November 22, 2024, 02:05:40 PM

Author Topic: Variable Speed Priest  (Read 4302 times)

iNano78

  • Ambassador
  • Legendary Mage
  • *****
  • Posts: 1296
  • Banana Stickers 4
  • Playing face-to-face in Ottawa again soon
    • View Profile
    • Ottawa/Gatineau Mage Wars (FB group)
Variable Speed Priest
« on: July 24, 2015, 02:06:28 PM »
Here's a book I've been working on for a couple days:

[spellbook]
[spellbookheader]
[spellbookname]Variable Speed Priest[/spellbookname]
[mage]Priest[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x  Acid Ball[/mwcard]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[mwcard=mw1a11]2 x  Pillar of Light[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[mwcard=mw1j08]1 x  Hand of Bim-Shalla[/mwcard]
[mwcard=mw1j13]1 x  Mana Flower[/mwcard]
[mwcard=mw1j15]1 x  Mohktari, Great Tree of Life[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c06]1 x  Brogan Bloodstone[/mwcard]
[mwcard=mw1c19]1 x  Gray Angel[/mwcard]
[mwcard=MWSTX1CKC06]1 x  Guardian Angel[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX1CKE01]1 x  Armor Ward[/mwcard]
[mwcard=mw1e01]2 x  Bear Strength[/mwcard]
[mwcard=MWSTX2FFE04]2 x  Brace Yourself[/mwcard]
[mwcard=mw1e05]1 x  Cheetah Speed[/mwcard]
[mwcard=mw1e11]1 x  Divine Intervention[/mwcard]
[mwcard=mw1e12]2 x  Divine Protection[/mwcard]
[mwcard=mw1e16]1 x  Force Hold[/mwcard]
[mwcard=MWSTX1CKE03]1 x  Healing Charm[/mwcard]
[mwcard=mw1e28]1 x  Mongoose Agility[/mwcard]
[mwcard=mw1e30]1 x  Pacify[/mwcard]
[mwcard=mw1e33]2 x  Retaliate[/mwcard]
[mwcard=mw1e36]1 x  Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q03]1 x  Crown of Protection[/mwcard]
[mwcard=FWQ01]1 x  Dancing Scimitar[/mwcard]
[mwcard=mw1q27]2 x  Dawnbreaker Ring[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[mwcard=mw1q09]1 x  Enchanter's Ring[/mwcard]
[mwcard=mw1q11]1 x  Gauntlets of Strength[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=mw1q29]2 x  Staff of Asyra[/mwcard]
[mwcard=FWQ10]1 x  Storm Drake Hide[/mwcard]
[mwcard=MWSTX1CKQ01]1 x  Sunfire Amulet[/mwcard]
[mwcard=DNQ07]1 x  Veteran's Belt[/mwcard]
[mwcard=DNQ09]1 x  Wand of Healing[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i02]1 x  Battle Fury[/mwcard]
[mwcard=MWSTX2FFI06]2 x  Defend[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=mw1i13]1 x  Group Heal[/mwcard]
[mwcard=mw1i17]2 x  Minor Heal[/mwcard]
[mwcard=mw1i20]1 x  Purify[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

The idea is to go fast/aggro against slow mages, or go slow against fast(er) aggro mages.  I can run up to NC to get a Forge going and drop my Holy Avenger (Gray Angel) on turn 2 before charging into battle on turn 3, or I can open with Mana Flower + Battle Forge, then start gearing/turtling up, get a Guardian Angel out for protection while defending the Forge, playing the Holy Avenger a little later, then eventually pinning the opposing mage in my zone and dropping Mohktari to keep my buddies alive as we start the beat-down. 

Changes and considerations:
I expect to face a Forcemaster, and originally had a [mwcard=MW1C22]Knight of Westlock[/mwcard] + [mwcard=FWE03]Falcon Precision[/mwcard] in there as a back-up Avenger (partly because Battle Fury gets the full 5 dice second attack out of the knight) but decided to just go with Brogan instead (although he can't Avenge).  I'm not entirely comfortable about only having 3 creatures.  I started with 5 (incl spare Guardian Angel) but wanted to include some somewhat expensive spells, like Force Hammer (for nasty conjurations like [mwcard=MW1J19]Deathlock[/mwcard]), Armor Ward (because it would suck to run out of Light damage weapons or the ability to turtle against an aggressive Wizard) and Mohktari (for some passive healing in the mid/late game).  But I could probably be convinced to save a few points to include another creature (like an [mwcard=MWSTX2FFC01]Asyran Defender[/mwcard] or Knight of Westlock).  Oh, and I'm slightly worried about swarms because I don't really have a lot of ways to deal with them (aside from some damage mitigation through turtling + Aegis). [mwcard=FWE02]Circle of Fire[/mwcard] could work but is kind of expensive in both sbp and mana.  Can't wait for Circle of Light or maybe even Spiked Armor (but it's a bit pricey too).

