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Messages - tarkin84

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In my experience, Druid is tournament-worthy. But building a resilient Druid spellbook is very tricky. As soon as I got my hands on the DvN expansion I've been toying with her because I really love her mechanichs and I have tried lots of different builds (aggressive, turtle, miriad of plants, solo, animals&plants) and here are the builds I've tried which, in my opinion, have a chance of performing well in a high level environment:

1. Very aggro Druid with plants. Plants have a very good cost/attack ratio but their survivability is quite low, so they can really shine in a fast build which aims for a quick game. Vine sappers are extremely good against spawnpoints and, combined with rouse the beast and vine spreading, can start the fight very quickly. In the meanwhile, the mage can actually go into melee as her lifebond makes her quite durable. I usually start Vine tree+double move to NC (10), then double vine+Raptor vine+Rouse the beast+double move towards the opponent (8), followed by several rounds of Vine sapper+Rouse the beast (I play 5 copies of it) to take down any spawnpoint.

2. Mid range Druid with animals. Just imagine you are playing a regular Beastmaster but with very good abilities and 10 channeling after deploying Vine tree. Use the spawnpoint for 1-2 Raptor vines and 3-4 Tanglevines (maybe another couple of vines), but do not rely on it to spam plants as they can be killed quite quickly. Instead, use animals as your main force, buffed with the awesome nature enchantments. I usually start Vine tree+Mana flower (5), Timber wolf+Mana flower (2), Enchanter's ring+any face down enchantment (11), grizzly+enchantment (5).

3. Solo Druid. I developed this spellbook while Charmyna was working on his BB, using Battle forge to stack some armour and Veteran's belt while the mage spends her mana and actions on enchantments and Dissolving/corroding enemy's armour. At some point, when I have saved some mana, I will start throwing Hurl rocks with elemental wand until I get the kill. As I said, it plays extremely similar to Charmyna's BB. I tried it in some games and it is undefeated yet (though I need more testing).

I have little experience with the Necro, but I think he is a nice contender at tier 2 (tier 1 is Wizard).

Hope this helps!

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General Discussion / Re: When the next spoilers begin?
« on: March 03, 2014, 02:09:26 AM »
Full card spoilers begin Monday.

Here I am, Monday, 9.10 AM at work, waiting for those promised spoilers. We're hungry! Please, feed us!

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Thank you for all the info!

Congrats to Adam for the win!

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Pleeeeeease give us moooooooore :D

Congrats on your tourney!

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Rules Discussion / Re: Divine Intervention & Creature Spell
« on: February 28, 2014, 04:56:26 AM »
Tarkin, have you fallen victim to a Golem Pit or KoW pit as proposed here?

Just once. I played my Lair+Meditation amulet Beastmaster againts my girlfriend's Water wizard. Since we were both summoning but not moving into range, she decided to Jelly-pit me and took me totally by surprise: she is very smart but she has not so much experience with the game. I made the mistake of acting with my mage too early as I didn't consider the possibility of a Jelly pit (she had stacked Force hold, Nullify and Transfusion on her mage and I thought that those enchantment were Rhino, Regrowth and Nullify) and she seeking-dispelled my Nullify and teleported me into the pit. Next round I was dead. Props to her :D

But the players in my meta are either still learning the game or they do not like those strategies, so I haven't seen any more attempts to do so. And I don't play through OCTGN so I haven't had the opportunity to face the most awesome opposents ;)

I see the great value of the pit strategy, don't get me wrong. I feel that it's one of the most successful ways of playing if you are given time to set up (I really hope for this to change), specially with all those ultra-efficient slow creatures that need that sort of strategy to fully shine. But either you start with a 4x golem+producer which leaves you unarmored against some builds (Adramlelech+mongoose, Cervere+eagle wings) and can be out-turtled by another build, or you start with a spawnpoint like gate to Voltari (Jelly-pit) or temple of Asyra (KoW-pit) which leaves you open to a rush. And a Forcemaster can always pull the mage from his guards into her grizzlies. But I still think the pit strategy is very tough to beat.

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Rules Discussion / Re: Divine Intervention & Creature Spell
« on: February 27, 2014, 06:14:56 PM »
So while you are standing still (literally) bringing out the 4 Knights (8 turns), I start throwing [mwcard=MW1E23] Jinx's[/mwcard] on you and your guards now no longer exist.

Sorry, sIKE, I didn't understand your statement. What has Jinx to do with guarding? Maybe I missed something quite obvious, but it's a little late here in Spain and I should definitely go to take some sleep :D

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Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: February 27, 2014, 03:41:26 AM »
I have to say I like the idea of Novice versions with the same name. Still the availability of Dissolve/Dispel would increase a bit (mostly every spellbook will have 4-6 of each) and the value of equips/enchants would decrease somehow. I cant tell which I prefer now (Wizard Errata or DeckBuilders suggestion). Tough call ;).

I'm fine with reducing the value of equipment. In the present meta, equipment is just too good. In a Battle forge build I'm packing 12-18 cards so only a mage with dissolve wand can deal with everything. Enchantments are somewhat different IMO as there are no enchantment spawnpoint you can abuse of. But I wouldn't mind bringing a novice dispel into the game if that means that there will also be a novice dissolve. Those voltron builds are very strong to deal with (without a purge equipment spell): I've seen your BB in action with all the armor/vet's belt you pile on yourself, and I can tell you that my tank druid plays very similar to your BB trading Voltaric shield for Treebond (after some more playtesting I'll post the list I've been using for a month).

