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Topics - silverclawgrizzly

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1
Events / Gen Con Domination Tournament.
« on: June 27, 2017, 01:01:07 PM »
Hey guys I'm noticing the Domination tournament has 1 person signed up for it.

I've talked to Tony Gullotti and with the person signed up for the Domination event. Would we prefer this be a Domination tournament or another casual play/practice session? I'd prefer to do the tournament as we bought trophies but need at least 4 people signed up.

We CAN guarantee everyone who signs up has a partner even if it's random pairings, which might be fun in of itself.

However if we'd prefer another casual/practice then that's cool too, we can use the trophies for something else down the road.

2
General Discussion / Which Force Master Academy Card?
« on: June 25, 2017, 01:14:42 PM »
So now that those admirable chaps from Arcane Duels have show us the entire set which card or cards from Academy: Force Master are you most looking forward to?

My pick is Galvanize as I play Holy a lot more than I do Mind. I'm thinking FM may become my Academy mage though so Force Daggers gets the pick puck in that case.

3
Mages / Rise of the Necromancer.
« on: June 21, 2017, 12:48:59 PM »
I'd like to take a moment to discuss why the Necromancer has seen such a surge in popularity as of late. With the exception of this past Origins it seems like you can't go to a competitive tournament without running into one of these guys, or more like several of them. It's like going to a comic book convention and running into Joker cosplay, you know it's going to happen.

But what is it that makes the Necromancer so appealing? Like every mage he's got his weaknesses, in his case large glaring ones but he's also got his strengths.

I'm personally of the opinion is his main strength is his Poison Immunity. That's a whole strategy right there you can just straight up ignore. But is it really that great? Standing across the arena from a Paladin does it really matter that he can't Taint me? When boulders are flying from on top a Warlords hill do I honestly find comfort in knowing "Well at least that giant chunk of rock won't Rot me?"

Yeah you the big advantage Poison Immune is strong is it totally destroys the Curse game for many of the strongest curses. But again it doesn't help against Mage Bane or Chains of Agony.

In terms of creatures I'll say this: Yes zombies are awesome. But rely on them too much and some hard hitting Holy mage, and all three of them can go melee easy, is gonna hand your butt to you fast. Skeles give you more options and some healing on them which can increase their longevity.

I'm curious to other people's constructive thoughts on why many arenas are going goth as of late.

4
Spellbook Design and Construction / The Queen City Beast Master
« on: June 11, 2017, 11:33:03 PM »
This is the book I've been working on since I first started Mage Wars back in 2013. I went back and looked at my original post of the original book, it's cool that Kharhaz, Sailor Vulcan, and Jacksmack all gave me advice on the first post and are still around. Needless to say it's changed a great deal since then. I'll post it and explain, this book won the 2017 Con Carolinas Cystic Fibrosis Tournament on 06/3/2017. I humbly present for the Library of the White Spires:

The Queen City Beast Master

Mage: Straywood Beast Master

Attacks:
Hurl Rock X2
Hurl Boulder
Acid Ball

Attack Cost: 10 Pts

Conjuration:
Tangle VineX4
Mana Flower X2
Rajan's Fury X2
Elephant Grass X2
Wall of Thorns
Lair

Conjuration Cost: 19

Creatures:
Thunderift Falcon X6
Timber Wolf X2
Steelclawgrizzly
Cervere, The Forest Shadow
Slavorg, Fang of the First Moon
Kralathor, The Devourer

Creature Cost: 26

Enchantments:
Brace Yourself X3
Bear Strength X2
Rhino Hide X2
Akiro's Favor
Cheetah Speed
Mongoose Agility
Falcon Precision
Divine Protection
Marked For Death
Nullify
Wolf's Fury
Iguana Regrowth
Regrowth
Lion's Savagery

Enchantment Cost: 22

Equipment:
Regrowth Belt X2
Hunting Spear
Chitin Armor
Pack Leader's Cowl
Enchanters Ring
Leather Chausses
Leather Gloves
Eagle Claw Boots

Equipment Cost: 11

Incantations:
Dispel X2
Dissolve X2
Minor Heal X2
Force Push X2
Teleport X2
Rouse the Beast X2
Seeking Dispel
Purify
Remove Curse

Incantation Cost: 32

Total Points: 120

5
Events / Tournament Report: Con Carolinas Charlotte NC 6- 3- 2017.
« on: June 03, 2017, 05:45:51 PM »
10 mages entered our competition after some family obligations cost us a few. I didn't judge this event so I can only tell you mages, players, and a report of my matches.

