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Messages - Aylin

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481
General Questions / Re: Plants (tanglevine, Mana Flower, etc...)
« on: March 02, 2013, 04:22:14 PM »
Quote from: "Miyagi" post=7987
I have read the Rule Book carefully and that's I've found in it:

Page 30, fourth paragraph:
" Important: Only Living creatures and conjurations can be healed or regenerate."

and page 41, Codex:
"Heal Healing removes damage from Living creatures and conjurations. See "Removing Damage" on page 30."

So, my questions 2) and 3) now is clear I think.

What's now about healing conjurations ?
Maybe there will be some healing spell that targets the plants in the next expansion ?


I think that is because of the Mana Flower...a Living Conjuration that comes with Regeneration on it.

482
Player Feedback and Suggestions / Re: Where is the Warlord's Horse????
« on: March 02, 2013, 02:39:53 PM »
Perhaps it will give Fast and Charge +1

483
Spellbook Design and Construction / Re: Fire Wizard
« on: March 01, 2013, 07:30:05 PM »
What about an Arcane Ring?

484
Spellbook Design and Construction / Re: Post your best Warlock build
« on: March 01, 2013, 03:46:22 PM »
Quote from: "Sk8rD13" post=8315
Warlock

I have the core set and 1 epic spell tome.

Equipment
Demonhide Armor
Dragonscale Hauberk
Elemental Wand
Fireshaper Ring
Helm of Fear
Lash of Hellfire
Moloch's Torment
Moonglow Amulet
Ring of Curses

Conjurations
Battleforge
Pentagram
X2 Wall of Fire

Attacks
X2 Flameblast
Fireball
Ring of Fire
Firestorm

Creatures
Adramelech, Lord of Fire
Malacoda
X2 Necropian Vampiress
Goran, Werewolf Pet
X3 Flaming Hellion
X3 Darkpact Slayer
X4 Firebrand Imp

Incantations
X3 Dispel
X2 Explode

Enchantments
X3 Agony
Death Link
X2 Decoy
X3 Ghoul Rot
X2 Harmonize
X2 Hawkeye
X3 Hellfire Trap
X2 Maim Wings
X3 Marked for Death
X3 Poisoned Blood

Burn. burns add up(that is if they don't get rolled off)

I'm concerned about mana. No mana crystals means a maximum of 12 channeling at the cost of 18 mana via both harmonizes and the moonglow amulet. The average casting cost for this build is ~7. When i switch up the moon glow amulet for moloch's torment( or if amulet gets dissolved), channeling will drop to 11,. Assuming my opponent dispels at least one of my harmonizes, leaves me at 10, if not 9(back where i started). Not a good spot to be in.

The only thing i can think of to make this work is pentagram to bring me my creatures. Casting pentagram and a bloodreaping firebrand imp turn 1 leaves me 0 mana. 9 next turn- harmonize on pent, another firebrand imp. then send those 2 imps to start hurting my opponent while gaining my pentagram mana. 0 mana again means 9 next turn- what to do... Battleforge. Start gearing up with the amulet, F ring and wand . Keeping in mind that early equipment casts are targets for dissolves, have the LOH, Moloch's, and curse ring for later.
Placing traps and decoys to bait out seeking dispels for cheap mana.

Then later in the game switching to cheap curses to make targets easier to bring down and bait out dispels. Eventually poison blood on enemy mage and ghoul rot, death link, marked for death. Boom. Dead.
Multiple copies of pretty much every enchantment means if i lose one or two to dispels i have one left for the mage. Tough to judge when to cast death link when going up against a deck with X6 Dispels/X5 Seeking Dispels. Never cast a curse unrevealed.


First, the average damage you will get out of a Burn token over the course of a game is 3 (assuming that your opponent doesn't remove it with Geyser or some other ability.

I would suggest the following changes:

I wouldn't suggest more than 6ish creatures for a Warlock.  To that end, drop the Pentagram and ALL of the Firebrand Imps (they don't make good Blood Reapers and compare poorly to other level 1 creatures).  The Darkfenne Bats are better (flying lets them survive longer and Rot is superior to Burn).  Then drop some of the other creatures (I suggest dropping 1 Vampire, and down to 1 of each of the level 3 demons).  The reason is that the Warlock scales poorly as the game progresses, yet begins the game with a lot of strength.  So it is in your best interest to end the game sooner rather than later.  As such, it is highly unlikely that you'll ever be able to cast more than a few creatures per game (since the good Dark creatures are all fairly expensive).  You could honestly go down to 4 (my Warlock build only has Adramelech, Goran, Vampire, Dark Pact Slayer), though having more options isn't bad.

