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Topics - DrunkenSaint

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1
Spellbook Design and Construction / Drunken Beastmaster
« on: March 09, 2014, 07:33:26 PM »
Standard rigamarole:

For anyone who missed it I have just decided to start uploading my current spellbooks! Ill try to upload 1-2 a day and give a rundown of how any games I play with them go, as well as any tweaks I make to them along the way.

I'm fairly new to the game/ have only recently found a group of players to compete with. as I have only been playing new players for the most part my games are often undeserving victories!
I am trying to keep 6 functional decks so that I can have some variety and so that any new players I introduce can have their pick of interesting mages (I currently have the Kumanjaro and DvN expansions) and while I have purchased a few extra cards, some of my card choices are based on a lack of availability. I know teleport is awesome!

Anyways onto my:
Beastmaster
(Straywood)

---  Conjuration  ---  (21)
2 Tanglevine
1 Stranglevine
1 Battle Forge
1 Mohktari, Great Tree of Life
1 Enchanter's Wardstone
2 Mana Flower
1 Fog Bank
1 Corrosive Orchid
1 Tooth and Nail

---  Creature  ---  (22)
1 Kralathor, The Devourer
1 Fellella, Pixie Familiar
1 Cervere, The Forest Shadow
1 Galador, Protector of Straywood
1 Steelclaw Grizzly
2 Thunderift Falcon

---  Enchantment  ---  (48)
2 Regrowth
2 Bear Strength
2 Healing Charm
2 Rhino Hide
2 Bull Endurance
2 Eagle Wings
1 Cheetah Speed
1 Mongoose Agility
2 Enchantment Transfusion
1 Poisoned Blood
1 Teleport Trap
1 Divine Might
1 Block
3 Nullify
1 Reverse Attack
2 Decoy
1 Harmonize

---  Equipment  ---  (15)
1 Dispel Wand
1 Staff of Beasts
1 Regrowth Belt
1 Veterans Belt
1 Leather Boots
1 Leather Gloves
1 Elemental Cloak
1 Bearskin
1 Enchanter's Ring

---  Incantation  ---  (14)
1 Dispel
2 Dissolve
1 Force Push
1 Teleport
1 Charge

I tried for ages to make a viable swarm build... I failed! so I built this instead. We have recently started playing a lot of 2v2's and I thought that fellella might be more helpful there. She is! the ability to cast enchantments s on my team mate as well as my stuff opens up a lot of possibilities. we can quickly and cheaply get out a few heavy hitters, buf them and back em up with our mages all prty quick any time I don't know what to do I just store extra enchantments on fellela and use the transfusion when they are needed. So far so good in our team games and I have also been pleasantly surprised in the 2 1v1's I have played.

the games:

Win 2v2
(wizzard+Beastmaster Vs Forcemaster+Necromancer)
Battle Forge/Mana Flower. Turn 2 enchanter's ring from the forge, Fellella and an enchantment from me. From there I equipped and stepped forward a little bit, I placed a teleport trap fairly quickly and my partner set up a nice trap with a spawnpoint and a wall.. I stepped up teleported one onto the teleport trap after he had moved, my teleport trap moved him the rest of the way into our spawn/trap. My partner walled him in and it was a losing struggle for them form there on out.

Win 2v2
(wizzard+Beastmaster Vs Warlord+Necromancer)
Battle Forge/Mana Flower. Turn 2 enchanter's ring from the forge, Fellella and an enchantment from me.
this time we worked on getting out a few big, buffing them and crushing the other guys! they had both made a slow play and couldn't quite cope.

Win (1v1 Vs forcemaster)
Fellella/Enchantment, can't recall which... anyways got a pet falcon and then worked on enchantments/gloves/boots untill I could get a bear out. the falcon hunted down the forcmaster's flying familliars. I started moving up storing enchantments on Fellella, and transfering them when needed. won after a long fight!

Loss (1v1 Vs forcemaster)
Fellella/Enchantment, Very similar to the previous game, though against a more experienced player. played out much the same, though I lost in the end (quite narrowly) I got pushed through a thorn wall and took 9 daage despite my armor to win the game for him by a hair!!


2
Spellbook Design and Construction / Drunken Necromancer
« on: February 22, 2014, 07:56:55 PM »
Standard rigamarole:

For anyone who missed it I have just decided to start uploading my current spellbooks! Ill try to upload 1-2 a day and give a rundown of how any games I play with them go, as well as any tweaks I make to them along the way.

