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Topics - Halewijn

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16
Spells / Galador, Protector of Straywood
« on: September 29, 2016, 08:25:58 AM »
[mwcard=MWSTX1CKC03]Galador, Protector of Straywood[/mwcard] seems pretty weak on the surface, compared to other level 4 creatures. [mwcard=MW1C34]Steelclaw Grizzly[/mwcard] costs only 1 extra mana and is better both in his offence as his defence. At the surface, he seems to outclass Galador by a mile. The first time I used Galador, I reasoned that his succes was pure luck and the specific circumstances of that game. The second time I again reasoned it was luck, but after 4 good games, I had to conclude: Galador is a good creature!

Number 1: Galador has a 4-dice ethereal attack. Ethereal is something nature mages don't easily find. Force hammer is a good spell, but very expensive and a one-time use. His ethereal attack can be boosted easily with hawkeye to become 5 dice. If the opponent casts some incorporeal conjurations or creatures he might become the savior of your battle!

Number 2: Galador can effectively damage and daze/stun big guys with his lightning attack. This comes in very handy when the opponent has some huge creatures by his side.

Number 3: He can attack flyers! The nature school mostly does not have a ton of flying creatures, but Galador can shoot them out of the sky.

Number 4: Armored soldiers are weak to lightning attacks. He is a very good counter to common creatures like the [mwcard=MW1C22]Knight of Westlock[/mwcard]. His ranged attack will gain 2 dice and the Daze/stun chances also rise.

Number 5: His melee attack is decent. Not great but certainly not bad. 4 or 5 dice + piercing 1 is slightly above average but nothing to brag about. Still, it is a decent attack whenever you need it.

Galador has an answer for every situation and will almost certainly be usefull in every single round. Flyers? Shoot them! Big guys? Daze them! Ethereal? Kill it! Guards? Avoid it with a ranged attack or attack it with the antlers! [mwcard=MW1Q07]Elemental Cloak[/mwcard]? Antlers!

The beauty of Galador is thus his biggest weakness at the same time. He can almost every round get things done and will have an answer in every situation. The downside remains that the grizzly bear has more strength. If you never played the deer because he seems too weak on the surface I would really suggest to test him out. There is more to him than meets the eye.  :)




17
Spellbook Design and Construction / Smallzhao's Frenzy Necromancer
« on: September 19, 2016, 09:11:56 PM »
Yesterday Smallzhao Kicked my ass with the following necromancer. With his permission I will post his deck and talk about his strategy.  8)

[spellbook]
[spellbookheader]
[spellbookname]Smallzhao's Frenzy Necromancer[/spellbookname]
[mage]A Necromancer Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA04]2 x Hurl Boulder[/mwcard]
[mwcard=MW1A08]1 x Geyser[/mwcard]
[mwcard=MWSTX1CKA01]1 x Surging Wave[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1W01]2 x Fog Bank[/mwcard]
[mwcard=DNW02]2 x Wall of Bones[/mwcard]
[mwcard=MW1J11]1 x Idol of Pestilence[/mwcard]
[mwcard=MW1J19]1 x Deathlock[/mwcard]
[mwcard=MW1J22]2 x Tanglevine[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC24]4 x Zombie Minion[/mwcard]
[mwcard=DNC23]6 x Zombie Crawler[/mwcard]
[mwcard=DNC22]1 x Zombie Brute[/mwcard]
[mwcard=DNC08]2 x Unstable Zombie[/mwcard]
[mwcard=DNC12]1 x Shaggoth-Zora[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE04]3 x Brace Yourself[/mwcard]
[mwcard=MWBD1E01]1 x Astral Anchor[/mwcard]
[mwcard=MW1E14]2 x Enfeeble[/mwcard]
[mwcard=MW1E31]1 x Poisoned Blood[/mwcard]
[mwcard=MW1E10]1 x Decoy[/mwcard]
[mwcard=MW1E20]1 x Harmonize[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=DNQ01]1 x Cloak of Shadows[/mwcard]
[mwcard=DNQ02]1 x Death Ring[/mwcard]
[mwcard=DNQ05]1 x Libro Mortuos[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MW1Q23]1 x Regrowth Belt[/mwcard]
[mwcard=MW1Q19]1 x Mage Wand[/mwcard]
[mwcard=MW1Q06]1 x Dragonscale Hauberk[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I24]1 x Seeking Dispel[/mwcard]
[mwcard=MWSTX1CKI01]1 x Drain Soul[/mwcard]
[mwcard=DNI06]4 x Zombie Frenzy[/mwcard]
[mwcard=FWI16]2 x Dissolve[/mwcard]
[mwcard=MW1I08]1 x Drain Life[/mwcard]
[mwcard=]2 x Force Push[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[/spells]
[cost]Total cost: 116 pts[/cost]
[/spellbook]