Additionally I would drop the Moonglow Amulet, the Dragonscale Hauberk, both Harmonizes, 1 Agony, 1 Poisoned Blood, 1 Marked for Death.  Also I like Bear Strength over Hawkeye (you have more melee creatures and it is a +2 bonus instead of +1).

Now that you've dropped all those points, you can pick up several things that will fill holes in your deck.

To improve your mana, you can add 2 Mana Crystals (these cost less to cast than a Moonglow Amulet or a Harmonize on yourself, can't be removed with a dissolve/dispel/explode, and cost the same to put in your spellbook).

You really do want a few Nullify and Jinx cards.  I personally like Nullify better; it prevents your opponent from casting NASTY things on you (I once stopped a Power Drain with this) and it is really cheap.  Jinx is also really nice though.  It costs you a quick action and three mana to deny your opponent a quick cast for one turn, so it's situational, but you can use it to prevent your opponent from casting dispel on your Bear Strength for a turn (allowing you to smack them with more dice) or casting a Teleport to escape, ect.  It is a card that lets you keep winning once you already are, so I would recommend 1 or 2.  Nullify is more useful, and I like 3-4 (though 2 is also fine if you need to save points).

For more Conjurations, a Deathlock and an Idol of Pestilence can really ruin some spellbooks.  If you can defend an Idol you will utterly destroy a swarm deck, and Deathlock is a hardcounter to significant portions of a Priestess' power until it is destroyed.  You probably won't use both every game, but they are so useful at ruining your opponent's day.

The Elemental Cloak is also a really nice thing to have; you can wear it at the same time as your armour and it gives you -2 to Flame, Frost, and Lightning in addition to +1 armour trait.  The Leather Boots can also be nice; they cost 1 point to include in your book, cost 2 mana, and give you another +1 amour.  This will give you a total of +4 armour, an unavoidable critical damage barrier (it ignores all armour - awesome!), -2 to the two scariest elements (also making it more unlikely you will get burned or dazed/stunned), and preventing melee attacks outright on a roll of 9+ with your helm.  This will give swarm decks even more trouble (in addition to dealing with the Idol) and give you some decent protection against spellbooks that focus on 1 or 2 large creatures.

Then I would add in a Cheetah Speed, at least one Bear Strength, and some of the War Incantations (such as the one that allows a creature to make an extra quick melee attack after it makes a melee attack or the one that turns a melee attack into an unavoidable attack).  Vampirism is also a very nice enchantment for large creatures, especially since it is in-school for you.


Very quickly in the game you will have to decide if you're going for an early-game victory or a mid-game victory (for example, against a Priestess you probably want her dead before she can take down Deathlock, but against a Beastmaster who is summoning tons of weak creatures a mid-game strategy is probably more appropriate since they will dominate in the early game but lose steam as the Idol keeps ticking away a 5th of their creatures' health each turn).

For a mid-game victory, the mana crystals and battleforge are a nice start, followed by some Hellfire Traps and Nullifies to protect yourself and your creatures.  Goran is a nice mid-game creature (getting him out by turn 3 or 4 is doable with a 2x mana crystal + battleforge start).

On the other hand, for an early-game victory a quick Adramelech and Lash of Hellfire can wreck your opponent if they aren't prepared for an early-game bash.  In this case, you can worry about casting the mana crystals and battleforge later if it looks like you won't be able to finish off your opponent.

An example would be something like this:
Turn 1 (19 mana) - move to the center zone closest to you and cast Hellfire Trap somewhere in your opponents space (either super-cheap damage for you or your opponent delays a turn hitting it with Seeking Dispel)
Turn 2 (26 mana) - cast Adramelech and put unrevealed Cheetah Speed on Adramelech if possible
Turn 3 (9 mana) - If opponent is in range, reveal Cheetah Speed and put on Bear Strength, run in and hit for 8 dice.  
Turn 4 (9ish mana) - cast Lash of Hellfire and attempt to pummel your opponent's face

In subsequent turns just cast things that make you more scary, like a Bear Strength on yourself, Ring of Fireshaping, Cheetah Speed on yourself (if you have 2), Hellfire Traps/Walls of Fire in their way, ect until they're dead.


