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Messages - RomeoXero

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586
Spells / Re: Mind Shield in Buddy System Decks
« on: August 24, 2015, 10:06:00 PM »
The problem i have wirth Mind Shield is that its borderline useless unless one is building a book specifically to counter a forcemaster. If im building for versatility it gets tossed for 2 lvl 1s in school, or something i need more of, like nullify or surging wave.

587
Ok so i played it this evening against my buddys FM. I won after a good match, but i booked it too quickly and after the game i realized i forgot to put in the Marked for deaths. i swapped out one Infernian Scourger, the Hurl rock, and Adramalechs touch for another nullify and a mage wand.

The cloak is there in case i need to maintain  distance for a few turns to get curses or fireballs thrown out, its pretty situational, and yeah it could probably get edited for something more useful.

I have a few openings in mind, one for each wildly generic reaction type.
I can do the first turn sprint/ mana crystal. 2nd turn Adramalech, nothing, 3rd turn fd enchantment on either, punch or fireblast or ball. Thats if i see an obvious economy play 1st turn but to be honest LoF doesn't usually hit game if hes not played in this manner.
I could go Mana crystal battle forge 1st turn, which is the one i used tonight, 2nd turn mana crystal, Infernian Scourger, and either ring off the forge (this game was curses first) , 3rd turn Scourger, fd enchant.

As for endgames, theres the burns and direct damage with poison blood route. the death by buffed demons route (which was the original idea, but i get sidetracked when building sometimes). and the full agro fire and LOF rush.

I cant really give a comprehensive account of how well this book will do against others though, because neither I nor my buddy are very good with a forcemaster, and the inherent likelihood of a thoughtspore dying to a fireball being so high, the strategy worked out a bit better than it probably would have against one of his better mages.

the helmet didnt get used at all and will probably get replaced by something else, but what?

588
Spells / Re: Inclusion of Force Hammer
« on: August 21, 2015, 12:10:17 AM »
Yeah i had this same question but i was on the other side of the fence. After careful consideration though i find im still in the boulder camp. The one mana difference is pretty much what sold it. but the fact that it always does 7 is why i almost always have at least one in any book.

589
[spellbook]
[spellbookheader]
[spellbookname]Demons run[/spellbookname]
[mage]Warlock[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA02]1 x  Hurl Rock[/mwcard]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[mwcard=mw1a06]4 x  Flameblast[/mwcard]
[mwcard=mw1a04]4 x  Fireball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[mwcard=MWSTX1CKJ01]2 x  Enchanter's Wardstone[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c01]1 x  Adramelech, Lord of Fire[/mwcard]
[mwcard=MWSTX2FFC02]2 x  Blood Demon[/mwcard]
[mwcard=MWSTX2FFC08]4 x  Infernian Scourger[/mwcard]
[mwcard=mw1c16]1 x  Flaming Hellion[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e09]2 x  Agony[/mwcard]
[mwcard=mw1e08]1 x  Death Link[/mwcard]
[mwcard=mw1e14]1 x  Enfeeble[/mwcard]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1e27]2 x  Marked for Death[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[mwcard=mw1e19]1 x  Ghoul Rot[/mwcard]
[mwcard=mw1e31]2 x  Poisoned Blood[/mwcard]
[mwcard=MWSTX2FFE07]1 x  Rust[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=mw1e21]1 x  Hawkeye[/mwcard]
[mwcard=mw1e03]1 x  Bull Endurance[/mwcard]
[mwcard=mw1e01]2 x  Bear Strength[/mwcard]
[mwcard=MWSTX2FFE01]1 x  Adramelech's Touch[/mwcard]
[mwcard=mw1e40]2 x  Vampirism[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX2FFQ02]1 x  Bloodfire Helmet[/mwcard]
[mwcard=mw1q28]1 x  Ring of Curses[/mwcard]
[mwcard=mw1q11]1 x  Gauntlets of Strength[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[mwcard=DNQ09]1 x  Wand of Healing[/mwcard]
[mwcard=mw1q10]2 x  Fireshaper Ring[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=mw1q14]2 x  Lash of Hellfire[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i25]1 x  Shift Enchantment[/mwcard]
[mwcard=mw1i15]1 x  Knockdown[/mwcard]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]



I feel pretty dumb having sat down to make a book, finishing it and deciding to post it and ask for help now. because once i got here I saw that Sharkbait just posted his kick-ass book a little while ago. And though these big tournament winning/placing/representing  names are daunting , and i do feel a bit sheepish with my admittedly newbie construction here. But never the less perhaps you adepts might lend me a suggestion or two.

Basically i think its lacking in focus. i tried to focus on the demons in a different way, and the first draft had a Gate to Hell in it, but darn it if i didn't need those 6 SP elsewhere. i feel like i may need to make room for another battle forge because they are such a huge surging wave target, i also eddited a force hammer and a mage wand. i wanted to try something themey and i think i ended up a bit too generic. Any thoughts everyone?