I'm fairly new to the game/ have only recently found a group of players to compete with. as I have only been playing new players for the most part my games are often undeserving victories!
I am trying to keep 6 functional decks so that I can have some variety and so that any new players I introduce can have their pick of interesting mages (I currently have the Kumanjaro and DvN expansions) and while I have purchased a few extra cards, some of my card choices are based on a lack of availability. I know teleport is awesome!

Anyways onto my:

Necromancer
(Darkfenne)

---  Conjuration  ---  (20)
2 Wall of Bones
1 Ziggurat of Undeath
1 Deathlock
1 Idol of Pestilence
2 Mana Crystal
1 Graveyard
1 Battle Forge
---  Creature  ---  (32)
2 Zombie Minion
2 Zombie Crawler
2 Zombie Brute
2 Unstable Zombie
2 Plague Zombie
1 Shaggoth-Zora
1 Ravenous Ghoul
1 Skeletal Archer
1 Grey Wraith
---  Enchantment  ---  (22)
1 Decoy
1 Nullify
1 Spiked Pit
1 Hellfire Trap
1 Rise Again
1 Death Link
1 Maim Wings
1 Poisoned Blood
1 Ghoul Rot
2 Marked for Death
1 Agony
1 Teleport Trap
---  Equipment  ---  (18)
1 Regrowth Belt
1 Deathshroud Staff
2 Death Ring
1 Libro Mortuos
1 Meditation Amulet
1 Leather Gloves
1 Leather Boots
1 Cloak of Shadows
1 Demonhide Armor
---  Incantation  ---  (28)
2 Dissolve
2 Dispel
1 Teleport
1 Force Push
1 Animate Dead
2 Zombie Frenzy
1 Drain Life
1 Drain Soul

I have only played a few games as the necromancer, all of them against new players. I don't get to play it often, as my regular game night it is always claimed by one of my new converts to the game. He seems a tad obsessed with this book! at any rate, most of it's lifetime has been spent as a skeleton book, it has only recently been converted to a zombie book. I have yet to play it in it's current form, but did explain to my friend my intent with it, and it worked well for him on its first test run!

His games:

Game 1 (win vs warlord)
move Battle Forge/ Mana Cyrstal, turn 2 (move) the forge made a Death Ring, and the mage cast another Mana Crystal and the Libro Mortuos. This left the mage at 0 mana but with a respectable 12 channeling. The ring and book bring his Effective channeling up to 16. At this point he saw that his opponent was setting up for a slow ranged play, He placed an Idol of Pestilence and then began to advance. Equip/summon using his spawn-points, then a one space advance and setup enchantments. he was able to move/spawn every turn and quickly begin to pressure the opposing mage. He made a plague zombie his eternal servant once in the thick of things, and in general did a good job wreaking havoc. Eventually he was forced to retreat his mage, but had a substantial force of zombies to cover him while he regrouped/ placed the Deathlock and eventually won the war of attrition.

The next game was a 2v2 match played on a 4x5 board with a 2 space choke-point in the middle.

Game 2 (win 2v2 necro+wizard vs priestess+druid)
move Battle Forge/ Mana Cyrstal, the forge made the medditation ammulet, the mage created another Mana Crystal and channeled. The next turn the forge made a Death Ring, the mage built a graveyard and channeled. Next came his Libro, a move, Idol of pestilence and an enchantment. this time around he managed to net a whopping 20 (mixed) channeling. The wizard ran interference. he pumped out a steady stream of zombies, and eventually the wizard teleported an enemy mage into the necro's range. He teleported the mage the rest of the way to place him on top of the graveyard, and walled him in with a brute. More came every turn and the enemy team surrendered fairly quick thereafter.

Anyways as I said I have little personal experience with this book at present. but it seems to offer up a decent number of options and I have yet to hear many complaints. I may try to include Adramelech in the next iteration. But want to play it as is first.


3
Spellbook Design and Construction / Drunken Warlock
« on: February 20, 2014, 03:50:49 PM »
Standard rigamarole:

For anyone who missed it I have just decided to start uploading my current spellbooks! Ill try to upload 1-2 a day and give a rundown of how any games I play with them go, as well as any tweaks I make to them along the way.

I'm fairly new to the game/ have only recently found a group of players to compete with. as I have only been playing new players for the most part my games are often undeserving victories!
I am trying to keep 6 functional decks so that I can have some variety and so that any new players I introduce can have their pick of interesting mages (I currently have the Kumanjaro and DvN expansions) and while I have purchased a few extra cards, some of my card choices are based on a lack of availability. I know teleport is awesome!

