Arcane Wonders Forum

Mage Wars => Spellbook Design and Construction => Topic started by: jmoodie on June 21, 2013, 09:07:42 AM

Title: Cursing Warlock
Post by: jmoodie on June 21, 2013, 09:07:42 AM
Looking for some feedback or thoughts.  I have yet to play this build, but I'd like to give it a go.  It's basically a constant stream of curses.  My goal is to get the opponent mage to 5 points or more of direct damage per turn that they either have to stop and dispel or speed up their game.

After getting a few curses on, I then drop a nullify them to stop purges. 

I added some creatures to give flexibility or to give them something else to deal with.  I figure since curses are so cheap, I can keep loading them even when they dispel them.  I'm also trying to use some cards I don't see too often.  It seems that enfeeble is rarely used, but would end up being incredibly annoying.

The ultimate goal here is to make the opponent run out of ways to get rid of the enchantments.  Then either move in for the kill or throw up a wall and back away.

Cursing Warlock      
MW1E09   2   Agony
MW1I02   1   Battle Fury
MW1E01   2   Bear Strength
MW1E04   2   Chains of Agony
MW1C08   2   Darkfenne Bat
MW1E08   2   Death Link
MW1J19   1   Deathlock
MW1E10   2   Decoy
MW1Q05   1   Demonhide Armor
MW1I06   3   Dispel
MW1I07   2   Dissolve
MW1I08   1   Drain Life
MW1E13   1   Eagle Wings
MW1A04   2   Fireball
MW1C15   1   Firebrand Imp
MW1A06   4   Flameblast
MW1E16   2   Force Hold
MW1Q11   1   Gauntlets of Strength
MW1E19   3   Ghoul Rot
MW1E20   1   Harmonize
MW1E22   4   Hellfire Trap
MW1Q12   1   Helm of Fear
MW1J11   1   Idol of Pestilence
MW1Q14   2   Lash of Hellfire
MW1E24   2   Magebane
MW1C23   1   Malacoda
MW1J12   2   Mana Crystal
MW1E27   1   Marked for Death
MW1Q21   2   Moloch's Torment
MW1C26   1   Necropian Vampiress
MW1E29   2   Nullify
MW1E31   2   Poisoned Blood
MW1Q28   1   Ring of Curses
MW1J20   1   Sacrificial Altar
MW1I24   1   Seeking Dispel
MW1C32   2   Skeletal Sentry
MW1W03   2   Wall of Fire
MW1W02   1   Wall of Stone
   1   Warlock Familiar (i forget his name, but he's 3 points)

Title: Re: Cursing Warlock
Post by: nitrodavid on June 21, 2013, 09:19:45 AM
one thing to consider, is Destroy magic (4 arcane) will target a zone and dispel all enchantments in that zone. because it targets a zone it cant be stopped by nullify.
Title: Re: Cursing Warlock
Post by: cbalian on June 21, 2013, 09:26:50 AM
If you are really going with a curse heavy theme the familiar/weapon that casts curse for a free action anytime you do melee damage might be a good add.  You can then cast 3 curses per round, which will be hard for them to keep up with.

Magebane is AMAZING.  Amazing enough I put it almost every deck.  I've done upwards of 20 damage with that card before, very efficient for the mana cost.  Worst case it eats a dispell, which means one less dispell for something else even nastier.

Necroprian Vampiress is SO good.  I'd suggest adding another one of her.  Built in vampire ability plus able to fly (temporarily) is great for flying creatures. 

Drain Life is awesome but you might want to consider adding Drain Soul also (I think it is even better), having both in would be great.

So in summary just my 2 cents worth of advice.

Drop a Lash of Hellfire for the Sword familiar (sorry don't have name I'm at work)
Drop a couple Hellfire traps (you probably don't need 4)
Add a Necropian Vampiress
And I'd probably use a different deflect item then Helm of Fear, there are lower dice checks and the attack is fully blocked, with Fear they can still hit one of your creatures.
Title: Re: Cursing Warlock
Post by: sIKE on June 21, 2013, 09:59:49 AM
The Deck will work, curse heavy decks are tough to deal with and fun to play against as there is a lot of poker involved, but as with most meta's after played against a couple of times, you will find a heavy counter meta of Reverse Magic, Dispel, Jinx, Destroy Magic, Seeking Dispel, Shift Enchantment, Steal Enchantment, and Purge Magic to counter.

