April 30, 2024, 02:35:51 PM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Werekingdom

Pages: 1 2 [3] 4 5 ... 10
31
Spellbook Design and Construction / Ghoulish Force Constructs Opening
« on: December 05, 2017, 03:31:24 PM »
Ghoulish Force Constructs

Hey guys and gals, this is a deck I've been working on. I'm looking for some feedback, I don't play forcemaster that often so I'm shooting in the dark here.

T1: 20. Monk -4, Battle Forge -8 in A2,
T2: 18. >Deflect Ring -2, Mana Crystal -5 in B1, move to A2 then Mana Crystal -5 in A1, Monk med +1,
T3: 19. >Force Ring -2, Ghoul -13 in A2, Redestribut Power -2 on mage or ghoul, Monk med +1,
T4: 15. >Jad Amulit -1, Force Grimlin -2, Move to A3 or B2 then Redestribut Power -2 on mage or ghoul, Kill Grimlin from redtribit power, Eat Grimlin with Ghoul in A2, Monk med +1,

Alt opening (so I can get the BF more forward)
T1: 20. Mana Crystal -5 in B1, move to A2, Battle Forge -8 in A3,
T2: 18. >Deflect Ring -2, Monk -4, Mana Crystal -5 in A1,
T3: 19. >Force Ring -2, Ghoul -13 in A2, Redestribut Power -2 on mage or ghoul, Monk med +1,
T4: 15. >Jad Amulit -1, Force Grimlin -2, Move to A3 or B2 then Redestribut Power -2 on mage or ghoul, Kill Grimlin from redtribit power, Eat Grimlin with Ghoul in A2, Monk med +1,

I also use Alter of Guard, Reroll Temple, Force Golem, Force Cat and basically all the Defence Equipment and  Enchantments.

So far I have only played it once against Grimmbart's Alfiya Priestess deck, it was a draw (I think I had the upper hand since I kill his clerics. but it was a really close game.

Do you guys have any suggestions, or thoughts on any improments?
(I'll add the whole deck list tonight once I get off work)

EDITED: here is the deck as it is now (still changing stuff)

Forcemaster

---  Attack  --- (I would count the force bombs under the atk sector)
2 - Acid Ball
1 - Telekinetic Burst

---  Conjuration  ---
1 - Altar of the Iron Guard
1 - Battle Forge
2 - Mana Crystal
1 - Pillar of Righteous Flame
1 - Temple of the Dawnbreaker
2 - Wall of Force

---  Creature  ---
2 - Force Caracal
4 - Force Golem
1 - Force Gremlin
1 - Meditating Monk
1 - Ravenous Ghoul
1 - Thoughtspore

---  Enchantment  ---
1 - Akiro's Favor
2 - Arcane Ward
1 - Block
1 - Dodge
1 - Force Orb
1 - Force Shield
1 - Force Sword
1 - Forcefield
1 - Marked for Death
2 - Redistributed Power
1 - Repulsion Field
4 - Telekinetic Bomb

---  Equipment  ---
1 - Jeweled Scarab
1 - Reflex Boots
2 - Regrowth Belt
1 - Leviathan Scale Armor
1 - Dancing Scimitar
1 - Spiked Buckler
1 - Galvitar, Force Blade
1 - Illusory Leggings
1 - Force Ring
1 - Defense Ring
1 - Force Armor
1 - Deflection Bracers

---  Incantation  ---
1 - Crumble
3 - Dispel
2 - Dissolve
1 - Force Wave
1 - Purify
1 - Reveal Magic
1 - Shift Enchantment
4 - Siphon Energy

32
Rules Discussion / When do you gain slow for the Swamp?
« on: November 17, 2017, 01:09:08 PM »
Ok, so from what I'm reading it sounds like you gain slow. So when leaving the zone you are slow (unless you are also fast = normal).
The question I have is does the slow come into effect once you enter the zone. Meaning, can I not attack if I move into the zone because I gain slow?

Swamp text:
   Non-Flying, non-aquatic creatures in this zone gain the slow and unmovable traits, and lose and cannot gain the elusive trait.

