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Topics - Halewijn

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1
Spellbook Design and Construction / Deptonne Queen
« on: September 18, 2017, 01:39:38 PM »
I thought it would be nice to add some Siren books on this forum. I haven't seen many.

[spellbook]
[spellbookheader]
[spellbookname]Deptonne queen[/spellbookname]
[mage]A Siren Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=PSA02]3 x Swell[/mwcard]
[mwcard=MWSTX1CKA01]3 x Surging Wave[/mwcard]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[mwcard=MW1A08]1 x Geyser[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=PSJ11]1 x Whirlpool[/mwcard]
[mwcard=PSJ07]4 x Shallow Sea[/mwcard]
[mwcard=MWBG1J02]1 x Gravikor[/mwcard]
[mwcard=FWJ05]1 x Mana Prism[/mwcard]
[mwcard=MWBG1J01]1 x Altar of the Iron Guard[/mwcard]
[mwcard=MWSTX2FFW01]1 x Wall of Earth[/mwcard]
[mwcard=MW1J19]1 x Deathlock[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=PSC08]2 x Deptonne Berserker[/mwcard]
[mwcard=PSC09]2 x Deptonne Bloodshaman[/mwcard]
[mwcard=PSC22]6 x Shoalsdeep Thrasher[/mwcard]
[mwcard=PSC23]1 x Shoalsdeep Tidecaller[/mwcard]
[mwcard=PSC19]1 x Naiya[/mwcard]
[mwcard=PSC21]1 x Shoalsdeep Crocodile[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=PSE06]1 x Healing Madrigal[/mwcard]
[mwcard=PSE01]2 x Ballad of Courage[/mwcard]
[mwcard=PSE10]3 x Lullaby[/mwcard]
[mwcard=PSE03]2 x Chant of Rage[/mwcard]
[mwcard=MWSTX2FFE07]3 x Rust[/mwcard]
[mwcard=MW1E17]1 x Force Orb[/mwcard]
[mwcard=MW1E31]2 x Poisoned Blood[/mwcard]
[mwcard=MWSTX1CKE02]1 x Divine Might[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=PSQ05]2 x Leviathan Scale Armor[/mwcard]
[mwcard=PSQ09]1 x Ring of Tides[/mwcard]
[mwcard=LG01Q07]1 x Waterfall Cloak[/mwcard]
[mwcard=PSQ03]1 x Echo of the Depths[/mwcard]
[mwcard=PSQ10]2 x Shoalsdeep Trident[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MWAWDQ06]1 x Tempered Faulds[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=PSI03]2 x Lesser Teleport[/mwcard]
[mwcard=PSI01]4 x Dissolve[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=MW1I12]1 x Force Push[/mwcard]
[mwcard=MW1I02]1 x Battle Fury[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=FWI12]1 x Minor Heal[/mwcard]
[mwcard=MW1I23]1 x Rouse the Beast[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

The strongest part of this book is that it's a swarm rush. Which is a pretty rare combination. The biggest downside of the Siren is that she is very frail. Originally, this book did not use Naiya and depended entirely on the Siren herself to cast armor and other defences. However, I was often action drained so I decided to add Naiya. I don't intend to cast her every game. Some games it might be much better to simply cast creatures early on. Naiya could be cut again at one point.

Ideal opening with Naiya:
T1 19 Echo (12) + Leather (2) 5 (move 1)
14+1 Naiya (12) + Leather/enchantment (2) 1 (move 2)
10+1+1 (move 1 and attack)

The plan is to be melee attacking from turn 3 on. Naiya will mainly be used to cast songs or even attack. The siren can than be used to attack and cast armor on herself.

Some spells:

- Whirlpool can be used when battling zombies for example. It's overall a very nice spell but expensive. Only is cast once every 5 games, but the times it is cast it can really make a difference.
- Gravikor as main defence against flyers
- Mana prism to protect the swarm against Mordok's obelisk and things like that. Since the deptonnes have bloodthirsty and the Siren uses water, she is pretty weak against conjurations. I prefer neglecting the effect with this spell.
- Altar of the iron guard: I haven't really used this one, but I plan on trying this out with echo. Casting an instant guard in your zone can really help.
- Deathlock & Poisoned blood (x2): In order to keep the bleeds working, I want to make sure they can't heal. I traded my third poisoned blood for deathlock for the druid (infinite regen), the necro (immune to PB) and holy mages.
- Crocodile: I wanted a non-bloodthirsty (aquatic) big guy to support. Kraken/Leviathan/water elemental are too expensive. I also like that he gives bleeds. He could be swapped out for collosal crab at one point.
- Tidecaller: Never leave the house without a tidecaller. These guys are especially good to pressure at the start in combination with Ballad of courage. I originally had 2 but had to take one out for sbp.
- Tidecallers and Trashers are meant to be cast early/mid game while the berserkers and shamans are there for long games.
- Leather & force orb are very important. Lacking actions to cast enough armor is the main reason to add Naiya.

