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Author Topic: Err Muh Gurmash - Bloodwave Warlord  (Read 9136 times)

drmambo23

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Err Muh Gurmash - Bloodwave Warlord
« on: April 12, 2017, 02:39:20 PM »
so with the recent talk of the orc warlord I thought I would share a book I have been tinkering with for about a month

[spellbook]
[spellbookheader]
[spellbookname]Err Muh Gurmash[/spellbookname]
[mage]A Warlord Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA02]4 x Hurl Rock[/mwcard]
[mwcard=FWA04]2 x Hurl Boulder[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J13]1 x Mana Flower[/mwcard]
[mwcard=LG01J02]2 x Ballista[/mwcard]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MWSTX2FFW01]2 x Wall of Earth[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=FWC15]1 x Thorg, Chief Bodyguard[/mwcard]
[mwcard=MWSTX2FFC07]1 x Gurmash, Orc Sergeant[/mwcard]
[mwcard=MWSTX1CKC01]1 x Bridge Troll[/mwcard]
[mwcard=FWC11]2 x Orc Butcher[/mwcard]
[mwcard=DNC14]1 x Skeletal Knight[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E33]2 x Retaliate[/mwcard]
[mwcard=PSE11]1 x Song of Love[/mwcard]
[mwcard=PSE03]2 x Chant of Rage[/mwcard]
[mwcard=LG01E03]2 x Critical Strike[/mwcard]
[mwcard=MWSTX2FFE04]3 x Brace Yourself[/mwcard]
[mwcard=FWE06]1 x Fortified Position[/mwcard]
[mwcard=MWSTX1CKE01]1 x Armor Ward[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E36]2 x Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX2FFQ05]1 x Harshforge Plate[/mwcard]
[mwcard=LG01Q01]1 x Chitin Armor[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=DNQ09]1 x Wand of Healing[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=LG01Q05]1 x Spiked Buckler[/mwcard]
[mwcard=LG01Q06]1 x Vorpal Blade[/mwcard]
[mwcard=MWSTX2FFQ06]1 x Morning Star[/mwcard]
[mwcard=MWSTX2FFQ04]1 x General's Signet Ring[/mwcard]
[mwcard=FWQ08]1 x Ring of Command[/mwcard]
[mwcard=FWQ05]2 x Helm of Command[/mwcard]
[mwcard=MW1Q11]1 x Gauntlets of Strength[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=PSI01]2 x Dissolve[/mwcard]
[mwcard=MW1I06]1 x Dispel[/mwcard]
[mwcard=MWAPRI05]1 x Remove Curse[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I04]2 x Charge[/mwcard]
[mwcard=MW1I02]2 x Battle Fury[/mwcard]
[mwcard=FWI06]2 x Power Strike[/mwcard]
[mwcard=MWAWLI04]2 x Sneak Attack[/mwcard]
[mwcard=PSI06]2 x Overextend[/mwcard]
[mwcard=MWA01E02]1 x Arcane Ward[/mwcard]
[mwcard=MW1I25]1 x Shift Enchantment[/mwcard]
[mwcard=PSI03]3 x Lesser Teleport[/mwcard]
[mwcard=MWAPRI04]4 x Mend[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
« Last Edit: April 13, 2017, 04:52:21 AM by drmambo23 »
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Re: Err Muh Gurmash
« Reply #1 on: April 12, 2017, 03:09:27 PM »
so with the recent talk of the orc warlord I thought I would share a book I have been tinkering with for about a month