590
Mages / Re: The wizard vote
« on: August 17, 2015, 09:55:43 PM »
Wizards... What are ya gonna do? I don't really see the schism as badly as some of you guys do because I don't play on OCTGN (yet), and have a relatively limited meta. Im also not as willing (read: capable)  to do all the statistical math that comes with so much of the pre-game, so i kind of build by experience and theme. I'm not personally too offended by the wizard, but thats likely because my meta has all but stopped using them.

That having been said, of all the arguments/discussions that keep cropping up here, the broken wizard is the biggest by far! There are so many great mages to use, and i love to use all of them (warlords excluded, just not my style), but i figure the bigger issue is the clear difference between casual match books and tournament match books. I'm not saying that we all just fool around when its not tournament time or anything, but a frequent point i hear made is that, though they don't always win every competion, but there frequently more wizards than the other mages in general. but thats i guess not the point.

If it bugs all these folks, this often, this badly, then perhaps that in itself is an issue worth noting. I guess if anything though, adding at least one 3X cost to his build would even out a few issues, by limiting his card advantage, and making him pay a bit more for the size of that toolbox hes so famous for. Wizard tower would become a bit less useful as you might not have ready access to all 4 elements so cheaply. Im affraid that a nature 3X restriction would send the wizard the way of the warlord. Nature is a heavy restriction to have.

591
Spellbook Design and Construction / Re: Dawnbreaker Priest
« on: July 27, 2015, 11:37:04 PM »
This... Is awesome! Ok couple of things just so i can regain a bit of dignity. the ring of asyra is SUPPOSED to be the dawnbreaker ring, i messed up because this is the first time ive used the online spellbook builder. ive always made them a la MtG with a big stack that gets whittled down by nesscesity. I used the app once, and it was magnificent, but i dont have a tablet, so im outa luck there.

Vashalla is a throwback to the original book, it used to be a 2nd turn drop quite like the standard warlock mana crystal/sprint/adramalech tactic for early rushes. with backup that angel puts a hurt out quickly, but if you do that, thats pretty much your whole commitment. i should probably edit her out of this, and likely will. but damn i hate to see her go

As to the battleforge i think your right, i should pull the leathers as they usually just gather corrode tokens anyway, enchantments are kind of a staple of mine and i hate to hearken it back again (probably should have just posted that one pre edit) had a few more enchantments and an enchanters wardstone. i hessitate to drop the ToA because of the pump to ToL, and it does gather boulders and hammers like its getting paid. Do you think its advisable to run this without ANY spawnpoints?

Wand of healing, duh.

Mana Flower got put in because the original book was built free card style, and my friend had just put together a water wizard and he had a ton of them booked already. it was supposed to get changed, but then i realized, folks dont usually hate on the lone crystal/flower anyway. probably a poor choice and it will likely be edited as well.

Clerics, are awesome. Fact. Ive been heasitant to use the Asyran Defenders. They just seem squishy to me, and unless they're a holy avenger ad ive always thought there are better options for that. maybe im wrong, i should try it.

All that having been said Thank you for your input! anything else from anyone else would be appreciated

Coshade, Im a big fan of arcane duels! Love the stuff you guys are doing, its a super cool way to catch the previews of stuff in action. You all are doing an awesome job! Thanks again!

592
General Discussion / Re: Test your Skills... Enchantments
« on: July 27, 2015, 11:01:17 PM »
I am so excited right now! or rather my druid is excited, or i suppose Fellela is excited. Its always been much to my chagrin that outside of the steps laid out by Charmyna, its been really tough to give her reliable survivability . One bulls endurance is often not enough,  as she can draw a ton of hate, and it doesn't really take much hate to bring her down. Sure stacking enchants always makes targets more juicy, but with a bulls endurance and either/both gator toughness or iguana regrowth actually brings that life total to a decent amount. Add the Etherian Lifetree to that, and my flying enchantment machine could possibly handle that suped up flameblast thats bound to come flying her way, or shake off a few whacks against the arena wall.

Wow... just take my money and give me Academy, like now. So i can play it a few times then distribute these awesome cards across the Arena. This stuff is crazy. and I love it!!!