For a mid-game victory, you could try:
Turn 1 (19 mana) - Battleforge and Mana Crystal, move one space closer to center
Turn 2 (16 mana) - Hellfire trap in the center on their side, second mana crystal, move towards them.
Turn 3 (20 mana) - Cast Goran, Nullify on yourself
Turn 4 (13 mana) - Cast either Cheetah Speed or Bear Strength on Goran, get out your lash of Hellfire with the forge, try to hit your opponents with it

On subsequent turns, just try to keep the pressure on them.  Goran isn't the same level of beast that Adramelech is, but he'll distract your opponent for a bit while you build up for Adramelech.  Casting Vampirism on Goran will also give him a lot of staying power (with Bear Strength and in the same space as you his full action melee attack hits one target for 7 dice and then 3 dice).

Hope that helps.

485
Spells / Re: Spells you would like to see
« on: March 01, 2013, 05:07:21 AM »
Quote from: "Havelock" post=603
This game is often compared to Magic: the Gathering. Since creature in MW seems hard to kill, it would be awesome to see some dark spells (unless they exist already) like Diabolic Edict (Target Player sacrifices a creature) or Terror (Destroy target non-legendary, non-dark creature. It can't be regenerated).

I'm aware that I didn't play the game yet and maybe I'm completely wrong, but these would be super awesome.


Perhaps a way to implement that would be like this?

Name:  Murder, Destroy Essence, Remove Soul, something like that
Spell Type: Incantation
Full Action
Spell cost: X
Range: 0-1
School: Dark 3 (perhaps 4)
Place target creature in its owner's discard pile.  X=creature cost + creature level


It's inefficient with respect to mana and actions (only being neutral in actions if used to kill a creature the turn after it is summoned), but it could be useful against builds that summon one really powerful creature, especially after it has some enchantments placed on it.

Compared to Banish, it would be a much more expensive but permanent.

486
Mages / Re: Druid Speculation
« on: February 26, 2013, 11:58:27 PM »
Quote from: "Paleblue" post=8151
My thoughts are that Necro will use dark and water (I think it was mentioned somewhere that he would use frost attacks?). Therefore I doubt that Druid will too, but I could see him using nearly any of the other minor schools.


I kinda think it would be Lightning.

487
Spells / Re: Pentagram
« on: February 26, 2013, 07:28:14 PM »
The way I look at the Pentagram compared to the other spawnpoints is like this:

Gate to Voltari:

14 mana to gain 1-3 mana per turn (most likely 2-3 but a mage casting no spells in a turn happens occasionally), with the added benefit of making your opponent not want to cast spells.

With the mental effect on your opponent and several good creatures that it's capable of summoning, it is a good spawn point.

Temple of Asyra:

10 mana for 1 mana per turn, can spend 5 more mana twice to gain +1 mana per turn.

I consider this to be the most expensive spawnpoint.  Yes, the initial cost is 10 compared to 14/15, but for the other spawnpoints getting 2 mana per turn with them is not a stretch (Lair is base 2, Gate gets 2 if opponent casts 1 spell, Pentagram gets 2 if you hit the opponent's mage once with any creature) and to get two mana per turn it requires 15 mana spread out over two actions.  Additionally, the Gate and Pentagram can potentially get 3 mana per turn reliably against the right build (swarm for example) and for the Temple to get that it requires a third action and another 5 mana.

Now, on the other hand the Clerics have some minor utility for other things (though they have the worst attack of any creature and the healing is fairly negligible [an entire action for 1 damage healed on average does not seem worthwhile]) and the Temple itself has great synergy with the Temple of Light.  Combined with the really powerful Holy creatures and the Priestess' power in the late game it can definitely be worth it despite the high cost in actions/mana to get it running.

Lair:

15 mana for 2 mana per turn.

Fairly expensive (second only to the Temple) but definitely worthwhile for the Beastmaster due to the wide variety of creatures it can summon (especially for swarm builds).

Pentagram

14 mana for 1 mana per turn, up to 2 more mana per turn with successful attacks.

As a spawnpoint, I don't consider this one to be the "worst".  For a build that would use the Pentagram multiple creatures are likely, so even against creature-less builds it is fairly unlikely that all of them would be stunned/daze/miss (for example, a Forcemaster using the new ring that boosts defense die rolls by one with Cobra Reflexes, Bracers of Deflection, Force Orb, and Force Sword would give a 5% chance to negate 5 attacks in this way), so getting 2 mana per turn on most turns is not unreasonable.  Also, against builds that field multiple creatures getting three mana per turn out of it is almost guaranteed (as Firestorm, Ring of Fire, or Adramelech can each get 2+ attacks in for one action).  So as something that summons creatures I don't think it's that weak.  Ignoring what the spawnpoints can summon I'd place it at about the same level as the Lair, with the Temple and Gate being the two best in most circumstances.

