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Messages - The Dude

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361
Spellbook Design and Construction / Re: Earth Wizard
« on: March 13, 2013, 12:50:22 AM »
Doode. You totally have to charge+iron golem once. Just imagine teleport.... but better! Honestly, I wouldn't even put him in... I took him out of my build to play with more golems. He's good, but you just have to put too much work into him to really make him any good... Now I do like him in the late game, because he functions as a 20 mana wall.... but that's only if you are winning, and I do think it is more of a win more card. More play testing will see though..

362
Mages / Re: Mages that you would like to see in the game
« on: March 12, 2013, 10:46:41 PM »
War mage/alchemist.... and I want to see a paladin angel so bad!

363
Spellbook Design and Construction / Re: Earth Wizard
« on: March 10, 2013, 04:09:56 PM »
Hmmm... I see your point, but if you are hitting that lair with a golem it should be gone by round 5 at the most... And the earth elemental's attacks are all full action, so guarding with him may not be the best idea... but, I may try the cloak out the next beastmaster I face!

364
Spellbook Design and Construction / Re: Earth Wizard
« on: March 10, 2013, 01:59:08 PM »
Hey man!

For me, unless you are going full mana denial, supression cloak is not as good as elemental cloak, but then again, I don't really face too many swarm decks, and by the time my gorgons get done with them, they are far too weak to really do anything against 4 armor and a melee defense. And the earth elemental is suprisingly awesome when you have properly funneled them to where they cannot move, with wall of stones, traps, etc. Elemental just punishes them for trying to stand around, and charge on golem is almost mandatory, I usually will switch sleep/teleport wand for charge midway through the game. IT really keeps them on their toes. But to be honest, this deck is really holding up better than Air/fire wizard has for me IMO. I would really consider taking out the hydras for more gorgons... they have to keep away from a longer distance, and they can't run from the gorgon, especially more melee oriented decks have to be in the same zone to really do damage to the gorgon, so, charge+golem gets them off guard!

365
Strategy and Tactics / Re: Temple of Asyra Opening
« on: March 09, 2013, 12:10:20 AM »
Against the Warlock, I would not use this strategy. This is against slower build decks, where you are both setting up your engines. Against the Warlock, who's strategy is to kill you as fast as possible with fire, melee, and all around badassery, I would go on the offense with a Vampiress hooked to a divine intervention on turn one. Turn two, you are swinging on their side of the board with a 15 life 2 armor five dice damage with a self healing ability. This will allow you to stall them out while you NOW set up your engine with no problem at all, of course starting with the hands of bim shalla.

Or, if you don't want to waste 12 points on the Vampire, you could spend your first three rounds casting  gray angels with divine protection on them. This will buy you some time as well, but honestly, NOTHING beats an intervening vampire....

366
Spellbook Design and Construction / Re: Earth Wizard
« on: March 08, 2013, 10:25:18 PM »
Although I find that for the payout, hawkeye+hurl boulder is better than the ring hawkeye fireball/thunderbolt combo, I do agree with your statement.

As far as damage, I find that getting two gorgons out and then pinning them down with traps and golems really hurts them, and is insane in the mid game. If they go for the gorgon kill, they are going to lose the game. I'm thinking of removing the hydra for a second golem for that reason... they have a way of making sleep and force push suck. As far as earthquake.... hmmm, I haven't gotten the chance to test it, but the next creature swarm deck I face, I will have to see how it fares. Cheers!

367
Spellbook Design and Construction / Re: Earth Wizard
« on: March 07, 2013, 11:17:03 PM »
Hmm.. that is actually a kickass Idea... I took out the huginn, I just never felt the need to play him, maybe he is damn good, I just the thought the second archer would do more work... Also, the deathlock wasn't helping at all, so I put in the archer, an arcane ring, and a regrowth belt... this seems like a big creature/battle forge build with hurl boulder supplement... and it's working quite well... any more thoughts?

368
Spellbook Design and Construction / Re: Earth Wizard
« on: March 07, 2013, 02:32:34 PM »
Thank you for your kind suggestions! I also added in Huginn, taking out Drain Power, because Drain Power is just a win more with this spellbook, and Huginn seems incredibly efficient with 13 incantations... any other thoughts?

And a typo on the elemental ring, it's supposed to be an enchanter's ring, to kind of bevy spending a little bit. May take out the third dispel for an arcane ring, not sure yet though..

369
Spellbook Design and Construction / Re: Earth Wizard
« on: March 06, 2013, 09:06:37 PM »
Thank you guys for your help! Updated list appears above, any more suggestions?

370
Spellbook Design and Construction / Earth Wizard
« on: March 06, 2013, 09:04:33 AM »
Alright, so with the advent of the Warlord's massively awesome earth spells and creatures, I birthed an idea.... Iron golem and hurl boulder are incredible. No you can't lightning ring or flame ring to get the +1, but when facing a warlock, flame is terrible, and everyone seems to love elemental cloak these days. Earth gets past this. So, here is what I have come up with so far....

Attacks:

2x Hail of Stones (4)
3x Hurl Boulder (6)

= 10

Conjurations:

1x Battle Forge (4)
2x Mana crystal (2)
2x Wall of Stone (4)
1x Quicksand (2)

= 12

Creatures:

1x Darkfenne Hydra (4)
1x Earth Elemental (5)
2x Gorgon Archer (8)
1x Iron Golem (3)


= 20

Enchantments:

1x Block (2)
1x Circle of Lightning (4)
2x Decoy (2)
1x Hawkeye (2)
4x Nullify (4)
2x Teleport Trap (2)
1x Reverse Attack (4)
2x Turn to Stone (6)
1x Reverse Magic (2)

= 28


Incantations:

3x Dispel (3)
2x Dissolve (4)
2x Charge (4)
2x Teleport (4)
2x Sleep (8)
2x Seeking Dispel (2)
1x Purge Magic (3)
2x Sniper Shot (4)
1x Steal Enchantment (3)

= 35

Equipment:

1x Elemental Wand (2)
1x Mage Wand (2)
1x Dragonscale Hauberk (2)
1x Deflection Bracers (2)
1x Moonglow Amulet (1)
1x Leather Boots (1)
1x Elemental Cloak (1)
1x Enchanter's Ring (1)
1x Regrowth Belt (2)
1x Arcane Ring (1)
= 12


For the not so obvious selections, I have deathlock because regen is a problem in my small meta, two wands for dissolve, they do get dissolve happy. I am testing out susurko... Any thoughts, suggestions? It's 2-0 right now, but we will see as time goes on..

371
Rules Discussion / Re: On incantations and enchantments
« on: March 05, 2013, 11:11:12 AM »
Thank you for the prompt reply!

372
Rules Discussion / tournament rules?
« on: March 05, 2013, 11:08:11 AM »
I'm just wondering where I can find the offical tournament rules for Mage Wars?

373
Rules Discussion / On incantations and enchantments
« on: March 05, 2013, 10:56:50 AM »
Hello!

I am fairly new to this game and I have a very specific question: Can you cast teleport on yourself? If not, is there a reason?


My second question is, if you quickcast an enchantment, do you always have to pay the facedown and face up cost, even if you are playing the enchantment face up?


Thank you!

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