Arcane Wonders Forum
Mage Wars => Spellbook Design and Construction => Topic started by: Reddicediaries on July 24, 2016, 06:25:33 PM
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So as many people know, solo kill a mage is not a very viable strategy with forcemaster. As a result of that, I made this book. I wanted to mix high armor with lots of attack spells and creature support. I will talk about the strategy after.
A Mage Wars Spellbook, built using the OCTGN SBB 7/24/2016 7:22 PM
Spellbook points: 120 used of 120 allowed
Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost
Forcemaster
--- Attack ---
2 - Hurl Boulder - 2 - 4 - 8
3 - Hurl Rock - 1 - 2 - 6
1 - Surging Wave - 1 - 2 - 2
1 - Flameblast - 1 - 2 - 2
2 - Acid Ball - 1 - 2 - 4
--- Conjuration ---
1 - Mana Crystal - 1 - 2 - 2
--- Creature ---
1 - Sir Corazin, Blademaster - 4 - 12 - 12
1 - Necropian Vampiress - 4 - 12 - 12
--- Enchantment ---
2 - Forcefield - 4 - 4 - 8
2 - Rhino Hide - 1 - 2 - 4
2 - Divine Protection - 1 - 2 - 4
2 - Enchantment Transfusion - 1 - 2 - 4
1 - Rust - 1 - 2 - 2
1 - Akiro's Favor - 1 - 2 - 2
1 - Falcon Precision - 1 - 2 - 2
1 - Mongoose Agility - 1 - 2 - 2
1 - Force Orb - 1 - 1 - 1
1 - Poisoned Blood - 1 - 2 - 2
2 - Arcane Ward - 1 - 1 - 2
--- Equipment ---
3 - Chitin Armor - 1 - 2 - 6
1 - Leather Chausses - 1 - 1 - 1
1 - Leather Boots - 1 - 1 - 1
1 - Veteran's Belt - 1 - 2 - 2
1 - Deflection Bracers - 1 - 2 - 2
1 - Elemental Cloak - 1 - 2 - 2
1 - Galvitar, Force Blade - 3 - 3 - 3
--- Incantation ---
3 - Dissolve - 1 - 2 - 6
5 - Dispel - 1 - 2 - 10
1 - Seeking Dispel - 1 - 2 - 2
1 - Purify - 1 - 2 - 2
1 - Minor Heal - 1 - 2 - 2
So the basic strategy for this books is to drop a mana crystal and enchant T1. Turn 2 really depends on what the opponent is doing. Usually I drop Sir corzan with necro or anyone focused on melee. The force orb is in this book specificly to protect sir corazan from ranged. Then, if the opponent has a brogon or something else that counters sir corazan, I will drop the vampiress as a counter. She is super surviviable and can deal out a lot of punishment. Most likely, I will drop her anyway. Some thoughts, maybe I want a purge?
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What do you mean solo aggression isn't viable? It's definitely viable especially with the forcemaster. Or at least it's viable as long as people don't abuse spellbind with high armor. Or in other words as long as no one uses another equivalent of blasting banker. I already have a couple ideas for how to do that with other mages besides the wizard, but I haven't tried them yet because they would be boring.
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I've been having a lot of success with [mwcard=DNC03]Devouring Jelly[/mwcard] lately. That counteracts some armor you run into. If you're mostly playing on OCTGN, however, you'll run into Chitin Armor (I see you have 3 of them) which nerfs the jelly pretty badly.
This runs against what you're trying to do a bit, but if Chitin Armor seems to be your trouble, you can exchange the short game for a longer game and take a page from Sailor and run a few copies of [mwcard=FWE04]Force Crush[/mwcard], [mwcard=DNJ10]Stranglevine[/mwcard], [mwcard=MW1E19]Ghoul Rot[/mwcard] and [mwcard=MW1E24]Magebane[/mwcard]. Armor is no good against Direct Damage as Mystery proved in the ADMW Open a while back.
I've always been a fan of Necropian Vampiress because she can sustain herself--nice choice. Sir Corazin is an interesting pick, but you're right he needs help against those ranged attacks. Force Orb is a good start. Have you considered a Thoughtspore (with Blur/Gator Toughness) with Minor Heal? Another thing I've seen grow a little in popularity is the [mwcard=FWJ08]Renewing Spring[/mwcard]. Might not be worth it for Forcemaster, but an interesting idea nonetheless.
What have been some of your experiences with the book?
