Arcane Wonders Forum
Mage Wars => Spellbook Design and Construction => Topic started by: Reddicediaries on December 29, 2016, 08:06:35 PM
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So me and sailor vulcan were about a tower defense sort of book. Basically it uses lots of walls to force the enemy down one path and use hydro vents, teleport traps, walls, and harpooners so if they get down your "circuit" you can just send them right back. What are the communites thoughts?
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super cool vision.
How do you set it all up?
Both the mana costs and all the Actions?
My gaming circle really likes to break your stuff.
When I fight against Siren or Druid walls get wrecked. I have even been know to shoot sea urchins.
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Ok so basically this deck uses walls and traps to force the enemy to go where you want them to. It uses urchins, hydro vents, and hellfire traps to blow them up. Siren's call and chant of rage are used to force them through the walls. Water elemental is used as a tank and to push the enemies away. You use teleport trap if they get too close. Biggest problems are this deck is basically an auto lose vs solo anvil throne and any kind of druid. Generually my opening is nayia ring. From there on, it really varies on what they do. If they rush me, leather and ballad of courage for example.
[spellbook]
[spellbookheader]
[spellbookname]Siren: Go where I Say![/spellbookname]
[mage]A Siren Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[mwcard=PSA03]1 x Tsunami[/mwcard]
[mwcard=DNA01]3 x Acid Ball[/mwcard]
[mwcard=FWA02]1 x Force Hammer[/mwcard]
[mwcard=MW1A06]1 x Flameblast[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=PSJ07]4 x Shallow Sea[/mwcard]
[mwcard=PSJ06]1 x Pillar of Righteous Flame[/mwcard]
[mwcard=PSW01]3 x Coral Barrier[/mwcard]
[mwcard=MWBG1J02]1 x Gravikor[/mwcard]
[mwcard=MW1W04]1 x Wall of Thorns[/mwcard]
[mwcard=PSJ01]3 x Bed of Urchins[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=PSC19]1 x Naiya[/mwcard]
[mwcard=PSC26]1 x Water Elemental[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=PSE03]3 x Chant of Rage[/mwcard]
[mwcard=PSE07]5 x Hydrothermal Vent[/mwcard]
[mwcard=PSE06]1 x Healing Madrigal[/mwcard]
[mwcard=PSE01]1 x Ballad of Courage[/mwcard]
[mwcard=MW1E31]2 x Poisoned Blood[/mwcard]
[mwcard=MW1E38]2 x Teleport Trap[/mwcard]
[mwcard=PSE10]2 x Lullaby[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=MW1E22]3 x Hellfire Trap[/mwcard]
[mwcard=MW1E10]2 x Decoy[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=PSQ05]1 x Leviathan Scale Armor[/mwcard]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=MW1Q19]1 x Mage Wand[/mwcard]
[mwcard=PSC14]1 x Voice of the Sea[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=PSQ10]1 x Shoalsdeep Trident[/mwcard]
[mwcard=PSQ08]1 x Ring of the Ocean's Depths[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=PSI01]4 x Dissolve[/mwcard]
[mwcard=MW1I12]3 x Force Push[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=PSI02]2 x Dispel[/mwcard]
[mwcard=MWAPRI05]1 x Remove Curse[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=FWI13]2 x Seeking Dispel[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
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ב"ה
I didn't understand how the hellfire traps combine with all the hydro attacks that extinguish. It isn't even a druid counter since most plants are rooted.
Personally, I think I would have replace 3 hellfire traps and 1 decoy with another hydrothermal vent, another shoalsdeep trident, another surging wave, leather gloves and bear strength. Then it could pass as a melee build (and with so few creatures and so few attack spells, you could kill enemy mages even if they tanglevine themselves or bring boots that make them unmovable).