The problem with Pentagram is that it can only summon Living Dark creatures, which throws out the Skeletal Sentry.  For Dark creatures under 10 mana worth summoning this leaves the bat (the imp isn't worth it in my opinion).  After that there are the two level 3 demons which are fairly good (though they aren't quite as good as one of the level 4+ dark creatures and cost almost as much).  Then of course there is the vampire, the werewolf, and the two named demons.

So all of the creatures worth fielding are fairly expensive, except for the bats, so in order to get full use out of the Pentagram is requires you to go into the late game.  And here is the big problem...the Warlock is strongest in the early to mid-game, with the other mages getting comparatively more powerful as the game takes more time.  This means that instead of spending 14 mana for a long-term benefit, it is better in many cases to spend that mana now for an immediate beatdown (like a turn 2 or 3 werewolf in your opponent's face).

Of course, this problem will probably be solved when more expansions come out featuring more low-level dark living creatures (and hopefully more demons) and perhaps some more cards that give benefits to demons, which it honestly feels like he should have (more things like Gate to Hell would be cool).


Summary:  While I don't think that the Pentagram is one of the best spawnpoints, I would put it on par with the Lair in terms of mana generation.  The problem I have with it is that the summonable targets either are too weak or are extremely-powerful beasts that are better to summon immediately instead of waiting for the Pentagram (or any spawnpoint) to generate the mana required to bring it to the arena.

488
Spellbook Design and Construction / Re: Why Bearskin for the Beastmaster
« on: February 24, 2013, 12:23:46 AM »
Quote from: "nitrodavid" post=7922
just a thought
 
for the beast master you could kit a
Dragon scale for 3 spell book points (fire cost triple) with [2 armor] [-2 flame] costing 6 mana

or

Bear skin + elemental cloak also for 3 spell book points (1 + 1 x 2 arcane) with [3 armor] [ -4 frost, -2 fire, -2 lightning] costing 12 mana

the later provides better stats but granted the 2nd option takes and extra turn to achieve and an extra 6 mana. as the beast master him self will eventually be taking attack that are also non-fire, the extra 1 defense seams worth it in my opinion.


It depends on who you're fighting against.  Against a warlock, it might be worth getting both the dragonscale AND the elemental cloak.  It is a bit expensive, but it significantly reduces the effectiveness of Warlock spells or melee.  Fire Wizard also.

489
Spellbook Design and Construction / Re: Post your best Warlock build
« on: February 23, 2013, 11:12:23 AM »
Quote from: "piousflea" post=7900
Quote from: "AylinIsAwesome" post=7887
There is a slight problem with your usage of Vampiric Strike and Battle Fury.

The first attack will hit for 6 dice pierce 3 vampiric, but the second attack will hit for 4 dice pierce 3 without vampiric.

With Bear's Strength also the first attack will be 8 dice pierce 3 vampiric, with the second attack being 4 dice pierce 3.


Not true. The wording for "Bloodthirsty +X" and "Melee +X" both state that if the target makes Multiple Attacks it only gets the bonus once. Multiple Attacks is a keyword that refers to attacks like Doublestrike, Triplestrike, and Sweeping that take place during the 5. Additional Attacks step of an attack action.

On the other hand, Battle Fury grants the ability to perform an extra attack action. This is not a Multiple Attacks, it is an entirely new action that goes through all 8 steps of an attack. This means that it gets Bloodthirsty +X and Melee +X again.

However, Vampiric Strike specifically only works for one Attack Action, so the second strike does not gain Vampiric or Piercing.


Ahh, my mistake.

490
Spellbook Design and Construction / Re: Post your best Warlock build
« on: February 23, 2013, 01:34:14 AM »
Quote from: "baronzaltor" post=6460
I use Blood Reaper pretty often, though almost exclusively on Dark Pact Slayers.  At current theres only 3 options: Firebrand Imp, Flaming Hellion, and Dark Pact Slayer.  Everything else is either legendary or not a demon.  Its kinda fun to put on a Hellion because his ranged attacks heal you, but Pact Slayer's 2 pierce gets a lot of mileage out of the extra damage.
 Blood Thirsty 2 turns him into a solid 6 damage +2 pierce monster, and if he starts to take damage i use vampiric strike+battle fury to push that to 3 pierce and lay 2 attacks that both heal him back up.  I also like to use Hand's of Bim Shalla for heals and offense.  Toss in a Bear Strength and his high attack and high piercing make him one of the best units you can muster up.


