Arcane Wonders Forum

Mage Wars => Mages => Topic started by: Reddicediaries on July 26, 2016, 02:42:59 PM

Title: Druid
Post by: Reddicediaries on July 26, 2016, 02:42:59 PM
Now I'm no novice player, but the druid and me don't mix. Any tips for running her effectively. Thanks!
Title: Re: Druid
Post by: Squirrelmaster on July 27, 2016, 02:12:55 AM
I must admit never had any real issues with her, it's the Forcemaster I struggle with.
What seems to be the main issues?
Using the vine tree is probably the better tree to tree bond to and protect it like anything. I like to drop a vine snapper in the same zone as the tree in case they try to get a creature in there. Dosen't protect to well against spells.
I also try to get as many vine markers out and across the board as it can really slow the opponent down.
I have run into an issue occasionally where I struggle to get to the Mage this has happened if it's been a long game and all my raptor vines are dead and I can't get them in the same zones as my thorn lashes or vine snappers. I try to run a couple of animals (usually spitting raptors/steelclaw grizzly) to off set this.
I also find she's good at going toe to toe with another Mage. Throw barkskin on her and some armor give her whip vine and she's pretty hard to kill with that 4 armor and essentially 4 regenerate.
Title: Re: Druid
Post by: Ravepig on July 27, 2016, 08:45:27 AM
Now I'm no movie player, but the druid and me don't mix. Any tips for running her effectively. Thanks!

Not that I'm an expert player- but the druid is my favorite mage and thus far I'm undefeated with her in my gaming group. What is your basic strategy with her/opening moves?

Title: Re: Druid
Post by: Ravepig on July 27, 2016, 08:49:33 AM
I must admit never had any real issues with her, it's the Forcemaster I struggle with.

I can't remember who posted this specific Forcemaster book that I borrowed, but it basically makes use of sucking players into a teleport trap with Forcemaster's ability and transporting the enemy mage into a killzone with the Spiked Pit trap, a Grizzly and a Devouring Jelly. I've only played the Forcemaster twice and both times used this strategy and both times won within 6 rounds. It's a killer strategy that left both my opponents with their jaws dropped.
Title: Re: Druid
Post by: Puddnhead on July 27, 2016, 10:13:48 AM
I must admit never had any real issues with her, it's the Forcemaster I struggle with.

I can't remember who posted this specific Forcemaster book that I borrowed, but it basically makes use of sucking players into a teleport trap with Forcemaster's ability and transporting the enemy mage into a killzone with the Spiked Pit trap, a Grizzly and a Devouring Jelly. I've only played the Forcemaster twice and both times used this strategy and both times won within 6 rounds. It's a killer strategy that left both my opponents with their jaws dropped.

That would be Borg's "Spiked Anchor" Forcemaster.
Title: Re: Druid
Post by: Reddicediaries on July 27, 2016, 04:19:56 PM
Can we get back onto the topic at hand? Sorry if I sound rude.
Title: Re: Druid
Post by: Ravepig on July 28, 2016, 08:29:05 AM
Can we get back onto the topic at hand? Sorry if I sound rude.

How are we not on topic? The first two responses posed questions to you so we could better understand what it is you are doing in the first place. Understanding your current strategy and opening moves will help others provide input into what works for them. When you respond to the questions posed it will get us back on track as you say. And for the Forcemaster comment- was simply trying to help squirrelmaster. Chill, dude.
Title: Re: Druid
Post by: Reddicediaries on July 28, 2016, 08:38:06 AM
I'm sorry for offending any one. Hmm, I like using a vine tree and either sunfire amulet or mana flower. From there I often like deploying lots of stranglevines and tanglevines. I'll often include 2-4 animals in case of the plants being destroyed.
Title: Re: Druid
Post by: Ravepig on July 28, 2016, 09:22:47 AM
I'm sorry for offending any one. Hmm, I like using a vine tree and either sunfire amulet or mana flower. From there I often like deployingn lots of stranglevines and tanglevines. I'll often include 2-4 animals in case of the plants being destroyed.

