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Topics - Reddicediaries

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1
Spellbook Design and Construction / Meditation Paladin 1.5!
« on: September 02, 2017, 09:29:32 PM »
I AM BACK!
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: http://forum.arcanewonders.com/index.php?topic=17790.15
I've really wanted to make a meditation paladin book for a while and this is what I got.
PaladinA Paladin Spellbookbuilt by http://www.spellbookbuilder.com
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
Galvanize
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!

2
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?

3
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?

4
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: http://forum.arcanewonders.com/index.php?topic=18114.msg84788#msg84788
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.
Attacks:
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.
Conjerations:
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!
Enchantments:
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!

5
General Discussion / OCTGN!
« on: May 04, 2017, 08:16:08 PM »
If anyone wants to play, let me know!

6
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. :)

7
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?

8
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?

9
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?

10
Spellbook Design and Construction / Flexible Paladin!
« on: March 19, 2017, 12:01:10 PM »
So as some of you may know, I have been grinding away at paladin for a little under a month now. I've tried pretty much all of his strategies except dragon. I've been testing this a deck a lot recently and it seems to be pretty good.
Flexible Paladin!A Paladin Spellbookbuilt by the OCTGN SBB
Attack3 x Luminous Blast1 x Acid BallConjuration1 x Mana Flower1 x Crusade Banner2 x Ballista2 x Consecrated Ground1 x Temple of Asyra1 x Pillar of Righteous FlameCreature1 x Guardian Angel1 x Cassiel, Shield of Bim-Shalla2 x Knight of Westlock1 x Knight of the Red Helm1 x Noble Vanguard2 x Dawnbreaker's Initiate1 x Meditating Monk1 x Brogan Bloodstone1 x Temple Sentry1 x Light of DawnEnchantment1 x Rhino Hide2 x Bear Strength1 x Akiro's Favor2 x Brace Yourself1 x Arcane Ward1 x Eye for an Eye1 x Divine Reversal2 x Critical Strike1 x Divine Protection1 x Knight's Courage1 x Song of Love1 x Nullify1 x Healing Madrigal1 x Divine MightEquipment1 x Mage Wand1 x Harshforge Plate1 x Radiant Breastplate1 x Elemental Cloak1 x Sword of Radiance1 x Signet of the Dawnbreaker1 x Dawnbreaker Ring2 x Champion's Gauntlets1 x Morning Star1 x Leather Chausses1 x Vorpal Blade1 x Wand of HealingIncantation3 x Dissolve1 x Seeking Dispel3 x Dispel1 x Teleport1 x Remove Curse1 x Purify1 x Martyr's Restoration2 x Heal1 x Minor Heal1 x Smite1 x Battle Fury1 x Force Wave1 x Defend1 x Cure
Total cost: 120 pts

So the basic concept is fairly similar to Coshade's priest. Cast temple if they don't rush you, or go SWAT is they do.
Typical Opening
T1: Monk Flower
T2: Cass + some 2 mana spell
T3: Temple + some 2 mana spell
Vs Rush opening
T1: Monk Flower
T2: (Vs siren, red helm, other wise generually knight of westlock, guarding angel, or gray angel + something defensive.)
T3: Match them by smashing their threats
Rush opening (only use this vs necro's, but see what they do first)
T1: Double Move Ballista
T2; Knight of Westlock + offensive enchant
T3: Smash the graveyard/mage/undead
Card Choices:
Song of Love: highly underated card, good for protecting the heavy hitters
Cards I want/ am considering:
Divine might: to counter Mind's Eye
Upgrading the force push to a force wave: to get even more value out of Pillar
Ehren/Brogan: I feel as the deck stands atm, ehren would not be supported properly to maximize his value. Brogan is great in certain situations, but is not very good in others so I'm not sure.
I hope you enjoy the brief read (sry I can't say too much more, not the best at communicating these sorts of things).
Notes: I am a bit unsure about the bow and and I will likely remove the mouring star or the vorpal blade. I am currently testing both and seeing which I like better.

