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Messages - Arkdeniz

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211
I wouldn't think a Dryad would have a strong vampiric attack or would be a vine (Dryads are more tree forms in fantasy canon).

How about:

Kissiae (Plant, Dryad): Nature (12 Mana)

Armor 0, Health 10

Quick Attack: 2 dice; 7+ = Sleep

Defense 7+

Regenerate 1, Hydro Immunity, Flame+2


212
Spells / Re: favorite conjuration
« on: December 24, 2017, 10:50:35 PM »


     i like the artwork.

Well played, sir.

And Merry Christmas to you all!

213
Spells / Re: favorite enchantment
« on: December 24, 2017, 08:56:12 PM »
Oh, too many choices here. A top five for me.

I like to force my opponent into hard decisions, so Essence Drain and Curse Item do the trick nicely.

I also have a soft spot for Lion Savagery. Throw it onto a Holy Avenger Crusader Griffin for some fun times.

Theft of Life is a lovely thing to throw onto regenerating creatures. I love the "thank you, I'll have some of that!" nature of that spell.

And of course we should all shout out to the humble but vital Nullify. Can I have three cheers for Nullify?!

Hip hip...

214
Spells / Re: favorite conjuration
« on: December 24, 2017, 08:42:54 PM »
it is not about power or anything. renewing spring is my favorite conjuration. you all are very welcome to your clearly wrong opinions.

Hi Zot

I am intrigued as to why the Renewing Spring is your favourite conjuration. It seems you have strong feelings about it. Could you please spread the Word to us unbelievers? 

215
Spells / Re: favorite conjuration
« on: December 22, 2017, 11:09:30 PM »
Don't forget that the renewing spring also lets you remove a condition marker. Plus if you burn your full action using a zone attack to try and kill a bunch of creatures all at once, they can cast the spring and just heal up that damage one for one and be fresh and ready to come back I  the fight. It works best for swarms but ies a great way to pop off corrode, burn,  or the like and heal up for cheap. And it's reusable. I used to feel the same way but then i went to gen con and saw it get amazing use. It legitimately is a great card

Hadn't thought of that style of use. I can see merit in it. But would not the enemy be able to take advantage of the swarm being tied up for a turn through, for instance, readying and using another area attack (which would get the Spring as well), getting better board position or buffing/healing/summoning? I could even see Sardonyx having fun (and being of use!) in a zone containing a damaged swarm and a Spring. 

216
Spells / Re: favorite conjuration
« on: December 22, 2017, 07:59:28 PM »
Altar of Skulls is actually quite good in multiplayer Domination and becomes the thing everyone else has to focus on immediately - mainly because cheap low-health living creatures are common in Domination.

I have found that Domination games are over too quickly for the Altar of Skulls to be really effective. In my normal 3-player set up with an 11-point win condition the game is often over in about turn 7. if you say the Altar starts operating in turn 3 that would make 8 points of poison damage on everyone. No worries for a mage, and probably not too much concern for a fair few of the other creatures running around.


And now to put myself very much at the end of Zot's line:

I consider Renewing Spring to be a little undercooked. Being static it means that creatures will usually have to step out of the line in order to use it, and move again to get back in line. Losing an attack or a guard action to get 3 dice of healing is rarely worth it, in my view. I'd rather swing for a 6 dice attack of my own and have my mage prepare to put out another creature.   


When it comes to my favourite conjuration, I probably can't go past the good old fashioned Battleforge. Saves my mage the need to use its own spell actions to put out the little equipment (or doubles the speed of kitting up). Lovely.   


217
Spells / Re: strategist helm and negative combos
« on: December 19, 2017, 11:29:15 PM »
*blushes*

218
Spells / Re: favorite creature
« on: December 18, 2017, 04:28:59 AM »
Sardonyx.

Because one day a hero will come who can make that creature work. And that day will be a day of glory.

But it is not this day.

219
Guardian Angels are a defender, not attacker. Having four of them is almost certainly too many - what do you have in mind for them to defend?

I suggest getting rid of a couple of them and replacing them with either Knights as Reddicediaries suggests (Knights of Westlock with 5 armour are scary things) or perhaps Griffins if you want to keep the flying theme going.

And +5 for having too much equipment, especially without a battleforge.

On looking at this book I think you may want to consider changing from Priestess to Priest. You will be relying on the mage to do a lot of the damage dealing work, and generally speaking a Priest is better at that than a Priestess.

