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Messages - reyda

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1
League / Tournament Play / Re: Illinois players, where are you?
« on: January 14, 2017, 11:58:02 PM »
zot I'd love to join, but I live in Montréal, that's a looong way from Indy! I appreciate the offer, though :)
Judging from the comments I've seen here, the last edition of that event was a resounding success! I'll try to make some space in my schedule if you ever hold another such event in the future, but I don't see that happening in February alas.

I'll be in Chicago tomorrow (Sunday) until around 6pm for a little bit of sightseeing before the week starts, it would be a pleasure and an honor to meet the Arcane Duels gents during the day. Although I'd need to keep my inner fanboy in check if that were to happen...

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League / Tournament Play / Illinois players, where are you?
« on: January 14, 2017, 02:26:23 PM »
I'm spending the week in Roscoe, IL on a business trip. Anyone in the area want to meet up for a game or a drink? I should have a few free evenings between Monday and Friday, but I won't be very mobile, unfortunately. I'd love to have the chance to meet some of the illustrious IL warriors, so pm me if you're interested!

3
Thank you for that update sIKE! schwenkgott showed me the new features of 1.15.0.0 and it's solid! Here's my wishlist for future updates (I know schwenk collected some of those suggestions before, but I'm not sure all of them got thrown in, so apologies for any duplicates).

In no particular order :
  • Reveal prompt for decoy during attacks needs to go away, or seriously toned down. It slows down things a lot with no real useful effect that I can think of.
  • Warlord Battle Orders integration would be sweet. An easy way to achieve this would be to include Piercing +1 tokens for Ranged, Melee, and both, as well as Tough -1 tokens. These tokens could be useful elsewhere (I'm thinking Armory, notably)
  • Intercept automation would be great, if possible.
  • The Attican Porcupine currently doesn't get its Melee +2 bonus when counterstriking
  • Hunting Bow Bleed / Piercing bonus automation would be sweet (or at least a prompt, similar to Charge bonuses)
  • The promo Unstable Fire Imp doesn't have its on-death zone attack coded in
  • Automation of the Goblin Bomber destruction effect
  • Oscuda is affected by its own zone attack, which shouldn't be the case
  • Sandstorm doesn't work at all for me. I'm either getting range-related error messages, or nothing at all (no dice rolled)
  • Some trap automation would be cool. If I'm not mistaken, Hellfire and Spiked Pit attacks have to be rolled manually; being able to target creatures would make things a bit smoother. Reveal prompt would also be a plus.
  • Command incantations could use some automation, or having the option to add relevant tokens to the creatures affected by them (Piercing +1, Unavoidable, etc.)
  • An enchantment reveal window between Channeling and Upkeep would be useful, for Poisoned Blood, Ghoul Rot, Plagued, Regrowth and co.
  • Enchanter's Wardstone's effect could be integrated when dispelling enemy enchantments.
  • Similarly, Harshforge Plate's effect could be taken in account when targetting a Warlord with enchantments / incantations

This should go without saying, but thanks for your hard work on the octgn module, it is a fantastic piece of work!

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Events / Re: ADMW Open - OCTGN Tournament!
« on: April 14, 2016, 12:32:36 AM »
DevilsVendetta and I played our game tonight. I brought an Anvil Throne Warlord to the table to meet DevilVendetta's Fire Wizard. The Wizard quickly established a strong economical advantage with crystals and discount rings, gearing up with two battleforges; meanwhile the Warlord rushed to his center to summon a Bloodwave Greatbow and a Dwarf Panzergarde. The orc archer made short work of the first battleforge, and a Ballista eventually helped taking out the second one. The Wizard brought a Gorgon Archer to counter the threat of the Greatbow, and managed to dish out weaks left right and center, but his conjurations could not be saved. The ballista went up in flames under the attacks of the Wizard and his Tower. A Bloodcrag Minotaur and a Goblin Alchemist joined the fray to deal with the Gorgon and the Wizard's Towers, as well as a second Greatbow, perched atop an Archer's Watchtower. The Minotaur eventually succumbed to the heat of the Wizard's damage barrier, but the Wizard was struggling to find a safe zone by then, with ranged attacks coming from every direction. The Alchemists slowly corroded his high armor, then the Warlord jumped in the melee, padded with armor and wielding his trusty Forge Hammer, to deliver several heavy blows to the Wizard. This proved too much for the bearded old man, who fell to the floor after 24 rounds of intense play.

