April 28, 2024, 12:55:03 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 - Borg

Pages: 1 2 [3] 4 5 ... 38
31
Rules Discussion / Re: Changing the legality of enchantments
« on: April 24, 2017, 12:54:53 PM »
Target a flying creature, then hit it with knockdown, or wait until it is guarding, then reveal tangleroot.

You cannot do it in that order ( because you're not allowed to target a flying creature with Tangleroot - even FD ) but you can hit the Flyer with a Knockdown first ( thus removing Flying ) and then play Tangleroot on it ( provided it is a corporeal creature )

32
Right comma I wasn't going to list out every ethereal option.
Even a bitter wood fox with Divine might could do serious damage to a grey wraith lol

Sure, I understand.
I was more trying to make the point that we've had plenty of stuff to take care of Incorporeal, it may be time to show Incorporeal some love in the next expansion(s) ;)

33
and for the fact that I can have 4 grey wraiths, nothing more than that.  From a gameplay perspective, they can combo with the necromancers plague master ability by adding weaks, they can teleport through walls, and they can last a while on the board unless they go up against arcane zaps and galvatar....other than that, just to make a  book with a fun concept that is fun to play! :)
Priest's attack, Sword of Radiance, Staff of Asyra, Alandell, Artemis and a whole bunch of attack spells won't be fun either :)
I think incorporeal could use some help by now, there's just too many good ethereal counters available already.

34
Rules Discussion / Re: Changing the legality of enchantments
« on: April 22, 2017, 11:26:45 AM »
The funny thing about Mage Wars is that you can put whatever enchantment you want on anything face down.  You are on your honor that it's a legal target.

This hasn't happened to me yet ( thankfully ) but I was wondering how you'd solve such an issue in a tournament environment.

Let's say player A wants to cast an enchantment on an opposing creature, player B Transfuses a FD enchantment to his creature and reveals a Nullify. Then it turns out Player A's enchantment could not legally target the creature ... ? Player A just created a mess ... :)

35
Spellbook Builder / Re: My spellbook builder
« on: April 22, 2017, 03:15:13 AM »
Hi grga,

Walls still don't show in "text export".

36
Spellbook Builder / Re: My spellbook builder
« on: April 22, 2017, 02:52:16 AM »
@Borg: all columns are now sortable (only one direction though) 8)

Well, that's a start :)

The "total" column doesn't sort properly though.
"Used" and "Cost" work OK
sorting "max" and "owned" is not necessary really.

37
Spells / Re: Goblin Builder
« on: April 21, 2017, 08:38:27 AM »
However I can see a game where you have a large number of these and they are all walling off parts of the arena at QC speed.

I don't really see that as problematic. You'd be spending lots of mana on Builders and walls. Nothing that strikes fear in the opponent's heart ;)
Funny thing is, with the walls Extendable trait, this is one of the few things they might still be good at, even in their current state :)

38
Spells / Goblin Builder
« on: April 21, 2017, 06:53:37 AM »
From a design standpoint, I don't understand why the [mwcard=FWC04] Goblin Builder[/mwcard] is treated so different from all other familiars.

In general all familiars have this in common :
- they generate mana
- can cast some type(s) of spells
- Can move before casting their spells
- can cast their spells as printed

When you look at the Goblin Builder you'll notice that he's nerfed in three instances compared to other familiars.

- He doesn't generate mana :

That's a handicap because you can't play channeling boosting spells or effects on him.
On the other hand he's the cheapest of the familiars at just 5 mana.
Naiya, Fellella and Sersyrix cost 12 mana for example and have to be in play 7 rounds to break even in cost with the Builder.
So having no channeling but being cheap to cast makes sense.

but

- He can't move before casting his spells :

All his spells are to be cast as Full Casts. Was this really necessary ? Were there indications that he otherwise could become overpowered ?
Why can Naiya, Fellella or sersyrix for example play their spells as quickspells ?
Aren't Curses, Enchantments, Fire Attack spells or water spells just as effective as Conjurations ?

