Arcane Wonders Forum
Mage Wars => Spellbook Design and Construction => Topic started by: Dmon3k on April 22, 2014, 09:46:16 PM
-
[spellbook]
[spellbookheader]
[spellbookname][/spellbookname]
[mage]Necromancer[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=mw1a04]2 x Fireball[/mwcard]
[mwcard=mw1a13]1 x Thunderbolt[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j19]1 x Deathlock[/mwcard]
[mwcard=mw1j11]1 x Idol of Pestilence[/mwcard]
[mwcard=DNJ04]1 x Graveyard[/mwcard]
[mwcard=mw1j20]1 x Sacrificial Altar[/mwcard]
[mwcard=DNW02]2 x Wall of Bones[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC09]2 x Plague Zombie[/mwcard]
[mwcard=DNC11]2 x Ravenous Ghoul[/mwcard]
[mwcard=DNC12]1 x Shaggoth-Zora[/mwcard]
[mwcard=DNC13]2 x Skeletal Archer[/mwcard]
[mwcard=DNC08]4 x Unstable Zombie[/mwcard]
[mwcard=DNC23]4 x Zombie Crawler[/mwcard]
[mwcard=DNC24]4 x Zombie Minion[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e09]2 x Agony[/mwcard]
[mwcard=mw1e16]1 x Force Hold[/mwcard]
[mwcard=mw1e20]1 x Harmonize[/mwcard]
[mwcard=mw1e22]2 x Hellfire Trap[/mwcard]
[mwcard=mw1e29]2 x Nullify[/mwcard]
[mwcard=mw1e25]1 x Maim Wings[/mwcard]
[mwcard=mw1e31]1 x Poisoned Blood[/mwcard]
[mwcard=mw1e34]2 x Reverse Attack[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ02]1 x Death Ring[/mwcard]
[mwcard=mw1q05]1 x Demonhide Armor[/mwcard]
[mwcard=DNQ05]1 x Libro Mortuos[/mwcard]
[mwcard=mw1q22]1 x Moonglow Amulet[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i06]1 x Dispel[/mwcard]
[mwcard=mw1i07]1 x Dissolve[/mwcard]
[mwcard=MWSTX1CKI01]1 x Drain Soul[/mwcard]
[mwcard=mw1i12]2 x Force Push[/mwcard]
[mwcard=mw1i28]2 x Teleport[/mwcard]
[mwcard=DNI06]2 x Zombie Frenzy[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
First time posting on here, I was introduced to Mage Wars a few months ago, and I'm trying to get to the next level in terms of strategy and making my spellbook work well. So far I've had the most success with my Necro deck.
With this build I'm trying to give myself more options than only relying on Shaggoth. My focus before used to be to get Shaggoth out and get him fed, but now I'm realizing the combo of sacrificial altar and Ravenous Ghoul might work, albeit a little slower because I have to spend the quick action.
Anyway I'd appreciate anyone's thoughts and feedback, thanks!
-
Some suggestions:
Flameblast over Fireball? It would save some points.
Thunderbolt is kinda an odd pick in my opinion.
Poison Gas Cloud works well with Necromancer's poison immunity.
Marked for Death is terrific if you plan on swarming.
Ghoul Rot might also be a good addition.
Enchantment Transfusion can come in handy for shifting curses to different opponents.
Deathshroud Staff can be pretty beast if you have a good swarm going.
Cloak of Shadows can really come in handy, especially against Wizards.
I personally like running at least 3 Dispel, so maybe take out 1 Teleport for 2 additional Dispels?
-
First of all welcome to the forums! I question the Sacrificial Alter, never had much use for it. But I can see how it'd boost your big zombies.
No Cloak of Shadows?
-
Creatures:
Unstable Zombie is imo a bad choice over zombie brutes.
Backup Shaggo
max out zombie crawlers (so cheap and great with shaggo)
I dont like the archers - too fragile for their cost.