Anyways onto my:

Warlock
(Arraxian Crown)

---  Attack  ---  ( 8 )
2 Ring of Fire
2 Fireball
---  Conjuration  ---  (7)
1 Battle Forge
2 Enchanter's Wardstone
---  Creature  ---    (15)
1 Adramelech, Lord of Fire
1 Firebrand Imp
1 Goran, Werewolf Pet
1 Necropian Vampiress
---  Enchantment  ---  (53)
2 Vampirism
2 Bear Strength
2 Regrowth
2 Rhino Hide
1 Bull Endurance
1 Cheetah Speed
1 Mongoose Agility
1 Armor Ward
2 Nullify
1 Decoy
1 Reverse Magic
1 Jinx
1 Harmonize
1 Enchantment Transfusion
1 Chains of Agony
1 Agony
2 Poisoned Blood
1 Magebane
1 Ghoul Rot
1 Death Link
1 Plagued

---  Equipment  ---  (23)
1 Moloch's Torment
1 Eagleclaw Boots
1 Veterans Belt
1 Helm of Fear
1 Demonhide Armor
1 Elemental Cloak
1 Ring of Curses
1 Enchanter's Ring
1 Fireshaper Ring
2 Lash of Hellfire
1 Elemental Wand
1 Gauntlets of Strength

---  Incantation  ---  (14)
1 Dissolve
2 Explode
1 Dispel
1 Seeking Dispel
1 Teleport


 I imagine the available strategies for my warlock are fairly clear. I can run up and punch things in the face, or I can curse and run away. I have a few creatures to support these efforts. I tend to grab the vamp for an all out rush. I grab the imp for a slightly more subtle game, enchanting him with curses/buffs/counters and using transfusion to either; massive insta-buff my guy for a shift in strategy (I had been running and cursing),
massive curse the enemy, or occasionally I just turn him into a surprisingly powerful little ally. Adramelech and Goran or in there for more situational plays, most games they see little to no play, I will likely remove ore replace one or both soon.

The games thus far:

Game 1  (win vs Beastmaster)
move, Battle Forge/Decoy, I didn't want to commit too much mana 'till I had an idea what I was up against. He Opened with a Mana Flower and a Lair. I equipped an enchanter's ring from the forge, summoned my Vampiress, and proceeded to enchant/equip/advance as fast as I could. It was a pretty straightforward mauling from there. He obviously intended to make a group of canines and get Redclaw, my vamp dealt with the creatures I focused on the mage.

Game 2 (win vs druid)
Sprint/Nullify, My first play against a druid! can't really ask for a more favorable match-up. Sprint and an enchantment set me up to bring in Adremelech. The Druid was a  fairly new player but put up a surprisingly good fight, effective use of walls and thornlashers, kept me out of the fight, and a plethora of the Nightshade Lotus kept Adremelech out of action for a while. I eventually got a deathlink on him which kept him awake and my mage healthy.

Game 3 (win vs Forcemaster)
Battle Forge/Harmonize(on the forge), My first game even seeing a forcemaster, I decided it would likely be more or less a 1v1, and decided to harmonize and let her come to me! Forge gave me an enchanter's ring, I got out and imp the next turn and planned to store curses on it though I started with a nullify and never got the chance to build up anything. She wound up summoning the flying caster's (I don't have forcemaster and cant remember the names) and the stealthy thing and coming at me with them while she equipped herself, I had initiative when the first caster got in range, my forge gave me a lash, I moved and killed in in one hit, and cursed the other one. it died quickly thereafter without any further help from me. I saved my quick-cast and the stealth guy died to a curse as well a few turns later. At this point the mage was to me and had a significant health advantage, we traded a few blows, I cursed her a few times, then jinxed her and teleported away, leaving my imp to slow her. I healed up a round or two, she slowly died and failed to catch me, conceded pretty quick after that.

Anyways I like the Warlock, though most of the games so far feel fairly similar. A match up against a necromancer seems like it might be tough as it would really cut my options down to just the go in and hit things method. Hes good at that and might be fine, but a lack of plan B might hurt. all in all I like the spellbook well enough but the lack of variety Makes me not want to play him often. I would get bored, and he would be fairly simple learn to counter. When you see it all coming as soon as you see my warlock hit the table... hes not likely to last long. Time will tell though! maybe He's just that good at what he does!