Sounds like a very fun Deck but as previously stated change out LoH for Sectarus if you have the FvM set.
Title: Re: Cursing Warlock
Post by: jmoodie on June 21, 2013, 11:07:38 AM
Haven't gotten FvW yet unfortunately, or the sword would be a must add.  This is just core and both spell tomes.

I like the suggestions. Def going to implement them.

As for the rev magic and jinx, I threw a few decoys in to try to pop those. I figure at some point it is inevitable that I'll curse myself.

And as for the zone disenchant, I can't really stop it. Much like dispel. I can only hope to push tempo.

What's your feeling on Malcoda? What do you think about poison gas clouds?
Title: Re: Cursing Warlock
Post by: piousflea on June 21, 2013, 03:58:58 PM
I tend to play curse heavy all the time, as it really puts an impetus on the other player to kill you rapidly before all of his health ticks away to curses. It is easier to put more curses in your deck than for an opponent to put more dispels and destroys in his deck. And as long as a ghoul rot ticks once your opponent will already have taken damage, and then he has to spend more mana dispelling than you spent cursing. It is very efficient.

I do not use Malacoda with my current deck, although Mala + Enfeeble has extremely strong synergy potential.

The most important thing about a curse deck is that you need to get creature superiority FIRST and then go curses. Creatures deal much more damage than ghoul rot + Magebane, so if you don't have some ability to go toe to toe with enemy creatures you will die first.
Title: Re: Cursing Warlock
Post by: reddawn on June 21, 2013, 06:56:02 PM
You try Sersiryx yet?  He came with the April OP kit.  I don't know if he's legal to use though...

Also, never use Lash...it seems good when you first start playing, but a majority of Weapons actually suck.  The only ones that are really worth it are Galvitar, the Warlord's Sledge, and maybe Dancing Scimitar.
Title: Re: Cursing Warlock
Post by: baronzaltor on June 21, 2013, 07:27:18 PM
I would run Shift Enchantments in a Curse themed build.

That way you can move your curses around as more desirable targets come into play, or just move spells like Ghoul Rot or Death Link or Agony to a fresh target just before you kill off the current one.
Title: Re: Cursing Warlock
Post by: jmoodie on June 21, 2013, 08:42:22 PM
Sersiryx is the last card.  I couldn't remember his name.  But yeah, he's in there.  Curious as to why you think the Lash is poor?

The suggestions really get into some theory crafting of what I should/would want to accomplish - do I want to move quickly or set up thing?  There are interesting takes there.  I like the shift enchantment idea.

The first book I ever put together was a curse rush.  It boiled down to cheetah speed first turn, and if the other person had initiative, then there was a good chance of a turn one ghoul rot or mage bane.  Basically a I ran across the board and would quickcast either equipment or a curse and got in your face as fast as possible - usually in the same square on turn two, three at the latest.  It was a creatureless lock, as they say.  It ended up performing about 50/50 against a variety of builds. I think it's total disregard for it's own safety caught people off guard. I never really balanced it or worked with it, though.

With that in mind, Pious, I'm curious as to why one should strive for creature superiority prior to cursing?  I'm not saying I really think that's a bad idea given past experience, but I'd like a little more insight into the reasoning.  My initial thought, actually, was the opposite.  Burying the opponent in direct damage, and pulling out a large creature as they stopped to deal with it, while also using the QC to keep at least one bit of direct damage on them.  I do really like the idea of enfeeble paired with a malcoda chasing the mage around.

My initial thought was one of the following openings:
Turn one:  Cast Sersiryx, QC harmonize
Turn two: Move, Move, QC either curse #1 or equipment
Sersiryx Move, Move
Dividing them and covering the board so that you get cursed whereever you go.

Turn one: cheetah speed, move, move, curse if possible
Turn two: Sersiryx, qc equipment or curse

My main worry is that Sersiryx is made of glass, so I wonder if he's even worth the trouble.  I also wonder if the bats are worth the time it takes to summon them. My strategy was to add the rot conditions to the curses, but I fear they'll die prior to actually being useful.

Title: Re: Cursing Warlock
Post by: reddawn on June 21, 2013, 09:11:43 PM
Eh even if you're running a "curse" build, you should probably have more than just the Imp legend to protect you creature-wise.  In fact, you should probably have MORE creatures out early if you're going for the later game if you want to survive.