No worries, man.  So, my opening is the standard vine tree + harmonize. I also like getting teratree out giving my vine tree 3 mana per turn. What my mage does depends on what my opponent does. If he takes a few rounds to build up his defenses, etc., then I will take the opportunity to build up a garden. I try to target the two adjacent zones from my mages starting zone, keeping my mage well hidden in the starting zone. I simply make the enemy mage come after me. I also spellbind a heal spell to mage wand. With the plant creatures having regenerate and my mage healing as necessary, they are very difficult to kill, while my vine tree continues to add to the garden. I will throw out a seedling pod or two in home base that will eventually deploy Kralathor. At the same time, I'll summon an Asp or another cheap animal to feed Kralathor so he receives a growth marker right from the beginning.

Opposing Thornslashers playing tennis with enemies thru bloodspine wall is a fun defense.

Personally, I would ditch the sunfire amulet for the meditation amulet. With Barkskin and some basic equipment and the ability to lifebond with your tree, she is very hard to kill as is. I find the extra mana helpful as sometimes she doesn't have a whole lot to do as the garden takes care of itself.

Two weaknesses of the druid: Flying creatures and rush melee mages. The one time I came close to losing is when I got too aggressive with my mage early on. Fortunately, I recognized my mistake and retreated. If you're confronted with flying creatures, I play Gravikor and if the enemy mage rushes me, I make good use of the druid's vinewhip snap and tanglevine to slow the enemy down until I can get some growth going. I do have a few spitting raptors and a spider as well for mobility and ranged attacks, though I'm thinking about adding a grizzly for a bit more versatility. Spellbinding burst of thorns to mage wand can also trip the enemy up pretty good. By time they get close creatures will have already received several damage.

The secret to the druid (in my opinion) is patience. I'm sure others have very different strategies, but like I said, my druid is undefeated and most in my gaming group won't even play 1:1 with me if they know I'm playing druid. I would encourage you to keep giving her a try until you find what works for you. She's bad ass.
Title: Re: Druid
Post by: Halewijn on July 28, 2016, 10:58:41 AM
Rule n°1 as a druid: Don't let your tree be destroyed
Rule n°1 when playing against a druid: Destroy the tree fast!
That's why I don't like harmonize on it. I don't like making it even more important.

As a druid, my opening looks like this in many cases:
T1: Druid leaf ring + tree (with discount)
T2: somthing + Mana flower (with discount)

If the opponent is also taking his time, another flower with discount in T3
Title: Re: Druid
Post by: Ravepig on July 28, 2016, 11:20:07 AM
Rule n°1 as a druid: Don't let your tree be destroyed
Rule n°1 when playing against a druid: Destroy the tree fast!
That's why I don't like harmonize on it. I don't like making it even more important.

As a druid, my opening looks like this in many cases:
T1: Druid leaf ring + tree (with discount)
T2: somthing + Mana flower (with discount)

If the opponent is also taking his time, another flower with discount in T3

Yeah, the druid leaf ring is a must, but I actually like making my tree a target with harmonize. It gives my opponent a reason to come after me. They have to get thru a whole lot of stuff to get to my vine tree.
Title: Re: Druid
Post by: littlenog on October 06, 2016, 06:46:17 AM
Druid Leaf Ring

I am not completely sold on this ring because it does not work when casting through your spawn point.

An the # of plant spells is actually quite limited to what I would normally hard cast.

What are you takes on this?

I personally do not use the Leaf Ring.


Title: Re: Druid
Post by: Kelanen on October 06, 2016, 09:41:03 AM
Druid Leaf Ring

I am not completely sold on this ring because it does not work when casting through your spawn point.

An the # of plant spells is actually quite limited to what I would normally hard cast.

Certainly it's weak. If you run a Battleforge then it pays it's way (just) in slower matchups (Mana Flowers, etc) but it's only just worth it. Without a Forge, and assuming you use the Vine Tree (and why wouldn't you, it's clearly the best) then DLR is pretty useless. If another viable Tree~BOND target comes out that could change however...
Title: Re: Druid
Post by: RomeoXero on October 06, 2016, 09:50:13 AM
It is absolutely NOT useless. If you don't play a Druid that runs a lot of plant spells then ok,you don't have to pack one. But first qc Druids Leaf ring before your tree (bonded likely) saved you one mana. Cast a mana flower next round get that for 4. Not to mention hard casting tangle/stranglevines. Is the Arcane ring useless? The Druid uses a lot of cards that cam potentially suck up her mana consistently, saving any when you can is phenomenal.
Title: Re: Druid
Post by: Kelanen on October 06, 2016, 10:42:21 AM
It is absolutely NOT useless. If you don't play a Druid that runs a lot of plant spells then ok,you don't have to pack one. But first qc Druids Leaf ring before your tree (bonded likely) saved you one mana. Cast a mana flower next round get that for 4. Not to mention hard casting tangle/stranglevines. Is the Arcane ring useless? The Druid uses a lot of cards that cam potentially suck up her mana consistently, saving any when you can is phenomenal.