4
Spellbook Design and Construction / Drunken Priestess
« on: February 19, 2014, 06:10:20 PM »
Really struggled not just calling this one DrunkenSaint. It is however best to stick with the chosen form!

Standard rigamarole:

For anyone who missed it I have just decided to start uploading my current decks! Ill try to upload 1-2 a day and give a rundown of how any games I play with them go, as well as any tweaks I make to them along the way.

I'm fairly new to the game/ have only recently found a group of players to compete with. as I have only been playing new players for the most part my games are often undeserving victories!
I am trying to keep 6 functional decks so that I can have some variety and so that any new players i introduce can have their pick of interesting mages (I currently have the Kumanjaro and DvN expansions) and while I have purchased a few extra cards, some of my card choices are based on a lack of availability. I know teleport is awesome!

Anyways onto my:

Priestess
(Westlock)

---  Conjuration  ---  (16)
1 Temple of the Dawnbreaker
1 Hand of Bim-Shalla
1 Temple of Light
1 Temple of Asyra
1 Battle Forge
1 Wall of Steel
---  Creature  ---  (27)
2 Knight of Westlock
1 Brogan Bloodstone
2 Guardian Angel
1 Highland Unicorn
2 Royal Archer
2 Asyran Cleric
---  Enchantment  --- (28)
1 Teleport Trap
3 Healing Charm
1 Bear Strength
2 Decoy
3 Nullify
1 Armor Ward
1 Regrowth
1 Divine Intervention
3 Divine Protection
1 Sacred Ground
---  Equipment  ---  (20)
1 Veterans Belt
2 Mage Wand
1 Leather Gloves
1 Leather Boots
1 Crown of Protection
1 Meditation Amulet
1 Dragonscale Hauberk
1 Ring of Asyra
1 Enchanter's Ring
---  Incantation  ---  (29)
2 Teleport
2 Dissolve
2 Dispel
1 Purify
1 Purge Magic
1 Seeking Dispel
2 Minor Heal
1 Group Heal

This spell-book is I imagine, fairly standard. I don't dip heavily into any other schools and am not trying anything too tricky. I probably play much as most people who first pick up the standard priestess spell book might. focus on build up, some board control with the archers and strong survivable guards, lots of heals to make sure that mine are the last men standing. My only real included variety comes from the inclusion of the forge and the ability to equip my mage  differently to deal with changes in fortune. It is straight forward, but has been effective thus-far. I do think that this is one of my favorite spell-books to use when teaching the game. It tends to efficiently illustrate most aspects of the game, not favoring any one thing to the exclusion of anything else.  I use ranged attacks, counter attacks, guards, dodges, flying, enchantments, spawnpoints and equipment in most every game played. As such I have played with it more than most of my decks, the games have however been fairly similar and straightforward. I'll outline my play in general terms rather than game by game.


Games: (wins :D )
(lumping all of my vs newbie games together here.)

Battle Forge/Asyran Cleric, I start with the forge and the cleric because I like the security the forge gives my early game, rusher's tend to take a second to think when they know you can be decently equipped by the time they got to you. The cleric's action token can be nice to have right off the bat; while weak it offers up lots of play options. My second turn depends on whats going on of course, but I like to have the forge cast a med amulet, while I cast temple of Asyra (In my starting square)  and use the amulet for my full action. I now have a strong mana base (16) , and lots of options.

Game 2: (win Vs Druid)
(this game was actually played with the priest, and a slight variation of the book, namely the addition of a Staff of Asyra, and another bear strength or 2. It was also played against an at least slightly more experienced player)

move, Battle Forge/Bear Strength. I decided an all out offensive would be fun to try with this guy. I moved and equipped until I was at the extent of my battle forge's range, then I summoned a knight and a Temple of Asyra (their side of the board). My thought was that I would hopefully not be needing all of my mana at this point and that I might be able to get some use out of the summon action sooner or later, (was thinking a unicorn support may come in handy). Turns out I did need my mana, the spawn point wound up getting destroyed with a whopping 6 mana unused on it :( He wasted some valuable time killing it though, so i think it was, more or less a wash. The game as a whole was less than elegant, and I think I won due purely due to my greater experience. I don't know that I would try the rush again with the priests, unless forced to it.

~

So far I feel like the priestess is solid, though mine at least offers up few opportunities for really imaginative play. There is much to be said for solid and reliable though, and I can heartily recommend a book like this for new players!

