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Messages - RomeoXero

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571
Strategy and Tactics / Aggressive armor? Let me explain.
« on: October 07, 2015, 01:21:39 AM »
I Believe that it is currently possible to cast equipment onto an enemy mage. I looked and couldnt find anything to the contrary, but i admittedly just had 4 teeth pulled and the pain relievers the doc has me on are making it tough to recall anything specific. So if the following is impossible feel free to have a cheap laugh at my goofy, borderline stupid strategy ideas. if they do work they are situational at best. This all started with me looking to find a use for Bearskin.

Ok so assuming that one is running rust (cuz its awesome) because it doesnt actually require the target to have armor to stick, like corrode tokens do. Also assuming the opponent already has a chest piece you dont like due to a -2 effect or something similar (harshforge much). One can cast a bearskin over the armor the opponent has (Dragonscale, stormdrake, harshforge ideally with a rune on it! {Though i dont know if the rune gets destroyed or not, it should but im not certain since you can only place each once a game}) and then reveal rust to negate the 2 armor. yes its an expensive 9 mana with the rust reveal, but it nets you their loss of the element -2/-3 and its only about 1 to 3 mana more expensive than the armor itself and you could make them lose a possible rune, damage barrier, or harshforge bonus!
If they want the old armor back they need to either recast it (returning it to your own spellbook to just re apply the next turn for 6 mana [that gets around nullify as well]) wasting a quick action. Or they have to dissolve it so you dont get it back when they re equip the desired piece.

The Same trick can be applied for even less mana with the novice leather gloves and boots. Got a beastmaster or druid up against the walls but they have eagleclaw boots? cast leather boots on them for 2 mana and swap those eagleclaws away for a turn. the rust will negate the armor gain and you've only spent 2 mana (plus the rust i know but its assumed to be there for all these combos.) it works for reflex boots and bracers too. Keep a leather belt and throw that on your opponent once they put on the regrowth belt, make them recast.

I dont know, heh whaddya think? should i wait longer before posting after my next trip to the dentist or does this at least make sense? Its been making me chuckle all day.

572
Spellbook Design and Construction / Re: Druid spellbook help
« on: September 29, 2015, 11:20:35 PM »
TBH its probably because Moktaris branch sounds so much cooler! Im a nerd, so i dig stuff like that. But its not great. run healing wand instead.

573
Rules Discussion / Re: Stranglevine
« on: September 29, 2015, 09:55:45 PM »
it makes much more sense when you phrase it that way. It only ever gains "life+" one time. its just that that ammout will change by a determined amount as the game progresses. I get it, Thanks! /maybe now i can start using this card. Never have.

574
Spellbook Design and Construction / Re: Druid spellbook help
« on: September 29, 2015, 09:46:46 PM »
@ Drefan, you make a bunch of references to Moktaris branch in your post, by chance are you referring to the other druid ring? Moktaris branch lets you heal and remove conditions from plants. And it's almost useless lol. I'm betting that you're referring to the Druids leaf ring.

I totally agree with you on almost everything but allow me just a thing or two.
1, rhino hide, I don't know if it's my local meta( likely) but I find that this card is super useful with the Druid in particular. So much so that the one he is likely to apply to the druid herself will be dispelled. Also Fellela and all of his plant creatures need one, at least Kralathor and the raptor vines and one for the mage. Plants are super squishy and even 2 armor turns them all into regenerating tanks.

2 Fellela, I totally agree with her use, just get her out before your first major threat hits, that way she can immediately cast something useful for the 1 mana it will cost. A bull endurance and a rhino hide and she's a tougher nut to crack than she seems. I've even ( don't ever do this! It was late game, late night, and a goldilocks situation, that was still a bit of a stretch. Seriously I still laugh about it) but bear strength on her and she single handedly killed a decent threat ( invisible stalker, incorporeal) all by herself! She's crazy useful, just get the use fast before they realize how awesome she is and push her into a wall.

575
Rules Discussion / Re: Stranglevine
« on: September 28, 2015, 07:36:30 PM »
As I see it worded the SV should gain 2 life after its first upkeep, then 4, then 6 then 8, etc. Is this not the case? If it didn't then why doesn't the wording even use an X for a variable value. If it only gains 2 life a round then why would there even be a multiplier to the variable, it would just say gains 2 life and the variable becomes un needed. I realise that this isn't the bones of the OP, and it's more about the finite life issue, but I would really like to know what the actual life gain numbers would be.

