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Messages - V10lentray

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76
Spells / Re: How do you play with druid's plants?
« on: August 02, 2016, 01:27:57 PM »
Strangle vines, Tangle vines, dispels, Dissolve, acid balls, wall of thorns and force push, elemental cloak (flame -2)

Dispel the teleports after being strangled tangled, dissolve his fire weapons because he can not target the strangle/tangle vines with ranged fire attacks.

plus the Druid has amazing healing abilities using the treebond so I just need to protect the tree.

Plus the Druid is packing 8+ water attack spells so I gain the same advantage.


77
Events / Re: GEN CON 2016 CHAMPIONSHIP!!!!
« on: August 01, 2016, 09:27:29 PM »
I'm personally partial to the Druid. But it takes a lot of skill to play that mage.

I'm predicting priestess.

78
Events / Re: GEN CON 2016 CHAMPIONSHIP!!!!
« on: August 01, 2016, 09:25:52 PM »
WHOOOOOOOO! I can't wait for Gen Con
Good luck to everybody in the tournament

Are you guys playing?

79
Spells / Re: How do you play with druid's plants?
« on: August 01, 2016, 09:39:02 AM »
Thanks! I'm mostly having trouble and th playing the plants as I play one or them alone and it just gets crushed.

the plants need help. they hit hard, and have regeneration, but usually little to no Armor. Save your QC to add buffs.

The stranglevine trick has won me plenty of games. At GenCon last year I had a Wizard use 3 teleports to get out of one stranglevine, only to be trapped in another one as soon as he was free.

80
Strategy and Tactics / Re: Best Ways to make a Feed the kralathor book
« on: August 01, 2016, 07:49:08 AM »
In my druid build I rarely play Kralathor.

He only come out agains swarm decks where I can eat a lot of things quickly

Undead where he gets that extra attack dice

Or I'm getting Desperate and I need something that seems menacing.

81
Spells / Re: How do you play with druid's plants?
« on: August 01, 2016, 07:46:11 AM »
Just keep in mind that you can't carry 5 copies of a level 3 spell.
Other than that I really like that book.

Good point - I'm trying to remember what was in the deck before I moved stuff around. So I guess I would add back in the vine snapper that I know came out. That one is my least favorite plant only because it can't move. I could always attempt to push or teleport creatures for him to chomp on.

I'm fairly certain this was the book I played at GenCon last year.

Bear Strength      2
Brace Yourself      1
Nullify              2
Rhino Hide              2
Circle of lightning       1
      
Kralathor, The Devourer      1
Raptor Vine                      4
Thornlasher                      2
Vine Snapper                      1
      
Banish                    1
Burst of Thorns            3
Dispel                    2
Dissolve               2
Force Push               3
Purge Magic       1
Purify               1
Rouse the Beast        2
Seeking Dispel       2
Teleport                    2
      
Acid Ball              3
Force Hammer      1
Hurl Rock               2
Jet Stream               2
Surging Wave           3
      
Bearskin               1
Druid's Leaf Ring   1
Eagleclaw Boots      1
Elemental Cloak           1
Meditation Amulet   1
Regrowth Belt      1
      
Bloodspine Wall      2
Corrosive Orchid      1
Etherian Lifetree      1
Stranglevine      3
Tanglevine              2
Vine Tree               1


