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Author Topic: Arcane Duels #14 - Johktari RUSHmaster vs The Necromancer  (Read 5376 times)

Intangible0

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Arcane Duels #14 - Johktari RUSHmaster vs The Necromancer
« on: December 07, 2014, 12:46:44 AM »
Episode 14 comes in with spells ablazing! ViolentRay and Myself go head to head in an unlikely clash.

Part A can be grabbed HERE!

And Part B, where we played another game (the first one was a bit quick) is RIGHT HERE.

I'll post my build, and ViolentRay will get his up when he has the chance.
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Intangible0

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Re: Arcane Duels #14 - Johktari RUSHmaster vs The Necromancer
« Reply #1 on: December 07, 2014, 01:00:14 AM »
Here's the Johktari Rushmaster:

[spellbook]
[spellbookheader]
[spellbookname][/spellbookname]
[mage]Johktari Beastmaster[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]3 x  Acid Ball[/mwcard]
[mwcard=FWA04]3 x  Hurl Boulder[/mwcard]
[mwcard=MWSTX2FFA02]2 x  Hurl Rock[/mwcard]
[mwcard=mw1a09]1 x  Jet Stream[/mwcard]
[mwcard=mw1a07]3 x  Lightning Bolt[/mwcard]
[mwcard=MWSTX1CKA01]2 x  Surging Wave[/mwcard]
[mwcard=FWA01]2 x  Arc Lightning[/mwcard]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j22]2 x  Tanglevine[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE06]1 x  Lion Savagery[/mwcard]
[mwcard=mw1e21]1 x  Hawkeye[/mwcard]
[mwcard=mw1e01]1 x  Bear Strength[/mwcard]
[mwcard=mw1e34]1 x  Reverse Attack[/mwcard]
[mwcard=mw1e40]1 x  Vampirism[/mwcard]
[mwcard=mw1e28]2 x  Mongoose Agility[/mwcard]
[mwcard=MWSTX2FFE02]2 x  Akiro's Favor[/mwcard]
[mwcard=MWSTX2FFE04]1 x  Brace Yourself[/mwcard]
[mwcard=mw1e23]2 x  Jinx[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=FWQ01]2 x  Dancing Scimitar[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[mwcard=MWSTX2FFQ06]2 x  Morning Star[/mwcard]
[mwcard=MWSTX1CKQ06]2 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1q08]1 x  Elemental Wand[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i28]3 x  Teleport[/mwcard]
[mwcard=mw1i26]1 x  Sleep[/mwcard]
[mwcard=mw1i15]1 x  Knockdown[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

So the strategy here is obviously to throw attack spells at your opponent until they're nothing but a pile of rubble on the field.

1. Open with two face down enchantments: Hawkeye and Akiro's Favor.
2. On turn two run two spaces forward and take advantage of the fast trait, blast them with two hurl boulders after revealing the two enchantments. That's 8 dice of damage between two attacks and you get one reroll
3. On turn three you'll get just enough mana for a 5 cost and 8 cost spell. I usually like to go with an acid ball in case they throw armor on and a lightning bolt in hopes that you can stun them (higher chance with the reroll).

If your opponent walls off then spend a turn preparing with the dancing scimitar and whatever else will be useful, then the next turn walk over with eagleclaw boots and continue your assault.

If they throw armor on you should have enough corrode to deal with it. If they counter you with aggression then try to daze/stun them. And against a Forcemaster surging wave does wonders since it's unavoidable and will probably slam them.

Also if the opponent has a lot of creatures then you can keep teleporting the mage away and as long as you have mongoose agility on you can keep striking them while moving too far away from their minions. Perks of being fast!

Overall I tried to put enough contingency spells in that will ward against aggression, so far the book's done pretty well.
« Last Edit: December 07, 2014, 01:03:37 AM by Intangible0 »
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V10lentray

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Re: Arcane Duels #14 - Johktari RUSHmaster vs The Necromancer
« Reply #2 on: December 07, 2014, 12:49:59 PM »
Here is the book used for this match. after that match, many changes were made.  Someday I might get to play the new book.

