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Topics - Halewijn

Pages: 1 2 3 [4]
46
Spells / (Hurl rock vs.) Hurl Boulder vs. Hurl meteor
« on: November 26, 2015, 06:33:49 AM »
[mwcard=MWSTX2FFA02]Hurl Rock[/mwcard]
[mwcard=FWA04]Hurl Boulder[/mwcard]
[mwcard=MWBG1A03]Hurl Meteorite[/mwcard]
4 mana
8 mana
12 mana
5 dice
7 dice
9 dice
9+ daze
8+ slam
5-8 daze, 9+ stun
1 zone
2 zones
3 zones
1 spellbook point
2 spellbook points
3 spellbook points

At first sight, they seem pretty balanced. for 4 extra mana and an extra spb you get 2 extra dice. A slightly better effect die and most importantly, 1 extra range.

But:
The biggest difference between hurl meteor is the full cast.
- You are not able to use it during first/last qc.
- You cannot move, or use your melee attack. (and since you just cast a 12 mana spell, a free melee attack would be nice)
- The 3-zone range isn't a real advantage since you can simply come closer and use the boulder instead.

The only situation were you can ever use the meteor is when you REALLY do not want to come any closer.

I could see the meteor being usefull without it being a full cast, but the fc seems like a dealbreaker. Why was it designed like that?

47
Spells / Force bash succes story
« on: November 11, 2015, 06:55:20 AM »
Last saturday I played many games on OCTGN. For some reason many opponents were multiple [mwcard=MW1C37]Thunderift Falcon[/mwcard] swarm beastmasters.

2 times I was able to [mwcard=FWI03]Force Bash[/mwcard] a bird onto another bird in my zone, sweep attacking them both with [mwcard=FWQ04]Galvitar, Force Blade[/mwcard] and using [mwcard=FWQ01]Dancing Scimitar[/mwcard] to finish off the surviving bird. It was a dark day for that beastmaster.  ;D It's always a lot of fun to use a card like that.

It was the first time I really used the card. Force bash is véry situational but can be véry powerfull! :D

Are there other force bash succes stories?


48
Hi guys,

This was my deck I used in the Thunderdome 2 tournament. In general I'm not the biggest fan of posting decks on the forum. But I wanted to share this one since I think I found a way to make the spider viable since I've had some good succes with it. (Although it was a flop during the tournament.  :P )

[spellbook]
[spellbookheader]
[spellbookname]Aragog's nest[/spellbookname]
[mage]A Druid Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX1CKA01]3 x Surging Wave[/mwcard]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[mwcard=MW1A08]2 x Geyser[/mwcard]
[mwcard=MWPROMO35]1 x Acid Blast[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNJ10]1 x Stranglevine[/mwcard]
[mwcard=MW1W04]2 x Wall of Thorns[/mwcard]
[mwcard=MW1J13]2 x Mana Flower[/mwcard]
[mwcard=DNJ12]1 x Vine Tree[/mwcard]
[mwcard=DNJ11]4 x Tanglevine[/mwcard]
[mwcard=DNW01]2 x Bloodspine Wall[/mwcard]
[mwcard=MWBG1J04]1 x Raincloud[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC20]2 x Vine Snapper[/mwcard]
[mwcard=DNC06]1 x Kralathor, The Devourer[/mwcard]
[mwcard=DNC18]1 x Togorah, Forest Sentinel[/mwcard]
[mwcard=MWSTX1CKC09]3 x Giant Wolf Spider[/mwcard]
[mwcard=DNC21]2 x Thornlasher[/mwcard]
[mwcard=DNC10]1 x Raptor Vine[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E36]2 x Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=MWSTX1CKE02]1 x Divine Might[/mwcard]
[mwcard=MW1E28]1 x Mongoose Agility[/mwcard]
[mwcard=DNE01]1 x Barkskin[/mwcard]
[mwcard=MW1E01]1 x Bear Strength[/mwcard]
[mwcard=MW1E03]1 x Bull Endurance[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MWSTX2FFE02]2 x Akiro's Favor[/mwcard]
[mwcard=MW1E05]1 x Cheetah Speed[/mwcard]
[mwcard=FWE03]2 x Falcon Precision[/mwcard]
[mwcard=MWBG1E01]1 x Astral Anchor[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ04]1 x Druid's Leaf Ring[/mwcard]
[mwcard=DNQ08]1 x Vinewhip Staff[/mwcard]
[mwcard=DNQ06]1 x Mohktari's Branch[/mwcard]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=MWPROMO34]1 x Chitin Armor[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I17]2 x Minor Heal[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=DNI02]4 x Burst of Thorns[/mwcard]
[mwcard=MW1I07]4 x Dissolve[/mwcard]
[mwcard=MW1I23]1 x Rouse the Beast[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[mwcard=DNI04]1 x Renewing Rain[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]