Personal thoughts/highlights :
Bloodwave Greatbow is insanely good. With the AT Warlord's battle order, he gets Piercing + 4, making him a beast against conjurations or heavily armored targets.
I had a lot of fun casting Battlefury from a Helm of Command on my opponent to pop Nullifies. It felt so wrong and yet so right at the same time...
These high armor strategies make the games last forever... This one took 4h30 to complete, and we played it pretty fast. At one point I had 9 armor on my mage, which felt pretty silly (and yet it helped against a nasty fireball).
DevilsVendetta, you're a great opponent, and I had a lot of fun in our match. Thanks again!

I'll try to post my spellbook soon.

5
Spellbook Design and Construction / Re: Too Cool for Skulls
« on: April 09, 2016, 06:00:00 PM »
Would it be worth it to add another cleric in case the one gets taken out so you can keep adding skulls that way?
Probably! A skeletal minion could be dropped to make room for it. Taking the time to cast it is the problem, however.

Altar of Skulls is one of those Timmy cards that looks amazing but only works in very specific circumstances that almost never present themselves*.
[...]
In other words, it depends on your Arena opponent cooperating by either giving you cheap creatures to kill or ignoring you long enough for it to trigger. If your opponent ignores it, charges at you and doesn't summon cheap creatures, it was a waste of points, mana and actions.

That's absolutely correct. Reconstruct + Wall of Bones can help a bit here, by efficiently soaking up enemy hits. Your mage can also tank for a while, with the cheap armor included. Honestly, this is a bit of a goofy spellbook, but it is very satisfying to pull off.

Quote
* - That said, Altar of Skulls (and one Acolyte) has been amazing for me in 3-way Domination. It's a major threat that either must be dealt with ASAP or effectively wipes the table in the mid game, since it generally only takes 4-5 turns to become active in a format where cheap creature swarms rule and creatures (including Sslaks) are guaranteed to be dying left, right and centre.   While your opponents are dealing with the Altar, you're free to pick up orbs relatively uncontested. If they don't, Altar triggers early and single-handedly wipes out their armies. It's a win-win!

I forgot to mention it in my first post, but yeah, multiplayer Domination is where this book should really shine. I'd add a V'Tar Force Sentry and remove an incantation or two to make room for it. I happen to mostly play 3-way Domination in the too rare opportunties I have to play mage wars in person, it's probably going to be the next book I'll bring.

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Spellbook Design and Construction / Too Cool for Skulls
« on: April 08, 2016, 03:22:56 PM »
Altar of Skulls. Man, what a card. It's hard to get it going, but once powered up, it can be devastating. Finite Life and direct poison damage to every living creature on the board. The tricky part : your mage has to survive long enough to make it happen. Good luck with that.

Too Cool for SkullsA Necromancer Spellbookbuilt by some dumb oaf
Attack (3)2 x Acid Ball1 x Surging WaveConjuration (8)1 x Altar of Skulls1 x Sacrificial Altar4 x Wall of Bones2 x TanglevineCreature (14)1 x Acolyte of the Bog Queen2 x Skeletal Sentry6 x Skeletal Minion2 x Skeletal Knight1 x Plague Zombie1 x Mort1 x DeathfangEnchantment (18)1 x Rise Again2 x Enfeeble2 x Magebane1 x Plagued2 x Ghoul Rot1 x Maim Wings1 x Marked for Death1 x Chains of Agony1 x Arcane Ward2 x Nullify3 x Brace Yourself1 x Hellfire TrapEquipment (8)1 x Libro Mortuos1 x Death Ring1 x Cloak of Shadows1 x Leather Chausses2 x Mage Wand1 x Meditation Amulet1 x Demonhide ArmorIncantation (17)1 x Unholy Resurgence6 x Reassemble1 x Drain Soul1 x Seeking Dispel2 x Dispel2 x Teleport2 x Shift Enchantment2 x Dissolve
Total cost: 120 pts