Like the OP, I have a lot of plant spells but most get cast by the Vine Tree. The remainder mean that, I only get 3-4 mana out of it in the first half of the game, which is only debatably worth the action. It's about the same worth as a WispWillow.

The time it does pay is those games that you keep recasting Barkskin for various reasons...
Title: Re: Druid
Post by: jacksmack on October 06, 2016, 11:18:59 AM
Weakness' of the druid: Found none.

Strengths: Treebond, Actions, low mana hardhitting creatures, big spellbook, waterspells, waterspells, waterspells, the roots (forgot name).

Add a Guardian angel to your book that you cast round 3 and 'defend' in case you get rushed and let the opponent action starve himself to death trying to work around it.

The only way to beat the druid is to empty his spellbook from creatures. Which is only few spellsbooks that can do it. (mainly zombiemancer and Wizard with gate. Maybe holy and Dark can compete with the latest addition of academy spells and soon PvS)

Basically any solo mage is doomed right off the bat.

Vs the spiked pit forcemaster the strategy needs to be recognized and there are many ways to counter it - especially blur combined with the roots (forgot name) makes it much harder to pull off.


If any 1 found an efficient strategy against druid that doesn't involve a very long game where you chop down a lot of plants i'm listening.

(And the good old 'fight plants with fire never worked')
Title: Re: Druid
Post by: bigfatchef on October 06, 2016, 12:58:56 PM
Against druid:
- fire fire fire,
- Flying
- and finite life
Title: Re: Druid
Post by: jacksmack on October 06, 2016, 02:44:11 PM
Against druid:
- fire fire fire,
- Flying
- and finite life

Perhaps flyers work, havent tested. Most books dont have alot of those packed though as they are fairly expensive.

Finite life does not solve your problem, and fire doesnt either.

Treebond is too good. I wish it was one way only (from tree to mage (keep tree alive)).
Title: Re: Druid
Post by: Sailor Vulcan on October 06, 2016, 03:21:14 PM
Weakness' of the druid: Found none.

Strengths: Treebond, Actions, low mana hardhitting creatures, big spellbook, waterspells, waterspells, waterspells, the roots (forgot name).

Add a Guardian angel to your book that you cast round 3 and 'defend' in case you get rushed and let the opponent action starve himself to death trying to work around it.

The only way to beat the druid is to empty his spellbook from creatures. Which is only few spellsbooks that can do it. (mainly zombiemancer and Wizard with gate. Maybe holy and Dark can compete with the latest addition of academy spells and soon PvS)

Basically any solo mage is doomed right off the bat.

Vs the spiked pit forcemaster the strategy needs to be recognized and there are many ways to counter it - especially blur combined with the roots (forgot name) makes it much harder to pull off.


If any 1 found an efficient strategy against druid that doesn't involve a very long game where you chop down a lot of plants i'm listening.

(And the good old 'fight plants with fire never worked')

You need to kill the tree bond before it accumulates too much advantage. The Druid is weak to fire and once her tree is gone finite life is very good against her. In fact it's good against her even before she loses her tree. While she does have ways to cover for her weaknesses, that doesn't change the fact that they are still weaknesses. All mages have weaknesses and all mages have ways to cover those weaknesses.

Maybe this is a problem specific to your local metagame. What sets does your playgroup use?
Title: Re: Druid
Post by: jacksmack on October 06, 2016, 04:05:50 PM
You need to kill the tree bond before it accumulates too much advantage.

Which is impossible without spending riddicilous amount of mana and actions thus getting far behind.
Title: Re: Druid
Post by: bigfatchef on October 06, 2016, 05:23:53 PM
Against druid:
- fire fire fire,
- Flying
- and finite life

Perhaps flyers work, havent tested. Most books dont have alot of those packed though as they are fairly expensive.

Finite life does not solve your problem, and fire doesnt either.