Silverclawgrizzly: Straywood Beast Master.
Devilsvendetta: Priest.
Littlenog: Priest.
DrMambo23: Necromancer.
Jimillia: Necromancer.
Drew: Straywood Beast Master.
James: Siren.
Sarah: Force Master.
Logan: Johktari Beast Master.
Adam: Adramelech Warlock.

6
Events / Gen Con Practice session.
« on: May 28, 2017, 07:01:13 PM »
Folks I know the practice session on the site say "Arena Practice" but please feel free to bring Academy books to practice as well.

The Carolina Mage Warriors will be on hand to teach new players and help veterans get ready for the upcoming battles.

7
Strategy and Tactics / Primer For Convention Competitive Play.
« on: May 08, 2017, 01:21:01 PM »
Hello Mage Warriors, convention season is upon us so I thought I'd do a quick post to help you prepare for the various battles you may find yourself in.

1. Read the rule books. Simple sounding but you don't want to lose an important match over something stupud like not knowing how walls work or something. Yeah there's judged to help clarify but the better understanding you have the better. Don't want to pull out two cards thinking you understand how a situation works only to find out you wasted your planning phase right?

2. Practice your mage. Odds are you've chosen which mage you're going to use ahead of time. Read that mages stay card and strategies concerning them. There likely isn't a mage in existence that doesn't have a post or 10 about how to play them. Decide on what you want your book to be able to do, then go practice doing that. Always be ready to adjust as needed.

3. Read up on and practice against as much variety as you can. For example, Mind's Eye is making Force Masters scarier, it behooves you to fight one before a big event. Same with new mages like the Siren and Paladin. This will help you adapt on the fly against new opponents.

4. Practice grinding matches. I'm not gonna lie after 4 or 5 rounds of matches you're going to be mentally exhausted. Well guess what? Those last couple of rounds are what decide if you advance to the next tier or not! It ain't the time to run out of gas so practice fighting several matches back to back. Build endurance and mental stamina so hopefully you can outlast the scrub across the arena from you.

5. Keep up to date with what's new and what's coming out. Make sure you know whats legal for your event and prepare accordingly. Lost Grimoire changed the land scape for a lot of books, make sure you're familiar with it and can use it to your advantage. Academy Force Master releases soon as well so pay attention to spoilers. Don't get caught off guard by some card you've never seen "What do you mean Beast Masters can shoot lasers from their eyes now!?!?"

8
Events / Gen Con Arena Tournament Roll Call
« on: April 28, 2017, 12:51:50 PM »
Ok boys and girls in an effort to make my job easier when I go buy the snacks and drinks for the tournament on down the road I'm wanting to get an early head count of people attending. I know the registration page will eventually be up next month but I also want everyone else to be able to see the names of who they're facing this year. Lets get this hype train rolling!

There are 4 Mage Warriors representing the Carolina Mage Warriors this year: Littlenog, Jimillia, Drew, and Ken and they are all coming to win.

I've spoken to Mr Backer who's the spokesman(at least that I know of) for the St Louis Mage Warriors and he's promised 5-6 stout Mage Warriors all coming to take the championship.

So who else is stepping up? I'm also interested in where you're from as I like keeping track of regional differences in play style and communities.

https://www.gencon.com/events/107754

9
Mages / Straywood Beastmaster.
« on: April 13, 2017, 01:13:09 PM »
Thought I'd do a write up on my favorite mage, been meaning to for a few weeks now but time and all. Anyway here is my look at the Straywood Beastmaster and why he continues to be my mage of choice. I'm going to basically go into his strengths, weaknesses, and strategies.

Training: So this mage is trained in Nature, which I consider to be the most flexible of schools and I'll get to that more in a bit. The thing a lot of people overlook though is he pays triple for Fire, to which I reply "So?" Other than the Battle Forge there's nothing in the Fire School a Beastmaster could want that can't be found elsewhere. Attack spell damage he can get from Earth and a damage barrier he can get from Air or Holy. Even the DoT from Burns can be found in Dark if he wants. Sure the Wizard and Siren have no triple cost but the Beastmaster might as well.

Mage Abilities:

Quick Summoning: Right off the bat you get what he's most know for. This is the first thing that really marks his flexibility. He can summon two creatures a turn without need of a spawn point. No other mage does that. Also unlike every other mage he can take a step and then summon a creature. The combos this allows are obvious. His most iconic Level 1 is obviously the Falcon but that's not to say it's his only good one. I'll go into Equipment and Creatures more but it's very easy for a Beast Master to step up, and summon a guarding creature into his zone given very little prep. Also he's the only mage who can summon something you'd rather not deal with during Final Quick Cast, giving you a nice weapon next turn if it's your initiative your opponent has 1 chance to avoid.

