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Messages - Werekingdom

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46
Strategy and Tactics / Warlock Arraxain Crown: Minor Reaper Opening
« on: June 27, 2017, 03:58:31 PM »
Mage Wars: Warlock Arraxain Crown Minor Reaper Deck Opening.

The idea behind this opening is to use a Sanguine Hunter+Reaper as a cheap quick glass canon creature.
The Warlock will damage the enemy, then the Hunter will hit with 6 dice. This should let you have mana for more fun little spells like Fireball.  :)
The Sanguine Hunter+Reaper+(Demonic Link OR Bloodthirsty Ench)+the possibility of Sanguine Thirst and Dodge when needed.


Opening
#1: 10+9=19. (Standard opening)
Mana Crystal -5,
Battle Forge -8,


#2: 6+10=16. 
>Curse Ring -1,
Mana Crystal -5,
Sanguine Hunter+Reaper -3,
   Casting the Hunter and the Curse Ring may dissuade the enemy mage from rushing into a curse, for that reason I would not cast the mana crystal until the End QC phase to keep him or her guessing.


#3: 7+11=18.
>Enchant Ring -1,
Bloodthirsty ench on the Hunter (5-2=3) -3, (I would possibly use Demonic Link instead for -2 mana).
Attack with the mage OR (Zombie Brute -11)
   Attack with the mage so the Hunter can get the 6 dice bloodthirsty. If the enemy is staying back then cast a Zombie Brute or mid size demon to push him.


#4: 14+11=25 OR(3+11=14). 
     Now it depends on how you react to your opponents movement. I would keep casting cheap curses (more for the annoying factor, then any real damage). Try to keep at least one of the 3 war protect enchantments (Braceyourself, Dodge, Glancing Blow) on the Hunter. Lastly I would continue to bash face with the warlock whenever you are not casting a Darkpact Slayer/Blood Demon/Zombie Brute (you should try to keep a Hunter Reaper and 2 Mid/Large Creatures).

Tell me what you think.
Has anyone tried a similar style?
BTW: sorry for my english, I been working 16/18hr work days, so I'm a little tired.

47
Mages / Re: Has the AX Crown lost his competitiveness?
« on: June 20, 2017, 05:46:57 PM »
Hey guys,

If we are looking at if the AX Worlock is competitve then you should list the reason he may be competitive.

On the positive side he has:

-Melee +1: 1 of only 3 mages start with +1 melee. (high early damage potential).
-Hit Points: Most Hit Points in the game. (noob friendly)
-Curse Master: The remove curse has partaly nulled this ability, but curses are still good reaction spells ("Raise Dead" right before finishing a creature. Enffeble a large creature right before it charges, and Magebane which I think will always be worth it's cost.
-Blood Reaper: Great healling option. This is a two edged sword, since the Reaper will be a big target. Personally I like casting him Mid game once I took out most of the anti-air (for Blood Demon) or high dice enemy creatures (for ground base demons).

On the Negitive side:
-Curse removal: I think this can be dealt with if you use your curses wisely, (arcane ward or ward stone your curses, and have something to take out any wand. Once the wand is gone then just wand a few on your curses and you are good).
-Healing: This is a Dark school problem, the Reaper will help but you will want to add some armor early.
-Out of school cards: Most out of school cards have a cheaper novies vergen of that card, I would test out those cards and see which of those cards would work with your play style.

Please feel free to add to the list
Thanks
Werekingdom

48
Strategy and Tactics / Re: Battle Forge in this META!
« on: May 17, 2017, 08:21:37 PM »
Hello Reddicediaries,

   I agree that dissolve is a bigger problem today then it was last year (mostly because of the siren), but you need to remember the reason for the battle forge in the first place. Most of the time the Battle Forge is meant to cast low cost equipment (low chance of being dissolved), or it could be meant to cast higher cost replacement equipment. In either occasion you are still saving actions and possible mana with the battle forge.
The Battle Forge itself often cost more to destroy then it is worth, the exceptions being: Ballasta,Swell(sometimes), Darkpact Slayer, ect.
So I don't see the dissolve thoughtspore as a problem. The acid ball thoughtspore is more problematic, but even then you could just cast rain cloud.
I would not cast a Battle Forge as a Druid, Necro, Beastmaster (depending on deck style) and Wizard.
The SP  for a BF is just too expensive for the Druid. The Necro and Wizard usually try to avoid combat, and often have better things to spend their mana on. The Beastmasters are in that weird inbetween state, it cost 5 SP, which is a little too costly (personal option), the nature school also has some of the best enchantment armor, so...... it depends on your deck style.

BTW: I'm try to finish a "Best opening for Siren" post, so if you have any experience with a Siren + Battle Forge opening, I would love to hear it.

Thanks
Werekingdom

49
Spellbook Design and Construction / Re: Flying Leviathan - Siren
« on: May 17, 2017, 03:40:11 AM »
Have you thought that Circle of Light would work better? Since it dazes/stuns.
I like big flying creatures, but there are a lot of spells like knockdown and main wings that would render eagle wings  useless. that is why I think a barrier enchantment may work best overall.

