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Messages - sIKE

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2326
Currently, Core + Tome 1 with Tome 2 and WvF to be added very shortly! It not that I unable not build out a Temple type of deck for my tome, it has more to do with time, value and mana costs.

My analysis:

Temple of Asyra: Costs 10 Mana + 2 Clerics costs 10 more Mana to get 2 extra mana a turn and  can only be used to summon Holy Creatures. For 10 mana, I can get two Mana Crystals/Flowers out and have 2 Mana for whatever I am in need of. The Spell book cost is 5 spell points vs. 4 spell points for the Mana Crystal/Flower combo.  Overall value: Negligible

Temple of Light: Costs 9 mana and gets one attack dice. Each additional Temple nets 1 more attack die.  For 4 more Mana you can summon a Knight of Westlock and get 5 attack dice from the start. Overall value: Minimum

Temple of the Dawnbreaker: Costs 8 Mana, the re-rolls are nice, but only are used once per round. Might consider adding this one back into my deck eventually. Overall value: Fair

Hand of Bim-Shalla: Costs 5 Mana, +1 Armor or +1 Melee or heal 1, running a deck with several creatures this card is very handy and would be most likely added back into my deck as it Spell Book cost is only 1. As I write this I am seriously thinking about adding it back into my deck. Overall Value: High

So as you see a lot of thought has gone into the deck and how useful Temples are with the build purposes of the deck. If I had more time, the temples would provide value but when you are dying around round 5 with no heals available you  quickly learn that no they are not that useful.

2327
Rules Discussion / Forcemaster vs Warlord Expansion Rules
« on: February 20, 2013, 06:20:07 PM »
Will these be posted online here soon? The expansion is on a package delivery vechile headed my way. I would love to see the rules before hand. With that said would a card list also be in the works?

Thanks and much joy to the Mage Wars team!

2328
Fellella and Huginn are quickly taken care of with Geyser or other like "unavoidable" trait kind of attacks. Much like the Temples if you can use them effectivly then they are well worth thier cost in mana but if they die qucikly then you could of used that mana else where along with space in your Spellbook.

2329
@KOY

I had a Bimshalla in the v6 build but took it out for the v7 build as I was looking at a WoT/Push (or Jet Steam) combo, I also lost the Angel in v7 which was replaced with another Knight, which are wicked bad when you Steal Enchantment "Bear Strength" from the Warlock.  :ohmy:

That 120 points really makes for some difficult choices....

2330
I think that is what I am doing with the Geyser on the Elemental Wand for the Daze w/ Deflection Bracers + Block, Reverse magic, Elemental Cloak for the miss swings is what you are suggesting. My game is to take those that solely focus on the mage to come at me dodge/minimize as many hits as possible and then let my critters womp on them  and heal them up as we go with the other wand with Minor Heal/Heal attached (which means she is growing stronger the longer the game goes) which carries into the later part of the game, way after a typical beat down would happen.  The deck is designed to counter a Warlock that put out Deathlock and Idol of Pestilence rounds one and two, then on round three starts beating on you with a buffed LOH and Doublestrike. The Burns start stacking up real high and death comes quite quickly, much to my trash talking chagrin the first couple of matches with this particular Warlord.

If I am missing something for a strategy for the Priestess visa vie the Warlock I am not sure of what it is. She cannot get biggies out very fast due to the high mana cost, she is poor at defending herself, she is weak HP wise at the start of the game. My experience as shown me that the Priestess has to survive into later round before she becomes a force to be reckoned with and then eventually swamps her opponent with a devastating amount of power.

2331
Here is the current iteration (v7) of my Priestess deck. It is designed to counter my friends Warlock beatdown deck which gets into your face very quickly.  The idea is to buy enough time to get the small army of powerful creatures who will then quickly turn the tide in my favor. I lost three games in row then with v6 version of my deck I was able to take the Warlords head quite easily. Some tweaking after that and here is what I have today. I am looking forward to running this deck again hopefully next week.

