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Messages - Head over feels

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1
Mages / What do you do with a Siren?
« on: November 13, 2016, 12:20:51 AM »
   I just got the x-pack recently, and have only seen her in play once from me and once from the person I usually go against. My tactic was just kind of using Tidecallers and Swells to push people away from my side of the board, and lullabying major threats while I made a nice little zone of Shallow Seas. I used the Voice of the Sea/Echo of the Depths combo to pop out a group of a few Thrashers and a Bloodshaman to distract while I just saved up on my shell. The end game was going to be putting two shallow seas down the middle of the board, effectively splitting it in two length-wise. Then I'd bust the Sherean Leviathan out of my shell, give it a Ballad of Courage and Vampiric and send it down the middle with some crabs and me to Siren's Call people into its zone. It didn't play out exactly, but I still won the matchup because the Leviathan is a beast.

   The other time I was against her as the Siren, and we were in apprentice mode, just cuz neither of us are too experienced with the game yet and just wanted to test things out. She tried to go full aggro with the Siren, giving herself the Ring of Tides and the Trident. She saved up enough mana and in one round QCd a Shallow Sea under me, and Whirlpooled on top of it with me and my demon dudes inside (I was playing the Warlock, by the way). She was going to try to pummel me with water attacks from that point and hope I died quickly. Unfortunately for her I had a Flaming Hellion as my Blood Reaper, so I was negating the damage from her Whirlpool from inside it. Meanwhile I slapped a Magebane, Ghoul Rot, and an Agony on her mixed in with a few Flame Blasts and it was gg.

    After both of those games I still have no real idea on what the Siren generally wants to be doing. I'm thinking it's apparent she likes to play the control game, and doesn't want to get into the thick of a fight with her low life. Other than that what is attack plan? I love her thematically, but I don't think I'm seeing the waterworks. Clue me in to what strategies she plays into?

2
General Discussion / Re: Mages election
« on: November 08, 2016, 12:47:03 PM »
If anyone can save the environment, it's the Druid.

3
Custom Cards / Portal
« on: November 08, 2016, 03:20:11 AM »
Portal
Conjuration - Portal
Cost: 10 mana
Action: Full
Range: 0-0
Target: Zone
Arcane level 2

12 health
No armor

Epic, Upkeep +2, Incorporeal

When you cast Portal, take the second Portal from your Spellbook, and place it 1-3 zones away for free.
Friendly creatures in the same zone as either portal may make a quick movement action to enter the portal, teleporting into the zone where the other portal is located. When one portal entrance is destroyed, the other one is discarded aswell.

When you add "Portal" to your Spellbook, you must take 1 additional copy, but do not need to pay extra to do so.

4
Custom Cards / Sprout Thorns
« on: November 08, 2016, 02:57:39 AM »
Sprout Thorns

Enchantment: plant
Nature level 1
2 mana casting cost, 2 mana reveal cost
Targeting - 0-2 friendly plant creature or non-wall conjuration
Quick action

Cantrip?

This object gains a damage barrier
2d, piercing 1, 8+ = bleed

"Don't think for a second that rooted means defenseless!"

5
Mages / Re: Druid
« on: November 05, 2016, 05:51:19 PM »
ב"ה
I summon birds, and fast. Usually they break them out after LoS is opened up again, so not early. My brother took Alter of Skulls and killed my birds before I could take it down, but the game ended before it would've killed both of us.
What do you mean by "it would've killed both of us"?
The Altar of Skulls deal poison damage, so the necromancer is immune to this damage. Only the druid should have taken damage in upkeep phases from the altar of skulls.
The same applies for the Idol of Pestilence.

Oops, it was our first time playing the game and we didn't realize that.

6
General Discussion / Maximum number of dice for one attack?
« on: November 05, 2016, 12:17:27 AM »
With what creature and what cards can you create the highest number of dice attack?
Best that comes to my mind of is...
Sherean Leviathan (7d)
In a Shallow Sea (8d)
With Bear Strength (10d)
Siren's Call it (12d)
Marked for Death the enemy (13s)
So that's a max of 26 damage.
What else can we do to get this number higher?

