April 29, 2024, 09:32:07 AM

Author Topic: Slime Pit  (Read 9455 times)

littlenog

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Re: Harpy Nest
« Reply #15 on: March 01, 2017, 02:59:13 PM »
Jelly was amazing before -still is.

Id cut Sleep, 1 Force Hold and Rolling Fog for more Dissolves/Crumble.

DonĀ“t know if you have any specific plan for Rolling Fog?
Id rather have a Wall of Fog or 2 i think.

Astral Anchor might not be worth it as you cant teleport anything back in.
So you might just go to 4 Teleports.

Tanglevine, Agony, Banish could be worth it as well.

Poison Gas Cloud is not bad either.

1. Id cut Sleep, 1 Force Hold and Rolling Fog for more Dissolves/Crumble.

Sleep has proven useful in a lot of situations due to having to wake the creature back up.

One Force Hold might leave the book I need to test it more.

Rolling fog limits how far someone in the kill zone can travel or stop them from teleporting near me depending on how the game is going.

2. Astral Anchor might not be worth it as you cant teleport anything back in.
So you might just go to 4 Teleports.

It is also so I cannot be teleported.

Beldin

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Re: Slime Pit
« Reply #16 on: March 10, 2017, 12:28:00 PM »
I still say Jelly Pit is one of the strongest pit builds.

I would add a Hugin and walls for those times where you want to teleport them back in the kill zone and wall them in and then you can dissolve any attempts at chitin armor/waterfall cloak. etc.

Its main weakness is the fact it is easy to read once identified and you can work against it. Lg made this more of an uphill battle. I have lost games to Jelly Pit before, as once it starts to bite then you lose every quickly and armor has no real effect.

littlenog

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Re: Slime Pit
« Reply #17 on: March 15, 2017, 06:22:11 AM »
I think it plays to a unique point of the Wizards kit.

Kelanen

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Re: Harpy Nest
« Reply #18 on: April 07, 2017, 03:14:34 PM »
Here is a version that does not have a gate in it. 
I think the free 4 actions missing will hurt a lot though.

One of those 4 actions replaces casting the Gate, so you are only down 3 actions, and up a lot of mana.

Gate is an amazing card, but never worth it for 4 creatures.

littlenog

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Re: Slime Pit
« Reply #19 on: April 20, 2017, 10:48:16 AM »
But those 4 actions are all Full Actions.

I think the mana is worth having your full actions as a 10 channel mage.  I normally have 13 to 14 channel with this book.

Beldin

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Re: Slime Pit
« Reply #20 on: April 21, 2017, 06:29:56 AM »
Do you never cast crumble or use meditation amulet? What are your full actions for?

I normally have 13 to 14 channel with this book.

So it doesn't matter what mana you use because in a game of infinite turns there is always more?

littlenog

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Re: Slime Pit
« Reply #21 on: May 02, 2017, 08:42:58 PM »
Think of it like chess I do not want to lose Tempo by having to hard cast a creature.

Sailor Vulcan

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Re: Slime Pit
« Reply #22 on: May 02, 2017, 09:26:46 PM »
Think of it like chess I do not want to lose Tempo by having to hard cast a creature.

Creatures can pay themselves back in actions eventually. One thing I sometimes like to do is get out of range of enemies before hardcasting a creature. By the time they make it over to me my creature is already active.


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