October 17, 2019, 11:32:50 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - the_iron_troll

Pages: [1] 2 3
1
Rules Discussion / Eagle Wings Vs Quicksand
« on: July 24, 2014, 09:36:03 PM »
What is the last chance to activate Eagle Wings in response to a creature being targeted with Quicksand? Can you activate Eagle Wings on the Counter Spell step, making it an invalid target? I assume that once the Quicksand has Resolved, you can no longer slap on some wings and fly away.

2
Spellbook Design and Construction / Re: Game Changing Cards
« on: December 21, 2012, 11:49:06 AM »
Bear Strength. So much damage, and so cheap!

3
General Discussion / Re: Core Spell Tome 2 - 2nd EPIC cards?
« on: December 21, 2012, 11:46:00 AM »
Thanks for the hard work Sean, I think you guys made the right choice with Core Spell Tome 2.

4
Rules Discussion / Re: Damage Barrier
« on: December 09, 2012, 08:11:24 PM »
Oooh, nice catch Mathias.

Arcanus? Does the "may" in this situation stop the "automatic" attack?

5
Rules Discussion / Re: Damage Barrier
« on: December 06, 2012, 02:48:27 PM »
Wait. The source of the attack is still the Warlock.

So does the damage barrier from the Warlock's armour hurt himself?

6
Spells / Re: Gate to Hell
« on: November 20, 2012, 02:55:58 AM »
Quote from: "wtcannonjr" post=4354
Does 'opening the gate' happen as a full action by the Mage or just an action by the object?


Full action by the Mage. So far, the only things that give you more spell actions are Spawnpoints and Familiars.

7
Spells / Gate to Hell
« on: November 06, 2012, 09:17:45 PM »
I'm really on the fence about Gate to Hell.

If you're going with a Pentagram strategy, that +1 Melee is a lot..

You could take down a swarm Beastmaster's whole team with the 12 mana 2nd ability.

And it's unquestionably super cool.

I just don't know if it's any good. Compare it to Tooth & Nail. Gate costs 12 mana, instead of 7, and 1 Melee isn't that much better than 1 Piercing. Yes, opening the Gate can be pretty effective, but it's probably going to light your Warlock on fire too, and the cost is huge! And 6 points to put in your spellbook? Yikes. Tooth & Nail is much more affordable at 2 points.

Maybe the Gate will get better when there's a lvl 2 Demon to summon.

Or maybe it's good right now and I would know already if I was playing the Warlock a bunch.

Thoughts?

8
General Questions / Samandriel's bonus vs. Dark creatures
« on: November 06, 2012, 08:46:45 PM »
Does a Warlock count as a Dark creature?

9
Spellbook Design and Construction / Re: Post your best Warlock build
« on: November 06, 2012, 08:35:25 PM »
Keep in mind I only have the base set. Once I have a few more copies of Battle Fury, Bear Strength and Nullify I may change this list a bit.

Basically the idea is that I have many angles of attack and a wide array of counters. And I use the spells that seem appropriate for the opponent in question.

Priestess gets Deathlock.

Swarmy Beastmaster gets Idol of Pestilence, maybe a few Skeletons, maybe Ring of Fire when I'm really surrounded, maybe Adramelech + sweep. Not really sure what's best there. But Idol + Blood Reaper seems really good.

Wizard gets punched repeatedly in the face, and his Voltaric Shield worn down by bats and imps. And then I have a Teleport to bring him back if he tries to run away, or maybe to Teleport away his Hydra.

Not sure what you do against another Warlock. Maybe put up Force Sword? Maybe Agony them or Vampirism yourself and win the damage race?

Pentagram comes out if they have early summons, stays in the book if they don't.

10
Spellbook Design and Construction / Re: Post your best Warlock build
« on: November 06, 2012, 07:57:58 PM »
Fireball
Firestorm
Flameblast
Ring of Fire

Battle Forge
Deathlock
Gate to Hell
Idol of Pestilence
Mana Crystal
Mana Flower
Pentagram
2 Wall of Fire

Adramelech, Lord of Fire
2 Dark Pack Slayer
Darkfenne Bat
Firebrand Imp
Flaming Hellion
Goran, Werewolf Pet
Malacoda
Necropian Vampiress
2 Skeletal Sentry

Agony
Bear Strength
Chains of Agony
Death Link
Enfeeble
Force Sword
Ghoul Rot
Hellfire Trap
Magebane
Maim Wings
Marked for Death
Nullify
Poisoned Blood
Vampirism

Demonhide Armor
Elemental Wand
Fireshaper Ring
Gauntlets of Strength
Helm of Fear
Lash of Hellfire
Moloch's Torment
Ring of Curses

Battle Fury
Charge
Dispel
Drain Life
2 Explode
Force Push
Seeking Dispel
Teleport
Vampiric Strike

11
Spellbook Design and Construction / Re: Post your best Warlock build
« on: November 06, 2012, 07:51:32 PM »
Koz, I think it's important to remember that when you Know exactly what someone has in their spellbook, of course their weaknesses will be obvious. goofy can still put down an enchantment on a creature (that he's put a Death Link on as well, say), not flip it over right away, and bluff a Nullify. In a game you won't know if he has one or not.

That said, I do agree that having a Nullify or two (and a Dispel or two) in your Warlock spellbook is a very good plan. It's much cheaper to have the Nullify than to re-cast the Lash of Hellfire over and over again. And what if you're up against another Warlock, who drops an Agony on you?

I guess I could post my list.

12
League / Tournament Play / Re: Tourniment Rules
« on: November 06, 2012, 06:02:15 PM »
Sean, I think the best solution is that if you forget to activate a mandatory enchantment, you can't activate it later.

So, for example, if you put a Nullify on your creature, and that creature is then hit with Chains of Agony, if you forget to Nullify the Chains, you'll have to leave your Nullify face-down for the rest of the game, or destroy it. This gives an incentive to the player with the reactive enchantments to react, and keeps the bluffing element of the game strong.

13
Spellbook Design and Construction / Re: Online spell book builder?
« on: October 21, 2012, 01:00:57 AM »
Thanks Sean.

14
Strategy and Tactics / Re: Opening moves
« on: October 20, 2012, 04:25:22 PM »
A note, fas723: if you want to hit someone with a Thunderbolt on Turn 2, you won't be able to move on that round, because it's a Full Round action. So you won't be able to hit your opponent if they stay in their starting square.

15
General Discussion / Re: Laid back or aggressive?
« on: October 15, 2012, 02:47:59 PM »
I've played Magic for so long that I've grown used to playing all kinds of different strategies.

I typically lean towards aggressive strategies, just because they take less planning and playtesting. But my favourite Mage is currently a fairly defensive Wizard build, so, figure that one out.

Pages: [1] 2 3