March 22, 2019, 01:31:30 AM

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Topics - drmambo23

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1
Spellbook Design and Construction / Skeleton Swarm
« on: February 17, 2019, 03:38:26 PM »
SkellyzA Necromancer Spellbookbuilt by the OCTGN SBB
Attack1 x Lightning Bolt1 x Sandstorm1 x Arc Lightning1 x Gale BurstConjuration2 x Wall of Bones2 x Alluring Orchid1 x Graveyard1 x Tanglevine1 x Idol of PestilenceCreature3 x Skeletal Minion1 x Skeletal Knight1 x Skeletal Archer1 x Mort1 x Venomous Zombie2 x Blightheart1 x Zombie Minion1 x Skeletal SentryEnchantment1 x Curse Item1 x Regrowth1 x Song of Love1 x Chant of Rage1 x Lullaby1 x Arcane Corruption1 x Theft of Life1 x Mass Cowardice1 x Stumble1 x Fumble1 x Death Link1 x Agony1 x Galvanize1 x Enfeeble1 x Marked for Death2 x Poisoned BloodEquipment1 x Death Ring2 x Mage Wand1 x Cloak of Shadows1 x Leather Gloves1 x Leather ChaussesIncantation1 x Battle Fury1 x Overextend1 x Sweeping Strike1 x Dissolve2 x Seeking Dispel1 x Dispel1 x Teleport1 x Lesser Teleport1 x Unholy Resurgence3 x Reassemble1 x Focused Strike
Total cost: 120 pts

So the original idea behind this book was to use blightheart and capitalize on his ability with alluring orchids. I didnt have any other basis for making the book, other than that. 
Some ideas that I have for the cards chosen are:

*mass cowardice - blightheart may be able to get the jump on a creature in his zone if they dont run, if they do they are hindered and he can chase them down and still get the bonus effect
*stumble - i love this card anyways but having an automatic swing and a miss so blightheart can get his bonus is nice!
*fumble - if they try to run then stop them in their tracks, get the bonus effect after they act
*lullaby, chant of rage, and song of love - all songs dedicated to the opponent having to attack or move where I want them.  Lullaby is more of a "I hope they miss or lose their action" so I can then swing in.
*Alluring orchid - minor creatures automatically lose their action against blightheart and he gets his bonus
*tanglevine - a staple for all necromancers but if they waste an action getting out then blightheart can move in.
*overextend - wait until an enemy has activated, use blightheart then overextend, then galvanize next turn - this one is really only ideal for killing a big buddy or trying to get the death blow on the mage.
*gale burst will knock out a minor creature that is near me so blightheart can finish it off. - I am pretty sure this will also be helpful against a swarm creature, if I move in and gale burst before they move and attack me.

I think that is it for blightheart strategy.  Everything else is pretty standard necro.  I like to bank mana for a turn or two between turns 3-5 so I will use both seeking dispels on one turn if I can.

All of the commands work on all of the skeletons.

Idol of pestilence is a necro staple card!

My zone attack of choice was sandstorm, because of the 0-2 range.  I can still use that and be obscured at the same time with my cloak.

Lightning bolt is in for a finishing blow on a creature or the mage and because of the daze and stun chance.

Arc lightning is there because it is unavoidable and the daze and stun chance.

Sweeping strike and battle fury are there for any creature but ideally blightheart or venemous zombie

I dig curse item because of the range and the DOT. I can still hit the enemy with it while being obscured.

I think that is about it for my deck analysis.  I look forward to playing some games when I can and tweaking this book.
Thanks for checking it out.




2
Spellbook Design and Construction / Unholy Orc
« on: February 11, 2019, 08:06:14 AM »
Unholy OrcA Warlord Spellbookbuilt by the OCTGN SBB
Attack1 x Hurl Boulder2 x Hurl Rock1 x Hail of Stones2 x SandstormConjuration1 x Gravikor1 x Wall of Earth1 x Mana Shard1 x Armory1 x Ballista1 x Barracks2 x Garrison PostCreature1 x Skeletal Archer2 x Skeletal Knight1 x Mort3 x Skeletal Minion1 x Goblin Bomber2 x Rock Golem2 x Skeletal SentryEnchantment1 x Arcane Corruption1 x Lesser Invisibility1 x Press the Attack2 x Promotion1 x Dig In2 x Brace Yourself1 x Standard BearerEquipment1 x Regrowth Belt1 x Tempered Faulds1 x General's Signet Ring1 x Helm of Command1 x Strategist's Helm1 x Commander's CapeIncantation1 x Upheaval1 x Lesser Teleport1 x Minor Heal1 x Unholy Resurgence3 x Reassemble1 x Overextend2 x Sweeping Strike1 x Gear Up1 x Flank Attack1 x Whirling Strike2 x Battle Fury2 x Focused Strike
Total cost: 120 pts


Another book I have been working on for a while.  This one is a lot of fun to play!  It is pretty standard and straightforward.  Mana shard and barracks t1. go from there.  The garrison posts allow you to spread out your troops and get more mana on the barracks.  The commands and formations are really what make the skeletons shine; Vet Tokens are just icing on the cake.  Flank attack with press the attack in a zone, whirling strike followed by overextend, dig in with the battle order On Guard, the list goes on.
Lesser Invisibility on a skeletal sentry, who is in a zone with a formation is fantastic...but lesser invisibility on a goblin bomber is also a fun trick to pull off.
I know swarms are the rage currently, so hail stones, sandstorm, and the bomber are there to help, if i face those. 
A sentry can have 6 dice and 1 armor with just press the attack and armory out.  If it does become a vet then it will have 7 dice and 2 armor with 11 life.
A sentry with no vet and dig in can have armor 1 and roll 5 dice with on guard. If you promote it then it will have 2 armor and roll 6 dice with 11 health while guarding.
These are just a few of the possibilities of the book.
Arcane corruption is just my way of dispel for my warlords, however, it only works if they have a hyper enchant build.  2 rusts would, in theory, be just as good, especially with the creature choices I have.  The easier it is to kill the enemy the better.