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Spell book creation is fun. However, have you actually played the books you have been creating? My opinion is generally no spellbook survives contact with the enemy, and it becomes a work in progress until you get it to a state where it fares well against most mages.
Solo mages are very viable as pointed out, forcemaster is one who can handle that job.
EDIT: This was for @Reddicediaries
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I've been having a lot of success with [mwcard=DNC03]Devouring Jelly[/mwcard] lately. That counteracts some armor you run into. If you're mostly playing on OCTGN, however, you'll run into Chitin Armor (I see you have 3 of them) which nerfs the jelly pretty badly.
This runs against what you're trying to do a bit, but if Chitin Armor seems to be your trouble, you can exchange the short game for a longer game and take a page from Sailor and run a few copies of [mwcard=FWE04]Force Crush[/mwcard], [mwcard=DNJ10]Stranglevine[/mwcard], [mwcard=MW1E19]Ghoul Rot[/mwcard] and [mwcard=MW1E24]Magebane[/mwcard]. Armor is no good against Direct Damage as Mystery proved in the ADMW Open a while back.
It's viable, but probably not optimally competitive. You're basically ignoring her force pull if you go this route. If you want to do a tank that uses damage over time and few or no creatures, I would recommend going for a more controlling forcemaster strategy. Stick some dot on the enemy Mage and keep them from moving, then destroy any action economy they have or try to bring out. Creatures? Use mind control, charm, sleep, daze/slam, or just destroy them. You can attack three creatures in one action with galvitar and scimitar, and a fourth if you use your quick cast for invisible fist or force hammer. By keeping the enemy at an action disadvantage you end up not needing to summon much if anything of your own. I'm probably going to try a deck like this and see how it goes.
Something else worth considering is using force crush on big, non Mage psychic immune creatures. Gets them out of the way and softens them up before you're ready to take them out with your galvitar. Use force pull on a creature that you want to melee attack.
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Force Crush is so expensive to use on anything but a mage. You'd be spending 27 mana to kill a Zombie Brute (22 with Psi-Orb). I suppose you could set yourself up for it. Many people I see are actually only running 3-6 creatures unless it's a swarm book which is easier to deal with as the FM.
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27? Force crush costs 5 to reveal on a non Mage creature. Costs 2 more on a Mage. Of course when you were ready to get rid of the zombie brute you would choose not to pay upkeep or shift the crush to another creature.
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27? Force crush costs 5 to reveal on a non Mage creature. Costs 2 more on a Mage. Of course when you were ready to get rid of the zombie brute you would choose not to pay upkeep or shift the crush to another creature.
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Yes it costs 5 to reveal and then 4 per turn to do damage. I was thinking of Force Crush as a way to outright kill those troublesome brutes but it's prohibitively expensive.
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Zot- yes I have been playing the books I have posted. I like to get feedback, update repost and repeat. I haven't gotten to that point with any of my books yet, I hope this will be the first.
I like the idea of turning this book down a more DoT route. However, I still want the creatures and maybe a thought spore or two for extra support.
When I said solo isn't really viable, I meant that it isn't really top.notch. It can work, but not optimal. Vulcan can you help give me a link for the forcemaster fatigue.
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it has become more viable with the changes to wizard tower. since it cannot just keep casting surging wave anymore. that spell is the bane of the fm.
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Zot- yes I have been playing the books I have posted. I like to get feedback, update repost and repeat. I haven't gotten to that point with any of my books yet, I hope this will be the first.
I like the idea of turning this book down a more DoT route. However, I still want the creatures and maybe a thought spore or two for extra support.
When I said solo isn't really viable, I meant that it isn't really top.notch. It can work, but not optimal. Vulcan can you help give me a link for the forcemaster fatigue.
Don't remember where it is. Look for Thunderdome I round 1 henry_ketchup vs sharkbait.
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Updated version thoughts on sbp? Things to add/remove.