2
Rules Discussion / Initiative & dissipate
« on: March 14, 2017, 10:59:09 AM »
Very similar to the post below, jacksmack and I had a disagreement about this. I'll just the specific example and I would like someone (*cough cough Zuberi) to confirm or debunk it.

1) Whirlpool's last dissipate token is removed. According to me, I control Whirlpool, so it is me who decides If I choose the damage first or remove the dissipate first. In other words, damage is added. 

According to Jack (correct me if I misinterpreted your explanation), he had the initiative, so he could choose when he adds the damage. Since he chooses to do that effect after the dissipate token is removed, the damage is not added.

2) Same issue with other spells like slumber.

3) The only spell that I can currently think of that works differently is death link, since the transfer of life affects both the warlock and the creature at the same time, so initiative matters.

3
Spellbook Design and Construction / Dragonpriest
« on: February 03, 2017, 11:30:09 AM »
Hi Guys,

This is my dragonpriest book. The idea is easy: clerics + Dragon = destruction. Alfiya is a beast!
[spellbook]
[spellbookheader]
[spellbookname]Dragonpriest[/spellbookname]
[mage]A Priest Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=PSA01]3 x Luminous Blast[/mwcard]
[mwcard=MW1A11]2 x Pillar of Light[/mwcard]
[mwcard=LG01A01]2 x Sunfire Burst[/mwcard]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=PSJ06]1 x Pillar of Righteous Flame[/mwcard]
[mwcard=PSJ05]1 x Malakai's Basilica[/mwcard]
[mwcard=PSJ02]2 x Consecrated Ground[/mwcard]
[mwcard=MW1J08]1 x Hand of Bim-Shalla[/mwcard]
[mwcard=MW1J24]1 x Temple of Light[/mwcard]
[mwcard=MW1J23]1 x Temple of Asyra[/mwcard]
[mwcard=MWSTX2FFW01]2 x Wall of Earth[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=PSC02]1 x Artemis, Dawnbreaker's Eye[/mwcard]
[mwcard=PSC16]3 x Light of Dawn[/mwcard]
[mwcard=MW]1 x Alfiya, Noble Enforcer[/mwcard]
[mwcard=PSC04]1 x Cassiel, Shield of Bim-Shalla[/mwcard]
[mwcard=LG01C06]1 x Messenger of Bim-Shalla[/mwcard]
[mwcard=PSC07]2 x Dawnbreaker's Initiate[/mwcard]
[mwcard=MW1C02]2 x Asyran Cleric[/mwcard]
[mwcard=LG01C03]1 x Joseph Trublood, High Cleric[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=PSE02]1 x Blind[/mwcard]
[mwcard=MWAPRE01]2 x Asyra's Touch[/mwcard]
[mwcard=MWAPRE07]1 x Restore[/mwcard]
[mwcard=MWSTX1CKE03]3 x Healing Charm[/mwcard]
[mwcard=MWA01E04]3 x Divine Reversal[/mwcard]
[mwcard=MW1E12]2 x Divine Protection[/mwcard]
[mwcard=LG01E01]2 x Circle of Light[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=MW1E20]1 x Harmonize[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=PSQ07]3 x Radiant Breastplate[/mwcard]
[mwcard=PSQ04]1 x Helm of Justice[/mwcard]
[mwcard=MW1Q24]1 x Ring of Asyra[/mwcard]
[mwcard=MW1Q27]2 x Dawnbreaker Ring[/mwcard]
[mwcard=MW1Q29]1 x Staff of Asyra[/mwcard]
[mwcard=DNQ10]1 x Meditation Amulet[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWAPRI02]3 x Cure[/mwcard]
[mwcard=PSI03]3 x Lesser Teleport[/mwcard]
[mwcard=PSI01]3 x Dissolve[/mwcard]
[mwcard=PSI02]2 x Dispel[/mwcard]
[mwcard=MWAPRI05]2 x Remove Curse[/mwcard]
[mwcard=FWI12]1 x Minor Heal[/mwcard]
[mwcard=FWI14]1 x Heal[/mwcard]
[mwcard=PSI05]1 x Mending Wave[/mwcard]
[mwcard=MW1I16]1 x Lay Hands[/mwcard]
[mwcard=MW1I20]2 x Purify[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]


So first of, why a priest?