33
No problem is only a concept and not finished, I rework it this days.

Hello Karadox,

I like your second concept of the Lich's,
I would prefer a very different stats:
Level 3 dark (I don't think any familiar should be over level 3.
Life: 13 with skeleten, or 6/7 incorporeal (13 incorporeal is just insane)
Armor: no armor. (if he is skele then he should have little or more likely no armor, if incorporeal  then no armor).
Channeling: 1 channeling should be the most any non-spawnpoint should normally channeling).
Attack: 2 dice plus +8 weak for incorporeal type Lich OR 2/3 dice plus vamperism (reconstruct vamp) for skele Lich. (A familiar should not have a range atk or high damage portenal, since his main job is to cast spells).
Traits: I like all the traits here, expect for Epic, and Incorporeal. I think that having the possibility to bring more copys of the card into your deck is importion. The Incorporeal is 50/50, on where a skele or incorporeal familiar is better.

34
This is a pretty cool idea! I would love to see a book for it. A few thoughts i had while reading.
1) would you put a grey wraith in? It sort of capitalizes a little more on lack of ethereal.
2) i would highly recommend twin fireball. You can get more burns, 2 mana on the pentagram and the damage is decent against cursed enemies.

Hey Coshade,

1) I may try the Grey Wraith, but I was trying to gain a channeling advantage, so the +1 upkeep can hurt in the early game. He seems like a early to mid game creature. Saying that, having another ethereal attack is always a good thing.

2) Twin Fireball is ok, I'll probably take 1 or 2 for the 0-1 range, but I prefer the Volley of Flame.
I usually get the Vet Belt early so the damage in minimal, plus if you get burned then you can gift it to someone else. It's also unavoidable (I'm thinking of casting Firebrand Imp and Unstable Fire Imp from the Pentagram, so there is little to no change of them getting hurt).

35
I like your ideas. Its always fun to see new openings and workings for mages!  :)

I am a fan of firefist brawler. With a marked for death he rolls 3 dice and all you want is atleast 1 crit. Chains of agony and magebane ate good choices too since they add direct damage and still give him 2 dice, doubleing the burn chance.

I like mana siphon. I used it in my last necromancer book in a tourney.  I agree that making the opponents choices tough, mage, bf, pent, siphon, but could you get the same effect with enchantmwnt that causes upkeep +2? Sure it doesnt last forever, but you Saves some sbps and could combo that with rise again if they want to destroy the creature?

Anyways, i like the ideas! Im excited to see the whole book amd see it in action!

Hello drmambo23,

I agree that the Mana Drain maybe a better option as far as sbp and mana, but the point of having the Mana Siphon was to keep the Pentagram alive longer (gain more value). If I was running the Arraxian Crown Warlock with a curse heavy deck then I would say that mana drain can be a great choose.

I do like the idea of Mana Drain and then Raise Again, but it fits poorly with this deck. The Risen creature would have the slow trait, so you would find it hard to gain mana for the Pentagram.

36
Adramelech Warlock Burning Pinata (Experimental Opening)

Hey guys,

So this is a experimental opening for the adramelech warlock.
The idea behind this deck is to have high channeling, curse then burn and equipment that make your mage painful to attack.

THIS IS A WORK IN PROGRESS

Option: 1. (best if you go second)
T1: 19. Mana Crystal -5, Mana Crystal -5,
T2: 20. BF -8 b2, Mana Siphon -12 a2?
T3: 11.  >Ring of Curses -1, Adramelech's Touch -4, Attack with mage (try to burn). (if the enemy mage is not coming forward then run and magebane him).
T4: 17. >Fire of Ring -2, (pay for burn if your burn fell off -1), Pentagram -14 (behind mage), Attack with mage (try to burn) and gain mana for Pentagram.

Option: 2.
T1: 19. Mana Crystal -5, Mana Crystal -5,
T2: 20. BF -8 b2, Mana Siphon -12 a2?
T3: 11.  >Ring of Curses -1, Firefist Brawler -4 Chains of Agony -2, (I like this option, but the enemy mage may not be in range)
T4: 15. >Leather Chausses -1, Pentagram -14, Guard/Atk.

   Mage: (Equipment and enchantments that I'm trying to equip each game).
Cloak of Fire, Adramelech's Torment, Demonhide Armor (or Burning Cuirass if you want a cheaper option), Leather Chausses, Ring of Curses, Fireshaper Ring, Veteran's Belt, Circle of Fire, Regrowth Enchantment, Theft of Life, Lash of Hellfire,
   
   Damage: (How do I deal damage).
-Cast Adramelech's Touch + Arcane Ward then Burn.
-Creature: Cast a Dark Pact Slayer + cheaper fire attack creaturs.
-Small amount of  mana denial (Mana Siphon).