Utility:
1 x Knockdown
1 x Tanglevine
Back up Dispel (perhaps an additional backup)
1 x Jet Stream
1 x Force Wave
Mage toughness:
1 x Dragon scale Hauberk
1 x Leather gloves
1 x Leather boots
1 x Rhino Hide
1 x Regrowths
Consider a healing wand of your mage gets focused down (acid balls).
Economy:
Meditation Amulet
Backup Death Ring
Stuff you can get rid of:
Deathlock (you want to abuse your own immunity to poisened blood.)
Thunder Bolt
1 x Fireball (dont need 2 of those - imo lose both.)
1 x ravenous Ghoul (or both)
1 x Zombie Frenzy (one should be enough.)
Hellfire traps not helping you in this build.
2 x reverse attacks = 8 spellpoints. Maybe you can afford 1.
-
I know the thunderbolt looks odd, but so many people try to run from the zombies that I like having a 3 range spell in my back pocket. Also the reason for the fireballs over flameblast cause I think off the top of my head it has 1 more range compared to flameblast (but I have been known to be wrong before) and they end up being helpful against druid decks.
Kind of the same logic behind having the archers, it allows me to take shots at you while the swarm slowly makes their way closer.
I might pull the hellfire traps, but I've actually had people walk right into them, and one time Krathalor was in my face so I laid the trap on the quickcast and teleported him into that zone on my full action.
But I do appreciate all the suggests I'll see how they work out, especially pulling the extra zombie frenzys, I been using that card all wrong and realize now that it is more of a killshot card than anything else.
-
If you run the Cloak to give you Obscured to cast Flameblast you have to go in range of a Dissolve defeating the strength of the Cloak. Fireball gives you the range to hit an opposing creature without exposing your Cloak to a Dissolve.
2 Freenzy's are not bad, you can catch your opponent off guard with two of them, though if you need the spell points one is easy enough to give up.
-
The Thunderbolt makes pretty good sense given that logic actually.
-
too bad the frenzy is full action...didn't noticed this at first...
build looks great !
-
too bad the frenzy is full action...didn't noticed this at first...
build looks great !
I have found at Frenzy time the Full action doesn't matter, in reality you are making a fast mobile pit. Bringing the monsters to the Mage instead of bringing the Mage to the pit via [mwcard=MW1I28]Teleport[/mwcard].
-
too bad the frenzy is full action...didn't noticed this at first...
build looks great !
I have found at Frenzy time the Full action doesn't matter, in reality you are making a fast mobile pit. Bringing the monsters to the Mage instead of bringing the Mage to the pit via [mwcard=MW1I28]Teleport[/mwcard].
Then again, in the long run you may be better off Teleporting/Force Pushing the mage close to your swarm and then walling the mage off or restraining them in some fashion (Force Hold, Tanglevine).
-
I have found at Frenzy time the Full action doesn't matter, in reality you are making a fast mobile pit. Bringing the monsters to the Mage instead of bringing the Mage to the pit via [mwcard=MW1I28]Teleport[/mwcard].
That is exactly what I have found, too.
-
I added a cloak of shadows and meditation amulet, doubled up on death ring since people like to dissolve it so much, and reduced down to one zombie frenzy, and have been kicking butt with this build now. Out of my last 5 games I've won 4 and most of them pretty easily. Using the sacrificial altar to buff Shaggie, and then obliterating something else to buff him again makes him pretty nasty. My teleports, force pulls, and force holds mages/creatures in place and make it hard too hard to run away from Shaggie and the rest of the swarm. I played a Warlock and knocked out Adramalech in two turns thanks to a Maim wings, and Shaggie hitting for 9 dice a turn. I'm sure there's some more fine tuning, but right now it's really working well for me.
Thanks for all the suggestions.
-
Your current necromancer build is pretty good, I was annoyed that you killed Adramalech that quickly. We still need to play our necromancer books against each other some time.