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Messages - Intangible0

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1
Spellbook Design and Construction / Re: johktari beastmaster revamped
« on: February 10, 2016, 12:06:07 PM »
This is awesome, I'm excited to see this in play.

My main question is, where do you place your lair? If it's in your opponent's face (taking advantage of the fast trait) then I recommend against the turn two economy play. If you put it that close to your opponent then they'll probably play on three different strategies:
  • Destroy your lair since you invested so much into it - In that case you'll need to protect your lair while churning out creatures.
  • Counter Rush you with attacks since you spent so much mana on economy - Play protective spells to survive the onslaught, or run away, all the while use consistent damage from one or two creatures.
  • Kill your creatures as they're spawned - You have so many creatures so there's no way they'll keep up.
Playing Economy turn two doesn't help against any of those strategies.

If, on the other hand, you play the lair defensively then the economy is alright. I still don't recommend that much just in case they play extremely aggressive, but that's just a preference.

The last point I have is that I feel you over-saturate too much in creatures and weaponry. If you have that many creatures in your book, it should probably be for versatility, rather than spamming. You have your falcons OR bitterwood foxes for swarming, so I'd take out a few of those creatures that you have copies of. Maybe add a porcupine for defense, an asp for damage reduction, and Terraki or even two for constant damage. Heck, Sharkbait's even been using Tarok for anti angel/blood demon tech.

I'd definitely keep two kajarahs but probably go down to one knife. The bow isn't a bad choice, but since you're using kajarah your could pick up an elemental wand as well for both hand slots and get reliable damage with those acid balls. Optionally pick a mage wand instead, and throw rouse the beast on it for your Falcons, Beastslinger style!

2
Events / Re: Hey guys
« on: February 01, 2016, 05:01:52 PM »
I'm glad your back bud, we're here for you. We loved the idea of the league and kept it going in your absence. As I said in the Mage Roars thread, it's your league and when you're ready to start running it again by all means please do.   :D

3
General Discussion / Re: Academy Priestess Reveal - Temple Sentry
« on: January 31, 2016, 04:16:57 PM »
In the Rule book it states, "If a guard is the target of a melee attack, you must remove the guard marker when the attack is complete, at the end of the Counterstrike Step, even if the attack did not hit. Once the attack is resolved, the creature is no longer guarding and loses both the Counterstrike trait granted by guarding and the ability to protect its zone."

So even though it states that you remove THE guard marker, assuming only one, it also states that you won't benefit from guarding anymore. In that case if you are allowed to have more than one marker you at a time, you still won't have the associated traits after the first is removed.

4
Events / Re: MAGE ROARS!!! Round 2 pairings
« on: January 25, 2016, 11:02:44 AM »
Should have posted this earlier.

I have no problem, whatsoever, on my end with you rollin' up the matchups Mystery. Thanks.  :D

5
General Discussion / Re: Battlegrounds - Elusive
« on: January 22, 2016, 10:26:04 AM »
And along came Terraki.

6
Events / Re: MAGE ROARS!!! Round 2 pairings
« on: January 21, 2016, 10:41:45 AM »
Yeah, Once those two have done their match then we'll move on to the next round.

We'll obviously have the champs face off but we'll still do the bracket for the other players if they want to keep playing. Half the point of the league was to just play games with less familiar builds anyway, so why we want to deny someone privilege?  ;D

7
Events / Re: MAGE ROARS!!! Round 2 pairings
« on: January 20, 2016, 11:42:05 AM »
That was a blast, thanks for the match Arx!

8
Events / Re: MAGE ROARS!!! Round 2 pairings
« on: January 16, 2016, 05:45:01 PM »
Hey guys! We're about to stream my match against Arxiducs! Come watch!

Arcane Duels Stream!

9
General Discussion / Re: Academy Warlock Reveal - Khali-Gar, Blade Maiden
« on: January 08, 2016, 11:11:59 AM »
Boocheck you make me blush :D We will have more vidoes out soon!