11
Strategy and Tactics / Spawnpoint mages vs non Spawnpoint Mages
« on: March 16, 2017, 02:44:19 PM »
So from what I have gathered, spawnpoint mages are a big advantage vs non spawnpoint mages. This is due to the fact that the non spawnpoint mage has to be aggressive in order to make up for the lack of actions.
Typical mages that go non creature spawnpoint:
Both Warlocks
Anvil Throne Warlord
Forcemaster (will not cover her bc mind's eye can make up for the lack of actions in a lot of situations)
Sometimes JBM (but usually that is rushmaster so will not cover her)
Palladin
So looking at these mages let's see why they want to go solo/buddy
Warlocks: Pentagram is really bad. Female Warlock wants to be shooting people with fireballs and male wants to be punching things.
AT Warlord: Barracks does not synch as well with his abilities as forge and few buddies does.
Pally: He is odd bc banner is kind of a spawnpoint, but really tricky to use right. You use it right away, you blow all your mana. Use it later and you don't put as much pressure on.
Temple with him is pretty good, but if priestess can essentially do it better, why go temple at all?
So what can all these non spawnpoint mages do to counter spawnpoints?
Warlord: Use ballista and spells to destroy the point. Akiro's hammer is not half bad as well.
Warlocks: Male uses 2-3 HUGE buddies to wreck the mage/ spawnpoint and female can just burn the thing down. 8 dice fireballs with rerroll is nothing to laugh at.
Pally: I suppose ballista/ cid ball and force hammer/ boulder could work well, but I need to test it some more.
Of all of these mages I think Anvil Throne is the hardest to do with no spawnpoint bc his abilites do not have any offensive power. Warlocks and Pally have abilities that let them "punch through" the defense. Anvil Throne does not.
Warlocks are a lot easier bc they can do so much dmg they don't need a spawnpoint as much.
Now Pally is a bit different. A timing push around Turn 4 could work pretty well. Get bigs in the spawnpoint zone, put concentrated ground in there, and WRECK FACE!.
@sharkbait: Thought you should now a certain somebody on these forums believes your warlock has a 10% win chance against an equually skilled spawnpoint mage. He speaks from "personal experience." Your thoughts on this?
Person who said this, I have no wish to cause tension, but I do think shark should be allowed to explain his point of view as well
Your thoughts are welcome!

12
Strategy and Tactics / Pally Temple vs SWAT Team
« on: March 15, 2017, 11:41:34 AM »
I found a lot out from testing both types of Pallies.
Findings:
Monk crystal is only good for temple imo. For SWAT, you are being too passive.
Temple has the action advantage, but SWAT has the pressure advantage.
Auras are good to support large groups of creatures, but what if the creatures are seperated.
SWAT: Forge or no forge is the big question along with how to deal with enemy spawnpoints.
SWAT considerations: Blue knight, Ehren (too passive for SWAT imo), dorseas, red helms, white cloak knights, artimuis, cassiel, gray and guarding angel.
Thoughts on this interesting topic? :)

13
Strategy and Tactics / What has everyone found in testing the paladin?
« on: March 12, 2017, 08:06:55 PM »
So pally is a bit of a mystery to me. Temple seems ok with him, but does not seem to mesh well with his abilites.
So if he is not using temple, you need to be agressive or you get too far behind in board precence.
If you are agressive, you can only have 3-4 creatures. This can be a problem however if you face a book that can stop your rush and focus your creatures efficiently.
Temple I worry is too slow and does not put pressure on.
And god knows what you are going to do if you are agressive vs druid.
So what has the community found out about the paladin's good/bad playstyle's and tricks?

14
Mages / The druid
« on: March 10, 2017, 05:52:12 PM »
Druid is one of if not the strongest mage right now. She and necromancer who are the only mages who can be passive with mage actions and still be a threat.
Mind's Eye is the big meta defining card right now. Playing typical druid and sitting back won't work out to well I think. Well lucky for me, I like playing druid aggressively.
Vs some of the new strats
Vs pally
Typical opening although this can change ofc
T1: vine tree face down cheeta speed
T2 reveal cheeta double move and double enchant myself.
T3: deploy lasher move in and attack
Keep the pressure up. Destroy the forge asap.
Vs FM, pretty much do the same. Put enough pressure on so the can't get out more than 1 spore.
I'll update this thread some more after I get some replies

15
Strategy and Tactics / How to play the siren!
« on: March 06, 2017, 01:58:10 PM »
She is Really tricky!
I'm trying to make a book that uses transfusion tricks to get the most out of songs while making a kilzone. The siren does not seem to have any good canadiites for ballad transfer her creatures die to easily. Thoughts?

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