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Messages - Super Sorcerer

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121
ב"ה
Well, I understand the rules a little different about initiative.

I totally agree about-
 
Quote
1. Timing Issues only occur when multiple effects, controlled by multiple players, happen simultaneously.

But I think you are wrong about -
Quote
2. These issues are resolved by active decision making on the part of the Player with Initiative.
Specifically in the initiative phase the rules indeed say-
Quote
In the rare case that a timing issue occurs, the player with the initiative decides the order.
But that rule applies only in the initiative phase.
In the action stage the rule is different and the rules say -
Quote
The player with the initiative acts first during the Action Stage, and goes first whenever you must determine the order of events
So when you need to decide the order of anything in the action stage, the one with the initiative must go first (and not decide who is going first).


122
Strategy and Tactics / Re: Spawnpoint tactics?
« on: October 25, 2016, 12:52:33 AM »
ב"ה
Best spawnpoints- Lair, Graveyard, Gate to voltary. They have enough health and armor to survive.
2nd type of good spawnpoints- Vine tree, temple of asyra, Libro Mortis. These are cheap creature spawnpoints, and casting them doesn't commit as much mana as other spawnpoints.
A pentagram is horrible against wizards and forcemasters (but otherwise quite nice).
Barracks is a bit confusing. You cast it in the back and the garrison posts in the front, and you can even wall it off since garrison posts don't require line of sight, but it is still a relatively vulnerable spawnpoint that opponents tend to focus down (since that would also make your garrison posts less useful, and they are part of the investment as well).

About trying to destroy spawnpoints-
If playing a warlord, then I have akiro's hammer, which is the ultimate conjuration destroyer. Even if you get only one shot and your opponent immediately spend his resources to make sure you wouldn't get a second shot, the first shot is like a force hammer (9 mana commonly used attack spell) so for 3 mana (or 0 mana if you have a construction yard and get 3 mana refund) it is definitely worth making the opponent spend the resources to kill 11 life 2 armor. These are a lot of dice not rolled against your mage  :)
Casting an acid ball to lower armor before further attacks are made is a useful strategy (with all mages).
With other mages, sometimes focusing the mage is easier than focusing his spawnpoint.

123
Strategy and Tactics / Trying to rush with the siren.
« on: October 24, 2016, 04:24:17 PM »
ב"ה

I know that sirens are usually supposed to try to go for the long game, but when facing mages that are better at long games (such as a necromancer), I need at least some rush contingencies in a siren book. I believe the worst opponent a siren could face is a necromancer, since all of his creatures are psychic immune and he is just better at meditating in his corner with an Idol of pestilence. You don't have to be in his face on 2nd turn, but in order to defeat the necromancer you should at least move quickly towards him.


First option (the quicker one)-
[19]
1) mana crystal + double move.
[24]
2) Water Elemental + face down enchantment (probably a ballad of courage on the elemental).

3) Lesser teleport on water elemental + hawkeye (+ reveal ballad of courage). So I get to my opponent's corner by turn 3 (and possibly attack with 7 dice, and with some luck 3 more dice from pushing into a wall or pushing him away from his creatures if they are not pests).

4) Marked for death on enemy mage + hurl rock


Obviously, there are other alternatives on turn 3 and on, depending on the opponents reaction, but I think you could get the Idea of the opening (the first 2 turns are the important ones)


Second option (the slower one, which is sort of solo)-
[19]
1) Naiya + mana crystal.
[12/1]
2) Ring of tides (by naiya) + mana crystal + hawkeye.
[13/1]

Basically it is supposed to act like a battleforge opening, except that you can't move on your first turn, and Naiya only bring the water equipment (especially the ring, armor, weapon and elemental wand) but not leather pieces or things like that. Otherwise, after bringing the equipment you need, Naiya could stop being your battle forge, and become your wizard tower (casting acid balls and swells and surging waves). Of course, The possibility of casting rust is well remembered (and lullaby in case you try this opening against a non-necromancer). I must try this opening before I could know how terrible is it to miss your move on first turn.

What do you think is the best way to use the siren in a fast or middle strategy?
[I rate strategies as "Fast", "Middle" or "Long". With Long not really being an option against a necromancer (and some would say that against the druid as well).]

