Arcane Wonders Forum

Mage Wars => Spellbook Design and Construction => Topic started by: payprplayn on July 19, 2014, 01:25:35 AM

Title: First Adramelech Book
Post by: payprplayn on July 19, 2014, 01:25:35 AM
I'm still trying to figure out how I want to play her, but I went through the spellbook builder and came up with this:
Burn Baby BurnAdramelech Warlock
Attack2 x  Devil's Trident2 x  Fireball2 x  FlameblastConjuration1 x  Enchanter's Wardstone1 x  Pentagram2 x  Mana CrystalCreature1 x  Adramelech, Lord of Fire3 x  Firebrand Imp2 x  Flaming Hellion1 x  Sersiryx, Imp Familiar3 x  Wildfire Imp3 x  Infernian ScourgerEnchantment1 x  Armor Ward1 x  Nullify2 x  Enfeeble1 x  Chains of Agony2 x  Adramelech's Touch2 x  Marked for Death1 x  Vampirism1 x  Death Link1 x  Decoy2 x  Ghoul Rot2 x  AgonyEquipment1 x  Lash of Hellfire1 x  Sectarus, Dark Rune Sword1 x  Leather Gloves1 x  Adramelech's Torment1 x  Fireshaper Ring1 x  Leather Boots1 x  Cloak of Shadows1 x  Demonhide Armor1 x  Bloodfire Helmet1 x  Elemental Wand1 x  Regrowth BeltIncantation2 x  Dissolve2 x  Dispel2 x  Teleport4 x  Ignite2 x  Vampiric Strike1 x  Drain Life1 x  Combustion
Total cost: 120 pts

What do you think?  I'm thinking of a swarm-ish build, and trying to stack as many burns as I can on the opposing mage.
I'm trying to decide if I want to open with Pentagram turn one, or bring out a creature first and cast pentagram when I can start putting the bonus mana on it.
I'm interested in comments regarding both spellbook composition and opening/playstyle ideas.
Title: Re: First Adramelech Book
Post by: sdougla2 on July 19, 2014, 02:23:20 AM
I'm still debating lots of different openings for her. I don't like a straight up Lord of Fire rush because she's so much more fragile than the Arraxian Crown Warlock.

I'm tempted to try something along the lines of:

Turn 1 (19): Mana Crystal -> Mana Crystal (9)
Turn 2 (20): Leather Boots -> Leather Gloves (16)
Turn 3 (27): Lord of Fire -> Ring of Curses (1)

That gives me enough of a channeling base to follow up with a much stronger late game than an Adramelech rush, while still putting my opponent under pressure decently fast. I may be able to play Pentagram on round 5 or 6, though I'll need to see if I can get the timing for that to work properly.

I'm a little skeptical of Infernian Scourgers, as they're less resilient than Timber Wolf or Orc Butcher for the cost, and the counterstrike ability is much better on creatures tough enough to live long enough to make mutliple counterattacks.

For how dependent on fire attacks you are, you have very few ways of dealing with equipment. I would run at least 3 Dissolves and probably 2 Disarms. I even plan to run an Explode to bring my anti-equipment cards up to 6.

If you want to try a swarm opening, I would advise running quite a few Wildfire Imps. I've been struggling with the best way for her to open with that type of style, since she takes longer to get a strong channeling base than many mages (Pentagram is harder to get going in the first 2 rounds than Lair or Gate to Voltari) and she doesn't have tools to make playing creatures more efficient like Ring of Beasts, General's Signet Ring, or Death Ring.

You could try something like:

Turn 1 (19): Pentagram -> Harmonize (1)
Turn 2 (10) [2]: Firebrand Imp -> Leather Boots -> Fireshaper Ring (2)
Turn 3 (11) [2]: Firebrand Imp -> Leather Gloves -> Ring of Curses (4)
Turn 4 (13) [2]: Wildfire Imp -> FD Marked for Death -> Lash of Hellfire (0)
Turn 5 (9) [2]: Reveal Marked for Death -> Disarm -> attack -> teleport Wildfire Imp (4) [3-4]

That will of course depend heavily on what your opponent does, but the idea of playing a few Firebrand Imps that move forward to join your mage from an early Pentagram while equipping your mage with some armor and enough offensive power to be a real threat seems reasonable. Then you can switch into Wildfire Imps to keep the pressure on. Mostly you'll need something tougher than the imps that represents a credible threat.
Title: Re: First Adramelech Book
Post by: Lukard on July 19, 2014, 10:40:57 AM
Just a small suggestion.

I particularly do not like having Leather Gloves & Leather Boots because of corrodes. I see the value of having these two equipments when combined with Armor Ward; however, one single Acid Ball can reduce your mage's armor permanently to zero.

In most cases I prefer having two basic armors (Dragonscale Hauberk); so my mages can have a good protection agains corrodes and dissolves.

What do you guys think?
Title: Re: First Adramelech Book
Post by: sdougla2 on July 20, 2014, 01:00:23 PM
I like to have more sources of armor than a pair of chest pieces. Having 2 chest pieces is nice due to that configuration's general resilience against both Corrode and Dissolve, but just having Leather Boots/Leather Gloves can force your opponent to cast Acid Ball if they want their attacks to be efficient, and you can discourage them from doing that with defenses and by increasing your armor to the point that reducing it by 1 or 2 won't be nearly as helpful. Certainly Leather Boots/Gloves are stronger for the Priestess, and work better for other mages when paired with a Wand of Healing, but just having cheap defensive options is often beneficial, particularly for squishy mages.