- The range on his conjuration spells is reduced to 0-0 :

Was it really necessary to add this nerf as well on top of the other two ?
Even if he had to cast his conjurations as full casts, if his conjurations kept their printed range ( usually 0-1 ) he at least could take position in one of the Centre zones and potentially cast 5 conjurations in a row before having to move. This would make him a lot better already.


As he currently stands, he's a Familiar you'll hardly ever see in a game.

I can live with the no channeling as he's costed alright.
I can understand you'll want him to be in the same zone ( thus range 0-0 ) as conjurations are arguably stronger spells overall than enchantments or incantations or attack spells.
But at least allow him to cast them as Quick casts so he can move around and potentially do something every turn.

In his current state he just seems too slow for the early game, which is the part of the game where you'd want him most imo.

He could be used later in the game to cast an Armory, Altar of carnage or a second Ballista but overall his role would be very limited at this point, I guess.

So, my main question.
Is there anybody in the know here on why the Builder was nerfed the way he is ?

39
Spellbook Builder / Re: My spellbook builder
« on: April 20, 2017, 01:42:23 PM »
Do you have an estimate, grga, when it would be possible to sort all columns ?

And finally, what would make your spellbook really perfect imo : would it be possible to add pictures to all cards in forum code ? The "old" cards still generate a pop-up picture but all the "new" cards are not linked to their picture.
Would it be possible to do that ?

40
Siphon Life would be a great spell to put on a wand, if not for the 0-0 range. That 0-range really hinders its effectiveness, I think.

Drain Life seems like it's too expensive to put on a wand. How many times would you cast this spell, at this cost ?

41
Since you are totally planning a death zone the only thing that would bother me with that book is how to make sure the enemy mage ends there.

The way I look at it is there are essentially two possible situations.

You are either facing a mage that is looking for contact as well. That's the kind of opposition that suits your strategy best.

Or you're facing a mage that wants to avoid contact.
This is a situation where you might have to maneuver your troops somewhat more than you'd like.
It may not be possible to keep everything together at the end of a round all the time but it's a fun challenge to try to deal with these kind of situations.
As you mentioned already, the Force Pushes play a key role into getting the mage to you, as well as the Walls who can potentially cut off an escape route ( unless the opposing mage is willing or armored enough to walk throught hem ) Tanglevines obviously also shine in that regard but I rely more on the Spear's Crippling ability to pin the opposing mage in one place.

The Spear has two big advantages imo :
1- you can use it to try to cripple an opponent every round if you want to and your opponent can't Teleport away every round ( at least you shouldn't let him :) )
2- Cripple conditions are not automatic drop-offs at the end of the creature's action but have a 50% chance to stick around for another round so ultimately you should be able to pin your opponent down.

Another positive about the Spear that I didn't mention in the OP is that it is a great way to remove Flying from flying creatures and drop them straight into your horde's lap.

A Teleport Trap I have not considered for this book but who knows, 25 posts from now a situation may arise that makes me consider it anyway. That has happened before, right ;)


...you could try using a battering ram pet? Would help against conjugations like deathlock, mordok's obelisk and akiro's hammer...

I needed some time to think this one over.
There's quite a few arguments against the Ram but in the end I think he would be an upgrade and a potential star in the right situation.

Against :
- He's a full cast
- he's not canine, so doesn't get any bonuses from Redclaw
- just two attack dice when not moving and attacking something that is not a corporeal conjuration
- to increase his attack dice I may have to send him out of the protection of the horde

For :
- He could be an upgrade over the Timber Wolf who's a full cast as well and who's only supposed to enter later in the game, if at all
- as you mentioned already, he is a nice answer to conjurations
- as a pet and in the same zone of the BM he's got 4 dice as well and can go up to 8 dice in the right situation without any enchantment on him.

So, I think he may have more upside than the Timber Wolf in this book and deserves at least a try out.
Thanks for bringing him up.

