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Messages - DevilsVendetta

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Spells / Re: Promo 2018 just before Academy Druid/Elementalist
« on: August 24, 2018, 09:11:11 AM »
Victorian Griffin can be very good against beastmasters which can throw out a ton of elusive creatures. It's got to be used in combination with a bunch of Guardian Angels, Temple High Guards, and the other powerful guarding holy creatures.

General Discussion / Re: Gen Con Academy pre releases
« on: August 06, 2018, 10:47:31 PM »
They are immune to all conditions.

And if you have 7 creatures to your opponents 1. You're going to wind up in the same situation at some point.

And again, there's no spell with range 4 so it doesn't even matter if you can see from G into C.

I'm not even sure that matters as that's 4 zones away and I don't believe there's a single card in the game with range 4.

I've never played Magic so that means nothing to me. Druid is so far less broken than Wizard was and there are many ways to deal with a druid that don't force you to change your normal strategies.

In YOUR opinion, the Druid is broken. Let's not say ALL experienced players think it is.

General Discussion / Re: Mage wars 2.0
« on: July 17, 2018, 05:47:09 PM »
Yes. I mean if you consider Barnes & Noble, Books a Million actual bookstores.

Events / Re: OCTGN DOMINATION Summer 18 Tourney
« on: June 25, 2018, 01:14:19 PM »
Depends on if/when I get eliminated from ADMW

Events / Re: July Mini OCTGN Tournamnet 2018
« on: June 25, 2018, 01:13:22 PM »
Depends on if/when I get eliminated from admw

Spellbook Design and Construction / Re: Double Forge Jedi
« on: June 10, 2018, 09:26:40 AM »
Because I need to move in order to get the forges on opposite sides of the board so the Monk has to wait at least a round or two. Stalker is there if the opposing mage is going to give me time to wait a few rounds before engaging and I'll have the mana saved up for it by waiting on Galvitar for a few rounds.

One of the mistakes I made against Enti in our ADMW game was engaging too quickly. Once I saw he was playing a dark mage, I should have been aware of probable curses and gotten a Thoughtspore out earlier, if not two.

The wand idea isn't bad except finding 4 SBP for either one is going to be hard.

I might actually even cut the crystal. The book originally had 2, but the 2nd was along with the Jeweled Scarab to go with the two Wispwillow strat. I like the dual Wisp over the Moonglow because it is cheaper to play with the double forge and rotate them when they get down to 1 dissipate, and if I somehow need to let 1 die, I still have a backup to deal with an eye of bael strat. I don't think I have enough creatures for a Scarab strat since I definitely plan on cutting 1 cobra.

I will definitely be adding the Mind cloak. I'd love to make the change to Eagleclaw boots but it was one of the last cuts I made to save the single point. I'd also like to get the Faulds in, but there's no way I'm cutting the Elusive Pants so I'd have to find 2 more points especially with how often guards are used in local games.

Spellbook Design and Construction / Re: Double Forge Jedi
« on: June 09, 2018, 06:36:05 AM »
I've thought about a wand but can't play it with the weapon and orb.

Spellbook Design and Construction / Re: Double Forge Jedi
« on: June 08, 2018, 07:32:19 PM »
The preliminary changes I'm considering:

- 2 Bombs & 1 Cobra & 1 Lesser Tele
+ 2 Tanglevines

Spellbook Design and Construction / Double Forge Jedi
« on: June 08, 2018, 07:18:59 PM »
Double Forge JediA Forcemaster Stats Spellbookbuilt by the OCTGN SBBA Forcemaster Spellbookbuilt by the OCTGN SBB
Attack1 x Telekinetic Bolt2 x Force Hammer1 x Acid BallConjuration1 x Mana Crystal2 x Battle Forge1 x Mind's EyeCreature1 x Invisible Stalker2 x Psionic Cobra2 x Psionic Scarab3 x Thoughtspore1 x Tomb Guardian1 x Meditating MonkEnchantment1 x Akiro's Favor3 x Blur2 x Arcane Ward1 x Force Shield1 x Armor Ward1 x Bear Strength1 x Cheetah Speed1 x Critical Strike1 x Falcon Precision1 x Force Orb1 x Force Sword1 x Forcefield1 x Redistributed Power1 x Rhino Hide2 x Telekinetic Bomb1 x Reverse Attack1 x Poisoned Blood1 x Summoning Circle1 x Marked for DeathEquipment1 x Dancing Scimitar1 x Enchanter's Ring1 x Force Armor2 x Symbiotic Orb1 x Galvitar, Force Blade1 x Gauntlets of Strength1 x Illusory Leggings1 x Leather Boots1 x Psi-Orb2 x Wispwillow Amulet1 x Regrowth BeltIncantation1 x Sleep1 x Force Push1 x Teleport1 x Lesser Teleport1 x Minor Heal2 x Dispel2 x Dissolve
Total cost: 120 pts

T1 (20): Forge (12) to the right and move down 1-cast Wispwillow (9)
T2 (20+1): Deploy enchanter's ring (19), either Forge 11) in corner or move right 1 and Forge on bottom, and FD enchant (10) (depends on opposing mage)
T3 (21+1+1): deploy leather (20) and gauntlets (18) (if slower) or scimitar (16) & galvitar (6) (if aggressive), FD enchant-attack or FD enchant-monk/cobra/fd summoning circle

Strategy and Tactics / Re: Who do you suck against?
« on: May 30, 2018, 06:33:22 PM »
I tend to dislike any game that goes turtle to the extreme.

I think I'm the opposite in that I hate super rush strategies in that it doesn't really let you play the game.

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