7
Mages / Re: Druid
« on: November 05, 2016, 12:08:13 AM »
It can be frustrating trying to play against new players because if you actually try to win then you almost certainly will win. In your situation I think you should have used handicaps. Decrease your spell points, or decrease your Mage stats, or both. If you can, try to handicap yourself in particular ways that make your opponents more of a challenge, while also helping them improve particular Mage Wars skills. For instance if your opponents are having trouble knowing when to get up close and melee, then make a deck that specializes in keeping its distance and casting attack spells, and put on cloak of shadows. But don't have an overarching strategy beyond that. If they dissolve your cloak of shadows, try to get away from them to start attacking them at range. Try adjusting your life, spell points and spellbook design until you find a good balance that challenges your opponents to get better instead of utterly crushing them.



Sent from my iPhone using Tapatalk

   To be honest my focus wasn't on bringing them up to speed with the game so much as enjoying the feeling of getting my full strategy realized. One of my friends and I are going to spend some time tomorrow playing apprentice mode and calling it quits when it seems one of us has the upper hand. Just over and over trying new builds. For her it will be a chance to get more familiar with the cards and mechanics while I get a chance to experiment with a wider range of mages (including the Paladin and Siren that I just received tonight). I've mostly been either playing the Druid or the Wizard. I'll also be forced to make up decks on the spot, as I've previously had a deck formulating three days in advance while also knowing ahead of time who they're going to play. Yeah in a way I've been cheating without actually breaking the rules. Time for me to fight a fair fight.


8
Mages / Re: Druid
« on: November 04, 2016, 11:58:27 PM »
Also I want to try this against a new player to make them hate me with a passion.

Tataree. Okay...
Tataree + Bear Strength + Bull's Endurance + Rhino Hide + Vampirism + Regrowth + maybe a life tree.
So long as they don't have any unavoidable attacks or Purge Magics I'd be pissing myself.

9
Mages / Re: Druid
« on: November 04, 2016, 12:11:49 PM »
I don't use it against Warlock because, well, fire and I'm terrified of the Wizard's Obelisk so I don't do it against that either.

I have fire spells in at least 50% of my books, although not as many as an Adramelech Warlock.

Any book runnning light on creatures carries Obelisk and Orb, often multiple copies - it's easy to crucify creature heavy books that way.

I get the impression that you are all mostly sticking to in-school cards, rather than splashing whatever tools you need for the job?

(I just stay far away and hope they don't have Dissolves or Explodes)

I'd say a standard book has 5-6 destroy equipment effects, along with acid balls and at least one mage wand... Disarm also works at range 2.

I'm pretty sure that if they came across this deck again and just took some attack spells and teleport it would destroy me, but usually after an introduction to the game like this they never want to play it again ;D

So poor opposition that don't don't know what they are doing, and are discouraged from playing again... And you called that a win right?

1. Good, then you could deal with me with those fire spells, but the guys I was against didn't want to take any.
2. The guys I was against didn't take either so it turned out fine.
3. I did stick with in-school cards, not cuz I don't want to splash but because most of the tools I want to have are in     there. It's worked so far, but I do alter it a smidge based on who I'm going against, like swapping Togorah for Kralthor and taking some light attacks vs necros. This is just the version of the deck that's most focused around its own concept, and not around countering what the enemy player is doing, since the enemy player is kinda X right now.
4.If they has them, they never usually came out because I hid behind my walls early and Togorah dealt with them late.
  They really didn't want to approach me upfront to remove any equipment.
5. I evidently don't know what I'm doing either so it's a game win but a loss of future opportunities to play. A couple of
    my friends said that they would play it again, but they just wished that they could get familiar with more of the
    cards ahead of time since they didn't actually know what they look like in play. My brother played 3 times, 2 of
    which were against this concept, as a necro and as the wizard, and the other time was my creature-hate Wizard
    against his Beastmaster. He gained a view of this game as a tedious experience, and he would be right when his
    experience has been 4-5 hours backed against a wall attacking vine markers, and another three hours trying
    to rustle up enough mana to do anything. Pretty much I'm a safe player going against newer players that
    also want to play safe. I abused my familiarity of the cards definitely but I warned them I wouldn't be going easy
    on them, and pointed to the starting Spellbook as a base to go off of.
   