50
Enchanter's Ring Vs Arcane Ward on friendly enchantments

Hey Guys,

One quick question, Enchanter's Ring says the discount when targeting a friendly creature with an enchantment.
So does casting Arcane Ward on an enchantment that is in turn attached to a friendly creature give the discount?

51
Strategy and Tactics / Re: Mage Wars Best Openings Paladin
« on: March 16, 2017, 12:00:31 PM »
Hey guys,

I normally use the Temple in the Begining and the Banner in the late game to act as a finishing blow.
On the topic of the Banner, I did make a deck that would give you a positive Banner, unfortunately, the temple is just better. (for some reason people tend to leave the temple alone and atk the banner, it makes no scene).

So far this is the only deck I have that the Banner has gone positive on a regular bases.
(opponent goes first)
T1 (19): -Battle Forge -8, -Crusade Banner -7, (End qc Banner in zone A1).

T2 (14): >Signet of the Dawnbreaker -2(from BF),-Tanglevine -5, -Astral Anchor -6, (Challenge then tanglevine enemy mage, so you can gain Valor when he atks the tanglevine).

T3 (10): >Sword of Radiance -7(from BF), -Arcane Ward -2 (on Anchor), -Atk with mage (gain mana, possible spend a valor to add swords effects), (The idea is to trap and daze the enemy mage).

52
Strategy and Tactics / Mage Wars Best Openings Paladin
« on: March 15, 2017, 11:43:41 PM »
Best opening for: Paladin
(I'll try to  keep this this forum updated from your feedback)

I tend to see one of a few things with Paladin. First the Paladin tends to melee his Challenged creature or mage, then cast lumeric blast. Secondly Battle Forge is almost a must with any deck style. Cassiel is also almost necessary for Paladin to help out with support and action generation.  The common thread is that the Paladin uses melee bonuses, bear strength, wolf fury, etc. The usually channeling is 10 to 11 mana per turn. The Valor tends to come into effect it the early-mid to mid game.

Reference for the Aura's
COST: 3 Valor (Retribution Aura OR Martyr’s Aura)
-Retribution Aura: When an enemy creature casts an enchantment or incantation targeting a friendly creature in the Paladin’s Zone, that enemy receives 1 direct light damage, regardless of range or LOS.
-Martyr’s Aura: When a friendly creature in the Paladin’s zone receives damage from an enemy controlled attack or effect, you may transfer up to 2 of that damage to the Paladin instead.

COST: 6 Valor (Resolute Aura OR Vengeful Aura)
-Resolute Aura: Friendly creatures in the Paladin’s zone gain the Tough -2 trait. Other friendly creatures in the Paladin’s zone gain Armor +2.
-Vengeful Aura: Friendly creatures in the Paladin’s zone gain Melee +1, and also gain Piercing +2 on their melee attacks.

COST: 3 Valor (Cleansing Aura OR Solar Aura)
-Cleansing Aura: As a quick healing spell action, the Paladin may pay 1 Valor: heal target friendly creature in his zone 2 damage, and he may also remove a poison condition marker from them by paying its removal cost.
-Solar Aura: When a friendly creature in the Paladin’s zone makes a light attack, he may pay 1 Valor. If he does, the attack adds +2 to its effect roll. If it deals damage, the defender also receives 1 direct light damage.

If you want to add a opening then feel free, please show the first 2 to 3 turns and a list of Pro's and Con's. Thanks


The Banner by Reddicediaries
T1 (19): Meditating Monk -4, Mana Crystal -5, (I like the crystal in zone B1).
T2 (20): Battle Forge -8, Crusade Banner -7, (I like the Banner in zone A1 and Battle Forge in zone B2/B3).
Pros:
   -Not revealing much on T1
   -Flexible: 20 mana on T2 to deal with changes in plans.
   -No really bad matchups
   -Easy Valor: Gain Valor if enemy attacks Battle Forge or Banner. (The enemy mage is usually desperate to kill your banner, so you can gain Valor whenever he atks it instead of you. I tend to tanglevine the challenge enemy mage).
   -Mana Heavy (everyone loves mana).
Cons:
   -Not very aggressive (Staying in starting zone on T1, keeps you away from early Valor).
   -Spending 15 mana on T2. Making you vulnerable for T3  and T4.


Lightening Knight by Reddicediaries
T1 (19): Blue knight -15, Akiro's Favor -3
T2 (10): Signet of the Dawnbreaker -3, Braceyourself -2, (Double move Blue Knight).
T3 (14): Lesser teleport -2, (teleport Blue Knight then smash anything in your way).
Pros:
   -Very Aggressive
   -Forces other mage to respond (Blue Knight has a +7 Stun at full power).
   -Usually Paladin can equip himself up as enemy focuses on incoming threats.
Cons:
   -Telegraphing moves a bit (Anyone can see this a mile away).
   -Can run out of steam (You only have 9 channeling and the quick cast).
   -Blue Knight requires your book to be built around him.

