April 23, 2024, 11:47:56 PM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - echephron

Pages: [1] 2 3 4
1
General Discussion / If you remade Mage Wars, what might you change?
« on: April 16, 2016, 03:38:40 PM »
Lets say you the player were making version 2.0 of mage wars. you can remake it from the ground up and aren't bound by old cards or rules. What might you change?

To start us off. I don't like how a player can chain a bunch of actions together. So:

1) Non-Creatures with attacks(wizards tower) use action markers.

2) Player with initiative can have last creature action of round(superseding the rule of having to take an action when opponent has same number of actions left; rather than having to have the most creatures to get the last action.)

2
Spellbook Design and Construction / Lethal Strangle Druid
« on: October 29, 2015, 11:14:15 AM »
I'm working on a mage who will build up a lethal stranglevine. Though I could see a forcemaster trying to do that, I will be making a druid.

Problems:
Where/When is the strangle:
Do I trap them in turn2 on their side, teleport trap them to my side, or wait for them to come to me?

Teleporting away:
Use of astral anchor, nullify, and jinx will keep them using teleportation, but may require 2 quick actions per turn to maintain. It could also eat up to 10 mana per turn. Further problems: they have a familiar, divine intervention, or nullify/jinx me back.

Creatures meleeing the vine:
guarding vinesnappers / quicksand / nightshade / togorah / get creatures stuck outside of zone somehow

Mage meleeing the vine:
surging wave, agony, dissolve/orchid the firelash.

ranged attacks:
they cannot target the vine, but a ring of fire or similar could damage it. minor concern.

Mana problems:
once the stranglevine is taking 5+ mana per turn, its impossible to keep up the teleport prevention.

The only ways to heal stranglevine:
tataree, lifetree(one +2), [mwcard=DNQ06] Mohktari's Branch[/mwcard](only versus burn or poison melee or zone attacks), [mwcard=DNI04] Renewing Rain[/mwcard], [mwcard=FWC04] Goblin Builder[/mwcard](which is a bit too cheesy of an option for me)

Big decisions:
Each tree:

lifetree keeps things alive
mohtari is similiar, but better for fellella and druid but ineffective on stranglevine
vinetree will get out the vinesnappers to guard and the tanglevines to bait teleports
samara+tataree is the most economical/defensive play but half of the seedling pods will have to pop outside of the anchorzone which is a problem. the ones out of zone can be lifetree, togorah, [mwcard=DNC10] Raptor Vine[/mwcard], thornlashers to pull enemy creatures out of the zone, or a wall of thorns to [mwcard=FWI04] Force Wave[/mwcard] all the non-rooted creatures through.


Use which action generators? fellella, vinetree, seedling pods
Use which mana generators/how much time spent on economy? 
If using fellella+vinetree use a meditation amulet?
Try to bait out 2+ teleports before going for a lethal stranglevine? baits would mostly use tanglevine, stranglevine copies, or stuck conditions. If they have less than 2 teleports, a facedown astral anchor is all you need for teleport control.

I've looked at a rush strategy, and it seems fairly likely to fail. Further, once it does fail I will be way behind. I keep gravitating fellella and alll defense/economy until I get out a turn4 togorah to protect my tree. then the anchored zone would be under my tree. sometimes I think about added a spawnpoint tree and maybe meditation amulet



So that's it right now.

3
Strategy and Tactics / Backup Battleforge
« on: October 21, 2015, 12:15:51 AM »
Why don't people have backup Battleforge(s) for when one is destroyed? people often bring multiple wizards towers for the same reason. Maybe its because equipment isn't central to killing the enemy, while damage dice from a tower are. The meta seems to be kill the battleforge turn 3, so why not bring a backup?

4
Spellbook Design and Construction / Golem Commander (Warlord)
« on: July 14, 2015, 10:59:10 PM »
This thread is about mages who primarily summon iron golems, but especially warlords. I hunted a bit for a similar build posted here but gave up. I'm sure they exist though.

The goal is to have a toughened dwarf who commands ~3 agressive iron golems via Power Rune Helm of Command with charge and a ring of command. I enjoy the theme of a warlord exclusively commanding golems as well.

