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Topics - Reddicediaries

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Strategy and Tactics / Druid: Focus the Plants or the Tree
« on: March 29, 2019, 01:36:51 PM »
Been a while since I started a topic, but here goes.

So when confronted with strategies against a Druid, I think of two camps: kill the plants and kill the tree.

Here are some advantages and disadvantages of both strategies:

Kill the Tree

1. Advantages
    The tree is (in almost all games) the druid's source of strength. Take it out and you remove her ability to spawn all useful sorts of things.
2. Disadvantages
    There are many ways of protecting the tree (grass, dense fog, tanglevine on the opponent mage, etc). In addition, taking out the tree can be very action and mana intensive (double fireball is almost twice the mana cost of the tree itself and doesn't even ensure a kill).

Kill the Plants
1. Advantages
  • A druid without her plants is not much. Focusing down the lashers while minimizing damage taken can ensure that your strong creatures (you should always have creature support vs a druid) remove everything the druid puts down and eventually out dice her. This strategy is also safer than going for the tree; you will still have to be very efficient in your focusing, but it certainly is more efficient than focusing the tree (unless you do so exceedingly well).
2. Disadvantages
    A lot of people try this strategy without properly maintaining dice amounts. Generally you want two-four five dice creatures, and you need to make sure that you strike when you can (essentially) ensure a plant kill. If you don't get one when you expect to, it can totally throw the game in the druid's favor. So: make sure you run at least two attack spells, and prepare for when the druid drops her defensive measures (tanglevine, surging wave, dense fog, etc) and work around them.

    All thoughts are welcome down below.

So on OCTGN, initiative is rolled before books are decided upon.
In a face to face game competitive though, wouldn't the books be revealed first and then the initiative is rolled?
I can see this coming up in ADMW where depending on who gets initiative, you may choose book A or B.
Maybe we should switch these steps around?

Strategy and Tactics / How can the Paladin beat the Forcemaster?
« on: January 17, 2018, 10:31:59 PM »
I consider myself an experienced and good paladin player. The forcemaster matchup, however, has proved to be just horrible.
I chalk this up to a lack of experience, but I have been absolutely destroyed in every single paladin vs forcemaster matchup.
It seems no matter what I do, I just get wrecked.
For example, my last game got ruined because my opponent had a sleep spore. I did not have the actions to cast and use wand of healing while dealing with his stalker, vampiress, and mage.
I am just completely baffled by how to win this matchup.

Strategy and Tactics / German Nationals Paladin
« on: January 04, 2018, 05:32:01 PM »
So I've been thinking of a german nationals paladin that essentially hardcasts knights of westlock/angels/ehren for 3 turns while armoring up with leather and chestpieces and then goes to hit stuff.
I'm debating between using a forge and non forge. Using a forge is good because it can cast my equips for me and gives me "another" action. Using a forge is also not good though because it limits where my mana can effectively go and it can limit my effective fighting area.
The two openings I have thought of so far are:
Using Forge:
T1: (19-13=6) Forge + Crystal
T2: 16-12=4) Deploy leather, cast ehren and regrowth.
T3: (14-7=7) Deploy temperd faulds and double enchant myself
T4: (17-15) Don't deploy, cast knight of westlock and enchant myself/cast leather
Not Using Forge Opener 1
T1: (19-7=12) Cast crystal and enchant
T2: (22-10=12) Cast ehren and regrowth
T3: (22-15=7) Cast knight of westlock and leather
T4: 17-17=0) Cast knight of westlock and temperd faulds
Not Using Forge Opener 2
T1: (19-10=10) Cast ehren and regrowth
T2: (19-15=4) Cast knight of westlock and leather
T3: (13-13=0) Cast knight of westlock.
T4: (9-9=0) Cass cass
All thoughts are welcome.

Rules Discussion / Signet of the Dawnbreaker Ability Question
« on: December 24, 2017, 09:38:38 PM »
So this card says when you kill your challenged enemy, gain valor equal to its level.
Does you mean the mage or anyone on your team?

