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Author Topic: Grab and Hold Wizard  (Read 3019 times)


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Grab and Hold Wizard
« on: November 14, 2017, 03:20:46 PM »
This is a build for multiplayer domination I've been playing around with.

[spellbookname]Grab and Hold Wizard[/spellbookname]
[mage]A Wizard (Air) Spellbook[/mage]
[mage]built by[/mage]
[mwcard=MW1Q01]1 x Arcane Ring[/mwcard]
[mwcard=MWSTX1CKQ05]1 x Dispel Wand[/mwcard]
[mwcard=MW1Q09]1 x Enchanter's Ring[/mwcard]
[mwcard=awl7]1 x Leather Belt[/mwcard]
[mwcard=MW1Q18]1 x Mage Staff[/mwcard]
[mwcard=MW1Q19]1 x Mage Wand[/mwcard]
[mwcard=MW1Q33]1 x Wind Wyvern Hide[/mwcard]
[mwcard=pvs_conjurations2]1 x Consecrated Ground[/mwcard]
[mwcard=pvs_conjurations9]1 x Steep Hill[/mwcard]
[mwcard=MWBG1J03]1 x V'Torrak Gate[/mwcard]
[mwcard=MW1W02]1 x Wall of Stone[/mwcard]
[mwcard=MWSTX1CKC08]1 x Gargoyle Sentry[/mwcard]
[mwcard=awl11]6 x Goblin Legionnaire[/mwcard]
[mwcard=MWA01C05]3 x Jade Gremlin[/mwcard]
[mwcard=FWC10]1 x Ludwig Boltstorm[/mwcard]
[mwcard=MWBG1C06]2 x Usslak, Greater Orb Guardian[/mwcard]
[mwcard=MWA01E02]1 x Arcane Ward[/mwcard]
[mwcard=MW1E14]1 x Enfeeble[/mwcard]
[mwcard=MW1E15]1 x Essence Drain[/mwcard]
[mwcard=MWA01E06]1 x Exile[/mwcard]
[mwcard=MWSTX2FFE05]1 x Fumble[/mwcard]
[mwcard=afm20]1 x Galvanize[/mwcard]
[mwcard=MWA01E08]2 x Giant Size[/mwcard]
[mwcard=MWA01E12]2 x Minor Essence Drain[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MWA01E14]2 x Shrink[/mwcard]
[mwcard=lg10]1 x Summoning Circle[/mwcard]
[mwcard=MW1E38]1 x Teleport Trap[/mwcard]
[mwcard=MWBG1E04]1 x V'Tar Force Sentry[/mwcard]
[mwcard=MW1I01]1 x Banish[/mwcard]
[mwcard=lg11]1 x Clear Mind[/mwcard]
[mwcard=MWSTX2FFI06]1 x Defend[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I07]1 x Dissolve[/mwcard]
[mwcard=MW1I12]1 x Force Push[/mwcard]
[mwcard=FWI04]1 x Force Wave[/mwcard]
[mwcard=pvs_incantations1]1 x Lesser Teleport[/mwcard]
[mwcard=MWA01I04]2 x Mend[/mwcard]
[mwcard=pvs_incantations4]1 x Overextend[/mwcard]
[mwcard=MW1I23]1 x Rouse the Beast[/mwcard]
[mwcard=MW1I24]1 x Seeking Dispel[/mwcard]
[mwcard=MW1I25]1 x Shift Enchantment[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=MWBG1I03]1 x V'Tar Suppression[/mwcard]
[mwcard=MW1A02]1 x Chain Lightning[/mwcard]
[mwcard=MWBG1A04]1 x Sandstorm[/mwcard]
[mwcard=MWBG1A05]1 x V'Tarrian Energy Wave[/mwcard]
[mwcard=MWA01A05]1 x Voltaic Discharge[/mwcard]
[mwcard=MWBG1A06]1 x Windstorm[/mwcard]
[cost]Total cost: 120 pts[/cost]

It is designed to have one orb by the end of turn 2, with plenty of mana in the bank and defences ready to be thrown up. The idea is to get a jump start on the opponents and, through taking and holding other orb zones while hampering the opponents, keeping that lead. It is really intended for games that go to around 11 VP and take about 8 turns.

Turn 1:
Lesser teleport (preferably next to an Usslak with 2 orbs, but a Sslak with 1 will do)
Ludwig Boltstorm

Turn 2:
Boltstorm triplestrikes the defending Usslak/Sslak.
(Wizard QC Overextend if defender is not dead)
Wizard moves and touches orb.

Turn 3 (option1)
Boltstorm moves into square and touches any second orb
(QC) Steep Hill

turn 3 (option2 - if one or more opponent is nearly through a defending Sslak)
Giant Size a Sslak (x2 if both opponents are close)

From there it is a combination of sending Usslaks through Summoning circles/gates to other Vtar orbs, fumbling, teleporting enemies, exiles/banishes getting in their way with easily defendable Jade Gremlins and so on.
The Goblin Legionnaires are there for a quick boost to action numbers (cast on turns before you have the initiative).

A work in progress, but I think it has potential. It probably needs an additional Usslak and another wall.

EDIT: I need to point out that in my local group Galaxxus is forbidden since not all of us have the Domination set, and we don't want to have that big of an advantage over those that don't.
« Last Edit: November 16, 2017, 12:49:20 AM by Arkdeniz »
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