Sorry, Deckbuilder, I just read your idea too quickly to notice you were actually suggesting what I thought of. I didn't remember that we also share GoT :P In that case, I guess the novice dissolve/dispel could be a nice idea to boost other mages (but there's always the curse/blanking way). Nonetheless, the Wizard still needs a burden for the game to be balanced. I would choose errata to give him two opposing schools (nature for major, another one for minor) just to make every mage's spellbook size even. But I understand that errata is the last of options.

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Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: February 27, 2014, 12:43:59 AM »
Alexander, bringing other mages' levels up means releasing a ton of '<school/mage> only' cards, limiting deckbuilding options for every mage. If you don't do it this way, the Wizard, with his excess spellbook points, can simply buy any new awesome card that gets printed.

Deckbuilder, the problem with those novice spells is that a Wizard can stack dissolves AND novice dissolves. A dissolve wand is something you don't want to see across the board, but with this hypothetical cards this wand is no longer needed: a Water Wizard could pack 12 'dissolve' for just 12 spellbook points, rendering every piece of equipment almost useless.

However, if these new cards are named EXACTLY the same as their counterparts (dissolve, dispel), the 6-card limit would still kick in and this 12 dissolve nonsense would be avoided (I don't have my rulebook here, but I guess the limit is for card's name). This could be a solution, but I cannot imagine how would newcomers feel about it, as I guess more than one would wrongly include more than 6 cards between old dissolve and new novice dissolve without noticing they share the name and, thus, their limit.

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Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: February 26, 2014, 01:56:41 PM »
I agree with you, Wildhorn: I'd make nature the Wizard's opposing school. Not only it would balance the game as there are many cool nature cards that Wizards use (Regrowth, Rhino hide, Steelclaw) but it also makes sense thematically: arcane creations are monstrous insults to natural creatures. Maybe another minor school nerf maybe is needed (damned tower toolbox), though.

Regarding the Dispel/Dissolve discussion, I wouldn't release those novice spells you are talking about. Instead, I'd release cards that punish mages for abusing those type of cards: a curse deal damage each time an equipment/enchantment card is casted (also by forge, which is one of the main issues), a war conjuration which blanks equipments/enchantments in an area (similar to how Gravikor works), etc. This way you don't have to fear an automatic destruction and you only have to pay a tax or play around your opponent's conjurations.

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Hi Baron!

Sorry for being vague. As IndyPendant said, the Priestess uses her full action to trigger Meditation amulet and get 3 mana in the pool while the Cleric puts 1 mana directly on the temple using its ability.

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Spellbook Design and Construction / Re: The Blasting Banker
« on: February 21, 2014, 04:23:29 AM »
I really love this sort of debates! :D

To be honest, even though I see all the theoretical potential of Enchantment transfusion (I love this combo-ish cards and I've even written an article in my blog about it), in my MW career I haven't had the opportunity to take my time and settle a Transfused Nullify more than once or twice. My opponents are so rude that will go after me since the very beginning of the game and I will be busy enough trying to survive to waste precious actions on Enchantment transfusion. But that's just my experience and I don't get to play as much as I'd like to.

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Spellbook Design and Construction / Re: The Blasting Banker
« on: February 19, 2014, 03:22:04 PM »
That was the plan ;). As I said, its not action efficient. You get one armor per action - same as with the Wand of Healing.

But Wand of Healing is a permanent item and can be reused if corrode continues to be a problem; hence, you include it in your build. In addition, having this equipment on the table acts as a deterrent, i.e. you're opponent will be less likely to throw an Acid ball on you if he sees a Wand of Healing.

Nonetheless, your plan is still useful to save important enchantments. You evil trickster! :D

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Spellbook Design and Construction / Re: The Blasting Banker
« on: February 19, 2014, 01:57:28 PM »
@Removing corrode tokens with this build: In this spellbook there are two ways of removing corrode tokens: First, Wand of Healing and second, moving Rhino Hide with Transfusion (...)

If I recall correctly, the latest FAQs stated that you can't use Enchantment transfusion to move one enchantment from a creature onto the same creature (i.e. no transfusion at all). So you would have to move Rhino hide to an opponent's creature and spend a second Enchantment transfusion and quick action to move the enchantment back to you.

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Spellbook Design and Construction / Re: The Blasting Banker
« on: February 19, 2014, 06:49:44 AM »
Wow! Great analysis of the match-up. :D

I absolutely agree with you: what an awesome game!!!

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Spellbook Design and Construction / Re: The Blasting Banker
« on: February 18, 2014, 11:10:27 AM »
I built a few days ago a Druid spellbook that is similar, in conception, to your creation. I chose her instead of the Wizard because I had no spellbook with her (I'm tired of my aggro Rouse the plant thing) and I still want to keep my Watergate to handle it to my girlfriend and playtest against it. In addition, Tanglevine x5 playable from the Vine tree deals with interceptors quite good. Wizard and Druid are, in my opinion, the best mages at this because they are extremely hard to kill (voltaric and treebond soak a lot of damage).

I wanted a new approach on her and decided to go with the solo route with many attack spells, using Elemental wand to cast many Hurl rocks on my opponent once I've finished armoring and enchanting myself and Acid balls has erased my opponent's armor. I haven't got the chance to test it yet, so I have no idea of how it will behave. But now that I've read how you've found this strategy to be viable, I am more confident with my awkward spellbook :D

Do you have any streams of this?

Edit: I've now read that you have uploaded streams on your page. Time to check them!

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