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Messages - Arlemus

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136
I REALLY hope we're getting a level 2 demon with a Flame attack now.

Wildfire Imp sounds like exactly that.

137
Looks like it's going to be really nice for the new warlock.  Can't wait to see a bunch of imps putting it to good use  :P

138
General Discussion / Re: Anvil Throne Walord Card List
« on: May 15, 2014, 07:06:09 PM »
you missed orc seargant

I'll work on the warlock spell list:

Equipment:
Adramelech's torment
Bloodline? helmet?
Dragonscale Haubark
Elemental Wand
Fireshaper ring
gauntlets of strength
Lash of hellfire
Mage Wand
Regrowth belt
ring of curses

Conjurations:
Battle Forge
Pentagram
Mana crystal
Wall of Fire

Creatures:
Adramelech, Lord of Fire
Blood Demon
firebrand Imp
flaming Hellion
Infernian Scourger
Syeasdasd, Imp familiar
Wildfire Imp?

Enchantments
Adramelech's Touch
Agony
Arcane Corruption
Bear Strength
Chains of Agaony
Ghoul rot
Magebane
Marked for death
Poisoned blood
Rust
vamparism

Incantations
???
Dispel
Dissolve
Drain life
explode?
forse push
Ignite

Attacks
Devils Trident
Fireball
Firestorm
Flameblast


-------
The back page references some things, which means they must be in this expansion:
bleed, corrode(alchemist), disable,
Dissipate
?
obscured
reconstruct?
unstoppable?

I was hoping someone else would work on the Warlock one, it took me about an hour to flesh the ATW out and I didn't really want to do it again so thanks lol  ;D

Also, the helmet is Bloodfire Helmet, just previewed  :P, and the bleeds might just be for Gurmash.

139
General Discussion / Anvil Throne Walord Card List
« on: May 15, 2014, 11:44:56 AM »
So I think I figured out the Anvil Throne Warlord's card list from Scott's "From the Board Room" post yesterday.  Note that I haven't yet bothered to determine the amount of each card, just what (I'm pretty sure) they are.  I'll try to update with amounts later.  Also, if you look closely in the video you'll notice that all the spells that come in the base set are denoted by what looks like an asterisk or number (and one's that don't are not  :P).  Lastly, cards that I had to make my best educated guess at (because they haven't been spoiled) I put an asterisk next to.

Equipment:

Deflection Bracers
Eisenach's Forge Hammer
Elemental Cloak
Elemental Wand
Gurmash's Signal Ring*
Harshforge Plate
Helm of Command
Horn of Gothos
Ivarium Longbow
Morning Star
Regrowth belt

Conjurations:

Altar of Carnage
Archer's Watchtower
Armory
Barracks
Battle Forge
Construction Yard
Harshforge Monolith
Wall of Earth

Creatures:

Anvil Throne Crossbowman*
Bloodcrag Minotaur
Dwarf Kreigsbeil
Goblin Alchemist
Grimson Deadeye, Sniper
Gurmash, Orc Sergeant
Otto Kronig, Master Engineer
Sir Corazin, Blademaster

Enchantments:

Brace Yourself
Nullify
Standard Bearer

Incantations:

Battle Fury
Conquer
Defend
Dispel
Dissolve
Flame Attack
Force Push
Rouse the Beast
Sniper Shot

Attacks:

Hurl Boulder
Hurl Rock

140
General Discussion / Re: FIF: Garrison Post "Preview"
« on: May 14, 2014, 10:32:49 PM »
Very good this "preview", now i need (i remember another time) xd xd) another "preview" that said

Treebond: Druid can treebond with plant creatures and conjurations, whe she use treebond with a creature plant she gains +4 innate life, Lifebond +2 and Melee +1, if she stay in the same zone she and the plant creature gain an additional melee +1 , and if this creature is torgorath gain a quick melee attack xd

 ::) This again...

141
General Discussion / Re: FIF: Garrison Post "Preview"
« on: May 14, 2014, 03:43:25 PM »
Common mistake to believe that 3 dice tripple attacks are shut down by armor.