Here is a 60 spellpoint book which has everything you need to be an effective Golem Commander. You will argue that other things are needed. By all means, throw those in. That's the point. Be cautious of removing anything however.

[spellbook]
[spellbookheader]
[spellbookname]Golem Commander[/spellbookname]
[mage]A Anvil Throne Warlord Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=MWSTX2FFA02]2 x Hurl Rock[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWSTX2FFJ01]1 x Harshforge Monolith[/mwcard]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MW1J13]1 x Mana Flower[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=FWC09]3 x Iron Golem[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE04]2 x Brace Yourself[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX1CKQ04]1 x Reflex Boots[/mwcard]
[mwcard=FWQ08]1 x Ring of Command[/mwcard]
[mwcard=FWQ05]2 x Helm of Command[/mwcard]
[mwcard=MWSTX2FFQ05]1 x Harshforge Plate[/mwcard]
[mwcard=DNQ07]1 x Veteran's Belt[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I15]1 x Knockdown[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=FWI10]1 x Whirling Strike[/mwcard]
[mwcard=MW1I04]3 x Charge[/mwcard]
[mwcard=MW1I02]3 x Battle Fury[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[mwcard=MWPRO1]2 x Dispel[/mwcard]
[/spells]
[cost]Total cost: 60 pts[/cost]
[/spellbook]

An example opening:
Turn1: 19 -8battleforge -15manaFlower move1
Turn2: 30 -17leatherGloves -19braceSelf move2
Turn3: 41  -22vetBelt -35golem -37enchantment
Turn4: 52 -43powerRuneHelmet -45charge +melee attack
Turn5: 63 -58golem -60charge

Or without a battleforge:
Turn1: 19 -5flower -7brace self  move1
Turn2: 29 -10ring move2
Turn3: 39 -23golem -28powerhelmet
Turn4: 49 -41golem -43chargeOrEnchant
Turn5: 59 -56golem -58chargeOrEnchant
No battleforge lets you get golems out much quicker but leaves you mostly defenseless

Here are some suggested spells to include. There is only enough room to include some of them. All of them can work well with the above book, so pick what you like.

[spellbook]
[spellbookheader]
[spellbookname]OCTGN Deck[/spellbookname]
[mage]A Anvil Throne Warlord Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[mwcard=FWA03]1 x Hail of Stones[/mwcard]
[mwcard=MWSTX1CKA01]1 x Surging Wave[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J22]1 x Tanglevine[/mwcard]
[mwcard=FWJ07]1 x Quicksand[/mwcard]
[mwcard=FWJ01]1 x Akiro's Hammer[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=FWC09]1 x Iron Golem[/mwcard]
[mwcard=FWC02]1 x Earth Elemental[/mwcard]
[mwcard=FWC10]1 x Ludwig Boltstorm[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE04]2 x Brace Yourself[/mwcard]
[mwcard=MW1E10]1 x Decoy[/mwcard]
[mwcard=MWSTX1CKE01]2 x Armor Ward[/mwcard]
[mwcard=MW1E33]1 x Retaliate[/mwcard]
[mwcard=MW1E16]1 x Force Hold[/mwcard]
[mwcard=DNE03]1 x Stumble[/mwcard]
[mwcard=MW1E25]1 x Maim Wings[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=FWQ05]1 x Helm of Command[/mwcard]
[mwcard=DNQ09]1 x Wand of Healing[/mwcard]
[mwcard=MWSTX1CKQ04]1 x Reflex Boots[/mwcard]
[mwcard=MWSTX2FFQ05]1 x Harshforge Plate[/mwcard]
[mwcard=MWSTX2FFQ03]1 x Eisenach's Forge Hammer[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=DNI08]2 x Dissolve[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[mwcard=FWI10]1 x Whirling Strike[/mwcard]
[mwcard=MW1I19]2 x Piercing Strike[/mwcard]
[mwcard=MW1I10]2 x Evade[/mwcard]
[mwcard=MW1I12]1 x Force Push[/mwcard]
[mwcard=FWI01]1 x Destroy Magic[/mwcard]
[/spells]
[cost]Total cost: 96 pts[/cost]
[/spellbook]
+nullifies


Tactics:
Since golems are slow and can only be summoned into the mage's zone, its imperative to be near your opposing mage before casting them, which will leave your mage vulnerable. Defensive golems are not how this Golem Commander operates. Commands are very effective on golems due to their high base attack. You'll need more than one golem out at a time to be effective.

