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Messages - Borg

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541
Spells / Re: Brace yourself (and Defend)
« on: September 07, 2014, 04:39:08 PM »
Any other possibilities with these cards that people have discovered?

I find Brace Yourself very helpful for the Forcemaster :

- For those times when your defense fails, ( or your opponent makes an unavoidable attack ) you can wait until you've seen the die-roll results and then decide if you reveal or not.

- As a Forcemaster I don't like to spend spellpoints, actions and mana on armour anyway and Brace Yourself gives you the perfect alternative. Paired with for instance Hand of Bim Shalla, you can go from zero armor to 5 armor on the fly.

- It's a nice way around Acid Ball, since you have no amor, corrosion counters don't "stick" making Acid Ball a pretty useless spell against you.

542
Strategy and Tactics / Re: Using Bows?
« on: April 05, 2014, 04:10:42 PM »
The small creatures blocking is great. I love the bobcats: cheap, the charge means people don't want to move away from them, and the dodge means they can't rely on a strong creature swatting them with a single hit. Foxes being fast is obviously helpful too.
So... maybe I put in some Bobcats and Foxes... make sure that I have one or two of the Walls of Thorns in place of the Bloodspine Walls (to let the little guys come and go as needed, without being attacked by the wall).
You'll probably find out soon that you don't like the fact that the Walls of Thorns block LoS ;)

543
Hi Silverclaw,
I'm currently in my noon break a work so I don't have the time to go into great detail but the thing that strikes me most is that you have relatively few targets for your Death Ring and Libro Mortuos, so I think you're not getting the most out of those two cards.
The selection of Skeletons seems more toolbox than focused.

I'm wondering how efficient the Acolytes are.
Do you play them often ? It seems like you have plenty of healing already with Mort and 2 Reassembles.
Wouldn't you be better off with 2 Skeleton Sentry's instead ? I like those very much as they're much more durable ( 11 life) than the Minions ( 5 life ) and could potentially benefit more from Mort's healing ability.

Sorry , gotta go ...
grtz

544
Spellbook Design and Construction / Re: My Druid Deck
« on: April 03, 2014, 05:18:51 AM »
I take mage wand to bind burst of thorns to. This set up allows me to apply bleeds on the enemy mage from afar with vine tokens.
Great trick but unfortunately you can't do that as Burst of Thorns is not a vine spell and thus can't use "vine range".

545
Strategy and Tactics / Re: beating the druid with the forcemaster
« on: March 23, 2014, 03:35:37 PM »
I'm currently working on a Forcemaster spellbook and the Druid does require some special attention because of the tough matchup she presents.

The traits that define the Druid and her troops are Regeneration, Fire Weakness and Rooted.
Those are the things I'd like to take away and focus on.

Deathlock in your corner zone seems like a given. ( Regeneration removed )

Protect with a Thoughtspore with Flameblast ( Fire weakness ) who can also effectively backup the Forcemaster

Another Thoughtspore with Teleport can help you close the gap with the Druid and can further assist by simply teleporting annoying Rooted creatures like Thornlasher and Vine Snapper to a zone where they can't hurt anyone.

Protect your Thoughtspores from damage with Block

Thoughtspore with Force Push can also be quite effective in general, not only for moving your mage or moving guards out of the way but also for pushing the enemy mage into a wall for a 3-dice bash attack.

546
General Discussion / Re: Forged In Fire
« on: March 21, 2014, 06:32:11 AM »
Besides the obvious excellent enchantments like Vampirism and Bear Strength, I think Bull Endurance would suit him very well.
Not only would it increase his life total by 50 % but it would also make him much harder to take out with 1 hard hit and potentially get more healing out of his Vampirism.

In most cases I think I would go with Regrowth over Bull Endurance. Gives 4 HP if the creature lives for two rounds after revealing it, and it can be very effective on your mage as well.
Regrowth is nice but best put on a creature who can take a hit ( like at least 10+ HP's ) imo.
With "only" 8 Hp's the Scourger is still in that range where he can be taken out with just 1 blow, making that Regrowth useless.

