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Topics - Halewijn

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31
Hi everyone,

I wanted to make a book that is designed around the [mwcard=FWC02]Earth Elemental[/mwcard] and maybe a few [mwcard=FWC09]Iron Golems[/mwcard]. I'm a horribly bad wizard player and my first iteration of the book is plain bad.

Does anyone have a design and strategy that might work for them? Thanks in advance!

32
General Discussion / Academy mage-release order
« on: March 20, 2016, 05:24:02 AM »
It seems AW wants to release the academy mages in the same order as the mages in arena, but this will make the gap of development even bigger. Wouldn't it be better to bring them out in the reversed order? 3/4 of the core mages have an alternate mage and the wizard has wizard's tower, [mwcard=MWSTX1CKC08]Gargoyle Sentry[/mwcard], [mwcard=MWSTX1CKC05]Screech Harpy[/mwcard], [mwcard=DNC03]Devouring Jelly[/mwcard] and more elemental spells in expansions. All of these are getting an academy mage. At the same time, the druid, forcemaster and probably also the paladin and Siren still are a bit underdeveloped compared to the others. (I leave out the necromancer because I feel he has a lot of content already)

Stupid comparison:
- The beastmaster can summon 19 animals from arena, 12 animals from academy and OCTGN has another 5 promo animals. Giving a total number of 31+5
- The druid can summon 5 plants creatures. (+2 attacking conjurations)

I'm not saying this number should be almost equal but the difference is very big.

33
Alternative Play / Vines hindering everything
« on: March 20, 2016, 04:57:02 AM »
The vines of the druid hinder everything of the opponent except flyers, this means that the druid has a HUGE mobility advantage over the opponent if she is using animals instead of plants. This is why there are so many druids running animals which is a shame. I've even heard people calling her "the better beastmaster"

So yesterday I thought of the following houserule: "vines hinder everything except the druid, plants (and maybe insects for future druids)"

That way the advantage of a druid using animals would be a lot smaller. I also believe this makes sense thematically; why would her own men/animals not be hindered by vines?

Seems like a good idea?

34
General Discussion / Academy spoiler Disciple of Radiance
« on: March 12, 2016, 05:02:50 PM »


I saw the disciple on facebook and what an awesome card!  :D She's clearly the counterpart of the [mwcard=MW1C02]Asyran Cleric[/mwcard] but instead of the defensive healing ability you gain the offensive damage ability. Hands down I prefer this version, it suits my playstyle much more and it will help you to gain tempo in the game. I expect to see coshade swarm with her ::)

In the starting rounds you can summon them to gain mana and by the time the opponent has arrived you could heal something and immediatly deal 2-3 damage if you have multiple copies of them. They could power up with the cheap damaged veteran. She might also be a very nice zombie-counter. (and we need those! ;) )

35
Strategy and Tactics / countering damage-over-time builds
« on: March 01, 2016, 05:52:26 AM »
So lately I have been seeing DOT builds more often and I wanted to open a discussion about how to counter decks like these. DOT decks are fairly easy to build and play but can be crazy efficient and very hard to counter. Mostly, the mages being a warlock for the curses and serseryx, forcemaster for the pull/shield and force crush, johktari for felella and her fast ability or a necromancer for his poison immunity/plagued ability and zombies. In general they consist of multiple copies of the following cards:

The DOT-cards: magebane, ghoul rot, force crush, arcane corruption, poisoned blood, plagued, poison gas cloud, stranglevine and will receive extra cards from academy.
The protection: Enchantment transfusion, enchanter's wardstone, nullify. These make it VERY hard to actually counter the spells of the opponent.
Familiar: some of them use a familiar like serseryx or felella to give themself a huge action advantage.
Battle forge: to armor themselfs up.

Counter-strategies

1) rushing
The counter-strategy that work the best for me by far is rushing. If you notice you'll face a deck like that in turn 2-3, stop playing any card that will give you an advantage over time and start rushing. If your deck is able to put pressure on the opponent, do it, and do it hard.  8) Don't give them the time to actually play all their enchantments and force them to counter YOU. Since their strategy is  damage-over-TIME you should, apart from force crush, ignore all the enchantments they put on you.