Pet: Oh man there are endless Pet threads. What do you Pet? My favorite Pet is a Timberwolf but that's just me. Given the insane variety of his creature a Beastmasters Pet ability is his second great versatility tool. You can go all in with a huge pet that'll waste valuable enemy resources to deal with, or you can turn a low to medium level threat into a real problem. Remember Pet is basically a free Bear Strength when it's in your zone. That turns even 3 dice creatures into Knights of Westlock levels of pain. Yes Pets die but it's reusable so it's a mixed dice at best killing a Pet. Your opponent has to be wondering what you'll Pet every game. That uncertainty can only help you.

Battle Skill: People over look this. People are fools. The Beastmaster is a brawler. With 36 life a 4 dice swing, and easy access to good armor he's meant to beat people down. Stepping into his square is always a risky proposition. He hits as hard as a Warlord or Warlock with his bare hands.

Attacks: And here's where we run into the one school where the Beastmaster has issues. Every single attack spell in a Beastmasters book is in there for a reason. He's not trained in a single one, not even partially. Only the Necromancer gets it like this and at least he gets  a partial discount on Devils Trident. However a Beastmaster isn't tied to any particular school and as he only pays triple for Fire he's free to pick and choose any attack spells he wants. He's not stuffing in more than he should just cause he gets a discount. The one thing he can do easier than another mage is afford Hawkeye to give his limited attacks a punch at least. The other downside is his attacks are probably one and done as Elemental Wands aren't cheap spell point wise.

Conjurations: Ok this is where people tend to gloss over the Beastmaster and make a huge mistake. Nature is one of only two schools with an at cost mana raising Conjuration. It possesses the single best tie up in the game with Tanglevine(go ahead and Teleport. I promise I can waste every one of your Teleports with my vines.) The Beast Master has the strongest spawn point in terms of armor, life, and mana generation without tricks. That his low level creatures are so cheap combined with his 2 mana a turn Lair means he can spit them out fast even with the steep buy into with the Lair. His totems provide arena wide bonuses in two cases and make him increasingly nastier in the third. His terrain protects him and his creatures, it's purely defensive and does it in three ways counting the hindering effect(which his creatures are immune to.) He can even lay hands on cheap little free attacking conjurations such as Corrosive Orchid if he wants. Yes it's mainly a Druid staple but it's also a great surprise for a Beastmaster that has you tied down. His walls should also be mentioned in that Wall of Thorns is such a cheap cliche way of putting the hurt on the unwary you have nobody to blame but yourself if you get caught with it. Bloodspine Wall is underrated in my view as well.

Creatures: Okey dokey shall we? Nature has easily the most diverse and versatile creatures in the game. On any conversation of "best creature for the mana" you're going to get 2-3 animals in any debate. There isn't a Level 1 in the game that can compete with a Thunderift Falcon and the Timberwolf is the standard for Level 2 effectiveness. A lot of the creatures are for solving problems or filling needs. Guards? You've got three good cats for that now. Need high damage? You've got bears, rhinos, and  access to the best buffs in the game. High armor? You literally have acid shooting dinosaurs for this problem. Try em they work. The sheer range of good Level 1-4 creatures you have access to is ridiculous. Even old standards like Feral Bobcats are still viable while newer threats like Darkfenne Asps let you get into games normally reserved for Dark. His Level 4 guys like the Grizzle, Cervere, Kralathor, and Slavorg are all famous for just how much they define effectiveness. His Level 3 threats like the Kumajaro Leopard and Rajah are better than anyone gives them credit for because they're sneaker threats. His familiar is an immediate hate magnet making the opponent react to you. Of course he swarms better than anyone not running a zombie Necromancer(and that's a tie really.)

Enchantment: And you thought his creatures were diverse. Nature is the school of buffs obviously with Bear Strength, Rhino Hide, and Regrowth being staples since Day 1 of Mage Wars. But it's also the school of utility with Fast, Unavoidable, Charge +X, and FLYING all within easy reach for the Beastmaster. Holy crap I can make my guys fly and you can't as easily! Don't overlook his ability to debuff however with Tangleroot, it's scary how effective this little card can be. Beastmasters pay triple for a grand total of I think 2 Enchantments, neither of which he has any business running anyway. That means he can easily dip into War, Dark and Holy for stronger debuffs and advantages he can't naturally get like Aegis. No swarm book should go without Marked for Death. He actively gets more out of dipping out of school than anyone else I think because most mages when they go out of school for Enchantments are getting stuff he already has. Combined with an Enchanters Ring and Fellela he can get out a lot of Enchantments fast and cheap. Not enough people Dispel buffs and even if they do he probably has spares of the good stuff.