His opening:

T1: Libro + death ring
T2: 2x crawler + something

At this point, I suspected yet another shaggoth zora build so I charged in, attacking the necromancer. In a couple of turns he summoned 4+ crawlers and walled himself in with fog banks around the starting corner. Still, I suspected shaggot zora to pop up any second now, or a way to lock me into his deathpit of crawlers.

The next turn, he summoned the idol of pestilence into his starting zone, with the fog banks still surrounding him. At a safe distance, I destroyed a fog bank and started attacking the idol. Still believing the idol was meant to lure me into his starting zone. At this point, I has lost the game and hell broke loose!  :o

The idol was indeed meant to lure me, but it didn't matter that I didn't enter his zone completely. The idol had done 1 damage onto me, activating bloodthirsty. The necromancer cast zombie frenzy and 5-6 crawlers gained fast and charged at my Johktari beastmaster to eat her alive. Each crawler doing 4 dice of damage. This caught me completely of guard and there was nothing I could do about it. Afterwards, the necromancer could cast the frenzy again and again, making it impossible for the (even fast) beastmaster to escape.

Some walls could have stopped them for a couple of rounds, but in the end, the necromancers army would keep on growing with even larger zombies. (4x minion, 2x unstable, 1x brute) The walls would not have stopped them for long.

In a VERY short time the necromancer manages to build a very dangerous, but cheap army of zombie crawlers, making it very strong against rushes. If the opponent wants to go for the long game, cards like idol of pestilence will draw them near. If needed, the option for Shaggot zora is still there and his army has the potential to keep growing. All in all, I was amazed by the genius of this deck! Kudos to Smallzhao!  :D

Note:  The spellbookbuilder is wrong. This is 120 points.

18
General Discussion / Lost grimoire spoilers
« on: September 15, 2016, 06:21:28 AM »
When will the cards from Lost grimoire be spoiled? And when is it expected to be released? (I forgot  :-[ )

19
Rules Discussion / Escape rolls and akiro's favor
« on: August 28, 2016, 10:40:26 AM »
Does akiro's favor allow you to re-roll for escape rolls?

Examples: Cripple, Stuck, Grapple, Quicksand

20
Spellbook Design and Construction / Makunda, King of the Jungle
« on: August 28, 2016, 05:08:03 AM »
I never saw Makunda in play, so I really wanted to build a book around him. I don't think it's a good card, but that's besides the point.

My opening would consist of summoning makunda and advancing to the opponent while quicksummoning some small (pet) feral bobcats. From the mid-game on, I expect to be very action drained. From then on, I'll start summoning the more expensive Kumanjaran leopards. I don't have many ways to deal with armor because I mainly rely on the piercing of the cats. If tooth and nail is out with makunda, the kumanjaran leopard can use his doublestrike to the fullest. It is also elusive, thus will be able to hit the target.

Apart from the pet ability and maybe the lifetree, I don't plan on supporting the bobcats. If the opponent starts destroying them, I can cast Slavorg.