Of course, you will have the element of surprise if you tool up a Priestess and wade in, but you will not have enough damage dealing options to sustain an early assault.

220
Spellbook Design and Construction / The Creepy Crawly Forest Druid
« on: December 08, 2017, 04:36:46 PM »
Snakes and Spiders and area control.

Basic idea is to use lots of restrained effects to catch the opponent's creatures and take advantage of the spiders' taint and eggs.

A couple of straywood scouts because they should frankly be in every deck as a re-directable Marked for Death.

Kralathor is there only for the occasional encounter with a Necromancer or perhaps for flyer-heavy builds.

Basilisk is out of school but the cripple ranged effect is a very nice one for this strategy. 

[spellbook]
[spellbookheader]
[spellbookname]Creepy Crawly Forest[/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=DNQ04]1 x Druid's Leaf Ring[/mwcard]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=MWSTX1CKQ01]1 x Sunfire Amulet[/mwcard]
[mwcard=DNQ08]1 x Vinewhip Staff[/mwcard]
[mwcard=lg14]1 x Waterfall Cloak[/mwcard]
[mwcard=MWA01Q10]1 x Wychwood Ironvine[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNJ02]1 x Corrosive Orchid[/mwcard]
[mwcard=MW1J13]2 x Mana Flower[/mwcard]
[mwcard=DNJ08]1 x Seedling Pod[/mwcard]
[mwcard=DNJ10]3 x Stranglevine[/mwcard]
[mwcard=pvs_conjurations10]1 x Swamp[/mwcard]
[mwcard=MW1J22]6 x Tanglevine[/mwcard]
[mwcard=DNJ12]1 x Vine Tree[/mwcard]
[mwcard=MW1W04]4 x Wall of Thorns[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWA01C04]2 x Darkfenne Asp[/mwcard]
[mwcard=MW1C13]1 x Fellella, Pixie Familiar[/mwcard]
[mwcard=MWSTX1CKC09]2 x Giant Wolf Spider[/mwcard]
[mwcard=DNC05]2 x Ichthellid[/mwcard]
[mwcard=DNC06]1 x Kralathor, The Devourer[/mwcard]
[mwcard=MW1C35]1 x Stonegaze Basilisk[/mwcard]
[mwcard=awl18]2 x Straywood Scout[/mwcard]
[mwcard=DNC17]1 x Tataree[/mwcard]
[mwcard=DNC21]2 x Thornlasher[/mwcard]
[mwcard=MW1C37]2 x Thunderift Falcon[/mwcard]
[mwcard=DNC20]2 x Vine Snapper[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=DNE01]1 x Barkskin[/mwcard]
[mwcard=MW1E05]2 x Cheetah Speed[/mwcard]
[mwcard=MW1E10]1 x Decoy[/mwcard]
[mwcard=lg9]1 x Demonic Bloodlust[/mwcard]
[mwcard=FWE03]1 x Falcon Precision[/mwcard]
[mwcard=FWE04]1 x Force Crush[/mwcard]
[mwcard=MWA01E07]2 x Gator Toughness[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MWA01E16]1 x Wolf Fury[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=DNI02]6 x Burst of Thorns[/mwcard]
[mwcard=MWA01I01]2 x Crumble[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I17]2 x Minor Heal[/mwcard]
[mwcard=MW1I24]1 x Seeking Dispel[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

221
Spellbook Design and Construction / Re: Ghoulish Force Constructs Opening
« on: December 06, 2017, 09:26:53 PM »
Obviously my meta is a bit different. My regular opponents are much less likely to dissolve (etc) my little stuff than they are the big stuff, so I get to keep the little stuff and thus gain an advantage.

222
Spellbook Design and Construction / Re: Ghoulish Force Constructs Opening
« on: December 06, 2017, 06:09:06 PM »
I am always worried about mana costs for equipment. My preference is always for lots of low cost items rather than a few high cost pieces. The latter provide much bigger targets for opponents while the former effectively ‘swarm’ the enemy’s available counters.

But I really think the Orb needs to be in this build, regardless.

223
Spellbook Design and Construction / Re: Ghoulish Force Constructs Opening
« on: December 06, 2017, 02:58:09 PM »
I would drop the galvitar and go for a shifritar/symbiotic orb combo, or maybe a shifritar/spiked buckler combo, given the defense ring.

The symbiotic orb is just such a useful little gadget to have around with its automatic defense (great against buddies or other big stomping things), while the buckler is both defence and attack, and often underrated.