Putting a Bear Strength and Vampirism on an 8HP critter is very risky imo, so I'd rather pump his life by 50% next than have another alternative healing ability ( regrowth on top of Vampirism) which might never yield any result.

just my 2 cnts :)

547
General Discussion / Re: When is Forged in Fire up for pre order?
« on: March 20, 2014, 06:24:41 AM »
I just hope the modular board is part of an alternative, OPTIONAL gameplay and does not become part of the game as we currently play it.

548
General Discussion / Re: So we're getting miniatures eh?
« on: March 20, 2014, 06:20:19 AM »
I'll probably be a minority, but I liked the fact that this game didn't have any miniatures ( I have plenty of them already and could use any stand in if I wanted ) as I find the Mage cards very nicely done and much better looking than any miniature of the MageKnight/D&D quality class.

549
General Discussion / Re: Forged In Fire
« on: March 20, 2014, 06:15:33 AM »
Besides the obvious excellent enchantments like Vampirism and Bear Strength, I think Bull Endurance would suit him very well.
Not only would it increase his life total by 50 % but it would also make him much harder to take out with 1 hard hit and potentially get more healing out of his Vampirism.

550
Spellbook Design and Construction / Re: Pestilence Druid
« on: March 16, 2014, 02:37:42 PM »
@ drunkensaint
Obviously, as soon as you spot a Necromancer on the other side of the arena, it's clear there's no point in bringing out the idol. This is "Orb Time". :)

I agree both of these cards are not absolute "must haves" in a druid deck but they indeed synergize well with the Druid and her Plants and their effect can start to add up during the game and may allow you to win the game a round sooner than without one or both of them and that may just be the difference between winning or losing the game.

I'm just looking to get every possible edge I can find, really :)

551
Spells / Whirling Strike
« on: March 16, 2014, 01:41:42 PM »
A card that doesn't seem to get much attention on the forum is Whirling Strike and I am interested in hearing your thoughts on the card.

A 9-mana, quickcast Incantation for 3 attacks against 3 different targets looks like it should have its uses in certain spellbooks.

Clearly it is best used with creatures with a quick attack of 4+ basic attack dice.

It also seems to be intended to give a boost to solo Mages and/or elite creatures to deal with swarms and to give an action advantage to the user.

Going through the creature pool, to find out which creatures would benefit most from this card, the first card that sticks out is the Iron Golem.
6 attack dice x 3 can maw away weenies in a hurry.

The Warlord seems like a logical choice to run this combo, especially since his Ring of Command can bring the cost down to 8 mana for 12 extra attack dice.

An Earth Mage probably likes this card as well, as if he needs more power ... :)

Another excellent creature choice would be Adramalech, Lord of Fire
A 6-dice quick attack with a 66% chance of adding 1 or more Burn counters x3 is impressive.
Imagine using this on some Fire +2 creatures ( Druid, are you paying attention ? ) ouch.

In the 5-attack dice pool, Samandriel stands out.
5 attack dice, +1 vs non-living or dark creatures and a 50% chance to Daze or Stun seems to be quite potent as well.

Other honorable 5-attack dice mentions : Steelclaw Grizzly, Knight of Westlock ( which means the Priest could use 1 or 2 of these in his Spellbook imo ), Necropian Vampiress and Bridge Troll.

In the 4-attack dice category, Valshalla, Lightning Angel stands out and of course the Priest armed with a Staff of Asyra and the Warlock with his Whip can get some nice results out of this card.

The Forcemaster with Galvitar seems borderline and is probably better off with a Retaliate.

Special mention : Kralathor.
4 attack dice for starters, but 6 dice vs Undead and with the Growth ability tacked on this card has the potential to be big.

Looking forward to hearing your thoughts on this card and for those who have already used it or seen it being used, please share your experience.

552
Spellbook Design and Construction / Pestilence Druid
« on: March 15, 2014, 03:09:26 PM »
Two cards that are just begging to be included in a Druid build are Idol of Pestilence and Suppression Orb imo.