Contemplated horn of gothos in the book for on guard command and to battle command but I never really found a good time to have the horn out.  The warlord is usually up front with the troops to help take the hate off the skeletons.  With the high life that he has, its not too much of a concern.  I view a mages life is a resource and as long as I can manage the threats, use on guard when needed, etc, then I should be in ok shape.

Any questions or recommendations let me know below, I am always eager to hear feedback and improve my books. If anyone has a version of the warlord similar to this I would love to see it played sometime!
Thanks for checking the book out!

3
Been a while since I posted anything on the forums.  Thought I would post a book I have been working on.  I really dig the Wizard and all of the new spells from Academy Elementalist and Druid make the mage even more fun to play!

Overall it is fairly simple.  Wizard does wizard things while wizard's tower shoots things.  But a few additions are:

Attacks:
Voltaric Discharge, Twister, Electrify - basically for any small creature swarm but especially for the new swarm creatures!  Pretty sure that a swarm creature's additional strikes will not be affected by the voltaric shield - attack 1 hits and triggers the shield, then attacks 2-X hit and you have no shield....so that is going to be a pain.
Every other attack is pretty self explanatory.  Wanted to have some new freeze attacks in here, because freeze, but also the level 1 spells are lvl 1 air and the freeze conditions can stack up to make creatures lumbering so it is harder to get to the tower, my mage, and the gremlins can rush in and strike!


Conjurations:
typically I like to T1: mana shard and battle forge (in the same zone) this gives me the flexibility of having extra channeling depending on the match up or to give the battle forge extra mana if I am going to be rushed and need gear , T2: use extra mana from shard on the forge, deploy the arcane ring for free, play mana crystal and whatever else. What is nice is that mana shard and wizards tower are not zone exclusive so you can have tower, shard, and forge all in the same zone and put the mana where you need it most (attacks or equipment or even incantations if you have Huginn in that zone too!) I have 3 thunderstorms so that I can thunderstorm and double siphon energy with my mage and Huginn on the same round, this means that the last dissipate is removed during the next upkeep and for a total of 8 mana I get a 9 dice attack, multiple stagger chances, and can do it again next turn If i want too.

Creatures:
Everything here is pretty standard except for Galgommon and the 2 frost elementals (yes, they are 6 sbps each) but they are really fun to play.  Galgommon is a cheap incorporeal, which are typically hard to get rid of anyways, unless you are prepared for it.  The elementals are only 15 mana each and roll 5 dice each and can stack 2 freeze conditions each attack.  They are corporeal so focus strike, sweeping strike, and battle fury all work on them! Huginn can even cast those if you need! 

Enchantment:
Summoning Circle is used to move the threats around the board easier since I am not using the Gate to Voltari.  3 deep freeze for the frost elementals and then arcane ward the deep freeze card to help avoid dispel.  I also have an extra deep freeze if one does get dispelled or if I need to put it on an enemy so they do not loose the freeze conditions. 2 Reverse Magic because I am a wizard and that is what wizards do!

Equipment:
2 mage and 2 elemental wands...pretty standard for a wizard.  The towers take a lot of hate so I have 2 wands.  2 towers and 2 elemental wands may be overkill...eh.  Elemental cloak for all of the new fire, frost, and lightning spells.  Mordock's Tome is a fun card! I know I can have both wands out with the tome.  But an easy set up to get is have a tower and have 1 wand and the tome equipped.  With this set up you can have 6 threats for your opponent to ponder over and 6 options for your turn.
Tower is 1 attack, Arcane Zap is 1 attack, Wand is attack or incantation, and three spell options for the turn. And not to mention you can voltaric shield if you want to during the upkeep. 
The tome gives you plenty of options to deal with what is on the board but also makes your opponent feel more pressure!

Incantations:

Knockdown is the bomb! Battle fury, focus strike, and sweeping strike are for the elementals. Steal enchantment can be useful in times *cough, poisoned blood, cough*. Upheaval is a nice card to have to get through a wall or some other annoying lvl 1 conjuration that you need gone, hand of bim, etc.  Siphon energy is used for the thunderstorms but if a song is on one of my creatures and is mucking up my plan I will use it on that too to get rid of the spell faster. Banish because banish can make or break a game!

So those are my thoughts on this book and why I made it.  The sole purpose was to have a wizard that used thunderstorm and frost elementals.  The rest of the book was made after that concept.   Let me know what you think and I am interested to see what you guys can do with this book concept; everyone has their own style and its fun seeing what everyone makes!


Freezing WindA Wizard Spellbookbuilt by the OCTGN SBB
Attack1 x Gale Burst1 x Lightning Bolt5 x Jet Stream1 x Beam of Frost1 x Electrify1 x Voltaic Discharge2 x Arc Lightning2 x Lightning Jolt1 x TwisterConjuration1 x Mana Shard1 x Mana Crystal3 x Thunderstorm2 x Wizard's Tower1 x Fog Bank1 x Battle ForgeCreature1 x Huginn, Raven Familiar2 x Blue Gremlin1 x Devouring Jelly1 x Galgommon2 x Frost ElementalEnchantment2 x Arcane Ward2 x Nullify1 x Summoning Circle3 x Deep Freeze2 x Reverse MagicEquipment2 x Mage Wand2 x Elemental Wand1 x Mordok's Tome1 x Elemental Cloak1 x Arcane RingIncantation1 x Knockdown1 x Battle Fury1 x Minor Heal1 x Focused Strike2 x Teleport1 x Steal Enchantment1 x Lesser Teleport3 x Dispel1 x Upheaval4 x Siphon Energy1 x Banish1 x Sweeping Strike1 x Force Push1 x Purify
Total cost: 120 pts

4
General Uses For All Mages/ Mage Types

As Necromancer/Siren use the equipment spawnpoints + Altar of the Iron Guard, to spawn guards on the mage as necessary.
-   Keejchen

Guarding with rage creatures is a nice way to help you get the rage token (or deter attacks if they don't want to give you the token), plus they get to counter with the newly gained rage token.
-   Keejchen