Treebond is too good. I wish it was one way only (from tree to mage (keep tree alive)).
Fire kills the tree (and nearly all plants) faster and finite life works because if the druid can push damge to the bonded tree, but the tree can't regenerate it it hurts the tree. So no damage is lost.
Also i have many books with flyers in them. They are a good answer to enemy flyers and good against for example ... a druid. Not all are expensive, some are just weak or unarmored. They need some - for flying as + (at same mana)
Title: Re: Druid
Post by: Kelanen on October 07, 2016, 07:16:51 AM
You need to kill the tree bond before it accumulates too much advantage.

Which is impossible without spending riddicilous amount of mana and actions thus getting far behind.

You can kill it in a round on turn 3 (turn 2 if they place it other than their starting corner which is rare).

That said, an aggressive book can kill the Druid almost as fast. What the Druid is almost immune to is a book that is going to play a long slow game of build up, and then plink you for 4-6 damage a turn. A druid needs taken from unharmed to dead over 2-3 rounds max.
Title: Re: Druid
Post by: bigfatchef on October 07, 2016, 12:26:38 PM
You need to kill the tree bond before it accumulates too much advantage.

Which is impossible without spending riddicilous amount of mana and actions thus getting far behind.

You can kill it in a round on turn 3 (turn 2 if they place it other than their starting corner which is rare).

That said, an aggressive book can kill the Druid almost as fast. What the Druid is almost immune to is a book that is going to play a long slow game of build up, and then plink you for 4-6 damage a turn. A druid needs taken from unharmed to dead over 2-3 rounds max.


So who is favor in a matchup of incredibly strong zombie swarm (after beeing build up slowly) versus a incredibly strong druid (after slow setup as well). Slow Resiliant zombies trying to kill one plant after another with deathlock / idol support. Whilst druid trying to heal everything (after getting rid of deathlock) and kralathor eats crawlers alive. The whole slasher/snapper/wall of thorns garden can hit pretty hard.

Sounds fair to me :)
Title: Re: Druid
Post by: Kelanen on October 07, 2016, 12:53:32 PM
Slow Resiliant zombies trying to kill one plant after another with deathlock / idol support.

Start by not trying to kill all the plants... It's a trap, even for fire mages...
Title: Re: Druid
Post by: Sailor Vulcan on October 07, 2016, 06:03:24 PM
Slow Resiliant zombies trying to kill one plant after another with deathlock / idol support.

Start by not trying to kill all the plants... It's a trap, even for fire mages...

I think bigfatchef means *after* the tree is destroyed.


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Title: Re: Druid
Post by: bigfatchef on October 08, 2016, 02:50:27 AM
Slow Resiliant zombies trying to kill one plant after another with deathlock / idol support.

Start by not trying to kill all the plants... It's a trap, even for fire mages...

I think bigfatchef means *after* the tree is destroyed.


Sent from my iPhone using Tapatalk
I didn't Think too much about it, actually :D
It is a matchup with 2 strong/slow/durable mages. And I am not sure who would have the better changes per se. Also there would be no flyers on both sides, so that is balanced, as well.
Title: Re: Druid
Post by: Mystery on October 08, 2016, 02:56:58 AM
for me it often not focusing on tree and druid at all but first the creatures. So it can't kill me either
Title: Re: Druid
Post by: Super Sorcerer on October 12, 2016, 04:32:00 PM
ב"ה
The druid is probably the mage hardest to rush, since either you focus the mage and leave the tree alone, and just let the mage transfer 2 life to the tree every turn, or you would have to spend about 2 big attack spells against the tree (which are attack spells not directed against the druid).
In my experience with the druid, I had the hardest time when I played against a warlock pentagram book. With so many thing with flaming attacks (the mage, the imps, the hellions and Adramelech), I was just lucky enough that in response to the bleed I got on my opponent she tried to drain life exactly to my reverse magic, which basically killed the warlock with a high roll (exactly when I was sure I was going to lose). Solo warlocks were easier to deal with.
My first turn is usually use the leaf ring + vine tree (so I stay with 19 mana for turn 2).
If my opponent seem to try to rush my, I bring a mana flower from the tree, a 2nd level animal (usually either an emerald tegu or a timber wolf) and a defensive enchantment (usually rhino hide). Turn 3 might possibly include a tanglevine on enemy mage during deployment (to keep him out of range 2 from the tree), and sometimes the vinewhip staff to make shure he stay stuck (astral anchor+arcane ward it usually a good follow up).
If my opponent seem to go for a long game, I have 2 options depending on which druid book I use, either mana flower deployment + samara tree + sunfire amulet (in my double tree book), or mana flower deployment + another mana flower + facedown enchantment on my mage to be used later.