Spellbook Design and Construction / Meditation Paladin Version 2.0
« on: December 21, 2017, 12:28:50 AM »
So as many of you may know, I have been grinding away at Paladin for about 6 months or so now, getting in about 80-120 games over that time if not more.
So this book is the culmination of 6 months of research.
Essentially, I want to get a temple out and start meditating to get mana to cast my high mana creatures. Originally I had a harmonize in here, but I cut it because I don't like being essentially forced to commit to a temple and harmonize just makes it more tempting to attack. So I cut it and decided to try out some other stuff
Here is the book:
Meditation Paladin Version 2.0A Paladin Spellbookbuilt by the OCTGN SBBA Paladin Stats Spellbookbuilt by the OCTGN SBB
Attack2 x Luminous Blast1 x Acid BallConjuration1 x Temple of Asyra1 x Hand of Bim-Shalla1 x Ballista1 x Mana Crystal1 x Pillar of Righteous Flame1 x Consecrated GroundCreature2 x Guardian Angel1 x Ehren, Enduring Paladin1 x Cassiel, Shield of Bim-Shalla2 x Knight of Westlock1 x Dorseus, Stallion of Westlock1 x Brogan Bloodstone1 x Alandell, the Blue Knight1 x Messenger of Bim-Shalla2 x Asyran Cleric1 x Meditating MonkEnchantment2 x Bear Strength1 x Rhino Hide1 x Rust1 x Nullify1 x Healing Madrigal1 x Eye for an Eye1 x Divine Protection1 x Life Link1 x Blind1 x Chant of Rage1 x Defend MeEquipment1 x Mage Wand1 x Tempered Faulds1 x Elemental Cloak1 x Wand of Healing2 x Champion's Gauntlets1 x Meditation Amulet1 x Signet of the Dawnbreaker1 x Harshforge Plate1 x Mage StaffIncantation1 x Teleport2 x Minor Heal1 x Heal2 x Remove Curse1 x Purify1 x Seeking Dispel2 x Dispel3 x Dissolve1 x Martyr's Restoration1 x Sweeping Strike1 x Purge Magic1 x Force Push1 x Lesser Teleport
Total cost: 120 pts
So essentially the basic plan is this:
Turn 1: Monk and Crystal (19-9=10)
This is a very safe opening and doesn't reveal your plan very much so it is hard for the opponent to exactly read what you're planning to do.
Turn 2: Cass and Med Amulet (20-13+1=8)
Cass is just really solid in general and will be able to pray to the temple until more clerics are out. The reasoning behind the amulet this round is so that next round you can cast temple and meditate to max mana gain.
Turn 3: Temple and Meditate, Cass prays (18-10+3=11 + 2 on temple
This when your mana production can start ramping up. If need be, you can start deploying your higher cost creatures or you can cast ehren and start getting more cheap incremental advantages.
Typically your temple placement depends on your opponent. If you're facing a necro or wizard, I will likely put the temple in my near center so as to get closer faster. Otherwise, I recommend your corner as the location of temple.
If you fear a rush (especially against war mages), you want to be more careful. Likely you want get out angels to protect you from early rushes and some form of dps so as to get you even in the dmg race. Alternatively, you could cast ehren if they are more likely to engage on turns 5-7. I likely would only heal him with bim and life link a couple a couple points off him because sometimes your opponent will try to snipe him before he is fully healed. Vs a full out rush though, Ehren is not that good. Especially against dot books, you want Dorseas out because he can essentially just give you two free healing every round until they kill him.
Now moving on to specific card types
Attack Spells
I don't run very many attack spells with pally in general. I run 2 blasts mainly to have some quick cast dmg sources to help burst people down and the daze is really useful vs rushes. I personally think acid balls are overated, but 1 is good for getting some armor removal and hopefully some dmg on important targets.
It's a temple build after all! Gotta have Temple of Asyra and Hand of Bim!
Ballista: This gives you an advantage over other spawnpoint builds because you can effectively focus down their investments (likely spawnpoints, but armored mages and such can be good targets depending on the situation). I typically like casting this after I have some creatures out so that they have to choose between what to deal with.
Temple of Asrya: I do not like casting this before turn 2 at the earliest and if you get rushed, forgoing Temple of Asyra altogether and focusing on getting out high cost creatures is likely a better plan.
The bread and butter of the build! I have a lot of higher cost creatures since I can't get awesome low cost Holy Avengers and the Paladin can be really good at keeping high creatures alive. Each comes out in different situations, but they all serve a different purpose which keeps the book flexible enough to respond to most threats while maintaining enough focus to be able to go down one route with enough support.
Originally this build ran 4 regrowths and tons of divine reversals and such, but I cut all of those because I think the sbp can be invested more efficiently while maintaining proper creature support.
Defend Me: I'm really liking this card (especially over defend) due to the control of the user when they want to pop it. Popping the guard won't work due to the immediate reveal and with angels it's really good. I'm honestly considering a second one.
Blind: I really like it vs rushes. It essentially can function as a psuedo Surging Wave in most cases except in that it's cheaper in sbp and doesn't work as well on offense. Still a really solid defensive card.
Generally I run 10 or so equips max without a forge or gear up. I'm really liking weapons and wands when combined with gauntlets and if need be a nullify. The mage staff is a recent addition and it might be cut, but I like it vs flyers. Especially because I want to meditate quite a bit, I'm not really sold on the bow (also I don't have the priest's burn ability so it's not as good). I run harshforge over radiant because I'm likely going to have a lot of guards in my zone anyway and the harshforge costs 2 more initial mana, but over time, the guards will likely make the radiant cost more.
I love incantations! This is a typical toolbox for me: 2 dispels, 1 seeking, and 2 remove curse is standred in all my holy books and having heals for the wand if need be and for cass are always important.
Purge Magic: Super big tempo swing. 'For example, if you're dispelling the curses (even with a wand), you're likely losing the battle (most likely you are suffering the effects of the curses before dispelling them). While you won't likely use purge for curses, the same principle applies to removing enemy enchants.
A challenging thing is making sure you get valor to activate the auras so that you aren't just being a worse priestess. It's a complicated process and I am still figuring it out.
I hope you liked this book and please leave me feedback in the comments!

