Battle ReportI had a chance to playtest this idea tonight against a Druid. I did make all of the changes that I mentioned earlier, and found a way to add a couple of Fog Banks as well, so I thought I would repost the book with all of the changes before discussing the game.
8 Equipment (16 points)1 Leviathan Scale Armor (2)
1 Elemental Cloak (2)
1 Colossus Belt (2)
1 Gauntlets of Strength (2)
1 Force Ring (1)
1 Galvitar (3)
1 Dancing Scimitar (2)
1 Wand of Healing (2)
7 Conjurations (16 points)1 Suppression Orb (2)
1 Hand of Bim-Shalla (2)
1 Enchanter's Wardstone (2)
1 Battle Forge (4)
1 Wall of Thorns (2)
2 Fog Bank (4)
2 Creature (4 points)2 Thoughtspore (4)
8 Attack (13 points)2x Force Hammer (4)
2x Acid Ball (4)
1x Surging Wave (2)
3x Invisible Fists (3)
15 Incantations (29 points)1x Force Wave (1)
2x Force Push (2)
1x Steal Equipment (3)
2x Dissolve (4)
1x Seeking Dispel (2)
2x Dispel (4)
1x Teleport (4)
1x Heal (4)
1x Purify (2)
1x Power Strike (1)
1x Shift Enchantment (1)
1x Disarm (1)
19 Enchantments (42 points)1x Force Crush (3)
1x Mage Bane (2)
1x Rust (2)
1x Maim Wings (2)
1x Fumble (1)
1x Lion Savagery (2)
1x Mongoose Agility (2)
2x Bear Strength (4)
1x Circle of Lightning (4)
1x Regrowth (2)
1x Rhino Hide (2)
1x Hawkeye (2)
1x Dodge (1)
1x Arcane Ward (1)
1x Nullify (2)
1x Forcefield (4)
1x Akiro's Favor (2)
1x Vampirism (4)
About the game:
Caveat: My Druid opponent found out toward the beginning of the game that something that he was counting on in his book design wasn't able to work the way he intended. At one point in the early part of the game, he was putting Stranglevine on me in a zone where he also put an Astral Anchor... and the next turn he was trying to cast Fumble on me to keep me from slicing the vine to pieces with a double strike from Galvitar. The trouble is that Fumble doesn't work on Unmovable creatures, and the target of a Stranglevine gains the Unmovable trait... so that shouldn't have worked. (We discovered the error after he revealed it and we thought that I couldn't attack that turn... but soon discovered our mistake. We just said that it happened that way and went on with the game, since it was almost a full turn later that we figured it out.)
The game opened as follows:
My opponent opened with Vine Ring and Vine Tree (bonded), and I cast the Hand of Bim-Shalla and Battle Forge (the latter in my starting zone). We each moved one closer.
Turn two I deployed the Force Ring, gave myself an armor from the Hand, moved to near center, and cast Galvitar (with the discount) and Hawkeye (FD). He Stranglevined me and brought out the Wychwood Fairie.
Turn three, He cast an Astral Anchor (FD) in my zone and brought out an Asp. I deployed Gauntlets of Strength, gave myself a Melee +1 from the Hand, cast Rhino Hide (FD), and the sliced the Stranglevine to pieces with Galvitar's doublestrike and the +2 Melee buffs (ten dice total).
Turn four was when he cast the Fumble on me, so when I double attacked that turn, I only got in four dice on the new Stranglevine in error. I got tired of his casting enchantments on me, so I decided to hide behind Fog Banks (he was diagonal from me at the time) until I could finish the Stranglevine off and find a way to move closer to his tree.
Turn five I brought out the Enchanter's Wardstone, and put Magebane on him... I forget exactly what he did at that point... he cast Fellela around this time, I think. It seemed early on that he was always shorter in mana than he wanted to be.
On turn six, I finally got to range two of his tree and Force Hammered it for nine dice (counting Hawkeye), with the Force Ring mana discount.
It took me another several turns, and something like four or five more attack spells (a second Force Hammer, two Acid Balls, and one or two Invisible Fists... while getting Stranglevined one more time, which I decided to teleport out of to get into the tree's zone) and at least one melee attack on the stupid tree before I could kill it off... but it finally went down. By the time I had done this, he had Felella, three total Asps, and the Wychwood Fairie out. (I decided early on not to bring out my Thoughtspores at all this game as he had the Vinewhip Staff, which has reach.) It's interesting to note that he didn't have the mana to reveal the Astral Anchor that he placed in his tree's zone earlier to keep me from teleporting there.
Around this time, we each had something like 10-12 damage, he brought out the Lifetree, several of his creatures had 2-4 damage on them from hitting my Circle of Lightning (which got dispelled the following turn). I had only taken one Weak condition marker due to the Colossus Belt and use of Deflect... but I also had an Agony on me.
I spent a turn while maneuvering back toward my Battle Forge to Dispel the Agony and use a deployed Wand of Healing to remove the Weak token, and then took out the Lifetree with a doublestrike, at which time two of his Asps died (the extra two life from the tree was keeping them alive).
We were both hurt ~15-20 points around this time, with him taking damage from Magebane but healing with Regeneration from Barkskin... and me getting hit with whichever creatures and plants came out (a couple Corrosive Orchids and a Spitting Raptor eventually came out). I have all of my armor on by this point and was going to spend a turn using my Heal and putting on the Regrowth enchantment... but he cast Poisoned Blood on me the same turn that I was going to do that.
The game ended with me rolling well a couple of times in melee, and my putting on a Forcefield just in time to keep his attacks from potentially killing me. It was a good game.
Misc. thoughts about the book / game- I never got to use Steal Enchantment, as he only ever equipped the Leaf Ring and Staff
- Hawkeye was very useful... in fact I almost wish I had more attack spells to use with it
- I wish I had a zone attack spell... Hail of Stones, most probably.
- The Force Ring gave me a discount about two turns in three (Galvitar, force attack spells and pushes, etc.)
- He didn't spend any time going after my conjurations, since he maximized his protection of the tree
- I felt that I had the bare minimum in terms of Dispels, Pushes, and Teleports... and might like one more of each
- Most useful card in general were Equipment and Attack Spells (I had only the Surging Wave left of these two types at the end)
- The Enchanter's Wardstone was worth bringing out... cost him six mana and might have helped to keep the Magebane on
- I had a few extra mana each turn early on, and was hovering in the 30-40 range most of the time after melee started
That's all I can think of at the moment.
Dave