Thoughts?  Weaknesses that need to be addressed?  General ideas for improvement?
« Last Edit: July 24, 2015, 02:25:34 PM by iNano78 »
  • Favourite Mage: Salenia Forcemaster

Puddnhead

  • Member of Arcane Duels; MageCast Co-host
  • Playtester
  • Legendary Mage
  • *
  • Posts: 1547
  • Banana Stickers 8
    • View Profile
Re: Variable Speed Priest
« Reply #1 on: July 24, 2015, 09:28:19 PM »
In my experience Brogan is much better at taking out conjurations than Force Hammer.  I play a good amount of forcemaster and yes, sometimes, that clutch Force Hammer annihilates the deathlock or the Wizard's Tower.  More often than not, it doesn't and I'm still 2 spaces away and have wasted 9 mana.  Brogan fits your strategy better and can be pushed/teleported/interventioned/battle furied to deal with that conjuration almost as quickly as a force hammer and much more reliably since you're not using your mage's actions and mana to kill the conjuration.
  • Favourite Mage: Salenia Forcemaster

iNano78

  • Ambassador
  • Legendary Mage
  • *****
  • Posts: 1296
  • Banana Stickers 4
  • Playing face-to-face in Ottawa again soon
    • View Profile
    • Ottawa/Gatineau Mage Wars (FB group)
Re: Variable Speed Priest
« Reply #2 on: July 25, 2015, 07:09:07 AM »
In my experience Brogan is much better at taking out conjurations than Force Hammer.  I play a good amount of forcemaster and yes, sometimes, that clutch Force Hammer annihilates the deathlock or the Wizard's Tower.  More often than not, it doesn't and I'm still 2 spaces away and have wasted 9 mana.  Brogan fits your strategy better and can be pushed/teleported/interventioned/battle furied to deal with that conjuration almost as quickly as a force hammer and much more reliably since you're not using your mage's actions and mana to kill the conjuration.

Drop Force Hammer for 2nd copy of Battle Forge?

I've also been weighing pros and cons of Mohktari vs [mwcard=MW1C20]Highland Unicorn[/mwcard] for passive healing.

Unicorn pros/Mohktari cons:
- 3 sbp vs 4 sbp
- mobile vs immobile
- can attack, guard, etc vs can't
- back-up Holy Avenger!!

Unicorn cons/Mohktari pros:
- full action vs quick action (can attack, then final quickcast Mohktari, then first quickcast Force Hold next turn)
- costs a lot less mana (important for mana-challenged Priest)
- Regen 1 vs Regen 2
- Unicorn is a greater threat so likely to get targeted, while Mohktari might get ignored
  • Favourite Mage: Salenia Forcemaster

wtcannonjr

  • Ambassador of Wychwood
  • Legendary Mage
  • *****
  • Posts: 811
  • Banana Stickers 3
    • View Profile
    • WBC Mage Wars Tournament
Re: Variable Speed Priest
« Reply #3 on: July 25, 2015, 09:04:46 AM »


Drop Force Hammer for 2nd copy of Battle Forge?

I've also been weighing pros and cons of Mohktari vs [mwcard=MW1C20]Highland Unicorn[/mwcard] for passive healing.

Unicorn pros/Mohktari cons:
- 3 sbp vs 4 sbp
- mobile vs immobile
- can attack, guard, etc vs can't
- back-up Holy Avenger!!

Unicorn cons/Mohktari pros:
- full action vs quick action (can attack, then final quickcast Mohktari, then first quickcast Force Hold next turn)
- costs a lot less mana (important for mana-challenged Priest)
- Regen 1 vs Regen 2
- Unicorn is a greater threat so likely to get targeted, while Mohktari might get ignored
another pro for unicorn is that opponent targeting this creature will trigger your Holy Avenger effect while IIRC the conjuration must be holy to do the same.
« Last Edit: July 25, 2015, 09:07:23 AM by wtcannonjr »
  • Favourite Mage: Wychwood Druid
"Not everything that is faced can be changed, but nothing can be changed until it is faced." - James Baldwin

iNano78

  • Ambassador
  • Legendary Mage
  • *****
  • Posts: 1296
  • Banana Stickers 4
  • Playing face-to-face in Ottawa again soon
    • View Profile
    • Ottawa/Gatineau Mage Wars (FB group)
Re: Variable Speed Priest
« Reply #4 on: July 28, 2015, 10:23:28 AM »
another pro for unicorn is that opponent targeting this creature will trigger your Holy Avenger effect while IIRC the conjuration must be holy to do the same.

