Arcane Wonders Forum
Mage Wars => Spellbook Design and Construction => Topic started by: pete2 on April 26, 2014, 03:54:31 PM
-
So here's the build :
Mage Wars deck (built using OCTGN deckbuilder) 26/04/2014 0:00:00
Spellbook points: 120 used of 120 allowed
1 Warlord
--- Attack ---
2 Hurl Boulder
2 Acid Ball
1 Hurl Meteorite
1 Flameblast
--- Conjuration ---
1 Hand of Bim-Shalla
1 Mana Flower
1 Tanglevine
1 Archer's Watchtower
1 Battle Forge
1 Gravikor
1 Quicksand
1 Wall of Stone
--- Creature ---
1 Bloodcrag Minotaur
2 Goblin Slinger
1 Grimson Deadeye, Sniper
1 Dwarf Panzergarde
1 Dwarf Kriegsbiel
--- Enchantment ---
1 Poisoned Blood
1 Spiked Pit
1 Maim Wings
1 Lion Savagery
1 Bull Endurance
2 Rhino Hide
2 Bear Strength
1 Block
1 Mongoose Agility
1 Regrowth
1 Cheetah Speed
1 Critical Strike
1 Enchantment Transfusion
--- Equipment ---
1 Dragonscale Hauberk
1 Helm of Command
1 Ring of Command
1 Regrowth Belt
1 Elemental Wand
1 Gauntlets of Strength
1 Spiked Buckler
1 Veterans Belt
--- Incantation ---
1 Force Push
2 Battle Fury
2 Charge
1 Dispel
1 Minor Heal
1 Piercing Strike
1 Perfect Strike
1 Evade
1 Dissolve
1 Clear Mind
1 Sleep
1 Rouse the Beast
1 Teleport
here's the 3 first rounds i was thinking about :
round 1 FA : warlord to my NC ; QC hand of bim shalla
round 2 FA : cast bloodcrag minotaur (BM) ; QC rouse the beast on BM ; BM : move 1 to one zone away from opponent
round 3 FA : cast cheetah speed on BM ; QC : lion savagery on BM to beef up charge...
then activate hand on BM , and charge with BM at 4+2+2+1 dice !
next rounds : cast battleforge and equip warlord (defense + helm (battlefury ?)); further build up of Minotaur : critical strike, rhino hide etc...
i was also thinking of casting an enchantment transfusion on the minotaur, in case it gets killed, to transfer the enchantments to my own mage !
You guys think this could work ?
-
That's not a bad idea at all. Yeah I think it could work but you're gonna have to really protect that Minotaur. Maybe get the Armory when FiF comes out to beef him up some more.
-
You're probably going to want a wand of healing to stop the inevitable sleep on your minotaur, or just use a slinger and hope to roll a crit or 2 to wake him up. Maybe 1 more perfect strike to break blocks?
-
Hey! Glad to see that someone picked up my idea. :)
I can only agree that the Minotaur needs to be protected at any cost. Wand of Healing sounds like a good idea because it helps to get rid of any kind of troubling markers. If you run into Forcemasters on a regular basis, Mind Shield is great as well (pre-emptive instead of getting rid of markers afterwards).
No Nullify and 1 Dispel? I know they are expensive, but still.
-
yeah magehorst, i did like your idea very much, but i gave it my own little twist, by adding some more enchantments, as i prefer these over incantantions...
i tried out this build in OCTGN the other day, against a beastmistress..and i really scared her of !
what i think i miss most in this build, are tools to neutrailize creatures : i had to use my tanglevine and a sleep to neutralize her makunda and her cervere, but after that i didn't have anything left...luckily for me, at that moment i was very close to defeat here by charging with the beast and attacking with my elemental wand. I gave the final blow with a hurl meteorite at range 3 !
i'm definitely going to include some nullifies, but i'm also thinking of including a knockdown or two..a cheap way to incapacitate oposing creatures / mages, no ?
-
Oh yes! I run Knockdown in almost every spellbook (funny thing: whenever i do NOT, I find myself in a situation where I would kill for a copy ;) ). It's extremely handy and cheap for getting rid of guards, punching a flying creature... If you want to stay within the trained schools, another Quicksand might be a good choice.