What ~13 mana creatures does 4.5 actual damage on average vs a creature with alot of armor?


Agony is a different story... not all books run this card, and few run more than 1.

Well, dark pact slayers and situationally dire wolves immediately come to mind...that's probably about it though.

But considering I can power strike an orc butcher for a total of 9 mana (with ring) and the play in question costs 16 to get about the same expected dice vs that much armor(4 vs 4.5) and about the same body (10hp, 1armor vs 9hp 2armor)...it just doesn't seem that impressive to me, at least right now.  Obviously it's worth noting that its not a perfect comparison, but in terms of pure dice output against a decently armored target I think you can do pretty much the same for less mana and end up with a very similar body (ie paying the extra 7 isn't worth it). 

Also, I think all non-holy books should run agony.  It's only 2 book points and it's extremely powerful/useful in a good many situations, at least IMO.  I run it in every non holy book I make.

Not sure where to start....

You seem to refuse data, or atleast make your own interpretation of it and further twisting it into your own perfect scenario.

Direwolfs and Dark Pact Slayers in a Warlord book? common...
(this is a Garrison Post thread which means Warlord right?)

Power strike a butcher gives 6 dice of damage = 3 actual damage on average vs infiinte armor.
Ludwig does 50% more damage than that.

Then you further mess up the premises.... Ludwig + Rouse beast = 16 mana
Orc butcher + Power strike (with  a (free apparantly) ring) = 9 mana.
The only problem here is that your Orc Butcher cannot attack where as ludwig CAN.

Another advantage of Ludwig is that he is ranged - which means the opponent cannot retaliate if you attack a guard, or protect (by guarding the zone) the target you want to attack.


Im not saying Ludwig doesnt have downsides - because he certainly does. But lets not take his advantages away from him.

First of all, I'm not refuting anything.  You seem to have missed the part where I said it's "obviously worth noting that it's not a perfect comparison," AKA my scenario ISN'T perfect, so say I'm "twisting" info for my "perfect" comparison is just a farce.  I literally said it wasn't perfect, I don't know why you feel the need to be such an ass about it.

Also, your question was "What ~13 mana creatures does 4.5 actual damage on average vs a creature with alot of armor?".  There were no stipulations to that question, IE they have to make the most sense for a warlord book, so I took it at face value.  If that's not how you wanted me to view/answer the question, I'm sorry you feel that way.

I know my comparison wasn't perfect, as I had INITIALLY stated, but it was just meant to show that you can get SIMILAR dice for a lot less mana, and based on that, I was skeptical.

And okay, lets say I don't have the ring, it's 1 more mana.  10 vs 16.  You're still paying 6 more mana for 1.5 more dice.  Doesn't seem worth it, but I KNOW the 2 situations aren't that simple.






142
General Discussion / Re: FIF: Garrison Post "Preview"
« on: May 14, 2014, 07:52:46 AM »
Common mistake to believe that 3 dice tripple attacks are shut down by armor.

What ~13 mana creatures does 4.5 actual damage on average vs a creature with alot of armor?


Agony is a different story... not all books run this card, and few run more than 1.

Well, dark pact slayers and situationally dire wolves immediately come to mind...that's probably about it though.

But considering I can power strike an orc butcher for a total of 9 mana (with ring) and the play in question costs 16 to get about the same expected dice vs that much armor(4 vs 4.5) and about the same body (10hp, 1armor vs 9hp 2armor)...it just doesn't seem that impressive to me, at least right now.  Obviously it's worth noting that its not a perfect comparison, but in terms of pure dice output against a decently armored target I think you can do pretty much the same for less mana and end up with a very similar body (ie paying the extra 7 isn't worth it). 

Also, I think all non-holy books should run agony.  It's only 2 book points and it's extremely powerful/useful in a good many situations, at least IMO.  I run it in every non holy book I make.

143
General Discussion / Re: FIF: Garrison Post "Preview"
« on: May 13, 2014, 11:07:39 PM »
Ludwig will mby see play with this.