2) dispelling
If you have summoned a creature spawnpoint in turn 1, you will probably not be able to rush the opponent. One thing I tried with very limited succes is to actually (seeking) dispel, nullify all the damage. The downside of this is that you will still receive some damage, and probably will lose more mana than the opponent. The actual hard part is still pressuring the opponent if you counter this way. I guess you should find that golden spot where you try to only counter the most annoying spells only and leave the rest of your mana for creatures/pressuring.


Are there more ideas how to counter these kind of decks? In particular when you spend much of your starting mana in slow conjurations like a [mwcard=MW1J10]Lair[/mwcard] and rushing is no option. One advantage of the warlord is of course his armor and [mwcard=MWSTX2FFJ01]Harshforge Monolith[/mwcard] but since this is very mage specific I would rather talk about counters in general.

36
Spellbook Design and Construction / The wolfmaster
« on: February 22, 2016, 12:42:49 PM »
[spellbook]
[spellbookheader]
[spellbookname]The wolfmaster[/spellbookname]
[mage]A Beastmaster Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNJ02]1 x Corrosive Orchid[/mwcard]
[mwcard=DNJ05]1 x Mohktari, Great Tree of Life[/mwcard]
[mwcard=DNJ11]5 x Tanglevine[/mwcard]
[mwcard=DNJ10]1 x Stranglevine[/mwcard]
[mwcard=MW1J03]1 x Tooth & Nail[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MW1C13]1 x Fellella, Pixie Familiar[/mwcard]
[mwcard=MW1C29]1 x Redclaw, Alpha Male[/mwcard]
[mwcard=MW1C38]1 x Timber Wolf[/mwcard]
[mwcard=MWSTX1CKC02]1 x Dire Wolf[/mwcard]
[mwcard=MWA01C21]4 x Wychwood Hound[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E01]1 x Bear Strength[/mwcard]
[mwcard=MW1E03]1 x Bull Endurance[/mwcard]
[mwcard=MW1E05]1 x Cheetah Speed[/mwcard]
[mwcard=MW1E07]1 x Cobra Reflexes[/mwcard]
[mwcard=FWE03]2 x Falcon Precision[/mwcard]
[mwcard=MW1E28]2 x Mongoose Agility[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E36]2 x Rhino Hide[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[mwcard=MW1E31]1 x Poisoned Blood[/mwcard]
[mwcard=MWSTX1CKE04]1 x Enchantment Transfusion[/mwcard]
[mwcard=MWSTX2FFE04]2 x Brace Yourself[/mwcard]
[mwcard=MWA01E02]1 x Arcane Ward[/mwcard]
[mwcard=MWA01E05]2 x Dodge[/mwcard]
[mwcard=MWA01E10]2 x Iguana Regrowth[/mwcard]
[mwcard=MWA01E11]1 x Joined Strength[/mwcard]
[mwcard=MWA01E13]1 x Panther Stealth[/mwcard]
[mwcard=MWA01E16]3 x Wolf Fury[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=MWBD1E01]1 x Astral Anchor[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX1CKQ06]2 x Eagleclaw Boots[/mwcard]
[mwcard=MWA01Q01]1 x Emerald Elk Stave[/mwcard]
[mwcard=MWA01Q02]2 x Johktari Hunting Knife[/mwcard]
[mwcard=MW1Q25]1 x Ring of Beasts[/mwcard]
[mwcard=DNQ09]1 x Wand of Healing[/mwcard]
[mwcard=MW1Q02]1 x Bearskin[/mwcard]
[mwcard=MW1Q18]1 x Mage Staff[/mwcard]
[mwcard=MWA01Q05]2 x Packleader's Cowl[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I03]1 x Call of the Wild[/mwcard]
[mwcard=MW1I23]1 x Rouse the Beast[/mwcard]
[mwcard=MW1I07]1 x Dissolve[/mwcard]
[mwcard=MWPRO2]1 x Minor Heal[/mwcard]
[mwcard=MWPRO1]3 x Dispel[/mwcard]
[mwcard=MW1I15]1 x Knockdown[/mwcard]
[mwcard=MW1I24]1 x Seeking Dispel[/mwcard]
[mwcard=MWA01I03]1 x Group Mend[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=FWI17]4 x Force Push[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]


The basic idea in this book is to pin the enemy down in 1 zone and let my pack devour the enemy mage. To aid this I have 4 force pushes, 1 teleport, astral anchor, 5 tanglevines and 1 stranglevine. One of the biggest treats is when the opponent separates my hounds/mage from each other. Almost every round I will plan a force push or something like that. If I don't need to use it my mage will probably melee attack (with the knife)

Ideally a 5 mana (4 with ring) quickcast hound will have 2 armor, 7 life, 4 attack dice without any enchantments which is ridiculously good. If I make that hound my pet it will have 10 life, 3 armor and 6 attack dice without any enchantments for 7 (6) mana. If the opponent doesn't manage to escape my hounds they will probably die very quickly.