I did consider Call of the Wild but it's one of those cards I have rarely ever cast before. I usually have something better to do. I'll keep the card in mind though and try to spot moments in a game where I wish I had it right there.

Spellbook updated.

42
A while ago, grga provided us with an excellent spellbookbuilder which can be found here www.spellbookbuilder.com but posting spellbooks in forum code was still a tedious, time consuming chore.
Now a "Forum export" function has been added which makes posting spellbooks on the forum a piece of cake again.

No time to waste then. Let's post another spellbook.
The reason I like this book so much is because it contains so many useful, quality spells which complement each other so well and at the same time come so nicely together in the main strategy of this book.

Since it's been a while since I last posted a book - for reasons mentioned above - I kind of feel like explaining my spell choices. So, bear with me if you will :)


At the core, this book is built around the Wychwood Hound.
A 5 mana creature with a respectable amount of life : 7.
2 dice and no armor but with the ability to add 1 attack dice and 1 armor if at least 1 other Hound is in the same zone.
Herein also lies our basic strategy already : we're going to keep our troops together, concentrated, so they keep reinforcing each other and we are going to try to bring the opponent to us more than we're going to go to the enemy.

The Hounds are also lvl1 creatures, which means our Straywood Beastmaster can move and still bring one of them into play as a Quick Action or as a QuickCast Action.


So, how do we make them stronger, cheaper and more effective overall ?

The first and most obvious addition is Redclaw.
Add him to a couple of 3 dice, 1 armor, 7 life Hounds and you get 4 dice, 2 armor and 7 life Hounds.

I'd like to mention here that even though it was possible to play a "Redclaw/canine" book since the core game was released as you had Bitterwood Foxes available there, the Hounds fit Redclaw much better imo.
To benefit from Redclaw's boost you need your canines in the same zone, meaning the Fast ability might somewhat be lost on the Foxes and the fact they only have 5 life meant the 1 armor was often not enough of a boost to make them surive a serious attack.

7 Life with 2 armor is massively superior over 5 life with 1 armor since you need 9 dice vs 6 dice on average to make a casualty with one attack.

5 Mana is not that much but we can still get much cheaper.
Add Wychwood Faerie and Ring of Beasts and we're looking at 4 dice, 2 armor and 7 life Hounds for just 3 mana. Now we're getting somewhere.


It's obvious that Redclaw plays a pivotal role, so we need to do all we can to keep him alive.

Therefore, Joined Strength should go on him. Not only does it give him a sixth attack die but every time he's attacked and damaged, one damage is transferred to your mage giving Redclaw more staying power.
Alternatively, you can play Joined Strength on an early Pet Falcon and shift the enchantment to redclaw when the falcon goes down.

Provided you have more living objects than your opponent, Meredia's Blessing can also help remove 2 damage from Redclaw every round as well as a condition marker. Keeping Corrode Markers away as well as Dazes, stuns, Weaks etc is a strong ability.

Emerald Elk Stave is not a spell I'd spend a mage action on, but played through our Battle Forge it makes sense and fits our goal. It can take another damage off Redclaw and another creature ( Pet ) every round, at a cost though.

Raincloud is just a perfect spell for this strategy.
It gives Regenerate 1 to every object in its zone. So, the more objects you have in that zone, the bigger the benefit you get from it and it just happens to be so we'd like to keep all our creatures together in one zone.
Another damage to remove from Redclaw every round.
Additionally all objects get Flame -2 and Acid -2, meaning all fire based attacks roll 2 less dice which is a pretty big deal because Zone attacks are an inherent weakness to our strategy. Ring of Fire suddenly is not as devastating anymore.
And you can remove a Burn or Corrode marker ( that's 2 markers per round potentially )
Keep in mind though : opponent's objects gain these bonuses as well.