Agony affects normal attack/strikes but also affects double, triple, and counterstrikes.
•   A darkfenne hydra’s base triplestrike with agony only rolls 3x1 dice and the counterstrike only rolls 2 dice

If you have 1-2 corrode tokens on you and have an equal amount of armor on, preferably a chest piece, you can put a rust on yourself to drop your armor amount there by removing the corrode tokens.  Then, use enchantment transfusion to move rust to an enemy creature.
-   Charmyna

Use Nullify with enchantment transfusion to counter a teleport or any other spell that will foil your plans!
-   Echephron

If you suspect your opponent to purge magic your enchantments on them or one of their creatures, have a nullify and enchantment transfusion on another creature within 2 zones.  When they reveal purge magic reveal enchantment transfusion during the counter spell step and move nullify to the purge target.  The nullify will cancel the purge.  You do spend more actions and set up time but the overall outcome will be in your favor if this works correctly.
-   Mystery

If you reveal poisoned blood (especially against a holy mage), prep a deathlock (assuming you have one) and cast it in the first QC to ensure they keep finite life and don't heal back up.
-   Sharkbait

Cast reverse attack on the creature you intend to put a hate token on when casting chant of rage on an enemy.
-   Sharkbait

When a target gains/ has a +X trait such as “lightning +1” the damage dice and the effect die are both modified.  Likewise, if the target has “lightning -1” the damage dice and effect die are still modified.  This also works with attacks that state “+X vs flying, non-living, etc.” Both damage dice and effect dice are modified.

If you are facing a warlord with strategist helm, put magebane on the warlord.  If he uses the helm he will take 3 damage per turn instead of 2.
-   Farkas1

Casting 2 mana generators such as 2 crystals/ flowers, 1 flower and 1 wispwillow/ moonglow amulet is considered a “soft opening” because it does not reveal any plans to your opponent, only increases channeling.
-   Intangible

Battleforge placement can dictate what side of the board you or your opponent want the fight to take place since the forge can still target a mage at range 2.  Placement near your starting corner typically, but not always, means a slower build is being played.  Placement in the center or near the center of the board may reveal that the fight will take place sooner than you may expect.
-   Coshade

Use force push to push an enemy through wall of thorns. If you push a mage through the wall they will take 10 dice of damage.
-   Biblofilter

Spells that help against non-living and undead, especially in a necromancer mirror match:
•   Curse of decay does not have the poison subtype.
•   Agony works on non-living and undead to reduce the amount of dice they roll.
•   Chains of agony works against undead and non-living creatures to deal direct damage when they move.  This helps especially since most undead/ non-living are slow or lumbering and will not be an immediate threat but will still take the damage.
•   Marked for Death adds one die to any creature that attacks the enchanted creature. This is very helpful for dealing with resilient and incorporeal (the more dice the better!)
•   Enfeeble will keep a lumbering zombie at a distance for a while and keep them from guarding or attacking your wounded creature.

Grey Wraith and Blue Gremlin do not need line of sight to teleport and can use this advantage to teleport through a wall.

Chain lightning can be used on a flyer or a wall to hit the next target on the other side of a wall.

Putting reverse attack on yourself then melee attacking a big guard will help take the guard down faster.
Steal equipment can still be used if the enemy has champions gauntlets equipped.

Whirling Strike and Sweeping Strike can be used with the Water Elemental to hit creatures in different zones.  The effects from your first attack resolve before your next (sweeping) strike which allows you to push the first creature into the next zone, follow it, and then use sweeping to hit another creature.  With whirling strike you can move the elemental 3 zones if you get the push each attack and hit 3 different targets, one in each zone.
Use sleep to target a flame immune creature when fighting the adramelech warlock.  She, most likely, will not be able to attack it and wake it up. 

Galvanize can be used remove the stun gained from overextend allowing your soldier to activate next turn.

Altar of Infernia only affects melee +X traits.  Any card that specifically states that dice are added in any way other than melee +X, such as marked for death, straywood scout, focused strike, academy weapons, etc will still provide bonuses because they are not listed as melee +X.  Also, attacks and traits that add dice such as light +!, flame +!, +2 vs. non-living, etc will still work with the altar because they are not listed as melee +X but as adding dice.
This means that these cards are not affected by the altar:
•   Ranged +X
•   Piercing +X
•   Charge +X
•   Bloodthirsty +X
•   AC Warlock’s Bloodreaper
•   Necromancer’s Eternal Servant
•   Lightning raptor
•   Afflicted demon
•   Ballad of courage
•   Smite
•   Zombie frenzy
-   iNano78

An elemental wand with an attack that deals direct damage or can put on corrode markers is a great way to deal with resilient.

Purify removes not only poison conditions but enchantments with the poison subtype, poisoned blood, plagued, and ghoul rot

Immediately after you reveal telekinetic bomb play siphon energy.  This will remove 1 dissipate, heal you mage, and the bomb will detonate on the following upkeep.

Run a goblin bomber in a zone with a few enemies then use overextend.  The bomber will then be able to detonate, making a zone attack, and you do not have to deal with the stun from overextend.

You do not have to pay for the mandatory reveal on enchantments if you think it will set you back mana.  Choosing to not pay voids the spell but can save you mana.

The steps for casting a spell are as followed: 1. Declare Spell, 2. Pay Costs, 3. Counter Spell and 4. Resolve Spell.  First, you must follow all steps for casting, just like any spell. Then, if the spell is not countered, you must resolve the attack, following the steps for attacking.  The attack sequence begins during step 4, the resolve spell step.  When you cast an attack spell, it is both a spell and an attack. The target of the attack is always the same as the target you chose when you cast the spell. The rules also state that “When a spell resolves, if you find that the target of the spell is no longer a legal target or has moved, then the spell is cancelled”.  You check for targeting of the spell during step 1, declare, and step 4, resolve.  If the target is legal during both checks the spell is not negated and is completed as normal.  This being said, Eagle Wings can’t be revealed at any point during the attack steps which begin at step 4 of the cast spell sequence, but can be until any point after counter spell, step 3, of casting a spell. This can be tricky but you have a small window when the target is established, costs are paid, and spell is revealed to counter a spell that does not target flying creatures such as Quick Sand Seismic Burst, Stalagmite, Surging Wave, Swell, Tsunami, Whirlpool, Tanglevine, Stranglevine, Earthquake, and the effect from Vinewhip Staff since it is a quick spell.  *Tsunami, while it is a zone attack, it only attacks non-flying objects.  Revealing Eagle wings will only cancel the attack on that creature and all other legal targets will still be attacked.  Revealing Eagle Wings does not work with countering enchantments such as Stumble and Tangleroot since there is no reveal step for an enchantment after another enchantment is revealed.  It also will not counter Gate to Hell as that effect is instantaneous.
Following this method of revealing eagle wings to cancel certain spells, the same can be said with maim wings. 