5
Rules Discussion / Enchantment Transfusion And Blur
« on: July 08, 2015, 12:14:31 AM »
I've been pushing for errata to enchantment transfusion(ET) for a while. What I want to see is something like
"ET can only move revealed enchantments which can be revealed at this time(if they were still hidden)."

Now that blur is out (I know blur is only a promo and domination hasnt fully been released yet), what happens when:
objects: Mage A, Mage B 2 zones from Mage A, creature C which is 3 zones from Mage A
picture: A--B-C

mage A casts fireball
Mage B is the only other possible target in range and is 2 zones away
Mage B moves blur onto himself from creature C via ET after the counterspell step of fireball

Mage B is no longer target-able due to obscured.
options:
1) The fireball is countered because mage B is no longer a valid target before the spell resolves
2) Mage A has to target himself with the fireball since he is now the only valid target(see debate on sweeping before it got errata; see mana siphon and divine intervention)
3) The fireball goes ahead as planned and hits mage B

I believe the intent is (3)

6
Spells / Let's Talk Fortified Position
« on: July 03, 2015, 08:05:37 PM »
Yes its a good spell, interacts with corrode, and contrasts with sacred ground. Those are covered in other rules-based threads.

Just now I wished this were a conjuration rather than an enchantment. It would interact better with Harshforge monolith, construction yard, dispel, goblin builder, and presumably other stuff im not thinking about.

Interacts worse with zone attacks, force hammer, and creatures with nothing better to do than attack.

Fortifications seem more like conjuration territory. Who should be better at fortifying a position? a goblin builder or a pixie named fellella?

The only enchantment worth dispelling in my warlord books half the time is fortified position. I'd rather those dispels sit wasted in my opponent's spellbook.

7
Spells / Mohktari's Branch
« on: June 19, 2015, 05:24:00 PM »
No topic yet on [mwcard=DNQ06] Mohktari's Branch[/mwcard] either so here we go:

Since its made out of plant(Mohktari presumably) and may even be living, I'd like it to gain the plant subtype (I'm surprised [mwcard=DNQ08] Vinewhip Staff[/mwcard] doesnt have the plant subtype either). That way a reaction-druid can equip it (via seedling pod) and use it on the same turn without blowing both actions (or using a battleforge).

I feel like its underused because you don't usually pull one out until you know you can use it. By the time you pull it out you may have 3 burn/acid markers on a tree. It also competes for space versus leaf ring and enchantment ring.

It's good for protecting your treebond. This, lifebond, and tataree together mean your tree heals 6 damage and one condition per turn(lifetree, goblin builders, and renewing rain are the only other ways to keep treebonds alive that i am aware of).  Only healing one isnt so good on zero armor vinesnappers and such though.

8
Spells / Samara Tree (and seedling pod) thoughts
« on: June 16, 2015, 01:23:40 AM »
No thread just about [mwcard=DNJ09] Samara Tree[/mwcard] which isn't in the rules section so here we go.

I think the idea behind the tree is solid and lends itself to a strategy of delayed actions and counterplay, but vine tree can be used for so many things, including seedling pods, that it overshadows Samara.

I think Samara could use a boost, even though it's not gonna happen. I think Samara Tree would become awesome if, as a free action, it could cast one seedling pod immediately upon being cast.

Alternatively, remove Samara's channelling and make the seedling pods it summons start with one mana. That would make it easier to use. With tataree help, you could have a seedling cast on turn 2 able to deploy on turn 3. It sounds too good, but only because of tataree and she can be one-shotted pretty easy.

9
Spells / Flank Attack
« on: April 25, 2015, 07:32:27 PM »
There is no thread for just [mwcard=MWSTX2FFI04] Flank Attack[/mwcard], so here we go.

It was very satisfying to have my little [mwcard=FWC05] Goblin Grunt[/mwcard] do a 7dice 3 piercing attack(To battle, flank attack, standard bearer, armory) which killed the enemy mage. The enemy mage had 6 armor and a veterans belt, so this worked out far better than hurling a boulder for way more mana.

