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Messages - Koz

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46

Yes, I think you did miss the the point. The player defending against an unwanted Teleport cloaks himself with the hidden enchantment (as well as Decoy perhaps, in random order). While this enchant has less scope than Nullify, it is not mandatory like Retaliate. So you can always time it to counter that crucial incantation (teleport).


Purge Magic into Teleport still beats it. Unless you have a Nullify or something up. But now you're spending more actions than the opponent just to avoid something.

While this seems like a cool combo and all, I think that quick aggro would be a problem because you wouldn't have time to set up all of your tricks.  A aggro-rush Beastmaster, Warlock or Forcemaster should be able to put up a lot of pressure very quickly.

I also think a Lightning Wizard would be ok since Iron Golems are extra susceptible to Lighting spells.  After being teleported into the killbox (and the Nullify/Jinx is burned off) a Circle of Lightning would be pretty sweet (or just anticipating the killbox combo and putting the Circle of Lightning on before being teleported then revealing it once in there).  A Lightning Wizard could also cast Electrify within the killbox which CANNOT be stopped by Jinx.  Seeing all those Iron Golems standing around Dazed/Stunned would be amusing, and the Wizards Voltaric Sheild would help mitigate damage.

A Wizard running Huginn could also get out since Huginn can teleport the Wizard out.

Those are just two things off of the top of my head that I think would give the build problems.

So basically, everyone should just play two different things: Air Wizard to beat Assassination Wizard, and Assassination Wizard to beat everything else.

Sorry, I know that's not what you're saying. Seems like all theorycrafting threads just devolve into "the wizard can do it better".

You skimmed right over the part where I named three other mages that I think can aggro-rush faster than you can set up the combo.  So I'm actually saying that I think you can play 4 different builds that can beat this depending on how it all plays out.  If mana denial works, then that's 5. 

What about a build that ALSO doesn't leave it's opening zone?  Do you really think that you're going to out-turtle a Priestess?  I'm not sure you can.  If not, that's 6 builds that can beat it (again, depending on how it all plays out, nothing is 100% in this game).

So to boil this down to "play Wizard or lose" is oversimplifying both my argument and this game.

47
While this seems like a cool combo and all, I think that quick aggro would be a problem because you wouldn't have time to set up all of your tricks.  A aggro-rush Beastmaster, Warlock or Forcemaster should be able to put up a lot of pressure very quickly.

I also think a Lightning Wizard would be ok since Iron Golems are extra susceptible to Lighting spells.  After being teleported into the killbox (and the Nullify/Jinx is burned off) a Circle of Lightning would be pretty sweet (or just anticipating the killbox combo and putting the Circle of Lightning on before being teleported then revealing it once in there).  A Lightning Wizard could also cast Electrify within the killbox which CANNOT be stopped by Jinx.  Seeing all those Iron Golems standing around Dazed/Stunned would be amusing, and the Wizards Voltaric Sheild would help mitigate damage.

A Wizard running Huginn could also get out since Huginn can teleport the Wizard out.

Those are just two things off of the top of my head that I think would give the build problems.



48
General Discussion / Re: Druid vs Necro Spoilers
« on: September 24, 2013, 11:39:45 AM »
Can we get the rest of the Necro spoiler please?  Not to sound rude, but the teasing is getting a bit old... ;)


49
General Discussion / Re: Druid vs Necro Spoilers
« on: September 20, 2013, 01:57:45 PM »
Any chance we'll get to see the Necro ability card spoiled today?  Pretty please?   :)

50
General Discussion / Re: Druid vs Necro Spoilers
« on: September 19, 2013, 11:24:21 AM »
The Skeletal Knight is pretty solid and worthy of play, if a bit uninspiring (nothing new to see here really).  Cool art too

51
General Discussion / Re: Druid vs Necro Spoilers
« on: September 18, 2013, 03:31:16 PM »
Was there a spoiler today?  Don't have access to FB at work...

52
General Discussion / Re: Druid vs Necro Spoilers
« on: September 17, 2013, 09:27:15 AM »
The wording on this card is...very strange.  If the intent is just that you can only gain mana once per turn, why not just say: "Once per round, after a creature is destroyed, gain mana equal to its level"?  Wouldn't that be clean and unambiguous?  But the current wording is muddy and makes it sound like you can gain mana from each creature that dies, but only upon its first death in the round.  If the intent is the former, then the wording is very poorly done.

