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Messages - Obsidian Soul

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166
Strategy and Tactics / Re: zombies vs skellies
« on: February 07, 2015, 01:11:46 PM »
Yes, Zombies can eat your living Necro alive, though you can have Skeletons guarding you from becoming zombie fertilizer :).  On another note, remember that there are a lot of decent Dark Living Creatures out there that can support a Necro deck, primary Demons that deal fire damage because Burn ignore Resilience.  Of course, anything with Bloodthirsty or Vampiric is silly against another Necro, but it is uncommon for two Necro to face each other.

167
General Discussion / Re: Is mage wars losing popularity?
« on: February 03, 2015, 08:17:17 PM »
Hm, in my area, Mage Wars is getting more popular because it is cheaper than Magic.  You can spend $100 and have two competitive books in Mage Wars or $300 and support six competitive books in Mage Wars.  You can spend $600 a year on Magic to support one competitive deck.  And draw luck is always more of a problem than dice luck.

The Priestess is a good book, it is my favorite due to resilience, but it is not unbeatable.  The male Beastmaster is quite good, Wizards can deal massive damage and Forcemasters can beat the stuffing out of her if she is not careful.  That being said, it is always fun to recover 30 life in two turns. 

168
So, I have a fair amount of experience in Mage Wars (1 year with 5-7 games a week) and I stopped using Blocks and Reverse Attacks after the first three months.  If you are a Forcemaster, they may be worth it, but there are just too many ways for people to pop them with small creatures, unavoidable attacks, seeking dispels or simply waiting for you to run out of mana.  Of course, I tend to play characters that have massive amounts of healing, but I was wondering if anyone else avoids using Blocks and Reverse Attacks?

169
Spellbook Design and Construction / Re: The Imp Swarm Archetype
« on: January 29, 2015, 07:38:00 PM »
I would suggest putting in a Mage Staff in your book as a backup weapon.  It gives you the same reach as Lash of Hellfire and gives you an Ethereal attack that you are lacking (Force Hammer is a bit expensive...though good for demolitions).  You could get rid of a Combustion and an Adramalelech's Touch to pay for it.

170
Mages / Re: Beastmaster - help me understand him
« on: January 29, 2015, 07:28:35 PM »
One of the key weaknesses of the Beastmaster is that most of his creatures are cheap and good, but they tend to go down fast.  Of course, Cervere is one of the best creatures in the game, equaled only by Brogan, and Steelclaw Grizzlies are one of the most frightening things to buff up in the game (Turn 1-Enchanter's Ring and Steelclaw Grizzly, Turn 2-Nullify [Mage] and Mage Wand [Teleport], Turn 3-Bear Strength [Steelclaw Grizzly] and Teleport [Steelclaw Grizzly] is a real fun opening for the Beastmaster and the Druid).  A Breastmaster (or Druid) can really have their opponent on the ropes real quick with that combination and, while the Steelclaw Grizzly is ripping their opponent to shred, they can be spamming Mana Flowers while supporting the Steelclaw Grizzly.  If you play it right, you can get three good hits with the Steelclaw Grizzly before your opponent brings it down and you can have brought enough Mana production to start playing the game.

171
Spellbook Design and Construction / Re: The Johktari RUSHmaster
« on: January 29, 2015, 07:13:21 PM »
Druids can be quite phenomenal builds, they have a lot of armor potential and a lot of regeneration, though there are always ways around a defense.  I have two Veteran's Belts in my Druid deck because the first one will always be dispelled.  I have found that the way that I play Priestess is capable of recovering thirty damage in around 2-3 turns, so she is very difficult to kill off before her creatures overwhelm someone.  A Druid with Cervere and two Steelclaw Grizzly's, however, is quite able to dish out some damage.