593
Spellbook Design and Construction / Re: Dawnbreaker Priest
« on: July 27, 2015, 01:40:10 AM »
awesome thank you very much

594
Spellbook Design and Construction / Re: Dawnbreaker Priest
« on: July 27, 2015, 01:15:22 AM »
Whoops, awesome noob mistake sorry folks. i didn't mean to actually attach that, i'm trying to figure out how to post the actual book in that handy format the forums provide. lemme look into what im supposed to do this time. sorry guys

595
Spellbook Design and Construction / Dawnbreaker Priest
« on: July 27, 2015, 01:11:41 AM »
I have done admittedly only cursory work on this build, but it was tweaked from a successful priest that wasn't too far off. I'm really wondering about my book building skills, especially with the priest, as he tends to be pretty tricky. My meta is incredibly small and even smaller now with one player having moved out of reach. So here, this is my book. please critique it, lend me some advice on anything you think i may need, possibly why if you have time. I would appreciate any info that makes this book more efficient. I'm afraid it might be better played by a priestess but i kind of want the aggressive pressure that he lends himself to. Also i just like the feel of the priest better, though i acknowledge his shortcomings and mildly paradoxical special ability.

The intention behind this one is to make full use of ToDawnbreaker. I recently commented that it is underrated and i made pretty efficient use of the defense insurance AND the damage dice do over many times. I'm afraid it might have been just dumb luck, or that the dice gods weren't shining on me that evening (even my attack rolls were mostly blanks that night). The concept is to make use of the Guardian Angels natural defense to synergize with the ToDs. I can holy avenger the unicorn, the GA(most likely), or a cleric if i need a sturdy mobile healer.
It uses reflex boots for mid to late game. the redundant leather is actually a leather belt, the pillars of light are mostly sunfire burst. The Knight of westlock is a Temple High Guard

I can go ToD, mana flower turn one, then holy avenger GA turn 2 if needs be, or battle forge, Tod, if my opponent isn't pressing too hard, turn three I'm not sure about, but i could conceivably be attacking turn three with the spells i have listed.

My fears are that i have too many creatures, as the ToA is a later game play or if i need to switch gears and not use my forge. That i should probably drop the Resurrection and just grab another GA and something else. That i should double up on the staff because it draws hate pretty fast despite the armor ward. And as previously stated I'm trying to convince myself the priestess couldn't do it better.

EDIT theres supposed to be 2 dissolves in there somewhere. and i made a mistake while transcribing this into the builder from the hard stack of cards i had. my bad guys its late. drop the resurection add the dissolves problem solved***

What do you think?
[spellbook]
[spellbookheader]
[spellbookname][/spellbookname]
[mage]Priest[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[mwcard=FWA04]1 x  Hurl Boulder[/mwcard]
[mwcard=mw1a11]2 x  Pillar of Light[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j24]1 x  Temple of Light[/mwcard]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[mwcard=mw1j13]1 x  Mana Flower[/mwcard]
[mwcard=mw1j23]1 x  Temple of Asyra[/mwcard]
[mwcard=mw1j09]2 x  Temple of the Dawnbreaker[/mwcard]
[mwcard=mw1j22]1 x  Tanglevine[/mwcard]
[mwcard=mw1j08]1 x  Hand of Bim-Shalla[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c19]1 x  Gray Angel[/mwcard]
[mwcard=mw1c06]1 x  Brogan Bloodstone[/mwcard]
[mwcard=mw1c28]2 x  Royal Archer[/mwcard]
[mwcard=mw1c02]2 x  Asyran Cleric[/mwcard]
[mwcard=mw1c20]1 x  Highland Unicorn[/mwcard]
[mwcard=mw1c39]1 x  Valshalla, Lightning Angel[/mwcard]
[mwcard=MWSTX1CKC06]2 x  Guardian Angel[/mwcard]
[mwcard=mw1c22]1 x  Knight of Westlock[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX1CKE01]1 x  Armor Ward[/mwcard]
[mwcard=MWSTX2FFE04]1 x  Brace Yourself[/mwcard]
[mwcard=mw1e01]2 x  Bear Strength[/mwcard]
[mwcard=MWSTX2FFE02]2 x  Akiro's Favor[/mwcard]
[mwcard=mw1e05]1 x  Cheetah Speed[/mwcard]
[mwcard=MWSTX1CKE03]1 x  Healing Charm[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=MWSTX1CKE02]1 x  Divine Might[/mwcard]
[mwcard=mw1e12]1 x  Divine Protection[/mwcard]
[mwcard=mw1e32]1 x  Regrowth[/mwcard]
[mwcard=mw1e21]1 x  Hawkeye[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q16]1 x  Leather Gloves[/mwcard]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=mw1q11]1 x  Gauntlets of Strength[/mwcard]
[mwcard=MWSTX1CKQ04]1 x  Reflex Boots[/mwcard]
[mwcard=mw1q08]1 x  Elemental Wand[/mwcard]
[mwcard=mw1q24]1 x  Ring of Asyra[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=mw1q29]1 x  Staff of Asyra[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i22]1 x  Resurrection[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=MWSTX2FFI03]1 x  Disarm[/mwcard]
[mwcard=mw1i20]1 x  Purify[/mwcard]
[mwcard=mw1i17]2 x  Minor Heal[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