Elephant Grass is a godsent to this book.
It can make all your non-flying objects gain the obscured trait ( thus also your Corrosive Orchid, for example ) meaning the opposition has to close in on you if they want to harm you, paving the way for your Thornlasher and Force Pushes but it also gives all your non flying animals basically aegis 2 as all attacks made against them roll 2 less dice.
Now if anything can keep a creature alive it's Aegis 2.
Not only does this make Redclaw nearly invulnerable but your 3 mana , 4 dice, 2 armor, 7 life Hounds also become very durable when you add Regenerate 1 and Aegis 2 ( not really Aegis 2 but you know what I mean ... )
Elephant Grass is so good it deserves 2 copies. One will very likely get destroyed + you may want to have a bonus terrain to take out an opposition terrain.


Equipment :

Most of our equipment is supposed to be played through the battle Forge but I don't cast BF right away.
I like to play BF a little later and throw a Falcon Pet at my opponent first to give him something to do and thus increase the survival odds of my BF. Standard opening ( see later ) BF in R3.

Packleader's Cowl can let you put a guard marker on a 6 dice rolling Pet Hound for just 1 mana or a 7 dice rolling Pet Timber Wolf for just 2 mana. Staple Equipment card for the Beastmaster.

Special mention here goes to the nice synergy between Battle Forge and Hunting Spear.
Hunting Spear has good synergy with this strategy as it can keep an opposing creature in the Hounds' zone with its Cripple effect ( on 7+ (50%) if using the ranged option )

Letting the Spear go back into your book has a few advantages :
1- Spear cannot be destroyed while hidden in your book
2- Letting the BF bring it out during Deployment costs you only 4 mana from your mana supply and it doesn't cost your mage any action
3- It keeps your BF involved and active all game

As a key weapon, you need back-up though, thus 2 copies.


Conjurations :

We've already mentioned and explained Battle Forge, Raincloud, Meredia's Blessing, Elephant Grass.
Obviously we don't leave the house without Pillar of Righteous Flame either.
Another card that has good synergy with a packed zone, Porce Push, Chant of Rage and the Thornlasher's Snatch.

Corrosive Orchid also benefits from trying to stay within 1 zone.
It can remain useful over a longer period of time as it (supposedly) will have a target to shoot at every round, it's a free bonus attack that can reduce an opponents armor with corrode markers, thus making your Hounds' job easier and can stay alive longer by benefitting from guards and the Raincloud's Regenerate 1.
The Obscured trait obviously also helps.

We round out the Conjurations with a pair of Wall of Thorns ( synergy with Force Push is common knowledge )
a pair of Tanglevines and 1 Tooth and Nail.


Creatures :

The only surprise here may be the Thornlasher but if you consider its ability to Snatch and pull an opposing creature into your death zone, it makes sense, I suppose.
One Rouse the Beast is meant for the Thornlasher, the other for the Timber Wolf.
Timber Wolf is meant to be played as a Pet at some point. Pet Hound and Pet Falcon are also great options of course.


Enchantments :

Bear Strengh, Brace Yourself for your Mage.
Rhino Hide, Regrowth for Mage or Redclaw.
Joined Strength for Redclaw.
Glancing Blow for Wychwood Faerie.
Wolf Fury for the early Pet Falcon.
Tangleroot on a high dice threatening opponent.
Marked for Death ( can raise the Hound's attack dice to 5! ) Poisoned Blood and Rust for the opposing Mage
Chant of Rage on ...


Incantations :

No surprises here.
2 Disarm, primarily to be able to neutralise the Paladin's and Warlord's Champion's Gauntlets a couple of times and get to their weapons/wands.


Attacks :

No surpises either.
3 Acid Balls to handle Armor in addition to Tooth and Nail and Rust.
Finisher Hurl Boulder.
Utility Surging Waves.


Standard opening :

R1 19    Wychwood Faerie - FD Brace Yourself or Glancing Blow
R2 23    Move (to C3 after Faerie-from C4) Ring of Beasts - Pet Falcon
R3 24    Move (to NC after Faerie) Wychwood Hound - Battle Forge (in C3)
R4 22+1  Packleader's Cowl - Redclaw - Wolf Fury (on Pet Falcon)
R5 12+1  Leather Chausses - Meredia's Blessing (in B4) - Move (to FC after Faerie) - Wychwood Hound - Guard on Hound
R6 10+1  ...