Equipment: Another area people gloss over because they aren't paying attention. He invented the passive healing game with the Regrowth Belt and even changed it up with Wychwood Ironvine. He finally got probably the best of the elemental reducing chest pieces with Chitin Armor, and he pays cost for the leather gear like everyone else. Interestingly he now has a piece of gear in the Packleader Cowl that both gives him armor and a defender if he desires. That's protection there! He's got options for his melee weapon and if you're staying in school I suggest the Hunting Spear for the piercing and option of range though it's not like it kills him to go out of school for a Mage Staff. Beastmaster doesn't worry about Force Push builds much thanks to his boots. He also has two nice discount rings for creatures and enchantments. For the Beastmaster most of his gear not only has a purpose but generally more than one. Armor and healing, Unmoveable and Climbing, Melee and range attacks. His doubling up here is a real strength and while he doesn't typically need a Battle Forge to get his stuff on he's got options a plenty.

Incantations: Another school where he lacks. So lets start with the two spells he does have. Rouse the Beast is a game changer when timed right. Counting your enemies actions and ability to hurt you is basic common sense we all do without thinking about it. Throwing a wild element in there screws up your math no doubt. Other mages can cast this but the Beastmaster can do it twice as much. You do this well, do it often then. While Call of the Wild isn't that popular it can be nice extra 3-6 dice of damage at turn depending on how you're swarming. If you haven't had time for totem placing it can get you a quick damage boost when needed. Now in terms of utility spells I'll say this, only one mage doesn't pay double for Dispel and only two don't for Dissolve. Everyone else is paying double or triple as well. He pays triple for Explode and Ignite.....so? He's neither killing it or hurting too badly here. He can afford some healing and some board placement in terms of Teleport and Force Pushes. The list of utility Incantations is so diverse everyones paying double or triple for something needed so he's not hurting too bad here.

Going out of school: Every mage does this. Beastmaster is no exception and his options are wide open honestly. He does very well dipping into both Dark and Holy as mentioned earlier but a smattering of Mind can help him with placement and protection of his creatures. Attacks are where he has to go out of school so stick with staples like Earth and Water, only go for Force Hammers if you have no other Ethereal. Avoid Holy and Air attack spells unless you have a very good use for them, though the case could be made for a Luminous Blast. Mainly though you'll go out of school for your utility Incantations, a few select Enchantments and maybe an equipment if you want.

Strategies: I'm not going to go into a "what do you do when this...." bit but here are your basic Straywood tactics that work well.

Swarm: I feel silly even mentioning it as it's so obvious. But it's true you can get out more creatures faster than anyone else and your little guys are amazing. The basic cures for swarm are easily dealt with and even the more advanced tricks can be worked around. Rajans Fury plus pretty much everything you have creature wise is great. Pulling out falcons is obvious but don't forget Cervere gets the same benefit and it makes running from your Pet a risky proposition. Use your Tanglevines to tie down guards and focus solely on the mage. Every mage has a break point as to how much they can take so just keep pouring on the hate with more guys on the board. Destroy Idol of Pestilence immediately with Force Hammer or hard creature strikes. Mix in heavy hitters so they can't focus solely on your weenies.

Posse: Never go buddy, just get 2-4 big bruisers and hurt people. Get the pain bringers like your grizzly, rhino, and gorilla. Don't overlook the gorilla it works. Hand out buffs like they were going out of style and advance quickly. If you want to prep you can cast your familiar to act as "cheerleader" handing out blessings from behind the lines. Cervere makes for a good choice here too as he forces opponents to rely on tricks other than just guarding. Otherwise your big bruisers can probably beat down any guard in the game. Nothing survives two grizzlies for long :) Be careful with your mana and watch what the enemy is doing as this is a tricky route.