My mage uses his actions for positioning/summoning/support/melee attacks thus I need fellella because I need the action advantage over my opponent. In general she will be casting very cheap enchantments. More expensive ones like bear strength will probably not see the daylight.

Tooth & nail + wolf fury grants my wolves +2 piercing in total which is very neat and my first way to get around armor. rust/dissolve/dispel/acid ball are the secondary anti-armor utilities.

Since I want everything in 1 zone I summon mohktari around 50% of the games with great succes. I prefer Group mend over group heal since it costs less, but more importantly is a quick cast instead of a full cast. With the packleaders cowl I let the healtiest dog guard, during upkeep they can heal. Also, joined strength works amazing with the tree and if a dog would die I can move the spell without losing an action.

The timber/dire wolves are backup or when I feel I should change my strategy.

Call of the wild/rouse the beast are spells I want to use and could be very powerfull (extra 6 dice attack for only 1 mana) but for some reason I never take the card during the planning phase. I keep them in for the moment because there is potential for those spells.

37
General Discussion / About counterstrike
« on: February 13, 2016, 10:13:22 AM »
Counterstrike is a very curious and amusing trait. It represents a creature that is very defensive and will attack anything that even comes near it. Untill today we only have a very few selection of creatures that have this trait being the [mwcard=MW1C09]Darkfenne Hydra[/mwcard], [mwcard=MWSTX2FFC08]Infernian Scourger[/mwcard] and the porcupine in academy.
When do you get an advantage out of this trait? When the opponent is melee attacking your creature while it is not guarding.

Hydra: This bad-ass rarely sees play and that is mainly because he is slow and because agony can ruin his day. Apart from that I think the trait works best with him. If the opponent wants to kill it he'll want to attack him as much as possible in 1 turn because he regenerates, giving you the counterstrike advantage. In practice, those few times someone actually does summon him they would rather work around him than kill him. thus never attacking the hydra.

Porcupine: This creature is no danger at all for your opponent. Why would anyone ever attack it while it is not guarding? It's a decent guard but the skunk outshines him and is even cheaper.

The infernian demon: He is pretty vulnerable in arena and is a huge target for hurl rocks and such, granting no counterstrike. theoretically, I can see him being melee attacked but I feel this demon is just overpriced for most warlocks. How I see it, the arraxian crown warlock wants something stronger and the adramelech warlock needs something that can burn stuff down.

My conclusion is that I think the trait has not seen good use yet even though I think it could be very amusing. I think the trait could work when the creature is:
- A real danger for the opponent (decent attack)
- not too vulnerable, but maybe more importantly, not too strong either. The opponent will have to want to attack it. (level 3 creature)
- maybe the actual counterstrike should be a weak quick attack and the "normal attack" a decent quick attack.

I think the counterstrike would work when the creature is the opposite of the porcupine. A weak counterstrike attack and a strong normal attack.

38
Rules Discussion / academy rules resume for arena players
« on: February 11, 2016, 09:01:34 AM »
hypothetically, I don't want to read all the academy rules because I know arena. What are the things I should remember? 

- arena in 1 zone
- 40 spellbookpoints, max 3 for level 1 spells, 2 for everything above. (1 for epic)
- no planning
- 2 rounds where you may not target each other
- no first/last quick cast phases
- when a pest creature attacks a guard, the guard may ignore it and not counterstrike, keeping his marker.
- stagger
- +x buffs for attacks only count once per round and not once per attack action.

Am I missing something?

39
Player Feedback and Suggestions / Future mages
« on: January 31, 2016, 07:44:46 AM »
After Siren vs Paladin comes out AW will have covered all schools decently and I was wondering what other kinds of mages people would be interested in to see in the future.