[spellbook]
[spellbookheader]
[spellbookname]Err Muh Gurmash[/spellbookname]
[mage]A Warlord Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA02]4 x Hurl Rock[/mwcard]
[mwcard=FWA04]2 x Hurl Boulder[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J13]1 x Mana Flower[/mwcard]
[mwcard=LG01J02]2 x Ballista[/mwcard]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MWSTX2FFW01]2 x Wall of Earth[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=FWC15]1 x Thorg, Chief Bodyguard[/mwcard]
[mwcard=MWSTX2FFC07]1 x Gurmash, Orc Sergeant[/mwcard]
[mwcard=MWSTX1CKC01]1 x Bridge Troll[/mwcard]
[mwcard=FWC11]2 x Orc Butcher[/mwcard]
[mwcard=DNC14]1 x Skeletal Knight[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E33]2 x Retaliate[/mwcard]
[mwcard=PSE11]1 x Song of Love[/mwcard]
[mwcard=PSE03]2 x Chant of Rage[/mwcard]
[mwcard=LG01E03]2 x Critical Strike[/mwcard]
[mwcard=MWSTX2FFE04]3 x Brace Yourself[/mwcard]
[mwcard=FWE06]1 x Fortified Position[/mwcard]
[mwcard=MWSTX1CKE01]1 x Armor Ward[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E36]2 x Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX2FFQ05]1 x Harshforge Plate[/mwcard]
[mwcard=LG01Q01]1 x Chitin Armor[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=DNQ09]1 x Wand of Healing[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=LG01Q05]1 x Spiked Buckler[/mwcard]
[mwcard=LG01Q06]1 x Vorpal Blade[/mwcard]
[mwcard=MWSTX2FFQ06]1 x Morning Star[/mwcard]
[mwcard=MWSTX2FFQ04]1 x General's Signet Ring[/mwcard]
[mwcard=FWQ08]1 x Ring of Command[/mwcard]
[mwcard=FWQ05]2 x Helm of Command[/mwcard]
[mwcard=MW1Q11]1 x Gauntlets of Strength[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=PSI01]2 x Dissolve[/mwcard]
[mwcard=MW1I06]1 x Dispel[/mwcard]
[mwcard=MWAPRI05]1 x Remove Curse[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I04]2 x Charge[/mwcard]
[mwcard=MW1I02]2 x Battle Fury[/mwcard]
[mwcard=FWI06]2 x Power Strike[/mwcard]
[mwcard=MWAWLI04]2 x Sneak Attack[/mwcard]
[mwcard=PSI06]2 x Overextend[/mwcard]
[mwcard=MWA01E02]1 x Arcane Ward[/mwcard]
[mwcard=MW1I25]1 x Shift Enchantment[/mwcard]
[mwcard=PSI03]3 x Lesser Teleport[/mwcard]
[mwcard=MWAPRI04]4 x Mend[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
What's your opener?
Mend I don't like. Too small an effect for most non dark/holy mages.
The Phoenix shall rise.

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Re: Err Muh Gurmash
« Reply #2 on: April 12, 2017, 03:52:08 PM »
I don't know I could go without a belt ([mwcard=DNQ07]Veteran's Belt[/mwcard], [mwcard=MW1Q23]Regrowth Belt[/mwcard] or Wychwood Ironvne). I'd lean towards Veteran's given you have [mwcard=MW1E32]Regrowth[/mwcard].

I find almost all melee mages get better with [mwcard=FWQ01]Dancing Scimitar[/mwcard]. Sure, the upkeep hurts a 9-channeling mage, but that 1 mana per round buys you either a defense or a 3-dice attack every round, and at least burns an enemy Dissolve. I find it's almost always worth the cost (mana, upkeep and sbp's), and it really comes in handy vs swarms of level 1's, but also for that little extra damage when beating on the enemy mage.
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Re: Err Muh Gurmash
« Reply #3 on: April 12, 2017, 05:09:45 PM »
Dude do you shift enchantment fortified position? Rock on. Speaking of rock have you considered 2 iron golems instead of skeletal knight? I know he's not a soldier and will not synch in certain ways, but ive found charge to be sweet for him. I will say vet token is probably better on the knight though
« Last Edit: April 12, 2017, 05:12:57 PM by Coshade »
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drmambo23

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Re: Err Muh Gurmash
« Reply #4 on: April 12, 2017, 05:16:39 PM »
so with the recent talk of the orc warlord I thought I would share a book I have been tinkering with for about a month