Opening looks like this :
T1 (20) : QC Death Ring (-5), FC Acolyte of the Bog Queen (-5)
T2 (20) : QC Altar of Skulls (-9), FC Libro Mortuos (-9), the Acolyte prays to the Altar.
T3 (12 + 1) : Deploy Minion (-4), QC Brace Yourself (-2), FC Curse / Rhino Hide / Skeletal Sentry / Meditation Amulet, more praying by the Acolyte.
T4+ : Try to survive, keep your Acolyte alive, put up walls to protect her and your Altar, send your skeletons as cannon fodder to distract the enemy (or have them guard the Altar). Hide like the coward you are, you spineless Necromancer.

There are plenty of reconstructs and walls. Reconstruct with the Death Ring discount costs only 3 mana for a whopping 6 dice of healing. That's insanely efficient, and you most likely should always have one planned (or put on a wand, if you fear you'll run out). Try to save some mana by meditating whenever you can afford it, to be able to cast a Drain Soul before the Altar is completed. Also, try not to die. This is essential to the strategy.

Like most of my books, this one is weak to rush strategies. Mages running Non Living creatures can also be a problem, and facing another Necro will give hilarious results. For him. You won't be laughing much, I promise. Still, the book has its qualities. Once everything is Finite Life, your mage can Lifebond two damage each upkeep to the Altar, ignoring range and LoS. If Mort is in the same zone as the Altar, he'll reconstruct that damage right away, free of charge. The Acolyte, before dying to the poison damage for which she worked so hard, will also remove two damage from the Altar every turn if she has nothing better to do. That way, the initial damage you certainly took can be mitigated for a while. There's also the ol' Sacrifice-your-Eternal-Servant-Plague-Zombie-to-Rot-Everything-in-the-Zone-and-Reanimate-it trick (SESPZREZRT, for those in the know) that never gets old.

The downside : you'll feel like a dirty, dirty coward all game long, running and hiding behind your walls and waiting for your opponent to miserably collapse, out of healing options and ridden with disease. If you weren't killed right off the bat by an opponent who figured that your strategy takes about 48 turns to complete, and that maybe throwing stuff at your face might be a good idea.

Thoughts welcome!

7
Spellbook Design and Construction / Re: Telepit Earth Wizard
« on: April 08, 2016, 02:37:44 PM »
I agree with everything's that's been said about the Summoning Circle. It is pretty much a Teleport, with the added bonuses that you don't need to account for LoS (or range, for that matter), and is possibly multiple uses. As a 'spawnpoint' of sorts, it also bypasses Zone Exclusive limitations, which could allow you to cast creatures directly in an opponent's spawnpoint zone (or other troublesome conjuration). I also like the fact that as long as it isn't revealed, the opponent has to figure if it is a trap, decoy, sacred ground, fortified position, arcane ward, etc. (?) I love enchantment mindgames.

As a 'main' strategy, I cannot say I've found it very useful so far. Having Fellella cast it could be useful, but as was said, Druid has a better way to cast creatures from a distance, and the Beastmasters have a very powerful spawnpoint already. I'd love to make the card work, but I'm really not sure how.

I thought long and hard about including Hugginn in this book. I love the little birdie, but it is hard to protect him. It often requires at least two enchantments, which increase his cost a lot. I personnally love pushing crows into arena walls, it's dirt cheap and efficient. And leaving him in the center zones generally allows the enemy to Flameblast / Arc Lightning him. I may give him a try though, with a Blur on he becomes harder to deal with.

Regarding the Corrosive Orchid, I just can't help myself, I include it in so many books just because the ability to dodge a Nullify to get rid of an annoying equipment is so good. Also, Unavoidable ranged attack with a chance of corrode is pretty cool. And stacking actions, of course. Fits in with the Wizard's Tower, the same way Ballista + Tower Wizards are pretty disgusting.