10
Mages / Re: Druid
« on: November 04, 2016, 11:46:37 AM »
ב"ה
I usually go against Priestesses, Beastmasters, and Necros with my deck, I don't have FvW. I don't use it against Warlock because, well, fire and I'm terrified of the Wizard's Obelisk so I don't do it against that either. Here's my current version of the book. I'm pretty sure it all adds up Spellbook point wise, but I just updated it today and haven't double checked so lookout.
How does this book work against necromancers?
Most necromancers I played against, and all necromancers I've used myself, used Idol of pestilence and deathlock early, while they stayed in their corners and meditated. If you block the line of sight of your vine tree with walls of thorns, then you can't just bring creatures to these zones with your vine tree. How do you handle the deathlock an Idol of pestilence?

I summon birds, and fast. Usually they break them out after LoS is opened up again, so not early. My brother took Alter of Skulls and killed my birds before I could take it down, but the game ended before it would've killed both of us.

11
Mages / Re: Druid
« on: November 03, 2016, 11:34:20 PM »
I usually go against Priestesses, Beastmasters, and Necros with my deck, I don't have FvW. I don't use it against Warlock because, well, fire and I'm terrified of the Wizard's Obelisk so I don't do it against that either. Here's my current version of the book. I'm pretty sure it all adds up Spellbook point wise, but I just updated it today and haven't double checked so lookout.

Equipment:
1x Vinewhip Staff
1x Druid's Leaf Ring
1x Mohktari's Branch
1x Mage Wand
1x Moonglow Amulet
(I just stay far away and hope they don't have Dissolves or Explodes)

Conjurations:
6x Bloodspine Wall
2x Wall of Thorns
3x Mana Flower
4x Seedling Pod
1x Vine Tree
1x Samara Tree
2x Nightshade Lotus

Creatures:
2x Tataree (to piss em off after they finally kill the first)
2x Thunderift Falcon
1x Tarok, the Skyhunter
4x Thornlasher
2x Vine Snapper
3x Raptor Vine
1x Togorah

Incantations:
(All incantations are to be assumed to be primarily used from the Mage Wand, any additional copies are back up in case I can't swap in the same round when I really want to use x Incantation)

2x Burst of Thorns (main bound spell)
2x Renewing Rain (secondary bound spell)
4x Dissolve
3x Force Push
1x Minor Heal (exclusively to slap on the wand when you want to support Togorah)
3x Dispel
1x Purge Magic
1x Resurrection (for Togorah or if you really wanna piss them off with 3x Tataree)

Enchantments:
1x Barkskin
1x Bear Strength       |
1x Rhino Hide           |-> maybe better saved for after Ressurection?
1x Bull's Endurance   |

Attacks:
4x Acid Ball

I don't use Tangle/Stranglevines here, usually the walls keep people off my back until I'm ready to deal with them, then I kinda can just force push them or use my Vinewhip Staff.

Most of the people I play this against are first time or at least new, but then again, I've only played the game like 6 times. I tell them I'm weak to fire, and explain the mechanics as best I can but I don't think they really grasp how much stuff the Druid can get out when she has a lot of mana and Seedling Pods strewn about until they see it. The other issue is that they usually just end up getting impatient with Spellbook construction and picking random cards they like too, so they don't have much of a strategy going into it. When I throw up a wall 2nd round it always just ends up with them holding back and getting some gear on and minions summoned. I think knowing that I've played this game before they're afraid to just go through the wall because they wanna keep their creatures alive and think I'll wreck them if they come through for whatever reason. Then they leave me alone so long and just pick at my walls that they don't even want to come in because of the way that my side of the board must look. It's become a totally predictable pattern of me putting a wall in their face and them just handing back  putting on gear and summoning creatures. Then they start attacking my walls because it's the only thing to do and I just heal them. Then they break them down and I put up the Bloodspine Wall in its place and they run to the back wall so they don't get pulled. They either stay there or summon some ranged creature in which case they attack my Thornlashers while Tataree and I move up to do some healing/Thorn Bursting. They run out of archers at some point. Then I get my Raptor Vines in their face and they start taking them out until ultimately they make a move to attack me because my Raptor Vines are dead, and I yank their mage through my walls, they get passed around my grid of Thornlashers while I attack, Tataree comes in with his butterfly kiss 1d and whispers "yur ded m8" and Togorah usually slams them to bits. I'm pretty sure that if they came across this deck again and just took some attack spells and teleport it would destroy me, but usually after an introduction to the game like this they never want to play it again ;D Also, I would never use the same tactic against the same person. I tried that and they still lost, but brought more flying creatures and began targeting my mana flowers. Telltale sign they know what's up.