[spellbook]
[spellbookheader]
[spellbookname]Err Muh Gurmash[/spellbookname]
[mage]A Warlord Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA02]4 x Hurl Rock[/mwcard]
[mwcard=FWA04]2 x Hurl Boulder[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J13]1 x Mana Flower[/mwcard]
[mwcard=LG01J02]2 x Ballista[/mwcard]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MWSTX2FFW01]2 x Wall of Earth[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=FWC15]1 x Thorg, Chief Bodyguard[/mwcard]
[mwcard=MWSTX2FFC07]1 x Gurmash, Orc Sergeant[/mwcard]
[mwcard=MWSTX1CKC01]1 x Bridge Troll[/mwcard]
[mwcard=FWC11]2 x Orc Butcher[/mwcard]
[mwcard=DNC14]1 x Skeletal Knight[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E33]2 x Retaliate[/mwcard]
[mwcard=PSE11]1 x Song of Love[/mwcard]
[mwcard=PSE03]2 x Chant of Rage[/mwcard]
[mwcard=LG01E03]2 x Critical Strike[/mwcard]
[mwcard=MWSTX2FFE04]3 x Brace Yourself[/mwcard]
[mwcard=FWE06]1 x Fortified Position[/mwcard]
[mwcard=MWSTX1CKE01]1 x Armor Ward[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E36]2 x Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX2FFQ05]1 x Harshforge Plate[/mwcard]
[mwcard=LG01Q01]1 x Chitin Armor[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=DNQ09]1 x Wand of Healing[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=LG01Q05]1 x Spiked Buckler[/mwcard]
[mwcard=LG01Q06]1 x Vorpal Blade[/mwcard]
[mwcard=MWSTX2FFQ06]1 x Morning Star[/mwcard]
[mwcard=MWSTX2FFQ04]1 x General's Signet Ring[/mwcard]
[mwcard=FWQ08]1 x Ring of Command[/mwcard]
[mwcard=FWQ05]2 x Helm of Command[/mwcard]
[mwcard=MW1Q11]1 x Gauntlets of Strength[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=PSI01]2 x Dissolve[/mwcard]
[mwcard=MW1I06]1 x Dispel[/mwcard]
[mwcard=MWAPRI05]1 x Remove Curse[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I04]2 x Charge[/mwcard]
[mwcard=MW1I02]2 x Battle Fury[/mwcard]
[mwcard=FWI06]2 x Power Strike[/mwcard]
[mwcard=MWAWLI04]2 x Sneak Attack[/mwcard]
[mwcard=PSI06]2 x Overextend[/mwcard]
[mwcard=MWA01E02]1 x Arcane Ward[/mwcard]
[mwcard=MW1I25]1 x Shift Enchantment[/mwcard]
[mwcard=PSI03]3 x Lesser Teleport[/mwcard]
[mwcard=MWAPRI04]4 x Mend[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
What's your opener?
Mend I don't like. Too small an effect for most non dark/holy mages.

Usually flower forge
Deploy soldier ring, gurmash and armor ward fd
Deploy leather,  butcher (prep ballista just in case. If i cast butcher no ballista, if not a butcher then double move and ballista)
Troll, gurmash cast retaliate or critical strike on troll, and rhino hide on troll or brace yourself on mage.

And i like mend for all dark mages along with vampirism and such. But for the warlord the cheaper the spells the better for me.  2 mana for 3 doce healing is great! Especially since i only channel 9 originally and am trying to balance 2 spawnpoints and make them as effective as possible.

I don't know I could go without a belt ([mwcard=DNQ07]Veteran's Belt[/mwcard], [mwcard=MW1Q23]Regrowth Belt[/mwcard] or Wychwood Ironvne). I'd lean towards Veteran's given you have [mwcard=MW1E32]Regrowth[/mwcard].

I find almost all melee mages get better with [mwcard=FWQ01]Dancing Scimitar[/mwcard]. Sure, the upkeep hurts a 9-channeling mage, but that 1 mana per round buys you either a defense or a 3-dice attack every round, and at least burns an enemy Dissolve. I find it's almost always worth the cost (mana, upkeep and sbp's), and it really comes in handy vs swarms of level 1's, but also for that little extra damage when beating on the enemy mage.

And the regwn belts have popped in and out of here. Regrowth belt is my best bet i believe if i go back. The regrowth enchamt always seems to get dispelled no matter how long i wait to play it :/
But vet belt is a great tool too and i'll have to play with it. I have run colossus belt before too, since im going to melee having less chance of harmful effects has been nice.

Dude do you shift enchantment fortified position? Rock on. Speaking of rock have you considered 2 iron golems instead of skeletal knight? I know he's not a soldier and will not synch in certain ways, but ive found charge to be sweet for him. I will say vet token is probably better on the knight though


Heck yeah! Its pretty fun! :)
And iron golem has been on my radar. I run him in my dwarf but havent tried him in this yet. I will see how he works with this book though
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Re: Err Muh Gurmash
« Reply #5 on: April 13, 2017, 03:49:02 AM »
Awesome book.

Id change the skeletal knight for a kriegshammer dwarf. It saves 3 points.the biggest downside is his low life... Another card that really benefits from veteran is Sir Corazin. He is not a bad option either.
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drmambo23

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Re: Err Muh Gurmash
« Reply #6 on: April 13, 2017, 04:51:26 AM »
Awesome book.

Id change the skeletal knight for a kriegshammer dwarf. It saves 3 points.the biggest downside is his low life... Another card that really benefits from veteran is Sir Corazin. He is not a bad option either.

Ahh yes! I keep forgetting he is a legal card now. But he is a good option! Him or kriegsbiel for his sweeping.
I used to run sir corazin when he first came out but he always gets slammed with attack spells when i play him :/ but worth giving another shot. Especially to use against zombies lol. I will say a reason i chose the knight, though, is psychic immunity, the defense, and thematically i feel it fits better than a dwarf :b

And @inano the dancing scimtar is a card i have never really used with any mage. I'll look into it. The upkeep sucks, yes, but the options it provides may outweigh that!
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Re: Err Muh Gurmash
« Reply #7 on: April 13, 2017, 02:08:33 PM »
Troll, gurmash cast retaliate or critical strike on troll, and rhino hide on troll or brace yourself on mage.
Unfortunately Retaliate is not a command so Gurmash can't cast it.
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Re: Err Muh Gurmash - Bloodwave Warlord
« Reply #8 on: April 13, 2017, 02:30:20 PM »
Troll, gurmash cast retaliate or critical strike on troll, and rhino hide on troll or brace yourself on mage.
Unfortunately Retaliate is not a command so Gurmash can't cast it.