[spellbook]
[spellbookheader]
[spellbookname]Makunda, King of the Jungle[/spellbookname]
[mage]A Beastmaster Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA02]1 x Force Hammer[/mwcard]
[mwcard=MW1A09]1 x Jet Stream[/mwcard]
[mwcard=MWSTX2FFA02]1 x Hurl Rock[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=FWJ08]1 x Renewing Spring[/mwcard]
[mwcard=MW1J03]3 x Tooth & Nail[/mwcard]
[mwcard=MW1J22]2 x Tanglevine[/mwcard]
[mwcard=MW1W04]1 x Wall of Thorns[/mwcard]
[mwcard=DNJ03]1 x Etherian Lifetree[/mwcard]
[mwcard=MWSTX2FFW01]1 x Wall of Earth[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX1CKC03]1 x Galador, Protector of Straywood[/mwcard]
[mwcard=MWSTX1CKC04]1 x Makunda[/mwcard]
[mwcard=MWA01C16]1 x Slavörg, Fang of the First Moon[/mwcard]
[mwcard=MW1C14]6 x Feral Bobcat[/mwcard]
[mwcard=MWPROMO43]3 x Kumanjaran Leopard[/mwcard]
[mwcard=MW1C36]1 x Tarok, the Skyhunter[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWA01E07]2 x Gator Toughness[/mwcard]
[mwcard=FWE03]2 x Falcon Precision[/mwcard]
[mwcard=MWA01E11]2 x Joined Strength[/mwcard]
[mwcard=MWA01E15]1 x Tangleroot[/mwcard]
[mwcard=MWA01E16]2 x Wolf Fury[/mwcard]
[mwcard=MW1E01]2 x Bear Strength[/mwcard]
[mwcard=MW1E03]2 x Bull Endurance[/mwcard]
[mwcard=MW1E05]1 x Cheetah Speed[/mwcard]
[mwcard=MW1E28]2 x Mongoose Agility[/mwcard]
[mwcard=MW1E32]2 x Regrowth[/mwcard]
[mwcard=MW1E36]2 x Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE06]2 x Lion Savagery[/mwcard]
[mwcard=MWSTX1CKE04]1 x Enchantment Transfusion[/mwcard]
[mwcard=MWA01E02]2 x Arcane Ward[/mwcard]
[mwcard=MW1E17]1 x Force Orb[/mwcard]
[mwcard=MWSTX2FFE02]1 x Akiro's Favor[/mwcard]
[mwcard=MW1E13]1 x Eagle Wings[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX1CKQ06]2 x Eagleclaw Boots[/mwcard]
[mwcard=MWA01Q10]2 x Wychwood Ironvine[/mwcard]
[mwcard=MW1Q09]1 x Enchanter's Ring[/mwcard]
[mwcard=MW1Q25]1 x Ring of Beasts[/mwcard]
[mwcard=MW1Q02]2 x Bearskin[/mwcard]
[mwcard=MWA01Q02]2 x Johktari Hunting Knife[/mwcard]
[mwcard=MWA01Q05]2 x Packleader's Cowl[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=FWI11]3 x Dispel[/mwcard]
[mwcard=MW1I23]1 x Rouse the Beast[/mwcard]
[mwcard=MW1I03]1 x Call of the Wild[/mwcard]
[mwcard=FWI16]2 x Dissolve[/mwcard]
[mwcard=FWI17]2 x Force Push[/mwcard]
[mwcard=MWA01I04]2 x Mend[/mwcard]
[mwcard=MW1I25]1 x Shift Enchantment[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]



Some other specific cards:

- Tarok to protect the skies (and hinder)
- Force hammer and Galador for ethereal
- No cervere. Originally he was in the book, but I think the kumanjaran leopards fit better.

I have many doubts about enchanters ring. I'm not sure it is worth the action. Rouse the beast will also probably get cut.


Other than that, the build is pretty basic and can probably be improved a lot. Suggestions are more than welcome!

Sidenotes: I actually really wanted this to be a johktari build both thematically and for gameplay with wounded prey and the bow, but I need the quick summoning if I want to have more creatures to be boosted by makunda/tooth and nail. The second reason for more level ones is Slavorg. Lair + Makunda is an option, but probably too expensive and he will probably not see any play. The Johktari version would need to add a lair OR cut out all the bobcats (and maybe Slavorg)

This book is also OCTGN only since I sadly do not own the kumanjaran leopard. (I hope he will be in the lost Grimoire set)

21
World and Lore / Air elemental
« on: August 25, 2016, 08:49:46 AM »
In the spirit of all the recent conversations about elementals:

Can we consider the [mwcard=MW1C40]Whirling Spirit[/mwcard] as the air elemental? He surely looks like one, but he does not have the name, not have the subtype elemental and is considerably weaker than the other 3 elementals?

If he is not, what is the difference between an "elemental" and a "wind spirit"? And if he is not the elemental, could we expect the air elemental some day?

Could there be a lightning elemental or an ice elemental?