A Mage Wars Spellbook, built using the OCTGN SBB 7/25/2016 6:15 PM
Spellbook points: 119 used of 119 allowed
Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost
Forcemaster
--- Attack ---
2 - Hurl Boulder - 2 - 4 - 8
2 - Hurl Rock - 1 - 2 - 4
1 - Surging Wave - 1 - 2 - 2
1 - Flameblast - 1 - 2 - 2
1 - Acid Ball - 1 - 2 - 2
2 - Invisible Fist - 1 - 1 - 2
--- Conjuration ---
1 - Mana Crystal - 1 - 2 - 2
--- Creature ---
1 - Sir Corazin, Blademaster - 4 - 12 - 12
1 - Necropian Vampiress - 4 - 12 - 12
--- Enchantment ---
1 - Forcefield - 4 - 4 - 4
2 - Rhino Hide - 1 - 2 - 4
2 - Divine Protection - 1 - 2 - 4
1 - Enchantment Transfusion - 1 - 2 - 2
1 - Rust - 1 - 2 - 2
1 - Falcon Precision - 1 - 2 - 2
1 - Mongoose Agility - 1 - 2 - 2
1 - Force Orb - 1 - 1 - 1
1 - Poisoned Blood - 1 - 2 - 2
2 - Arcane Ward - 1 - 1 - 2
1 - Force Crush - 3 - 3 - 3
1 - Magebane - 1 - 2 - 2
1 - Mind Control - 6 - 6 - 6
--- Equipment ---
3 - Chitin Armor - 1 - 2 - 6
1 - Leather Chausses - 1 - 1 - 1
1 - Leather Boots - 1 - 1 - 1
1 - Veteran's Belt - 1 - 2 - 2
1 - Elemental Cloak - 1 - 2 - 2
1 - Galvitar, Force Blade - 3 - 3 - 3
1 - Dancing Scimitar - 2 - 2 - 2
--- Incantation ---
3 - Dissolve - 1 - 2 - 6
4 - Dispel - 1 - 2 - 8
1 - Seeking Dispel - 1 - 2 - 2
1 - Purify - 1 - 2 - 2
1 - Minor Heal - 1 - 2 - 2
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A couple of things to keep in mind:
1) When using DoTs your first one will not stick unless you've already run them out of dispels some other way. Having one copy of your DoT spells is not recommended. However this is not your main strategy so you might be okay
2) I've run some small amount of DoT in my FM books and I must say that the ever present threat of Nullify makes it difficult to time the enchant unless you have a good number of Nullify finders which I just never find space for. I see that you also don't have very many probes for Nullify in the current book.
3) If you really want to hone in on the DoT effect you need to bring lots of copies of your enchantments. To do so you'd have to sacrifice either creatures or attack spells.
Keep us updated on your findings. I'd love to know if they match or differ from mine.
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Thanks puddhn! The book isn't complete so spell amounts are'nt up to what I want yet. Decoy is actully a decent way to probe for nulilfies and arcane wards, they save you limited seeking dispels. Also, swarms have been a big problem for me, mordok's obelisk?
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Decoy is actully a decent way to probe for nulilfies and arcane wards, they save you limited seeking dispels.
Enchantments in general are a good way to probe for a nullify.
You might as well play a curse. If it's a Nullify you trigger, too bad, if not ... well then you have a curse on him.
Better than wasting an action to probe with a Decoy, no ?
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I'm mainly talking about using it to probe for arcane wards.
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It also would be hillarious if they dispel mind control and I transfuse to a new target.
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It also would be hillarious if they dispel mind control and I transfuse to a new target.
You can't do that.
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It also would be hillarious if they dispel mind control and I transfuse to a new target.
You can't do that.
Hmm, I'm probubly wrong. Is there something specific about mind control.
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Forcefield has only one viable target: Forcemaster. So you can't transfuse that either.
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Why can't you transfuse mind control?
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Why can't you transfuse mind control?
Because the card text of mind control says you can't, at least not once it's revealed.
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[...]
Is there any particular reason why you don't export your spellbooks formatted for the forum?
It would make it a lot easier to comment on the books if it was possible to look at the spell cards...
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The book is much more flexible now and can switch attack vectors fairly well. The only thing I'm really concerned about is lots of healing or crazy lifegain priestess. Thoughts?