124
Strategy and Tactics / Re: What's your favorite finisher?
« on: October 24, 2016, 03:29:16 PM »
ב"ה
With many mages, a hurl rock or hurl boulder. With some mages a fireball. In any case I have a fair chance of finishing a game by melee attacking enemy mage with my own mage I would usually try.
The most exciting finish that I had in a game was when I had "Reverse Magic" and my opponent cast "Drain Life" on my mage and I rolled high when the spell reversed, But "Reverse Magic" definitely isn't a reliable finisher :)

125
Strategy and Tactics / Re: Druid Economy...
« on: October 24, 2016, 03:13:17 PM »
ב"ה
I have a double tree book, but if in turn 1 my opponent seems to go aggressive, then I don't bring the second tree.
It goes like-
[19]
1) Druid's Leaf Ring + Vine Tree (in the starting corner).
[20]
2) extra vine + Seedling Pod (from vine tree) + Samara Tree (in the close corner) + Sunfire Amulet (more life economy than mana economy, but helps as well for the 30 life mage).
[15]
3) extra vine + tanglevine on mage (if solo) or a seedling pod (ifenemy is meditating in his corner) or a vine snapper (from vine tree) + seedling pod (from samara tree) + mana flower + facedown enchantment (or rouse the beast if used vine snapper).

In the 4th turn I might bring a second mana flower.

In order to keep solo enemy mages from acid ball+force hammer my tree on turn 3 (or acid ball+fireball) I try to keep them out of reach. There are 3 major ways to try and delay them-
1) Tanglevine on deployment, better coupled with a nullify on enemy mage and/or astral anchor (which in turn can be enhanced by an arcane ward).
2) Use vinewhip staff ability in first quickcast (better be coupled with an astral anchor, now that lesser teleport is out and make the stuck condition a lot less powerfull).
3) If you have initiative (or have a nullify/jinx on enemy mage from previous rounds), then wall of thorns in deployment and then force push in first quickcast (or jet stream if you feel lucky or low on mana). You both deal some damage and force your opponent to move more in order to get in range.

Note that in the case that your opponent some how actually decide to go for your Samara tree first (the one you don't have a treebond with), you should let him do so and be glad the he actually wasted his actions and spells on it.

126
ב"ה
A plant that shoots with a range of 2. If he spit acid all the better, if he spit thorns it is good as well.
A plant that grapple.
I really can't ask for anything that would make the druid way much stronger, since it is currently one of the stronger mages.

127
Rules Discussion / Re: Does the Hellfire trap stop movement
« on: October 22, 2016, 02:06:36 PM »
ב"ה
I know it's a rules question and not a strategy question, and Werekingdom already answered the rules question, but I must suggest tanlevine. Tanglevine is a conjuration, so it is not affected by nullify.

128
Spells / Re: Crocodile vs Crab
« on: October 20, 2016, 12:04:04 AM »
ב"ה
A crab is possible in a druid book, to keep an enemy in the same zone.

129
Strategy and Tactics / Re: Best for Build and Rush...
« on: October 19, 2016, 07:30:11 AM »
ב"ה
Best at rush is a tough question, Forcemasters, Adramelech warlocks and Straywood beastmasters are the best rushers of their types. Forcemaster to rush in melee, Adramelech warlock to rush with attack spells, and Straywood beastmasters to rush with creatures. There is a strategy known as "Johktari Rushmaster" to utilize the Johktari beastmaster's fast trait in order to make an attack spell rush with it, putting hawkeye and akiro's favor on turn 1 and then double hurl boulder on turn 2. I never tried it, but It is a well known strategy (Arcane duels have a video about it, and if I am not mistaken, They invented this strategy).

Best economy is the necromancer. I've never seen a game involving a necromancer that lasted more than 12 rounds with his opponent victorious (except for a dual between two Necromancers).

About buffing oneself, assuming you mean a mage that kill it's opponent with melee attacks it buff by bringing a good weapon + bear strength + vampirism + defensive things to make sure you are not dead before you kill the enemy mage, I think the best so far is the forcemaster (though Paladin could be better, I don't have Paladin VS Siren yet). Many mages combine buffing themselves with other things (such as bringing creatures), which makes priests and araxian crown warlocks good at such combined strategies as well.