Usually I recommend new players not to play with or against the druid in their first couple of games, since it is sort of an advanced mage.
Title: Re: Druid
Post by: RomeoXero on October 12, 2016, 05:14:24 PM
Sorry to be the bearer of bad news, bit the vine tree cant cast mana flowers. They aren't vine spells. The samara tree kinda can, but only through seedling pods which probably shouldnt cast mana ramp spells anyway as they take several rounds to mature.
Title: Re: Druid
Post by: Head over feels on November 03, 2016, 09:57:55 PM
    My favourite Druid deck has historically made games last for 5 hours + and end in their surrender.
It kind of starts out with quickly throwing down a Vine Tree in the far right corner on your side of the board and tree-bonding it. Next you put a Samara Tree against the wall in the centre on your side and give them both cover with a Wall of Thorns down the centre of the board, separating your half from theirs. Next Harmonize your trees and get to work. Mostly they take it as a chance to build up their strength and meanwhile, I create a line of three Thornlashers and Mana Flowers along the wall, and one Lasher in the Samara Tree's zone too. Tataree, and Renewing Rain keep my walls up after they realize they can't just leave me to my own devices while some birds come out to deal with any flyers or if they're bunkering as well as I am. I start focusing Tataree on prepping one Seedling Pod for me to cast Togorah from, and during or after he comes out, getting some Nightshade Lotus guard-dogs for my trees and 1 Vine Snapper in both my corners while my Lashers help my opponent bring down my walls, and my Vine Tree corners itself in with Bloodspine Walls. After that's done I quickly replace the middle border with Bloodspine Walls, and now hesitant players push up against their back wall. Archers can become an issue here, but I have Burst of Thorns + Mage Wand and hopefully some leftover birds to help me there. I get Togorah buffed up and my Vine Tree and I put some Raptor Vines out on their side of the wall before Togorah and I follow up to try to finish the job, that or hang out on my side and swap Burst of Thorns for Renewing Rain on my wand. I'm pretty much a one trick pony Druid and only ever really use alterations of this general build when playing her, but I haven't lost with it yet. I feel like a lot of other players build their decks off of a concept, but I generally base my deck primarily off of what I want the board to look like so I end up with a kind of inflexible but solid balloon tower defence layout. Is this how most Druid builds work or what?
Title: Re: Druid
Post by: RomeoXero on November 03, 2016, 10:36:13 PM
FIVE HOURS?! For a one on one? I'm curious as to what mages you are used to facing? What in heavens name are they doing while you take three full rounds and then some ( 2x trees, 2x harmonize, tataree, plus 2x walls)? I mean I'm glad you're getting good milage out of your druid book but i wonder what style of play you're used to seeing and from what mages? 3 hours is a long game for most,  many being decisively won or lost within an hour.
 
Perhaps im missing something, maybe you post the book?
Title: Re: Druid
Post by: Head over feels on November 03, 2016, 11:34:20 PM
I usually go against Priestesses, Beastmasters, and Necros with my deck, I don't have FvW. I don't use it against Warlock because, well, fire and I'm terrified of the Wizard's Obelisk so I don't do it against that either. Here's my current version of the book. I'm pretty sure it all adds up Spellbook point wise, but I just updated it today and haven't double checked so lookout.

Equipment:
1x Vinewhip Staff
1x Druid's Leaf Ring
1x Mohktari's Branch
1x Mage Wand
1x Moonglow Amulet
(I just stay far away and hope they don't have Dissolves or Explodes)

Conjurations:
6x Bloodspine Wall
2x Wall of Thorns
3x Mana Flower
4x Seedling Pod
1x Vine Tree
1x Samara Tree
2x Nightshade Lotus

Creatures:
2x Tataree (to piss em off after they finally kill the first)
2x Thunderift Falcon
1x Tarok, the Skyhunter
4x Thornlasher
2x Vine Snapper
3x Raptor Vine
1x Togorah

Incantations:
(All incantations are to be assumed to be primarily used from the Mage Wand, any additional copies are back up in case I can't swap in the same round when I really want to use x Incantation)

2x Burst of Thorns (main bound spell)
2x Renewing Rain (secondary bound spell)
4x Dissolve
3x Force Push
1x Minor Heal (exclusively to slap on the wand when you want to support Togorah)
3x Dispel
1x Purge Magic
1x Resurrection (for Togorah or if you really wanna piss them off with 3x Tataree)

Enchantments:
1x Barkskin
1x Bear Strength       |
1x Rhino Hide           |-> maybe better saved for after Ressurection?
1x Bull's Endurance   |

Attacks:
4x Acid Ball

I don't use Tangle/Stranglevines here, usually the walls keep people off my back until I'm ready to deal with them, then I kinda can just force push them or use my Vinewhip Staff.