What I was thinking:
Wizard -> All elements a bit and lightning a bit more in particular.
Fire -> Warlock
Water -> Siren
Earth -> warlord
Air -> nothing yet (except the wizard)

So I would really like an air based mage, more specifically one that focusses on wind and the flying trait. We have multiple flyers in different schools but flying creatures are in general an addition to a strategy instead of the main strategy. If there was a mage completely focussed on the flying trait spells like [mwcard=MW1C36]Tarok, the Skyhunter[/mwcard], [mwcard=FWC13]Selesius, the East Wind[/mwcard] and [mwcard=MW1E25]Maim Wings[/mwcard] could see the light more often. I'm not specifically thinking about certain mechanics/creatures for the mage, but the general concept seems something that could be very cool to me.

What are other concept you guys think could be cool for a future mage? I've read about an ice mage and a barbarian? I don't see how a barbarian could fit in this game, what would he be like?

40
Spellbook Design and Construction / A classic horror story
« on: January 11, 2016, 04:19:44 PM »
This deck of mine is pretty old, but I've had tons of succes with it. (ratio 90-10%) It could use an update however.  I think especially the incantations could use an update.

[spellbook]
[spellbookheader]
[spellbookname]A classic horror story[/spellbookname]
[mage]A Warlock Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MW1A06]2 x Flameblast[/mwcard]
[mwcard=MW1A05]1 x Firestorm[/mwcard]
[mwcard=MW1A04]2 x Fireball[/mwcard]
[mwcard=MW1A12]1 x Ring of Fire[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MW1J19]1 x Deathlock[/mwcard]
[mwcard=MWSTX1CKJ01]1 x Enchanter's Wardstone[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX2FFC02]1 x Blood Demon[/mwcard]
[mwcard=MW1C17]1 x Goran, Werewolf Pet[/mwcard]
[mwcard=MW1C03]1 x Dark Pact Slayer[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E14]1 x Enfeeble[/mwcard]
[mwcard=MW1E40]1 x Vampirism[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=DNE02]1 x Rise Again[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=MW1E28]1 x Mongoose Agility[/mwcard]
[mwcard=MW1E09]2 x Agony[/mwcard]
[mwcard=MWSTX2FFE03]1 x Arcane Corruption[/mwcard]
[mwcard=MWSTX1CKE01]1 x Armor Ward[/mwcard]
[mwcard=MW1E01]1 x Bear Strength[/mwcard]
[mwcard=MWSTX2FFE04]1 x Brace Yourself[/mwcard]
[mwcard=MW1E03]1 x Bull Endurance[/mwcard]
[mwcard=MW1E04]1 x Chains of Agony[/mwcard]
[mwcard=MW1E08]1 x Death Link[/mwcard]
[mwcard=MW1E10]1 x Decoy[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[mwcard=MW1E16]1 x Force Hold[/mwcard]
[mwcard=MW1E19]2 x Ghoul Rot[/mwcard]
[mwcard=MW1E24]2 x Magebane[/mwcard]
[mwcard=MW1E25]1 x Maim Wings[/mwcard]
[mwcard=MW1E31]2 x Poisoned Blood[/mwcard]
[mwcard=FWE08]1 x Mind Shield[/mwcard]
[mwcard=MWBG1E02]1 x Plagued[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MW1Q05]1 x Demonhide Armor[/mwcard]
[mwcard=MW1Q12]1 x Helm of Fear[/mwcard]
[mwcard=MW1Q06]1 x Dragonscale Hauberk[/mwcard]
[mwcard=MW1Q07]1 x Elemental Cloak[/mwcard]
[mwcard=MW1Q28]1 x Ring of Curses[/mwcard]
[mwcard=MW1Q21]1 x Moloch's Torment[/mwcard]
[mwcard=DNQ07]1 x Veteran's Belt[/mwcard]
[mwcard=FWQ09]1 x Sectarus, Dark Rune Sword[/mwcard]
[mwcard=MW1Q14]1 x Lash of Hellfire[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I29]1 x Vampiric Strike[/mwcard]
[mwcard=MW1I11]1 x Explode[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=MW1I08]1 x Drain Life[/mwcard]
[mwcard=MWSTX2FFI06]1 x Defend[/mwcard]
[mwcard=MWPRO1]2 x Dispel[/mwcard]
[mwcard=MW1I07]1 x Dissolve[/mwcard]
[mwcard=MW1I25]1 x Shift Enchantment[/mwcard]
[mwcard=MWPROMO6]1 x Clear Mind[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]


Bassically, this deck has 4 battlemodes:

Me and my flying friend (wizard + priest(ess) + warlocks + dwarf warlord)
19   enchanters wardstone (4) + battle forge ( 8 )   7
16+1   Blood demon (12) + enchantment (2)      2+1
11+2   ring of curses (2) + Sectarus (10-1) + attack   2
11+1

This strategy is my basic strategy. Sectarus + the blood demon to kill everything.