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Spellbook Design and Construction / Telepit Earth Wizard
« on: April 05, 2016, 03:50:34 PM »
Here's the Earth Wizard I played against mastermystery in the ADMW Tournament today. The book is somewhat gimmicky, and better play from my opponent gave him the victory, but I feel it has some potential... or not? I don't know. It felt right, but there is certainly room for a lot of improvement in there.

Telepit Earth WizardA Wizard (Earth) Spellbookbuilt by yours truly
Attack (8)2 x Hurl Rock2 x Hurl Boulder1 x Acid Ball1 x Jet Stream1 x Surging Wave1 x FlameblastConjuration (12)2 x Wall of Stone2 x Wall of Earth1 x Stranglevine1 x Tanglevine1 x Quicksand1 x Wizard's Tower1 x Corrosive Orchid2 x Mana Crystal1 x Mana SyphonCreature (4)2 x Iron Golem1 x Earth Elemental1 x Devouring JellyEnchantment (22)1 x Agony1 x Poisoned Blood1 x Magebane1 x Essence Drain1 x Summoning Circle1 x Spiked Pit3 x Teleport Trap1 x Mana Vampirism1 x Hawkeye1 x Hoodwink3 x Nullify2 x Jinx2 x Decoy1 x Arcane Ward1 x Rhino Hide1 x Brace YourselfEquipment (9)1 x Arcane Ring1 x Sistarran Robes1 x Leather Chausses1 x Wychwood Ironvine1 x Staff of the Arcanum1 x Wand of Healing1 x Elemental Wand2 x Mage WandIncantation (13)1 x Seeking Dispel4 x Dispel1 x Purge Magic1 x Shift Enchantment2 x Dissolve3 x Teleport1 x Force Push
Total cost: 120 pts

Solid, non-living creatures, and some possibilities to create a nice death-zone, featuring a corrosive orchid to take care of some armor and possible Eagleclaw Boots. Economy is decent, with two crystals and the Siphon (although I'm really incertain about this one, the upfront cost is huge and I can't seem to defend it properly).

Opening should look like this :
T1 (20)      QC Arcane Ring (-2) FC Crystal (-4)
T2 (25)      QC Crystal (-4) FC Golem (-13)
T3 (20)      QC Mana Vampirism (-2) FC Siphon (-11)
T4 (19)      QC Spiked Pit (-2) FC Summoning Circle (-2)

There's plenty of mana to go around in the initial turns, so reacting to the opponent is not too much of a problem. The inclusion of the Sistarran Robes, Essence Drain, Mana Vampirism and Staff of the Arcanum are really questionable in my opinion; although they seem to combo pretty well, the action investment doesn't seem so sound, as the opponent has time to grow defenses or creatures and these cards take a couple of turns to pay themselves off, turns that could be better employed at negating the enemy's defenses through dispel/dissolve. More walls, more creatures and more attack spells would probably be better in this spellbook. I debated a lot over including Astral Anchor or not, and the jury is still out on this one. Any thoughts will be highly appreciated!

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Events / Re: ADMW Open - OCTGN Tournament!
« on: April 05, 2016, 10:45:16 AM »
I don't have power at the moment, unless it comes back soon I'll have to reschedule the match if it's ok with mystery. Sorry everyone :(

Edit : power outage is supposed to last for three hours, which leaves me with little time to play afterwards. Unless it comes back in the next two hours, mystery has agreed to postpone our match until tomorrow, same time. Thanks for being a sport about it, mystery! Apologies to casters and spectators for that unwanted delay.

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Events / Re: ADMW Open - OCTGN Tournament!
« on: March 30, 2016, 12:56:03 AM »
I just had my match against RomeoXero, that was a blast! I played the Johktari Beastmaster, and he played a zombie-happy Arraxian Crown Warlock.