Priest: The priest has a build in 5+ daze attack which is my main reason to choose him. Burns are a nice addition and clerics are pretty decent holy avengers.
HOWEVER: The 9 channeling hurts bad in this deck since the dragon + all light attacks (clerics + light attack spells + burn addition + temple of light (cast + attack) + Pillar or light + ...) are very expensive! Also one of the big reasons I am a huge supporter of "channeling 10 priest-errata".

Priestess: With her you could drop healing spells, save spellbook points, and maybe even drop Cassiel. Most importantly, she has channeling 10 too. All in all, I think she would actually be better for this book than the priest.

Paladin: His solar aura is pretty amazing and the best reason to pick him over the priest. (that and his paladin only equipment). However, he also only has 9 channeling and will need to cast the sword of radiance  which is also pretty expensive. It could be worth it to try him out, but I think he's not the best choice.

Strengths of this book:

- Very good economy so you will probably be able to out-turtle other players.
- Alfiya can be activated during the same turn she is cast. This way you can delay casting her until the opponent has reached you. This is also very helpful when the opponent suddently charges at you.
- many dazes/stuns to bug the opponent
- Alfiya's attack is amazing!

Weaknesses:
- Alfiya cannot activate at the start of a turn. You always need a praying cleric first
- Once you lose clerics, you cannot activate alfiya anymore and it's VERY hard/impossible to get back on your feet unless you have enough other creatures out. I have learned the hard way that protecting the clerics is very important.
- In addition, the Temple of asyra needs 2 mana to spawn a creature. The plan was that the clerics would pray for it in order to spawn a creature every round. This proved to be pretty hard since they also need to activate alfiya. because of this I have decided to add Harmonize in this latest iteration. However, this does slow you down even more.
- Necromancer (+ anti-swarm wizard in lesser extend): [mwcard=MW1J19]Deathlock[/mwcard] & [mwcard=MW1J11]Idol of Pestilence[/mwcard] are devestating. This forces you to attack it since all your clerics will die very fast. This deck is very bad at charging to the opponent. The main idea now is, whenever I see a necromancer, I don't cast the temple of asyra and try to win with my major guys for a buddy game. However, with this plan B strategy, I have many dead spellbookpoints.
- This deck is pretty good against creatures but conjurations seem to be harder to deal with (no daze or stun) + this makes the previous point worse.

Feedback and tips how to counter the weaknesses are very much appreciated.

4
Custom Cards / Beast Transmutations
« on: January 16, 2017, 11:55:56 AM »
I would love my beastmasters to go beast mode!  literally...  8)
 I think shapeshifting is probably a nicer addition to the beastmasters rather than the main weapon of a new mage. I also think that we currently have enough nature mages. So here are the idea's:



I don't know if gaining these subtypes break any eggs. (I don't think so currently)
The amazing power of these cards is compansated by the upkeep +2. (I think)

Any thoughts?

5
Spells / Mordok's tome
« on: January 15, 2017, 05:52:39 AM »
How would you use mordok's tome? What kind of wizard strategies would really benefit for having that extra spell planned? Do you think it is worth 5 mana?

6
Spells / Oscuda
« on: December 30, 2016, 03:25:15 AM »
Did anyone ever try [mwcard=MWBG1C02]Oscuda[/mwcard]? He became one of the cards I totally forgot existed. If so, how did you use him and did he fulfill his expectations?

Edit: The reason I never used him is because he feels a little overpriced and he damages your own living creatures. A [mwcard=MW1C38]Timber Wolf[/mwcard] is a much cheaper, very similar creature. This means that the piercing +1 and the stink attack should be worth 4 mana?

7
General Discussion / Monsters on PvS box
« on: November 18, 2016, 02:12:58 PM »
Just received PvS! (hurray) Kuddo's to AW because the lag to europe has never been smaller.

Anyway, I notice 2 creatures on the box I haven't seen before:
- A blueish water monster I think? It could be water elemental but it looks different
- A knight/soldier fighting with a skeleton
- Water snakes

Were these all cut in the final release?

