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I really like the idea. At first glance, I'm wondering how frequently you (can) use the Vine Tree. As far as I can see, spawning vine creatures is not central to your game plan, right? So does he primarily give you +1 channeling and the ability to bond and additional flexibility when needed (as you described with Kralathor)?
I have little experience with familiars (on the druid), but for me it seems natural to use the Vine Tree more as a "controling spawnpoint". Therefore, I am surprised that you "only" have one plant conjuration. What about multiple Tanglevines, a Stranglevine, Orchid or a Wall (LoS can be crucial)? Why did you decide not to put some more in?
Maybe you could share some more light on the Vine Tree in this book (or is it simply the fact, that it is the best tree ).
Some loose question popping into my mind:
- How do you handle guards without slam or pushes? Is one mongoose enough?
- Did you play versus aggressive openings a la Adramalech or a Brute swarm (strong in our meta here) do you adjust or are you safe the way you described?
- Do you have any experience vs Necromancers? (Idol of pestilence/Deathlock)?
I'm sure I have more questions when I thought more about the book. Nice to see you posting. Thanks a lot for sharing.
Regards,
gerni
Thanks for posting your questions
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Your thoughts about the Vine Tree are quite similar to mine. First, I tried this deck with the Etherian Lifetree since I could cast it in round one and it increases the survivability of Fellella and the Angel. The downside was that I often tried to kill creatures with the Angel. The Lifetree didnt help here. Often the increased HP on Fellella isnt needed as well. Additionally, the Vine Tree costs only 2 extra mana and increases your channeling! So even if I have to cast him in 2nd round and even though I dont use his action much often (I use him like 3-4 times per game usually) I still prefer him over Lifetree because in the situations I use his action and mana, its quite valuable.
Btw you are right about including some more controlling vine spells like tanglevine. Often one tanglevine is enough for me, hence I included just one. But, there are situations in which I wish I had more
. This book is not fixed. I played quite some games with this deck yet, but it will still evolve with every match I play and I strongly suggest anyone who uses it to adapt it to the local meta!
Corrosive Orchid can be nice, but I prefer Dissolve because its cheaper Mana and Spellpoint wise. Often I dont feel like the Orchid itself is worth the 7 Mana because it dies too quickly or is avoided too easily.
About Walls: Some Walls can be nice for sure, but in general im not too much a fan of them. Usually I try to solve problems without them, because if the opponent finds a way to play around them they are just a mana/action sink. Btw the Vine Tree cant cast any wall that blocks LoS!
About your other questions:
1. Usually one Mongoose, Tanglevine and Teleport is enough against guards. Often, the opponent doesnt have enough dispels left when it comes to Mongoose. And if i feel like i really dont want to loose mongoose I can still use Enchantment Transfusion to save it. Then again, another mongoose wouldnt hurt since its so cheap.
2. I havent played against Adramelech or Brute swarm with this Deck. Adramelech is for sure threatening for the Vine Tree so it will be a challenging game. With a falcon Precision Adramelech will be also very dangerous for Fellella! Against Adramelech it might be useful to include at least 3 Agony because they hurt his sweeping attack exceptionally well. So with Fellella you could reapply Agony a couple of times to gain an action advantage (and mana if using wardstone). You could protect the Tree with the Guardian Angel so Adramelech will hit him for only 1 Dice and the Tree for 4 dice (or your druid for 2 dice if you guard with him as well). So I would hope that by reducing Adramelechs damage output and slowly dealing damage to him via counterattacks (maybe supported by a Rust on Adra) its possible to kill him before the tree dies or at least to kill him shortly after the tree died.