Swarm Cleric Temple support from the rear. by Werekingdom (Melee with mage and get small creatures each turn, using Vengeful Aura to support your creatures).
T1 (19): Cleric -5, Battle Forge -8, (Battle Forge in zone B1).
T2 (15): Enchantment Ring from BF -1, Temple -10, Cleric prays to temple, Bear Strength -4,
T3 (09): Cheap Cleric from temple -3, Signet of the Dawnbreaker -2, Mana Vamperism -4, Attack with mage (you should gain 2 mana per atk and your opponent should loose 1 mana).

Pro:
   -Duel Spawnpoint: The Battle Forge and Temple give 2 free actions per turn.
   -Gain mana as you attack. (More mana for BF and Temple).
   -Swarm with many good creatures. (Access to many swarm bonuses).
   -Challenge your opponent then tanglevine him. (giving you valor if he attacks the tanglevine, and mana if you atk him).
Con:
   -Predictably: The Temple is a high cost and action styled deck.
   -Weak against super creatures like Leviathan, Kraken, etc.
   -No early Armor.
   -No early Cassiel.


Heavenly Temple: by Reddicediaries
T1 (19): Meditating Monk -4, Mana Crystal -5,
T2 (20): Cassiel -9, Hand of Bim-Shalla -5, Med +1,
T3 (17): Temple -10, Ehren -5, Med +1, Pray +1,
Pros:
   -Duel Spawnpoint: Cassiel and Temple.
   -Late game strength (High mana)
   -Gets more creatures out (Swarm)
   -First turns don't reveal to much
   -Early Cassiel.
Cons
   -Not Aggressive (staying in starting zone for 3 turns).
   -Passive Play can get wrecked by a good offense. (An Aggro Warlock could easily burn this this deck).
   -Heavy mana cost
   -No early attack power. (Ehren, is cheap but useless when he is not healed).


Quick Death: by Beldin
T1: (19) Run, Crusade Banner -7, in B3.
T2: (21) Crusade Banner>2 Knight of the Red Helm -14, Bear Strength -2, Bear Strength -5,
T3: (09) Bear Strength faceup -3, Atk, QC something.
T4: (9) Overextend -4, Overextend -4,
Pros:
   -Fast: Agro mage
   -Quick Multi Creatures
   -Great at attacking the strongest enemy
Cons
   -Can't last, burnout is inevitable.
   -No stunning/dazeing attacks
   -Mage has no armor or enchantment until T3 or T4.
   -Weak channeling

53
Rules Discussion / Re: Purge magic and enchantments on equipment.
« on: March 03, 2017, 02:50:25 PM »
thx, zot

54
Rules Discussion / Re: Titanodon
« on: March 03, 2017, 02:49:05 PM »
Look at what Zombie Frenzy is doing.
Its removing the slow trait.

Fast and slow trait is not removing each other. Instead its cancelling the effect for both so the creature will be normal speed.
It does not matter how many sources that make the creature slow / fast.

So..... the point is to "Raise Again" Titanodon (making him a zombie) then Zombie Frenzy. :)

55
Rules Discussion / Purge magic and enchantments on equipment.
« on: March 03, 2017, 02:45:04 PM »
Hey guys,

Quick question, if you Purge Magic a mage does that remove all enchantment on equipment (arcane ward, decoy, curse items, ect)?

56
Rules Discussion / Re: Gerard Matranga and Gold for spawnpoints
« on: February 01, 2017, 03:08:17 PM »
I thought so, sadly. (I've been thinking of ways to make a deck around Satyr Gruff).

thanks

57
Rules Discussion / Gerard Matranga and Gold for spawnpoints
« on: February 01, 2017, 02:25:45 PM »
Hello all,

I was wondering how can you use the Gold. Can you use it with the spawnpoints (Holy, Arcane, Water, Necro,)

Thanks

58
Hi guys,

I always thought that the Garrison Post only worked with the Warlords, but after reading the card recently I noticed it seems like the sub type soldier is the only requirement.
If so, does that mean the Paladin can use Garrison Post from a Temple or Banner as long as the creature is a soldier?

Also can you summon multiple creatures to the same Garrison Post? (because of Banner)

59
Strategy and Tactics / Re: Armory for skeleton necromancers?
« on: January 28, 2017, 10:18:33 PM »
I've seen multiple non-meditation amulet mages (bow for example or more general support) but only 1 offensive necromancer.

I don't remember who it was but the idea was to utilise his plague master more. I think he cast drain soul in turn 2 or 3 to get the poison condition on there and from there on, curses.
I believe that you are talking about Henry Kechups deck. I tried to build a similier deck, but my deck was only meh.

60
Spells / Re: Ivarium Longbow on Ivarium Paladin
« on: January 26, 2017, 07:02:59 PM »
The only mage's I would use a bow with is:
-Druid: Because of hindering vines.
-Dwarf Warlord: Since he don't get the +1 melee, he is also a good def mage.
-Priestess: Because reasons. (mostly because of guard angle)

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