Good catch. Thanks.

I do use him for brace yourself, crit strike, and fortified position.
Dont know how i overlooked that on retaliate though.
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Re: Err Muh Gurmash - Bloodwave Warlord
« Reply #9 on: April 13, 2017, 05:07:12 PM »
Cards I really miss in this book are 1x Bear Strength and 1x Dancing Scimitar.

Bloodwave Warlord with Vorpal Blade / Morning Star + Spiked Buckler + Bear Strength + Scimitar can roll up to 16 dice per round. Add a Hurl Rock QC and you're rolling up to 21 dice in one round with your Mage alone.

With your weapon and shield slots filled, I'd remove the Elemental Wand and just replace him with another attack spell or 2 more Hurl Rocks.

As useful as it may be at times, you just don't want to see a Wand of Healing in the Orc's hands.
I'd suggest to find other ways to remove annoying conditions. Clear Mind, Geyser, Raincloud etc are options ... You already have Purify.

Skeletal Knight at 6 sbp's is too costly imo. I'd rather have 1 ( or 2 if you prefer ) Iron Golems instead.
Makes your Retaliates and Battle Fury's better as well.

I guess Gurmash is an OK choice to cast Command Enchantments, but there just aren't enough of those to make him shine.
Playing Command Incantations through him is like letting your opponent listen in on all your play-calls. There's no surprise there and unless your opponent has already run out of actions for that round he always has at least one action to anticipate what's coming. Incantations are simply much better when they can have immediate effect and Gurmash can't give you that ...

General's Signet Ring may not be worth it.
Costs 3 mana and you have only 6 creatures, so a max gain of 3 mana if you cast ALL you creatures.

To increase your Buckler's effectiveness ( and also the Scimitar's ) I suggest adding a Defense Ring instead.
A Bloodwave Buckler book may be the one book where a Defense Ring is worth playing.

I like the Gauntlets of Strength but I think Champion's Gauntlets are the better choice here.

Mend ?
Imo, if you have to start Mending, you're losing.
I really don't think the Orc can afford to waste an action on that.
If you really want a cheap healing option I think Vampiric Strike can offer you more than Mend.

With your 5 dice basic attacks ( and possibly 6 dice basic attack if you should add a Golem ) it may be worth it to add a Whirling Strike. Suddenly rolling 18 dice instead of 6 for 9 mana might take a few by surprise. ;)

Success.
« Last Edit: April 13, 2017, 05:08:50 PM by Borg »
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Re: Err Muh Gurmash - Bloodwave Warlord
« Reply #10 on: April 13, 2017, 05:18:03 PM »
Gurmash need the following errata:

When Gurmash is casting a command incantation or using one of this Warlord's Battle orders you may after his action phase take an action with another creature (instead of passing the turn to the opponent).

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Re: Err Muh Gurmash - Bloodwave Warlord
« Reply #11 on: April 13, 2017, 08:05:38 PM »
Defense ring doesnt work with autonomous equipment unfortunately
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Re: Err Muh Gurmash - Bloodwave Warlord
« Reply #12 on: April 13, 2017, 08:07:37 PM »
Is the buckler autotonamous?
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Re: Err Muh Gurmash - Bloodwave Warlord
« Reply #13 on: April 13, 2017, 08:13:27 PM »
The scimitar is
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Re: Err Muh Gurmash - Bloodwave Warlord
« Reply #14 on: April 14, 2017, 03:17:10 AM »
Defense ring doesnt work with autonomous equipment unfortunately

I checked the codex and you're correct.

I must say though I find this exception rather "unintuitive" and "unnecessary".

Unnecessary because it's not as if the Defense Ring is suddenly going to be overpowered because it affects the Scimitar
and unintuitive because the Scimitar says : "Once per round, you can use Dancing Scimitar as a Defense ... " and Defense Ring says : "Mage may add +1 to the D12 die roll each time he uses a Defense to avoid an attack " which is exactly what he is doing when using the Scimitar as a Defense. So, one would normally expect the Ring to work here, especially since it is clearly spelled out that it is YOU, the Mage, who uses it as a Defense.

Sorry for going slightly off topic ;)
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