Super Mage: Nobody buffs better or faster than a Nature Mage. With your built in Melee +1 you're already a step ahead of the game. Do not however think you're doing this solo. I mean yeah sure you could but you're losing to Araxian Warlocks and Force Masters. Best to get out some cheap to mid range guys and use Animal Kinship as well as you're Enchantments and Equipment. Best thing about Darkfenne Asp giving you Armor+1 from totems is you can replace it with a quick cast. Same with the Wychwood Hound giving you Melee +1 and the cat giving you Elusive...or the baby bear making you Tough get where I'm going with this? You can already swing 8 attack dice by Turn 2 if you want and that's going to make any enemy take notice. Bear Strength and Wolf Ferocity then the melee weapon of your choice. If you go with the spear you're only swinging 7 but you do have Piercing +3....that'll open any tin can you want. You can spam Brace Yourself on yourself at 1 mana a shot with your ring, that's 1 mana for 4 armor for the turn! Who doesn't do that?

Anyway that's my write up for my favorite mage. I left some things out due to time but maybe I'll be able to answer your questions in comments.

10
Spellbook Design and Construction / The Queens Knight.
« on: April 09, 2017, 11:17:03 PM »
This is a Paladin book I'm working on. I've gotten a good number of matches in with this mage, made some changes this morning. Here's where I'm at:

Mage: Paladin

Attacks:
Luminous BlastX3
Force Hammer

Conjurations:
Consecrated GroundX4
Crusade Banner
Ballista
Battle Forge
Hand of Bim Shalla
Temple of Light
Pillar of Righteous Flame

Creatures:
Ehren, Enduring Paladin
Noble VanguardX2
Knight of Westlock
Guardian Angel
Crusade Griffin
Alandell, The Blue Knight
Cassiel, Shield of Bim Shalla
Dorseus, Stallion of Westlock

Enchantments:
Rhino Hide
Eye for an EyeX4
Healing CharmX2
Divine Protection
Bear Strength
Critical Strike
Armor Ward
Akiro's Favor
Ballad of CourageX2
NullifyX2
Brace YourselfX3

Equipment:
Champions GauntletsX2
Spiked Buckler
Morning Star
Sword of Radiance
Signet of the Dawnbreaker
Mage Wand
Wychwood Ironvine
Radiant Breastplate
Harshforge Plate
Steadfast Boots

Incantations:
Seeking Dispel
Dispel
HealX2
Minor HealX3
Teleport
Lesser Teleport
Purify
Cure
Remove Curse
Defend
Overextend
Shift Enchantment
Dissolve
Martyr's Restoration

I just added Ehren, Battle Forge, Morning Star, and Force Hammer today. I'm thinking of adding a Healing Wand.

11
Spells / Spiked Buckler
« on: April 02, 2017, 06:58:08 PM »
Anyone else getting good work done with this card? I've been combining it with Bear Strength and smacking fools for daring to step to me. With my anvil throne I'm see huge pay offs.

12
Events / GEN CON WAR!!!!
« on: February 22, 2017, 11:21:33 PM »
Listen and listen good. The challenge has been thrown down in the old ways be Arcane Duels that they rule Gen Con. They have laid the challenge bare to any who seek to oppose their rule. One group in particular have they declared war against. So this year at Gen Con it's going to be war between:

ARCANE DUELS VS THE CHARLOTTE MAGE WARRIORS!!!!!!!!

That's right in a series of  1 on 1 matches Coshade, Sharkbait, and Puddinhead will take on the best the Carolinas have to offer!*

I shall personally battle the upstart Coshade!

13
Spellbook Design and Construction / Jasmine: Mistress of the Wild
« on: February 22, 2017, 09:42:27 AM »
Recently my fiancee has really started taking an interest in my gaming and while she isn't likely to start playing any time soon I did make a spell book based on her. Thus it focuses on canines and dinosaurs more than I'd typically go.

Jasmine: Mistress of the Wild
Johktari Beast Master

Attacks:
Geyser
Acid Ball
Hurl rock
Hurl Boulder

Conjurations:
Animal KinshipX2
TanglevineX2
Elephant GrassX2
Mana FlowerX2
Wall of Thorns
Lair

Creatures:
Timber WolfX2
Dire Wolf
Redclaw Alpha Male
Wychwood HoundX2
Cervere the Forest Shadow
Kumanjaran Leopard
Spitting RaptorX2
Steelclaw Grizzly

Enchantments:
Block
Brace YourselfX2
Hawkeye
Nullify
Bear StrengthX2
Cheetah Speed
Mongoose Agility
Regrowth
Iguana Regrowth
Falcon Precision
Akiro's Favor
Lion Savagery
Poisoned Blood
Rhino Hide

Equipment:
Hunting SpearX2
Kajarah
Elemental Wand
Chitin Armor
Regrowth Belt
Leather Gloves
Leather Chausses
Eagleclaw Boots
Enchanters Ring

Incantations:
Force Push
DispelX2
DissolveX2
TeleportX2
Minor Heal
Heal
Cure
Lesser Teleport
Rouse the BeastX2

So far she's doing great with the Hunting Spear, I generally stay Melee with a Bear Strength and Animal Kinship to amp her muscle. Range for me is an option, not a mandatory. I don't have to throw my spear or run around every single turn. I can stand and fight most of the time if need be. Pro Tip: Just because there's a stat on your mage card doesn't mean it has to be important every single turn. Right now she is 4-1 and won a local tournament last week.