You can reveal maim wings on a flyer to drop them behind a wall or into elephant grass to block line of sight from the attack.
-   Puddinhead

Poisoned Blood cannot be revealed to counter a Healing Charm because there's no counter spell step for revealing enchantments.
-   Puddinhead

Poisoned Blood must be revealed before a creature takes an action to drink from the Renewing Spring.
Don't wait until you have 20+ damage to heal.  Heal when you've got 12 damage.  Most people don't Finite Life that early.
-   Puddinhead

Zone attacks will attack invisible objects and/or creatures.
Giant wolf spider get a +4 to its effect roll if the creature is restrained.  Tanglevine is one of the most efficient ways to assure the creature is restrained and the spider gets the buff.
-   Farkas1

Deathlock is a good way to prevent a necromancer from healing since poisoned blood cannot be used on him.

Unmovable is a good trait to have, especially when facing a siren, forcemaster, or druid.  Eagleclaw boots are very reliable if you are anyone but a war mage.  If you are a war mage then steadfast boots are your spell of choice.  In rare cases, you may even find the need to tanglevine a friendly creature to keep them out of harms way against these 3 mages.

Whirlpool has no effect on flying and aquatic creatures.  These are easy to recognize as the traits are listed on the card and in the subtype section of a card. Whirlpool also does not work on uncontainable creatures; incorporeal and unstoppable creatures also have the uncontainable trait. This list of creatures includes:
•   Devouring jelly
•   Magma golem
•   Water elemental (aquatic)
•   Sardonyx, blight of the living
•   Talos
•   Invisible stalker
•   Whirling spirit
•   Fire elemental
•   Grey wraith


5
Off topic / Happy New Year
« on: December 31, 2017, 10:09:50 PM »
What better way to celebrate my 500th post than wishing all you guys a happy new year!

6
Strategy and Tactics / Call to all MW players...Tools of the Trade
« on: December 26, 2017, 05:14:46 PM »
The official tool of the trade post can be found here:

http://forum.arcanewonders.com/index.php?topic=18575.0


So I have been thinking for a while now of making a "tools of the trade" type post, either 1 that has all mages separated in it or a different one for each mage...i lean more towards the former.  Regardless, I want this to be a community project that I update weekly.  This gives everyone a chance to share their ideas and have them all found in one location.  If you found the idea from someone else's book or video, if you can find a link to the original post please send it to me.  This allows others to view the content in context and gives the originator some credit as well.  If it is your own idea dont provide any links.  If you can't find a link just let me know you heard it on an AD vid or saw it in a book about x,y, or z, etc.

Anyways, the premise is going to be "tips and tricks" for a mage wars player, new or experienced.

These could be anything from

Necromancer:
use idol of pestilence to damage your opponent without taking damage yourself because you are poison immune

to

Charmyna's rust yourself to drop corrode markers then transfuse rust to the enemy (i believe he was the original one who posted that)

But you get the idea, anything that is helpful is welcome.

I dont have my notepad in front of me but a few i remember off the top of my head are

AC Warlock:
*Curseweave rise again
*riseagain a flame immune creature when fighting an adramelech warlock
*curseweave works on friendly curses (demonic bloodlust, demonic link)

Adramelech warlock:
*demonic link or bloodlust a friendly creature and use adramelechs torment to place a burn on them and fireweave it over (sharkbait)
*Range attacks trigger demonic reward for the mage and sersiryx

Forcemaster:
*forcepull up a steep hill through minds eye to avoid using your full action (puddinhead from an AD vid)
* mind control a flame immune creature against the adramelech warlock
* reveal galvanize right after mind control to use the creature immediately

Siren:
*Sirens call with your quick cast then guard with your full action to save your creatures from taking a big hit

Necromancer:
*Curse of decay is helpful in a mirror match


those are just a few examples.

But if anyone has something they have found is helpful with a mage and wants to share, please share.  Useful combos with paladin auras, movement manipulation, ways to work with sirens call, forcepull, etc.  I am open to all ideas.

Also, there will be another "general" section where I will post ideas that apply to most (holy, dark, mind, etc) or all mages.

Please send me all ideas in a pm with the subject line "Tools of the trade" and then post your ideas in the body.  I will compile them and post them in the original post so people do not have to hunt through a page or 2 to ideas for 1 mage.

I want to have this up and running by 1/15/18 so any ideas I have before then will be in the original post.  Any ideas people send after that will be added the following week.

Thank you all for reading and I look forward to seeing all of your guys ideas!

7
Spellbook Design and Construction / Feraligatr and Friends - Siren
« on: December 09, 2017, 05:08:47 PM »
So this is my new experimental siren book I have been working on.  It doesn't really focus on one strategy but tries to be prepared for many other strategies and work around them.

