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Messages - drmambo23

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496
Rules Discussion / Re: creatures with natural teleport
« on: December 05, 2015, 12:15:56 AM »
Awesome.  Thanks!

If I read that correctly they can teleport through walls to get to the next zone?

497
League / Tournament Play / Re: South Carolina players?
« on: December 04, 2015, 11:54:05 PM »
I'm in Greenville

498
League / Tournament Play / South Carolina players?
« on: December 04, 2015, 10:36:30 PM »
Me and my friend are into mage wars and are trying to find more people to play with. We are introducing it to some other friends I to it but not sure if they'll stick.  So far I have 2 core sets and domination.

499
Rules Discussion / creatures with natural teleport
« on: December 04, 2015, 09:37:27 PM »
I'm curious to the benefits of a creatures built in teleport for 1 mana per move? I have become overly fond of grey wraith but don't know how to utilize the mana teleport.  I understand teleporting out of tangle vine and such but what about for an incoporeal since it can't be contained and that doesn't apply? 

Say wraith is in zone a, enemy creatures in b, and zone c is empty.  I want to get wraith to zone c from a. Can a grey wraith (mage) pay 2 mana to go to zone c to avoid being hindered?

How is this teleport to be utilized?
Thanks

500
General Discussion / Re: The Mage Cast
« on: November 23, 2015, 05:20:23 PM »
Really enjoyed the podcast. Is this going to be weekly, biweekly, etc?

Looking forward to the next one!

501
Spellbook Design and Construction / Re: Necromancer Animation Deck
« on: November 13, 2015, 11:27:50 AM »
my main mage is the adramalech warlock solo build so i thought if i needed to hold against a solo rush i could throw up a wall to block los then throw out an eternal servant.  that would buy me a turn before having the fireballs trown at me.  I also took out graveyard because it is a hefty mana investment to start with that i dont know if it would pay for itself?  it is burnproof, though.

Do you guys think the graveyard is a good investment for the necro?  if i was going against a solo then the graveyard could produce mana with my eternal servant, i could resurrect it then spawn something from the graveyard.  idk.  i think 4sbp and the mana is a lot to put in when idk if i would use it.

i think i could hold my own against a solo mage with the creatures and attack spells and using walls to block los to buy myself time

502
Spellbook Design and Construction / Necromancer Animation Deck
« on: November 12, 2015, 09:01:49 PM »
So this is my revised addition of a necromancer deck surrounded around killing enemy creatures, reanimate them, then swarm my opponent and finish them off with drain soul.  The essence drain is in there to drain manna and hoping that the upkeep will be too much for the opponent and the creature will be destroyed, resulting in my reanimation.  Trident is in there to deal damage and get a cripple so i can put one damage on my opponent since it is a poison condition.  Also, I plan on making deathfang my eternal servant. 

That's the idea.  Any feedback and constructive criticism would be much appreciated! :)

[spellbook]
[spellbookheader]
[spellbookname]Necro Animation v2[/spellbookname]
[mage]Necromancer[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[mwcard=MWSTX2FFA01]1 x  Devil's Trident[/mwcard]
[mwcard=FWA04]2 x  Hurl Boulder[/mwcard]
[mwcard=MWSTX1CKA01]1 x  Surging Wave[/mwcard]
[mwcard=MWSTX2FFA02]1 x  Hurl Rock[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNW02]4 x  Wall of Bones[/mwcard]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC14]1 x  Skeletal Knight[/mwcard]
[mwcard=DNC09]2 x  Plague Zombie[/mwcard]
[mwcard=DNC13]1 x  Skeletal Archer[/mwcard]
[mwcard=DNC02]1 x  Deathfang[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e04]1 x  Chains of Agony[/mwcard]
[mwcard=mw1e27]1 x  Marked for Death[/mwcard]
[mwcard=DNE02]2 x  Rise Again[/mwcard]
[mwcard=MWSTX2FFE04]2 x  Brace Yourself[/mwcard]
[mwcard=mw1e32]1 x  Regrowth[/mwcard]
[mwcard=MWSTX2FFE07]1 x  Rust[/mwcard]
[mwcard=mw1e15]3 x  Essence Drain[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ09]1 x  Wand of Healing[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[mwcard=mw1q19]2 x  Mage Wand[/mwcard]
[mwcard=mw1q22]1 x  Moonglow Amulet[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=DNI03]2 x  Reassemble[/mwcard]
[mwcard=DNI01]2 x  Animate Dead[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=FWI04]1 x  Force Wave[/mwcard]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=mw1i28]2 x  Teleport[/mwcard]
[mwcard=MWSTX1CKI01]2 x  Drain Soul[/mwcard]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

503
Rules Discussion / Re: noob question - counterstrike
« on: November 08, 2015, 03:34:35 PM »
ok, so just to make sure I understand:

using the hydra as an example, if he has no guard token and still has not used any actions this turn - if he is hit by a melee attack then he can counterstrike without flipping his action marker then attack again on his turn? - correct?