Maybe an opening  that looks like this:

T1 Imp Familiar, T2 Bloodreaper Slayer, T3 Skeletal Sentry, Turn 4 Slayer.

That's just a hypothetical, since I've only ever played the Warlock extremely aggro (i.e., builds that open with Adramelech)

At least with that many guards you adequately defend yourself and your familiar.

Also, I think the Lash is poor because you pay 8 mana to get 1 die increase and a mediocre burn chance.  That's pretty awful.

Unless you can justify the Reach, then it's especially not worth it.  And even then, with Maim Wings and Adramelech...why bother putting your mage at risk?
Title: Re: Cursing Warlock
Post by: jmoodie on June 23, 2013, 08:52:14 PM
Took him out to play today.  I made some modifications, including adding the familiar sword and dropping the lash, and adding some shift enchantments, a teleport, dropping two hellfire traps, etc.

First game out was against a beast master. 

turn one, imp familiar, ring of curses
turn two, move imp twice laterally, qc harmonize, move move mage to center up in the board.
turn three, necropian vamp

My opponent was using the pixie familiar.  He didn't drop a big creature quickly, and I ultimately cursed him into oblivion.  I ended up killing him while suffering 4 damage.  He just wasn't able to recover from the damage and the vamp being on him quickly.  To be fair, he was trying out a new strategy that fizzled.  He won his next game b/c he didn't waste time getting to a big crit.

The second game, I was against a Warlord.  I've never played against the WL and don't yet own the FvW expansion.  I got myself into some trouble mid board.

I used the same open to see how it would go.  It went poorly.  I didn't keep my imp back far enough and he died on round 3.  I never recovered enough to get my vamp out.  I held the warlord at back for awhile, but got pinned down by 3 ballistas (the vassel promo card).  I burned two of them, but by then the damage was done.  It was all over but the crying.  I was killed and had done about 14 damage to the Warlord.

In this game, I massively regretted not having a Lash.  I kept getting tanglevined.  And the ballistas are also kindling for the lash.  Instead, I ended up using all of my walls to try to stymie the warlord and his creature.  I made one big strategic blunder, and the WL capitalized on it and never stopped pushing.  I couldn't even catch enough time to get a Deathlink on his creature. 

I think I'm going to alter my opening and make it something like

turn one, imp, skip qc.
turn two, move imp, cast vamp
turn three harmonize imp, and lash or bear strength the vamp or curse my opponent.




Title: Re: Cursing Warlock
Post by: MrSaucy on June 24, 2013, 12:58:27 AM
Took him out to play today.  I made some modifications, including adding the familiar sword and dropping the lash, and adding some shift enchantments, a teleport, dropping two hellfire traps, etc.

First game out was against a beast master. 

turn one, imp familiar, ring of curses
turn two, move imp twice laterally, qc harmonize, move move mage to center up in the board.
turn three, necropian vamp

My opponent was using the pixie familiar.  He didn't drop a big creature quickly, and I ultimately cursed him into oblivion.  I ended up killing him while suffering 4 damage.  He just wasn't able to recover from the damage and the vamp being on him quickly.  To be fair, he was trying out a new strategy that fizzled.  He won his next game b/c he didn't waste time getting to a big crit.

The second game, I was against a Warlord.  I've never played against the WL and don't yet own the FvW expansion.  I got myself into some trouble mid board.

I used the same open to see how it would go.  It went poorly.  I didn't keep my imp back far enough and he died on round 3.  I never recovered enough to get my vamp out.  I held the warlord at back for awhile, but got pinned down by 3 ballistas (the vassel promo card).  I burned two of them, but by then the damage was done.  It was all over but the crying.  I was killed and had done about 14 damage to the Warlord.

In this game, I massively regretted not having a Lash.  I kept getting tanglevined.  And the ballistas are also kindling for the lash.  Instead, I ended up using all of my walls to try to stymie the warlord and his creature.  I made one big strategic blunder, and the WL capitalized on it and never stopped pushing.  I couldn't even catch enough time to get a Deathlink on his creature. 

I think I'm going to alter my opening and make it something like

turn one, imp, skip qc.
turn two, move imp, cast vamp
turn three harmonize imp, and lash or bear strength the vamp or curse my opponent.