I believe the meaning is "Once per round, the first time a creature is destroyed". So sequencing your targets in a zone attack is crucial.

Although it could be read as a reference to not counting creatures destroyed a second time, e.g. reanimates via Ziggurat of Undeath, Animate Dead and other means. I totally agree it's clumsy wording that needs FAQ clarity from the start. I hope it's not final print.

Even with the first death interpretation, I'm with you about getting excited on this spawnpoint. I like how they have brought Sacrificial Altar into the game with the semi-recursive sacrifice mechanic.

Ah, that's a good point.  If they wanted to specify that it has to be the frist creature that dies in a round, then I could see how they might have come up with some awkward wording.  Still, it seems overly clunky if that's what they are trying to convey.  Why not just say: "You may place mana on Graveyard equal to the level of the first creature killed each round"?  That was just off the top of my head, but it still seems cleaner than what is on the card, and I'm sure that with a little thought even better text could be put together.

Eh, it is what it is.  It still seems like a cool spawnpoint and I like how tough it is and I like the synergy with Sacrificial Altar which has been a coaster since the Core Set's release. 

53
General Discussion / Re: Druid vs Necro Spoilers
« on: September 17, 2013, 09:16:03 AM »
This is a spawnpoint I can get excited about :)  Very cool.  I'd already said in a couple of other threads that I figured the Necro would be able to make use of the Sacrificial Altar and this is just one of several ways I'm sure he will be able to do so.

The wording on this card is...very strange.  If the intent is just that you can only gain mana once per turn, why not just say: "Once per round, after a creature is destroyed, gain mana equal to its level"?  Wouldn't that be clean and unambiguous?  But the current wording is muddy and makes it sound like you can gain mana from each creature that dies, but only upon its first death in the round.  If the intent is the former, then the wording is very poorly done.

I understand that but some of us got out voted :P

I'm just not sure what issue they were trying to address that created the need for such awkward phrasing.  The example I used as a way to say the same thing doesn't seem prone to any sort of abuse and is clear in its intent.  Stuff like this makes me scratch my head.

Regardless, I like this spawnpoint.  Even though the mana generation isn't as good as say Gate to Voltari, its still pretty good and I'm sure it can be tricked out with things like Sacrificial Altar.  Obviously the Necro is going to be another swarm based mage, and this seems like a cool way to do a swarm based spawnpoint.   

54
General Discussion / Re: Druid vs Necro Spoilers
« on: September 17, 2013, 08:49:11 AM »
This is a spawnpoint I can get excited about :)  Very cool.  I'd already said in a couple of other threads that I figured the Necro would be able to make use of the Sacrificial Altar and this is just one of several ways I'm sure he will be able to do so.

The wording on this card is...very strange.  If the intent is just that you can only gain mana once per turn, why not just say: "Once per round, after a creature is destroyed, gain mana equal to its level"?  Wouldn't that be clean and unambiguous?  But the current wording is muddy and makes it sound like you can gain mana from each creature that dies, but only upon its first death in the round.  If the intent is the former, then the wording is very poorly done.

55
General Discussion / Re: Druid vs Necro Spoilers
« on: September 16, 2013, 03:43:37 PM »
Sweet, I hadn't been able to view it on FB yet so I didn't see the "bonus" part.  Let's hope we get another then :)

And yeah, I'm greedy too ;)

56
General Discussion / Re: Druid vs Necro Spoilers
« on: September 16, 2013, 03:28:27 PM »
So we have seen todays bonus spoiler, I am anticipating todays #7 Spoiler!!!! Yee Haw!

That was a bonus?  I thought it was the "spoiler for the day"...


57
General Discussion / Re: Druid vs Necro Spoilers
« on: September 16, 2013, 12:14:56 PM »
Actually Shadow, the pod can't use vine markers to extend its range. This is in the final printing and will be in the faq.

Last minute nerf?