Ps When I was playing against my brother as the necro I got him through the wall and left him with 1 health. I could have finished him then and there but I brought Tataree over to seal the deal. Death by butterfly is the best way to finish the game, I'm telling you.

12
Mages / Re: Druid
« on: November 03, 2016, 09:57:55 PM »
    My favourite Druid deck has historically made games last for 5 hours + and end in their surrender.
It kind of starts out with quickly throwing down a Vine Tree in the far right corner on your side of the board and tree-bonding it. Next you put a Samara Tree against the wall in the centre on your side and give them both cover with a Wall of Thorns down the centre of the board, separating your half from theirs. Next Harmonize your trees and get to work. Mostly they take it as a chance to build up their strength and meanwhile, I create a line of three Thornlashers and Mana Flowers along the wall, and one Lasher in the Samara Tree's zone too. Tataree, and Renewing Rain keep my walls up after they realize they can't just leave me to my own devices while some birds come out to deal with any flyers or if they're bunkering as well as I am. I start focusing Tataree on prepping one Seedling Pod for me to cast Togorah from, and during or after he comes out, getting some Nightshade Lotus guard-dogs for my trees and 1 Vine Snapper in both my corners while my Lashers help my opponent bring down my walls, and my Vine Tree corners itself in with Bloodspine Walls. After that's done I quickly replace the middle border with Bloodspine Walls, and now hesitant players push up against their back wall. Archers can become an issue here, but I have Burst of Thorns + Mage Wand and hopefully some leftover birds to help me there. I get Togorah buffed up and my Vine Tree and I put some Raptor Vines out on their side of the wall before Togorah and I follow up to try to finish the job, that or hang out on my side and swap Burst of Thorns for Renewing Rain on my wand. I'm pretty much a one trick pony Druid and only ever really use alterations of this general build when playing her, but I haven't lost with it yet. I feel like a lot of other players build their decks off of a concept, but I generally base my deck primarily off of what I want the board to look like so I end up with a kind of inflexible but solid balloon tower defence layout. Is this how most Druid builds work or what?

13
General Discussion / Re: Paladin vs Siren Spoilers
« on: November 03, 2016, 07:47:33 PM »
Ya no you get restrained and unmovable, just found out.

14
General Discussion / Re: Paladin vs Siren Spoilers
« on: November 03, 2016, 07:45:52 PM »
Wait I have a question about grapple...
When the grappler moves does it take its prey with it?
Did it say anything about that in the post about the Kraken?
I'll read it again...

15
General Discussion / Re: Paladin vs Siren Spoilers
« on: November 01, 2016, 02:25:59 PM »
Still really wish that the Siren got a Siren themed channeling boosting conjuration like Mana Flower


Mana Anemone (Mananemone)
CONJURATION: mana, aquatic
Cost:6    Quick Cast    Targeting: 0-1 Zone with aquatic terrain attached   Water level 1
0 armor
9 life

Zone Exclusive, Living, Regenerate 1
Lightning +2, Hydro Immunity

Controller gains Channeling +1
Controller gains Channeling +2 when they have initiative

Changing the terrain of Mananemone's zone to any type other than aquatic costs 4 additional mana, but will destroy the Mananemone.


Mananemone's major con is its requirement to be cast in aquatic terrain, but you'll likely have that slapped around anyways. The pros are its dissuasion factor that makes the Siren's opponent have to shell out extra mana to take away her aquatic terrain, and that it essentially gives the Siren channeling +1.5. She gets more mana on the turns when she has initiative, allowing her to get the most out of items like Ring of Tides.

Thematically I gave it a weakness to lightning spells because electricity and water don't get along very well.

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