Arcane Wonders Forum

Mage Wars => Spellbook Design and Construction => Topic started by: littlenog on February 16, 2017, 12:12:31 PM

Title: Slime Pit
Post by: littlenog on February 16, 2017, 12:12:31 PM
Idea I had for a lockdown Wizard Book

The idea being run your opponent out of dispels then Force Hold them by your Harpies.
((MODIFY))
Replaced Harpies with Jellies
Added HawkEye and Rhino Hide / Was going to use leather but since this is built around running your opponent out of dispels sticking to Enchantments seemed a better idea.
Added Disarm
Added 3rd Dissolve and 4th Dispel

Dropped the Scimitar 4 sbp for it was just to much for how this build plays out

[spellbook]
[spellbookheader]
[spellbookname]Slime Pit[/spellbookname]
[mage]A Wizard (Air) Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA02]1 x Force Hammer[/mwcard]
[mwcard=MW1A07]2 x Lightning Bolt[/mwcard]
[mwcard=MW1A09]2 x Jet Stream[/mwcard]
[mwcard=FWA01]2 x Arc Lightning[/mwcard]
[mwcard=DNA01]1 x Acid Ball[/mwcard]
[mwcard=MWSTX1CKA01]1 x Surging Wave[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J12]2 x Mana Crystal[/mwcard]
[mwcard=MW1J07]1 x Gate to Voltari[/mwcard]
[mwcard=MWSTX2FFJ06]1 x Rolling Fog[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC03]4 x Devouring Jelly[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWA01E02]2 x Arcane Ward[/mwcard]
[mwcard=MWBD1E01]2 x Astral Anchor[/mwcard]
[mwcard=MW1E39]1 x Turn to Stone[/mwcard]
[mwcard=MW1E23]1 x Jinx[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[mwcard=MW1E29]4 x Nullify[/mwcard]
[mwcard=MW1E20]1 x Harmonize[/mwcard]
[mwcard=MW1E16]4 x Force Hold[/mwcard]
[mwcard=MW1E38]2 x Teleport Trap[/mwcard]
[mwcard=MW1E21]1 x Hawkeye[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=MWPROMO19]1 x Summoning Circle[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q07]1 x Elemental Cloak[/mwcard]
[mwcard=FWQ10]2 x Storm Drake Hide[/mwcard]
[mwcard=MW1Q01]1 x Arcane Ring[/mwcard]
[mwcard=MW1Q17]1 x Lightning Ring[/mwcard]
[mwcard=MW1Q22]1 x Moonglow Amulet[/mwcard]
[mwcard=MW1Q19]2 x Mage Wand[/mwcard]
[mwcard=MW1Q08]2 x Elemental Wand[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=FWI13]3 x Seeking Dispel[/mwcard]
[mwcard=PSI02]4 x Dispel[/mwcard]
[mwcard=MW1I28]3 x Teleport[/mwcard]
[mwcard=MW1I26]1 x Sleep[/mwcard]
[mwcard=MW1I07]3 x Dissolve[/mwcard]
[mwcard=MW1I17]2 x Minor Heal[/mwcard]
[mwcard=MWSTX2FFI03]1 x Disarm[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
Title: Re: Harpy Nest
Post by: iNano78 on February 16, 2017, 12:43:53 PM
If your goal is to use [mwcard=MW1E39]Turn to Stone[/mwcard] and then the Harpy's unavoidable critical attack, you might want to swap those Bear Strengths for Hawkeyes. Besides, your Wizard could use a Hawkeye, even if you don't use all the Harpies.
*Never mind, Turn to Stone can't target a Mage. You can guess how often I've used it... That Upkeep +4 is a killer. If you Turn to Stone a buddy, then Force Hold the opposing Mage, that's 7 mana in Upkeep every round. Better hope your opponent doesn't outlive your Harpies.
Title: Re: Harpy Nest
Post by: Borg on February 16, 2017, 01:38:02 PM
How do you plan to handle cheap swarms ? Beastmaster - Necromancer.

Harpies with 1 dice attacks. It will take forever to kill a regenerating creature.

This might somehow work against a buddy build, provided that buddy is not incorporeal but the upkeep costs are "murderous" :)

What if your opponent decides NOT to dispel and decides to let you pay upkeep every round ?
Title: Re: Harpy Nest
Post by: littlenog on February 16, 2017, 02:10:04 PM
Turn to stone is in place of banish.

TTS is the only spell that incapacitates.