58
General Discussion / Re: Druid vs Necro Spoilers
« on: September 16, 2013, 11:49:46 AM »
Well...now we know what the Seedling Pod is.  It's not a trait, it's an actual card.  Hmmm, so the Samara tree spawnpoint is used for spawning these things only, which in turn can spawn other plants at the cost of destroying itself.  Not sure how I feel about this yet.  I see the design concept here, its the whole "spreading plants" thing.  But I'm not sure how well it will actually work.  First impressions to follow...

1.  I'm not sure how much I like the idea of a spawnpoint (the Samara tree) spawning a specific card, as opposed to a certain type of creature.  Too one dimensional for my tastes, but I'll give it a try.

2.  Seedling Pods seem like they will be a bit slow.  These cards are too fragile to waste a Harmonize on and they have no innate way to generate additional mana like other spawnpoints so they will take a full three turns before they are ready to function...plenty of time for someone to destroy them, which brings me to...

3.  They are really fragile.  5 health and Flame +2 means these things will die in droves to the Warlock and/or a Fire Wizard.  I have images of Firebrand Imps and Flaming Hellions merrily skipping around the board and burning the arena to ash.  They will have the Cantrip trait if you have Samara out, which is something I guess, but you'll need to keep casting them, which brings me to...

4.  They are cheap, which is a bit of a saving grace.  But are they cheap enough considering how fragile they are?  I'm not sure.  The Samara tree will pay for 1 mana, but the Druid will still be coughing up 2 if she wants to play them as fast as possible.  Then the Seedlings will take three turns before they do anything... 

5.  They are Vines so they can be used in conjunction with the Druid's Spreading Vines ability.  That's a big plus.
   
So, the question is, can the Druid overgrow the arena with enough targets to the point that the opponent has too many targets to kill them all so they just keep spreading and spreading?  Obviously that's the design idea, but we'll have to see how it works in actual play.

Hopefully the Druid will have some way to combat Warlocks and Fire Wizards, otherwise they just seem like they will be facerolled hard.  I'm sure there is something to do it, it HAD to come up in playtesting, we'll just have to see what it is. 

Also, hopefully there will be some unique Druid items and/or Incantations that allow these plants to grow faster, or produce mana faster, or whatever.  I'm sure there will be.

Can't wait to see what else the Druid has because she seems really interesting and fun.  I'm sure most of our fears will be put to rest once we see the rest of the set, or at least I hope so ;)

59
You and I are on the same page here and I've been thinking the same thing.  I've noticed the complete lack of AOE in builds as well as the lack of one-time staple cards such as Suppression Cloak.  The reason for these changes is just as you said, that swarms just weren't viable and people stopped putting in meta against them. 

I mentioned in the Druid vs Necro thread that the Etherian tree was going to be really cool for swarms and I can't wait to try it out, but there is another card coming that will also buff swarms that I think will help just as much as the tree, or more.  It's the Altar of the Iron Guard (promo from Gencon).  This will be awesome for the Beastmaster swarm I think.  For those that don't know, this is the 4 cost conjuration that puts a guard marker on any newly summoned friendly creature.

So, think about how cool that will be in Beastmaster.  In the quickcast phase, summon a Bobcat and you have an instant guard with a defense die ready to go!  Awesome.  Or wait until your opponent swings at your existing guard, then immediately quick cast another and you have another guard again, all in one action.  Add in the tree so that the they have more life and you have a pretty cool deck idea I think. 

With the Altar AND the tree, not only will the weenies have a better chance to survive due to the tree, but if they do survive the hit, they will be able to counterstrike, even if they were just summoned.  The Altar can also allow you to "double dip" on a creature.  What I mean by that is, summon up a creature (which gets a guard marker), then after it has been swung at and retaliates (provided it survived of course), you could then Rouse the Beast on it and have it either attack, or get another guard marker.  Pretty sweet.

The tree and the Altar both make swarms more viable instantly, although it remains to be seen if it will be enough to make people start packing those AOE spells again ;)


60
General Discussion / Re: What is Arcane Wonders attitude towards Octgn?
« on: September 14, 2013, 10:17:23 PM »
Request sent. 

Played my first few games on OCTGN tonight, whoo hoo!  They were a bit rough, but I think I have a pretty good handle on it now.  Played against Murphy and Jacksmack.  Both good guys who play well.  Had fun, can't wait to get more games in :)

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