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Messages - fing80

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1
Spells / Re: Mordok's tome
« on: October 05, 2017, 08:46:19 AM »
this does NOT give you an extra action, if anything it takes the same action and mana as I would use on Mana efficiency. You can only cast 2 spells a turn, so holding 3,4, or 10 cards in your hand doesn't matter. It gives you options however to punish the over committed mage, but not much else.

Just to be sure I didn't play it wrong all the the time: you actually can cast three spells, as long as they are all quick cast spell, can't you?

No you cannot.  You have a Quick Cast action that allows a spell and a Full action which allows a Full Action spell OR a Move and ONE quick action spell.

Whoa, that's a big mistake. Thanks for clarification.

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Spells / Re: Mordok's tome
« on: October 05, 2017, 08:15:56 AM »
this does NOT give you an extra action, if anything it takes the same action and mana as I would use on Mana efficiency. You can only cast 2 spells a turn, so holding 3,4, or 10 cards in your hand doesn't matter. It gives you options however to punish the over committed mage, but not much else.

Just to be sure I didn't play it wrong all the the time: you actually can cast three spells, as long as they are all quick cast spell, can't you?

3
Spells / Re: Cerberus and Beastmaster
« on: November 27, 2014, 05:05:03 AM »
Deathlock can do wonders for the Johktari Beastmaster with her bow and direwolfs, both adding bleed very fast.

Maybe...
-standing next to the Deathlock in a central zone
-with Cerberus guarding,
-wearing eagleclaw boots and nullify
-while keeping the enemy mage one zone away in tanglewine or stuck condition
-with 1-2 dire wolfs to entertain him

...I know, that is a lot of setup to ask for but it is also very scary and you can cast a new tangle-/strangevine/forcehold every turn while shooting arrow after arrow. With 4 or more bleed, the enemy has no choice but to siege cerberus zone or die while running away.

It sounds like lots of fun even if it migth not win  ;D

Well, since I don't compete in tournaments fun is all I ask for ^_^
And I will give a try at your suggestion, seems very close to what I had in mind. For sure I have to choose Deathlock over Idol of Pestilence, the latter is simply too self-destructive in a beastmaster build.

you might put in a Deathfang (or two?) Sometimes it might be handy to have the traits on it, and it is a Canine also. Just remember the limits of the Lair, in case you wanted to add one.

I think I'll put one in, more like a "situational" backup. Sometimes an undead creature can make things a lot easier.

maybe in the future there will some interesting Dark conjurations which will need guards more then now.

I hope so, maybe some conjuration that isn't directly harming all living creatures.

4
Spells / Cerberus and Beastmaster
« on: November 26, 2014, 04:49:13 AM »
I was thinking of a beastmaster build mainly based on canine beast subtipe, and I thought it could use a Cerberus due to the obvious synergy with Red Claw Male Alpha, but I'm afraid that without dark Conjurations Cerberus would't be that good. Sadly, the only dark Conjurations not specifically tied to a dark mage are quite bad in a beastmaster deck.
Is there a way to make this work?

5
Player Feedback and Suggestions / Re: Hopes for future expansions
« on: October 28, 2014, 03:58:30 AM »
I think you picked bad examples... The cards you imagined already exist. Spring of renewal is a nature pool of healing. Vampiric Strike is a dark method of healing (or drain life).

You're right, the example was bad indeed, but I think the point remains: there are ways to implement decks without using the very same cards in everyone, for some cards alternatives already exists, some others have yet to be implemented.
For the "second core" option, it fixes only part of the problem and only temporary because if new expansions keep on using the same base cards even a second core will eventually become unsufficient.

However, point one and three are the most interesting to me right now, my impression is that more heavily thematized mages are more fun to play (Druid and Forcemaster are good examples of that), and some new card that pushes in this direction would be very appreciated. As I said, a pure dwarf-theme deck is impossible, at the moment. Actually it is possible, but without a low-cost unit it's very difficult to manage.

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Player Feedback and Suggestions / Hopes for future expansions
« on: October 27, 2014, 10:11:27 AM »
Hello everyone!
I' new to the forum, but I've played the game quite a lot in the last months and I'd like to share some feedback and suggestions based on my experiece so far.
First of all I have to specify that I have all expansions except for Conquest of Kumanjaro (which I've ordered, but it's not yet in my hands), but Iv'e seen the list of cards of CoK and I think my considerations are still valid. That said, here's my two cents:

1 - I'd really like to see some cheap dwarvish-taste soldier units. I tend to build (and keep built) all the mages I've got. I know, that's not the way most people play this game, but for me is a plus having all the mages ready to play, 'cause I think playing is much more fun than deckbuilding. That means I try to build the basic orc Warlord and the Anvil Throne Warlock in a different way, as much as possible, and I do the same for the two warlocks. I gave the orc Warlord all the goblin and orc soldier units, and saved for the Anvil Throne Warlord the dwarves. The problem is that the poor Anvil Thorne guy is left without cheap cannon fodder.

2 - The last expansions came with the problem that the base spell lists for the new mages were imposible to build without unmade other decks, and I have to admit that I found this a bit annoying. Don't get me wrong, I really appreciate Arcane Wonder policy of giving only new cards in these expasions, but my question is: are these things truly in contrast? I know, spells like "heal" are very useful, but can't we imagine some thematically suitable replacement? I. e. a pool of regenerating waters as a nature mage conjuration,  or some unholy ritual for a dark mage.

3 - In general, anything that goes in a direction of a more deep differentiation of the mages, expecially the "variant" ones, and their spell tomes would be very welcome.  I mean, using the Druid or the Forcemaster you have a clear senstation of a different style of play, that you don't have with other mages. I have great expectations on the Siren in this regard.

This is a great game, but I feel that there's much potential that could be released with few adjustments, givin' new life even to the oldest material.
Hope this will be useful!

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