[spellbook]
[spellbookheader]
[spellbookname][/spellbookname]
[mage]Necromancer[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x  Acid Ball[/mwcard]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[mwcard=FWA04]1 x  Hurl Boulder[/mwcard]
[mwcard=mw1a09]3 x  Jet Stream[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWSTX2FFJ04]1 x  Armory[/mwcard]
[mwcard=FWJ02]1 x  Archer's Watchtower[/mwcard]
[mwcard=mw1j19]1 x  Deathlock[/mwcard]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[mwcard=DNW02]2 x  Wall of Bones[/mwcard]
[mwcard=mw1j11]1 x  Idol of Pestilence[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC02]2 x  Deathfang[/mwcard]
[mwcard=DNC07]1 x  Mort[/mwcard]
[mwcard=DNC13]2 x  Skeletal Archer[/mwcard]
[mwcard=DNC14]2 x  Skeletal Knight[/mwcard]
[mwcard=DNC15]2 x  Skeletal Minion[/mwcard]
[mwcard=mw1c32]2 x  Skeletal Sentry[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e09]1 x  Agony[/mwcard]
[mwcard=mw1e27]1 x  Marked for Death[/mwcard]
[mwcard=mw1e14]1 x  Enfeeble[/mwcard]
[mwcard=mw1e19]1 x  Ghoul Rot[/mwcard]
[mwcard=mw1e25]2 x  Maim Wings[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ02]1 x  Death Ring[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[mwcard=DNQ05]1 x  Libro Mortuos[/mwcard]
[mwcard=FWQ10]1 x  Storm Drake Hide[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=mw1q16]1 x  Leather Gloves[/mwcard]
[mwcard=mw1q18]1 x  Mage Staff[/mwcard]
[mwcard=mw1q05]1 x  Demonhide Armor[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=MWSTX1CKI01]1 x  Drain Soul[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=DNI03]2 x  Reassemble[/mwcard]
[mwcard=mw1i28]2 x  Teleport[/mwcard]
[mwcard=DNI05]1 x  Unholy Resurgence[/mwcard]
[mwcard=mw1i01]1 x  Banish[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
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Re: Arcane Duels #14 - Johktari RUSHmaster vs The Necromancer
« Reply #3 on: December 07, 2014, 03:01:50 PM »
Teleport Trap requires line of sight to be cast somewhere, but not to where you're teleporting the creature.

The Necromancer didn't do a very good job of playing defense in either game. Starting with Libro + Death Ring is reasonable, but when your opponent plays 2 face down enchantments on their first turn, that should make you immediately suspicious. At minimum you should quick cast something to give you armor. Playing a chest piece during the quickcast phase of round 2 would significantly reduce the threat of attack spam. Alternatively, you could have deployed a Skeletal Minion and walled yourself in as your quickcast. In that case the walls should buy you enough time to summon at least one more creature, probably 2, and give you time to play some armor. Block, Reverse Attack, or Brace Yourself would have helped significantly, as would anything that gave you a defense you could use against ranged attacks.

Drain Soul is not a great card to use defensively, and it ate up a huge amount of mana. It's mostly good when you're in a damage race (or need to do 6 or less damage to win outright) and you both have armor and/or defenses, as it bypasses everything that weakens attacks. Neither of you had enough armor/aegis/defenses to justify using Drain Soul, and you didn't have enough damage output to keep up with the Beastmaster. You could have used Jet Streams and Hurl Boulder to try to match the damage output of the Johktari and still had the mana for a defensive card or 2.

The Necromancer really needs to devote a reasonable portion of their spellbook to defense because they are the most fragile mage in the game, and they excel at building a long term advantage. The issue is that if you don't have the tools to survive to the late game, your late game strength doesn't matter.
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wtcannonjr

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Re: Arcane Duels #14 - Johktari RUSHmaster vs The Necromancer
« Reply #4 on: December 07, 2014, 04:08:16 PM »
One approach the Necromancer could take is to cast the Skeleton Wall between NC and FC zones and extend back along one side. This helps to channel the advance of the rushing mage into one side of the board. You then need to stay mobile and use the deployment advantage of the Libros spawnpoint to add creatures to the arena while continuing to keep distance and obstacles between the other mage.

The Teleport Trap is a good counter to the Eagleclaw boots. Consider an early Cloak of Shadows too so that LOS and Range 1 are required to attack you. This may require spellbook changes to add walls spells that provide you this flexibility along with some Incantations that repair skeleton walls. If the mage uses attack spells to take down your walls, simply repair or replace them. You want to try for a barriers in the arena center that give you options to run in different directions rather than retreating into a corner.