The "Dogs and Dinos" approach is a lot of fun also. I typically start with double Mana Flower while stepping or sprinting. Turn 2 I summon either a Spitting Raptor or the Dire Wolf to protect me while I get my Enchanters Ring on. Then it's buffing myself while I set up to Lair deep into enemy territory.

14
Spellbook Design and Construction / Queen City Beast Master II
« on: February 02, 2017, 01:06:10 PM »
So this is the most recent version of my Straywood Beast Master. I think pretty much every expansion save Academy Warlock is in here. I've found it to be incredibly versatile and strong:

Queen City Beast Master II

EQUIPMENT:
Packleaders Cowl
Enchanters Ring
Chitin Armor
hunting Spear
Leather Gloves
Leather Chausses
Eagle Claw Boots X2
Regrowth BeltX2

CONJURATIONS:
Lair
Wall of Thorns
TanglevineX4
Rajans FuryX2
Mana FlowerX2

CREATURES:
Thunderift FalconX6
Cervere, The Forest Shadow
Steelclaw Grizzly
Wooly Rhinoceros
Slavorg, Fang of the First Moon
Timber WolfX2
Darkfenne Asp

ENCHANTMENTS:
Lion Savagery
Mongoose Agility
Cheetah Speed
Hawkeye
Divine Protection
Iguana Regrowth
Regrowth
Brace YourselfX3
Akiro's Favor
Bear StrengthX2
Rhino HideX2
Falcon Precision
Nullify
Marked for Death

INCANTATIONS:
Seeking Dispel
TeleportX2
Force Push X2
Purify
Remove Curse
Minor HealX2
Rouse the BeastX2
DissolveX2
DispelX2

ATTACKS:
Hurl RockX2
Acid BallX2
Hurl Boulder

Well what do you know every time I post a spell book I see stuff that needs to come out. Spear is getting changed out for Mage Staff thus eliminating my need for Hawkeye. The extra Eagle Claw Boots are left over from fighting Biblofilter but I've new ways to deal with his hijinks next Mace. Maybe I'll remove it and the Asp for some Elephant Grass. Every so often I wonder if Cervere has lived past his prime, so I run him and quickly remember why he's in the book.

15
This is a small party Warlord build that does a few things differently. For one thing my main hand weapon is a Spiked Buckler and it's been running fairly well for me.

Stampy and Friends:

Attack:
Surging Wave
Hurl Boulder X3
Hurl RockX2

Conjurations:
Wall of EarthX2
Steep Hill
Ballista
Mana FlowerX2
Battle Forge

Cretures:
Titanodon
Dwarf Panzergarde
Dwarf Kriegshammer
Bloodwave Greatbow
Bloodcrag Minotaur

Enchantments:
Ballad of Courage X2
Regrowth
Cheetah Speed
Bear Strength
Rhino Hide
Brace YourselfX3
Fortified Position
Standard Bearer
Marked for Death
Critical StrikeX2
Gator Toughness
Akiros Favor
Rust
Healing Madrigal
Akiros Favor

Equipment:
Chitin Armor
Harshforge Plate
Champions Gauntlets
Steadfast Boots
Veterans Belt
Spiked Buckler
Elemental Wand
Mage Wand
Generals Signet Ring
Leather Chausses

Incantations:
Dispel
Force PushX2
Battle FuryX2
DissolveX2
CureX2
Heal
Remove Curse
Charge
Defend
Rouse the Beast

First turn I double Mana Flower
Turn 2 I bring out the Titanadon
Turn 3 typically involves Genereal Signet Ring and Leather Chausses.
Turn 4 Get out back up in either the Kriegs Hammer or Minotaur.

It's a little slow building up but it gets rolling nicely. The Ballad of Courages are there for the Minotaur obviously. I'm looking to trim some fat in this book with Rouse the Beast, 1 of the Force Pushes, 1 of the Battle Furies, and Standard Bearer all being on the chopping block.

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