Very Soooooooon.  :-X

10
(didn't listen to the podcast yet)

I used pentagram a lot when I first started playing mage wars when I only used the core set. I also didn't cast it in the beginning of the game.

My opening:
19 curse ring+ run 2 17
26 Adramelech + fd enchantment 0

After this I put some leathers on and start melee attacking with Adramelech and the warlock, saving a bit of mana every turn untill I could pay for the pentagram. pentagram would be there by turn 4-5.

It did work back than but I didn't use this for a very long time. couple of weeks ago I was working on a book trying to use the gate to hell. Still didn't figure it out though. Even though gth + penta seems a perfect combo they are just too expensive together. Right now I'm thinking about only using the gate and casting the creatures myself from a distant in the opponents area and cursing/fire.
I'm stoked that you also used a similar tactic. Adramalech must be fun for applying that early game pressure. Gate to Hell is also on my list of cards I want to get to work, but it's a tad tricky. Good luck, let me know!  :)

That's a new approach and I would like to see it in action.
But from the Theory, you could have problems with two Mages in general:

-Necromancer with Zombies, that just eat alive whatever you spawn from the Pentagram. Also some of your Enchantments won't work.

-Forcemaster, that evades your attacks with Defense or Forcefield and camps or destroys your Pentagram.

What are your plans here?

And another point:

-A Mage with a bow can be blocked with Walls. What spells have you prepared in case of suddenly losing LoS and not being able to attack with the bow?
Sharp as always Schwenk. Out of the 9 matches so far the two losses I've had were against Necromancers. I blame myself as a book builder for not preparing for those creatures, I blame myself more for not learning after the first defeat, and I blame my opponents for outplaying me  :D

I haven't had the luxery of fighting against a FM yet but those evades have had me concerned. Also Galvatar can rip the Pent to shreds. The rule I have for that is wait on the Pentagram until you're certain it won't be destroyed in one turn, then just get as much value out of it as you can. That's pretty much the best way to look at a Conjuration getting assaulted. As far as Defenses go... I'm not really sure, I'd have to play it out. Maybe overwhelm them to take down the FF and use Surging Wave with EleWand to knock them down. I realize that will only work a few times, it's going to be tricky no matter what  :-\

I actually faced off against a build that used a few walls. I played patiently, moved carefully with Eagleclaw boots, and threw imps at them whenever I had an opening. In that scenario if you panic and spend resources destroying walls then you're going to fall rapidly behind. Regardless of coming out on top in that match, it was a frustrating victory. I love walls.

11
Strategy and Tactics / Performance Log: Unholy Summoner
« on: January 02, 2016, 04:45:25 PM »
I made this book a bit ago called the Unholy Summoner, which we talked about in the 4th episode of the Mage Cast. In this thread I didn't particularly care to talk about the actual book but rather, the performance log I used to keep track of the book's progress. I feel that these notes brought the book much more success than it would have had normally. I'm so sold on the idea that I'll do it for every book from here on and I recommend every one else do it as well.

By making a performance log for a book you've just started you can keep track of its strengths and weaknesses. The goal is to make your book as perfect as possible; by "perfect" I mean that it has reached its limitations in what it is and what it can do.

Here are the sections I've come up with so far:

Change Log
Name each iteration. Whole numbers for expansion releases or complete changes in concept, and decimals for each set of alterations. Tell each card added or removed in each iteration.

Card Considerations
In between matches, whenever you're thinking about Mage Wars and the thought comes to mind, "Oh man the book could really use THIS card!" go ahead and write it down in this section. If you play a match and your book was hung up on some flaw then write it down. If a card would be fun to include... write it down.

Card Analysis
After a match think about what cards were definitely useful or not. When a card performs well then take note on it, that way if later you are considering removing that card the analysis will remind you why you included it in the first place. If, on the other hand, you look at a card during a game and realize you've never cast it and that it's wasting space then also write it down so you can start thinking of a replacement. This section can also be useful for later builds.

