out of PvS. Lol even a 4 dice attack is enough to give the priest/priestess something to really bring the fear of the angels into the arena.

Any chance of something like that? Maybe? Eh? Perhaps? Lol! And maybe a chest piece, just saying. Thanks for listening to my ridiculous ramblings folks!

22
Spells / Clear mind curiosity
« on: November 30, 2015, 12:04:37 PM »
Ok so I'm in a bit of a goofy mood right now so I apologize for the silly comment, but I was tweaking my priest on OCTGN last night and I came across clear mind. Interesting spell with a very limited scope. That having been said... Does anybody else think the picture on clear mind looks like Intangible0? I mean for real! That's intangibles face!

23
Strategy and Tactics / Let's talk Holy Avenger
« on: November 17, 2015, 04:56:06 PM »
So lately I've been doing a lot of experimentation with the Malaki Priest. And I'm super pleased with the results so far, and I thought I'd share a few things I've discovered about HA with the crew here. Many of the criticisms I hear about the HA are about how it's up to the opponent to decide what benefit you get and folks don't like that. Also many will say "why not just use bull endurance and be a priestess" or rather "I wouldn't bull endurance my creatures any way so why bother?" and I suppose those are valid concerns, but they aren't looking at the big picture.

The way I see it by making a creature your Holy Avenger, for the price of one enchantment (or less, usually around 3 or 4 mana) you gain the benefits of 2 enchants ( bear strength or lion savagery for mellee + and piercing. And a better bull endurance than the actual spell)! That having been said let's look at the outcome. I spend 8 mana on an Asyran Defender, plus 3 for HA. He goes from squishyish 8 to 13 life (i think) and from 3 dice to potentially 5 dice. Yes you can't always use the mellee + but the 5 life is always there! You have also saved yourself 2 quick actions and 9 + mana (by not needing to cast those enchants) and added longevity and umph to a relatively ok creature before.

In addition to the outright bonuses added to the creature the fact is that human creatures appear to be weak life wise, 8 to 11 seems to be the wheel house (and 11 is brogan! Even legendary humans only have 1 more life than a timber wolf) and that's really easy to focus down. Even a 10 life knight of Westlock will die to 2 or 3 decent rolls. So adding half its life again makes it crazy survivable! A Heal works far better on a creature with more life to avoid over healing. The more life a creature has the longer it takes to kill meaning more action expenditure on your opponents part. If you can deny two or three actions with one quick spell heal ( such a great spell!) you're up on tempo.

As expensive as it may be a HA Guardian Angel does not die! She will take so many resources to take down that you can keep her on the defence for rounds and rounds with little or no help past HA.

Side note, it helps you not at all in domination!

An HA cleric makes a crazy efficient back pack healer! So does the unicorn but in a different way.

Gotta move on, starting to ramble, Let me know what you think! Thanks everyone!

24
Spellbook Design and Construction / Flaming Holy Spite. A Priest
« on: November 03, 2015, 12:53:35 AM »
[spellbook]
[spellbookheader]
[spellbookname]Flaming Holy Spite[/spellbookname]
[mage]Priest[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x  Acid Ball[/mwcard]
[mwcard=FWA01]1 x  Arc Lightning[/mwcard]
[mwcard=FWA04]1 x  Hurl Boulder[/mwcard]
[mwcard=mw1a11]4 x  Pillar of Light[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j08]1 x  Hand of Bim-Shalla[/mwcard]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[mwcard=mw1j24]2 x  Temple of Light[/mwcard]
[mwcard=mw1j09]2 x  Temple of the Dawnbreaker[/mwcard]
[mwcard=mw1w04]1 x  Wall of Thorns[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c06]1 x  Brogan Bloodstone[/mwcard]
[mwcard=MWSTX2FFC01]2 x  Asyran Defender[/mwcard]
[mwcard=MWSTX1CKC06]2 x  Guardian Angel[/mwcard]
[mwcard=mw1c22]1 x  Knight of Westlock[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX1CKE03]2 x  Healing Charm[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[mwcard=mw1e29]3 x  Nullify[/mwcard]
[mwcard=MWSTX2FFE02]1 x  Akiro's Favor[/mwcard]
[mwcard=mw1e01]3 x  Bear Strength[/mwcard]
[mwcard=MWSTX2FFE04]1 x  Brace Yourself[/mwcard]
[mwcard=mw1e05]1 x  Cheetah Speed[/mwcard]
[mwcard=mw1e12]1 x  Divine Protection[/mwcard]
[mwcard=mw1e17]1 x  Force Orb[/mwcard]
[mwcard=mw1e21]1 x  Hawkeye[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=mw1q27]2 x  Dawnbreaker Ring[/mwcard]
[mwcard=mw1q29]1 x  Staff of Asyra[/mwcard]
[mwcard=DNQ09]1 x  Wand of Healing[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[mwcard=mw1q22]1 x  Moonglow Amulet[/mwcard]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=mw1q04]1 x  Deflection Bracers[/mwcard]
[mwcard=mw1q08]1 x  Elemental Wand[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i17]2 x  Minor Heal[/mwcard]
[mwcard=mw1i14]1 x  Heal[/mwcard]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=mw1i20]1 x  Purify[/mwcard]
[mwcard=mw1i07]3 x  Dissolve[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]