Spellbook Design and Construction / Meditation Paladin 1.5!
« on: September 02, 2017, 09:29:32 PM »
Seriously, I'm really trying to get back into Mage Wars!
As such, I wanted to make a new book.
The original idea for this book can be found in this thread:
I've really wanted to make a meditation paladin book for a while and this is what I got.
PaladinA Paladin Spellbookbuilt by
Equipment2 x Champion's Gauntlets1 x Elemental Cloak1 x Leather Belt1 x Leather Chausses1 x Mage Wand1 x Meditation Amulet2 x Sword of Radiance1 x Wand of HealingConjuration2 x Ballista2 x Consecrated Ground1 x Crusade Banner1 x Pillar of Righteous Flame1 x TanglevineCreature1 x Alandell, the Blue Knight1 x Guardian Angel1 x Knight of Westlock1 x Knight of the Red Helm1 x Temple High GuardEnchantment1 x Akiro's Favor1 x Arcane Ward2 x Bear Strength1 x Blind1 x Brace Yourself2 x Chant of Rage2 x Critical Strike1 x Divine Protection2 x Divine Reversal1 x Eye for an Eye2 x Glancing Blow1 x Healing Madrigal1 x Knight's Courage2 x Nullify1 x Regrowth1 x Restore1 x Rhino Hide2 x RustIncantation3 x Dispel3 x Dissolve1 x Heal1 x Knockdown1 x Martyr's Restoration2 x Minor Heal4 x Remove Curse2 x Seeking Dispel1 x Teleport1 x Whirling StrikeAttack1 x Acid Ball2 x Luminous Blast
Total cost: 118 pts
Defend me
The book at this stage is really rough and I can't playtest it atm, but I'm thinking I might have added too many high level creatures at this stage.
I'm pretty sure I need a chestpiece of some sort as well, but that will come after first revisions.
Please comment!