8
Strategy and Tactics / Paladin action generator selection
« on: November 16, 2016, 05:55:27 AM »
I think the hardest decision in my paladin books is what I'll use to generate actions: Cassiel, Battle forge or/and Crusade banner. This is the first mage I ever have this dilemma, for all other mages it always feels very natural to select an action generator in certain books. I'll list the spawnpoints and list their pro's and cons. I'll split the crusade banner into two versions. Version A will cast 2 creatures immediately after casting the banner, while version B is used to cast creatures after 5+ turns.

Battle forge
Pro's:
- Can cast all the awesome paladin equipment.
- Good to generate Valor
- Good to be more aggressive
- Relatively hard to kill
- Awesome to protect your paladin
Con's
- Unmovable
- Only generates quick actions
- Tends to become less usefull in long games
- Little flexility (Only equipment on mage)

Cassiel
Pro's
- Can move
- Can cast a huge variety of spells
- Can cast on creatures and not only mage
- Remains usefull throughout entire game, for most situations (Very flexible)
- Can cast some full action spells
Cons:
- Not very durable
- Cannot cast equipment
- Many healing spells have short range (Remove curse, cure, mend, Healing wave, ...)
- Expensive to use (Letting creatures die is much cheaper)

Crusade Banner: Version A
Pro's
- Gives 2 full actions
- Casts creatures
- Gives huge tempo
- Can suprise the opponent quite a bit
Con's
- Expensive to use
- 1 time usage

Crusade Banner: Version B
Pro's
- Gives 2 full actions
- Casts creatures
- Generates mana fast
Con's
- Tempo loss in beginning of the game
- Vulnerable
- 1 time use
- Either usable or not when it is destroyed
- You may be far away when the creatures are cast


My question is, when designing a paladin, how many of them do you add and which combination of these will you pick? How does this selection depend on your strategy?


NOTE: I'm leaving out the temple of Asyra since these builds are completely different and it makes other decisions easier.

9
[spellbook]
[spellbookheader]
[spellbookname]Pirates of the Carribean [/spellbookname]
[mage]A Siren Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=PSA02]3 x Swell[/mwcard]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[mwcard=MW1A08]1 x Geyser[/mwcard]
[mwcard=DNA01]3 x Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=PSJ12]2 x Wreck of the Viridian Lace[/mwcard]
[mwcard=PSJ07]4 x Shallow Sea[/mwcard]
[mwcard=PSJ01]2 x Bed of Urchins[/mwcard]
[mwcard=PSW01]2 x Coral Barrier[/mwcard]
[mwcard=DNJ05]1 x Mohktari, Great Tree of Life[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=PSC03]1 x Blightheart[/mwcard]
[mwcard=PSC13]1 x Gerard Matranga[/mwcard]
[mwcard=PSC17]2 x Merren Harpooner[/mwcard]
[mwcard=PSC22]6 x Shoalsdeep Thrasher[/mwcard]
[mwcard=PSC25]1 x Turghut[/mwcard]
[mwcard=PSC15]1 x Kraken[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=PSE01]3 x Ballad of Courage[/mwcard]
[mwcard=PSE07]2 x Hydrothermal Vent[/mwcard]
[mwcard=PSE10]3 x Lullaby[/mwcard]
[mwcard=PSE03]3 x Chant of Rage[/mwcard]
[mwcard=PSE11]2 x Song of Love[/mwcard]
[mwcard=MWSTX2FFE07]2 x Rust[/mwcard]
[mwcard=MWSTX1CKE02]1 x Divine Might[/mwcard]
[mwcard=FWE06]1 x Fortified Position[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=PSQ05]3 x Leviathan Scale Armor[/mwcard]
[mwcard=PSQ09]1 x Ring of Tides[/mwcard]
[mwcard=PSQ03]1 x Echo of the Depths[/mwcard]
[mwcard=PSC14]1 x Voice of the Sea[/mwcard]
[mwcard=DNQ10]1 x Meditation Amulet[/mwcard]
[mwcard=PSQ10]1 x Shoalsdeep Trident[/mwcard]
[mwcard=DNQ09]1 x Wand of Healing[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=PSI03]3 x Lesser Teleport[/mwcard]
[mwcard=PSI01]4 x Dissolve[/mwcard]
[mwcard=PSI02]2 x Dispel[/mwcard]
[mwcard=FWI14]1 x Heal[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MWAPRI05]1 x Remove Curse[/mwcard]
[mwcard=DNI03]3 x Reassemble[/mwcard]
[mwcard=FWI12]1 x Minor Heal[/mwcard]
[mwcard=MWAPRI01]1 x Crumble[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

I really wanted to try out the pirates in the set and tried to combine them with the kraken.