Most of the people I play this against are first time or at least new, but then again, I've only played the game like 6 times. I tell them I'm weak to fire, and explain the mechanics as best I can but I don't think they really grasp how much stuff the Druid can get out when she has a lot of mana and Seedling Pods strewn about until they see it. The other issue is that they usually just end up getting impatient with Spellbook construction and picking random cards they like too, so they don't have much of a strategy going into it. When I throw up a wall 2nd round it always just ends up with them holding back and getting some gear on and minions summoned. I think knowing that I've played this game before they're afraid to just go through the wall because they wanna keep their creatures alive and think I'll wreck them if they come through for whatever reason. Then they leave me alone so long and just pick at my walls that they don't even want to come in because of the way that my side of the board must look. It's become a totally predictable pattern of me putting a wall in their face and them just handing back  putting on gear and summoning creatures. Then they start attacking my walls because it's the only thing to do and I just heal them. Then they break them down and I put up the Bloodspine Wall in its place and they run to the back wall so they don't get pulled. They either stay there or summon some ranged creature in which case they attack my Thornlashers while Tataree and I move up to do some healing/Thorn Bursting. They run out of archers at some point. Then I get my Raptor Vines in their face and they start taking them out until ultimately they make a move to attack me because my Raptor Vines are dead, and I yank their mage through my walls, they get passed around my grid of Thornlashers while I attack, Tataree comes in with his butterfly kiss 1d and whispers "yur ded m8" and Togorah usually slams them to bits. I'm pretty sure that if they came across this deck again and just took some attack spells and teleport it would destroy me, but usually after an introduction to the game like this they never want to play it again ;D Also, I would never use the same tactic against the same person. I tried that and they still lost, but brought more flying creatures and began targeting my mana flowers. Telltale sign they know what's up.

Ps When I was playing against my brother as the necro I got him through the wall and left him with 1 health. I could have finished him then and there but I brought Tataree over to seal the deal. Death by butterfly is the best way to finish the game, I'm telling you.
Title: Re: Druid
Post by: RomeoXero on November 04, 2016, 03:15:47 AM
Oof. Tataree is legendary. You can only book one of her.
Title: Re: Druid
Post by: Sailor Vulcan on November 04, 2016, 03:25:24 AM
Oof. Tataree is legendary. You can only book one of her.

You're confusing legendary with epic. You can include more than one copy of a legendary creature in your spellbook at a time, there just can't be more than one copy of it in play at a time.


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Title: Re: Druid
Post by: Super Sorcerer on November 04, 2016, 03:48:15 AM
ב"ה
I usually go against Priestesses, Beastmasters, and Necros with my deck, I don't have FvW. I don't use it against Warlock because, well, fire and I'm terrified of the Wizard's Obelisk so I don't do it against that either. Here's my current version of the book. I'm pretty sure it all adds up Spellbook point wise, but I just updated it today and haven't double checked so lookout.
How does this book work against necromancers?
Most necromancers I played against, and all necromancers I've used myself, used Idol of pestilence and deathlock early, while they stayed in their corners and meditated. If you block the line of sight of your vine tree with walls of thorns, then you can't just bring creatures to these zones with your vine tree. How do you handle the deathlock an Idol of pestilence?
Title: Re: Druid
Post by: Kelanen on November 04, 2016, 03:51:15 AM
I don't use it against Warlock because, well, fire and I'm terrified of the Wizard's Obelisk so I don't do it against that either.

I have fire spells in at least 50% of my books, although not as many as an Adramelech Warlock.

Any book runnning light on creatures carries Obelisk and Orb, often multiple copies - it's easy to crucify creature heavy books that way.

I get the impression that you are all mostly sticking to in-school cards, rather than splashing whatever tools you need for the job?

(I just stay far away and hope they don't have Dissolves or Explodes)

I'd say a standard book has 5-6 destroy equipment effects, along with acid balls and at least one mage wand... Disarm also works at range 2.