130
General Discussion / Re: Arcane Duels - Paladin vs Siren Review
« on: October 19, 2016, 06:44:53 AM »
ב"ה
I only think harmonize is good on the temple of Asyra and maybe pentagram, because they need 2 mana to spawn a creature.
Gate to Voltari require 3 mana to cast a creature, and many mages don't cast 2 spells each turn (many meditate or attack for full action, casting only in quickcast), so it needs harmonize more than any other spawnpoint (The temple of asyra could use a cleric).

131
ב"ה
Force Sword/Orb undoubtedly would have been Autonomous if it had existed then. As it is, they are similar, but not the same as Autonomous, which gives rise to some peculiarities such as this.
I hope to see an official ruling that agree with you. It will make more sense to me.

132
ב"ה
In the rules as written, they wouldn't be affected by a daze, by being restrained from cripple or stuck and by being incapaciated by slam, stun or sleep. They would be affected from being restrained by a tanglevine or being incapaciated from the Knockdown incantation.
That could be understood from the text on the card, however, it doesn't make sense thematically (at least not in a way I understand). So I do understand the need to ask about it.

133
General Discussion / Re: Arcane Duels - Paladin vs Siren Review
« on: October 18, 2016, 12:31:07 AM »
ב"ה
First, I just want to say that I totally share the hate of zombie brutes with you, Puddnhead.

Second, If you don't want the mana but only the actions, it will usually be better to just bring a temple of asyra that will let you bring a creature every other turn (unless you just want 2 creatures on 2nd or 3rd turn). It cost only 3 more, but give you many more actions.
What's good about the banner is that it is already channeling 2, s it gives you a mana advantage.
And obviously, if you just have loads of mana and not enough actions to do anything with it (because you melee attack for full action, and bring only small spells for quickcast and your opponent often use jinx), It is a possible play to cast it on final quickcast and bring 2 creatures to just use that mana.
With melee builds (Usually with a priest or a forcemaster), I tend to stack a load of mana during midgame, when I keep attacking but only bring an enchantment or a small attack spell. Paladins are sort of builded to be made as a melee build, so having a contingency to use when they have tons of mana and not much to do with it is actually really awsome.

134
General Discussion / Re: Necromantic mana horde...
« on: October 17, 2016, 05:44:04 PM »
ב"ה
As said before, you can't duplicate items.
Now, about double spawnpoint opening in order to swarm opponent, I would do it differently.
In the given example I will use skeleton minions and skeleton sentries, but zombie crawlers and unstable zombies cost even less so they could be spawned the same way:
after 1st channeling starts with 20 mana
1) Death Ring + Libro Mortous (total cost of 14, since the ring give discount for libro)
after 2nd channeling 16 mana and 1 on libro
2) Skeleton Sentry + Meditation Amulet + meditation as full action (cost 10 mana plus 1 from libro, but regain 3 mana in meditation )
19 mana 1 on libro
3) Skeleton minion + graveyard + meditation (cost 17/1 regain 3)
15/1/1 mana
4) skeleton minion + skeleton sentry + Harmonize on graveyard + meditation (cost 13/1/1 regain 3)

And after 5th round channeling, you have 15 mana, 1 on libro and 2 on graveyard. Your total channeling (including spawnpoints) is 13 and you gain 3 mana from meditating, so with extra 2 discount you could get a total of 18 mana usage per turn.
I don't like harmonizing libro, since it would make it almost certainly dissolved.


135
General Discussion / Re: Been out of the game for a couple of years...
« on: October 15, 2016, 12:14:53 PM »
ב"ה
With priests I usually take at least 2 guardian angels, so I usually take the crown of protection as well. The ability to boost creatures armor anyway is an important factor when deciding between "+5 life" and "+3 life +1 armor". for the spellbook points of a rhino hide you could bring 2 copies of crown of protection, so the only reason to take rhino hide with a priest or a priestess is for the mage.
If you are going to boost your creatures armor with the crown anyway, then +5 life is better.

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