My opening:
T1: 19 Meditation amulet + Echo of the depths 3
T2: 12+1 Gerard Matranga + Meditate + Song of courage 1
T3: 10+1 Voice of the sea + ?

The main idea is to boost the pirates with the sunken ship. Matranga is amazing to summon at the beginning because he allows you to become aggressive (piercing) or defensive (mana).
The book itself is pretty low on water spells, but heavy on songs. I did add the bed of urchins for some matchups. When the opponent is very defensive the plan is to cast the snatchers in combination with those. If the opponent is agressive I plan to be more aggressive with the sharks and hopefully, the undead.

Current problems:
- I want to be able to keep Matranga alive longer. That's why I added the tree and fortified position. They are very expensive though. I tried mend/minor heal, but these cost too many actions and the range is too small.
- I never actually want to cast the 2 undead pirates. I love the theme around them, a lot more than matranga, but they just don't mix very well without shallow sea and ballad of courage. I might test some more for this.
- I'm thinking about dropping the trident and the ring of tides, but for now, I'll keep it in.


Feedback heavily appreciated.

10
Poll #2, this time the big guys, legendaries and the familiars.

I find this pretty impossible to choose.

11
A vote about the "average" creatures you are most excited about to see in the PvS expansion. I excluded Water elemental because it's on another level. 3 votes per member!


12
Spells / Gray Angel vs Crusader Griffin
« on: October 27, 2016, 08:26:39 AM »
The skies have a new holy battler, the Crusader Griffin! I'm a huge fan of the [mwcard=MW1C19]Gray Angel[/mwcard], and I use them a lot, so I wanted to compare them. I know many players consider the [mwcard=MWSTX1CKC06]Guardian Angel[/mwcard] to replace the gray angel, but I think that's giberish since they have completely different purposes.

Manacost
The angel costs 12 while the griffin costs 13 mana. The Angel has thus a very small edge here.
Movement:
Flying vs Fast + Flying, here the griffin has a big advantage. It will most like be able to hit it's target more often and easier.
Constitution:
They both have 2 armor, the angel has 10 life while the griffin has 9 life. There is thus a very small edge for the angel here.
Attack:
4 dice vs 3 dice + charge 2. In combination with fast, the griffin can very often strike with 5 dice.

Looking at this I think most people would conclude, and not be wrong, that the griffin is much better since it can hit harder and fast. It is not unreasonable to think that the griffin will hit with 5 dice every attack.

HOWEVER

The griffin is a lot easier to take down! EDIT: It is much easier to stop the griffin from being dangerous! And this is my main concern with him. He is great to take down opposing ground troops, but he's pretty weak once your enemy has its own team of flyers. He will be hindered and will not be able to sprint out of the zone and back again to gain the charge bonus, reducing the attack value to 3 dice. Cards like tanglevine, maim wings, Chains of Agony, ... can all mitigate the strength of the griffin easily and I believe this is the biggest downside of this magestic beast.

Last but not least

The Angel can kill himself to heal something else (your mage of course) 6 dice of damage. If you know that your angel is probably going to die, or your opponent made sure he is useless like a combo of curses, it is great to be able to have some last awesome use out of him. I have heard many people say that they never use that ability, but I have used it tons of times. It is simply a GREAT ability. You don't have to use your mages quickcast in the heat of the battle and it does not cost any additional mana.

I'm not saying the angel is better in every situation though. My priestess will probably change all her gray angels in griffins since she is amazing at supporting creatures. My priest however will stick with gray (holy avenging) angels for now.

Sidenote: In the PVS review, coshade mentioned that it was great to cast lion savagery on the griffin. I agree that you gain a lot of extra power with it, but it makes his biggest weakness even worse.

13
Rules Discussion / intercept rules
« on: October 27, 2016, 07:17:33 AM »
Can you intercept attack aimed at you?

Aka, if someone is shooting my paladin with the dawns bastion, can I intercept, remove the guard and gain a valor?

14
Rules Discussion / Eagle wings + Kraken&Leviathan
« on: October 23, 2016, 04:03:46 AM »
Can someone explain all the interactions going on here? I don't have the rules about terrain & grapple + flying but I'm interested. Does the Leviathan's effect still work?

15
Spells / Crocodile vs Crab
« on: October 18, 2016, 11:30:05 AM »
I really don't know the cards, but I'm interested. If the Crocodile and the Crab would be applying for a job in your deck, who would you pick and why?  :D

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