Arcane Wonders Forum
Mage Wars => Spellbook Design and Construction => Topic started by: silverclawgrizzly on September 01, 2017, 11:45:09 AM
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Well recently I made a bet with a famed Druid player on these forums that I'd go up to Gen Con and beat his vegetarian tail with my Straywood. First I'd like to start by saying the sun was in my eyes the entire match, I couldn't concentrate, etc etc, BS Excuse Line #347 inserted here lol. Truth is he caught me off guard with a spell that I don't see much and he just played a better game than me. So in accordance with having lost the bet and the match(WHO USES RESSURECTION!!! YOU HEATHEN TREE HUGGING MONSTER!!!!) I've decided to try a Druid for my next big tournament: Mace. However...if my creatures die they're just going to stay dead.
Mage: Druid
Equipment:
Enchanters Ring
Vinewhip Staff
Leather Boots
Leather Chauses
Leviathan Scale Armor
Chitin Armor
Conjuration:
Bloodspine Wall X2
Tanglevine X3
Meredia's Blessing
Vine Tree
Wall of Thorns X2
Mana Flower
Corrosive Orchid X2
Creatures:
Thornlasher X2
Raptor Vine
Kralathor, The devourer
Steelclaw Grizzly
Fellela, Pixie Familiar
Cervere, The Forrest Shadow
Wychwood Ranger
Straywood Scout
Enchantments:
RustX2
Bear StrengthX2
Rhino HideX2
Nullify
Cheetah Speed
Divine Might
Barkskin
Falcon Precision
Lion Savagery
Marked For Death
Mongoose Agility
RegrowthX2
Brace YourselfX2
Hydrothermal Vent
Incantations:
DissolveX3
TeleportX2
DispelX2
Purify
Extinguish
Force PushX2
Lesser Teleport
Rouse the Beast
Minor HealX2
Burst of Thorns X6
Attack:
SwellX2
Surging Wave
Geyser
Hurl Meteorite
First I freely admit this is a book in progress and a lot of the "fun" stuff I've put in here might get broken down into more practical cards once it's closer to tournament time in November. But for now I wanna throw a meteor at people so I haven't turned it into a Mage Wand yet. Also some of the "luxuries" such as Divine Might will likely disappear as well once I just resign myself to having to deal with Incorporeal as a way of life.
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Just sayin, vine snappers with sanguine thirst rocks! And may i suggest chant of rage, walk them through a wall then pull them back tgrough it with a lasher, then push them through it again..the latter is optional but it is a nice touch
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Welcome to the Druidic ways of Wychwood!
A few ideas to consider.
a. Replace Hurl Meteorite with Tsunami. The push and wall combination can wreck havoc and many plants have Hydro Immunity and Rooted so they don't suffer much. It is very effective counter to enemy swarms concentrated in a zone.
b. There is a Water school ring that lowers the cost of Hydro spells that might be useful.
c. Waterfall Cloak helps with Burns.
d. You may want a Terrain to counter Consecrated Ground. Elephant Grass obscures your plants/mage from archers and can be cast from SpawnPoints. Also, Swamp is very effective for the Druid. In fact, she is currently the only mage fully trained to use it. Steep Hill might be a fun combo with Thornlashers.
e. Shoalsdeep Crocodile (Animal subtype combos with Elephant Grass) and Water Elemental are worth a look as well. I think I even have one Druid book with a Kraken to assist the Thornlashers.
Good luck at the Tournament.
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Pillar of Righteous Flame.
Id replace it with Divine Might and some Burst of Thorns.
Galador is another option for Ethereal (and Daze/Stuns) - less useful with Galvanize and the new pants out, but i still haven't removed him from my own Druid book.
Extinguish isn't that good and you have Surging Wave and Geyser.
Hurl Meteorite is fun, but..
I think you might need some cheaper creature, like more Thornlashers and a few Vinesnappers. If you cast Fellella it will take a while before you can get 2 + big out. Besides Thornlasher and Vinesnapper are awesome :)
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I honestly dont line guyser. Tbh when removing burns you're gonna want to remove 2+ burns at a time no? So a swell then rolls 1 die and has a 9+ push when used as an extingusher. If youve got leviathan scale on its already 1 die. So i say just use that. Its not gonna do more than 2 damage and it might get you farther away from harm. Aside from that I'd rather have the extra swell for battleforge killing.
Knowing you're not gonna rely on all the big hitters you've got in a given game, id want an elemental wand. You know that after your threats are out your gonna wanna stanf back and throw giant rocks of doom at range 3, so why not do it twice? Or 3 times if they are foolish enouh not to kill the wand? I for one think the meteorite is perfect, just think you should be able to repeat it once for 12 sp worth of awesome.
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Gonna try to play this book Thursday then I'll revamp.
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Equipment:
Enchanters Ring
Vinewhip Staff
Leather Boots
Leather Chauses
Leviathan Scale Armor
Chitin Armor
+
Eagleclaw Boots
Leather Gloves
((Mage Wand is really nice, but you can do well without it.)