Im not too afraid of Brute swarm btw. If they attack the tree they dont benefit from bloodthirsty +2. Attacking the druid is usually not a good idea as well because they are lumbering and hindered by the vine markers (so Zombie Frenzy doesnt help). If the Necro wants to make sure his Brutes keep hitting the Druid he will need quite a couple Teleport and even more actions because Fellalla can Nullify the Druid. With this build im not too afraid of Deathlock and Idol because the Angel and maybe a Vine Snapper or Raptor Vine spawned on top of a conjuration deals with them quickly if unprotected. Sure, he can use the Zombie Brutes to guard, but then his Brutes wont damage the Druid/Tree and I might just choose another target or use Mongoose/Tanglevine. If the Necro uses the promo Gravikor or Maim Wings and hence his Brutes are able to attack the Guardian Angel after it already got damaged by Idol of Pestilence this can be quite difficult to handle. In such a situation it might be really useful to have a Force Hammer or Hurl Boulder against Gravikor (and I would dispel Maim Wings ASAP)!
So yeah both situations which you described can be quite challenging for this deck and it will depend on who finds the better answer in a given board situation as it always does in a good game. This deck has enough flexibility to often find a good answer though
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Edit to question 2: After thinking a while how I would play against Adramelech I came to the conclusion that Mohktari might be the better choice as a tree against aggressive builds. Against those builds my Druid, Fellella and the Guardian Angel will often stay in the Trees zone or in its vicinity. So Mohktari essetially saves 2-3 actions and 11-16 Mana for 2-3 regrowth! You will never save so many Mana and actions with the Vine Tree in such games! Actually, even in games against slow opponents Mohktari will save the Regrowth on the Druid and Fellella, which is worth 2 actions and 11 Mana! Thinking about Vine Tree, in most games it saved me 2-3 actions and 6-10 Mana during the most important first 5-8 rounds of the game. Since Mohktari gains a similar advantage without a delay I consider removing the Vine Tree completely and playing Mohktari every game. I need to test that first though. Its also very important to note that Mohktari is the only tree so far with 2 base armor. So as a treebonded Tree he will have 12 Life and 3 Armor! That one extra armor is quite worth something, especially against Adramelech! A downside of Mohktari is that he is legendary though. So you cant be sure to play him early in the game. Hence, it might be best to include Mohktari and the Vine Tree in this deck just in case. They are both very solid conjurations anyway.
So back to Adramelech. I would choose the following opening:
Round 1 (19 Mana on Mage):
Mage:
Fellella (12 Mana)
Meditation Amulet (4 Mana)
Round 2 (12 Mana on Mage, 1 Mana on Fellella):
Mage prepares Mohktari and Agony. If the Opponent casts Adramelech (I guess he moved twice in round 1), move a zone with the Druid and cast hidden Agony on Adra (2 Mana). Use the Quickcast for Mohktari (8 Mana).
Fellella: Cast Rhino Hide on Fellella (1 Mana from Druid, 1 Mana from Fellella)
Round 3 (11 Mana on Mage, 1 Mana on Fellella):
Prepare Bulls Endurance and Leather Boots with Druid, Divine Protection with Fellella.
In this Opening there is not enough Mana on Druid to cast Angel this turn and the Mana is needed to reveal the enchants on Fellella in case she is attacked by Adramelech this round (the opponent could use Teleport+Falcon Precision).
Druid uses Quickcast for Bulls Endurance on Fellella (2 Mana).
If the Opponent has Ini, he might attack Fellella with Adramelech first. In that case the Druid is able to reveal Agony (3 Mana), Rhino Hide (2 Mana) and even Bulls Endurance if Adramelech rolls really lucky (3 Mana)! In this Situation the Druid can use Meditation Amulet in this round while Fellella casts Divine Protection on her. Next Round the Druid will dispel Falcon Precision and cast Enchantment Transfusion on Fellella while Fellella casts Healing Charm on her. So in this Situation Fellella will have 10 Life, 2 Armor, Awesome Defense, Aegis and Regeneration on her! Adramelech wont kill her even if the Opponent uses both his actions to recast Falcon Precision and to dispel Agony.
If Adramelech attacks the Druid in Round 3, move to Mohktaris Zone and cast Leather Boots. Next Upkeep Phase the Druid will heal 4 damage (2 from Regen, 2 from Lifebond), so being hit by Adramelech wont mean alot to him.