82
Spells / Re: How do you play with druid's plants?
« on: July 31, 2016, 10:42:03 PM »
TL:DR - I find it easy

[spellbook]
[spellbookheader]
[spellbookname]druid[/spellbookname]
[mage]Druid[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]3 x  Acid Ball[/mwcard]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[mwcard=FWA04]1 x  Hurl Boulder[/mwcard]
[mwcard=mw1a09]1 x  Jet Stream[/mwcard]
[mwcard=MWSTX1CKA01]3 x  Surging Wave[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNW01]2 x  Bloodspine Wall[/mwcard]
[mwcard=DNJ02]1 x  Corrosive Orchid[/mwcard]
[mwcard=DNJ03]1 x  Etherian Lifetree[/mwcard]
[mwcard=DNJ10]3 x  Stranglevine[/mwcard]
[mwcard=mw1j22]2 x  Tanglevine[/mwcard]
[mwcard=DNJ12]1 x  Vine Tree[/mwcard]
[mwcard=mw1w04]2 x  Wall of Thorns[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC06]1 x  Kralathor, The Devourer[/mwcard]
[mwcard=DNC10]4 x  Raptor Vine[/mwcard]
[mwcard=DNC21]2 x  Thornlasher[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e01]2 x  Bear Strength[/mwcard]
[mwcard=MWSTX2FFE04]1 x  Brace Yourself[/mwcard]
[mwcard=mw1e06]1 x  Circle of Lightning[/mwcard]
[mwcard=mw1e29]2 x  Nullify[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ04]1 x  Druid's Leaf Ring[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[mwcard=mw1q08]1 x  Elemental Wand[/mwcard]
[mwcard=DNQ10]1 x  Meditation Amulet[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i24]2 x  Seeking Dispel[/mwcard]
[mwcard=mw1i07]3 x  Dissolve[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=mw1i21]1 x  Purge Magic[/mwcard]
[mwcard=mw1i20]1 x  Purify[/mwcard]
[mwcard=mw1i23]1 x  Rouse the Beast[/mwcard]
[mwcard=mw1i28]2 x  Teleport[/mwcard]
[/spells]
[cost]Total cost: 110 pts[/cost]
[/spellbook]

I've made some changes since I've played it last so I'm not sure how those will do or they will stay. The elemental wand is one of the new additions, and I took out the enchanters ring. The Elemental wand costs me 4 SPB. But I upped the number of attack spells so i thought it might be useful. I'm not sure it's going to stay and I think a 5th raptor vine and the enchanters ring in Its place.

I'm only showing 110 points -3 points of the missing 10 are Tangle Root from Academy.

2 points are equipment cards from PvS

1 is a PvS Enchantment

1 is a equipment card from Lost Grimoire

and 3 are Attack spells from PVS

Turn one 19 mana -

Deploy vine is starting corner - Move one up to middle square on the short side.

Cast vine Tree w/ TreeBond. (10 mana)
QC Meditation Amulet.  (6 mana)

Turn 2 - 16 mana + 1 mana on tree.
Deploy 2 vine markers straight out from tree to the middle of the arena (15 Mana)
Deploy 1 Raptor Vine on farthest marker (6 mana)
QC Druid leaf Ring (4 mana)
Meditate (7 mana)

Turn 3 - 17 mana + 1 mana on Tree (couple different options)

Option 1:
Deploy 2 vines (one where the raptor vine is and one depending where the oposing mage is (17 mana)
Deploy Raptor vine on one of the new vines (8 mana)
Cast Raptor vine on to the other new vine marker (-1 with Druid leaf ring)(0 mana)

Option 2:
Deploy 1 vine (17 mana + 1 mana on Tree)
Deploy Kralathor (2 mana)
Meditate (5 mana)
QC and reveal Either Rhino Hide on Kralathor or Bear Strength on Raptor vine if it can attack something. (0/1 Mana)

Option 3
Deploy 2 vines (one where the raptor vine is and one depending where the oposing mage is (17 mana)
Deploy Raptor vine on one of the new vines (8 mana)
QC Bear Strength on Original Raptor vine (6 Mana)
Root Raptor vine move and attack, Reveal Bear Strength [7 Attack Dice] (2 mana)

Don't be afraid to pass your turn to meditate. It works wonders.

Against Zombies & Skeletons play a bit differently so that you can summon Kralathor and Rouse the Beast the same turn. That's 6 Dice against undead and you want to get a growth marker on his as fast as possible.

Also you need to play the life tree against the undead because it only benefits your plants and the opposing mage. And save the Force hammer for the Death Lock (Finite Life Wrecks the Druid)

Strangle vine is FUN!! On your Final Quick Cast, on the turn when you opponent has Initiative Cast a stranglevine on the opposing mage. Next turn you have initiative First QC you cast a nulify on the opposing mage so they can not teleport out. You can double down and plan 2 Nulify, so it the first gets popped you can play a second one during your main action.  If you don't need to play the second Nulify then meditate.