22
Strategy and Tactics / Rise of the warlock swarms
« on: August 23, 2016, 06:28:13 PM »
In my opinion, demon swarms were up until recently not very strong. [mwcard=MW1J17]Pentagram[/mwcard] is both fragile as expensive and the mana additions do not come easy during the beginning of the game. There were only 2 level 1 demons: an all-round [mwcard=MW1C15]Firebrand Imp[/mwcard] and a teleporting, piercing [mwcard=MWSTX2FFC13]Wildfire Imp[/mwcard]. In theory, the swarm could be enforced with [mwcard=MWSTX2FFC08]Infernian Scourgers[/mwcard] to make a nice level 1 and level 2 mix. All in all, nothing very impressive.


The academy warlock changes this entirely because it brings some very awesome new demons into the game:

1) Sanguine Hunter: Not much mana? no problem! This little demon only costs 3 mana! yes, it needs to take some damage, but the adramelech can use her demonic reward to heal him afterwards. 2 dice, piercing 1 and 1 armor is not bad at all!

2) Firefist brawler: This guy just punches everything untill it burns. If it rolls at least 1 critical damage, it gives a burn to its victim. For one dice, the chances are not impressive (33%), but combined with smoldering curses, [mwcard=MW1E27]Marked for Death[/mwcard], [mwcard=MWSTX2FFQ02]Bloodfire Helmet[/mwcard], Drakas, ... and many more effects he can have a ridicolously high burn chance. (80% for 4 dice)

3 Drakas, Imp overlord: Very similar to [mwcard=MWBG1C04]Slaknir, Goblin Chieftain[/mwcard], this guy will boost all demons in his zone.

4) Mheggeden, Sealed demon: One of the big difficulties with swarms is the huge set-up time required. Mheggeden allows you to summon an amazing demon at the start of the game while still not mana draining you. Of course, you have to pay some way, but at least your swarm will have a big guy supporting them from the beginning. In general, I like these kinds of new cards a lot. (Ehren, Slavorg, and lightning raptor in lesser extend)

These are the main 4 cards that really buff demon swarms a LOT. I left out the combustion demon, because I don't think he is worth it in arena. He's solid in academy though. There are also some very solid level 2 demons outclassing the scourger many times (Afflicted demon especially). Sharkbaits aggressive fireball-adramelech warlock has been rocking for a long time, but I believe demon swarms might actually become very viable now.  :)






23
Strategy and Tactics / Burst damage problems
« on: August 15, 2016, 03:12:12 PM »
Today my girlfriend has beaten me 4 times in a row with the priestess when I was the warlock. The games can be summerized as followed:

Game 1
By turn 3, the first real round, I had mhegedden and thus basically had 20 life left. She had a white cloak knight.

During this turn, she reveals giant size, rolls 6 dice, melee attacks for 2 and does firestream (4 dice). She dealt 19 damage and the burn killed me of.

Game 2

Same scenario but with 2 archers that had piercing. I died again due to the burn after the 3th round.

Game 3:

I lived 1 or 2 rounds longer now, and I used more guarding demons, but again she used her final and first qc for a firestream and she could start with an attack.

Game 4:

I gave up on mhegedden. This game went a lot better, I killed 4 of her holy creatures and had some huge treaths myself. I had only 8 damage while she had 14. She had 1 whitecloak knight with giant size (1 dissipate left), 7 damage and a burn.

She added paladin's valor, attacked with 8 dice, used firestream again.

Upkeep, her initiative, another firestream and a 4 dice attack from the knight.

Basically, even though I was winning by the numbers, she did 20 dice and I was not able to react.

Long story short, she keeps killing me with huge amounts of burst damage. Did anyone else have problems with this?

24
Rules Discussion / Demonic reward rules question
« on: August 13, 2016, 02:11:07 AM »
I'm sure it has been asked before, so sorry for the repeated question.

Does a demon heal with demonic reward if it attacks a creature without a burn and adds a burn during the attack?

Both solutions seem equally valid to me. Thanks!

25
World and Lore / Arraxian crown warlock's demon pact
« on: August 11, 2016, 10:27:13 AM »
Priestess and warlock both arrived today (yay  :D) and the flavortext speaks of a pact this warlock forged with the demon of blood Bael. It's also kind of obvious with which demon the adramelech warlock forged a pact.

I was wondering with which demon the core set warlock forged a pact. Also Bael? Malacoda?

Will we ever be able to summon Bael? And, who is that horned demon in the back covered in shadows?