172
Spellbook Design and Construction / Re: The Great Mage Balancing Act
« on: January 29, 2015, 11:45:00 AM »
Well, no spellbook is capable of beating every other spellbook and some mages are the natural antithesis of other mages.  For example, a Druid will defeat a Forcemaster without that much trouble, a Forcemaster will defeat a Wizard without that much trouble, a Wizard will defeat a Warlock without that much trouble and a Warlock will defeat Druid without that much trouble.  It also depends on the experience of your opponents (I have been playing an average of seven games a week for a year now, so I tend to be one of the top players in my area now) and experienced players are capable of making spellbooks succeed that would have otherwise failed (I have won a tournament with a Priest, for example).

My preference for creatures tends to be because my best book is a Priestess with forty spellpoints of creatures, and she has performed quite well.  A Forcemaster, however, does quite well with a handful of creatures, and needs to be swarmed before you can take her down.  I have never seen a Forcemaster be able to handle being swarmed by four Knights of Westlock, which is why a Forcemaster should try to kill you long before you get your creatures going.  The book that has been able to consistently beat my Priestess is a Forcemaster that attacks her with melee attacks on the third turn.

173
Spellbook Design and Construction / Re: The Johktari RUSHmaster
« on: January 29, 2015, 11:30:09 AM »
It does tend to work due to the fact that the Guardian Angel can take a lot of damage before she goes down.  While there are ways to get around her intercept (Tanglevines and Quicksands), you tend to have time to get her our of trouble.  If not, you can summon more protectors and form a rolling defensive wedge, you just have to be flexible with your tactics. 

174
Spellbook Design and Construction / Re: The Great Mage Balancing Act
« on: January 27, 2015, 09:18:15 PM »
I think that the key thing about balance is that no mage is capable of beating every other mage and every person has their own tactics that they run.  I run a Priestess that has forty spellpoints of creatures because I enjoy spamming Guardian Angels, Knights of Westlock and Royal Archers (along with Brogan).  I tend to have creature heavy decks because creatures are among the most efficient ways of dealing damage with mana.  I can either spend nine mana for a Force Hammer that deals six dice of damage or twelve mana for a Royal Archer that deals four dice of damage, so I am ahead if the Royal Archer survives for three turns.  Creatures are also one of the best ways to prevent damage to yourself because every turn enemy mages are killing your creatures is a turn that they are not killing you.  Of course, there are ways of making creature suffer, but they tend to be nice and fragile conjurations that are easily to destroy (Orb, Obelisk, etc).

175
Spellbook Design and Construction / Re: The Johktari RUSHmaster
« on: January 27, 2015, 08:52:51 PM »
I have never played the Johktari Rushmaster, but I play against a lot of Wizard rush decks, so I know what to expect.  My primary mage is the Priestess and my first turn tends to be Mana Crystal and Guardian Angel, my second turn tends to be Brace Yourself and Guardian Angel and my third turn tends to be Mana Crystal and Moonglow Amulet.  After that, I tend to pop out a Knight of Westlock or Royal Archer each turn after that.  If I need to, I will spend a turn armoring up or healing up.  That being said, a lot of people enjoy rush decks and they do hurt a lot.

176
I have to disagree, with the dozen people whom I regularly play with, the Wizard tends to be second tier, though I like the Air Wizard for general utility.  I run a Priestess, a Druid and an Air Wizard on a regular basis, and I have found the Priestess to be the best all around Mage, though she tends to be weak against the Forcemaster and the Beast Master.  The Druid is a good mage, though she tends to be weak against the Warlock, but she is capable on having phenomenal levels of armor and regeneration, and I have gotten her up to 9 Armor, with a Veteran's Belt on top of that, and healing four life per turn, though I tend to not use the tree unless I know that it will survive long enough to be useful.  The Air Wizard is a good utility mage though who has no particular weaknesses and can deal horrific amounts of damage with his attack spells. 

Do I think that the Wizard is best?  No.  Do I think the Wizard is good?  Yes.  Do I think the Wizard is a boring mage?  Yes, though being able to Nullify the opponent so that I can counter their attempt to heal is always worth a laugh.   

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