So you beat a BM but lost to a WL. Huh. I would have figured the exact opposite to occur.
Title: Re: Cursing Warlock
Post by: paradox22 on June 24, 2013, 12:58:32 PM
It wasn't an average warlord build.  ; )
Title: Re: Cursing Warlock
Post by: reddawn on June 24, 2013, 06:37:25 PM
Contrary to forum belief, the Warlord is a perfectly good mage.  Just don't play him like an inferior BM.
Title: Re: Cursing Warlock
Post by: MrSaucy on June 25, 2013, 12:08:43 AM
Contrary to forum belief, the Warlord is a perfectly good mage.  Just don't play him like an inferior BM.

The problem is a lot of people think this how you play the Warlord because that is how he came packaged.
Title: Re: Cursing Warlock
Post by: Paleblue on June 25, 2013, 02:29:46 AM
Contrary to forum belief, the Warlord is a perfectly good mage.  Just don't play him like an inferior BM.

The problem is a lot of people think this how you play the Warlord because that is how he came packaged.

I think the vassel promo cards make a huge difference to the Warlord game. I don't own then, no idea when they will come out, but would love to have them!
Title: Re: Cursing Warlock
Post by: paradox22 on June 25, 2013, 02:52:13 AM
Contrary to forum belief, the Warlord is a perfectly good mage.  Just don't play him like an inferior BM.

The problem is a lot of people think this how you play the Warlord because that is how he came packaged.

I think the vassel promo cards make a huge difference to the Warlord game. I don't own then, no idea when they will come out, but would love to have them!


Indeed.  This particular warlord build ran 4 ballista (a Vassel promo card)...  It is brutal.  I unknowingly played a temple build against it and got curb stomped!  Conjurations stand no chance against it.  IMO once the ballista is released it'll be an auto include in a lot of builds simply for cheap anti conjuration support.  If that's the case, the "temple build" will suffer greatly.  A Ballista can easily one shot a hand of bim shalla.  Just my opinion. 
Title: Re: Cursing Warlock
Post by: jmoodie on June 25, 2013, 07:20:28 AM
I was totally caught off guard by the ballistas. He had three lines up against me. Every turn, at least one was shooting. I eventually got rid of them, but I had been hit several times by then.
Title: Re: Cursing Warlock
Post by: paradox22 on June 25, 2013, 07:33:44 AM
I know EXACTLY how ya feel.   :o  He also ran the Ivarium longbow + Hawkeye for added ranged attacks and Sir Corizan for melee support.    So... while dealing with Sir Corizan's melee assault, he was shooting you with the bow, and began summoning Ballistas.  It was a very effective build.
Title: Re: Cursing Warlock
Post by: jmoodie on June 25, 2013, 04:11:18 PM
I know EXACTLY how ya feel.   :o  He also ran the Ivarium longbow + Hawkeye for added ranged attacks and Sir Corizan for melee support.    So... while dealing with Sir Corizan's melee assault, he was shooting you with the bow, and began summoning Ballistas.  It was a very effective build.

And the god forsaken f'ing tanglevines.
Title: Re: Cursing Warlock
Post by: paradox22 on June 25, 2013, 05:00:20 PM
Oh ya... How could I forget THOSE?!   >:( :o ;D
Title: Re: Cursing Warlock
Post by: Paleblue on June 25, 2013, 06:55:04 PM
Sorry to keep off topic but that Ballista card looks awesome with its pierce 3, much better at nuking buildings than the stupid catapult!
Title: Re: Cursing Warlock
Post by: jmoodie on June 25, 2013, 08:23:50 PM
Sorry to keep off topic but that Ballista card looks awesome with its pierce 3, much better at nuking buildings than the stupid catapult!

What makes the ballistas particularly brutal is that they are ready to fire the turn after they are summoned.  And it's a QC, so it can drop at the last moment.  Then boom.  And the next one drops.  And so on.  8 life and 3 armor.

The saving grace seems to be that they are weak against fire.  So if you blitz them with fire quickly, they will go down.
Title: Re: Cursing Warlock
Post by: baronzaltor on June 25, 2013, 09:29:39 PM
A well timed Reverse Attack trashes Ballistas though, watch them shoot themselves for 5D and 3 pierce.  It pretty much destroys itself on a decent roll.
Title: Re: Cursing Warlock
Post by: MrSaucy on June 26, 2013, 02:49:09 AM
Contrary to forum belief, the Warlord is a perfectly good mage.  Just don't play him like an inferior BM.