I'm pretty sure that if they came across this deck again and just took some attack spells and teleport it would destroy me, but usually after an introduction to the game like this they never want to play it again ;D

So poor opposition that don't don't know what they are doing, and are discouraged from playing again... And you called that a win right?
Title: Re: Druid
Post by: Head over feels on November 04, 2016, 11:46:37 AM
ב"ה
I usually go against Priestesses, Beastmasters, and Necros with my deck, I don't have FvW. I don't use it against Warlock because, well, fire and I'm terrified of the Wizard's Obelisk so I don't do it against that either. Here's my current version of the book. I'm pretty sure it all adds up Spellbook point wise, but I just updated it today and haven't double checked so lookout.
How does this book work against necromancers?
Most necromancers I played against, and all necromancers I've used myself, used Idol of pestilence and deathlock early, while they stayed in their corners and meditated. If you block the line of sight of your vine tree with walls of thorns, then you can't just bring creatures to these zones with your vine tree. How do you handle the deathlock an Idol of pestilence?

I summon birds, and fast. Usually they break them out after LoS is opened up again, so not early. My brother took Alter of Skulls and killed my birds before I could take it down, but the game ended before it would've killed both of us.
Title: Re: Druid
Post by: Head over feels on November 04, 2016, 12:11:49 PM
I don't use it against Warlock because, well, fire and I'm terrified of the Wizard's Obelisk so I don't do it against that either.

I have fire spells in at least 50% of my books, although not as many as an Adramelech Warlock.

Any book runnning light on creatures carries Obelisk and Orb, often multiple copies - it's easy to crucify creature heavy books that way.

I get the impression that you are all mostly sticking to in-school cards, rather than splashing whatever tools you need for the job?

(I just stay far away and hope they don't have Dissolves or Explodes)

I'd say a standard book has 5-6 destroy equipment effects, along with acid balls and at least one mage wand... Disarm also works at range 2.

I'm pretty sure that if they came across this deck again and just took some attack spells and teleport it would destroy me, but usually after an introduction to the game like this they never want to play it again ;D

So poor opposition that don't don't know what they are doing, and are discouraged from playing again... And you called that a win right?

1. Good, then you could deal with me with those fire spells, but the guys I was against didn't want to take any.
2. The guys I was against didn't take either so it turned out fine.
3. I did stick with in-school cards, not cuz I don't want to splash but because most of the tools I want to have are in     there. It's worked so far, but I do alter it a smidge based on who I'm going against, like swapping Togorah for Kralthor and taking some light attacks vs necros. This is just the version of the deck that's most focused around its own concept, and not around countering what the enemy player is doing, since the enemy player is kinda X right now.
4.If they has them, they never usually came out because I hid behind my walls early and Togorah dealt with them late.
  They really didn't want to approach me upfront to remove any equipment.
5. I evidently don't know what I'm doing either so it's a game win but a loss of future opportunities to play. A couple of
    my friends said that they would play it again, but they just wished that they could get familiar with more of the
    cards ahead of time since they didn't actually know what they look like in play. My brother played 3 times, 2 of
    which were against this concept, as a necro and as the wizard, and the other time was my creature-hate Wizard
    against his Beastmaster. He gained a view of this game as a tedious experience, and he would be right when his
    experience has been 4-5 hours backed against a wall attacking vine markers, and another three hours trying
    to rustle up enough mana to do anything. Pretty much I'm a safe player going against newer players that
    also want to play safe. I abused my familiarity of the cards definitely but I warned them I wouldn't be going easy
    on them, and pointed to the starting Spellbook as a base to go off of.
   
Title: Re: Druid
Post by: Kelanen on November 04, 2016, 01:23:00 PM
(I just stay far away and hope they don't have Dissolves or Explodes)
I'd say a standard book has 5-6 destroy equipment effects, along with acid balls and at least one mage wand... Disarm also works at range 2.
4.If they has them, they never usually came out because I hid behind my walls early and Togorah dealt with them late.   They really didn't want to approach me upfront to remove any equipment.

In fairness, whilst I'd expect plenty of anti-equipment spells, you aren't very reliant on equipment, and there's probably only one piece you have that would be worth destroying - the Mage Wand. You should assume that will get destroyed though, and only cast it when you will use it, and if you get subsequent uses it's a bonus.