I think I need to explore these goblin swarm books more.

10
General Discussion / Starting a Wiki
« on: April 13, 2015, 07:54:46 PM »
So is there a wiki? should i start a wiki right now? ACG was talking about making OCTGN link to it for rules clarification.

11
General Discussion / Wall of Earth = GG
« on: March 23, 2015, 05:05:04 PM »
I was my fire warlock. turn 3, I get walled in my flame immune wall of earth. I check my book: i have no way to get out or damage the walls. archers tower and archer from opponent. Game over on turn 4.

12
Rules Discussion / intercept and triplestrike
« on: March 22, 2015, 05:32:15 PM »
does intercept retarget one attack, or a whole attack action? I'm guessing an intercepting guard only absorbs one attack of a triplestrike.

Intercept:
If this creature is guarding, and if a ranged attack targets a non-flying object in the same zone, this creature may
redirect that ranged attack to itself, as long as it can be a legal target for that attack. The intercept is announced
and occurs immediately after the Declare Attack Step (and before the Avoid Attack Step). It loses its guard marker
at the end of the attack which it intercepts. Cannot intercept a zone attack.

Intercept (Conquest of Kumanjaro)
Restrained and Incapacitated creatures can’t use Intercept.
The creature can’t use Intercept if it cannot become a legal target for that ranged attack.
Intercept cannot be used on Zone attacks, since Zone attacks don’t target objects.

13
My last game I noticed these. If I explode their chestpiece, a defending intercept creature can intercept the damage. If i combust their burn markers, same thing. 

I think ranged and intercept would be a lot more interesting and consistent if you could not intercept unavoidable attacks. If unavoidable means you cant deflect it with a shield, then how can you deflect it with a creature holding a shield?

/rant

14
Alternative Play / Start with a Wall Between Centre Zones
« on: March 19, 2015, 08:37:49 PM »
So here is an idea:

A1-->C4 is the standard arena map

...
a1 b1 c1
a2 ...
...

1) There is an invulnerable earth wall between the two centre zones, B2 and B3
2) No walls can be put up between A2-A3 and C2-C3
3) That's it

Or alternatively...
1)Players start on A1 and A4
2)There is an invulnerable earth wall between the two zones, A2 and A3
3)No walls can be put up between B2-B3

Thoughts? How would this change the game? Easier to hinder, creature chokepoints and place defensive walls. Archers Watchtower of course. Seems like a fun way to mix it up until dominion custom map tiles come out.

15
Spellbook Design and Construction / Cloaked Curser
« on: March 15, 2015, 08:51:50 PM »
So this is basically a solo long range kiting DOT build(with limited creature/conjuration support and some spike fire damage).  I don't recall seeing one of those on the forums. The jist is to always have a Cloak of Shadows up, keep the scary creatures Enfeebled, and keep up a nullify/reverse magic.

You spend the game kiting anything scary(mage, Brogans, ect). Small things you can Chains of Agony and let them kill themselves. I am light on creatures because they slow me down and light on conjurations because I won't protect them. if they are 2 zones away, they need one action to get within one zone of you, a second action to pop the nullify, and a third to actually bother you. make sure you delay all your actions to be ready to run or nullify yourself.

Defense: My only defense is kiting. If they land an immobilize on me which I cant remove, I have probably lost. I have no constant armor or defenses intentionally to be efficient(though i could throw in a block or brace yourself). I let my battleforge/Sersiryx die since I can't protect them. My mage is the only target of value so she runs away.

Tools to stay at max range: teleport trap, teleportx2, force push, wall/trap damage, enfeeble, devils trident cripple, mongoose/cheeta

Offense: Any chance you have for aggression is used to pile on curses and burns on the enemy mage at max range. You can also spike damage them with some fire, either before they have defensive stuff in place or to make the kill. Ignore enemy armor stacking but explode flame -2 equipment when convenient.



Early game options:
1) early hide and self curse with enchanters ring, then transfusion
2) battleforge and early harass
3) charge in an early Sersiryx to curse and cripple
4) fireball rush

Possible spellbook additions:
1) Brace yourself/block
2) Enchanters wardstone(though I fear it will just die quick, only play it >1 zones from enfeebled mage you fear may purge magic)
3) Blood Demon(flying and vamp may keep it alive unsupported)
4) Fireball damage buffs(hawkeye, more marked for death, armor reducers)
...other?