Conjuration:
Bloodspine Wall X2
Tanglevine X3
Meredia's Blessing
Vine Tree
Wall of Thorns X2
Mana Flower
Corrosive Orchid X2
+
1 Mana Flower
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1 Wall of Thorns
Creatures:
Thornlasher X2
Raptor Vine
Kralathor, The devourer
Steelclaw Grizzly
Fellela, Pixie Familiar
Cervere, The Forrest Shadow
Wychwood Ranger
Straywood Scout
Enchantments:
RustX2
Bear StrengthX2
Rhino HideX2
Nullify
Cheetah Speed
Divine Might
Barkskin
Falcon Precision
Lion Savagery
Marked For Death
Mongoose Agility
RegrowthX2
Brace YourselfX2
Hydrothermal Vent
Incantations:
DissolveX3
TeleportX2
DispelX2
Purify
Force PushX2
Lesser Teleport
Rouse the Beast
Minor HealX2
Burst of Thorns X6
-Even without a mage wand 6 burst of thorns is a bit much
-Get a remove curse and a cure
Attack:
SwellX2
Surging Wave
Geyser
Hurl Meteorite
I'd swap the Swells for Surging Wave or 1 acid ball to help with buildings
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I've updated this since posting. I need to post the new version.
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Keep the swells. They are for battleforge and unavoidable cheap attack bursts. Also keep hydrothermal vent. The swells actually have a decent chance of pushing someone into the zone and that's just value right there.
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Keep the swells. They are for battleforge and unavoidable cheap attack bursts. Also keep hydrothermal vent. The swells actually have a decent chance of pushing someone into the zone and that's just value right there.
The push is a 7+ push 50%
Or you could take a 3+ Slam which incapacitates.
Both are 3 dice and Range 2
I'd take the Surging Waves.
Vents do have a nice Daze chance and if your opponent knows about them it can do nice mind games, but you have way better things to push people into like Walls.
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The vents also give Fellela something to do. I remade the book and counted it up again yesterday. After 3 counts I'm short 9 points. Mind you I'm having someone else check it too but I'm thinking a Mage Wand and a Colossal Crab.
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The vents also give Fellela something to do. I remade the book and counted it up again yesterday. After 3 counts I'm short 9 points. Mind you I'm having someone else check it too but I'm thinking a Mage Wand and a Colossal Crab.
CRAAAAAB!
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This is what it's looking like now:
[spellbook]
[spellbookheader]
[spellbookname]Druid[/spellbookname]
[mage]A Druid Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=lg1]1 x Chitin Armor[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=MW1Q09]1 x Enchanter's Ring[/mwcard]
[mwcard=awl7]1 x Leather Belt[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=pvs_equipment5]1 x Leviathan Scale Armor[/mwcard]
[mwcard=MW1Q19]1 x Mage Wand[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNW01]2 x Bloodspine Wall[/mwcard]
[mwcard=DNJ02]1 x Corrosive Orchid[/mwcard]
[mwcard=MW1J13]1 x Mana Flower[/mwcard]
[mwcard=lg27]1 x Meredia's Blessing[/mwcard]
[mwcard=MW1J22]3 x Tanglevine[/mwcard]
[mwcard=DNJ12]1 x Vine Tree[/mwcard]
[mwcard=MW1W04]2 x Wall of Thorns[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MW1C07]1 x Cervere, The Forest Shadow[/mwcard]
[mwcard=pvs_creatures5]1 x Colossal Crab[/mwcard]
[mwcard=MW1C13]1 x Fellella, Pixie Familiar[/mwcard]
[mwcard=DNC06]1 x Kralathor, The Devourer[/mwcard]
[mwcard=DNC10]1 x Raptor Vine[/mwcard]
[mwcard=awl18]1 x Straywood Scout[/mwcard]
[mwcard=DNC21]4 x Thornlasher[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=DNE01]1 x Barkskin[/mwcard]
[mwcard=MW1E01]2 x Bear Strength[/mwcard]
[mwcard=MW1E03]1 x Bull Endurance[/mwcard]
[mwcard=MW1E05]1 x Cheetah Speed[/mwcard]
[mwcard=MW1E07]1 x Cobra Reflexes[/mwcard]
[mwcard=MWA01E05]2 x Dodge[/mwcard]
[mwcard=FWE03]1 x Falcon Precision[/mwcard]
[mwcard=MWA01E07]1 x Gator Toughness[/mwcard]
[mwcard=pvs_enchantments7]2 x Hydrothermal Vent[/mwcard]
[mwcard=MWSTX2FFE06]1 x Lion Savagery[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[mwcard=MW1E32]2 x Regrowth[/mwcard]
[mwcard=MW1E36]2 x Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE07]2 x Rust[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=DNI02]4 x Burst of Thorns[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I07]3 x Dissolve[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[mwcard=pvs_incantations1]1 x Lesser Teleport[/mwcard]
[mwcard=MW1I17]2 x Minor Heal[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I23]1 x Rouse the Beast[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[mwcard=pvs_attacks2]3 x Swell[/mwcard]
[mwcard=afm24]1 x Telekinetic Bolt[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
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I added the Colossal Crab and an extra Thornlasher to better control the board. Put in a Bulls Endurance to counter the single biggest problem the crab has. A Mage Wand gives me some versatility as I don't plan to engage with my mage much if I can help it. Couple of extra attack spells, one of which will get dropped the second I find my spare Tanglevines.
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Use a stranglevine instead. Yove got 3 tanglevines so the enemy will most likely be low on teleports by then. You can pull one of your million leathers out to make room for it. Work's very well to screw up a round of planning cuz its coming off the tree