[spellbook]
[spellbookheader]
[spellbookname]Flexilbe Forcemaster![/spellbookname]
[mage]A Forcemaster Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX1CKA01]1 x Surging Wave[/mwcard]
[mwcard=DNA01]1 x Acid Ball[/mwcard]
[mwcard=FWA05]3 x Invisible Fist[/mwcard]
[mwcard=FWA02]2 x Force Hammer[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J12]1 x Mana Crystal[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MW1C26]1 x Necropian Vampiress[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=FWE05]2 x Forcefield[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=FWE03]1 x Falcon Precision[/mwcard]
[mwcard=MW1E28]1 x Mongoose Agility[/mwcard]
[mwcard=MW1E17]1 x Force Orb[/mwcard]
[mwcard=MW1E31]1 x Poisoned Blood[/mwcard]
[mwcard=MWA01E02]4 x Arcane Ward[/mwcard]
[mwcard=FWE04]2 x Force Crush[/mwcard]
[mwcard=MW1E24]2 x Magebane[/mwcard]
[mwcard=FWE07]2 x Mind Control[/mwcard]
[mwcard=FWE01]2 x Charm[/mwcard]
[mwcard=MWSTX2FFE04]1 x Brace Yourself[/mwcard]
[mwcard=MWPROMO17]1 x Critical Strike[/mwcard]
[mwcard=MW1E01]1 x Bear Strength[/mwcard]
[mwcard=MW1E10]1 x Decoy[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=FWQ04]1 x Galvitar, Force Blade[/mwcard]
[mwcard=FWQ01]1 x Dancing Scimitar[/mwcard]
[mwcard=FWQ07]1 x Psi-Orb[/mwcard]
[mwcard=MWPROMO47]1 x Leviathan Scale Armor[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=MW1I07]3 x Dissolve[/mwcard]
[mwcard=MW1I26]1 x Sleep[/mwcard]
[mwcard=MW1I06]3 x Dispel[/mwcard]
[mwcard=FWI13]1 x Seeking Dispel[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I21]1 x Purge Magic[/mwcard]
[mwcard=FWI14]1 x Heal[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
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You're going to find yourself massively short on actions.
Play it a couple of times and you'll see for yourself.
Cards I see missing for this type of build imo : Battle Forge, Gauntlets of Strength, Hand of Bim Shalla, Thoughtspore, Wall of Thorns, Force Push.
I'm also not sold on Force Crush :
9 mana to put it on the enemy mage plus 4 mana upkeep every round that's like 29 mana to do a measly 10 damage over the course of 5 rounds and presumably you're planning to put an Arcane Ward on it adding another 2 mana to the cost.
All of which can be countered with a simple Regrowth or Regrowth Belt for 5/6 mana.
The upkeep cost meanwhile is going to cripple you entirely reducing your effective channeling from 10 to a net 6.
Sure you have a Psi-Orb to reduce the upkeep cost but that one in itself costs another 7 mana too.
It's not only life gaining Priestesses you should be worried about, you may easily add any stationary, Meditating, mages like a Necromancer or Druid, a Cursing Warlock or Firethrowing Firelock to that list, not to mention any type of Swarming Beastmaster.
The biggest problem with your book imo is that it is not focused enough.
There's no real killer strategy imo.
It does a bit of different things but nothing good enough to be a real threat to a well designed book.
I suggest you retrack and design a good 5 round (ideal) opening for your mage, then decide if that opening is strong enough to put the other mage on its heels.
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Well, Borg, swarms shouldn't be much of a problem as I can attacks 4 creatures per turn with galvitar scimitar and invisible fist. I also have a lot of ways to reduce opponents actions, sleep, charm, mind control etc.
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Necromancer and any other non-living strategies are going to be tough when your only buddy option is a Vampiress. I ran into that problem once and switched her out for another option.
I can't imagine running a Forcemaster with no walls, no Suppression Orb or Mordok's Obelisk (to punish swarms), no Battle Forge, no Thoughtspore, no Tanglevine, no Force Hold (although you do have the much pricier Force Crush), only one Teleport / no Force Push / no Repulse / no Force Wave / no Force Bash / no Mage Wand (to attempt to get more than one use out of your only Teleport), etc. If going that heavy/dependent on Enchantments, I'd at least have Enchanter's Wardstone to prevent a Wand of Dispel from wrecking your "one-trick pony Forcemaster."
OK, I'm being a little harsh, but I don't see the "flexibility" in this Forcemaster. It's all about having lots of enchantments and using Arcane Ward to keep you from losing stuff, and that's about it. Once you lose your Scimitar (and you will eventually; Arcane Ward doesn't stop Dissolve), you're going to find yourself in a world of trouble.
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Well the main point of the book is NOT to use lots of enchantments. It's to reduce oppoenents actions/ convert them to my side. Also, SBP are really tough, so removing and adding things is not easy.
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Thoughts?