As I stated before it should ( by the wording currently) gain 2 life (2 × X where X = 1 crush token) after the first upkeep, then 4 life (2× X where X = 2), then 6 life ( 2× X were X=3) ad infinitum.

Another issue is does the life gain stack or does the next life gain replace the other for example: ( upkeep the first, SV deals 1 damage, gains life and is now at 8 life. 2Nd upkeep SV does 2 damage, gains life and is now at 12 (6+2+4) third upkeep SV deals 3 damage gains life is now at 18 life (6+2+4+6) etc.)

Alternatively if the life gain is replaced by the previous, then it looks more like this: ( 1st UK 1 damage gains 2 lifemax= 8, 2nd UK deals 2 damage gains 4, replaces the 2 gain, lifemax=10 (6+4) 3rd UK deals 3, gains 6, replaces the 4 lifemax = 12)

Which if any of these is correct? I read it like example 1. Not example 2, due to the existance of the X as a multiplier variable.

576
Spellbook Design and Construction / Re: Druid spellbook help
« on: September 23, 2015, 09:20:23 PM »
Yes I was. Good catch! Sorry I was writing on my phone waiting for work to end. But I still don't think tattaree works very well and he's much more useful not being in the book. I mean he breaks guards, till you roll a 1 or a 2. Then he dies. Plus I find that with the butterfly out people try to take my tree down harder, and if they succeed he becomes dead weight. Anything that draws more hate to something as important as that tree can most likely wait unless it's game plan essential.

One more thing, you've got wall of thorns but no force pushes. Are you looking to have surging waves do your wall pushing for you? It's valid just a little trickier and only works less than half the time. Maybe consider one or two unless you only have them to block los

577
Spellbook Design and Construction / Re: Druid spellbook help
« on: September 23, 2015, 07:49:35 PM »
I have a book very much like this that uses WoT, and cervere. Couple things I might be able to help with, I hope anyway.

1. The corrosive orchids are nice but I don't know that you Will use more than one, pull one and add dissolves instead, so cheap and late game your opponent can probably ignore them, plus they are mana heavy and tricky to use effectively.

2. I would switch one of those lion savagery to a bear strength unless you really need the piercing 1. None of your critters are naturally elusive and an undoer Will remove the bear strength before the savagery especially if he's not running away, that's just preference though.

3. Find room for a Hawkeye. If you plan on using that elemental wand to great effect (repeatedly) adding one more die to those smaller attack spells like acid ball or surging wave goes a long way!

4. Tataree as much as I love this creature, is fairly useless for what you pay to have it. One push into a wall or unavoidable attack and its really dead. A curse AC warlock will happily ghoul rot it and get the card back in 2 turns. I've played it so many times only to wish I had 3 more SP worth of enchantment. Tataree equals 3 acid Balls! I'd much rather have that, or one lvl one and a harmonize, which does most of the butterflys job, but better.

5. The regrowth belt and the barkskin are as odds. Barkskin does it better every time, so maybe grab a cheap leather belt if you've got the promo, or leather boots or gloves, or another enchantment, maybe regrowth since your pixie can help get that out for you.

6. This is more a question than a comment, I really think 6 points worth of akiros favor is a huge commitment for this mage, I'd really like to know what you need them for or ever both of them for.

That stuff aside I really like it! Please tell us how it works out! Hope I was helpful, the druid is my absolute favorite mage! Have fun!

578
Strategy and Tactics / Re: surging wave push&slam
« on: September 22, 2015, 01:35:02 AM »
I was all set to tell you all that Wall of Thorns isnt unavoidable, till i checked my druid book (just to be sure) and i realized that of the 3 copies it runs, only one of them is from my core set, i guess it got fixed cuz the other two both said unavoidable. makes that card even more awesome, but onto the OP i cant think of any other situation where it would matter the order. But We've always played the slam as the last result of the attack.

579
Spellbook Design and Construction / Re: Necromancer minions and poison
« on: September 21, 2015, 10:47:12 PM »
I don't wanna re state anything, so ill just point out one or two things i noticed. you only have one dispel, and one dissolve. You might be stuck in a bad way if someones got a pair of wands (elemental and mage of course) on, or if they have laid out a few defenses. I said i didn't wanna re state anything but having no teleport just exacerbates the problem of single dispel, Force hold and any curses become major problems if you cant remove them.