Mage: Priestess
Total Cards: 49

Attack: 4
2 - Jet Stream   
2 - Geyser   

Conjuration: 2
1 - Mana Flower   
1 - Mana Crystal   

Creature: 4
2 - Knight of Westlock   
1 - Royal Archer   
1 - Highland Unicorn   

Enchantment: 15
1 - Reverse Magic   
2 - Block   
1 - Agony   
1 - Divine Intervention   
2 - Teleport Trap   
1 - Bull Endurance   
1 - Hawkeye   
3 - Nullify   
1 - Force Hold   
2 - Bear Strength   

Equipment: 8
1 - Ring of Asyra   
1 - Moonglow Amulet   
1 - Elemental Cloak   
2 - Elemental Wand   
1 - Mage Wand   
1 - Dawnbreaker Ring   
1 - Deflection Bracers   

Incantation: 15
1 - Dissolve   
2 - Rouse the Beast   
3 - Piercing Strike   
1 - Purge Magic   
1 - Charge   
1 - Steal Enchantment   
1 - Heal   
1 - Knockdown   
1 - Minor Heal   
1 - Explode   
1 - Seeking Dispel   
1 - Teleport   

Wall: 1
1 - Wall of Thorns

 B)

2332
Strategy and Tactics / Re: Temple of Asyra Opening
« on: February 19, 2013, 09:39:52 AM »
My problem with this approach is that when you are fighting against a Warlock you do not have the kind of time to get this stuff out. They typically put out a Death Lock out the gate so your main advantage as a Priestess is out the window for at least several rounds why you send something over there to kill it. All the while the Warlock himself is up in your grill bashing away with his LOH. Very nasty and doesn't give you the time to build up the temples that you would like to get out.

What the Priestess does have in this scenario is big bad creatures that can put a hurt on him and his critters, but they demand mana and lots of it. So my open now for the first couple of moves is to lay out a couple of mana crystals/flowers move and set some traps. On round three the archer comes out and on round 5 a Knight and basically every other round after, I bring out a critter. Everything else done while this is happening, is to not die while getting all of my creatures out. Once I have my small army out an Archer, Knight, Angel, Unicorn (along with some buffs), and I have survived that long, the game is now mine as long as I can heal a couple of times. Typically my Priestess will armed with a Mage/Elemental Wand with a minor heal/geyser combo to deal with the hurt and the burns.

I have come to find out with this approach if I can make is past the first 10 rounds the game really tilts in my favor.

2333
Rules Discussion / Re: Tanglevine cast on mage multiple times
« on: February 18, 2013, 09:14:20 PM »
Only one named conjuration is allowed per zone. Now if you burned/destroyed one then after that he could cast another one into the same zone.

2334
Love to try my Priestess Anti (Solo) Warlock Beat deck against this build. She lost the first three rounds against my friends deck and took his head the last time. His deck is light on critters though so I am not sure how well she would handle this senerio, but it is desinged to counter an in your face kind of deck.

2335
Player Feedback and Suggestions / Re: Expansions
« on: February 14, 2013, 07:29:22 PM »
Has their been any thought towards a Deluxe Version expansion that has all the bells and whistles and a base expansion that has just the bare minimum. This way you can do a larger run on the cards themselves but smaller amount on the bells and whistles. The economics of this approach are unknown to me but if it is feasable you could make all (well almost at least) happy.

2336
Spells / Re: Forcemaster vs Warlord ****SPOILERS****
« on: February 13, 2013, 11:29:30 AM »
Yes pretty pretty please!

2337
League / Tournament Play / Re: Tie Breaker conditions
« on: February 07, 2013, 09:07:12 PM »
My first thought when I saw this, was to write up a "win the tie breaker strategy":
Warlord,
Round 1- QC 1 LOH / QC 1 Elemental Cloak
Round 2 - QC Teleport / Open Can of Whoop A** (OCWA) w/ LOH
Round 3 - QC Bear Str / (OCWA) w/ LOH
Round 4 - QC Fireball / (OCWA) w/ LOH
Round 5 - QC Bear Str / (OCWA) w/ LOH

Have extra LOH on hand (maybe order a 1/2 dozen singles from a card vendor) a couple of Heals, maybe wall of thorns / push for the coup de grĂ¢ce if the win is within grasp before the 90 minutes is up or not even!. Hope for a Priestess and lots of heals on her side :)

2338
Strategy and Tactics / Re: Beast Master Tips
« on: February 07, 2013, 08:10:05 AM »
I learned that the Lash of Hellfire has the Reach trait the hard way.......

2339
Strategy and Tactics / Re: Beast Master Tips
« on: February 05, 2013, 07:29:24 PM »
Don't forget Maim Wings

2340
League / Tournament Play / Re: BashCon 2013 Event Discussion Thread
« on: February 05, 2013, 06:03:09 PM »
I made a big comment along the same lines, then realized that the quote is only for tie-breakers. Still if you can't turtle and win this way though.

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