[spellbook]
[spellbookheader]
[spellbookname]Flexible Forcemaster![/spellbookname]
[mage]A Forcemaster Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]1 x Acid Ball[/mwcard]
[mwcard=FWA05]2 x Invisible Fist[/mwcard]
[mwcard=FWA02]1 x Force Hammer[/mwcard]
[mwcard=MW1A13]1 x Thunderbolt[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J16]1 x Mordok's Obelisk[/mwcard]
[mwcard=MW1J21]1 x Suppression Orb[/mwcard]
[mwcard=MWSTX1CKJ01]1 x Enchanter's Wardstone[/mwcard]
[mwcard=MW1J14]1 x Mana Syphon[/mwcard]
[mwcard=MW1J19]1 x Deathlock[/mwcard]
[spellclass]Creature[/spellclass]
[spellclass]Enchantment[/spellclass]
[mwcard=FWE05]2 x Forcefield[/mwcard]
[mwcard=FWE03]1 x Falcon Precision[/mwcard]
[mwcard=MW1E28]1 x Mongoose Agility[/mwcard]
[mwcard=MW1E31]1 x Poisoned Blood[/mwcard]
[mwcard=MWA01E02]3 x Arcane Ward[/mwcard]
[mwcard=FWE04]3 x Force Crush[/mwcard]
[mwcard=MW1E24]2 x Magebane[/mwcard]
[mwcard=FWE07]1 x Mind Control[/mwcard]
[mwcard=FWE01]1 x Charm[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[mwcard=MW1E10]1 x Decoy[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=MWBD1E01]1 x Astral Anchor[/mwcard]
[mwcard=MWSTX1CKE04]1 x Enchantment Transfusion[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=FWQ04]1 x Galvitar, Force Blade[/mwcard]
[mwcard=FWQ01]1 x Dancing Scimitar[/mwcard]
[mwcard=MW1Q19]1 x Mage Wand[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=MW1I07]2 x Dissolve[/mwcard]
[mwcard=MW1I26]1 x Sleep[/mwcard]
[mwcard=MW1I06]3 x Dispel[/mwcard]
[mwcard=FWI13]1 x Seeking Dispel[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I21]1 x Purge Magic[/mwcard]
[mwcard=FWI14]1 x Heal[/mwcard]
[mwcard=MW1I15]1 x Knockdown[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
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Seriously, Red ???
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Seriously, Red ???
?
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Honestly its a good look at a solo forcemaster, but the problem i think Borg has here is that by dropping the buddy support you've dropped your action pool down even farther. Now you have a max of 2 actions per round. Galvitar is deceptive in that the sweeping might look like an extra action, but those critters have to be in your zone. Your open to movement impairment yourself, and a wand with disarm on it effectively negates all of galvitars benefits and leaves you with a 3 dice attack. Mind control is nice but clever mages work around it in book constriction, my druid perefers nature school only creatures which can't be controlled. Lots of common buddy creatures are psycic immune as well so necro is going to have you sweating pretty hard. Warlock too. Forcefield is great but its not going to save you every time. Most of my books run at least one wall of thorns and a force push or two, that clears all 3 counters and hits you twice.
Forcemaster is tricky, action starved and really powerful when done well. But you gotta be focused. Know exactly what you want to do every turn, and how to stop the other guy from messing that up. I think Borg is just looking to find the focus here and not for nothing, though its not awful, theres a bunch of holes that could be filled a bit more thoroughly. But it's your book, so don't let anyone take you off of your game plan. Play it out a few times and let us know how it went!
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It's likely some sort of creature will be added back in, right now I'm just experimenting. Or, I guess I could use conjerations to gain action, like temple of light, corrosive orchid, ballista, etc.
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Newest Iteration. I really want to add back in a buddy, but I'm still thinking about it. Nano, what creature was your vampiriss replacement? I'm also thinking about possible adding arcane missles to deal with swarms/zombies.
