April 29, 2024, 12:49:44 PM

Author Topic: First go at Priestess  (Read 2967 times)

Myrddin

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First go at Priestess
« on: July 16, 2014, 08:50:51 AM »
I'm not sure if I've ever made a priestess book before: if I did, it was very early on when I first got the base set and probably involved a crazy-slow Asyran cleric centred economy build. Anyway, I've been playing beastmaster for the last six months or so with the same opponents, and wanted a bit of a change, so built this deck. It's by no means fine-tuned, but I found it interesting to play

[spellbook]
[spellbookheader]
[spellbookname]Snapping Turtle[/spellbookname]
[mage]Priestess[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=mw1a11]1 x  Pillar of Light[/mwcard]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWSTX1CKW01]2 x  Wall of Steel[/mwcard]
[mwcard=mw1j08]1 x  Hand of Bim-Shalla[/mwcard]
[mwcard=mw1j09]1 x  Temple of the Dawnbreaker[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c06]1 x  Brogan Bloodstone[/mwcard]
[mwcard=mw1c31]1 x  Samandriel, Angel of Light[/mwcard]
[mwcard=mw1c39]1 x  Valshalla, Lightning Angel[/mwcard]
[mwcard=mw1c22]2 x  Knight of Westlock[/mwcard]
[mwcard=mw1c28]1 x  Royal Archer[/mwcard]
[mwcard=MWSTX1CKC06]1 x  Guardian Angel[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=mw1e10]1 x  Decoy[/mwcard]
[mwcard=MWSTX1CKE03]4 x  Healing Charm[/mwcard]
[mwcard=MWSTX1CKE01]1 x  Armor Ward[/mwcard]
[mwcard=mw1e11]1 x  Divine Intervention[/mwcard]
[mwcard=mw1e37]1 x  Fortified Position[/mwcard]
[mwcard=MWSTX1CKE02]1 x  Divine Might[/mwcard]
[mwcard=mw1e12]2 x  Divine Protection[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[mwcard=mw1e01]1 x  Bear Strength[/mwcard]
[mwcard=mw1e30]2 x  Pacify[/mwcard]
[mwcard=mw1e05]1 x  Cheetah Speed[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q24]1 x  Ring of Asyra[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=FWQ10]1 x  Storm Drake Hide[/mwcard]
[mwcard=mw1q09]1 x  Enchanter's Ring[/mwcard]
[mwcard=DNQ07]2 x  Veteran's Belt[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=mw1q04]1 x  Deflection Bracers[/mwcard]
[mwcard=mw1q03]1 x  Crown of Protection[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=mw1i14]1 x  Heal[/mwcard]
[mwcard=mw1i13]1 x  Group Heal[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i20]1 x  Purify[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[mwcard=mw1i17]2 x  Minor Heal[/mwcard]
[mwcard=mw1i02]1 x  Battle Fury[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Strategy

My approach is essentially 'build up a buffed army while stacking armour on the mage'. The details depend on whether my opponent is aggressive or defensive. So as a sample against a very aggressive opponent (i.e. a forcemaster who starts with cheetah speed, run, galvitar...) I started the other day with something like:
Turn 1: Don't move. Battle Forge (8) on my centre square, Guardian Angel (12) Mana remaining - 0
Turn 2 (10 mana): BF: Enchantment Ring on self (1). Guardian angel guards. , f/d Rhino Hide on myself (1), f/d fortified position on my home square (2).  Mana remaining - 6
Turn 3 (16 mana) BF: Crown of Protection (0). Prepare divine protection and Knight of Westlock.

This means that
- if he teleports me in with him to double-strike, I can reveal rhino hide and still cast KoW and divine protection (or flee, cast divine protection and boost the angel's armour),
- if he pulls the angel away and charges I can reveal both rhino hide AND fortified position, lay divine protection and boost the angel's armour
- if he pauses to summon, I can summon Knight of Westlock and cast divine protection.


Thoughts on Priestess cards

I didn't realise how good Guardian Angel being flying was
Obviously you lose it when you guard, and I saw it as pretty situational: get over a wall or whatever. But not only does that utility help, but it's useful that you start flying when you lose the guard marker. So if my angel has just been hit in the face and is down to low health, she automatically takes to the air and is difficult to attack! Giving me time to healing charm her and use her innate healing before she gets hit again
Divine enchantments are ace
With enchanters ring and Ring of Asyra, I can put divine protection (aegis) on a creature for 2 mana. That's obscene. Or I can heal them four dice for 3 mana. Either way, I get a life for doing it. Similarly, pacify is far more efficient than essence drain and amounts to the much the same against a lot of creatures.
Knights of Westlock seem to be the benchmark 'normal' level 3
The clear next step from Timber Wolves as the workhorse Level 2, they have a reasonably scary attack, good armour AND a good defence. Healing charm and divine protection are both great for making the most of that armour and preventing a couple of unlucky rolls taking them out. In particular, they're a breath of fresh air after Dire Wolves.
Brogan really irritates defensive mages
He's the reason I have bear strength in my deck: if you're giving someone melee+2, it might as well be someone who won't miss and won't care about armour.
Priestess really annoys my forcemaster opponent
Genuine frustration grew as my roster of guards increased


Stuff I'd like to add

Temple of the Dawnbreaker (everyone has defences, and this will be brutal if I have veterans belt on)
More pacifies and divine protections (if I can steal them from my brother's base set)
Asyran Defender (FiF)
Armory (FiF: at this point, I'd consider ditching the angels and specialising in soldiers)
Temple High Guard (whenever it emerges)


Really grateful for any thoughts!

Laddinfance

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Re: First go at Priestess
« Reply #1 on: July 16, 2014, 08:56:33 AM »
I've never had a game where I was able to cast two of the legendary angels. I would probably cut one of them. Personally I prefer Samandriel, as her attack is great against undead.

Myrddin

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Re: First go at Priestess
« Reply #2 on: July 16, 2014, 08:58:46 AM »
I've never had a game where I was able to cast two of the legendary angels. I would probably cut one of them. Personally I prefer Samandriel, as her attack is great against undead.
Cheers: I actually meant to remove Samandriel when I put in Valshalla: wondering why I seemed to have fewer points than in my physical book...

Interesting point on Samandriel. It's only +1 vs. Undead, isn't it? Does it apply to the stun chance too?

Laddinfance

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Re: First go at Priestess
« Reply #3 on: July 16, 2014, 09:05:04 AM »
Sam's +1 is against Nonliving (undead, Iron Golems, ect) or Dark creatures. Yes, it does add to her stun chance. I like her because I don't have to wait for my creatures to croak for her to be rock solid. She's beautiful to battle fury. Multiple chances to stun are always sweet.

Myrddin

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Re: First go at Priestess
« Reply #4 on: July 16, 2014, 09:11:00 AM »
Sam's +1 is against Nonliving (undead, Iron Golems, ect) or Dark creatures. Yes, it does add to her stun chance. I like her because I don't have to wait for my creatures to croak for her to be rock solid. She's beautiful to battle fury. Multiple chances to stun are always sweet.
Fair: I envisage getting her out quite late, but then my creatures are pretty hard to kill, all having 10+ health and some combo of aegis/dodge/armour. Maybe I'll keep Valshalla where she currently is (in my beastmaster swarm deck: expensive, but I love the psychological warfare of them not wanting to kill my little beasties).

Laddinfance

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Re: First go at Priestess
« Reply #5 on: July 16, 2014, 09:23:36 AM »
I will say that the Angel's (the three legendaries and guardian) all love the Crown of Protection. High Armor + Aegis is very sexy. But I'm sure you've already discovered this.