Good point.  I think my main motivator right now, though, is the combined traits that [mwcard=MW1C20]Highland Unicorn[/mwcard] costs 13 mana (e.g. 2 turns worth) + full action (e.g. can't attack the turn it's played) while [mwcard=MW1J15]Mohktari, Great Tree of Life[/mwcard] is 8 mana (e.g. 1 turn worth) + quick action (e.g. can still move + attack that turn), making Mohktari a lot easier to play in the late game - e.g. at the end of the turn when [mwcard=MW1E16]Force Hold[/mwcard] gets revealed.

I made a few tweaks - or rather, didn't make all the changes from a previous iteration to the one posted in the OP - and used this spell book in a demo last night against a Druid.  Because I was playing against a new-ish player (a beginner-level player who hadn't played in many months), I decided to play it a little slower than a pure aggro strategy, despite facing a slower mage type, to allow her some set-up time. 

As you can see below, I started with a Battle Forge and Guardian Angel, and the Angel and Priest got separated (lots of snatching going on).  We only had time to play 6 rounds, during which I killed a Thornlasher and a Raptor Vine but took about 14 damage to my Priest in return, and never got my "Avenger" Gray Angel out because I never quite had 16 mana available - partly because I wanted to deploy something from my Forge every turn and partly because I spent a lot of mana in a big "Retaliate + Bear Strength" reveal to pull off a powerful surprise counterstrike.

I won initiative (odd rounds) and my turns went like this:

1 - 19: QC [mwcard=MW1J13]Mana Flower[/mwcard] in starting corner; moved + [mwcard=MW1J04]Battle Forge[/mwcard] NC
2 - 16+1: Deployed [mwcard=MW1Q09]Enchanter's Ring[/mwcard]; [mwcard=MWSTX1CKC06]Guardian Angel[/mwcard]; QC [mwcard=MWSTX2FFE04]Brace Yourself[/mwcard] FD on the Angel
3 - 12+1: Deployed [mwcard=MW1Q03]Crown of Protection[/mwcard]; QC [mwcard=MW1J08]Hand of Bim-Shalla[/mwcard] in a corner; moved to NC + [mwcard=MW1E01]Bear Strength[/mwcard] FD on the Angel, who revealed Bear Strength and moved and melee attacked a [mwcard=DNC21]Thornlasher[/mwcard] that had been deployed in the NC zone (via bonded [mwcard=DNJ12]Vine Tree[/mwcard]/vine marker)
4 - 13+1: Deployed [mwcard=MW1Q27]Dawnbreaker Ring[/mwcard]; QC [mwcard=MW1I02]Battle Fury[/mwcard] on the Angel, who finished off the Thornlasher; both Priest and Angel got snatched by Thornlashers, pulling them in opposite directions (south and north, respectively); my Priest moved west and cast [mwcard=MW1E01]Bear Strength[/mwcard] FD on himself
5 - 15+1: Deployed [mwcard=MW1Q29]Staff of Asyra[/mwcard]; moved priest to FC + [mwcard=MW1E33]Retaliate[/mwcard] FD on the Priest... who was then attacked by a [mwcard=DNC10]Raptor Vine[/mwcard] => reveal [mwcard=MW1E01]Bear Strength[/mwcard] and  [mwcard=MW1E33]Retaliate[/mwcard], plus used Malakai's Fire to "burn" the Raptor Vine (1 mana) during the counterstrike (which rolled 7 dice!); Angel guarded to heal 2 (kept getting attacked/snatched by a Thornlasher north of NC)
6 - 10+1: Deployed [mwcard=MW1Q11]Gauntlets of Strength[/mwcard]; QC [mwcard=MW1I12]Force Push[/mwcard] on the Angel, then had the Angel move + attack the Raptor Vine (with additional +1 attack from Hand of B-S); attacked the Raptor Vine with Priest to finish it off.
7 - 15+1: out of time, but agreed it was a fun demo!