General Discussion / When are the Academy FM Spoilers!
« on: May 15, 2017, 08:30:20 PM »
So it's roughly halfway through the month and no spoilers yet. Any planned dates atm?

General Discussion / Can OCTGN work on a MacBook?
« on: May 07, 2017, 10:36:10 AM »
So as my windows compute just died, I'm planning to get a Macbook. Does anyone know is OCTGN is compatible with Macbooks?

Spellbook Design and Construction / Army Paladin!
« on: May 06, 2017, 02:23:42 PM »
So recently I've gotten some new insight into the paladin which can be found here:
As a result of this insight, I made a book!
Army Paladin!A Paladin Spellbookbuilt by the OCTGN SBB
Attack2 x Luminous Blast1 x Acid BallConjuration1 x Temple of Meraveran1 x Temple of Asyra2 x Consecrated Ground1 x Ballista1 x Pillar of Righteous Flame1 x Hand of Bim-Shalla1 x Mana CrystalCreature1 x Knight of Westlock2 x Asyran Cleric2 x Light of Dawn1 x Meditating Monk1 x Noble Vanguard1 x Cassiel, Shield of Bim-Shalla1 x Ehren, Enduring Paladin1 x Lowland Unicorn1 x Knight of the Red Helm1 x White Cloak KnightEnchantment2 x Rhino Hide2 x Regrowth2 x Bear Strength1 x Eye for an Eye1 x Critical Strike2 x Rust2 x Nullify1 x Enchantment Transfusion1 x Healing Madrigal1 x Healing Charm2 x Chant of Rage1 x Song of LoveEquipment1 x Mage Wand1 x Wand of Healing1 x Sword of Radiance1 x Leather Chausses1 x Radiant Breastplate1 x Elemental Cloak1 x Harshforge Plate2 x Champion's Gauntlets1 x Signet of the Dawnbreaker1 x Morning StarIncantation3 x Dissolve1 x Seeking Dispel3 x Dispel1 x Teleport2 x Minor Heal1 x Heal1 x Martyr's Restoration1 x Lesser Teleport1 x Smite1 x Defend2 x Purify1 x Remove Curse
Total cost: 120 pts
So the basic concept of the book is to make a army! The 8 mana creatures are the backbone of the book although atm, I'm not really sure which ones to run.
The opener is still being figured out, but atm I'm opening with some type of cleric + a crystal. Or temple turn one if I feel safe or a turn two or three temple more likely.
I typically don't run many attack spells! Two blasts seem right for what I want to do and the acid ball is mainly for conjerations as I have a crit strike, two rusts, and a dissolve wand if need be.
These are a pretty typical lineup as a paladin for me regardless of book. Merervaran is for supporting the army and the rest of it is pretty self explanatory. No banner is odd I admit and I'm thinking about adding it in.
Creatures: The big question mark right now! I'm liking the unicorn as cheap healing and an extra two dice. KOW is for upgrading a getting a generic heavy hitter if need be. Ehren is awesome especially when supported with regrowth!
I'm running a LOT of multiples. This is so my buffs/debuffs stick around. Ballad of courage is one thing I'm looking at as well as fortified position. Chant of rage is AMAZING with paladin; use it to force your challenged to attack something else and gain valor! They also can't attack you (which can be achieved with song of love as well).
Equipment: Standered lineup for me. Cloak becasue fire HURTS and the wand bc why not? I'm debating between the mourning star vs a vorpal blade/faith healers staff, but the star does WORK!
Incatations: I typically run a LOT of these! Three dissolves and dispels is standerd for me and so is two minor heals and a heal (for paladin anyway.) Defend might be cut now that Angel is gone, but not too too sure yet.
Card considerations:
Ring of fire: Mainly bc i hate facing druids and it is great vs a plant death pit.
Ballad of courage: Great vs druids and positional control.
Hope you enjoy!