What if he uses his action marker, has no guard and is then attacked? does he still get to use a counterstrike since it is his quick action attack?

I'm just trying to get clarification for when I play with my friends.  When I play on octgn I am playing with more experienced players whom I can ask this kind of stuff.  My friend played me last night with the core set and this question came up and I couldn't answer.  Thanks for all of your input!

504
Rules Discussion / noob question - counterstrike
« on: November 01, 2015, 06:07:26 PM »
so i played a game against my friend last night and we came across a counterstrike question.

if a timber wolf attacks a hydra which has not used its action yet and does not have a guard marker on it.  If the hydra is attacked and uses counterstrike does its action marker get flipped over once it counterstrikes?

also, if it does have a guard is the action marker still active, once it is attacked and does the counterstike from the guard is the action marker still active?

thanks guys

505
Spellbook Design and Construction / Re: The Soul Reaper Necromancer
« on: October 21, 2015, 11:25:11 PM »
I'm not sure how viable this will be but would an archers watch tower work with skeletal archers?  They have indirect and range +1 so they roll 5 die and can shoot over a wall.  Also, if mort is there he could reconstruct the archers.

 But the only downside is they could just attach the watch tower. :b


506
Spellbook Design and Construction / Re: Adremelech Burn Build
« on: October 19, 2015, 10:45:54 PM »
Ok, so after taking your guys input and watching and playing a few games of my own I have come up with this build which is less set up and traps and more offense.  I think this will work better but I have yet to try it out.

I might swap the third teleport for something else after some play testing.

[spellbook]
[spellbookheader]
[spellbookname]Lady Warlock V3[/spellbookname]
[mage]Adramelech Warlock[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[mwcard=MWSTX2FFA02]1 x  Hurl Rock[/mwcard]
[mwcard=MWSTX2FFA01]3 x  Devil's Trident[/mwcard]
[mwcard=mw1a04]3 x  Fireball[/mwcard]
[mwcard=mw1a06]4 x  Flameblast[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j19]1 x  Deathlock[/mwcard]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c03]1 x  Dark Pact Slayer[/mwcard]
[mwcard=mw1c16]3 x  Flaming Hellion[/mwcard]
[mwcard=mw1c15]2 x  Firebrand Imp[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE04]2 x  Brace Yourself[/mwcard]
[mwcard=mw1e27]2 x  Marked for Death[/mwcard]
[mwcard=mw1e31]2 x  Poisoned Blood[/mwcard]
[mwcard=MWSTX2FFE01]2 x  Adramelech's Touch[/mwcard]
[mwcard=mw1e09]2 x  Agony[/mwcard]
[mwcard=mw1e19]1 x  Ghoul Rot[/mwcard]
[mwcard=mw1e14]2 x  Enfeeble[/mwcard]
[mwcard=MWSTX2FFE07]1 x  Rust[/mwcard]
[mwcard=mw1e04]1 x  Chains of Agony[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=mw1e23]1 x  Jinx[/mwcard]
[mwcard=mw1e21]2 x  Hawkeye[/mwcard]
[mwcard=MWSTX2FFE02]1 x  Akiro's Favor[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q10]1 x  Fireshaper Ring[/mwcard]
[mwcard=mw1q08]2 x  Elemental Wand[/mwcard]
[mwcard=MWSTX2FFQ01]1 x  Adramelech's Torment[/mwcard]
[mwcard=mw1q28]1 x  Ring of Curses[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=mw1q16]1 x  Leather Gloves[/mwcard]
[mwcard=DNQ09]1 x  Wand of Healing[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[mwcard=mw1q06]2 x  Dragonscale Hauberk[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i07]1 x  Dissolve[/mwcard]
[mwcard=MWSTX2FFI05]1 x  Ignite[/mwcard]
[mwcard=MWSTX2FFI01]1 x  Combustion[/mwcard]
[mwcard=mw1i11]2 x  Explode[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=mw1i28]3 x  Teleport[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

507
Spellbook Design and Construction / Re: Adremelech Burn Build
« on: October 17, 2015, 04:05:02 PM »
I have been misreading that card this whole time  :P

I understood it as I could transfer a burn marker to a target up to 2 zones away.  I see now...back to the drawing board.