5
Spellbook Design and Construction / Drunken Druid
« on: February 18, 2014, 05:44:00 PM »
For anyone who missed it I have just decided to start uploading my current decks! Ill try to upload 1-2 a day and give a rundown of how any games I play with them go, as well as any tweaks I make to them along the way.

the important parts from my previous intro:
I'm fairly new to the game/ have only recently found a group of players to compete with. as I have only been playing new players for the most part my games are often undeserving victories!
I am trying to keep 6 functional decks so that I can have some variety and so that any new players I introduce can have their pick of interesting mages (I currently have the Kumanjaro and DvN expansions) and while I have purchased a few extra cards, some of my card choices are based on a lack of availability. I know teleport is awesome!

Anyways onto my:

Druid
(wychwood)

---  Conjuration  ---  (30)
4 Bloodspine Wall
2 Nightshade Lotus
2 Corrosive Orchid
4 Seedling Pod
1 Samara Tree
1 Etherian Lifetree
1 Altar of the Iron Guard
2 Tanglevine
2 Stranglevine
---  Creature  ---  (39)
4 Raptor Vine
4 Thornlasher
3 Vine Snapper
1 Tataree
1 Togorah, Forest Sentinel
1 Kralathor, The Devourer
1 Mountain Ram
---  Enchantment  ---  (22)
2 Bull Endurance
2 Rhino Hide
2 Eagle Wings
1 Cheetah Speed
1 Mongoose Agility
1 Bear Strength
1 Teleport Trap
1 Spiked Pit
1 Nullify
1 Barkskin
1 Decoy
---  Equipment  ---  (9)
1 Vinewhip Staff
1 Druid's Leaf Ring
1 Meditation Amulet
1 Mage Wand
---  Incantation  ---  (20)
1 Teleport
1 Minor Heal
1 Force Push
2 Dissolve
2 Dispel
3 Burst of Thorns
1 Renewing Rain

I have only managed 2 games with the druis so far. I LOVE her, so interesting! I also have no idea what i am doing with her! her book has gone through major flux each time. The listed cards are as yet un-played ( have not tried the samara tree) The plan is to play it  and perhaps an additional pod  along with tataree early on then advance with my mage+ barkskin when needed  to take the pressure off of my slow buildup. If they decide to make a slow play I samara and Meditation amulet for some pretty impressive action and mana buildup. I could spend a few turns quick casting an extra pod and a tataree, full casting the meditation amulet. I can't see it easily being out produced.
Anywho the games thus far:

Note:  I had 4 people come over at once to learn to play! (yay!) one of them had played with me once, the others were completely new. Anyways we had 2 games going at once, and I wound up breaking my never play the same deck 2x rule as keeping new things to a minimum seemed wise

Game 1  (win)
Druid's Leaf Ring/Vine Tree. I love manipulating the field so this led into a thornlasher/wall extravaganza. That said, I was against a First timer so many of my moves were more to illustrate a point than to actually win the game.

Note:  I was using the recommended deck for the first game. I changed it heavily between games, both to show how a book could be customized, and to support the rush in the next game. most of the changes were quickly made and involved the addition of enchantments. I kept many of them in the current iteration on the spell book

Game 2 (win)
Druid's Leaf Ring/Kralathor. this time I was against a  player that had watched the previous game, the previous player was watching this one. I decided outlining a rush strategy might be a good idea. I popped out Kralathor right away, followed it with a move x2 + enchantment for the next 2 turns. Once I was on their face I Pulled Togorah out, bonded with it, and proceeded to tanglevine + smash. That was it for lessons next they played against one another while I moderated.


6
Spellbook Design and Construction / Drunken Wizzard
« on: February 18, 2014, 04:20:15 PM »
So I have not posted much yet and I thought I'd get involved! What better way than to start uploading my decks!

I should mention that I am still fairly new to the game. I didn't have any friends that played the game and bought it on a whim. I LOVE it! I have owned the game for a while now, (since November) but have only recently been able to get others interested enough to purchase copies, though I have shared it with 5 friends now who each bought one, YAY! All of that is to say that until recently my play has been sporadic and always against newcomers using books I built. Additionally I never play with the same deck 2x in a row. For that matter I try to play them all evenly; I have 6 mages and only get 1-2 games in a week if I am lucky, so most have only been played a few times. I tweak them after the game but usually don't get to test the results for quite a while. Some seem to be working quite well others are a little iffy. I have also tried to make 6 functional books so some of my card choices are based on availability. all of this is to say I know that some of these are less than optimal some advice I wont be able to implement, at least not now, (I have no more teleports or enchanters rings :( could we get a few key guards in just like a 5 pack???? that would be awesome!) anyways, I'd still love to hear any advice/criticism.