Feraligatr and FriendsA Siren Stats Spellbookbuilt by the OCTGN SBBA Siren Spellbookbuilt by the OCTGN SBB
Attack2 x Flameblast2 x Acid Ball2 x Surging Wave2 x SwellConjuration1 x Gravikor1 x Bed of Urchins2 x Coral Barrier1 x Wall of Earth1 x Whirlpool4 x Shallow SeaCreature1 x Blightheart1 x Deptonne Berserker1 x Deptonne Bloodshaman3 x Shoalsdeep Thrasher1 x Merren Harpooner1 x Naiya1 x Shoalsdeep Crocodile1 x Devouring JellyEnchantment1 x Agony1 x Ballad of Courage1 x Chant of Rage1 x Lullaby2 x Song of Love1 x Healing Madrigal1 x Decoy1 x Brace Yourself1 x Force Orb1 x Glancing Blow1 x Hawkeye1 x Hydrothermal Vent2 x Gator Toughness1 x Rust1 x Poisoned BloodEquipment1 x Hunting Bow1 x Shoalsdeep Trident1 x Elemental Wand1 x Echo of the Depths2 x Eagleclaw Boots1 x Ring of the Ocean's Depths1 x Ring of Tides2 x Leviathan Scale ArmorIncantation1 x Battle Fury1 x Reassemble1 x Siphon Energy1 x Mending Wave1 x Lesser Teleport2 x Dissolve1 x Remove Curse1 x Dispel1 x Shift Enchantment
Total cost: 120 pts


The strategy I try to focus on is the Croc and Bow.
I want my siren to be out of combat for a bit so i plan to start off with the spawnpoint, echo of the depths, and then transition to the bow when I have the croc and 2 to 3 other creatures out.  The bow allows you to get piercing +1 when that creature was attacked by a friendly animal (croc) and then get 7+ bleed (50% chance).  Then, the deathroll can do 6 dice 4+ bleed if in a sea.  So get a grapple off with the croc, shoot the bow at the prey, and have the croc and sharks attack!

So bleed is one option for the book.

If the bow gets dissolved I have a trident and an elemental wand.  The wand is in here mainly for a necromancer using zombies (wand + acid ball) or a druid (wand + flameblast).  The trident is used for just about everything else such as flyers, pushing through walls, stabbing a big buddy in my face, etc.

The jelly and blightheart are also in here to combat necromancers and druids.  The resilient trait on the jelly helps a lot and the fact that he can spit out corrode markers for extra damage against zombies and most skeletons is fantastic and why I chose it over an iron golem or zombie brute; granted the jelly is slow but resilient combined with the reconstruct and still rolling 4 dice in a sea makes him a strong competitor for the enemy. 
Blightheart is amazing in his own right, but against the necro he is especially helpful and his effect rolls for the druid, if i can get a rot off, will help offset the regen going on.  Granted, meridias blessing can remove the rots but its more planning the enemy will have to do.

Wall of earth is here only to have a cheap wall and block los if I really need to.  Plus it has a hydro weakness so if I need to knock it down quick and move in I can.

Siphon energy is here, ideally to use on an enemy object, but if i need to snag a dissapate off a fermata song I can.

Gravikor helps tremendously against any book running flyers.  Sure, I can use the wand or trident to hit them but my creatures are useless unless I take care of pesky flyers.  And, if i need to protect it, i can sirens call and then guard gravikor.

Song of love is used for naiya and the shaman.  Now I have found out a way to manipulate the love tokens if you have 2 song of love tokens on the field because song of love states "destroy A love token in play" not the original love token for this enchantment.  It is not always optimal and it is tricky dicky to pull off.  But, if you have creature A attacking one guy and creature B attacking another guy.  song of love A one turn then B the next.  When one Song of love goes away, B may be inclined to move and hit A.  If they move away from B, just remove the love token from B when the first song of love fully dissapates.  Then B will still have a song of love on them and can still not hit the creature they thought they could.   If that was confusing I appologize but that is the best way I can describe it without showing you on a game board :b.   This also works with 2 chant of rage cards.

Shift enchant is to manipulate the songs even more to get more benefit out of them if I need to or make sure one of my creatures stays alive longer.  I only chose this over enchantment transfusion because of the 1 sbp I save.

Battlefury for the Beserker!  2 double strike attacks, can't go wrong there!  It is also nice for the siren using a trident.

Force orb is for my siren.  Having her in the sea makes melee attacking her harder so spells fly at her.  This will help mitigate that until it is dispelled.

gator toughness targets vary depending on the matchup but it is usually for the beserker, sometimes the shaman, sometimes the harpooner, and the mage. Like I said, it varies.

But like I said, this is an experimental book I am working with that can go:

1. croc and bow with sharks
2. spawnpoint and swarm
3. push pull through walls
4. jelly and blightheart
5. wand and trident

The only things I really wish I had in this version are another poisoned blood, agony, a knockdown and a nullify.  But only 120sbps so you gotta make it work.

I am open to constructive criticism so please share!

8
Spellbook Design and Construction / Untouchable - Forcemaster
« on: November 10, 2017, 03:11:37 PM »
Here is the latest gimmicky book I made :)  I am not going to lie, I played a game with this one the other day and it is clunky as hell! It's tough to work right, but it does the job it's supposed to do - annoy the heck out of the enemy by avoiding every attack and win while laughing (with good sportsmanship)

UntouchableA Forcemaster Stats Spellbookbuilt by the OCTGN SBBA Forcemaster Spellbookbuilt by the OCTGN SBB
Attack2 x Force Hammer3 x Telekinetic BoltConjuration2 x Wall of Force2 x Mana Crystal1 x Temple of the Dawnbreaker1 x Mind's Eye1 x Hand of Bim-ShallaCreature1 x Thoughtspore2 x Tomb Guardian2 x Darkfenne Asp2 x Force Gremlin1 x Jade Gremlin2 x Blue GremlinEnchantment1 x Reverse Attack1 x Nullify3 x Lullaby1 x Confusion1 x Forcefield1 x Lesser Invisibility2 x Redistributed Power1 x Telekinetic Bomb1 x Repulsion Field1 x Mind Seize1 x Falcon Precision1 x Galvanize1 x Bear StrengthEquipment1 x Illusory Leggings1 x Tempered Faulds1 x Wychwood Ironvine1 x Force Armor1 x Galvitar, Force Blade1 x Shifratar2 x Defense Ring2 x Dancing Scimitar1 x Symbiotic Orb1 x Force RingIncantation1 x Purify1 x Clear Mind1 x Seeking Dispel1 x Teleport1 x Lesser Teleport2 x Dispel2 x Minor Heal3 x Force Push2 x Dissolve
Total cost: 120 pts