580
Mages / Re: Top-Tier viable mages?
« on: September 17, 2015, 01:10:12 AM »
top tier eh? that's a tough call considering that there are only what, 12 mages? 15 if you count all the wizards? I suppose I should pick the top third, (4 or 5 mages).

1. Wizard (water) = Just too good at the undoing game. whatever you do, he can undo, twice. I wont get into why Wizards of all sorts are superior (perhaps unfairly so) as that topic has been destroyed here, but with all the options open to them wizards are probably the reason for this topic in a roundabaout way. nuff said.

2. Druid = My personal favorite mage. i think she handles the nature school so much better than the beastmasters. add her super efficient creatures, and her unique vine abilities (extended summon range, hinders the unhinderable etc)  she currently has almost as much versatility as a wizard, and that's with TWO 3x schools. awesome mage.

3. Priestess = She probably has the strongest mage abilities (read consistently useful) of any of the mages. the ability to remove conditions without having to book anything for it is AMAZING! even of the spells that remove conditions are in school (purify, healing wand) you don't need them and that makes room for another enchantment (i like enchantments, and parentheses which, at this point, should be blatantly apparent) or what have you. her late game is incredible, and even if your games go to time she can burst heal for ridiculous amounts reliably, making it difficult to attrition your way to a win there. as a side note i really like the priest, i am dedicated to making him a viable choice! he just feels so badass and i wish i knew why most people find him to be one of if not the weakest mage.

4. Forcemaster = Personally i don't agree with this. but her results in the hands of other (likely vastly more skilled) pilots is impossible to argue with! if you completely ignore the creatures in the mind school, her spell selection is pretty awesome. if you can somehow keep the enemy mage as action starved as she is likely to be then you might be in business. she is the absolute queen of the aggressive rush, with a unique weapon that never really goes away, and a potentially amazing familiar (they are damn squishy though,them thoughtspores), and you can splash for a good buddy out of school and it doesn't hurt TOO bad. i cant make one work to save my life, but that's a personal failing i guess. shes tricky, but definitely powerful if done well

Honerable mention: AC Warlock. = If the forcemaster is the queen of the aggressive rush, this guy is the smoldering, angsty king. hes not top 4 in my case because fire is, almost by default, teched against in every build. its almost stupid not to. but sometimes, even when you are ready for the assault, those fireballs and curses make too steady a damage stream to overcome. escalating damage is his specialty, but just like any good bonfire eventually he runs out of fuel. His bet is that hes got you reduced to a heap of ash before he runs out of resources. and hes tough enough to continue to press the assault even if you match him point for point. hes got more life than you. Couple that with the dark school being freaking awesome and he is a very fun mage to play! thats probably why he didnt make top 4, hes more fun to use than reliably victorious.

Anyway thats my take. hope it was useful! i know these are kind of general descriptions but that was kinda the idea. I love this game. Its awesome.

581
Spellbook Builder / Re: I dont know if this is new or not. Teleport problems
« on: September 04, 2015, 03:04:52 PM »
reloaded bulider and tried a new necro book. its charging appropriately now. not sure what happened it probably thought i was a warlord for some reason.

582
Spellbook Builder / I dont know if this is new or not. Teleport problems
« on: September 04, 2015, 02:51:20 PM »
Im not sure if this was brought up or not yet, but i just built a necromancer, and the Spellbook builder is charging me 6 SP per teleport. Im not crazy right? necros only spend 4? just letting the world know. maybe its me tho. not sure

583
Rules Discussion / Re: A few questions
« on: August 30, 2015, 01:06:55 PM »
Holy Crap! That means divine protection makes even better than armor against wall of thorns! Why isn't everyone using this? Divine protection and rhino hide invalidate the whole combo practically. Ive gotta make room for divine protection in so many more books now.

Sorry, that was a bit off topic. I just got excited.

584
Events / Re: Arcane Duels - Youtube Streaming
« on: August 28, 2015, 12:04:44 AM »
I would watch! Hell, i twitch too, (to a whole 8 people! lol) not Mage Wars though. Trouble with attending live streams is timing. unless you do a weekend or an evening theres much less opportunity to tune in. At least for me but i work till 9. and then there's time zones! but anyway, Yeah id watch it, if i could

585
Strategy and Tactics / Re: Strategies against Vine Tree Druid
« on: August 25, 2015, 09:31:42 PM »
I think he's more referring to picking off vine tokens before certain actions. Have a minion kill a vine before your mage acts so the mage isn't hindered. Its action inefficient,but it might make that turns mobility issue go away (for a time)

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