Think of it as the dance of death. You can try the bunker approach, but the second play illustrates this has its own pitfalls as well.
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V10lentray

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Re: Arcane Duels #14 - Johktari RUSHmaster vs The Necromancer
« Reply #5 on: December 07, 2014, 05:13:52 PM »
wtcannonjr -

I have never thought about casting a double wall in the manner you described. It would either force his mage to com into the only entrance created or waste valuable time and resources putting a hole in the wall.

After we made the videos, we went through my book and I made quite a few changes. I would like to have more of the drain life / Drain soul but not sure where else to cut.

[spellbook]
[spellbookheader]
[spellbookname][/spellbookname]
[mage]Necromancer[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x  Acid Ball[/mwcard]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[mwcard=FWA04]1 x  Hurl Boulder[/mwcard]
[mwcard=mw1a09]2 x  Jet Stream[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWSTX2FFJ04]1 x  Armory[/mwcard]
[mwcard=mw1j19]1 x  Deathlock[/mwcard]
[mwcard=mw1j12]2 x  Mana Crystal[/mwcard]
[mwcard=DNW02]2 x  Wall of Bones[/mwcard]
[mwcard=mw1j11]1 x  Idol of Pestilence[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC02]1 x  Deathfang[/mwcard]
[mwcard=DNC07]1 x  Mort[/mwcard]
[mwcard=DNC13]2 x  Skeletal Archer[/mwcard]
[mwcard=DNC14]2 x  Skeletal Knight[/mwcard]
[mwcard=DNC15]1 x  Skeletal Minion[/mwcard]
[mwcard=mw1c32]2 x  Skeletal Sentry[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e09]1 x  Agony[/mwcard]
[mwcard=mw1e14]1 x  Enfeeble[/mwcard]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1e29]2 x  Nullify[/mwcard]
[mwcard=mw1e38]1 x  Teleport Trap[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ02]1 x  Death Ring[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[mwcard=FWQ10]1 x  Storm Drake Hide[/mwcard]
[mwcard=mw1q18]1 x  Mage Staff[/mwcard]
[mwcard=mw1q05]1 x  Demonhide Armor[/mwcard]
[mwcard=DNQ05]1 x  Libro Mortuos[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=MWSTX1CKI01]1 x  Drain Soul[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=DNI03]2 x  Reassemble[/mwcard]
[mwcard=mw1i28]2 x  Teleport[/mwcard]
[mwcard=DNI05]1 x  Unholy Resurgence[/mwcard]
[mwcard=mw1i01]1 x  Banish[/mwcard]
[mwcard=mw1i08]1 x  Drain Life[/mwcard]
[mwcard=mw1i24]2 x  Seeking Dispel[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
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Coshade

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Re: Arcane Duels #14 - Johktari RUSHmaster vs The Necromancer
« Reply #6 on: December 07, 2014, 08:01:12 PM »
Thanks for clarification that you need to target with Teleport Trap.
All the stuff I want to talk about is on the other thread.

http://forum.arcanewonders.com/index.php?topic=14893.0;topicseen
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Re: Arcane Duels #14 - Johktari RUSHmaster vs The Necromancer
« Reply #7 on: December 07, 2014, 09:05:05 PM »
I feel your pain, Ray.  I am currently trying to figure out how to tweak my Bloodwave Warlord deck against a Forcemaster.  It's tough to run a long game deck against super aggro. 

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Re: Arcane Duels #14 - Johktari RUSHmaster vs The Necromancer
« Reply #8 on: December 09, 2014, 04:12:00 AM »
I feel your pain, Ray.  I am currently trying to figure out how to tweak my Bloodwave Warlord deck against a Forcemaster.  It's tough to run a long game deck against super aggro. 

Ultimately I think the answer to your dilemma is the same as working around any aggressive deck. Build your Warlord the way you want. Put in the cards you want to see then put it in a bunch of contingency spells. This way if you get rushed you can respond appropriately, which means you'll have to change your plans in the middle of your opening but that's better than losing the match. Using walls (since earth is easily available to you), brace yourself, and other armor type things can go far. Just remember that at some point you might want to consider knocking the FM down so she can't dodge creatures. Last tournament my anti rush strategy went down the drain when, I kid you not, I was dodged 7 times in a row.
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