General Discussion / OCTGN!
« on: May 04, 2017, 08:16:08 PM »
If anyone wants to play, let me know!

So after playing a bunch with the paladin I've learned quite a bit about how he plays. Since day 1 the money question has been: do I go temple or do I go SWAT team? Whenever I consider temple, there are two main points to consider.
1. How do I want to cast the temple. Do I want it out turn 1 with a harmonize? Do I want it turn 2 while opening with clerics and crystals. Do I want to do it like Coshade does; cast a delayed temple or non at all. Etc
2. What can the paladin do with temple that the other holy mages can't?.
Priestess: Is inherantly better in the long game bc of the 10 channel and her abilities.
Priest: He primarily uses temple to get out cheap creatures like clerics, ehren, and defenders and often will get good value out of HAing one of the cheap clerics or knights.
So what can Paladin do with temple?
1. Clerics + knights + light of dawns. This seems the most logical way to use it, but I ran into a LOT of Mana struggles doing this.
2. Griffin Swarm: No thanks. Griffin shines as a Holy Avenger.
3. Red helm/ white cloaked knight swarm: Personally, I don't like etheir of these two very much. Who would use an attack spell on whitecloak if he was not immune and strongest creature interactions I'm still not a fan of.
4. Big angel/dragon: These might be better without temple and run into the same issues as number 1.
Level 1-3 holy swarm: I don't think this is great. Holy isn't really the best swarm school. They don't really have many AOE buffs unless you plan to turtle.
Which is another point; the paladin wants to hit things and gain valor. He doesn't want to be sitting back playing support the whole time. If your doing that, it is likely a good idea to switch to priestess.
Rant over. :)

Strategy and Tactics / Battle Forge in this META!
« on: May 01, 2017, 07:56:09 PM »
So I'm a big fan of forge and almost all of my builds run one if not more.
However, in the mind's eye meta, I'm not sure if running forge is a good idea. Dissolve spore and . . .
Especially since they can dissolve gauntlets then steal your wand. :o
Any thoughts from the community?

Strategy and Tactics / Paladin vs Priest: For Temple that is
« on: March 27, 2017, 07:19:37 PM »
So I believe both of these mages best bet atm is to go with temple.
Both of these mages can support their creatures in different ways.
Priest is typically more direct, punching things to trigger the burn.
Pally is more supportive, he can use shield to protect creatures and gain valor. The threat of challenge is enough for most opponents to stay away.
When I play pally, I always wonder if my book would be better as a priest. Priest can spend 7 mana to HA cleric and make it a pretty big threat.
Pally can't do that. He needs to actually summon high mana creatures to dish out the dmg. Knights of westlock being the main ones.
Pally does also have acsess to Ballista which is a big pro for him. Use it to shoot enemies, it can somewhat make up for the lack of cheap dmg dealers.
So my main question is, what are the differences between temple pally and temple priest, what creatures mesh well with what pally wants to do,and how can pally effectively spend mana to get efficent dmg dealers?

Strategy and Tactics / Can Certain Mages Not win vs Others?!
« on: March 20, 2017, 05:25:34 PM »
So I played a game with my paladin vs Jacksmacks gate wizard. He played vastly superior to me and props to him. But in after game discussion, it became apararent that it seems paladin has less than a 10% chance of beating gate wizard. To me, this seems VASTLY wrong. No mage should be completely unable to beat others in most circumstances. If two players of roughly equal skill and book advantages vs each other face of with pally vs gate wizard, gate wizard SHOULD NOT win about 90% of the time.
What are the communities thoughts on this topic?

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