In general my opening would be as followed:
turn 1: ring + tree
turn 2: spider + mana flower
turn 3: depends

The base strategy is to pin the enemy mage down (or creatures) and fill him up with poison. Akiro's favor is there to make sure the spiders are hard hitting. The spiders are hard to kill and the more you have the better they become. Mostly I try to cast at least 2 of them.

- The few plants are more for support then a base strategy.
- My vine tree would cast a lot of tanglevines.
- Togorah is extremely epic. I want him in every druid book.
- Since the necro is poison immune he is the worst matchup for this book. Kralathor is there only for necro's.
- I'm thinking about taking the Vinewhip staff out of it since I don't want to waste the action casting it. It would be great if the vine tree could cast all vine spells  ::)
- I feel like I missed a purify. Maybe another mohk. branch




49
Strategy and Tactics / surging wave push&slam
« on: September 20, 2015, 07:22:24 AM »
Can you choose the order of the push&slam? in that way you can slam, and push a flying creature trough a wall... seems logical but I'm not sure. 

50
Rules Discussion / Raincloud
« on: September 19, 2015, 02:05:38 PM »
The flame -2, regen etc is also for the opponent right? Then, is the option to pay to remove corrode and burn also for the enemy?

51
Creative / A perfect holy avenger
« on: August 26, 2015, 10:13:27 AM »
Hi everyone,

Lately I've really been trying to make the holy avenger thing work. For me, the best one seems to be the [mwcard=MWSTX2FFC01]Asyran Defender[/mwcard], since all inclusive he costs "only" 11 mana for a 9 channeling priest. All the other creatures cost around 16-17 mana to make it an avenger. Which I almost never can/want to pay.

In the core set we had the bloodreaper but no perfect fit. Most people picked the [mwcard=MW1C03]Dark Pact Slayer[/mwcard] to do the job. But the bloodthirsty could be used against you.  After that, in forged in fire, they made the [mwcard=MWSTX2FFC02]Blood Demon[/mwcard], a perfect card for that purpose. (vampiric to survive, flying and already bloodthirsty) I don't think people ever bring him out and not make it their bloodreaper.

In this spirit I would REALLY want a perfect avenger. A card made for the job. Almost useless without it.

A newborn angel maybe? (not a baby, but only recently created)
my view:
- decent armor (2)
- a decent attack (3 or maybe even 4)
- flying
- level 2 and 8 mana.
- low health

All together he would have decent stats but with really low health points. (around 6) The avenger would give him a decent amount of health and the flying would make sure he is not constantly hindered.

edit:
I now see that this looks like a cheaper/weaker [mwcard=MW1C19]Gray Angel[/mwcard].
- no sacrifice (I find this very handy, an action/mana free heal when you really need it or he's almost dead)
- 4 health points less
- maybe 1 attack die less

-

52
Mages / The wizard vote
« on: August 15, 2015, 07:11:50 AM »
I think the discussion about the wizard is going in circles and I want to know what the general opinions are.
Voting seems very democratical, since every opinion is equally important. If you want to add new insights, maybe it is still better to do it in the other tread.

If not done already, maybe read the other tread about the wizard to read pro's and con's of different oppinions.

Note: This is not an official vote, and I'm not saying it should be! The Arcane Wonders team of course decides everything!


I tried adding all the options I read. If there are options that I forgot/should be added, let me know.  :)

Also: Try not to make false votes to improve your opinion.

example: something should happen but none of the above + x3 for elements.
Here this looks like 2 people want to change stuff.

example 2: Nothing, he's perfect + Nothing, improve the others.
Same reason.

There is no problem clicking on multiple suggestions.

53
Rules Discussion / Nullify on decoy with enchanters wardstone
« on: August 15, 2015, 03:28:47 AM »
Yesterday I was battling and I had my [mwcard=MWSTX1CKJ01]Enchanter's Wardstone[/mwcard] out.
I played [mwcard=MW1E10]Decoy[/mwcard] on the enemy mage which it countered with [mwcard=MW1E29]Nullify[/mwcard].

