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Author Topic: Sire: Curse of the Depths  (Read 6059 times)

silverclawgrizzly

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Sire: Curse of the Depths
« on: February 18, 2018, 08:32:45 PM »
A while back I asked what mage I should run for a small local event. It ended up being overwhelmingly Siren and I did pretty well with it. Here's what I ended up with:

[spellbook]
[spellbookheader]
[spellbookname]Siren[/spellbookname]
[mage]A Siren Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=pvs_equipment5]1 x Leviathan Scale Armor[/mwcard]
[mwcard=pvs_equipment8]1 x Ring of the Ocean's Depths[/mwcard]
[mwcard=pvs_equipment9]1 x Ring of the Tides[/mwcard]
[mwcard=pvs_equipment10]1 x Shoalsdeep Trident[/mwcard]
[mwcard=pvs_equipment14]1 x Voice of the Sea[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=pvs_conjurations3]1 x Coral Barrier[/mwcard]
[mwcard=MW1J13]1 x Mana Flower[/mwcard]
[mwcard=pvs_conjurations8]4 x Shallow Sea[/mwcard]
[mwcard=MW1J22]2 x Tanglevine[/mwcard]
[mwcard=pvs_conjurations12]1 x Whirlpool[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=pvs_creatures5]2 x Colossal Crab[/mwcard]
[mwcard=pvs_creatures17]1 x Merren Harpooner[/mwcard]
[mwcard=pvs_creatures19]1 x Naiya[/mwcard]
[mwcard=pvs_creatures21]1 x Shoalsdeep Crocodile[/mwcard]
[mwcard=pvs_creatures26]1 x Water Elemental[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E09]2 x Agony[/mwcard]
[mwcard=MWSTX2FFE02]1 x Akiro's Favor[/mwcard]
[mwcard=pvs_enchantments1]2 x Ballad of Courage[/mwcard]
[mwcard=MW1E01]1 x Bear Strength[/mwcard]
[mwcard=MWSTX2FFE04]1 x Brace Yourself[/mwcard]
[mwcard=MW1E12]1 x Divine Protection[/mwcard]
[mwcard=pvs_enchantments6]2 x Healing Madrigal[/mwcard]
[mwcard=pvs_enchantments7]1 x Hydrothermal Vent[/mwcard]
[mwcard=MW1E24]1 x Magebane[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE07]2 x Rust[/mwcard]
[mwcard=pvs_enchantments11]1 x Song of Love[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWA01I01]1 x Crumble[/mwcard]
[mwcard=MWAPRI02]1 x Cure[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I07]3 x Dissolve[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[mwcard=MW1I17]1 x Minor Heal[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MWAPRI05]1 x Remove Curse[/mwcard]
[mwcard=MW1I28]2 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]
[mwcard=pvs_attacks2]2 x Swell[/mwcard]
[mwcard=pvs_attacks3]1 x Tsunami[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

The basic idea is Sirens die fast due to the short life. Someone people say "Is it really that big a deal?" to which I reply "Yes. Yes it's a big deal." The idea then is find artificial ways to stretch that 30 life out some. This includes reducing the number of dice coming at you. Thus the Divine Protection and Agonies in the book. It means board control thus the Shoalsdeep Crocodile, Colossal Crabs, Water Elemental,, Tangle Vines, Force Pushes, Teleports, Coral Barrier, and Whirlpool. The armor and healing methods are self explanatory but the Siren more than any other mage is NOT trying to get hit in the face for large burst damage all at once. A Force Master hit me for 10 damage on a supped up hit with some hot dice and I thought "Well crap there's 1/3 of my life!" If she'd have been able to follow up I'd have been dead fast. And that's the thing to ALWAYS remember with a Siren: Things can go very bad for you very quickly. Don't ever ever for any reason get complacent or think it's in the bag.

You can armor but they can pierce just as fast now. You can heal, but they can lay it down faster than you can remove it odds are. So do not get hit that hard to begin with. Your creatures can also lay the heavy beat down pretty quick and you can just remove armor so play to that strength. I had a Paladin get surprised when a Colossal Crap swung 5 on it's quick attack against him thanks to Siren's Call. Also remember Acid Balls are guaranteed damage against enemies without armor.

In all I went 3-1 at the event. Fought 2 Force Masters, a Paladin, and a Necromancer. Lost to the Necromancer as she was just hitting on all cylinders and making no mistakes today. I have to say though I'm happy with my Siren and would confidentially run it against anyone you'd care to name.
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Biblofilter

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Re: Sire: Curse of the Depths
« Reply #1 on: February 19, 2018, 05:12:56 AM »
Druid??  :D
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silverclawgrizzly

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Re: Sire: Curse of the Depths
« Reply #2 on: February 19, 2018, 08:36:31 AM »
I've fought Druids yes. There wasn't one in the event. What I've found with the Druid is that you really can't bother with the tree with this book unless very specific circumstances allow. The conjuration game can get a little rough but you can get around that too. You can't be afraid to have your mage do some of your fighting as it's a good source of non hydro attacks. It's a little tricky but do able. If you can protect yourself from the Teleport death zone game then you can do ok against a Druid a lot of the time.
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Reddicediaries

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Re: Sire: Curse of the Depths
« Reply #3 on: February 19, 2018, 07:33:54 PM »
What was the opening plan?
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silverclawgrizzly

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Re: Sire: Curse of the Depths
« Reply #4 on: February 19, 2018, 08:09:18 PM »
I don't do opening plans. I play each game as I see needed.
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bigfatchef

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Re: Sire: Curse of the Depths
« Reply #5 on: February 20, 2018, 04:24:18 PM »
I don't do opening plans. I play each game as I see needed.
I bet your plan is to start with your mage in your own corner and then you draw exactly two cards from your spellbook to move on straight forward with round 1. Maybe the rest depends.

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Re: Sire: Curse of the Depths
« Reply #6 on: February 20, 2018, 04:39:48 PM »
I don't do opening plans. I play each game as I see needed.
I bet your plan is to start with your mage in your own corner and then you draw exactly two cards from your spellbook to move on straight forward with round 1. Maybe the rest depends.
I think what he means is that he doesn't have an opening that is the baseline. Depending on his opponent, he will open as he sees fit.
The Phoenix shall rise.

silverclawgrizzly

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Re: Sire: Curse of the Depths
« Reply #7 on: February 20, 2018, 07:11:41 PM »
You are of course both correct. I'll post more when I get home on strategy.
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bigfatchef

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Re: Sire: Curse of the Depths
« Reply #8 on: February 21, 2018, 03:59:24 AM »
I don't do opening plans. I play each game as I see needed.
I bet your plan is to start with your mage in your own corner and then you draw exactly two cards from your spellbook to move on straight forward with round 1. Maybe the rest depends.
I think what he means is that he doesn't have an opening that is the baseline. Depending on his opponent, he will open as he sees fit.
Really? :)