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Messages - baronzaltor

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1
Mage Wars Academy / Re: What is the economy of Unholy Blood Ritual?
« on: September 02, 2016, 12:35:20 AM »
Its also worth mentioning that the real economy to the card is the fact its only 1 mana.  So while it might not always be in your favor in the amount of damage you take vs what is dealt, its hard to beat 4 extra dice of melee damage for 1 mana in an effect-to-cost sense.

2
World and Lore / Re: Air elemental
« on: August 25, 2016, 01:03:23 PM »
NonLiving trait ONLY grants Finite Life and Poison Immune to creatures.

If the creature is non living and doesn't specify Psy-Immunty, it doesn't have it. 
[mwcard=FWC08]Invisible Stalker[/mwcard] is not Psyi-Immune
[mwcard=MWSTX2FFC10]Sardonyx, Blight of the Living[/mwcard] is
Skeletons, Zombies and so on have Psychic Immunity specifically stamped on them because non-living doesn't imply it.

This becomes tricky or at least easy to gloss over, because a psychic effect can just call for "living creature" in its target anyway, like [mwcard=MW1I26]Sleep[/mwcard] for example.

but, some spells like: [mwcard=FWE01]Charm[/mwcard] [mwcard=FWE07]Mind Control[/mwcard] [mwcard=FWE08]Mind Shield[/mwcard]  are all psychic in subtuype, but can be cast on non-living creatures who aren't immune.   The same is true for attacks from a creature like Psylok or Screeching Harpy.


3
Strategy and Tactics / Re: Rise of the warlock swarms
« on: August 24, 2016, 07:30:38 PM »
That's freaking dark.  8)

Summon a sealed, super strong demon. Slaughter it yourself, to reanimate it afterwards and slaughter it again..
Is it warlock only, I don't have the set with me? If not, the necromancer could even use it to fuel his graveyard. (I think this would be borderline OP)
Hes not Warlock only, but you can only reanimate him once.  After the Animate brings him back, he has a zombie marker on him, so he will be obliterated when he dies the second time.

But yeah, if a Graveyard is in play you could spend 6 to summon him, sac him on the alter and get 4 mana added to the spawnpoint while getting a +4 Melee/Pierce boost.   Then get 4 mana more re-sac'ing him after Animating him.  Your graveyard would get 8 mana out of the deal, and youd spend 9 between Meh and the reanimate.  Not a huge gain, but itd basically be a huge damage boost that almost pays for itself int aht case.

4
Strategy and Tactics / Re: Earth Elemental
« on: August 24, 2016, 04:00:24 PM »
Non-living only includes Poison Immunity and Finite Life.  If the creature doesn't specifically have Psy-Immune added on, then they are vulnerable.  That's why every skeleton/zombie and so on has it listed on their card separate, and another reason that Iron Golems are better than EEs (protection from Charm, Mind Control, Taunts and Songs)

5
Strategy and Tactics / Re: Rise of the warlock swarms
« on: August 24, 2016, 02:24:12 PM »
Mghs best use is to not even bother with the seals or waiting for him to hatch.

For 6 mana he is +4 Melee and +4 Pierce by feeding him to a Sacrificial Altar. 

Then its only 3 mana to Animate Dead him and RE-sacrifice him for another +4 Melee/Pierce

If you really want to get your milage out of him, summon him.. then let your Sanguine Hunters poke him with their "summon damage" THEN use the Altar to buff the hunters.

6
Strategy and Tactics / Re: Earth Elemental
« on: August 24, 2016, 02:15:29 PM »
The thing isn't that Earth Elemental is -bad- its that you can pay less for better creatures.  Iron Golems or Devouring Jellies and so on will get more work done than an Earth Elemental for less mana AND less spell points. So, by comparison EEs are terribly inefficient.

As far as Warlord answers to Earth Elemental-
-Grimson Deadeye sitting on a watchtower can plug 3-4 attacks into it before its even close enough to attack. (4 dice from 3 zones, 5 from 2, 6 from 1)

-Thorg can waste an Earth Elementals turns but taunting it and forcing it to move to his zone (since its a slow creature with no quick attack it will just uselessly lumber around)
Hit it with Quicksand to force the opponent to spend actions to free it or spend his teleports.

-Use Stumble and/or Fumbles to waste its attempts to move or attack while youre creatures burn it down.
Reverse Attack while Grimson or any other hard hitter focuses damage.