The problem is a lot of people think this how you play the Warlord because that is how he came packaged.

I think the vassel promo cards make a huge difference to the Warlord game. I don't own then, no idea when they will come out, but would love to have them!


Indeed.  This particular warlord build ran 4 ballista (a Vassel promo card)...  It is brutal.  I unknowingly played a temple build against it and got curb stomped!  Conjurations stand no chance against it.  IMO once the ballista is released it'll be an auto include in a lot of builds simply for cheap anti conjuration support.  If that's the case, the "temple build" will suffer greatly.  A Ballista can easily one shot a hand of bim shalla.  Just my opinion.

Good. People are complaining Temple builds are OP with the combination of Hand of Bim-Shalla and Temple of Light. Nice to see something to combat it.
Title: Re: Cursing Warlock
Post by: reddawn on June 26, 2013, 05:25:39 PM
Contrary to forum belief, the Warlord is a perfectly good mage.  Just don't play him like an inferior BM.

The problem is a lot of people think this how you play the Warlord because that is how he came packaged.

I think the vassel promo cards make a huge difference to the Warlord game. I don't own then, no idea when they will come out, but would love to have them!


Indeed.  This particular warlord build ran 4 ballista (a Vassel promo card)...  It is brutal.  I unknowingly played a temple build against it and got curb stomped!  Conjurations stand no chance against it.  IMO once the ballista is released it'll be an auto include in a lot of builds simply for cheap anti conjuration support.  If that's the case, the "temple build" will suffer greatly.  A Ballista can easily one shot a hand of bim shalla.  Just my opinion.

Good. People are complaining Temple builds are OP with the combination of Hand of Bim-Shalla and Temple of Light. Nice to see something to combat it.

They could also just run Force Hammer.  It pretty much beats the crap out of anything, especially conjurations.
Title: Re: Cursing Warlock
Post by: sdougla2 on June 26, 2013, 10:26:08 PM
Force Hammer is not an efficient solution to temples. It is A solution, I'll grant you, but since it's inefficient, it won't necessarily result in beating the temple build depending on what else is going on.
Title: Re: Cursing Warlock
Post by: ringkichard on June 27, 2013, 12:43:11 AM
Chain Lightning sounds interesting, though. If the mage has small creatures or some other way to back it up, hitting multiple targets in adjacent zones seems exactly right.
Title: Re: Cursing Warlock
Post by: sIKE on June 27, 2013, 08:22:20 AM
Force Hammer is not an efficient solution to temples. It is A solution, I'll grant you, but since it's inefficient, it won't necessarily result in beating the temple build depending on what else is going on.

Rolling 8 Dice for a cost of 9 Mana is actually pretty good, now the 4 spellbook points for most mages is a bit expensive.
Title: Re: Cursing Warlock
Post by: ringkichard on June 27, 2013, 11:13:10 AM
It's not about 8 dice for 9 mana, it's about the 9 mana Hammer for the 5 mana Hand. Repeat three times (Hand is used in bulk), and the Hammer mage is down a whole turn of channeling.

And that's setting aside the other problems: 3 Hands is 6 points (or 3!), 3 Hammers is 12 points. Most books just don't have room for that many attack spells. The Hand player can go to 6 Hands, too, which won't be answerable with Hammers without the additional cost of wands.

One bad possible scenario is that a Priestess spends the first three turns casting Hands and the opponent spends the first 3 turns casting Hammer from a Wand. The Priestess starts turn 4 at 20 mana, and opponent runs out of mana on turn 2.
Title: Re: Cursing Warlock
Post by: sIKE on June 27, 2013, 12:19:54 PM
At least from my POV the point of perceived overpower card is the ToL buffed by the HoB. I am suggesting that the Force Hammer would be useful against the 9 Mana, 3 Armor, 8HP . Temple of Light. There is a chance you could one shot it.

If you decide that it is in your best interest to take it down, it is in your best interest to take it down as quickly as possible using as few actions as possible. Force Hammer fits the bill.

There of course are other options, move a middle level critter in to the zone of the ToL and buff with at Piercing Strike. That would be cheap mana wise.