A classic horror story (a vampire, a werewolf and a warlock) (beastmasters + bloodwave warlord + druid)
19   enchanters wardstone (4) + run 2      15
24   Blood demon (12) + ring of curses (2)      10
19   Goran (15) + magebane(5-1)         0
( 9   Sectarus (10-1) + attack            0 )

In this strategy I add Goran, because I expect the need for extra actions. (when the opponent summons multiple creatures)

I could decide not to summon Goran in turn 3 if needed.

Nice sword you have, see how long you can hold it (forcemaster)

19   enchanters wardstone (4) + battle forge ( 8 )         7
16+1   ring of curses (2) + mage bane (2+3-1) + fd ghoul rot (2)      9 reveal ghoul rot (6-1)
13+1   ...

From here on, lots of armor + curses all the way.
No creatures since the forcemaster handles them too well. Curse based strategy.

Huge swords (necromancer)
19   enchanters wardstone (4) + battle forge ( 8  )   7
16+1   Dark pact slayer (13) + enchantment (2)      1+1
10+2   ring of curses (2) + Sectarus (10-1) + attack   1
10+1

Since bloodthirsty doesn't work here I use the dark pact slayer. I was thinking about changing him to a Ravenous Ghoul. Otherwise, the slayer is a better back-up for the blood demon.


Hope you like it. I've had tons of fun with this deck.

41
Player Feedback and Suggestions / level 2 burn demon
« on: January 07, 2016, 04:53:22 AM »
With all the new warlock stuff going on, I wanted to request a level 2 demon with a fire attack.

The Adramelech warlock can combo a lot with demons and fire based attacks, but right now the demons with a fire attack are fairly limited.

[mwcard=MW1C15]Firebrand Imp[/mwcard]: Love the guy, but sometimes just too squichy
[mwcard=MW1C16]Flaming Hellion[/mwcard]: good strong creature, bit squichy and really expensive
[mwcard=MW1C01]Adramelech, Lord of Fire[/mwcard]: The KING! but not for every situation.

I'll leave out any further specifications for Laddinfance's imagination.  :D

If there is already such a demon in the set, I request this one as an upcoming spoiler.

42
Alternative Play / Extreme houseruling
« on: January 05, 2016, 04:07:29 PM »
Hi everyone,

During some games with my friends we agree on some own written rules. Thought it might be fun sharing them.
First thing I want to make clear that I view this as some kind of "alternative" play, like a lot of Vulcans work, and not a rules discussion.

Also, some of the rules where not invented by our group, but I read on the forum I though it could be nice to implement. (not taking credit)

- [mwcard=MWSTX1CKC04]Makunda[/mwcard]: there are only 2 cats in the game right now (still no academy for me) and one of them has charge and the other one is fast and elusive. Cats are fast and viscous. The canine are slower sturdier and hunt in packs, [mwcard=MW1C29]Redclaw, Alpha Male[/mwcard] being a perfect leader. The cats don't seem to be built to stay in one zone just to get +1 piercing, that's why we allow Makunda's effect to work in the entire arena. He's the king of the jungle! His presence is enough for the arena.

- [mwcard=MWSTX2FFC04]Cerberus[/mwcard]: while cerberus is guarding in a zone with a friendly dark conjuration, he gains the unmovable, triplestrike, intercept and anchored trait

- [mwcard=MW1J06]Gate to Hell[/mwcard]: The attack does not need LOS. walls & obscured does not block the attack. I always imagine the ground heating up when the gate makes the connection to hell.

- [mwcard=MWSTX1CKC09]Giant Wolf Spider[/mwcard]: gains climbing trait. Never actually used this effect in a game, but I just want my spider to be able to climb walls.

- Necromancer trained in the poison subtype

- Forcemaster trained in the wind subtype. (not air)

- Warlords are soldiers: I have never used this in an actual game but Laddinfance mentioned this recently and it got me thinking. Of course some other cards need restrictions like their own command spells, the archers watchtower and the banner, but it would be cool to make the orc a veteran, or use flank attack.