At this point, my plan was to deploy armor and Force Push the Druid from her starting zone through her own [mwcard=DNW01]Bloodspine Wall[/mwcard], then immediately move and attack with Priest (throwing 9 attack dice incl Hand of B-S), then move + guard with Angel (to hopefully prevent the Priest from getting snatched).  This would save enough mana to finally cast the Gray Angel "Holy Avenger" in round 8... or just keep attacking, perhaps deploying a Mage Wand of Teleport to keep the Druid from running away... or Force Hold + Mohktari?

After the match, the revised spell book looks like this:

[spellbook]
[spellbookheader]
[spellbookname]Variable Speed Priest v1.1[/spellbookname]
[mage]Priest[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x  Acid Ball[/mwcard]
[mwcard=mw1a11]2 x  Pillar of Light[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[mwcard=mw1j08]1 x  Hand of Bim-Shalla[/mwcard]
[mwcard=mw1j13]1 x  Mana Flower[/mwcard]
[mwcard=mw1j15]1 x  Mohktari, Great Tree of Life[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c06]1 x  Brogan Bloodstone[/mwcard]
[mwcard=mw1c19]1 x  Gray Angel[/mwcard]
[mwcard=MWSTX1CKC06]2 x  Guardian Angel[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX1CKE01]1 x  Armor Ward[/mwcard]
[mwcard=mw1e01]2 x  Bear Strength[/mwcard]
[mwcard=MWSTX2FFE04]2 x  Brace Yourself[/mwcard]
[mwcard=mw1e05]1 x  Cheetah Speed[/mwcard]
[mwcard=mw1e11]1 x  Divine Intervention[/mwcard]
[mwcard=mw1e12]2 x  Divine Protection[/mwcard]
[mwcard=mw1e16]1 x  Force Hold[/mwcard]
[mwcard=MWSTX1CKE03]1 x  Healing Charm[/mwcard]
[mwcard=mw1e28]1 x  Mongoose Agility[/mwcard]
[mwcard=mw1e30]1 x  Pacify[/mwcard]
[mwcard=mw1e33]2 x  Retaliate[/mwcard]
[mwcard=mw1e36]1 x  Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q03]1 x  Crown of Protection[/mwcard]
[mwcard=FWQ01]1 x  Dancing Scimitar[/mwcard]
[mwcard=mw1q27]2 x  Dawnbreaker Ring[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[mwcard=mw1q09]1 x  Enchanter's Ring[/mwcard]
[mwcard=mw1q11]1 x  Gauntlets of Strength[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=mw1q29]2 x  Staff of Asyra[/mwcard]
[mwcard=FWQ10]1 x  Storm Drake Hide[/mwcard]
[mwcard=MWSTX1CKQ01]1 x  Sunfire Amulet[/mwcard]
[mwcard=DNQ07]1 x  Veteran's Belt[/mwcard]
[mwcard=DNQ09]1 x  Wand of Healing[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i02]2 x  Battle Fury[/mwcard]
[mwcard=MWSTX2FFI06]2 x  Defend[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=mw1i13]1 x  Group Heal[/mwcard]
[mwcard=mw1i17]2 x  Minor Heal[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

I didn't get a chance to make use of the Crown of Protection, but that's mainly because my Priest and Angel got separated.  Had they stayed together, I planned to use its ability to give her at least a couple tokens.  Similarly, the Gray Angel could benefit from the Armor +1 tokens had I managed to get him in play, so I think I'll keep it around - at least for now.

I'm debating whether or not I should keep a [mwcard=MW1I20]Purify[/mwcard] or not.  It saves actions (vs. playing Dispel + casting and using Wand of Healing) against a cursing mage, but I imagine the Priest would rarely have the mana available to use it efficiently. 

Also, not sure Armor Ward is worth its 3 sbp in this book.  I've used it in other melee-based spell books to good effect (e.g. Forcemaster), but there are so many things the Priest needs to do with his minimal resources.  Besides, I already include second copies of Staff of Asyra and Dawnbreaker Ring for insurance.  On the other hand, it might help me hang on to that Wand of Healing when up against the aforementioned cursing mage...

Do I need a second copy of Battle Forge?  I intend to protect it with my Guardian Angel + Priest vs. players who go after it, at least until I get sufficient use out of it (e.g. 3 or 4 deployments), then abandon it in favour of all-out attack on the opposing mage.  A guarding Angel can even Intercept an incoming Force Hammer/Surging Wave/Geyser!
  • Favourite Mage: Salenia Forcemaster