[spellbook]
[spellbookheader]
[spellbookname]Flexible Forcemaster![/spellbookname]
[mage]A Forcemaster Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[mwcard=FWA05]2 x Invisible Fist[/mwcard]
[mwcard=FWA02]1 x Force Hammer[/mwcard]
[mwcard=MW1A13]1 x Thunderbolt[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J16]1 x Mordok's Obelisk[/mwcard]
[mwcard=MW1J19]1 x Deathlock[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=FWC16]3 x Thoughtspore[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=FWE05]2 x Forcefield[/mwcard]
[mwcard=FWE03]1 x Falcon Precision[/mwcard]
[mwcard=MW1E28]1 x Mongoose Agility[/mwcard]
[mwcard=MW1E31]1 x Poisoned Blood[/mwcard]
[mwcard=MWA01E02]3 x Arcane Ward[/mwcard]
[mwcard=FWE04]2 x Force Crush[/mwcard]
[mwcard=MW1E24]2 x Magebane[/mwcard]
[mwcard=FWE07]1 x Mind Control[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[mwcard=MW1E10]1 x Decoy[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=MWBD1E01]1 x Astral Anchor[/mwcard]
[mwcard=MWA01E07]2 x Gator Toughness[/mwcard]
[mwcard=MWPROMO79]2 x Blur[/mwcard]
[mwcard=MWPROMO17]1 x Critical Strike[/mwcard]
[mwcard=MWSTX2FFE04]1 x Brace Yourself[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=FWQ04]1 x Galvitar, Force Blade[/mwcard]
[mwcard=FWQ01]1 x Dancing Scimitar[/mwcard]
[mwcard=MW1Q19]1 x Mage Wand[/mwcard]
[mwcard=FWQ07]1 x Psi-Orb[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=MW1I07]3 x Dissolve[/mwcard]
[mwcard=MW1I26]1 x Sleep[/mwcard]
[mwcard=MW1I06]3 x Dispel[/mwcard]
[mwcard=FWI13]1 x Seeking Dispel[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I21]1 x Purge Magic[/mwcard]
[mwcard=FWI14]1 x Heal[/mwcard]
[mwcard=MW1I15]1 x Knockdown[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
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Here's the thing about the forcemaster that I was trying to explain the other day. I suspect that if you want to go solo with her you need to lower enemy actions. You can put an enemy creature to sleep, but your opponent can wake them up. You can charm or mind control an enemy creature but then they can dispel it. If you want to keep your opponent from recovering the action advantage you took from him, you need to have ways to keep them from regaining those actions in the long run. A sleeping creature can be woken up either by a wand of healing or by an attack. So you can dissolve a wand of healing. Attacks can deal damage, so if they try to wake up the creature that way, attack and destroy the creature. A destroyed creature doesn't generate actions during the reset phase. You can decrease the value of their attacks with defenses and forcefields, but defenses are going to be avoided and your first forcefield will almost certainly be destroyed at some point.
There is a reason that the Forcemaster has galvitar, arguably the most powerful weapon in the game. She can do 8 dice in one melee attack without buffing it. No other mage can do that. She has force pull to pull creatures towards her, and it works on both the mage and non-mage creatures, both friendly and enemy. You can pull a friendly creature towards you to a zone where it can attack what you want it to attack. You can pull an enemy creature towards you so you can attack it.
When you're playing the forcemaster, you need to decide how many creatures you want to run, and how quickly you want to win. If you don't increase your own actions then you need to decrease the opponent's actions. Earlier iterations of your deck which had one or no creatures should have therefore included more copies of sleep and charm and mind control, and should have included more cards that can buff your mage's melee attack and maybe improve your mobility advantage too. That way you have an easier time destroying the creatures that you can't keep under your control. And there will be creatures like that. Unmovable creatures, psychic immune creatures, or simply if they summon too many for you to keep them charmed or mind controlled or asleep. Suppression Orb and Mordok's obelisk combo are very helpful against swarms, but a swarm deck is going to want to destroy those no matter what, and a forcemaster won't want to focus too much on protecting them because then she won't be able to take advantage of their effects to leverage her action advantage to hurt enemy creatures or the mage. And once the orb and obelisk are gone you lose that advantage and then they swarm you to death.
The benefit of killing creatures as opposed to merely sleeping or charming or mind controlling them, is that once they're destroyed it's usually much harder to bring them back. However, the benefit of sleep and mind control and charm is that you can often use them more quickly and for lower costs than killing the creature. Some creatures might take several turns to kill, but can be put to sleep, charmed or mind controlled while you deal with other creatures first. And if you bait all their dispels with other enchantments then mind control or charm might be there to stay.
So either kill the enemy mage as fast as possible, or kill, sleep, charm and mind control their creatures quickly so that they lose their action advantage. If you go for a quick kill, then you should drop the deathlock, add another poisoned blood, exchange the range 3 attack spell for some cards that will give you better mobility advantage, like cheetah speed, teleport, force hold, etc. drop two of your spores, and drop most or all of your dot cards. If you go for a longer game then you need more copies of mind control, charm and sleep. And since you're running so many enchantments, I would also add at least one enchanter's wardstone.
And regardless of whether your mage is attacking enemy creatures or enemy mage, you need to actually be able to kill whatever target you're attacking. Which means either you need more melee buff cards to kill a creature or mage as fast as possible, or you need more armor/healing/defense cards so that you can lower the value of their creatures' actions while they're still alive, so that you can keep attacking them until they die without taking too much damage yourself. Or some combination of the two.
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