Bear Strength on a 3 die flyer is 5 dice attack.  Plenty of damage.
Title: Re: Harpy Nest
Post by: MrBubu on February 18, 2017, 04:07:20 AM
With jet stream and the gale force ring it might be nice to include a wall. Especially since all your creatures fly.
Title: Re: Harpy Nest
Post by: littlenog on February 18, 2017, 11:38:13 PM
It is a work in progress I do plan to add walls eventually but most of the time my opponent is locked down via force hold.
Title: Re: Harpy Nest
Post by: wtcannonjr on February 20, 2017, 06:05:11 AM
I would consider removing the Spawnpoint with only 4 arcane creatures. It is very expensive in mana cost for only 4 actions.

If you want to keep it in, then consider some level 2 creatures to add to the book so you can summon a creature per turn. Blue Gremlins are nice.
Title: Re: Harpy Nest
Post by: littlenog on February 27, 2017, 10:31:13 AM
The saved action is quite important to this build.  As is the free mana.

This above is an idea build I'm doing some refinement to it.  After the last tournament it played at.
Title: Re: Harpy Nest
Post by: iNano78 on February 27, 2017, 12:16:39 PM
The saved action is quite important to this build.  As is the free mana.

This above is an idea build I'm doing some refinement to it.  After the last tournament it played at.

I guess the question is whether or not it's worth it.

If you put Harmonize on your Gate on turn 1, you're paying 2 quick actions (although one might as well have been full) and 18 mana, looking to save 4 full actions and ... an amount of mana that depends on how many spells your opponent casts and how many rounds it takes you to get your 4 Harpies in play. Are you willing to wait, say, 7 rounds to get your 4th Harpy? And beyond that, any mana that the Gate channels/collects is wasted.

If set on Gate to Voltari, I'd probably include (at least) 1 more really expensive creature so that, if your opponent weathers the 4 Harpies for a few rounds, you at least have something to spend that mana on. Could be a Hydra or Jelly or Gorgon Archer. Has to be "Corporeal Arcane" so those are really the only big, scary, expensive options that can be deployed by the Gate. Or maybe Huginn for support, as he can see over walls, and can cast whatever Incantation is useful to free your Harpies (e.g. Teleport or Dispel or Heal or whatever) in case they need help.
Title: Re: Harpy Nest
Post by: Phillus on February 27, 2017, 08:50:04 PM
Don't include just four creatures with Voltaric Gate and put harmonize on it. I, unfortunately, found out the hard way with seven creatures.
(http://i.imgur.com/yNGEGCXm.jpg)
Title: Re: Harpy Nest
Post by: littlenog on February 28, 2017, 12:29:15 PM
Harmonize is for me not the gate.

The idea is to run my opponent out of dispels if they want to burn a harmonize more power to them.
Title: Re: Harpy Nest
Post by: iNano78 on February 28, 2017, 02:27:42 PM
The problem with Jellies is they got seriously nerfed when Lost Grimoire v1 arrived. If your opponent has more Chitin Armor and/or Waterfall Cloak than you have Dissolve, you've lost. (Also Raincloud, Cure, Healing Wand, etc).

Don't get me wrong, I've always liked Jellies... but "all eggs + one basket" is a recipe for disaster when your opponent has a strong counter.
Title: Re: Harpy Nest
Post by: littlenog on February 28, 2017, 03:00:30 PM
2 mage wands and dissolves I'm not that worried about it.
Title: Re: Harpy Nest
Post by: littlenog on March 01, 2017, 08:37:49 AM
Here is a version that does not have a gate in it. 
I think the free 4 actions missing will hurt a lot though.

Have not had a chance to test it though.

[spellbook]
[spellbookheader]
[spellbookname]Slime Pit no Gate[/spellbookname]
[mage]A Wizard (Air) Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MW1A07]3 x Lightning Bolt[/mwcard]
[mwcard=MW1A09]2 x Jet Stream[/mwcard]
[mwcard=FWA01]2 x Arc Lightning[/mwcard]
[mwcard=DNA01]1 x Acid Ball[/mwcard]
[mwcard=MWSTX1CKA01]1 x Surging Wave[/mwcard]
[mwcard=MW1A03]1 x Electrify[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J12]3 x Mana Crystal[/mwcard]
[mwcard=MWSTX2FFJ06]1 x Rolling Fog[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC03]4 x Devouring Jelly[/mwcard]
[mwcard=MWSTX1CKC08]1 x Gargoyle Sentry[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWA01E02]2 x Arcane Ward[/mwcard]
[mwcard=MWBD1E01]2 x Astral Anchor[/mwcard]
[mwcard=MW1E39]1 x Turn to Stone[/mwcard]
[mwcard=MW1E23]1 x Jinx[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[mwcard=MW1E29]4 x Nullify[/mwcard]
[mwcard=MW1E20]1 x Harmonize[/mwcard]
[mwcard=MW1E16]4 x Force Hold[/mwcard]
[mwcard=MW1E38]2 x Teleport Trap[/mwcard]
[mwcard=MW1E21]1 x Hawkeye[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=MWPROMO19]1 x Summoning Circle[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q07]1 x Elemental Cloak[/mwcard]
[mwcard=FWQ10]2 x Storm Drake Hide[/mwcard]
[mwcard=MW1Q01]1 x Arcane Ring[/mwcard]
[mwcard=MW1Q17]1 x Lightning Ring[/mwcard]
[mwcard=MW1Q22]1 x Moonglow Amulet[/mwcard]
[mwcard=MW1Q19]2 x Mage Wand[/mwcard]
[mwcard=MW1Q08]2 x Elemental Wand[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=FWI13]3 x Seeking Dispel[/mwcard]
[mwcard=PSI02]4 x Dispel[/mwcard]
[mwcard=MW1I28]3 x Teleport[/mwcard]
[mwcard=MW1I26]1 x Sleep[/mwcard]
[mwcard=MW1I07]3 x Dissolve[/mwcard]
[mwcard=MW1I17]2 x Minor Heal[/mwcard]
[mwcard=MWSTX2FFI03]1 x Disarm[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
Title: Re: Harpy Nest
Post by: Biblofilter on March 01, 2017, 11:52:26 AM
Jelly was amazing before -still is.