The main premise is the use as much defense as possible to avoid as much as possible.   If they have unavoidable attacks, they will hopefully throw them at the annoying gremlins or asps that keep biting their ankles.  The temple of the dawnbreaker helps keep the defense success rate up!  Reverse attack is a nice spell to mix it up, just be careful because all of the unavoidables will mess that card up :/

I have been able to justify the points for the gremlins and asps because while they are full action casts, I can still qc a force gremlin through the eye to keep some pressure off of my mage or just put a guardian in my zone.  2 creatures a turn isnt that bad.  Then the gremlins can teleport wherever they need to.  Same with the asps...minus the teleporting, sadly

To keep with the theme of avoiding attacks, I added repulsion field to get myself or a creature out of a tight spot, forcefield to keep myself out of a bad situation, symbiotic orb to help keep my creatures alive if their defense has been used already, dancing scimitar, defense ring, confusion so hopefully the enemy will hit themselves or another enemy, and 3 lullabies to keep the daze and stun chance. 

Like I said, it's gimmicky but it is really fun!

I started out with
T1 double crystal
T2 blue gremlin and minds eye
T3 blue gremlin and enchant mage or gremlin

9
Spellbook Design and Construction / Vamplock jr.
« on: November 05, 2017, 08:19:36 AM »
Vamplock jr.A Warlock Spellbookbuilt by the OCTGN SBBA Academy Warlock Stats Spellbookbuilt by the OCTGN SBB
Attack1 x Lightning Jolt3 x FirestreamCreature2 x Sanguine Hunter2 x Naraka VampiressEnchantment2 x Gator Toughness1 x Theft of Life1 x Giant Size1 x DodgeEquipment2 x Wychwood Ironvine1 x Leather Vest1 x Leather Chausses1 x Demonhide MaskIncantation1 x Siphon Energy2 x Disperse1 x Siphon Life2 x CrumbleConjuration
Total cost: 40 pts


This is my newest academy book that I have been working on.  Got to play a few games with it last night and it worked really well!  I had more defeats than victories, but that's the way mage wars go.

T1 leather and fd gator toughness on my mage
T2 vampire and gator toughness on the vampire
T3 hunter (damage on vampire) and crumble if I can or leather


siphon energy is nice for the wispwillow amulet or an enemies giant size, force creatures, etc.

I have played where I did hunter T1 and vampire T2 then another hunter T3.  That worked ok but ideally I want to put the 2 dmg on the vampire.

We dont have physical fm warlord academy sets yet. So this is my version if i had them. I believe i played with a panther stealth and another dodge instead of the new cards in the book list last night. But it was still fun too.

Vampire with theft of life and giant size wrecks! Just watch out for staggers :/

But, that's what I got so far

10
Spellbook Design and Construction / Creepy Crawlies - Druid
« on: November 02, 2017, 10:02:27 PM »
As with the other books I have posted lately, here is another fun book I have been tinkering with.

Creepy CrawliesA Druid Stats Spellbookbuilt by the OCTGN SBBA Druid Spellbookbuilt by the OCTGN SBB
Attack2 x Acid Ball2 x Swell2 x Surging Wave2 x GeyserConjuration1 x Mana Flower5 x Tanglevine1 x Etherian Lifetree1 x Mohktari, Great Tree of Life3 x Wall of Thorns1 x Corrosive Orchid1 x Meredia's Blessing2 x SwampCreature1 x Colossal Crab2 x Ichthellid1 x Giant Wolf Spider2 x Death's Head Scorpion1 x Lightning Beetle2 x ThornlasherEnchantment1 x Gator Toughness1 x Enchantment Transfusion1 x Glancing Blow1 x Hydrothermal Vent1 x Cheetah Speed1 x Barkskin2 x Regrowth2 x Bull Endurance2 x Bear Strength1 x Falcon Precision2 x Rhino Hide2 x Eagle Wings1 x Rust2 x Agony2 x Marked for DeathEquipment2 x Mage Wand1 x Eagleclaw Boots1 x Enchanter's RingIncantation1 x Shift Enchantment1 x Extinguish3 x Dissolve2 x Dispel1 x Seeking Dispel1 x Remove Curse2 x Burst of Thorns1 x Teleport2 x Lesser Teleport3 x Force Push2 x Rouse the Beast
Total cost: 120 pts


The premise of this book was to use "arachnid" type creatures like the icthelids, spider, crab, etc.  Then I transitioned into Arthropods in general to include the scorpion and beetle; the thornlashers are thrown in for the hell of it because they are good for snatching guards, help with flyers, and I am making a druid book..I have to have at least 1 plant creature in here.  The butterfly was in here but it had to go because its effect was pointless.

I am not using the vine tree because I dont really need it and I wanted to try a book without it.  I had the samara tree for a bit but seedling pods and the insects became to much to juggle.  So I have the lifetree to help   the insects and the tree of life to drop in the center of the map, or wherever the action is taking place, to further support my creatures.  The lifetree puts the scorpion at 4 armor 8 life.  If it is in a swamp then they cannot run away from it and it has a chance to do 2 taints a turn. The beetle would have 4 armor 9 life  and can daze/stun.  So the insect work pretty well, they just need some help. 

Shift enchant is used mostly for moving eagle wings to another target.  If i really need to get an insect out of a swamp I can give them wings and they can continue on to the next zone.  I will either shift enchant that or just lesser teleport a wand. 

Force push with walls because.....yeah

The psychic immunity of the icthelids, beetle, and spider help for forcemaster and siren antics and the spider and scorpions ability to taint help with just about any living creature as long as they can stay alive long enough to do damage. 

But that is the book so far. :)

11
Spellbook Design and Construction / Trololololz - Warlord
« on: October 31, 2017, 04:43:06 PM »
This is a fun book I have been working on.