Druid is Trained in Level one water, so don't be afraid to pack a bunch of Surging waves, dissolves, acid balls, or a new level 1 water attack spells. Rust is a useful enchantment as well.

Every turn, if possible play 2 vines. the vines hinder and give you targets to cast things on. Range really isn't an issue with the Druid because she can target a Vines regardless of Range, only LoS matters.

If you can, play thornlashers with a Bloodspine wall between them and drag an enemy creature through the wall. It's like the plants are playing Volleyball.

Force pushing a mage through a Wall of thorns is awesome. If they have no armor that's 10 attack dice. you can always acid ball them first to weaken the armor then throw them through a wall. Rememeber you can get thrown through your own walls as well, so be ready to wear the EagleClaw Boots.

Force hammer is in there to kill conjurations (+2 vs Corporeal Conjurations)

Circle of lightning is in there to fight a swarm build.

83
Rules Discussion / Damage barrier with bonuses
« on: July 30, 2016, 05:15:52 PM »
Just clarifying -

the damage barrier makes the attack, (ie [mwcard=MW1E06]Circle of Lightning[/mwcard])

The mage is wearing [mwcard=MW1Q17]Lightning Ring[/mwcard]. No extra dice are rolled because the mage is not making the attack - The Enchantment is.

-------

[mwcard=MW1C06]Brogan Bloodstone[/mwcard] makes on attack on my mage with [mwcard=MW1E06]Circle of Lightning[/mwcard]. @ additional dice are rolled because Brogan is Lightning +2

84
General Discussion / Re: Paladin vs Siren Spoilers
« on: July 29, 2016, 09:16:41 AM »
The promos come in the box so everyone gets copies.

Which make it frustrating that they aren't legal if -"The promos come in the box so everyone gets copies"

I'm not saying they are even remotely playable in competive tournament play. But if I wanted to cast an 8 point - 24 mana dragon I should be able to.

85
General Discussion / Re: Paladin vs Siren Spoilers
« on: July 28, 2016, 09:50:51 AM »
Any idea when the Kraken will be released ;) ?

lol

86
Spellbook Design and Construction / Re: Multiplayer Domination: Druid
« on: July 28, 2016, 09:38:53 AM »
I highly suggest Strangle Vine / Nullify

Cast Strangle Vine during the final Quick Cast phase when you do not have initiative. Then during the first quick cast phase cast nullify on whatever is in the Strangle Vine to prevent the creature from being teleported out of the Strangle Vine.

Astral anchor works as well.

I really love the Druid. I really think you should look more into the water element of her ability.  I Have PvS cards in my book and I have somewhere around 10-12 level 1 water spells in my book. Acid Ball, Surging Wave, X - Attack spells, x enchantment spells, X Equipment spell....


87
Events / Re: Mini Tournement
« on: July 28, 2016, 08:20:33 AM »
Proxy cards if you need additional.

Round Robin -

A v B
B v C
C v A

Pray that one person beats the other 2.

88
Spellbook Design and Construction / Re: Druid Seedling Pod
« on: July 27, 2016, 01:01:23 PM »

A second Mage Wand and an Emerald Tegu?


I run elemental wand. 2 spell points as opposed to 4, and you attach water attack spells to it. You can have 2 elemental wands in your book for the cost of one Mage Wand

Elemental Wand is Water 2. A druid is trained in Water 1. It costs 4 spell points for her to put it in her book.

Crap... that puts me 2 points over. I'll just have to take out some cards that aren't released yet. 8)

89
General Discussion / Re: Druid need more plants
« on: July 27, 2016, 11:44:37 AM »
Lets sum it up. I agree with everyhone here, that Warlord need more Goblins :)

He needs more goblins that aren't killed after being attacked once.

90
Spellbook Design and Construction / Re: Druid Seedling Pod
« on: July 27, 2016, 11:43:08 AM »

A second Mage Wand and an Emerald Tegu?


I run elemental wand. 2 spell points as opposed to 4, and you attach water attack spells to it. You can have 2 elemental wands in your book for the cost of one Mage Wand

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