Arcane Wonders Forum
Mage Wars => General Discussion => Topic started by: Laddinfance on April 22, 2014, 08:25:41 AM
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You've asked for it and >>HERE<< (http://www.allusgeeks.com/2014/04/teaser-tuesday-harshforge-monolith/) it is! So what do you think of this enormous pile of anti-magic metal?
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OH YEAH! Cant wait to take an anti-enchant shower under this monolith. That would be so nice! My curent meta is sooooo enchant oriented!
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This thing is so cool, but being Epic means only one per book, so need to be defended and need to be carefully positioned in the right spot due to 1 zone range.
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Luckily, War school has one of the best defenders in the game, Dwarf Panzergarde.
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Also, it makes Fortified Position and Standard Bearer get an upkeep. So kinda need to fight outside range of monolith and move in when you want to get ride of enchantment. I like that.
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(http://www.allusgeeks.com/wp-content/uploads/2014/04/Harshforge-Monolith.png)
Only 1 range seems odd at first but 2 range would be incredibly overpowering. Should help to foil very heavy enchantment stacking builds such as Golem Pit or similar. Additionally with all the love Warlocks are getting in this set they needed something to balance the scales a bit. Amazing card!
Wow that image is huge. Sorry about that...
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Well, I guess it is time to tear apart my FM and do a rebuild. :-\
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Well, I guess it is time to tear apart my FM and do a rebuild. :-\
Well, it is less trouble for FM with the Psi-Orb.
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Practically all Conjurations have a 0-1 range, nothing odd there. The only outliers are the conjurations that are attached to an object: [mwcard=DNJ10]Stranglevine [/mwcard], [mwcard=MW1J22]Tanglevine [/mwcard], and [mwcard=FWJ07]Quicksand.[/mwcard]
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I think Lettucemode meant the range 1 of the effect.
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Well, I guess it is time to tear apart my FM and do a rebuild. :-\
Well, it is less trouble for FM with the Psi-Orb.
QFT
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Yes the effect range of the Monolith makes placement and its play very tactical. I have found placement to best NC for a defensive type placement and FC for a more offensive placement. Best is to save this bad boy for one of your non-initiative rounds when you get to go last, cast it in the Final QC phase in the zone that covers to most Enchantments and make him/her pay out the nose for those Enchantments, especially those curse heavy builds.
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Yes the effect range of the Monolith makes placement and its play very tactical. I have found placement to best NC for a defensive type placement and FC for a more offensive placement. Best is to save this bad boy for one of your non-initiative rounds when you get to go last, cast it in the Final QC phase in the zone that covers to most Enchantments and make him/her pay out the nose for those Enchantments, especially those curse heavy builds.
Against Pits, it is better to put it next to their starting corner if they don't move.
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Yes the effect range of the Monolith makes placement and its play very tactical. I have found placement to best NC for a defensive type placement and FC for a more offensive placement. Best is to save this bad boy for one of your non-initiative rounds when you get to go last, cast it in the Final QC phase in the zone that covers to most Enchantments and make him/her pay out the nose for those Enchantments, especially those curse heavy builds.
Against Pits, it is better to put it next to their starting corner if they don't move.
That is true if the Pit appears to be targeted on one of the corners of the board. IMHO the nice thing about this card, is that it is more of a mid-game play than early, this gives you the chance to see how things develop and plan for its placement appropriately.
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Exactly, with its cheap cost, you want to drop it when it will hurt. Opponenent has 4-5 enchantments out, HM-Bomb!
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Hmm...
This is really going to hurt a lot of my books. It might be time to play Devouring Jellies in every book to chew through this stuff. Ouch!
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I need to try Harshforge, but I don't like the look of it. It's an anti enchantment tool, and the Warlord needs something in that department, but I'm not a fan of mana denial as a counter to a specific type of strategy, as it narrows the optimal strategy. I particularly dislike adding Upkeep to a whole class of things.
At least other mana denial cards leave you room to work and take time to be efficient plays most of the time. With Harshforge, I suspect you can often break even on mana the turn you play it in many matchups, as catching 6 enemy enchantments in it's area of influence is not unreasonable. And then it's extremely tough for it's cost, making killing it potentially a full round of effort, even without protection from guards. Even with adjusted play, and using fewer enchantments, many builds will want to use at least 3 enchantments at a time.
On the other hand, this will make command incantations much more on par with enchantments with similar effects.