- Veterans also gain ranged +1 for non-spell attacks.

- [mwcard=MW1E02]Block[/mwcard] also blocks unavoidable attacks. It's a huge forceshield? I never got why a surging wave would hit it, but a fireball would be blocked. I completely understand that the wave cannot be avoided by cats/ blocked by a shield, but block seems like it should work. I never had problems using this rule.

- agony only works for the first attack during an attack sequence.

- unstoppable creatures can ignore guards. [mwcard=MWSTX2FFC12]Talos[/mwcard] & [mwcard=MWSTX2FFC10]Sardonyx, Blight of the Living[/mwcard] will not be blocked by filthy bugs!

- dissolve/explode targets the equipment, making nullify useless for protection. Just to make it more streamlined with dispel. This is a big game-changer is some cases, but it doesn't seem broken, just different.

- The [mwcard=DNJ12]Vine Tree[/mwcard] can also cast equipment vine spells + [mwcard=DNQ04]Druid's Leaf Ring[/mwcard] and [mwcard=DNQ06]Mohktari's Branch[/mwcard] gain the vine subtype. I played a few games with them and it was fun to see the [mwcard=DNQ08]Vinewhip Staff[/mwcard] coming out. One of the only few times I saw that.

- [mwcard=MWSTX1CKE04]Enchantment Transfusion[/mwcard] cannot be used to protect enchantments for [mwcard=FWI01]Destroy Magic[/mwcard] or [mwcard=MW1I21]Purge Magic[/mwcard]. In the same way seeking dispel doesn't allow the enchantment to be revealed just before it gets destroyed. Still works for dispel since ET is not targeted by that.

- zone attacks do not need LOS and can ignore obscured. (Firestorm, the catapult)

- Corrode works different on mages than on creatures. When a mage would receive a corrode marker, it has to place the markers on a piece of equipment (with armor +x value, you cannot exceed x) instead of itself.  This way you can replace the equipment if you want to get rid of the markers. The system is bottom up instead of top down. An extra rule to balance this out: Equipment with corrode markers on it cannot return to the spellbook unless it has the cantrip trait.

I have used this is a couple of games and it didn't seem too strong but I might be mistaken about this. Anyway, we will keep using the rule for a while.

We have also used houserules that were completely broken:

- non-spell ranged attacks cannot target walls
- Wall of thorns has the vine subtype (way too strong for the druid  :P )

This is about it. Maybe I left out some experiments that I forgot to mention.

What do you think about those rules, do you think they could be fun to try out? Which ones seem utter bullshit? And which rules have you tried out at home? Let me know what you think about it.

Especially Vulcan, you have millions of variants. Do you have cool houserules?


 


43
General Discussion / Dragon on facebook?
« on: January 01, 2016, 12:47:50 PM »
So, what about this dragon?


44
Spells / steelclaw family
« on: December 30, 2015, 03:28:56 PM »
I was looking to the steelclaw matriarch and the cubs and noticed they didn't have any frost protection. I know this has no practical use whatsoever at the moment, but I actually expected them to have it.  :P

Was this on purpose or did you simply forget frost at all? could be a pitty if arcane wonders decides to add frost some day.

45
Spellbook Design and Construction / Sardonyx and his minions
« on: December 12, 2015, 01:21:44 PM »
I just had a blast with poopstar and I wanted to share my deck with the forum. I wanted to retry sardonyx WITH the necro, so this is what I've got. First of all I want to note that this is VERY hard to pull of. But since it is sooo awesome to do, it's all worth it. Secondly, I haven't actually won a game with it (but I think this is def. possible).