Depending on what Adramelech attacks the druid should be able to cast the Angel in Round 4 or 5 after which he can start attacking Adra.
Instead of casting Agony on Adra the Druid can also cast Enfeeble on Adra. Next round cast Transfusion on Adra as well and reveal Enfeeble. If the opponent tries to dispel Enfeeble move it to his mage. That way he has to pay 6 mana while you pay 4 mana for Transfusion and Enfeeble on his Mage is really annoying for him! If you want cast Transfusion on his Mage again but he might stay out of range of Adra when he dispels it next time so you would need to move Enfeeble to one of your creatures and then with another Transfusion to Adra, so that is not too efficient. In the end it will depend on the actual position on the board whether or not its worth to cast a Transfusion on his Mage to protect Enfeeble.
With this Opening the Angel arrives late but due to Mohktari and Agony/Enfeeble you significantly reduce Adramelechs damage potential. Once the Angel is out, Adramelech will be hindered. This allows Fellella to stay at save range unless Adra has Mongoose Agility+Cheetah Speed which I guess would cost the Opponent too much actions/mana at the beginning to keep up. Against Adra it really helps that Mohktari has 3 Armor and that your Mage gains Regrowth so he will be able to use Lifebond without accumulating damage! Its important though to be aware of fire Zone attacks. Hence Fellella should only be in the same Zone as Mohktari and the Druid if the Regeneration is really needed. I dont say this is a save counter versus Adramelech, but at least from theorycrafting I think it will work better compared to the Vine Tree opening and I think this opening isnt too shabby against Adra.
If you expect your opponent to play aggressive you could also cast Meditation Amulet in Round 1 and instead of casting Fellella, use it to meditate! That way you see what your Opponent does and you will be able to adapt. If he moves twice, he might cast Adramelech or a similar threat. So you might not want to cast Fellella, because she might need too many of your and her Actions to let her survive in this situation. Instead you can cast Guardian Angel and Mohktari in Round 2. Buffed by Bear Strength and Mohktari and thanks to his inherent healing via guarding the Angel should be able to compete well against Adramelech!
If your expectation was wrong, you can still cast Fellella and Mohktari in Round 2. That way you will have lost one Mana and one of Fellellas actions compared to the Opening in which Fellella is cast in Round 1. But this loss might be worth the Flexibility you gained.
Edit3:
If you play with Promos or if it gets released one day you can also use Gravikor against Adramelech. The reason I think that would be good is the vine markers: You can teleport Adra away with a teleport wand and he will be hindered for 2-3 rounds. Additionally you can cast Nullify on your Mage with Fellala to make your Opponent pay even more actions for dissovling the mage wand. If you got enough time you could cast Nullify and Transfusion on Fellella to make sure your Mage Wand survives even longer, but that might not work in Reality because you need your actions for other stuff. If you know that in your local meta you will face Adramelech or other fire creatures quite often you might also consider including a Firebrand Imp into this deck for only two spellpoints. He has Flame Immunity, which makes him a formidable guard against Adramelech. That will not protect Fellella unless you remove Adramelechs Flying trait, but it will protect your Druid and Tree.
Another good answer to big creatures is Enfeeble. Sure it can be dispelled which costs the opponent only 2 Spellpoints, but against that you can use Transfusion to somehow counter the Dispel! Enfeeble on a Mage is often as annoying as it is on Adramelech and since this book got plenty Transfusion this is quite a natural move.
Edit 4:
Im still a noob
. I just realized Maim Wings is a lvl 1 enchantment. Somehow I thought it is lvl 2 similar to Eagle Wings. Hence, I guess its a good idea to have one Maim Wings in this book which you can use against any big flyer like Adramelech who might be able to kill Fellella efficiently. Maim Wings also helps against Adra because he will be hindered by the Vine Markers. Sure the opponent might dispel Maim Wings, but you can use Enchantment Transfusion to move Maim Wings to Fellella because then the Druid/Angel will be able to protect her with guard. If you want you can transfuse Maim Wings back to Adra or just Enfeeble/Agony Adra.