224
Spellbook Design and Construction / Re: iSuck Wizard 1.0
« on: December 06, 2017, 01:42:00 AM »
Right. Here are a few changes.

[spellbook]
[spellbookheader]
[spellbookname]iSuck Wizard 1.1 (Air)[/spellbookname]
[mage]Wizard(Air) Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q01]1 x Arcane Ring[/mwcard]
[mwcard=awl7]1 x Leather Belt[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=MW1Q17]1 x Lightning Ring[/mwcard]
[mwcard=MW1Q19]1 x Mage Wand[/mwcard]
[mwcard=DNQ10]1 x Meditation Amulet[/mwcard]
[mwcard=lg4]1 x Mordok's Tome[/mwcard]
[mwcard=MWA01Q06]1 x Repulsion Cloak[/mwcard]
[mwcard=MWA01Q07]1 x Rod of the Arcanum[/mwcard]
[mwcard=MWA01Q11]1 x Sistarran Robes[/mwcard]
[mwcard=MW1Q32]1 x Suppression Cloak[/mwcard]
[mwcard=awl3]1 x Tempered Faulds[/mwcard]
[mwcard=MWA01Q09]1 x Wispwillow Amulet[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWSTX1CKJ01]1 x Enchanter's Wardstone[/mwcard]
[mwcard=MW1J07]1 x Gate to Voltari[/mwcard]
[mwcard=MW1J12]2 x Mana Crystal[/mwcard]
[mwcard=MW1J14]1 x Mana Siphon[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX1CKC08]1 x Gargoyle Sentry[/mwcard]
[mwcard=MW1C24]3 x Mana Leech[/mwcard]
[mwcard=MWA01C07]3 x Mana Worm[/mwcard]
[mwcard=MWAPRC07]1 x Meditating Monk[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E02]1 x Block[/mwcard]
[mwcard=MW1E06]1 x Circle of Lightning[/mwcard]
[mwcard=MW1E07]1 x Cobra Reflexes[/mwcard]
[mwcard=MW1E10]1 x Decoy[/mwcard]
[mwcard=MWSTX1CKE04]1 x Enchantment Transfusion[/mwcard]
[mwcard=MW1E15]4 x Essence Drain[/mwcard]
[mwcard=MW1E20]1 x Harmonize[/mwcard]
[mwcard=MW1E21]1 x Hawkeye[/mwcard]
[mwcard=MWA01E09]1 x Hoodwink[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MW1E30]2 x Pacify[/mwcard]
[mwcard=MW1E35]1 x Reverse Magic[/mwcard]
[mwcard=MWAWLE06]1 x Sanguine Thirst[/mwcard]
[mwcard=lg10]1 x Summoning Circle[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I02]1 x Battle Fury[/mwcard]
[mwcard=MWA01I01]1 x Crumble[/mwcard]
[mwcard=MW1I06]1 x Dispel[/mwcard]
[mwcard=MWA01I02]1 x Disperse[/mwcard]
[mwcard=MW1I07]1 x Dissolve[/mwcard]
[mwcard=MW1I09]1 x Drain Power[/mwcard]
[mwcard=MW1I12]1 x Force Push[/mwcard]
[mwcard=pvs_incantations1]2 x Lesser Teleport[/mwcard]
[mwcard=MW1I17]2 x Minor Heal[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I24]2 x Seeking Dispel[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[mwcard=MWA01A02]1 x Forked Lightning[/mwcard]
[mwcard=MW1A09]2 x Jet Stream[/mwcard]
[mwcard=MW1A07]3 x Lightning Bolt[/mwcard]
[mwcard=MWA01A04]1 x Piercing Thunderstrike[/mwcard]
[mwcard=MWSTX1CKA01]1 x Surging Wave[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

225
Spellbook Design and Construction / Re: iSuck Wizard 1.0
« on: December 05, 2017, 06:41:28 PM »
@wtcannonjr: The Gate is for action generation. Getting two worms/leeches out per turn is worth it, I think. These things work best as an early swarm to keep the opponent's early/mid game mana down. 

I do take the point about the summoning circle, though.

@Kelanen: I didn't notice the two arcane rings in the book when I put it through the builder! That's a simple oversight on my part and no doubt reflects an earlier tinker.

The rationale for both amulets was for the meditation to kick in once the creatures were out (and thus opening up a full action possibility). Might swap the moonglow for a wispwillow, though.

I'll play around with the other suggestions and see how it looks.

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