Games
Write down every match you had in between each iteration. Who you played against, the mage they used, the basic concept of their build, and then whether you won or lost. After that, write down a synopsis on what went well and what didn't, regardless of the outcome. Point out any glaring weaknesses your build had and what you could have done better. The most important thing here, is to be honest with yourself. Don't coddle your book or blame it on bad rolls. Your build isn't going to improve and you aren't going to learn from the experience if you point blame at the dice. I can't stress that last part enough  ;)

So that's what I have for the structure so far, I hope you can provide me with some insight to make this format as helpful as possible. Thanks for reading, without further ado, here's the Unholy Summoner's Performance Log:

Performance of the Unholy Summoner
Change Log:
1.1
Removed a jinx
Removed a Poisoned Blood
Added in a Deathlock
Added Adramalechís Torment
1.2
Took out one Enfeeble
Took out the Devilís Trident
Removed Hurl Boulder
Removed a Ghoul Rot
Took out a Bear Strength
Removed Purge Magic
Removed a Force Push
Added in an elemental wand
Added in a Dissolve
Added in two Hurl Rocks
Added another Dispel
Added in a teleport
Added in Seeking Dispel
Added in Decoy
Added Drain Life
1.3
Removed Agony
Removed Magebane
Removed one Hurl Rock
Added in Force Hammer

Cards Considerations:
Take out Marked for Death
Another Ivarium Longbow
Take out Adramalechís torment once the wildfire Imps are out
Leather Chausses for the Leather Boots
Add in a tanglevine
Add in Flame Hellion
Add in Nullify
Scratch a Hurl Rock for another Surging wave or knockdown.
Add in a Mage Wand
Add back in the second Jinx
If the imps come out then cut an ignite
Dancing Scimitar
A wall of some kind
Molochís torment for Adramalechís torment
Morning star
Wand of Healing
*Arcane Corruption to fill the void of Mass Dispel???
Akiroís Favor
Rouse the Beast
Circle of Fire
Cobra Reflexes

Card Analysis:
  • Agony has never been cast. If a creature needs to be dealt with Iíd rather destroy them, then hopefully convert them. (Removed)
  • Death Link has been useful but itís pricey. Itís not the best at dealing with creatures and itís a prime dispel target.
  • Magebane comes in pretty late in the game so itís not very efficient. One benefit s it still hurts Necromancers. (Removed)
  • Rise Again is just amazing. When they lose a creature and I get one for cheaper itís incredibly effective.
  • Vampirism has helped me win a game before, but overall I donít get enough melee attacks in to make it worth it.
  • Vampirism has helped me win a game before, but overall I donít get enough melee attacks in to make it worth it.
  • Adramalechís Torment is worthless, the only reason I run it is for the imps. I should reconsider them for flamebrand imps.
  • Ring of Curses hasnít been particularly useful since I donít cast a ton of curses.