EE has no armor, so as long as youre running a few ranged creatures you should be able to burn him down easily before he can do much damage especially if combined with aforementioned tools to hinder its ability to move (quicksand/stumble) to buy extra rounds.

7
General Discussion / Re: Paladin vs Siren Spoilers
« on: August 22, 2016, 02:05:35 PM »
Thanks! Yes, flyers seem to be a problem. Right now the only water attack spell that can hit them is geyser.
And Acid Ball, as well as the Wave Blast ranged attack built into her trident.  Hydrothermal Vent gets triggered by flyers too.  She can also use Lulliby and Drown on Flyers.

8
Mages / Re: Playstyle for the Siren and Paladin
« on: August 12, 2016, 01:08:16 PM »
Hydro Immune Thornlashers sitting in middle Whirlpools. dragging people into it is always funny.

9
Mages / Re: Playstyle for the Siren and Paladin
« on: August 10, 2016, 12:37:50 PM »
Siren is cool because she can play however she wants honestly.

She has the tools to play heavy creature swarm or small-forces, agro beatdown, attack-spell/ranged centric, multi source casting, position control.   There really is no "this is what you do" with her, which is why she is instantly one of my favorite and in my opinion, one of the best mages.

Also in team play, Siren+Druid is a savage team build. (friendly hydro-immune plants+whirlpools and tsunamis!)

10
General Discussion / Re: Paladin vs Siren Spoilers
« on: July 30, 2016, 12:46:55 PM »
When sitting in a Shallow Sea those base attacks are 1 die higher and hitting them back is 1 die less also.


11
General Discussion / Re: Paladin vs Siren Spoilers
« on: July 21, 2016, 04:58:46 PM »
Synchs well with the Trident since its got a built in hydro attack with an already high effect chance.

12
General Discussion / Re: Paladin vs Siren Spoilers
« on: July 15, 2016, 12:44:17 PM »
Also, Jinx hoses Smite pretty hard.  Jinx will fizzle the casting, but it only says it refunds the mana spent not other costs.. so a Jinxed Smite doesnt get the 4 Valor refunded.

The Valor isn't really part of the cost of Smite, though. It's part of the effect (eg card text) which is dependent on resolution  - sort of like how the mana cost of Purify is 0 not X, since the spending of mana happens as part of resolving Purify.

*edit* Unless I'm mistaken, and a rules supplement states that spells with subtype Valor may have a cost that includes both mama and Valor, where the amount of Valor required is stated in the card text, rather than the cost bar at the top of the spell card.
The text says  "As an additional cost to cast smite you must 4 Valor" so Id take that as being part of cost to cast it.

13
General Discussion / Re: Paladin vs Siren Spoilers
« on: July 15, 2016, 07:26:01 AM »
Also, Jinx hoses Smite pretty hard.  Jinx will fizzle the casting, but it only says it refunds the mana spent not other costs.. so a Jinxed Smite doesnt get the 4 Valor refunded.

14
General Discussion / Re: Paladin vs Siren Spoilers
« on: July 15, 2016, 07:24:45 AM »
The Priest has the advantage of an opponent not really being able to start gaming his opponent by his mage card.  Paladin certainly has cool tricks, but you have to play into them to maximize them.  Which means predictability, a player can start to guess what youre going to do and try to "deny valor" making it more of a risk/reward sort of thing.  Priest on the other hand isnt reliant on a narrower secondary mechanic or minigame.  By its very nature, Valor is telegraphed, the opponent will know how you generate it and know how much you have at any given time, and what spells you might be using it on and probably even WHEN you will in some cases.  Which means the Paladin can have his own tricks stiffled or be forced into tough decisions by his opponent. 

When an opponent sees hes playing a Paladin, he can already start accounting for Valor in his own strategy, when the opponent sees hes playing a Priest he cant assume as much.  (much how the Forcemasters biggest weakness is simply that she is a Forcemaster and can anticipate much of her spellbook and gameplan already.)

15
General Discussion / Re: Paladin vs Siren Spoilers
« on: July 14, 2016, 04:25:33 PM »
Another weapon I will use! The urchins are super cool too! Thanks Laddin!
^agreed
Heroic Ballad on self-
Charge for 6+2 pierce on border zone, push into wall for 3 dice attack.
quick cast battlefury
Attack for 4+3 pierce, push into wall for 3 dice attack.

Siren beatdown is fun.

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