All I am trying to say, is there are ways to take out ToL that are effective other than the action(s) lost.
Title: Re: Cursing Warlock
Post by: cbalian on June 27, 2013, 12:35:16 PM
Temple of Light is the only thing worth killing though, I ignore the hands they are a minor nuisance and aren't a bother to me, they don't stun me.  Temple of light is however worth a force hammer or creature etc.  And they can be taken out in 1-2 turns without losing much tempo.
Title: Re: Cursing Warlock
Post by: sIKE on June 27, 2013, 12:53:30 PM
I agree, but don't discount the power of 6 HoB. That is  +6 either  (or permutation of) Melee, Armor, Healing. It might be of interest to have a critter who's purpose is to kill HoB's or at least knock the number down 1 or 2. Yes you would have to fork that creature off from the mage, but if his strategy is to highly leverage the HoB's then taking them out may be disruptive.

If you concern is mana efficiency then Earthquake might fit the bill for the HoBs especially if they are adjacent...
Title: Re: Cursing Warlock
Post by: reddawn on June 27, 2013, 01:54:19 PM
Well, I mentioned Hammer more for the fact that it's an attack spell too.  Meaning that it is far less niche than a lot of other solutions.  It also isn't part of a particular Elemental minor school, so it remains effective through Elemental Cloaks and armors.
Title: Re: Cursing Warlock
Post by: sIKE on June 27, 2013, 02:23:17 PM
Totally agree, sdougla2 had said it was inefficient, I was just saying not so against the ToL....
Title: Re: Cursing Warlock
Post by: Texan85 on June 28, 2013, 03:01:19 AM
With 6 hands out that player has to be setting up for late game, so you can't ignOre the Mage and focus on them, however it is a 12 zone board and to have six out means they are going to stick out and I'd wager at least 2 if not 3 will be in convienient locations to destroy.  I.e zones B2, B3, and A2/C3.
Title: Re: Cursing Warlock
Post by: ringkichard on June 28, 2013, 08:49:18 AM
I don't think anyone is going to cast all 6 at once. But if the opponent is spending more to destroy them than it's costing the temple player to cast them, I think the temple player might just extend that line of play as long as the opponent will let them.
Title: Re: Cursing Warlock
Post by: Texan85 on June 28, 2013, 12:29:02 PM
I don't think anyone is going to cast all 6 at once. But if the opponent is spending more to destroy them than it's costing the temple player to cast them, I think the temple player might just extend that line of play as long as the opponent will let them.

True, but if they do then they will e easier to kill and would be needed to kill because it could turn an SUV into a Semi.  But if you do do something to kill them then it would only make sense to park a creature and maybe use a low cost mana attack to finish one off.
Title: Re: Cursing Warlock
Post by: paradox22 on June 28, 2013, 10:23:19 PM
LoL so....uh...yeah...  How's that cursing warlock build workin out JMoodie?  :-X
Title: Re: Cursing Warlock
Post by: jmoodie on June 29, 2013, 09:04:51 AM
LoL so....uh...yeah...  How's that cursing warlock build workin out JMoodie?  :-X

I'll let you know on the 7th. It was very apparent the piousflea is on the right track. DoT can't sustain enough damage. I need to get at least the vamp on the board. Then the imp.
Title: Re: Cursing Warlock
Post by: Texan85 on June 29, 2013, 01:15:34 PM
Does no one like the werewolf creature that I believe is warlock only? I forget the stats.
Title: Re: Cursing Warlock
Post by: baronzaltor on June 29, 2013, 01:22:57 PM
Does no one like the werewolf creature that I believe is warlock only? I forget the stats.

I like him, Goran is pretty solid.
Title: Re: Cursing Warlock
Post by: reddawn on June 29, 2013, 04:34:32 PM
Does no one like the werewolf creature that I believe is warlock only? I forget the stats.

I like him, Goran is pretty solid.

Seconded.  Goran costs 15, has 3 armor, 12 hp and swings really hard.  He doublestrikes for 7 (8 if Warlock is with him), and his quick attack is pretty high at 5, sometimes 6 dice. 