TrololololzA Warlord Spellbookbuilt by the OCTGN SBBA Warlord Stats Spellbookbuilt by the OCTGN SBB
Attack2 x Flameblast1 x Lightning Bolt2 x Hurl Rock1 x Hurl Meteorite2 x Hurl Boulder1 x StalagmiteConjuration1 x Ballista2 x Wall of Earth1 x Consecrated GroundCreature4 x Bridge Troll1 x Torgo, Pit TrollEnchantment1 x Galvanize1 x Regrowth2 x Akiro's Favor3 x Brace Yourself2 x Critical Strike1 x Form Ranks1 x Dig In2 x Defend Me1 x Fortified Position1 x Standard Bearer1 x Healing MadrigalEquipment1 x Champion's Gauntlets1 x Elemental Wand1 x Regrowth Belt1 x Morning Star1 x Harshforge Plate1 x Leather Gloves1 x Leather Boots1 x Leather Chausses1 x Commander's Cape1 x Ring of Command2 x Helm of CommandIncantation1 x Siphon Energy1 x Minor Heal1 x Purify1 x Dispel1 x Flank Attack1 x Battle Fury1 x Whirling Strike2 x Sweeping Strike1 x Gear Up2 x Focused Strike2 x Evade2 x Lesser Teleport2 x Dissolve2 x Flame Strike
Total cost: 120 pts


I am tied up on time atm, but I will elaborate later on what is in here and why...and just realized that purify is in here twice..I will fix that and add the correct spell upon my edit :b

**Edit
The idea is to use the trolls to troll! (trolololz)

A bridge troll should stick around for a bit and vet tokens with brace yourself, defend me, and fortified position should help them stay around even longer!

Torgo is in here because he is 1: a troll and 2 he is cheaper than a bridge troll.  He has his uses but if you can afford a bridge troll play it!

The commands should allow the trolls to bash faces even harder!  Flank attack and dig in work great together!

The helm of command is usually set aside for focused strike but sweeping strike and flank attack are both excellent choices too!

Siphon energy is only in here if I come across a chant of rage, new force creatures, or a wispwillow amulet.  Preferably the former 2 and not the latter because I doubt I will close the distance by the time the amulet is still around or care enough about it to get rid of it; the option is there, though!  Likewise, if healing madrigal is out and I need a quick heal I can use it too.

Consecrated ground is here to get rid of any annoying terrain in my way but also to have a little tech against necromancers! :)

Gear up is only to be played as needed and the equipment thrown out really just depends on the situation. Helm of command, ring of command, and cape or leather are usually my go to spells, though

12
Just in time to have a Halloween themed book!  This is a fun book I have been working on.  The only thing I really want in here but haven't added yet, is gravikor.  Other than that it seems to hold up on its own and it pretty fun to play!
The ideas for this book came from:
1) I saw a idol and sunfire necro book posted and thought the idea was great!
2) Just wanting to have a necro that used lightning spells because I think that would be sick and it's mage wars where you can do just about anything you want to do. So, why the hell not? :)


Nikola KarloffA Necromancer Stats Spellbookbuilt by the OCTGN SBBA Necromancer Spellbookbuilt by the OCTGN SBB
Attack1 x Lightning Jolt2 x Arc Lightning1 x Chain Lightning2 x Lightning Bolt1 x ThunderboltConjuration1 x Idol of Pestilence2 x Mana Crystal1 x Battle ForgeCreature3 x Zombie Crawler3 x Skeletal Minion2 x Zombie Minion1 x Skeletal Archer1 x Blightheart1 x Zombie BruteEnchantment2 x Agony2 x Marked for Death2 x Poisoned Blood1 x Hawkeye1 x Akiro's Favor1 x NullifyEquipment1 x Libro Mortuos1 x Cloak of Shadows2 x Elemental Wand2 x Mage Wand1 x Leather Gloves1 x Leather Vest1 x Leather Chausses1 x Leather Boots1 x Sunfire Amulet1 x Lightning RingIncantation2 x Reassemble2 x Lightning Strike1 x Teleport1 x Lesser Teleport1 x Force Push1 x Dissolve2 x Dispel
Total cost: 120 pts



The opening usually goes
T1 double crystal
T2 forge and idol
T3 deploy amulet, libro hawkeye
T4 deploy elemental wand, deploy crawler, reveal hawk and shoot lightning bolt

from there, just keep shooting, spawning creatures and go to town!

Ideally the mage wands are for lightning strikes on a brute

The -3 life for libro shouldn't be an issue due to the amulet.  Having the idol, forge, wand, libro, and amulet all out early game "should" make it difficult for the enemy to focus down a certain one without getting punished from the others.

13
Creative / Mage Wars Meme-day
« on: October 09, 2017, 04:04:46 PM »
So I made MW memes while I was at work last week and declared Monday the official Mage Wars Meme-day and I am going to post 3 every Monday.  A forum user suggested I share them with the community so I present to you the first MW Meme-day post! Here are 6 (3 from this week and 3 from last. and 1 for shark)

There will be 3 more next Monday! Stay tuned!


Dark Mages and Douchebags




Honest About Wizard Probs




Mage Wars Probs




Not Sure if Overextend is...




SharkBait be like




Four Hour Games




ET Headaches!


14
Spellbook Design and Construction / Force-fed Demise - Forcemaster
« on: July 08, 2017, 07:24:41 PM »
Since Arcane Duels has shown off the new forcemaster set on their youtube channel, I thought I would try to take those cards shown in the video and build a deck using them.  The forcemaster is probably one of my weakest mages and hardest mages to build a book with.  Her style is so different from any other mage.  But these new cards make me want to build forcemaster books and I thought I would take a shot and share what I came up with.  The cards from the set can be seen in the Arcane Duels videos:

https://www.youtube.com/watch?v=r3h8aqQ4-Hw
https://www.youtube.com/watch?v=6k_itqG81B0
https://www.youtube.com/watch?v=5gpVVHupnlY&t=1379s