26
General Discussion / Mage wars in 2017
« on: August 05, 2016, 04:14:45 PM »
We have known for a very long time already that Paladin vs Siren was the next expansion and that each of the 4 core mages would receive an academy version in 2016. These expansions + Lost Grimoire make 2016 a very good year for mage wars already (even though I haven't seen them yet) and I was wondering what the future would bring.

Alternate mages:

- Alternate Wizard: wizard has been around since the beginning without an alternate version for balance issues. He has got an academy mage though and several seperate cards in other expansions. However, the latest changes make him weaker (which is good) and give him some room for growth.

- Alternate Forcemaster: Mind is a very small school and the forcemaster has been out since 2013! Chances are very large the male forcemaster is getting a release in 2017

- Alternate Druid: She is very strong in the current meta, and the nature school is huge already but there seem to be many people asking for a druid expansion and more plants.

- Alternate Necromancer: very possible, but compared to the other 3 mages I think this is unlikely.

I think alternate mages are very likely. My guess is Forcemaster vs Druid/wizard

Completely new mages
Since we will have just received Paladin vs Siren I think this is very unlikely.

A second domination expansion or The Archmage

More academy mages
I don't know if AW wants to make an academy version of every mage, but it is possible. Some mages however really seem horrible for academy. I don't see how a druid, forcemaster or even warlord could function in academy. I could see a necromancer work however.

- A forcemaster needs movement and very strong mind spells. There is no movement in academy
- A druid needs board control and rooted plants for balance. Without rooted, she is simply a better beastmaster.
- A Warlord needs his conjurations for his armies. You could have solo/buddy warlords, but then you lose most of the flavor of the warlords.

I don't know if they would want to expand academy for every mage. This will be extremely hard to balance and to keep the power creep reasonable.


What do you think 2017 will give us? What would you love to see? Is there anything known already?


27
General Discussion / When will we see the priestess on OCTGN?
« on: June 30, 2016, 06:11:52 AM »
see title.  :)

28
Spells / Ehren setup in academy
« on: May 27, 2016, 01:11:48 PM »
So in previous topics, the methods of healing for ehren were discussed in Arena. I was wondering how to heal him in academy. There are less options available. You would want him healed by the start of round 3.

The only passive/free healing spells now are iguana regrowth, the unicorn, circle of protection and the bow. Regrowth costs 5 mana, is too slow and is out of school, the circle is very expensive, the bow takes too many actions and the unicorn seems also too slow. It seems that you will need to actively heal him. Mend is nice and cheap, but you can only use 3 of them in an entire game. Seems a bit of a waste to use them all on him.

The best option seems the broken wing angel. Fast healing, and action efficient.

Starting mana: 9

round 1: Ehren (5) + faith healer staff (3) (7 damage left on Ehren)
Round 2: (8 ) Broken wing angel (6) + mend  (2)  (6 dice)
Round 3: Heal 1 during upkeep: starting mana = 6

At the start of round 3, you have a 60% chance that Ehren is healed, and 40% that you don't have to use the last mana. This leaves a 40% chance that he is NOT healed by round 3. If you do not have the initiative here, this may cause you to be in a HUGE disadvantage since you now have 2 weak creatures and almost nothing else. (The opponent will probably make sure you will not be able to heal him any further)

Of course you could always spam mend on him during the two setup rounds, but it would leave the priestess with few healing powers left for the rest of the game.

edit: I just notice that it is much better to switch the staff and mend if everything goes right, or use a second mend in round two if the dice were not favourable.

Any other ideas?

29
Rules Discussion / Zone attacks unavoidable academy
« on: March 31, 2016, 02:21:35 AM »
I cannot find the rule clarifying that a zone attack is always unavoidable in the academy rulebook. Voltaic discharge is also the only zone attack where this rule is not explicitly mentioned on the card.

Does this mean that voltaic discharge is not unavoidable in Academy but it is in Arena?

ps: It might be handy to split this section of the forum into academy and non-academy to keep everything structured.

30
Rules Discussion / counterstrike death
« on: March 30, 2016, 03:10:13 PM »
If a creature dies during an attack, does it get a counterstrike phase?
In other words: if the skunk dies, or a creature with shock, does the stagger still appear?
I'm fairly sure it does but not a 100%.

Thanks!


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