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Author Topic: Sardonyx Warlock 2.0  (Read 2480 times)

sshroom

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Sardonyx Warlock 2.0
« on: August 30, 2014, 06:37:50 PM »
Tried this out last night resulting in 2 quick wins vs. a Priestess

Araxxian Crown

Attack
2 Fireball
2 Flameblast

Conjuration
Mana Crystal

Creature
Dark Pact Slayer
2 Firebrand Imp
Infernian Scourger
Sardonyx

Enchantment
Agony
Arcane Corruption
Chains of Agony
Force Crush
2 Ghoul Rot
Magebane
2 Marked for Death
4 Nullify
2 Rust

Equipment
Demonhide Armor
Fireshaper Ring
Gauntlets of Strength
Lash of Hellfire
Moloch's Torment
Ring of Curses
2 Sunfire Amulet

Incantation
2 Battle Fury
2 Dispel
2 Dissolve
Drain Life
Drain Soul
2 Evade
3 Force Push
2 Perfect Strike
2 Power Strike
6 Reassemble
Seeking Dispel
2 Teleport

The plan is Turn 1 (19) Sunfire Amulet (6) Dbl Move
Turn 2 (22) Mana Crystal (5) Dbl Move. Now you should be 1 zone away from the enemy at the most
Turn 3 (27) Force Push either yourself or your enemy into the same zone and summon Sardonyx

Spend the rest of the match 1 or 2 zones away buffing Sardy/Blasting the enemy as required. Try to keep a Nullify on the enemy as much as possible to avoid them squirming away and healing or teleporting. Control guards with pushes and Evade incantations. Sardy's full attack can get also sweep through one guard and still hit the mage. Sardy is an absolute beast. His attack may only be 5 dice but piercing 2 means that damage will stick and with the finite life thing there's no way of removing it. With marked for death that's 6 dice per attack, 11 dice in 2 Piercing +2 attacks with Battle Fury. With all the cheap reasembles he's basically unkillable. With his unstopable and nonliving traits there's really not much you can do to control him. The key thing is you need to keep Sardy on the enemy as much as possible so position control is vital. The Force crush was thrown in for style, but really should be another teleport plus another nullify or seeking dispel to help you win the position/nullify battle.

This book probable specializes in turtly type books since it starts the main offens turn 3 and only gets worse from there and negates healing. I could see how a strong swarm like the Aviary book would give it a hard time. And Wizards of course with all their teleports and nullifies and voltaric shield could be a problem, but then they're a problem for every deck. It could use a cloak of shadows in case of lots of ranged attacks. You could probably lose 2 reassembles for this. Honestly 6 is overkill.

On the whole it's a really fun and nasty book!