[spellbook]
[spellbookheader]
[spellbookname]Cloaked Curser[/spellbookname]
[mage]Adramelech Warlock[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA01]2 x  Devil's Trident[/mwcard]
[mwcard=mw1a06]2 x  Flameblast[/mwcard]
[mwcard=mw1a04]2 x  Fireball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[mwcard=mw1w03]1 x  Wall of Fire[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX2FFC11]1 x  Sersiryx, Imp Familiar[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e35]2 x  Reverse Magic[/mwcard]
[mwcard=mw1e04]4 x  Chains of Agony[/mwcard]
[mwcard=MWSTX2FFE03]2 x  Arcane Corruption[/mwcard]
[mwcard=MWSTX2FFE01]3 x  Adramelech's Touch[/mwcard]
[mwcard=MWSTX2FFE02]1 x  Akiro's Favor[/mwcard]
[mwcard=mw1e29]2 x  Nullify[/mwcard]
[mwcard=mw1e27]1 x  Marked for Death[/mwcard]
[mwcard=mw1e31]2 x  Poisoned Blood[/mwcard]
[mwcard=mw1e19]2 x  Ghoul Rot[/mwcard]
[mwcard=mw1e14]4 x  Enfeeble[/mwcard]
[mwcard=mw1e24]3 x  Magebane[/mwcard]
[mwcard=mw1e08]2 x  Death Link[/mwcard]
[mwcard=mw1e32]1 x  Regrowth[/mwcard]
[mwcard=mw1e28]1 x  Mongoose Agility[/mwcard]
[mwcard=mw1e05]1 x  Cheetah Speed[/mwcard]
[mwcard=mw1e22]2 x  Hellfire Trap[/mwcard]
[mwcard=mw1e38]1 x  Teleport Trap[/mwcard]
[mwcard=DNE02]1 x  Rise Again[/mwcard]
[mwcard=MWSTX1CKE04]1 x  Enchantment Transfusion[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q10]1 x  Fireshaper Ring[/mwcard]
[mwcard=DNQ01]3 x  Cloak of Shadows[/mwcard]
[mwcard=mw1q08]1 x  Elemental Wand[/mwcard]
[mwcard=mw1q28]1 x  Ring of Curses[/mwcard]
[mwcard=MWSTX2FFQ01]2 x  Adramelech's Torment[/mwcard]
[mwcard=mw1q09]1 x  Enchanter's Ring[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i28]2 x  Teleport[/mwcard]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=MWSTX2FFI05]2 x  Ignite[/mwcard]
[mwcard=mw1i11]2 x  Explode[/mwcard]
[mwcard=MWSTX2FFI01]1 x  Combustion[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]