First of all I wanted him to pay 2 more mana to counter the nullify but he said that my enchantment was not in play yet so the effect of [mwcard=MWSTX1CKJ01]Enchanter's Wardstone[/mwcard] did not work.
Secondly, I wanted my 2 mana back from nullify, but my opponent said that, for the same reason, I did not get it back.

I did not know this but if I think about it, it seems correct. Someone that can confirm this?

54
Strategy and Tactics / Necromancer vs. Forcemaster
« on: August 05, 2015, 10:01:00 AM »
Yesterday my necromancer was battling a forcemaster and I lost horribly. Even though my deck had many manouvring spells in them it seems like the necro is doomed to lose vs a forcemaster.

- She can outmanouvre your slow pest zombies all the time. She is just much better in it. With skeletons this problem isn't as bas, but still.
- When using little, stronger zombies her defences are hard to get trough.
- When using a swarm, she can quickly dash to the other side of the arena and summon a suppression orb/mordoks Obelisk. You almost have to kill all your small zombies then because they won't be able to do anything before depleting your mana completely.
- You could use a curse strategy, but let's assume your deck does not include enough curses for that.

Druid vs. warlock is running uphill, but I feel like necro vs forcemaster is more Climbing a mountain for the necro.


So the question: How would your necromancer fight a forcemaster?

55
General Discussion / Video's for academy spoilers!
« on: July 22, 2015, 11:23:35 AM »
There are many spoilers in the video! It's hard to read but here is what I could make out of it.

1) Leather Chausses (equipment): armor +1 for 2 mana, pants are a new thing!

2)  Joined Strength (enchantment): target: animal creature, 2+1 mana, This creature gains melee +1. Whenever this creature is attacked and receives damage, you must transfer 1 of that damage to your mage instead. If this creature is destroyed, you may pay 1 mana to move Joined Strength to a new target in your zone.

3) Wynchwood hound  (creature). Level 1 canine, 5 mana. 0 armor, 7 life. quick attack of 2 dice. While wynchwood hound is in the same zone as 1 or more friendly wynchwood hounds it gains melee +1 and armor +1

4) Slavorg Fang of the first moon (creature). level 4 (sabertooth!!!) cat: 15 mana, 2 armor, 13 life. 4 attack dice, +2 piercing. Legendary, epic, BM only. it costs 2 mana less for each animal creature in your discard pile. at the end of his activation you may pay 2 mana to place a guard token on him. (What an incredible tank!  ;D)

5) this blue guy, cannot read at 1 minute

6) ... gremlin. costs 4 mana, 3 attack dice, cannot read the ability

7) ..cated cockattice(?) 2dice + d12   effect: something with melee +1 and piercing +1

56
Spells / Highland Unicorn uses
« on: July 12, 2015, 05:08:59 AM »
I've been trying to use the unicorn, but I don't seem to find a perfect fit. The charge seems in contrast with the regenerate. (charging away from the rest)

I could see him work with the beastmaster but then I have a hard time justifying the spellbook points.

How have you used him in the past? Could he be a decent holy avenger?


57
Rules Discussion / Hydro immunity & Line of sight for Area attacks
« on: June 15, 2015, 11:04:29 AM »
1) Plants often have hydro immunity, so they cannot be damaged by water. Now my brother pointed out to me that I wasn't able to geyser my plants from his burns because the rules state that the plants cannot be targetted by water spells. This seems like a huge error and renewing rain is doing the same thing.

2) Can you do ranged area attacks when you don't have line of sight to the area? Seems to me that you really don't aim a lot for an area attack so it's not really necessary.


58
Rules Discussion / finite life sardonyx on trees
« on: June 05, 2015, 11:36:55 AM »
Hello everyone,

Because my necromancer really had a hard time dealing with the druids galathor and trees i would love to try sardonyx on her. I want to go really aggressive and kill her vine tree as fast as possible. I noticed that his finite life ability only states creatures, but to me it seems strange if his poisonous aura wouldnt work on trees.

Can someone clarify this?

59
Rules Discussion / Dispel runes (FIF warlord)
« on: April 17, 2015, 06:13:23 AM »
It might have been asked before but I can't find it anywhere.

Can you dispell the runes on armor? And if so, does it cost you 1 or 2 mana?

thanks in advance!

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