I really enjoy the way this book plays. The trick is to get at least one Dawnbreaker temple out, better if you use two but only if time allows. Every creature in the book except Brogan has a natural defense so any way to ensure normal attacks miss gains you tempo. drop one or two creatures early depending on what your opponent is doing. look for guardian angels if im using an early temple of light. if i feel pressure early i can holy avenger a Defender and prolly cast a second before the trouble hits. and of course if i really want to make them pay for hitting me or my temples, Knight of Westlock is a super expensive but awesomely powerful Holy avenger.
 A ferw well placed pilars of light (boosted by dawnbreaker ring and hawkeye ) can daze easily and stun for a wonderful surprise burst of tempo. and dazes work very much like defenses (good ones! 7 up!) and that's a great way to "stack defenses" when the target already has a natural defense.

This is the book that brought on the recent post about how much everyone hates the priest. Feel free to tell me what you think! im still working on it, this is version 3

25
Mages / Everybody hates on the priest. Why!?
« on: November 01, 2015, 03:02:54 PM »
Now I for one think the priest is awesome. Let me just make that perfectly clear. I will almost always bring my priest out before my priestess, and though the priestess is awesome too, she's awesome for different reasons.

My main query to the Forum world (hi forum world!) is this, will anyone please spell out to me why the priest is widely considered the weakest mage?

Sure some of his mage stats aren't the strongest, but they all function very well. I don't know about you but with no other buffs but holy avenger (which should be considered a defensive, longevity enhancer) a Knight of Westlock has 3 armor, 15 life, a pretty decent defence, and if you or a holy thing you control gets hit he can hit back for 7 dice piercing +1. That's not small. Bear strength ( that's only one spell for buffs) and it swings 7 natural and 9 of you get hit. That screams buddy build if I've ever heard it! Yeah HA is a bit expensive but that's the holy schools fault not the mage. It's only got one lvl 1 creature, and one lvl 2.
 Also Malakis fire is crazy useful. Doesn't seem like it would be, but adding an almost guaranteed burn for one mana, if I recall correctly that's the cheapest way to get a burn on. And since it requires very little extra prep as far as SP goes ( he always swings light damage) it can be a major thorn when the other mage isn't expecting it. Plus late game (or early if you rush) he's quite capable of punching stuff and that daze chance is crazy useful! Add the dawnbreaker ring and he hits as hard as any other mage, add the staff and it's even better.

So why is he so detested by the competitive community? He has ready access to repeatable daze and stun, equally easy access to burn tokens almost every turn, in school access to the 2ndbest offence creatures (knights) and by far the best defensive creature (Guardian Angel), and heals just as well as a priestess. Yeah 9 channeling sucks but the warlocks make it work! So does the druid. Hell the beastmaster (straywood) is a 9 channel mage and he's pretty awesome.

Give him a try again, I think you'll find his brand of holy retribution is more fun than you thought it was. And if not, tell me why. Thank you all for listening to me ramble!

26
I just managed to get ahold of my copy of Domination BG, And its awesome! Dont get me wrong that part was amazing, i just wonder why i didnt get my Ahnk of Asyra or Blur. I believe it may be because I got my copy from my favorite game shop (I like to support the local business) but it has been pre ordered for months. i just sort of assumed that id be receiving a pre order first printing edition that was supposed to include those two promos. Did this happen to anyone else? Am i silly for thinking id get those cards if i got it from a shop? i mean the guy special orders all my mage wars stuff for me (except the core set, that was already there), so i can get it from his shop. Basically i wonder if i was even SUPPOSED to get them in this manner. can anyone shed light on this for me?

27
Strategy and Tactics / Aggressive armor? Let me explain.
« on: October 07, 2015, 01:21:39 AM »
I Believe that it is currently possible to cast equipment onto an enemy mage. I looked and couldnt find anything to the contrary, but i admittedly just had 4 teeth pulled and the pain relievers the doc has me on are making it tough to recall anything specific. So if the following is impossible feel free to have a cheap laugh at my goofy, borderline stupid strategy ideas. if they do work they are situational at best. This all started with me looking to find a use for Bearskin.