Thanks for reading this far.
Hope you got something out of it.

And finally ... the book.

Updated 20 april 2017

[spellbook]
[spellbookheader]
[spellbookname]A Pack of Canines[/spellbookname]
[mage]A Straywood Beastmaster Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=lg1]1 x Chitin Armor[/mwcard]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=MWA01Q01]1 x Emerald Elk Stave[/mwcard]
[mwcard=lg3]2 x Hunting Spear[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=MWA01Q05]1 x Packleader's Cowl[/mwcard]
[mwcard=MW1Q23]1 x Regrowth Belt[/mwcard]
[mwcard=MW1Q25]1 x Ring of Beasts [/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=DNJ02]1 x Corrosive Orchid[/mwcard]
[mwcard=pvs_conjurations5]2 x Elephant Grass[/mwcard]
[mwcard=lg27]1 x Meredia's Blessing[/mwcard]
[mwcard=pvs_conjurations7]1 x Pillar of Righteous Flame[/mwcard]
[mwcard=MWBG1J04]1 x Raincloud[/mwcard]
[mwcard=MW1J22]2 x Tanglevine[/mwcard]
[mwcard=MW1J03]1 x Tooth&Nail[/mwcard]
[mwcard=MW1W04]2 x Wall of Thorns[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=lg21]1 x Mountain Ram[/mwcard]
[mwcard=MW1C29]1 x Redclaw, Alpha Male[/mwcard]
[mwcard=DNC21]1 x Thornlasher[/mwcard]
[mwcard=MW1C37]2 x Thunderift Falcon[/mwcard]
[mwcard=MWA01C20]1 x Wychwood Faerie[/mwcard]
[mwcard=MWA01C21]6 x Wychwood Hound[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E01]1 x Bear Strength[/mwcard]
[mwcard=MWSTX2FFE04]1 x Brace Yourself[/mwcard]
[mwcard=pvs_enchantments3]2 x Chant of Rage[/mwcard]
[mwcard=MWAPRE05]1 x Glancing Blow[/mwcard]
[mwcard=MWA01E11]1 x Joined Strength[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[mwcard=MW1E31]1 x Poisoned Blood[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=MWA01E15]1 x Tangleroot[/mwcard]
[mwcard=MWA01E16]1 x Wolf Fury[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWA01I01]1 x Crumble[/mwcard]
[mwcard=MWSTX2FFI03]2 x Disarm[/mwcard]
[mwcard=MW1I06]3 x Dispel[/mwcard]
[mwcard=MW1I07]1 x Dissolve[/mwcard]
[mwcard=MW1I12]3 x Force Push[/mwcard]
[mwcard=pvs_incantations1]1 x Lesser Teleport[/mwcard]
[mwcard=MWAPRI05]1 x Remove Curse[/mwcard]
[mwcard=MW1I23]2 x Rouse the Beast[/mwcard]
[mwcard=MW1I24]2 x Seeking Dispel[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]3 x Acid Ball[/mwcard]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

43
Website Support and Feedback / Re: Spellbook Builder
« on: April 16, 2017, 03:48:23 PM »
I am actually working with the players who update OCTGN to attempt to make it better, as well as fixing the sbb on our website. Improvements are coming and they are high on my priority list.

We are increasing our effort on MW at the moment, and you should see even more improvements (that I haven't mentioned) in the near future.

Good that we have grga's excellent SBB by now because the "official" SBB is probably as dead as dead can be.

Another quarter of a year has gone by and I have no idea anymore what "high on my priority list" and "in the near future" mean.
It's all relative, I guess.
On a universal timescale, the extinction of the dinosaurs was not that long ago either so I guess if the official SBB is done before the start of the 22nd century that would still qualify as "in the near future" ... I guess :(

I'm trying to visualise what it means "increasing our effort on MW at the moment" but my mind draws a blank.
Although, considering they did ... nothing ... before.
If they now do twice as much, thus ... twice nothing ... that would qualify as "increasing our effort".
That argument would probably hold in court.