Force-fed DemiseA Forcemaster Spellbookbuilt by the OCTGN SBB
Attack1 x Telekinetic Bolt
1 x Invisible Fist2 x Force HammerConjuration1 x Tanglevine1 x Hand of Bim-Shalla2 x Mind's Eye2 x Wall of Force1 x Battle Forge1 x Enchanter's WardstoneCreature1 x Thoughtspore1 x Invisible Stalker
   2 x Force Gremlin
   1 x Force Golem
   1 x Psionic Cobra
   2 x Psionic Scarab
   1 x Tomb Guardian

Enchantment2 x Mind Seize
   2 x Telekinetic Bomb
   1 x Desperate Focus
   2 x Repulsion Field
   1 x Force Shield
   2 x Redistributed Power
   1 x Lesser Invisibility

1 x Forcefield1 x Fumble2 x Stumble1 x Confusion1 x Chant of Rage1 x Slumber1 x Block1 x Dodge1 x Critical Strike1 x Rhino Hide1 x Nullify1 x Rust1 x Akiro's Favor1 x Lullaby1 x Arcane Ward1 x Regrowth1 x Reverse AttackEquipment1 x Jeweled Scarab
   2 x Symbiotic Orb
   2 x Illusory Leggings
   1 x Force Armor
   1 x Shifratar
   1 x Headress of Stasis

1 x Dancing Scimitar1 x Leather Gloves1 x Leather Boots1 x Leviathan Scale Armor1 x Force Ring1 x Defense Ring1 x Galvitar, Force BladeIncantation2 x Dissolve1 x Lesser Teleport1 x Teleport1 x Knockdown2 x Force Push1 x Seeking Dispel2 x Dispel
   2 x Siphon Energy
Total cost: 120 pts

The name is cheezy but its the best play on word title i could think of

This is a jack of all trades, master of none kind of book.  I do have a few ideas for books using these cards that revolve around a specific strategy, but this one is just a mishmash of a lot of the new cards and is made to outlast an early agro and let my force creatures go (wave 1)and advance my mage and stalker mid game (wave 2).

Start off with battleforge to equip up, use the dissipate creatures to press an early attack through minds eye, bring out the stalker mid game and rush in with the forcemaster. 

The guardian would be used when i am about to advance my attack so i can have a guard if i need one.  lesser invisibility is to be used on the thoughtspore with an incantation. I believe since the card says it goes away after the creature makes an attack, I can keep the thoughspore invisible for 2 turns while it does its thing (using an incantation), 3 turns if I use the headdress of stasis. 
The enchantments are mainly used to outlast a rush while my weenies are out and to play games with the opponent using fun mind spells (chant of rage, lullaby, slumber, confusion, stumble, fumble, reverse attack, telekinetic bomb, lesser invisibility, mind seize). 
I have a ton of equipment so a second forge is most likely needed but i got to find 4 points to squeeze one in.  Agony is also on my radar since most of the force creatures have aegis 1 or 2, 2 les dice wont hurt :) it would also be nice to help my mage against the attacks too.

With the new cards, something I have been thinking about is 1 mind control vs 2 or 3 mind seize.  mind seize is only for 1 turn so there is no upkeep, it only cost 2 sbps instead of 6 i believe, but is very situational!

The cobra is used only as a dissipate farm for the orb or siphon energy if i really need it.  But siphon energy is best used for the bomb :) and the scarabs are for if i have zombies on the other side of the board.

The force armor seems nice for 1 sbp and 4 armor but if it ends up not being a shining card then another leviathan scale armor will take its place.

Anyways, thats what I have so far.  Check out the youtube videos that Arcane Duels posted showcasing the cards and get excited to start building books for the Forcemaster!

15
Spellbook Design and Construction / Siren Book
« on: July 04, 2017, 11:34:48 AM »
So this is a new siren book I made, mostly to experiment with the siren but also because I haven't seen many siren books on here. This is not made as a competitive book, only for fun.  I dont understand the sirens workings enough to try and make a tournament book with her lol.  But this concept is to use the tree, a concept i got from another player, to buff my creatures, allowing them to stay around longer, give them vamprism, support them and go to town. I have the vorpal blade only as a "if they get in my face and I have no other options" measure - but like i said, this book is just for fun.  I got a friend coming over in a few days so I will get to play with it then and make adjustments.  Cards i am considering adding are poisoned blood(s), more brace yourself, and iguana regrowth(s) for the shaman and/or thrashers.  But that aside here is the book:

Insert Title HereA Siren Spellbookbuilt by the OCTGN SBB
Attack2 x Surging Wave2 x Swell2 x Acid Ball1 x Jet Stream1 x TsunamiConjuration1 x Coral Barrier1 x Wreck of the Viridian Lace1 x Tanglevine1 x Etherian Lifetree3 x Shallow SeaCreature1 x Kraken1 x Blightheart1 x Colossal Crab3 x Shoalsdeep Thrasher1 x Deptonne Bloodshaman1 x Deptonne Berserker1 x NaiyaEnchantment1 x Brace Yourself1 x Decoy2 x Glancing Blow2 x Healing Madrigal1 x Lullaby1 x Song of Love1 x Ballad of Courage1 x Chant of Rage2 x Rust1 x Nullify1 x Arcane Ward1 x Hydrothermal Vent1 x Marked for Death1 x Agony1 x Divine ProtectionEquipment1 x Mage Wand1 x Ring of Tides1 x Ring of the Ocean's Depths2 x Leviathan Scale Armor1 x Eagleclaw Boots1 x Echo of the Depths1 x Shoalsdeep Trident1 x Vorpal BladeIncantation1 x Force Push1 x Reassemble1 x Extinguish2 x Battle Fury1 x Purify1 x Knockdown1 x Shift Enchantment1 x Seeking Dispel2 x Dispel3 x Dissolve2 x Teleport
Total cost: 120 pts




I also thought of making a druid book using a similar strategy with the smaller sharks and fallella.  Use the vine tree and the life tree.  Cast sharks, use fallella to put iguana regrowth or gator toughness on them. throw out some shallow seas and such. then use the vine tree to sprout tanglevines, snappers and lashers where needed.  It sounds hard to pull off but also sounds pretty fun so I may work on that next.

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