There is a slight problem with your usage of Vampiric Strike and Battle Fury.

The first attack will hit for 6 dice pierce 3 vampiric, but the second attack will hit for 4 dice pierce 3 without vampiric.

With Bear's Strength also the first attack will be 8 dice pierce 3 vampiric, with the second attack being 4 dice pierce 3.

Source, pages 40 and 44

491
Quote from: "MrSaucy" post=7881
I would run with more attack spells, including some earth attack spells and some more fire spells.


Well, what would you recommend dropping to fit in more attack spells?

Quote
And more creatures. If you are playing as the warlord, creatures are your business. Just look at all the things the Warlord focuses on... they are all aimed at pumping out (and pumping up) creatures. So for creatures, maybe thrown in some creatures with ranged attacks (like the Goblin Slinger dudes) and some grunts; sometimes, having 3 weak creatures out is more effective than having 1 powerful creature out.


I'm not playing Warlord.

Quote
For conjurations, I would stick mainly to the Warlord conjurations. I personally dislike using Idol of Pestilence and Deathlock UNLESS I am a 100% aggressive Warlock, which doesn't sound like your build at all.


Idol of Pestilence is awesome...I can't imagine a Warlock spellbook without it.  Deathlock seems to me to be more of a meta card to deal with Priestesses.

Quote
For enchantments, why do you have Vampirism abilities when you have Deathlock? Deathlock applies to YOU as well. When Deathlock is out, NOBODY can gain life, so keep that in mind. If you are going to keep Deathlock, ditch things like Vampirism and Drain Life. Same applies to Regrowth Belt.


I know it applies to everyone.  However, I don't expect to play Deathlock in every game, nor do I expect it to survive an entire game once cast if my opponent REALLY wants to kill it.

Quote
I suggest including more Agony. People underestimate Agony I think, but it is extremely useful. The difference between somebody rolling 4 attack dice and 2 attack dice is huge.


I do like Agony, but I'm not sure it's worth having two of them with Curseweaving.  As you say, people underestimate it so it's unlikely someone will want to devote a Dispel to it with "better" targets out there (Death Link, Ghoul Rot, Magebane, Marked for Death).

Quote
For incantations, why not include some more OFFENSIVE incantations, you know? Battle Fury, Perfect Strike, Piercing Strike, things like that.


For a Warlock, I'm not sure how worthwhile Perfect Strike is as fire spells are Unavoidable.  For the others, I don't know what I could drop to put those in.

Quote
I hope some of that helps. In the end, playing your deck correctly is half of the battle. As long you build a deck around a goal and stick to it, you should be fine.

492
Quote from: "piousflea" post=7875

============
Quote
Battleforge and Harmonize will take 6 turns to pay off in mana, while Pentagram and Harmonize will take 5-9 turns (probably closer to 6-7 though). Casting both costs a total of 30 mana


First of all, never harmonize a Battleforge. I'm serious. Never Harmonize a Battleforge. By the time the Harmonize pays off, chances are you've already played all the equipment you'll ever need to play, and all that extra mana will sit on the battleforge and never be used.


It takes 6 turns for Battleforge + Harmonize to pay off though in terms of mana, and it will take longer than 6 turns to get out all of the equipment.  On the other hand using a mana crystal instead of harmonize with a battleforge pays off on the 7th turn, and is two targets for my opponent to bring down to stop my mana-flow.  Perhaps that would be the better turn 1 play...

I don't think it's worth putting Harmonize on Sectarus either, so I suppose I will be dropping both Harmonizes.  I'm not sure if it's worth having a third mana crystal/flower, but I'm leaning towards no.

That gives me another 4 points to work with.

Perhaps a second Bear Strength and a Cheetah Speed would be worthwhile.


Perhaps with a build like this:

1.
19 mana
Spell 1: -8 Battleforge
Spell 2: -5 Mana Crystal
=6

2.
16 mana/1 mana
Deployment: -1/1 Ring of Curses
Spell 1: -5 Mana Crystal
Spell 2: -2 Hellfire Trap
=8 (6)

3.
19 (17)/1
Deployment: -8/1 Sectarus
Spell 1: -2 Nullify (on myself)
Spell 2: -2 Decoy
=7 (5)

4.
18 (16)/1/1
Deployment: None
Spell 1: -15 Goran, Werewolf Pet
Spell 2: -1/0/1 Magebane/other appropriate curse (casted with Sectarus if possible)
=2 (0)

If required I could flip the Decoy to pay for one of the other enchantments if I understand the rules correctly.

