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Author Topic: Best opening for: Necromance  (Read 3386 times)

Werekingdom

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Best opening for: Necromance
« on: November 22, 2016, 05:40:30 PM »
Best opening for: Necromance

(I'll try to  keep this this forum updated from your feedback)

Gorgon Archer
T1 (20): Mana crystal -5, Mana crystal -5,
T2 (22): Gorgon archer -16, Rouse the Best -3 OR Armor -6 OR Eneffeble -6,
   Good:
      -High mana
      -Heavy creature
      -Weak: works with Plague Master
      -If you use tanglevine with zomibes then weak can keep the vine alive
   Bad:
      -Weak vs Swarm (Siren: Song, Paladen: Challange)
      -Most of your mana in one creature
      -Living creature in a undead mage deck (no deathlock)
      -No early Eternal Servant

Stonegazed Basilike
T1 (20): Mana crystal -5, Mana crystal -5,
T2 (22): Stonegazed Basilike -12, Rouse the Best -3/Arkio Favor -3, OR Armor -6 OR Eneffeble -6,
   Good:
      -High mana
      -Mid/Heavy creature
      -Cripple: works with Plague Master
      -Strong vs Melee Rush
      -Cripple! So Zombies can SLOWLY overtake the enemy mage.
   Bad:
      -Weak vs Range Rush
      -Most of your mana in one creature
      -Living creature in an undead mage deck (no deathlock)
      -No early Eternal Servant

Libro Mortuos
T1 (20): Death Ring -5, Libro Mortuos -(10-1=9),
T2 (16): Cloak of Shadows -6, Skeletal Minion -(5-1=4) form spawnpoint, Creature cost 8 or less,
   Good:
      -Early Eternal Servant creature
      -Two creatures by turn 2
      -Cloak of Shadows: Anti-attack spells if you can Tanglevine/Eneffeble 2 spaces away
      -Strong vs Range Rush
   Bad:
      -Discount ring vs mana crystal (limits your options)
      -Skeletons are fragile
      -Can fair badly against mid/large creatures (wolf-bear)
      -Weak against melee rush

Battle Forge Libro
T1 (20): Battle Forge -8 Libro Mortuos -10,
T2 (12): Death Ring -(5-1=4) from BF, Creature cost 5 or less from Libro, Enchant Ring -2, Brace yourself -1 OR other FD enchantment.
   Good:
      -Early Eternal Servant creature
      -Battle Forge: heavy armor
      -Ability to adapt (BF, Libro, mage = 4 actions by turn 2)
   Bad:
      -Heavy spending on economy
      -Fragile Eternal Servant
      -Can fair badly against mid/large creatures (wolf-bear)
      -Weak against Rush

"Brute-al" (Thanks to drmambo23)
http://forum.arcanewonders.com/index.php?topic=17434.0
T1 (20): Wispwillow -3, Graveyard -14
T2 (14): Zombie Crawler -3 from Graveyard, Cloak of shadows -6, Death Ring -5,
T3 (11): Venomous Zombie -5 from Graveyard, Zombie Minion -6,
   Good:
      -Spawnpoint: getting mana equal to the first destroyed creatures Lv, (the Cloak of Shadows means that the enemy mage will need to get close, so slow Zombies can be used).
      -Swarm: creatures can take a lot of attack spells, also the resilient swarm in the arguably the most mana effective aggro
      -Zombies - resilient and the enemy mage will always trigger bloodthirsty (Bigger attack power on already great creatures)
      -Cloak of Shaddow: prevents early rush of attack spells and gives you more time to react to opponent
      -Willowwisp: More versatility to adapt, early mana, (the 2 mana gain can make the differences between a Brute and a Plague Zombie)
      -Meat shield: Deploying Zombie Crawler and Venomous Zombie can act as a meat shield for the incoming attacks (Adding the Venomous Zombie means that he will often be the focus of attacks instead of you.)
      -Cheap and Early Eternal Servant
   Bad:
      -Slow: so slow...
      -Druid: deploy vine creature and conjurations anywhere (a wall in you way, Vinesnapper, ect.)
      -Johktari Beastmaster can make the Cloak of Shadow worthless. She can run circles around you, especially if she has Mongoose Agility
      -Flyiers, need: maim wings, gravikor, another flyer, or knockdown (Since Zombie Archer's eye hand coordination is somewhat lacking.....)
      -Can fair badly against mid/large creatures (wolf-bear)
      -Weak against Rush
      -Bloodthirsty can limit what you can do since zombies are stuck in a zone with a damaged creature. (this drive me insane)
      -Burns and acid ball do direct damge to zombies
      -Necro mirror match (All the poor zombies with no brains in sight)
      -Wizard Jelly, (I think is the zombies worse nightmare)
« Last Edit: November 23, 2016, 12:15:27 PM by Werekingdom »
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drmambo23

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Re: Best opening for: Necromance
« Reply #1 on: November 22, 2016, 06:53:58 PM »
Im a big fan of graveyard wispwillow t1, t2 deploy crawler then cloak of shadows and death ring, t3 deploy venomous zombie and cast minion then deploy a creature every turn or so.
Cloak lets you keep your dostance. If they close then your creatures have less diatance to walk. Deploying a crawler 1st  can be a distraction for a creature or mage. And venemous next makes them want to kill it fast. It can soak up attacks and eat up creature actions.
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Werekingdom

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Re: Best opening for: Necromance
« Reply #2 on: November 22, 2016, 07:39:16 PM »
Im a big fan of graveyard wispwillow t1, t2 deploy crawler then cloak of shadows and death ring, t3 deploy venomous zombie and cast minion then deploy a creature every turn or so.
Cloak lets you keep your dostance. If they close then your creatures have less diatance to walk. Deploying a crawler 1st  can be a distraction for a creature or mage. And venemous next makes them want to kill it fast. It can soak up attacks and eat up creature actions.

Thanks for the feedback drmambo23,

I'll add your opening to the list. I personally have a hard time playing the graveyard, but I can see what you mean. Could you add some more on the "Good" and "Bad" points to this style of deck, especially from your point of view. (like what do you see as the weakness of this deck, general warning signs [fire mage vs druid for example])

Thanks
Werekingdom
« Last Edit: November 22, 2016, 07:43:45 PM by Werekingdom »
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drmambo23

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Re: Best opening for: Necromance
« Reply #3 on: November 22, 2016, 07:59:05 PM »
Pros :

Spawnpoint, swarm creatures, can eat up attack spells, gets mana of creatures level when a creature is destroyed
Also i favor over libro which can just be dissolved
Zombies - resilient and the enemy mage will always trigger bloodthirsty
Cloak on turn 2 prevents early rush of attack spells and gives you more time to react to opponent
Wispwillow gives you the exra mana at the beginning to be a little more vesarile if needed
If they focus the graveyard get them with creatures
Deploying crawler and venomous first usually will get some hate allowing you to do more of what you want
Cons:

Druid can deploy from a vine anywhere, including tanglevine which bloodthirsty is useless againt. Also making it to the tree takes forever.
Zombies move slow so you need some movement spells and/ or walls
Lady beastmaster can be in your face fast so cloak can be obsolete
Flyers move around zombies so plan for that, maim wings, gravikor, another flyer, or knockdown
Bloodthirsty can limit what you can do since zombies are stuck in a zone with a damaged creature
Burns and acid ball do direct dmg to zombies
Necro mirror match

Hope this helps
« Last Edit: November 22, 2016, 08:03:19 PM by drmambo23 »
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