EDIT: mark III
[spellbook]
[spellbookheader]
[spellbookname]Cloaked Curser III[/spellbookname]
[mage]A Adramelech Warlock Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MW1A06]2 x Flameblast[/mwcard]
[mwcard=MW1A04]2 x Fireball[/mwcard]
[mwcard=MWSTX2FFA01]2 x Devil's Trident[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J12]1 x Mana Crystal[/mwcard]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MW1W03]2 x Wall of Fire[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX2FFC11]1 x Sersiryx, Imp Familiar[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE04]1 x Brace Yourself[/mwcard]
[mwcard=MW1E35]1 x Reverse Magic[/mwcard]
[mwcard=MW1E31]2 x Poisoned Blood[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[mwcard=MW1E24]3 x Magebane[/mwcard]
[mwcard=MW1E19]2 x Ghoul Rot[/mwcard]
[mwcard=MW1E14]4 x Enfeeble[/mwcard]
[mwcard=MW1E08]2 x Death Link[/mwcard]
[mwcard=MW1E04]4 x Chains of Agony[/mwcard]
[mwcard=MWSTX2FFE03]2 x Arcane Corruption[/mwcard]
[mwcard=MWSTX2FFE01]3 x Adramelech's Touch[/mwcard]
[mwcard=MWSTX2FFE02]1 x Akiro's Favor[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MW1E28]2 x Mongoose Agility[/mwcard]
[mwcard=MW1E05]1 x Cheetah Speed[/mwcard]
[mwcard=MW1E38]1 x Teleport Trap[/mwcard]
[mwcard=MWSTX1CKE04]1 x Enchantment Transfusion[/mwcard]
[mwcard=MW1E22]2 x Hellfire Trap[/mwcard]
[mwcard=MW1E20]1 x Harmonize[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q14]1 x Lash of Hellfire[/mwcard]
[mwcard=DNQ01]3 x Cloak of Shadows[/mwcard]
[mwcard=MW1Q28]1 x Ring of Curses[/mwcard]
[mwcard=MWSTX2FFQ01]1 x Adramelech's Torment[/mwcard]
[mwcard=MW1Q10]1 x Fireshaper Ring[/mwcard]
[mwcard=MW1Q08]2 x Elemental Wand[/mwcard]
[mwcard=MW1Q23]1 x Regrowth Belt[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWSTX2FFI01]1 x Combustion[/mwcard]
[mwcard=MW1I11]2 x Explode[/mwcard]
[mwcard=MWPRO1]2 x Dispel[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[mwcard=MW1I12]1 x Force Push[/mwcard]
[mwcard=MWSTX2FFI05]3 x Ignite[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Edit: mark 5
[spellbook]
[spellbookheader]
[spellbookname]Cloaked Curser V[/spellbookname]
[mage]A Adramelech Warlock Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MW1A06]2 x Flameblast[/mwcard]
[mwcard=MW1A04]2 x Fireball[/mwcard]
[mwcard=MWSTX2FFA01]2 x Devil's Trident[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J12]1 x Mana Crystal[/mwcard]
[mwcard=MWSTX1CKJ01]1 x Enchanter's Wardstone[/mwcard]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MW1W03]1 x Wall of Fire[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX2FFC11]1 x Sersiryx, Imp Familiar[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE04]1 x Brace Yourself[/mwcard]
[mwcard=MW1E35]1 x Reverse Magic[/mwcard]
[mwcard=MW1E31]2 x Poisoned Blood[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[mwcard=MW1E24]3 x Magebane[/mwcard]
[mwcard=MW1E19]2 x Ghoul Rot[/mwcard]
[mwcard=MW1E14]4 x Enfeeble[/mwcard]
[mwcard=MW1E08]2 x Death Link[/mwcard]
[mwcard=MW1E04]4 x Chains of Agony[/mwcard]
[mwcard=MWSTX2FFE03]2 x Arcane Corruption[/mwcard]
[mwcard=MWSTX2FFE01]2 x Adramelech's Touch[/mwcard]
[mwcard=MWSTX2FFE02]1 x Akiro's Favor[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MW1E28]1 x Mongoose Agility[/mwcard]
[mwcard=MW1E05]1 x Cheetah Speed[/mwcard]
[mwcard=MW1E38]1 x Teleport Trap[/mwcard]
[mwcard=MWSTX1CKE04]1 x Enchantment Transfusion[/mwcard]
[mwcard=MW1E22]2 x Hellfire Trap[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q14]1 x Lash of Hellfire[/mwcard]
[mwcard=DNQ01]3 x Cloak of Shadows[/mwcard]
[mwcard=MW1Q28]1 x Ring of Curses[/mwcard]
[mwcard=MWSTX2FFQ01]1 x Adramelech's Torment[/mwcard]
[mwcard=MW1Q10]1 x Fireshaper Ring[/mwcard]
[mwcard=MW1Q08]2 x Elemental Wand[/mwcard]
[mwcard=MW1Q23]1 x Regrowth Belt[/mwcard]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWSTX2FFI01]1 x Combustion[/mwcard]
[mwcard=MW1I11]2 x Explode[/mwcard]
[mwcard=MWPRO1]2 x Dispel[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[mwcard=MWSTX2FFI05]3 x Ignite[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

reminders:
battleforge can't see you if you are obscured and 2 zones away.
Explode and Combustion Ignore intercept.
cheeta speed far less important than mongoose agility
Revealing enfeeble after they move one zone ends their action. Preventing a turn 2 or 3 mage action is a very big deal.

Pages: [1] 2 3 4