508
Spellbook Design and Construction / Re: Adremelech Burn Build
« on: October 17, 2015, 01:03:38 PM »
Yeah, I am going to stick with the previous build and avoid the traps.  I really want to put gravikor in this build and use my mage from a distance with gravikor, cloak of shadows, ignite, and curses.

  I think the idea of a board control deck with many traps and walls would be an interesting idea. 

Also, with ignite, I would put it on a wand, ignite myself then at the end of my action transfer it to a new target so I would not receive the damage on upkeep.  If i continue to do that then I can always get a burn since I will always transfer what I have leaving me with no burns

509
Spellbook Design and Construction / Re: Adremelech Burn Build
« on: October 16, 2015, 03:02:30 PM »
Here is another edit to the book.  The main idea is to set up traps, force push them into the traps to position them where I need to or to damage and burn.  Also, if they get rid of the trap then that is an action wasted on them because I will also be trying to curse the heck out of them from a distance.  I also threw a decoy in the deck to put in a zone to bait a seeking dispel or to have board control with the opponent move around it.  I'll have the Dark Pact Slayer as a heavy hitter.  I also added 2 mage wands to put ignite on so that I can keep pumping out the burn markers.

I;m not sure if I like this edit better than the last.  If this one does not play well then I'll just go with the update before this one.



[spellbook]
[spellbookheader]
[spellbookname]Lady Warlock[/spellbookname]
[mage]Adramelech Warlock[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[mwcard=mw1a04]3 x  Fireball[/mwcard]
[mwcard=mw1a06]2 x  Flameblast[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNW01]1 x  Bloodspine Wall[/mwcard]
[mwcard=MWSTX1CKJ01]1 x  Enchanter's Wardstone[/mwcard]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[mwcard=mw1j19]1 x  Deathlock[/mwcard]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC04]1 x  Grey Wraith[/mwcard]
[mwcard=mw1c15]1 x  Firebrand Imp[/mwcard]
[mwcard=mw1c03]1 x  Dark Pact Slayer[/mwcard]
[mwcard=mw1c16]1 x  Flaming Hellion[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e23]1 x  Jinx[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=mw1e04]2 x  Chains of Agony[/mwcard]
[mwcard=mw1e19]1 x  Ghoul Rot[/mwcard]
[mwcard=mw1e27]2 x  Marked for Death[/mwcard]
[mwcard=MWSTX2FFE01]3 x  Adramelech's Touch[/mwcard]
[mwcard=mw1e22]2 x  Hellfire Trap[/mwcard]
[mwcard=MWSTX2FFE02]1 x  Akiro's Favor[/mwcard]
[mwcard=mw1e31]2 x  Poisoned Blood[/mwcard]
[mwcard=FWE02]1 x  Circle of Fire[/mwcard]
[mwcard=mw1e14]1 x  Enfeeble[/mwcard]
[mwcard=mw1e09]2 x  Agony[/mwcard]
[mwcard=mw1e21]1 x  Hawkeye[/mwcard]
[mwcard=mw1e10]1 x  Decoy[/mwcard]
[mwcard=mw1e08]1 x  Death Link[/mwcard]
[mwcard=mw1e38]1 x  Teleport Trap[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=mw1q14]1 x  Lash of Hellfire[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[mwcard=mw1q06]2 x  Dragonscale Hauberk[/mwcard]
[mwcard=DNQ07]1 x  Veteran's Belt[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[mwcard=mw1q28]1 x  Ring of Curses[/mwcard]
[mwcard=mw1q08]2 x  Elemental Wand[/mwcard]
[mwcard=mw1q19]2 x  Mage Wand[/mwcard]
[mwcard=mw1q16]1 x  Leather Gloves[/mwcard]
[mwcard=MWSTX2FFQ01]1 x  Adramelech's Torment[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWSTX2FFI01]2 x  Combustion[/mwcard]
[mwcard=mw1i12]3 x  Force Push[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=MWSTX2FFI05]4 x  Ignite[/mwcard]
[mwcard=mw1i07]1 x  Dissolve[/mwcard]
[mwcard=mw1i11]2 x  Explode[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

510
Spellbook Design and Construction / Re: Adremelech Burn Build
« on: October 14, 2015, 02:35:55 PM »
Thanks! yeah, I think I will try to throw eagle claw boots in somehow. Just not sure what to take out. Possibly veterans belt? idk
And are you saying that you agree that I should try him or should leave him out? 

Also, I wasn't sure to go with the Firebrand Imp or the Wildfire Imp.  I decided on the wildfire because of the burn conditions doing melee +2.  I guess the Firebrand Imp would be better off since his attack can cause burn and is more dice with no buffs.

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