   Survival: (How do I stay alive).
-Vamperism: Demonhide Mack + Adramelech ability, Demonic Link, Thief of Life, Regrowth ench,
-Armor: 3 armor + Vet Belt,
-Others: Blur (for when you need to leave), Making it painful to attack you mage, Debilitate/Altar of Infernia (Since the Fire Ring and Demonic Link are the only melee +X), Channeling powerhouse; 15  in total (2-mana crystal, bf, mana spihon, pen),

   Other Thoughts
-Imp Familiar = Curse + Firestream.(I use Firestream since it cost only 2 mana once you gain the mana on the Pentagram).
-Adramelech Warlock = Guard often, keep your creatures alive (since most people don't want to attack you and get get burned, (possible forever)). [/size]
-Multiply Incorporeal conjurations: Most mages have a limited number of ethereal attacks to having both the Mana Siphon & Pentagram means he has to choose. (on a side note, I like to tanglevine the turn after dropping the Pentagram 2 zones away for the enemy mage since the change of him having a range 2 attack spell is small).

37
You are missing [mwcard=MW1C26]Necropian Vampiress[/mwcard]. The one I see most is her, the grizzly and bridge troll. Personally I'm pretty sure I'll stay in school once academy is released. I don't like spending 12+ spellbookpoints on a creature.  :)

Hello Halewijn,
Thanks you the reminder about the Necropian Vampiress, I've add her to the list.

38
Strategy and Tactics / Is the Psylok a viable creature?
« on: August 09, 2017, 01:58:45 AM »
Is the Psylok a viable creature?

[mwcard=FWC12]Psylok[/mwcard]

The Psylok's stats
Mana 8
Life 8
Flying
Pest
Attack: Full action, psychic  type atk, 2 dice, +9 daze, Ethereal, Unavoidable, Critical damage.

So I've been looking if the Psylok is a viable creature for competitive games (Thunderdome, GenCon, ect).

Psylok traits.
-I tend to think of the Psylok as a Thoughtspore with a weak attack spell attached, leaving all the mana you would have used on a thoughtspore for a Fireball or other card.
-It has low attack dice, but those dice can go straight though armor.
-8 Life means you stand a chance of staying alive after a fireball
-Low priority target. If someone have a limit amount of reach / attack spells then the psylok seems to be ignored / last longer then you would expect. This is not to say enemy mages will not target the psylok, just that you can usually get ok value if you play him right.
-Daze: a +9 daze is not the best, but it can work. I like Tanglevining the opponent mage when I use Galvitar, so having a Psylok in the zone has been useful.
Full Action: The Psylok's attack is a full action, so you will need to pin the enemy mage down or use "pull".

Please tell me your thoughts.
How can you make the Psylok work?
Has anyone used a Psylok in a competitive game?

39
Strategy and Tactics / What is the best creatures for the Forcemaster
« on: August 09, 2017, 01:12:37 AM »
What is the best creatures for the Force master

So I've been trying to find a good Buddy / damage dealers for the Forcemaster. So far I've been leaning towards the slow unmovable creatures since you can usually get a better deal for the price.
I would like your feedback on which creature and or creatures you prefer. (I do not have access to Octgn or my cards at the moment so this is all off my memory, which is admittedly faulty).
What is the purpose of a buddy / small army for the forcemaster? I believe the reason to have creatures for the forcemaster are:
-Mulpi threats: you do not want to be the only focus for all incoming attacks and curses.
-Shield: The act of guarding with your creature can take some heat form your mage. If the creature has intercept then you can maybe stop a surging wave or two. You will also want a creature that can be repaired / healed, since healing is cheaper (in sbp) then getting another creature if you may find yourself in a longer game.
-Action: Having another action is always useful thing to have; especial in you are running a heavy conjuration build: hand-bim, tower of light, etc.


So here is the question, what is your top 5 creatures (including the new mind creatures) for the forcemaster?
   At the moment my top creatures in no participle order is: Brute, Red Helm Knight, Thoughtspore, Togorah and Gorgon Archer.