Basically, he's really undercosted for the amount of damage he does, which is probably why they gave him to the Warlock, though I think he's a little better as a guard than an attacker in my experience.
Title: Re: Cursing Warlock
Post by: jmoodie on June 29, 2013, 05:40:31 PM
Does no one like the werewolf creature that I believe is warlock only? I forget the stats.

I like him, Goran is pretty solid.

Seconded.  Goran costs 15, has 3 armor, 12 hp and swings really hard.  He doublestrikes for 7 (8 if Warlock is with him), and his quick attack is pretty high at 5, sometimes 6 dice. 

Basically, he's really undercosted for the amount of damage he does, which is probably why they gave him to the Warlock, though I think he's a little better as a guard than an attacker in my experience.

Goran is a beast. I think a lot gravitate towards the vamp due to optional flying to clear stuff. And with vampirism, she can be tough to finish off.

You make a good point about guarding, though. Setting him as a guard in a DoT setting could be interesting. Ideas, ideas.
Title: Re: Cursing Warlock
Post by: Texan85 on June 29, 2013, 05:54:24 PM
I'm gonna have to use him more, I don't know why.
Title: Re: Cursing Warlock
Post by: baronzaltor on June 29, 2013, 06:03:44 PM
I also like to bring him out against Forcemasters, his "Warlock only" makes him immune to Mind Control, and he can double strike+battlefuy all 3 Forcefield Tokens in one swoop.
Title: Cursing Warlock 2.0
Post by: jmoodie on July 07, 2013, 10:29:56 PM
I tried to edit my post, but it didn't work for some reason.  So I started a new thread.  Board ops can move it necessary.

I made changes based on suggestions and playing 4 games.  This guys went 3-1 in those.  Today, I went 2-0 in our organized play using the book below.  Keep in mind, I'm using a Core, Spell tome 1, spell tome 2, promos given out at local org play, and I snagged a Sectarus from a player.

Deck Created with CardGameDB.com Mage Wars Deck Builder
http://www.cardgamedb.com/index.php/magewars/mage-wars-deck-builder

Mage:
Warlock (Core) 


Attack (5)
Fireball (Core #1A04) x2
Flameblast (Core #1A06) x2
Ring of Fire (Core #1A12) x1

Conjuration (4)
Idol of Pestilence (Core #1J11) x1
Deathlock (Core #1J19) x1
Tanglevine (Core #1J22) x2

Creature (4)
Necropian Vampiress (Core #1C26) x1
Goran, Werewolf Pet (Core #1C17) x1
Flaming Hellion (Core #1C16) x1
Dark Pact Slayer (Core #1C03) x1
Sesiryx (Demon Familiar) x 1

Enchantment (22)
Stumble x2
Ghoul Rot (Core #1E19) x3
Magebane (Core #1E24) x2
Marked for Death (Core #1E27) x1
Poisoned Blood (Core #1E31) x1
Agony (Core #1E09) x2
Chains of Agony (Core #1E04) x2
Enfeeble (Core #1E14) x2
Hellfire Trap (Core #1E22) x2
Death Link (Core #1E08) x1
Bear Strength (Core #1E01) x2
Cheetah Speed (Core #1E05) x1
Harmonize (Core #1E20) x1
Vampirism (Core #1E40) x2

Equipment (9)
Demonhide Armor (Core #1Q05) x1
Lash of Hellfire (Core #1Q14) x1
Moloch's Torment (Core #1Q21) x2
Ring of Curses (Core #1Q28) x1
Fireshaper Ring (Core #1Q10) x1
Regrowth Belt (Core #1Q23) x1
Elemental Wand (Core #1Q08) x1
Sectarus x1

Incantation (12)
Drain Life (Core #1I08) x1
Battle Fury (Core #1I02) x1
Dispel (Core #1I06) x3
Dissolve (Core #1I07) x2
Seeking Dispel (Core #1I24) x1
Shift Enchantment (Core #1I25) x1
Teleport (Core #1I28) x3

Wall (2)
Wall of Fire (Core #1W03) x2




Game One was against a forcemaster.  My opening was:
Turn one: Summon Imp Familiar, ring of curses qc
Turn two: Move imp one space north and cast first curse, summon Firebrand Hellion and make Bloodreaper, skip qc

I ultimately regretted the bloodreaper move.  Seemed cool at the time, but it only netted me an extra 2 dice one time.