Deploy in range and Rouse beast him.

Expensive sure... but u do 3 x 3 dice damage and leave a big threat on the board.

Ludwig LOVES the Armory too...
You guys really think there's reason to be excited for him? If it wasnt so easy to just agony him and forget about it I'd be happier.  I haven't used him for a long time because he's overcosted for his hp and armor, and I so rarely found him a solid answer to anything.  His triplestrike is shut down pretty heavily by armor (or agony as stated) and his zone attack can be achieved for less mana (albeit less effeciently potentially).

Not saying he's bad or anything, he just never makes the cut when I adjust/streamline.

144
General Discussion / Re: FIF: Garrison Post "Preview"
« on: May 12, 2014, 09:04:37 PM »
I really like this errata. As Arlemus stated, this means you can protect your Barracks and throw soldiers at the front line simultaneously, which may be why it didn't have this wording initially. Time will tell how powerful this actually is, but I think it is a good and much needed change.

I do not have any official information on this, but it is my hope that they will release the card list ahead of the actual expansion like they have done in the past. I really like knowing what I am getting before I purchase something. It is one of the biggest attractions I have for this game.

OT: This is one of the main reasons why LCG's are so much better than CCG's.

145
General Discussion / Re: FIF: Garrison Post "Preview"
« on: May 12, 2014, 06:07:42 PM »
I don't mean to be that guy but it's not the *only* card that lets you change the position of your summon...iirc summoning circle does as well, but who plays with promos anyway lol.

I like the buff, shouldve always been that way.  I dont think its that earth shattering but its nice to have more options.

Edit: actually, this means I dont have to put rax up so far...this could go a long way to protect rax play against certain mages, will have to test

146
General Discussion / Re: FIF: Rolling Fog Preview
« on: May 08, 2014, 02:48:26 PM »
I like it a lot.  Forces wimpy mages to get in range for quite a while, I don't see it being that situational.

147
General Discussion / Re: Card spoilers so far.
« on: May 07, 2014, 06:32:13 PM »
Is there an official word on if they'll be more spoilers? Seems like either no or only on mondays.

148
General Discussion / Re: FiF: Harshforge Plate
« on: May 05, 2014, 03:03:15 PM »
Actually, with all of the "pay +X mana" from the new set, Mana Prism might become more common in the meta...

That seems probable. Luckily conquer seems to answer mana prism pretty well.

149
General Discussion / Re: FiF: Harshforge Plate
« on: May 05, 2014, 12:54:42 PM »
It just seems so strong.  It probably would've been strong even if it was just 1 extra mana. 

No more teleporting warlords into fatties or dumping a ton of curses on.  I thought the monolith was going to do work but this armor is just ridiculous.

I don't think it's ridiculous. Yes, it will reduce the amount of teleporting and curse stacking a bit, but won't eliminate them altogether. You'll just have to pick and choose what curses to place on them and when the moment is best to teleport them. If you want to teleport them, you'll be able to find the 2 extra mana to do so. You'll just have to plan it a bit more carefully.

It's very thematic too. Warlords should be resistant to magic, especially the Dwarven one. Right now only the two Warlords can use it and they're the ones that needed the biggest boost in power anyway.

Well, I just meant ridiculous in the sense of how effective it seems to be in dealing with the Warlord's main issues; didn't mean it was overpowered or anything.

You're probably right it won't end curse stacking or teleporting, but together with the monolith is going to make both of those things much harder.  Purify does pretty well against curse stacking too so that's a pretty effective bunch of cards to deal with it.

It probably should've came out in FM vs Warlord.  It makes total thematic sense for a mage that hates magic to express that hatred in card form, not just have what amounts to a weakness to it.

150
General Discussion / Re: FiF: Harshforge Plate
« on: May 05, 2014, 12:19:22 PM »
It just seems so strong.  It probably would've been strong even if it was just 1 extra mana. 

No more teleporting warlords into fatties or dumping a ton of curses on.  I thought the monolith was going to do work but this armor is just ridiculous.

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