We'll start with the:

Wizard (sortilege)
(Air)

---  Attack  ---  (6)
2 Jet Stream
1 Thunderbolt
1 Windstorm
---  Conjuration  ---  (35)
1 Wall of Poison Gas
2 Wall of Thorns
1 Wall of Fire
2 Wall of Stone
1 Bloodspine Wall
1 Suppression Orb
1 Mana Syphon
2 Mana Crystal
1 Gate to Voltari
1 Wizard's Tower
---  Creature  ---  (24)
1 Gargoyle Sentry
1 Blue Gremlin
1 Darkfenne Hydra
1 Gorgon Archer
1 Devouring Jelly
2 Whirling Spirit
---  Enchantment  ---  (17)
1 Harmonize
1 Regrowth
1 Circle of Lightning
1 Eagle Wings
1 Decoy
2 Nullify
2 Essence Drain
1 Teleport Trap
---  Equipment  ---  (15)
1 Gale Force Ring
1 Mage Wand
1 Elemental Wand
1 Suppression Cloak
1 Dragonscale Hauberk
1 Arcane Ring
1 Eagleclaw Boots
1 Dispel Wand
1 Leather Gloves
---  Incantation  ---  (23)
2 Dispel
2 Dissolve
1 Seeking Dispel
3 Force Push
2 Teleport
1 Sleep
1 Minor Heal

This is probably my favorite deck so far, has lots of options for play and its just so much fun shoving people around! Anyways I have thus-far played him three times well four, once with the recommended build. so far my openings have been:

Game  1:  (win)
Gate to Voltari/harmonize (in my corner). This was followed by my mage  (and a blue gremlin ) advancing and causing mischief until i was fairly weak followed by a retreat  towards my gate. The opponent pressed hard, I used the gate to get a nearly free hydra teleported the opponent in and shut the door with 2 stone walls. the following turn it summoned a jelly, ( I continued to run from his minions outside) and he Died fairly quickly (broke down the wall, I made a fiery one and shoved him back in.

game 2 :  (win)
Mana Crystal/(move) Mana Crystal. He left his corner so I moved again and placed a mana siphon. He already had 2 smallish creatures and a spawn point, so i placed a Suppression orb down as well. he felt the need to come after me and mine at that point I moved in to slow things down a tad, and put up a wizard tower when I could, along with some walls, eventually an archer. i retreaded at that point and let my ranged hits, pushes and walls do most of the work. Lost my gorgon eventually, but it was too late for him to make a comeback.

Game 3:  (win)
Mana Crystal/(move) Wizard's Tower (center). He stayed put (gearing up for I thought mass production with the necro), I got a gorgon to overlap my tower, then equipped myself with some wands, he stayed put and got himself that doomsday alter dealie and a bog acolyte.  i moved into bunker breaking mode, he walled himself in fairly quick, using his graveyard to get a few wimpy guards outside, i ignored them moved up close and got my hydra out right next the the wall, he got mort out and kept the walls up for a while, i misplayed and knocked down the wall at the wrong moment, allowing him to get a new one in place. next time i got it down i was ready and teleported his mage out, and into range of my tower/archer, i walled off his retreat,  and proceeded to kill him faster than his damn alter could do the deed to me.

Ill post another of my books soon! they will all be titled Drunken(type) just to keep it simple!

7
Off topic / organized play kits
« on: February 06, 2014, 03:32:36 PM »
where can one actually purchase an organized play kit? I don't seem to see them in the online store.

8
League / Tournament Play / Looking for players in Oregon
« on: January 29, 2014, 12:08:47 PM »
Hey there! I love this game! sadly I have few board game friends, I have introduced a few people to the game and gotten them hooked enough to buy  their own, but they don't quite seem to be enough to fill my Mage Wars craving. I'm In Eugene! its a collage town there must be more players here! so holler at me and we'll get together and battle it out.

If you're not in Eugene I'd still love to hear from you, I don't mind traveling a bit for an evening's entertainment and if we can find enough interested people we could make it worth everyone's while with a tournament or something!

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