Mage Wars > Spellbook Design and Construction

Multiplayer Domination: Skeleton Necromancer

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iNano78:
[spellbook]
[spellbookheader]
[spellbookname]Skulls & Bones[/spellbookname]
[mage]Darkfenne Necromancer[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[mwcard=MWBG1A05]1 x  V'Tarrian Energy Wave[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWBG1J01]1 x  Altar of the Iron Guard[/mwcard]
[mwcard=DNJ01]1 x  Altar of Skulls[/mwcard]
[mwcard=DNJ04]1 x  Graveyard[/mwcard]
[mwcard=mw1j11]1 x  Idol of Pestilence[/mwcard]
[mwcard=mw1j18]2 x  Poison Gas Cloud[/mwcard]
[mwcard=mw1j22]2 x  Tanglevine[/mwcard]
[mwcard=DNW02]4 x  Wall of Bones[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC01]1 x  Acolyte of the Bog Queen[/mwcard]
[mwcard=mw1c08]2 x  Darkfenne Bat[/mwcard]
[mwcard=DNC02]2 x  Deathfang[/mwcard]
[mwcard=mw1c23]1 x  Malacoda[/mwcard]
[mwcard=DNC07]1 x  Mort[/mwcard]
[mwcard=DNC13]1 x  Skeletal Archer[/mwcard]
[mwcard=DNC15]6 x  Skeletal Minion[/mwcard]
[mwcard=mw1c32]2 x  Skeletal Sentry[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e20]1 x  Harmonize[/mwcard]
[mwcard=mw1e22]1 x  Hellfire Trap[/mwcard]
[mwcard=mw1e27]1 x  Marked for Death[/mwcard]
[mwcard=MWBG1E02]2 x  Plagued[/mwcard]
[mwcard=MWSTX2FFE07]1 x  Rust[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ02]1 x  Death Ring[/mwcard]
[mwcard=mw1q05]1 x  Demonhide Armor[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i02]1 x  Battle Fury[/mwcard]
[mwcard=mw1i06]1 x  Dispel[/mwcard]
[mwcard=MWSTX1CKI01]1 x  Drain Soul[/mwcard]
[mwcard=mw1i10]2 x  Evade[/mwcard]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=FWI04]1 x  Force Wave[/mwcard]
[mwcard=FWI05]1 x  Mass Sleep[/mwcard]
[mwcard=DNI03]1 x  Reassemble[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i28]2 x  Teleport[/mwcard]
[mwcard=DNI05]1 x  Unholy Resurgence[/mwcard]
[mwcard=FWI10]1 x  Whirling Strike[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Usually start with Graveyard + Harmonize in a zone with an orb.  Then I try to deploy a Skeleton every round, and I either go with a ring and Altar of the Iron Guard (AotIG), or I go with an Acolyte, then the Altar of Skulls on round 3 in the Acolyte's zone.  I haven't used the bats yet, but they're there for matches where I don't get an Idol or Altar going but need flyers to get past walls.  Rust is great for dropping the armor of an Usslak.  I used to run Meditation Amulet but found that my mage often punches orbs and doesn't have time to meditate anyway.

* This is part of a series of spell books designed for Free-for-all Multiplayer Domination.  The main discussion can be found here. *

BigL16:
Damn the Altar of Skulls...

That is all.

iNano78:

--- Quote from: BigL16 on May 06, 2016, 03:38:29 PM ---Damn the Altar of Skulls...

That is all.

--- End quote ---

 8)

iNano78:
To promote discussion:

[mwcard=MWSTX2FFJ04]Armory[/mwcard] looks like a really good idea in this book... and it might be... but I never seem to be able to justify 10 mana in an early to mid game round when it would be most effective.  Usually at that time, I'm committing my mana to other Conjurations and/or amassing my Skeleton horde.  And later in the match, I'd get a lot more mileage out of a Battle Fury or Whirling Strike or Evade, since it's less about hitting hard or keeping Skellies alive and more about stealing orbs.  So, I've dropped it in favour of other support spells.

While I'm here, I should also point out that it's very important to get the AotIG out ASAP.  If an enemy mage casts one first, you can't, since it's Legendary.  Guarding is clutch in multiplayer Domination, and for whatever reason, your undead army can't benefit from [mwcard=MWSTX2FFI06]Defend[/mwcard] (it and Brace Yourself are the only War school "Command" spells that require Living targets, not just a Corporeal ones), so AotIG is your only "free Guard marker" option. 

Hmmm... after skimming through the War "Command" spells again, maybe I should consider trading those Bats for a [mwcard=MWSTX2FFI04]Flank Attack[/mwcard] to improve my Skeletons' chances against [mwcard=MWBG1C06]Usslak, Greater Orb Guardian[/mwcard]s.

By the way, I'm paying a lot of points for spells that rarely see play: Mass Sleep is asymmetric, since Skeletons are immune to Psychic.  It's like a BIG zone attack, but far nastier!  And speaking of BIG zone attacks, V'tar Energy Wave is probably the biggest... but I have yet to use it.  It's there to be a "surprise" game-changer if/when I find myself outnumbered, or to cast when other mages are competing for orbs, just before my horde joins the fray!  ;)

Mystery:
team free for all or 1v1 domination?

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