Games so far:
*(Adoryc? Maybe, I canít remember.) Poison Necromancer - Win by burst from a few creatures. Should have started taking notes on this book immediately, now I donít remember this match very well.
     1.1
*Sharkbaitís Ranged Warlord - Win by burst swarm after ďkidnappingĒ mage with Teleport. Jinx was crucial to setting up the kidnapping and getting the mage away from all of his ranged units.
*Puddnís melee/ranged Warlord - Win by destruction of all creatures and conj. I probably lost focus and spent too much time on objects other that the mage.
*Rocaís Unicorn Priestess - Win by creature race with Pent, Forge, and Rise Again. Was very unstable for a while and it took a bit to take down even one unicorn, risky.
*s3chaosí Medium Swarm Necro - Lose when I couldnít deal with spawnpoints and couldnít get pentagram down. Outplayed, and quickly at that. I wanted to dissolve Libro but he had a few big zombies on the field and it was a bit suicidal to get too close.
     1.2
*Ringkichardís Rush Creature BM (no spawnpoint) - Win, Some adjustments were very helpful, losing the bear strength kind of hurt. He rushed with a Cervere and petted bitterwood, I played a lot of regenerate and stabalized. Eventually I killed the creatures and prevented him from casting any more. Wild Fire Imps were very helpful.
*Ringkichardís Academy Rush Creature BM - Win, Bitterwood fox into Cervere again. Later he cast Slavorg. I didnít cast the mana crystal, which helped immediately but hurt the long game. Taking out the mass dispel really hurt me in this match. This was very tough for the first 7 or so turns until I finally Rised his Cervere. Careful movement and Enfeeble really helped. The Pentagram was cast turn 2 and once his threats were removed I outdamaged him. Very long match and the bloodreapers didnít help but they drew attack spells.
*Poopstarís Vampiress Warlock - Win, Super tough match. I got rushed and brought down to 2 health. This book has taught me to keep a steady head even in the face of danger, where armor and regeneration really helped. He conceded after awhile of not summoning creatures but what he didnít know was that I was actually out of creatures (had about 3 on the field). On average he had 3 to 5 armor at any given time with the vetís belt. Rather than destroying the armor right away I pinged him with small amounts of damage and dealt with whatever he cast, this prevented me from falling behind. However, had I dealt with the armor earlier I might have been able to take him off guard and finish him. The rush almost destroyed me, I need to develop a better counter aggression.
*DrMamboís Idol Necro - Loss, incredibly hard loss. I didnít have a way to deal with the Grey Wraith and so my creatures just kept getting destroyed without much effect. Combined with Essence Drain and Meditation Amulet he also overpowered me with mana.  I eventually just conceded because he Rised one of my creatures and had me outnumbered 4 to one on creatures. My losses so far have been from Necromancers/creatures I wasnít able to destroy.
[/size]


That's about all I have for now. Things are still in progress, but what do you think so far?!

12
If you haven't listened to the fourth Mage Cast then I highly recommend it, as it outlines the basic concept behind this book as well as Sharkey's Pentagrammatically Correct Warlock.

Either way, I want to preface this post with saying that I appreciate everyone who has helped me with this build. Whether it was in a match or with deep book analysis, your cooperation has helped shine light on a card/build concept many thought wasn't viable. Thank you!  :D

Here's the book, but I recommend you read on after it because there's more to this build than the cards.

Unholy SummonerWarlock
Attack2 x  Acid Ball2 x  Fireball2 x  Flameblast1 x  Force Hammer1 x  Hurl Rock2 x  Surging Wave1 x  FirestormConjuration1 x  Battle Forge1 x  Mana Crystal1 x  Pentagram1 x  DeathlockCreature1 x  Blood Demon2 x  Dark Pact Slayer1 x  Infernian Scourger3 x  Wildfire ImpEnchantment1 x  Brace Yourself1 x  Chains of Agony1 x  Death Link1 x  Decoy1 x  Enfeeble1 x  Ghoul Rot1 x  Hawkeye1 x  Jinx1 x  Marked for Death1 x  Poisoned Blood1 x  Regrowth1 x  Rise Again1 x  Rust1 x  VampirismEquipment1 x  Leather Gloves1 x  Adramelech's Torment2 x  Dragonscale Hauberk1 x  Eagleclaw Boots1 x  Elemental Wand1 x  Fireshaper Ring1 x  Ivarium Longbow1 x  Lash of Hellfire1 x  Leather Boots1 x  Cloak of Shadows1 x  Regrowth Belt1 x  Ring of CursesIncantation3 x  Dispel2 x  Dissolve1 x  Drain Life1 x  Force Push2 x  Ignite1 x  Seeking Dispel2 x  Teleport
Total cost: 120 pts

So here's the basic gist of the build:
The Pentagram is often considered one of, if not the weakest spawnpoints because of its limitations, cost and potential fragile structure. I've heard recommendations that it should be harmonized so when you cast it turn one, you'll get as much value out of it as possible. However, what if you didn't cast it early game?