Ok so assuming that one is running rust (cuz its awesome) because it doesnt actually require the target to have armor to stick, like corrode tokens do. Also assuming the opponent already has a chest piece you dont like due to a -2 effect or something similar (harshforge much). One can cast a bearskin over the armor the opponent has (Dragonscale, stormdrake, harshforge ideally with a rune on it! {Though i dont know if the rune gets destroyed or not, it should but im not certain since you can only place each once a game}) and then reveal rust to negate the 2 armor. yes its an expensive 9 mana with the rust reveal, but it nets you their loss of the element -2/-3 and its only about 1 to 3 mana more expensive than the armor itself and you could make them lose a possible rune, damage barrier, or harshforge bonus!
If they want the old armor back they need to either recast it (returning it to your own spellbook to just re apply the next turn for 6 mana [that gets around nullify as well]) wasting a quick action. Or they have to dissolve it so you dont get it back when they re equip the desired piece.

The Same trick can be applied for even less mana with the novice leather gloves and boots. Got a beastmaster or druid up against the walls but they have eagleclaw boots? cast leather boots on them for 2 mana and swap those eagleclaws away for a turn. the rust will negate the armor gain and you've only spent 2 mana (plus the rust i know but its assumed to be there for all these combos.) it works for reflex boots and bracers too. Keep a leather belt and throw that on your opponent once they put on the regrowth belt, make them recast.

I dont know, heh whaddya think? should i wait longer before posting after my next trip to the dentist or does this at least make sense? Its been making me chuckle all day.

28
Spellbook Builder / I dont know if this is new or not. Teleport problems
« on: September 04, 2015, 02:51:20 PM »
Im not sure if this was brought up or not yet, but i just built a necromancer, and the Spellbook builder is charging me 6 SP per teleport. Im not crazy right? necros only spend 4? just letting the world know. maybe its me tho. not sure

29
[spellbook]
[spellbookheader]
[spellbookname]Demons run[/spellbookname]
[mage]Warlock[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA02]1 x  Hurl Rock[/mwcard]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[mwcard=mw1a06]4 x  Flameblast[/mwcard]
[mwcard=mw1a04]4 x  Fireball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[mwcard=MWSTX1CKJ01]2 x  Enchanter's Wardstone[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c01]1 x  Adramelech, Lord of Fire[/mwcard]
[mwcard=MWSTX2FFC02]2 x  Blood Demon[/mwcard]
[mwcard=MWSTX2FFC08]4 x  Infernian Scourger[/mwcard]
[mwcard=mw1c16]1 x  Flaming Hellion[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e09]2 x  Agony[/mwcard]
[mwcard=mw1e08]1 x  Death Link[/mwcard]
[mwcard=mw1e14]1 x  Enfeeble[/mwcard]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1e27]2 x  Marked for Death[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[mwcard=mw1e19]1 x  Ghoul Rot[/mwcard]
[mwcard=mw1e31]2 x  Poisoned Blood[/mwcard]
[mwcard=MWSTX2FFE07]1 x  Rust[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=mw1e21]1 x  Hawkeye[/mwcard]
[mwcard=mw1e03]1 x  Bull Endurance[/mwcard]
[mwcard=mw1e01]2 x  Bear Strength[/mwcard]
[mwcard=MWSTX2FFE01]1 x  Adramelech's Touch[/mwcard]
[mwcard=mw1e40]2 x  Vampirism[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX2FFQ02]1 x  Bloodfire Helmet[/mwcard]
[mwcard=mw1q28]1 x  Ring of Curses[/mwcard]
[mwcard=mw1q11]1 x  Gauntlets of Strength[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[mwcard=DNQ09]1 x  Wand of Healing[/mwcard]
[mwcard=mw1q10]2 x  Fireshaper Ring[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=mw1q14]2 x  Lash of Hellfire[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i25]1 x  Shift Enchantment[/mwcard]
[mwcard=mw1i15]1 x  Knockdown[/mwcard]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]



I feel pretty dumb having sat down to make a book, finishing it and deciding to post it and ask for help now. because once i got here I saw that Sharkbait just posted his kick-ass book a little while ago. And though these big tournament winning/placing/representing  names are daunting , and i do feel a bit sheepish with my admittedly newbie construction here. But never the less perhaps you adepts might lend me a suggestion or two.

Basically i think its lacking in focus. i tried to focus on the demons in a different way, and the first draft had a Gate to Hell in it, but darn it if i didn't need those 6 SP elsewhere. i feel like i may need to make room for another battle forge because they are such a huge surging wave target, i also eddited a force hammer and a mage wand. i wanted to try something themey and i think i ended up a bit too generic. Any thoughts everyone?