As soon as the FM got in range (turn 2),  I immediately started the curse volley.  I started out with Enfeeble to slow her down.  I got about 14 curse damage in before things go interesting.  We eventually ended up in the far corner together with her surrounded by a dark pact slayer, my hellion, and me.  Mind control and charm are a PITA.  With us both past 20 damage, I finally broke free with a Drain Life, which, although pricey, has the wonderful ability to get past all defenses and other problems and heal me.  The imp provided the final blow, doing 1 point of damage to finish it. 

The second game was against a Wizard.  He had initiative.  I queued up a cheetah speed and ghoul rot.  He cast two mana crystals and moved out a space, so I was able to cheetah speed and rot him on turn one. 

Turn two he summoned his gorgon, and I moved a space closer and equipped sectarus and mage baned him.

Turn three, I QC'd into his zone with a teleport after he passed tanglevined me on his qc.  He moved his archer out of the zone, and I quickly followed and attacked her.  I used sectarus to ghoul rot her to stop the regeneration. 

Over the next few turns, I worked on his gorgon while he retreated a bit.  He did get one shot off with the gorgon and weaked me once.  But we ended up in roughly the same squares - me with a hellion, and him with an earth elemental and huggin.  Suffice it to say, I took two earth elemental punches in the face, and we ended up with me in the same square as him and his elemental with 20 damage on me, him with 24 damage, and my hellion in the adjacent square clinging to life.  through a series of unfortunate events for him, he was never able to stop to get rid of the ghoul rot.

At this point, we both realized that this was probably it. 

He queued up battle fury on his elemental with huggin, and a hurl boulder (I think) with his mage.  We counted it up, and his total attack  that turn was going to be roughly 21 dice.   He had his shield on and I had 20 mana, so I queued up (ba badda ba!) - Drain Life!  I had the initiative.  So I qc'd Drain Life, and after rolling nothing but crap for most of the game, I rolled an out of my mind 9 damage.  Game over.  Final life went from being 20 to 24 to 12 to 32.

Lower in the postings, there was some question about drain life and it's cost.  I had two good rolls with it today, but late game - drain life is invaluable.  I may try to find a way to get another one in this build.  Sure it can be nullified, but otherwise, it's basically an unavoidable fireball + minor heal all in one.  It's a game ender if ever there was one.
Title: Re: Cursing Warlock 2.0
Post by: sdougla2 on July 08, 2013, 12:02:44 AM
Congratulations.

One thing to note is that Battle Fury doesn't help an Earth Elemental, since it has no quick action attacks.

Title: Re: Cursing Warlock 2.0
Post by: paradox22 on July 08, 2013, 01:01:03 AM
Congratulations.

One thing to note is that Battle Fury doesn't help an Earth Elemental, since it has no quick action attacks.

It wasn't an "earth elemental", it was an iron golem.   8)
Title: Re: Cursing Warlock
Post by: sdougla2 on July 08, 2013, 01:18:37 AM
Well, that makes sense then.
Title: Re: Cursing Warlock
Post by: Texan85 on July 08, 2013, 01:52:22 AM
Against the FM I would suggest:

Move forward and cast imp behind me, and then curses ring.  And then full cast a slayer and QC a trap like the new spiked trap. or a defensive gear item. or harmonize the imp.

By turn three I Would expect the FM to be on me and it would be time for a chest item QC, have a curse on the imp, and have an unavoidable attack ready or summon a gorgon archer in an adjacent zone.

The trick being what to use to consume the defense, but with 2 strong melee and two range would make the FM play by taking into account the warlocks creatures.
Title: Re: Cursing Warlock
Post by: reddawn on July 08, 2013, 02:22:58 AM
Your book looks pretty solid.  There are some choices I personally wouldnt have gone for, like harmonize and 12 spellbook points worth of teleports (I usually settle on 1, maybe 2)

But yes, never make Hellions Bloodreapers.  Slayers are really the only viable Reaper.  Hellions simply don't have the stats to last long.
Title: Re: Cursing Warlock
Post by: jmoodie on July 08, 2013, 07:17:38 AM
Congratulations.

One thing to note is that Battle Fury doesn't help an Earth Elemental, since it has no quick action attacks.

It wasn't an "earth elemental", it was an iron golem.   8)

Sorry for the confusion. Paradox would know, I was playing him. :) Iron Golems are very hard to deal with. I just avoided him.