Seriously.
Not a yota of progress has been made on this issue for about three years now.
You can't just keep saying we're "working on it" and expect to still be taken seriously.

44
Rules Discussion / Re: drown
« on: April 16, 2017, 08:01:23 AM »
Quote from: Arena Core Set Rules
You always choose the order in which events that affect your creatures and objects occur during this phase. In the rare case that a timing issue occurs, the player with the initiative decides the order.

Example: You control a Highland Unicorn with the Regenerate 2 trait that has a Burn marker on it. Since the creature has a lot of damage on it, the Burn effect could destroy it. You can choose to resolve the Regenerate trait first or the Burn condition first.

I would say that you can replace the burn effect here with the drown card as both are a timing issue that is resolved by initiative.

That is not correct.

The Burn and regenerate are effects that are controlled by the controller of the Unicorn, thus he can resolve them in the order that he wants.

The Drown effect however is controlled by the other player, not by the player controlling the creature.

Thus, suppose the Unicorn player has initiative :
Unicorn controller resolves any effects he controls like Burn or regenerate first.
Then, opposing player decides the order and how to resolve the Drown effects ( pay first or put a marker first )

Seems I've been ninja'd already by jacksmack while still typing this :)

45
Spellbook Builder / Re: My spellbook builder
« on: April 15, 2017, 12:24:17 PM »
Hi grga,

Could you check the "export to forum" function, please ?

Some book slots, like slot 1 & 3 produce errors while slot 10 for example is without errors when using this function.

The errors include missing cards, like Elephant Grass simply not showing or complete parts just gone missing like this for example.
Slot 3

[spellbook]
[spellbookheader]
[spellbookname]Beastmaster[/spellbookname]
[mage]A Beastmaster Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=lg1]1 x Chitin Armor[/mwcard]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=MWA01Q01]1 x Emerald Elk Stave[/mwcard]
[mwcard=lg3]2 x Hunting Spear[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=MWA01Q05]1 x Packleader's Cowl[/mwcard]
[mwcard=MW1Q23]1 x Regrowth Belt[/mwcard]
[mwcard=MW1Q25]1 x Ring of Beasts [/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=DNJ02]1 x Corrosive Orchid[/mwcard]
[mwcard=lg27]1 x Meredia's Blessing[/mwcard]
[mwcard=pvs_conjurations7]1 x Pillar of Righteous Flame[/mwcard]
[mwcard=MWBG1J04]1 x Raincloud[/mwcard]
[mwcard=MW1J22]2 x Tanglevine[/mwcard]
[mwcard=MW1J03]1 x Tooth&Nail[/mwcard]
[spellclass]Creature[/sp...e[/mwcard]
[mwcard=MWA01E11]1 x Joined Strength[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[mwcard=MW1E31]1 x Poisoned Blood[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE07]2 x Rust[/mwcard]
[mwcard=MWA01E15]1 x Tangleroot[/mwcard]
[mwcard=MWA01E16]1 x Wolf Fury[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWA01I01]1 x Crumble[/mwcard]
[mwcard=MWSTX2FFI03]2 x Disarm[/mwcard]
[mwcard=MW1I06]3 x Dispel[/mwcard]
[mwcard=MW1I07]1 x Dissolve[/mwcard]
[mwcard=MW1I12]3 x Force Push[/mwcard]
[mwcard=pvs_incantations1]2 x Lesser Teleport[/mwcard]
[mwcard=MWAPRI05]1 x Remove Curse[/mwcard]
[mwcard=MW1I23]2 x Rouse the Beast[/mwcard]
[mwcard=MW1I24]2 x Seeking Dispel[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Pages: 1 2 [3] 4 5 ... 38