Harshforge looks extremely good for the Warlord and Necromancer. Possibly for the Wizard as well, although it will weaken traditional telepit plays based on Enchantment Transfusion, Jinx, Nullify, and Force Hold/Force Crush. Still, you can often get the important aspects of that type of play to work fine with Teleport spam anyway, so...
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This seems very much on par with [mwcard=MW1J16]Mordok's Obelisk[/mwcard] which gives a whole category of cards (creatures) the upkeep +1 trait within the whole arena. This gives a whole category (enchantments) the upkeep +1 trait while their within a maximum of 5 out of the 12 zones within the Arena. Over half of the Arena will not be affected by this and Enchantments shall be safe therein.
This will probably cause an adjustment of play style, but it has several counters to it that work better than those for Mordok's Obelisk. You could run fewer Enchantments or let some be destroyed when this comes out. You could simply try to destroy this. Or you could try and flee from it's influence and take the fight elsewhere. Creature Swarms lack the last option when Mordok's Obelisk comes out, and thus most people opt for the first one which removes swarms from the Meta almost entirely. I think having this extra option will allow for enchantments to still be fairly prevalent. You might be caught by surprise one round and have to make a hard decision, but it's not something you'll have to pay for repeatedly. You'll either destroy it or flee before having to pay a second round.
Also, like you said, Incantations provide a viable alternative to many enchantments and may now see more action. There's not much you can do to replace creatures. Between the two conjurations, I don't think Harshforge is the overpowered one. I'm not really claiming Mordok's is either. The game seems to work fine with it having been present from the beginning, but it certainly has more of an influence on game play.
Since we're on the topic, I'm actually really looking forward to seeing if this expansion does make a soldier swarm viable for Warlord because that still seems to be what he's geared towards. He would thus be taking the option of having to destroy Mordok's Obelisk and Suppression Orb should they come out, but Conquer definitely will help to make that easier to do, and there might be more siege engines to assist him as well.
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Obviously this will hurt the Beast Masters a good bit as they tend to go Enchantment heavy, but it can also hurt Dark mages who like to pile on the curses.
Mind you I think the simplest thing to do would just be destroy it, not super hard given the number of ways to get around armor. Still it'd be awesome for no other reason than it makes me waste my time attacking it.
I like it a lot, though before long the Warlord is going to need to get a small engineer corps of Goblins to help him build and maintain all these Conjurations.
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I think this card is over power,
If my opponent have 3 enchantment on him and his craetures
(This is very easy to see this condition,1 nulify,1 bear strength,1agony)
I will cast this card at my final quick action.
My opponent at least need to pay 2 rounds mana,before destorying this card.
I can ensure I will earn 6 mana in 2 rounds.
and this card is only cost 6 mana.
I think this card is too strong that almost every one need to use it.
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I think this card is over power,
If my opponent have 3 enchantment on him and his craetures
(This is very easy to see this condition,1 nulify,1 bear strength,1agony)
I will cast this card at my final quick action.
My opponent at least need to pay 2 rounds mana,before destorying this card.
I can ensure I will earn 6 mana in 2 rounds.
and this card is only cost 6 mana.
I think this card is too strong that almost every one need to use it.
Why would your opponent cast an Agony on himself?
Also, all he has to do is to move outside the short range of the monolith to pay nothing.
It is not worst than to drop an obelisk when your opponent has 4 creatures out.
This card is far from being OP. It is very good and useful and help alot against enhantment stacking just like obelisk help against swarm.
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i think this card it´s good but not over, vs a druid or a beastmaster its OP but other mages dont run many enchantments, and i think a beastmaster can pay 4 mana one turn and destroy this conjuration with his grizzly bear overpoweredmanyenchantmentsonhim.com or better, take one zone from it or teleport, sincerily when this card have a good use (3 or 4 opponents enchantments in zone) i believe my opponent its near to his dead and this card don´t have many use, i prefer throw a fireball than lose a quick action to spend on this.
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ohh, i forgot, Laddinfance where is the spoiler for today?
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ohh, i forgot, Laddinfance where is the spoiler for today?
There aren't enough cards in the set to do a spoiler every day. There are 41 new cards. We've officially spoiled 21 of them, over half. And there are a few that we've seen glimpses of, like the Morning Star, Otto, etc.
We've got over a month to go. It's probably coming out at Origins, which is June 14. So closer to 2 months. We've gotten 2 this week already. I don't think we'll get one today, perhaps tomorrow or Friday.
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There is enough weeks left to get 2.5 spoilers per week. So yeah if we are lucky we get one for Friday.