Things like rings /moongloware worth playing, but seldom worth destroying.
Title: Re: Druid
Post by: Sailor Vulcan on November 04, 2016, 06:21:45 PM
It can be frustrating trying to play against new players because if you actually try to win then you almost certainly will win. In your situation I think you should have used handicaps. Decrease your spell points, or decrease your Mage stats, or both. If you can, try to handicap yourself in particular ways that make your opponents more of a challenge, while also helping them improve particular Mage Wars skills. For instance if your opponents are having trouble knowing when to get up close and melee, then make a deck that specializes in keeping its distance and casting attack spells, and put on cloak of shadows. But don't have an overarching strategy beyond that. If they dissolve your cloak of shadows, try to get away from them to start attacking them at range. Try adjusting your life, spell points and spellbook design until you find a good balance that challenges your opponents to get better instead of utterly crushing them.


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Title: Re: Druid
Post by: Head over feels on November 04, 2016, 11:58:27 PM
Also I want to try this against a new player to make them hate me with a passion.

Tataree. Okay...
Tataree + Bear Strength + Bull's Endurance + Rhino Hide + Vampirism + Regrowth + maybe a life tree.
So long as they don't have any unavoidable attacks or Purge Magics I'd be pissing myself.
Title: Re: Druid
Post by: Head over feels on November 05, 2016, 12:08:13 AM
It can be frustrating trying to play against new players because if you actually try to win then you almost certainly will win. In your situation I think you should have used handicaps. Decrease your spell points, or decrease your Mage stats, or both. If you can, try to handicap yourself in particular ways that make your opponents more of a challenge, while also helping them improve particular Mage Wars skills. For instance if your opponents are having trouble knowing when to get up close and melee, then make a deck that specializes in keeping its distance and casting attack spells, and put on cloak of shadows. But don't have an overarching strategy beyond that. If they dissolve your cloak of shadows, try to get away from them to start attacking them at range. Try adjusting your life, spell points and spellbook design until you find a good balance that challenges your opponents to get better instead of utterly crushing them.



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   To be honest my focus wasn't on bringing them up to speed with the game so much as enjoying the feeling of getting my full strategy realized. One of my friends and I are going to spend some time tomorrow playing apprentice mode and calling it quits when it seems one of us has the upper hand. Just over and over trying new builds. For her it will be a chance to get more familiar with the cards and mechanics while I get a chance to experiment with a wider range of mages (including the Paladin and Siren that I just received tonight). I've mostly been either playing the Druid or the Wizard. I'll also be forced to make up decks on the spot, as I've previously had a deck formulating three days in advance while also knowing ahead of time who they're going to play. Yeah in a way I've been cheating without actually breaking the rules. Time for me to fight a fair fight.

Title: Re: Druid
Post by: RomeoXero on November 05, 2016, 01:16:51 AM
I too have dreamt of the butterfly warrior! It would be really resource intensive though. Gator toughness and iguana regrowth would be musts if you were to even try it. It would indeed be hilarious
Title: Re: Druid
Post by: Sailor Vulcan on November 05, 2016, 08:19:13 AM
Also I want to try this against a new player to make them hate me with a passion.

Tataree. Okay...
Tataree + Bear Strength + Bull's Endurance + Rhino Hide + Vampirism + Regrowth + maybe a life tree.
So long as they don't have any unavoidable attacks or Purge Magics I'd be pissing myself.

You forgot to add enchantment transfusions and more copies of Tataree.


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Title: Re: Druid
Post by: Super Sorcerer on November 05, 2016, 05:12:57 PM
ב"ה
I summon birds, and fast. Usually they break them out after LoS is opened up again, so not early. My brother took Alter of Skulls and killed my birds before I could take it down, but the game ended before it would've killed both of us.
What do you mean by "it would've killed both of us"?
The Altar of Skulls deal poison damage, so the necromancer is immune to this damage. Only the druid should have taken damage in upkeep phases from the altar of skulls.
The same applies for the Idol of Pestilence.
Title: Re: Druid
Post by: Head over feels on November 05, 2016, 05:51:19 PM
ב"ה
I summon birds, and fast. Usually they break them out after LoS is opened up again, so not early. My brother took Alter of Skulls and killed my birds before I could take it down, but the game ended before it would've killed both of us.
What do you mean by "it would've killed both of us"?
The Altar of Skulls deal poison damage, so the necromancer is immune to this damage. Only the druid should have taken damage in upkeep phases from the altar of skulls.
The same applies for the Idol of Pestilence.

Oops, it was our first time playing the game and we didn't realize that.