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General Discussion / Re: How can we make mage wars more popular?
« on: July 06, 2017, 06:16:40 PM »
for me b) is actually a feature and not a bug. Adaption and on the fly decissions
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While I somewhat agree with you guys, my reason for the rise of the Necromancer is Resilient. Resilient means that more often than not your creatures will trade favorably with anyone else's creatures. Sure you can get unlucky and they roll all crits, but Graveyard and the generally high health and low cost of zombies in general means that it doesn't actually sting you that much to lose a creature to a dice anomaly.
(As the to the derailment of Pillar of Righteous Flame, Resilient still works against it's attack and Cloak of Shadows is in school and something that most Necromancers have in their books anyway.)
Like i said, it can be the game winning card. But i still dont see that 1 card as the bane of a necromancers existence. I know you have given the dice amounts, but from experience It has never made the game horrible for me or anything when im playing a necro. Just work around it however you can, or let it eat up your hoard. Lastly, so we are all in agreement on this, the card, for what it cost and what it can do, is superb!
To be a pure holy mage, i think the priestess is super tough to deal with, yes. But the pillar isnt a make or break for the necro. Ive got my butt handed to me multiple times by holy mages that havent used the pillar. Yeah its a very good card but 1 force wave and a wall stops it. 2 cards i reccomend for any necro zombie. And if 2 actions and 11 mana keep all of your zombies from taking a ton of damage its worth it.
Alright... this thread is about AX crown being competitive or not.
I find that Ward Stones are a great support in making him competitive. You find that sufficient dissolves does the job.
Lets agree to disagree about how the AX Crown 'should' solves his 'problems'.
Main point is that he is still in the game.
I will add my last comments to why i like my approach of 'draining' the opponent of mana.
My control wizard uses 4 mage wands ( - used it in ADMW winther Tournament - and ill upload my books when this is wrapped up by Arcane Duels - ). So 3 dissolves is not enough. Also if your solution is to bring 4 instead, then your just screwed if 1 hits a nullify.
Casting a wand is already 5 mana - if you now need to pay 4 mana extra per item you wish to dispell it quickly becomes very mana intensive.
This leads me to the next... in the cases where i actually wish to spend 2 or more wardstones its vs books that are 'undoing'. This is something that needs to be recognized during the game. Usually these books have little to no threads out on the board.
If i am trying to undo their undoing (destroy wands) then i have found that i lose the game. Basically i'm not gaining any momentum in destroying a wand that their forge will deploy again next round again. Only if i can empty his books it will help me. And the ward i'm destroying already got at least one cast off.
Undo books win the long run, i don't want to run a marathon against them.
This is more or less the equivalent of why my 'solution' to armor stacking is acid balls.
It's efficient for me and inefficient for my opponent to deal with.
(yes exceptions exists - Priestess, chitin armor, rain cloud etc etc.)
I think you are right about the wands. In the case of your wizard, I think I would ignore most of the wands and try to get a creature spawnpoint like lair nearby so you can't just telekill my few bigs.
But I am not so sure about 2 wardstone in most cases, if he has sufficient dispels he can still do it, if full actions are not so valuable as it is a defensive mage the disperse/remove curse will just pay for the extra mana.
wardstones are cool and one is almost necessary, but more I am not so sure, 2sbp points could mean another poison blood and a mage bane instead. Simply depending if curse strat is about winning faster with dealing enough dmg, or dealing dmg over a longer time, by removing all possible ways to remove them.
I tried running 1. And In my experience it is not enough. There will be games when the opponent sends some of his forces to destroy it, while he is saving or prepping for that purge/Remove curse and you need to replace it with 1 or 2 more in the other end of the arena.
I can't theorycraft much about this, its based on experience from played games.
The best way i can put it, is that its about efficiency and not running out of steam in mid game.
If you knew your opponents spellbook contained 3 dispells, then it would obviously not be worth casting as much as a single wardstone. But its the unknown we are up against.
The problem comes when he has mage wands and or dispell wands - potientally infinite removal if he has more magewands / dispells than you have dissolves.
wardstones only pay off if you the oponent dispels something every other round at minimum else a mana crystal of him will just counter it already, I do run one still, but more for opportunity costs to mess with mana calculation etc.
Wards Stone is Alpha Omega in a curse based book.
You are basing your mana calculation on dispell. Vs. Destroy Magic and Purge you absolutely need these stones out.
The key is not to cast them too early.
Warlocks don't even need dissolve anymore.
I understand. And from my view, with a necro, what i have is generally all i need or end up using so i dont run more.
Critical strike is a good option but if i did include something it would be more rust or acid ball. Critical strike means running a living creature other than my mage and right now im not doing that.
I could see crit strike on blood demon or the academy demon that adds weaks, both of which i have run before.