How is something like that?

493
Hello Koy,

I'm not sure that I agree with the Pentagram being the worst one, but I do agree that it's not in the top two (which are Gate and Temple in my opinion).

However, get what you're saying about putting myself into too deep a mana hole at the beginning.  Battleforge and Harmonize will take 6 turns to pay off in mana, while Pentagram and Harmonize will take 5-9 turns (probably closer to 6-7 though).  Casting both costs a total of 30 mana, probably in the first two turns, except in that time I will only have 28 to work with...

In that case, taking out the Pentagram makes more sense since it won't be summoning as many things as the Battleforge anyway.

-4 points (Pentagram)

Which means creatures will be an even more substantial cost than they are currently (also taking up an action to summon one), and I agree that Skeletal Sentry does not make the cut.

With the other creatures though, I'm not sure.  Goran is nice, the Vampiress is awesome, and Dark Pact Slayer makes a great Blood Reaper.  From here, I'm not sure if I drop Adramelech (high cost, awesome melee) or the Flaming Hellion (medium cost, decent damange).  (As for the Blood Reaper, I agree that it's never worth making more than 2, with 1 being the normal amount and Dark Pact Slayer having the advantage there because of the extra HP and 2 Piercing). I guess the Flaming Hellion is the one to drop since there are already other creatures in that price-range that are better, but I've never had Adramelech out before a game was already "over".  On the other hand, I'm not sure dropping to three creatures is wise.  I suppose dropping the Flaming Hellion might be the better choice, and focusing on getting out Adramelech a little earlier.  I'm not sure what psychic immunity you're talking about though...my Flaming Hellion card says Flame Immunity.

-5 points (Skeletal Sentry and Flaming Hellion)

I'm not entirely sure on the walls myself.  Normally whenever I cast them my opponent uses her/his army to bring at least one section down asasp, or just ignores it and moves around it for the entire game.  Extending a wall is also so expensive...  I can drop one, not sure about dropping both though since stopping things from hitting me in the face for a turn definitely has some benefit.

-2 (Wall of Fire)

Total of -11

As for things to add...

2 - Deathlock
2 - Explode
3 - Drain Life
2 - Force Push
1 - Hellfire Trap
1 - Decoy

494
At the moment, I play Mage Wars exclusively with some of my friends.  I've been trying to work out a Warlock deck that's fairly versatile and can ruin all of their plans while I run in and stab things with the new sword.  However, I would love some feedback since I've only played a total of six games so far.

What I'm aiming for is a curse-heavy deck that can shut down creature-heavy builds, which seem to be the staples the people I play with use, while still being fairly scary to creature-light builds.

I am a little worried that I don't have enough attack spells, incantations, dissolves, or buffing enchantments though.  The other thing I'm considering is dropping to four or five creatures and removing the Pentagram, but I don't know if that would be worth it.


Attack spells: 5 (11 points)
2 Fireball
2 Ring of Fire
1 Firestorm

Creatures: 4 (17 points)
1 Adramelech
1 Dark Pact Slayer
1 Goran, Werewolf Pet
1 Necropian Vampiress

Equipment: 11 (18 points)
1 Demonhide Armour
1 Sectarus, Dark Rune Sword - Familiar
1 Elemental Wand
1 Helm of Fear
1 Gauntlets of Strength
1 Moloch's Torment
1 Ring of Curses
1 Elemental Cloak
1 Leather Boots
1 Regrowth Belt
1 Fireshaper Ring

Incantations: 7 (15 points)
2 Dissolve
2 Explode
3 Dispel
1 Drain Life

Walls: 1 (2 points)
1 Wall of Fire

Conjurations: 5 (11 points)
1 Battle Forge
1 Idol of Pestilence
2 Mana Crystal
1 Deathlock

Enchantments: 30 (44 points)
2 Bear Strength
1 Cheetah Speed
2 Vampirism
2 Agony
1 Death Link
2 Ghoul Rot
2 Mage Bane
2 Maim Wings
2 Marked for Death
2 Poisoned Blood
2 Jinx
4 Nullify
2 Hellfire Trap
2 Decoy

Feedback is definitely appreciated.

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