[spellbook]
[spellbookheader]
[spellbookname]Sardonyx_and_minions[/spellbookname]
[mage]A Necromancer Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA01]1 x Devil's Trident[/mwcard]
[mwcard=FWA02]1 x Force Hammer[/mwcard]
[mwcard=DNA01]1 x Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNJ04]1 x Graveyard[/mwcard]
[mwcard=MW1J19]1 x Deathlock[/mwcard]
[mwcard=MW1J20]1 x Sacrificial Altar[/mwcard]
[mwcard=MW1W01]2 x Fog Bank[/mwcard]
[mwcard=DNW02]1 x Wall of Bones[/mwcard]
[mwcard=MWBG1J02]1 x Gravikor[/mwcard]
[mwcard=MW1J12]1 x Mana Crystal[/mwcard]
[mwcard=MWSTX2FFJ04]1 x Armory[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC15]3 x Skeletal Minion[/mwcard]
[mwcard=MWSTX2FFC10]1 x Sardonyx, Blight of the Living[/mwcard]
[mwcard=DNC14]1 x Skeletal Knight[/mwcard]
[mwcard=DNC07]1 x Mort[/mwcard]
[mwcard=MW1C32]2 x Skeletal Sentry[/mwcard]
[mwcard=DNC04]1 x Grey Wraith[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MW1E31]1 x Poisoned Blood[/mwcard]
[mwcard=MW1E19]1 x Ghoul Rot[/mwcard]
[mwcard=MW1E14]1 x Enfeeble[/mwcard]
[mwcard=MW1E25]1 x Maim Wings[/mwcard]
[mwcard=MW1E09]1 x Agony[/mwcard]
[mwcard=MWBD1E01]1 x Astral Anchor[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q06]1 x Dragonscale Hauberk[/mwcard]
[mwcard=DNQ10]1 x Meditation Amulet[/mwcard]
[mwcard=MW1Q05]1 x Demonhide Armor[/mwcard]
[mwcard=DNQ01]1 x Cloak of Shadows[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWPRO1]3 x Dispel[/mwcard]
[mwcard=MW1I04]1 x Charge[/mwcard]
[mwcard=DNI03]3 x Reassemble[/mwcard]
[mwcard=MW1I07]2 x Dissolve[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[mwcard=MWSTX1CKI01]1 x Drain Soul[/mwcard]
[mwcard=MW1I02]2 x Battle Fury[/mwcard]
[mwcard=FWI06]2 x Power Strike[/mwcard]
[mwcard=MW1I18]2 x Perfect Strike[/mwcard]
[mwcard=FWI13]1 x Seeking Dispel[/mwcard]
[mwcard=MW1I19]1 x Piercing Strike[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Alright, what have I got?

- Devil's Trident, my only real attack spell. I picked this one because it is dark, and if can cripple the opponent. In general I want sardonyx to fight in one place.

- Force hammer & Grey wraith: My only ethereal attacks. It seemed the better option since my mage is no fighter and the mage staff will probably be useless. FH can also be used as a weak boulder if necesarry.

- 2x nullify, 3x dispel, 2x teleport, 1x seeking dispel: I really need to use sard. to the maximum, so some support is necessary. I even want another teleport to be honest. Maybe I'll add one in the future.

- Sacraficial altar and graveyard, to use that awesome and very well known sardonyx combo.

- Drain soul: I've heard comments that 1 drain soul and no drain life seems a bit pauver in this build. Although, these spells are expensive! I don't think they are worth adding in more than once.

- NO sunfire amulet and NO ring of death: Although these spells might seem perfect in this book I feel they slow me down too much. They cost 5-6 mana and need to be cast somewhere in the first 2 rounds. I want more momentum.

- mana crystal & meditation amulet: In general at the start of a game I try to meditate as much as possible. (3-6 times). I want a lot of mana to cast all my creatures.

- Gravikor and maim wings for the flyers.

- Fog bank & cloak of shadows: The deck is made for close combat. I don't want rangers/attack spells to take everything out from a distance. After schwenkgott killed my graveyard without any trouble I decided to add the fog banks. A real wall is of course not an option since the creatures still need to go trough.

- Creatures: basic minions & mort. not much to say about them.

- Astral anchor: again I don't want to move, but I'm not sure I'll ever have the time to cast it. I might take it out. Originally I had force hold for the combo but I took it out to save sbp.

- 1 charge, 2 battle fury's, 2 power strikes, 2 perfect strikes, 1 piercing strike: Since my creatures aren't living I cannot buff them with nature spells. I want these to power my skelletons when I need it. Will I ever use them all? of course not, but I want to be able to choose. At first, I also used a flank attack but I took it out to save sbp.

- Armory: This spell will never be used in the same game I use sardonyx. I took it in to use if I ever decide not using him and go full "mort and soldiers".




I an awesome game vs. a zombie brute&cursing warlock. I lost the game but I did come close when my skeleton knight attacked with 14 dice. He did protect with his scimitar but we "mutually" agreed the knight was too strong to block  ::). (I had lost anyway) Sardonyx had brought me down to 22 life.

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