Some creatures I've been looking at:
   -Dark
Zombie Brute:
Dark Knight:
Blightheart:
Turghut:
Blood Demon:
Dark Pact Slayer:
Asto Vidatu:
Adramelech:
Necropian Vampiress:
   -Holy
Holy Knight:
Guard Angle:
Brogan:
Red Helm Knight:
Highland Unicorn:
Dorseus (the other large Unicorn):
Any of the 3 grand angles:
Crusader Griffin:
The Promo Griffin:
Artemis:
Eligor:
Blue Knight:
   -Nature
Steelclaw Bear:
Wolf:
Cervere:
Bridge Troll:
Croc:
Crab:
Galador:
Thornlasher:
Togorah:
Wolverine:
Lighting Beetle:
Asp:
Thunder Falcon:
   -Arcane
Hydra:
Small Hydra:
Jelly:
Gargola:
Gorgon Archer:
Stone Gaze Basilisk:
   -War
Red Helm Knight:
Bloodcrag Minotaur:
Bridge Troll:
Dwarf Panzergarde:
Titanodon:
   -Mind
Thoughtspore:
Psylok:
Invisable Stalker:
   -Earth
Magma Golem:
Iron Golem:
   -Air
Whirling Spirit:
   -Fire
Magma Golem:
Adramelech:
Fire Elemental:
   -Water
Krakan:
Leviathan:
Water Elemental:

40
Off topic / Re: Mage Wars Discord Channel (VOIP)
« on: August 05, 2017, 04:44:37 PM »
Thanks Drafan,

I've been struggling to find players on Octgn without the chat.

41
Strategy and Tactics / Re: Psychic Immune
« on: August 05, 2017, 04:37:19 PM »
Yeah, I think Siren's Call is really what worried me the most because the only ways to counter it are Psychic Immunity and Mind Shield, which only works for one turn anyway. If you go all in on a Grizzly buddy, for instance, a siren can just ignore it for no SBPs forever.

I think maybe the best approach, though is to just always have a plan B. Like Bubu said, Siren's call and Chant of Rage aren't that good when the caster is surrounded so having an overwhelm strategy available in a buddy book when playing against a FM/Siren is a good idea.

(Also, I wish I had Lightning Beetle, but I don't have any promos that didn't come with sets)

What I've been using as a beastmaster is Eagle Wings, since I'm normally happy to atk the Siren and most of the threats are non-flying atk spells, conjuration, creatures.
The Priest and Priestess can just use flying creatures.
Necro and Warlock's can use any undead.
As a Druid, your plants have Rooted, so you don't need to pay the cost to Uproot and you are fine.
Warlord: Iron Golem.

42
Surging wave isn't in the core set.

...............Sorry............

43
Hey Sailor Vulcan,

If I was limited to the core set, I would pack alot of surging waves.
You don't need elusive (slam guards) or unavoidable if you have the Surging Wave. then dissovle/hit face whatever.

Core 1 is still a good choise. If you have access to only one expansion/set to build a deck then the Core set is be far your best option.

Werekingdom

44
Strategy and Tactics / Re: Psychic Immune
« on: July 06, 2017, 06:53:19 PM »
Hello Gpmushu,

First I would like to say that Psychic Immune creatures are more of a bonus then a necessity, Chant of rage and the Mind control cards are nasty but you can overcome them with Arcane Ward, Clear Mind or Dispel.
As for the Nature school not having  any Psychic Immune creatures, I would like to remind you of one of my favorite nature creature the Lighting Beetle, it has Psychic Immunity.

The problem with Psychic Immunity is that it is only really worth it on a familiar. I would like to see a prsychic immune familiar, but I think it would be too over powered. Sadly.

Werekingdom

45
Seems a bit expensive to me. Since bloodreaper gives offensive power and healing to the mage, I'd rather put it on a demon that sticks around longer. You have almost no use of these effects if he dies fast.

In contrast, Pet gives survivability (armor +1, life +3) and  offense (melee +1/+2). This boost is much better on small guys, especially in combination with quicksummoning.

Hello Halewijn,

I agree that the Hunter dies fast, but he can do a lot of damage for his price. If you just cast the Hunter without the enchantments then you get a 4 dice creature that only cost 3 mana, I normanly guard with the mage when I think the Hunter will be attacked.

I see your reason for having a bigger Reaper, I just like the idea of having many threats (Hunter+Darkpact Slayer+ect) instead of having only one major threat that can be nerfed into the ground.

Pages: 1 2 [3] 4 5 ... 10