The answer to using Pentagram might be in its text. In order for it to get extra mana you need to attack a creature with a friendly creature. So instead of throwing the Pentagram down early, instead cast it the turn that you are about to deal damage to a creature.
  • You'll never need to harmonize it or put additional resources into it.
  • You'll be able to cast a creature the following turn, practically guaranteed.
  • Your Pentagram will be safer since it can't be attacked in the earlier turns.
  • Your spawnpoint can be closer to your enemy since you're casting it on the turn you're attacking. This allows you to be naturally more aggressive, a boon to the Warlock.
  • You're being proactive since you're damaging something. This kills two birds with one flameblast, since you're working on long game as well as mid-game aggression.
  • You'll have a few turns to set up without fear of committing to a strategy.
So this Pentalock in particular is designed to be a control build. Since the Pentagram can give you two additional mana from attacking two different creatures you'll get more efficiency out of it if you are attacking their creatures as well as the Mage. So many of the books cards have been chosen around controlling the battlefield and out "creaturing" them.

Opening plays go something like this:
  • 19M: Battleforge, Mana Crystal
  • 16M/1BF: Ring of Curses(BF), Two FD enchantments(preferably Hawkeye and Decoy or Brace Yourself)
  • 21M/1BF: Ivarium Longbow (BF), Pentagram, shoot something (Hopefully reveal Hawkeye)
On turn two if you can avoid casting the second enchantment or cast a decoy with the intent to reveal it the next turn to get your mana back, then you'll have the resources to reveal the Hawkeye. It's important to pass turn if you're outnumbered until your opponent is down to one action so your Spawnpoint won't take any early damage.

I use the Ivarium bow here to ensure that I'll get an attack on something. If, however, my opponent is being aggressive and is already close to me, then it's best just to cast the lash and attack in melee. Even if you use the bow and the opponent gets close to you, you're still a Warlock so you're formidable in fisticuffs.

The only true saturation in this book is the creature pool. Even the curses are scarce and each have a specific purpose. When playing something like this I highly recommend you be as flexible as possible rather than focusing on one train of thought. If you have the choice of saving your life now or casting the Pentagram, choose yourself. Warlocks have amazing recovery options and once you stabilize against the aggression you can cast the Spawnpoint then. Don't rush the strategy, be patient and careful, then lash out with all of Hell's vengeance once you have the upperhand.

Last two things I want to mention are probably the main reasons this book has worked out. I've had 9 games with it and have adjusted the cards based on the threats I've faced. I've also been keeping track of things, I have a pretty full performance log written for it. Taking notes and being organized with the book's progress may have been the most useful skill and piece of information I've gained out of the whole process. I'm so happy with it, I'm going to post a whole new thread just talking about what I did differently with that Performance Log.

I'm interested to hear your feedback, and I hope you try out the Pentagram again if you've passed it by.

**Edit: I made the thread for the Performance Log Here

13
Events / Re: MAGE ROARS!!! Round 2 pairings
« on: January 02, 2016, 01:28:31 PM »
Alright everybody, so as Mystery pointed out, it is a new year. Sike and myself are going help finish off this league by setting up the pairings. If at any point TheDude returns and wants to pick this back up he (You, if you are reading this  ;)) is more than welcome to it.

Here are the pairings for the next round:
  • Puddnhead vs.Sharkbait
  • Coshade vs. Drefan
  • Mystery vs. Schwenkgott
  • Arxiducs vs. Intangible
  • Adoryc vs. Moldrid
  • Theasaris vs. Halewijn
Thanks to SiKe for rollin' up the pairings.

The deadline for the matches will be Sunday, January 17th.
Have fun, Mage ON!

14
veteran? old warrior?

The oldest of veteran warriors.  ;)

15
Events / Re: MAGE ROARS!!! Round 2 pairings
« on: December 21, 2015, 11:26:38 AM »
So the holidays are coming up and people aren't really going to be able to play until the new year. By then if he hasn't responded then SiKe and myself will pick up the mantel so the league can continue. If he gets back to us by then or comes back later then The Dude can pick up where we left off. We've already come half way through at this point, no turning back  ;D

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