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Messages - aridigas

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31
Events / Re: ADMW Winter Special - OCTGN Tournament
« on: December 13, 2016, 04:26:05 PM »
Know what? Why not.

32
General Discussion / Re: Lost Grimoire v1 SPOILERS
« on: November 15, 2016, 11:45:49 AM »
Cheetah Speed + Mongoose Agility for double Trample trouble!!

Sadly, a creature can only Trample once per round.

33
Spells / Re: Astral Anchor use
« on: November 15, 2016, 03:58:04 AM »
Astral Anchor is a Zone Enchantment, so it can't target your Forcemaster, but your Forcemaster's Zone.
As long as you stand in that Zone, nothing can teleport you out of it. Same goes for all Creatures in that Zone. Nothing can be teleported in either. As soon as you leave the Zone, or get pushed out, you can get teleported again.

34
Spellbook Design and Construction / Re: Promos
« on: August 31, 2016, 06:53:11 AM »
should be tons of Leather Belts, but who really uses those anyway? Läderlappen build?

Nanananana!
BM with Necropian Vampiress and QC Bats!
Melee focussed Mage that also carries a Bat-a-Rang.

35
You might try to follow the links iin Icognito Mode. Maybe Tabletopia fails to recognise you this way.

36
The V.1.15 build is quite weak against thorn pushes. You only have 2 sources of armor, where 1 is only temporary.
With only one Nullify and no Eagleclaw Boots you can't really save yourself. A double push, even with forcefield is 12 dice. Without Forcefield 20, everytime without armor.

37
Spells / Re: Thoughts on running some golems in a priest/was book.
« on: August 15, 2016, 09:19:55 AM »
If there weren't pushes, Teleports, Tanglevines, Strangevines, Knockdowns, Shrinks,...

38
Spellbook Design and Construction / Re: Meditation Graveyard
« on: August 08, 2016, 06:08:03 AM »
You changed the formar during the tournament?

39
Spellbook Design and Construction / Re: My Unorthodox Decks Thread
« on: August 08, 2016, 01:27:50 AM »
Just a note for your Incorporeal Wizard:
You can't climb over a Wall of Force. The Climbing Trait only allows you to climb over corporeal Walls.
I also suggest surrendering against every forcemaster you meet :D


Talking about Sardonyx:
He might have 3 attacks, but can only use one of them at a time. He's difficult to buff, as he's nonliving. And I just disagree on calling his Zone attack very powerful. It only rolls 2 dice, is poison damage and 8+ Rot is underwhelming.
One can easily avoid Sardonyx with Walls or Teleports, but that's not even neccessary. Just ignore him. What's the worst that can happen? He rolls 5 dice against you. Or against 2 of your creatures. Leave his zone, play a heal.

40
Spells / Re: Would you ever run fire spells in.a for druid book.
« on: August 06, 2016, 03:14:55 AM »
One might build a Druid book that can use a Battleforge.

41
You only carry 3 cards against Wall of Earth: 2 Jet Streams and one Pair of Eagleclaw Boots.
That's not too much, given you most probably use the Jet Streams for other things as well.
If the opponent manages to get rid of your Boots, you might get trapped.

Possible counters that might benefit your deck:
A second Pair of Boots. Also useful against other walls or Thornpushes.
Force Hammer: Can destroy other dangerous conjurations as well. And it's ethereal. (Forcemaster vs. Warlord)
Surging Wave: As the Wall of Earth has the Hydro +2 trait, you get 5 dice (or 6 with Hawkeye) against them. And 6 (7) against a battleforge. Maybe bring 2.
Dark Pact Slayer: This nice guy brings 4 dice, piercing +2, non-fire. He can Hack&Slay Walls and Armor.


If you worry about Dragonscale Hauberk and Elemental Cloak, bring more dissolves.

42
Spells / Re: How do you play with druid's plants?
« on: August 01, 2016, 05:54:17 AM »
I'm not sure it's going to stay and I think a 5th raptor vine and the enchanters ring in Its place.

Just keep in mind that you can't carry 5 copies of a level 3 spell.
Other than that I really like that book.

43
Once you fed him Asps, feed him more Asps.

44
Rules Discussion / Re: Damage barrier with bonuses
« on: July 30, 2016, 05:32:36 PM »
Just clarifying -

the damage barrier makes the attack, (ie [mwcard=MW1E06]Circle of Lightning[/mwcard])

The mage is wearing [mwcard=MW1Q17]Lightning Ring[/mwcard]. No extra dice are rolled because the mage is not making the attack - The Enchantment is.

The Barrier makes the attack.
Otherwise: Yep.

45
Spells / Re: How to keep guardien angels alive!
« on: July 30, 2016, 02:12:48 PM »
Just play them. They're immortal!

No, seriously. In my experience the Guardian Angel is oneof the most durable creatures ever.
They come with Aegis 1, 1 Armor, a Defense and heal 2 each time they choose the guard action. Unless they get focused down they give your oponents a hard time. Oh, and they're flying as well, so most creatures can't even attack them.
Most of the time, a killed Guardian Angel gives you a huge mana and action advantage. Just throw out another one.

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