Id cut Sleep, 1 Force Hold and Rolling Fog for more Dissolves/Crumble.

Don´t know if you have any specific plan for Rolling Fog?
Id rather have a Wall of Fog or 2 i think.

Astral Anchor might not be worth it as you cant teleport anything back in.
So you might just go to 4 Teleports.

Tanglevine, Agony, Banish could be worth it as well.

Poison Gas Cloud is not bad either.
Title: Re: Harpy Nest
Post by: littlenog on March 01, 2017, 02:59:13 PM
Jelly was amazing before -still is.

Id cut Sleep, 1 Force Hold and Rolling Fog for more Dissolves/Crumble.

Don´t know if you have any specific plan for Rolling Fog?
Id rather have a Wall of Fog or 2 i think.

Astral Anchor might not be worth it as you cant teleport anything back in.
So you might just go to 4 Teleports.

Tanglevine, Agony, Banish could be worth it as well.

Poison Gas Cloud is not bad either.

1. Id cut Sleep, 1 Force Hold and Rolling Fog for more Dissolves/Crumble.

Sleep has proven useful in a lot of situations due to having to wake the creature back up.

One Force Hold might leave the book I need to test it more.

Rolling fog limits how far someone in the kill zone can travel or stop them from teleporting near me depending on how the game is going.

2. Astral Anchor might not be worth it as you cant teleport anything back in.
So you might just go to 4 Teleports.

It is also so I cannot be teleported.
Title: Re: Slime Pit
Post by: Beldin on March 10, 2017, 12:28:00 PM
I still say Jelly Pit is one of the strongest pit builds.

I would add a Hugin and walls for those times where you want to teleport them back in the kill zone and wall them in and then you can dissolve any attempts at chitin armor/waterfall cloak. etc.

Its main weakness is the fact it is easy to read once identified and you can work against it. Lg made this more of an uphill battle. I have lost games to Jelly Pit before, as once it starts to bite then you lose every quickly and armor has no real effect.
Title: Re: Slime Pit
Post by: littlenog on March 15, 2017, 06:22:11 AM
I think it plays to a unique point of the Wizards kit.
Title: Re: Harpy Nest
Post by: Kelanen on April 07, 2017, 03:14:34 PM
Here is a version that does not have a gate in it. 
I think the free 4 actions missing will hurt a lot though.

One of those 4 actions replaces casting the Gate, so you are only down 3 actions, and up a lot of mana.

Gate is an amazing card, but never worth it for 4 creatures.
Title: Re: Slime Pit
Post by: littlenog on April 20, 2017, 10:48:16 AM
But those 4 actions are all Full Actions.

I think the mana is worth having your full actions as a 10 channel mage.  I normally have 13 to 14 channel with this book.
Title: Re: Slime Pit
Post by: Beldin on April 21, 2017, 06:29:56 AM
Do you never cast crumble or use meditation amulet? What are your full actions for?

I normally have 13 to 14 channel with this book.

So it doesn't matter what mana you use because in a game of infinite turns there is always more?
Title: Re: Slime Pit
Post by: littlenog on May 02, 2017, 08:42:58 PM
Think of it like chess I do not want to lose Tempo by having to hard cast a creature.
Title: Re: Slime Pit
Post by: Sailor Vulcan on May 02, 2017, 09:26:46 PM
Think of it like chess I do not want to lose Tempo by having to hard cast a creature.

Creatures can pay themselves back in actions eventually. One thing I sometimes like to do is get out of range of enemies before hardcasting a creature. By the time they make it over to me my creature is already active.


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