30
Spellbook Design and Construction / Dawnbreaker Priest
« on: July 27, 2015, 01:11:41 AM »
I have done admittedly only cursory work on this build, but it was tweaked from a successful priest that wasn't too far off. I'm really wondering about my book building skills, especially with the priest, as he tends to be pretty tricky. My meta is incredibly small and even smaller now with one player having moved out of reach. So here, this is my book. please critique it, lend me some advice on anything you think i may need, possibly why if you have time. I would appreciate any info that makes this book more efficient. I'm afraid it might be better played by a priestess but i kind of want the aggressive pressure that he lends himself to. Also i just like the feel of the priest better, though i acknowledge his shortcomings and mildly paradoxical special ability.

The intention behind this one is to make full use of ToDawnbreaker. I recently commented that it is underrated and i made pretty efficient use of the defense insurance AND the damage dice do over many times. I'm afraid it might have been just dumb luck, or that the dice gods weren't shining on me that evening (even my attack rolls were mostly blanks that night). The concept is to make use of the Guardian Angels natural defense to synergize with the ToDs. I can holy avenger the unicorn, the GA(most likely), or a cleric if i need a sturdy mobile healer.
It uses reflex boots for mid to late game. the redundant leather is actually a leather belt, the pillars of light are mostly sunfire burst. The Knight of westlock is a Temple High Guard

I can go ToD, mana flower turn one, then holy avenger GA turn 2 if needs be, or battle forge, Tod, if my opponent isn't pressing too hard, turn three I'm not sure about, but i could conceivably be attacking turn three with the spells i have listed.

My fears are that i have too many creatures, as the ToA is a later game play or if i need to switch gears and not use my forge. That i should probably drop the Resurrection and just grab another GA and something else. That i should double up on the staff because it draws hate pretty fast despite the armor ward. And as previously stated I'm trying to convince myself the priestess couldn't do it better.

EDIT theres supposed to be 2 dissolves in there somewhere. and i made a mistake while transcribing this into the builder from the hard stack of cards i had. my bad guys its late. drop the resurection add the dissolves problem solved***

What do you think?
[spellbook]
[spellbookheader]
[spellbookname][/spellbookname]
[mage]Priest[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[mwcard=FWA04]1 x  Hurl Boulder[/mwcard]
[mwcard=mw1a11]2 x  Pillar of Light[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j24]1 x  Temple of Light[/mwcard]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[mwcard=mw1j13]1 x  Mana Flower[/mwcard]
[mwcard=mw1j23]1 x  Temple of Asyra[/mwcard]
[mwcard=mw1j09]2 x  Temple of the Dawnbreaker[/mwcard]
[mwcard=mw1j22]1 x  Tanglevine[/mwcard]
[mwcard=mw1j08]1 x  Hand of Bim-Shalla[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c19]1 x  Gray Angel[/mwcard]
[mwcard=mw1c06]1 x  Brogan Bloodstone[/mwcard]
[mwcard=mw1c28]2 x  Royal Archer[/mwcard]
[mwcard=mw1c02]2 x  Asyran Cleric[/mwcard]
[mwcard=mw1c20]1 x  Highland Unicorn[/mwcard]
[mwcard=mw1c39]1 x  Valshalla, Lightning Angel[/mwcard]
[mwcard=MWSTX1CKC06]2 x  Guardian Angel[/mwcard]
[mwcard=mw1c22]1 x  Knight of Westlock[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX1CKE01]1 x  Armor Ward[/mwcard]
[mwcard=MWSTX2FFE04]1 x  Brace Yourself[/mwcard]
[mwcard=mw1e01]2 x  Bear Strength[/mwcard]
[mwcard=MWSTX2FFE02]2 x  Akiro's Favor[/mwcard]
[mwcard=mw1e05]1 x  Cheetah Speed[/mwcard]
[mwcard=MWSTX1CKE03]1 x  Healing Charm[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=MWSTX1CKE02]1 x  Divine Might[/mwcard]
[mwcard=mw1e12]1 x  Divine Protection[/mwcard]
[mwcard=mw1e32]1 x  Regrowth[/mwcard]
[mwcard=mw1e21]1 x  Hawkeye[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q16]1 x  Leather Gloves[/mwcard]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=mw1q11]1 x  Gauntlets of Strength[/mwcard]
[mwcard=MWSTX1CKQ04]1 x  Reflex Boots[/mwcard]
[mwcard=mw1q08]1 x  Elemental Wand[/mwcard]
[mwcard=mw1q24]1 x  Ring of Asyra[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=mw1q29]1 x  Staff of Asyra[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i22]1 x  Resurrection[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=MWSTX2FFI03]1 x  Disarm[/mwcard]
[mwcard=mw1i20]1 x  Purify[/mwcard]
[mwcard=mw1i17]2 x  Minor Heal[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

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