All the druid's Vine creatures have Regenerate, negating the Idol's damage and being Rooted means Suppression Orb is not going to affect you much either.

Get the Vine Tree and Pestilence or Orb in play in Round one (and two if necessary) and set up your defences.
Switch to Mediation Mode asap and let the Tree produce a Vine Creature every turn, wherever necessary through Vine Summoning.

The Druid's Quickcasts should concentrate on :
- Rouse The Beast
- Burst of Thorns
- Vinewhip's Staff Stuck-ability
- Tanglevine - Dispel - Dissolve - Teleport - Corrosive Orchid as required.

Spellbook :

Equipment :
Meditation Amulet x2
Vinewhip Staff x2
Eagleclaw Boots
Elemental Cloak

Conjurations :
Vine Tree
Idol of Pestilence
Suppression Orb
Corrosive Orchid x3
Bloodspine Wall x2
Tanglevine x2
Etherian Lifetree

Creatures :
Thornlasher x4
Vine Snapper x4
Raptor Vine x4
Kralathor
Togorah

Enchantments :
Barkskin
Harmonize
Cobra Reflexes
Nullify
Enchantment Transfusion

Incantations :
Rouse the Beast x4
Dispel x3
Seeking Dispel
Dissolve x2
Force Push x2
Teleport x2
Renewing Rain
Burst of Thorns x4

Attacks :
Geyser x2
Surging Wave x2
Acid Ball x2

553
Anti-Magic Aura

Lvl 2 War Enchantment
Range : 0-2
Target : Corporeal Creature
Cost : (2) (X)

You may reveal Anti-Magic Aura during the Counter Spell step to counter an Incantation or Enchantment targeting this creature.
x = cost of the card being countered

- A boost to a school needing some love ( War )
- An efficient counter to Teleport imo

554
I'd like to make a couple more suggestions - which do make sense to me atm - and hear your input on this.

1- Instead of focusing on making a change to the Teleport card itself, why not leave it exactly as it is ... BUT ... instead
change Nullify to become NON-MANDATORY. ( just change the "must" to "may" )

Instead of having to spend your Nullify on the first Incantation/Enchantment thrown your way, let the Nullify controlling player decide if he wants to spend his Nullify or suffer the spell's result.
This way Nullify would become more like a "counterspell" in Magic : having the potential to counter a spell but at the same time having to decide when and what exactly you're going to counter/nullify.

Sure, Nullify would get "better" with this change but certainly without becoming overpowered imo.
You can still only stop 1 spell per Nullify, but you get more control over what you counter and this could possibly be just the right medicine to tone down Teleport.

And after all .... there's still Seeking Dispel in case you want to remove a face down enchantment on the opposing Mage.

2- the second suggestion I'd like to make expands on the previous suggestion :
allow players to play multiple copies of NON-mandatory face down enchantments on an object.
atm I don't see how this could be broken ( but maybe I'm missing something and that's why I'd like to hear your input )
So what's the problem if your opponent wants to play a back-up, face down, Bear Strength on his creature ?
If I end up not destroying the first Bear Strength he's just wasted 2 mana and a Quick Action on a card that will not see play.

However, having two (non-mandatory) Nullify's in place could actually secure you of not being able to be messed with at all in a given turn ( read : teleported ). However, you've still invested two actions and 4 mana in it beforehand without knowing if you'll actually need them, making this quite balanced IMO.

555
Player Feedback and Suggestions / Re: Teleport nerf necessary ?
« on: March 11, 2014, 10:32:17 AM »
If they would make it only able to target friendly creature, then it would make turtling in your corner too powerful and the only viable and boring strategy since enemy mage could not force you out of your forteress.
Maybe it would be a good idea then to expand on the winning conditions and create a winning condition which discourages turtling, like :

You win the game :
A- If you kill the opposing Mage
or
B- If you control 9+ zones at the end of any round ( with "control" to be defined ... ) ... just an idea

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