The Beastmistress started by moving two spaces to the near center and popping a pair of flowers, for decorative purposes. The Warlock stayed in his corner, played a pair of mana crystals and started spawning Zombie Brutes like they were going out of style. The BM responded with two Spitting Raptors and set them on his crystals. The mage helped with Kajarah in hand, but was too scared of the three Brutes guarding the Warlock to make any kind of reckless approach. The Warlock had something else in mind... on his initiative, the BM got teleported in the pit of zombies and Tanglevine'd in place. A Teleport bound to a Mage Wand saved the Johktari from this tricky situation. In retaliation, the Brutes made short work of one of the raptors, and converted him to dark side with a Rise Again. Curseweaving ensured that this curse would get a few other uses during the match, to the Johktari's great dismay.

A Ghoul Rot, a Magebane and a Deathlock put a steady stream of unmitigable damage on the BM, while she was struggling to get creatures out (she somehow forgot how to cast a Lair). The Beastmistress fled the Warlock and his undead horrors as much as she could, in between summoning a few canines to help with the action advantage. Redclaw, a Timber Wolf and a couple of Foxes tried their best to reach the Deathlock, pumped up by Rajan's Fury, but found Walls of Bones in their way several times. They diverted their attention to the Warlock when he came by, and helped close the damage gap a bit. They all eventually fell to the various Flameblasts and heavy blows from the Zombie Brutes, while the Johktari was licking her wounds in the opposite corner of the arena, gearing up and bringing in more foxes as reinforcements. The Warlock eventually stepped too close to the heat, and got a Boulder to the face for his troubles, slamming him and dealing 10 damage. Another high-rolling Boulder during the next first quickcast phase ensured that this Warlock would never again curse or burn a poor animal.

Lessons learned : double check your spellbook to see if you haven't forgotten something important like oh say a spawnpoint for your myriad of creatures. Nullifies save lives. Rise Again is a pain in the back, and prevents your creatures from resting in peace in your discard pile where they could at least net you a nice rebate on Slavörg's mana cost.

Thanks again for the game, RomeoXero! And thanks to coshade, Puddnhead and Sharkbait who joined us to stream the game!

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Events / Re: ADMW Open - OCTGN Tournament!
« on: March 27, 2016, 12:53:03 PM »
RomeoXero and I are playing our match on Tuesday night atouts 9:30 pm eastern time (0830 Chicago time). If someone wants to cast or spectate our game, feel free to join us!

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General Discussion / Re: Domination - first Sslak wins?
« on: March 26, 2016, 09:42:41 AM »
I've played Domination regularly and my playgroup doesn't use Galaxxus. Mainly for practical reasons, since we generally play 3-for-all and only have two copies of it; we do not want to put someone at a disadvantage by not having it and needing to play against it. Besides, not having Galaxxus make the games more diverse and interesting imo.

There are a lot of cards that get better in Domination than they are in Arena. Circle of Fun, Poly-Puppy and Stinky Gas Cloud all gain signifiant avantages when playing with orbs. I've tried something with the Altar of Skulls one, but still felt it was too slow despite the dying Sslaks feeding it.

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World and Lore / Re: Why Infernia Hates Pi Day
« on: March 14, 2016, 06:07:10 PM »
Yeah they're easy to trick : "Hey, what's the ratio between this circle's cirumference and its radius?"

Takes them 3 turns to figure out they're being toyed with.

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Rules Discussion / Academy guarding rules clarification
« on: March 11, 2016, 05:02:06 PM »
In Academy, when a guard decides to ignore an attacking Pest enemy, is the Counterstrike Step skipped? More specifically, if a Pest creature attacks a guarding Ridgeback Skunk, and the guard chooses to ignore the little bugger and save his guard token, does the attacker still receive a stagger condition?

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Rules Discussion / Re: Vines and Obscured
« on: March 11, 2016, 04:47:40 PM »
Vinecasting using the Spreading Vines ability requires line of sight to the vine token you wish to use, so no. Unless your mage / spawnpoint are in a zone adjacent to your target, of course. Walls can also prevent you from using the ability. The deployment of vine tokens via the Spreading Vines ability, however, does not require LoS, so walls will not prevent you from extending your creep wherever you see fit!

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