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Messages - Mystery

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1
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

2
i rather just cast a wand instead of the tome, that still gives me 2 spells+the one on the wand+arcane zap+ the option of changing the bound spell and casting the one you really need in case something totally strange happened (three spells still may not be enough)

3
Mages / Re: Rise of the Necromancer.
« on: June 30, 2017, 03:18:14 PM »
the just mentioned force wave, more marked for death/rusts/acid balls then for example the beast master as you can save a bit on your anti curse stuff. such stuff i mean, backuping the indirect buffs is easier sbp wise

4
Mages / Re: Rise of the Necromancer.
« on: June 30, 2017, 02:43:58 PM »
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.)

but it is in combination with poison immunity. cause on other mages you just ignore the creatures for example and curse them to death or such. And also skeleton necros are good. Poison immunity just frees quite some sbp for more creature support spells instead of opening the weakness while doing so

5
Mages / Re: Rise of the Necromancer.
« on: June 30, 2017, 01:29:30 PM »
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!

I would say so either, its not much worse against most other mages. The worst part about the pillar is just it is stupid in timed matches, just enlengthening the game. I am not playing timed matches but if I would I include it in every book (even dark)

6
Mages / Re: Rise of the Necromancer.
« on: June 30, 2017, 10:07:22 AM »
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.

so you got two attacks hit your creatures and avoided anymore by paying a total of 2mana more. would still take that trade off. I am also of opinion pillar is extremly strong. it buys you time, so for 9mana i have you invest 11mana and two actions and i still got two 6dice attacks in good trade off :D



I think the main bonus of necro still is poison immunity it frees quite a few spellbook points for fewer dispel, remove curse, purify etc. in total.

7
for early attack sounds interessting, for me the hunter is to easily killed for the investment. And its not really a glass canon it gets the canon only after you invest another enchantment not sure if its worth it. Of course you get the curse back so no sbp.

8
Me to, but it became Kind of stale

9
Mages / Re: Has the AX Crown lost his competitiveness?
« on: June 14, 2017, 05:06:30 AM »
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.)

but doesnt your control wizard also run chitin armor and and wand of healing for acid balls?

didnt run in a nullify with dissolve in like two years if it wasnt on purpose, only devine intervention countered, but yes in the case of 4 wands undoing will lose you, if you dont get to dissolve them all which is highly unlikely against competetive play even with my wand+3dissolve/crumble

would like to see the deck on the 4 mage wands one I either lacked enough dissolve/disperse to relyable use all 4 wands with those spells if I need to use one before or have almost no killing power. (also having sufficient surviveability with 3 regrowth etc). In the end became 3

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.

you dont have that in your AD curse/buddy/solo warlock. In current game, for good decks in good players hands some decks just don't have to power against some others, rarely but is.


10
Mages / Re: Has the AX Crown lost his competitiveness?
« on: June 13, 2017, 07:11:09 AM »
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.


yeah my experience I never needed more, moving back to cast one in another corner would make me to vulnerable to dispelwand or mage wand/dispel as I cant move and dissolve without them getting three uses out at min.

you need at least 3 dissolve/crumble/explode, as 2 mage wands can be possible and maybe you need an early dissolve for some other threat

11
Mages / Re: Has the AX Crown lost his competitiveness?
« on: June 13, 2017, 06:26:26 AM »
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.

that's what I ment with I still run them, but its mainly you want to cast them when you can really mess with the plans of the oponent. It helps a lot on reading when a dispel/purge is possible if a wardstone is out, unless surprising decoys are popped and he didnt cast the wardstone yet as 12mana wouldnt be enough for purge+nullify trigger.

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.


12
Mages / Re: Has the AX Crown lost his competitiveness?
« on: June 13, 2017, 05:41:27 AM »
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 .

Protecting with arcane ward is not that easy, purify, remove curse and purge magic target the mage, dispel and disperse the enchantment so they can always work against one. I still run it but its not straight forward.

The Warlock still has good amount of healing: bloodreaper, death link, regrowth (out of school), demonic link, vampiric,...

your tiny mask gives piercing on all attacks, combine with wolf fury and you already have a base attack of 5 dice pierce 2 for 7mana investment, fire attack spells also get that one piercing. If you buff your creatures with demonic link or demonic bloodlust (reaper is anyway thirsty) you never lose a sbp...

never go only explode/curse equipment, a single dissolve may be necessary to take care of something rather cheap right away.

dont be afraid cursing non-mage creatures, you get the spell back if no dispel....

for some: dont invest too many sbp in creatures
Mind shield with chant of rage could be interesting, but maybe nullify/dispel/seeking dispel is cooler as more flexibel for same sbp. or arcane ward. but sersiryx is pretty vulnerable to it :(

Deathlock is questionable as warlock with so much healing potential, i rarely use it

druid i think its a lot of cautious play and get use out of your fire attacks and curse the creatures, still though game

13
Mages / Re: Has the AX Crown lost his competitiveness?
« on: June 13, 2017, 03:33:27 AM »
Warlocks don't even need dissolve anymore.

no to that, curse item alone doesnt work against mage wands and can still be dispeled, explode is costy

I still like playing the warlock and he is still pretty nice, but remove curse made it harder and Pillar of flame one of the current must have cards in my pov costs tripple

14
isnt arc lightning core set and unavoidable?

why do you need intrinsic creature to be able to get elusive, you have of course only two copies, but if those are dispelled, your rhino hide, regrowth, bear strength can stay around and so on.


The terrain issue is not really related to core set, but in general not enough mages have usable terrain for them and terrain is the only way to deal activly with terrain.


But halewijn is right what you expect after so many expansions there is of course some part lacking. Priestess shines as condition removal is not very implemented in the core set. (also less ways to deal it of course @playtesters)

Your analysis is a bit strange ;) (independent of my point why at all ;))

15
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.

yeah clear just said in case of living. Which you won't run with necro of course. But rust, an acid ball, one more dissolve or such could be slight bonus for the deck, and i think the 2-4 sbp could be freed

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