596
Spells / Temple of Dawnbreaker
« on: July 17, 2015, 12:20:56 PM »
I recently used this in a priest book against my buddy's water wizard, and after a crazy long game I won. Turns out I've never really thought much about ToD. It just kinda sat there to boost temple of light. And in many cases i see most books abandon it all together.  But I think the priest benefits much more from ToD as he's likely to be taking more hits. Re rolling damage dice can be huge even if you dont have  defence.
So I wonder what the limit to its utility would be, it's obviously not replacing HoBS for pre erratta spamability. But the cost is low for a thing that lets you re roll a defence, that's super useful. Even the damage re roll can be clutch.
I'm thinking about a force master opening that drops 2 of these first turn in starting zone and adjacent one. Then puts on an extra defence and grabs her buddy or her Galvitar (haven't decided on everything yet). The temples can keep you safe and they are about the same mana investment as a big spawnpoint would be, my fear is that they rely too much on chance and that you could get totally burned with bad re rolls.
Out of school i dont think ive ever seen it played. Its 4 sp for non priests, thats not a huge investment. its not that squishy either, and i dont believe it required LOS to work (please correct me if im wrong here).
I'm starting to ramble, what do you think about this potentially awesome temple?

Edited for clarity* I was on my phone previously.

597
General Discussion / Re: Test your Skills... That's not a Knife...
« on: July 16, 2015, 10:56:53 PM »
Wow! For 4 mana I see all kinds of possibilities for almost any mage. Mana wise this thing is a beast and if all you care about is the extra attack dice, for those fond of a rush but want 12 mana handy to dispel that forcefield perhaps then this knife might be your pal.
I know it's not ideal for the mages, but a priest or AD Warlock with low die melee attacks could drop this and Gauntlets of strength to be swinging 5 dice turn 2 (say with divine intervention) and switch it out later if needs be. Or not.
I've always thought the staff of beasts was a bit underpowered anyway so in school it works nicely too! I hate to say it but I'm not even thinking about what good it will be in Academy yet, I'm too swamped with uses for Arena! I'm excited. Fact.

598
Spells / Re: Hurl boulder/ force hammer
« on: July 15, 2015, 01:04:05 AM »
Perhaps I wasn't placing the proper value on the ethereal trait. Most of the ethereal stuff I run into goes down readily enough from lightning bolts or swats from a mage staff. I usually make certain to have some kind of answer to incorporeal, but my meta is admittedly a bit small, so i don't see the variety in incorporeal objects that more prolific players will.
Arc Lightning and lightning bolt make it into most of the books i make regardless of mage, but that has started to change since I got my Hurl Rock's. Im gonna stop for a sec and go off about how much i love hurl rock. combo'd with hawkeye and elemental wand (possibly) it makes for a CRAZY efficient QC for steady pressure, 1/4 daze chance isnt bad either and with akiros favor (in addition to begging for dispels or a purge) you can really hurt something that you need to have die or if its clear you're not gonna that daze might just come in handy. for 4 mana (without backup of any sort) hurl rock is one of my favorites. As far as efficiency goes, thats gotta be the most cost effective attack so far. IMHO

599
Spells / Hurl boulder/ force hammer
« on: July 14, 2015, 07:47:46 PM »
Hey folks! Really glad to be a new member of these forums. I have much respect for all the great mage minds that collaborate here and I hope to be a functional member of the pack , so to speak. To that end I have a question for the group. I apologize if it's already been hashed out but I couldn't find it.

I wonder why any mage (forcemaster excludes of course) would choose a force hammer over hurl boulder? I understand that there is a potential one dice difference, but for sheer utility the boulder makes much more sense. If cast flat out the boulder has 7 dice for 8 mana, the hammer has 6 to 8 dice for 9 mana. If you're going to be casting more than one for more than one function (like destroying a spawnpoint, or creature perhaps) then I would personally prefer the boulder. The slam chance is the same on both spells, but hammer costs more and doesn't hit creatures as hard. And if you're not booking a forcemaster it costs everyone but earth wizards and warlords the same SP to book.
Am I missing something or just being a contrarian? Personally I run hawkeye in most of my books, so the 7 usually becomes 8. But that's technically the same situation with the hammer. Can anyone maybe shed some strategic, (or possibly thematic) light on this for me? Its been bugging me for awhile

600
Spells / Re: Highland Unicorn uses
« on: July 14, 2015, 03:49:32 PM »
I like the unicorn, really I do, but the only thing I've reliably used it for is the mobile zone regen ability. And most often it gets played in my Priest or Priestess books, and it usually only gets play as a counter to IoP when I need to keep the clerics alive.
Not to be too much of a parrot as its already been said  it does usually need some support before it gets used for anything but a regen maker. Pet works nicely, as does holy avenger.

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