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Topics - Reddicediaries

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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.

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)
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!

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.
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? :)

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?

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

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?

Strategy and Tactics / Buckling down and Playing one book!
« on: March 04, 2017, 08:58:37 PM »
I have the bad habbit of playing tons of books and none more than 5 times each. I just can not seem to settle down.
The mage contenders are: siren, pally, fm, sbm, at warlord, wiz, and necro.
Any tips?

Strategy and Tactics / Mind's Eye Uses!
« on: March 04, 2017, 01:57:19 PM »
What has the community found the best uses for mind's eye to be?
Dot, attack spells etc.
Here is a book I made. It is very similar to "Eye in the Sky" (no intentially)
Same opener and basic Strat.
"Eye in the Sky"!A Forcemaster Spellbookbuilt by the OCTGN SBB
Attack1 x Force Hammer1 x Flameblast1 x Invisible Fist1 x Surging WaveConjuration1 x Mana Crystal1 x Hand of Bim-Shalla1 x Pillar of Righteous Flame4 x Mind's Eye2 x Wall of Force1 x RaincloudCreature4 x Thoughtspore1 x Necropian Vampiress1 x Meditating MonkEnchantment2 x Critical Strike2 x Bear Strength1 x Falcon Precision2 x Glancing Blow1 x Forcefield1 x Poisoned Blood1 x Song of Love1 x Regrowth2 x Chant of Rage1 x Mongoose Agility2 x Arcane Ward1 x Brace Yourself1 x Decoy1 x Rust1 x Rhino Hide1 x Mind Shield1 x Divine MightEquipment1 x Dancing Scimitar1 x Wand of Healing1 x Galvitar, Force Blade1 x Elemental Cloak1 x Leather ChaussesIncantation3 x Dissolve1 x Seeking Dispel3 x Dispel2 x Force Push1 x Teleport1 x Sleep1 x Lesser Teleport1 x Clear Mind
Total cost: 120 pts

Strategy and Tactics / Jimilia Necro vs Biblo Gen Con 2016 Necro!
« on: March 02, 2017, 03:00:23 PM »
What does everyone think of Biblo's gen con necro compared to millie's? Which do you think is "better" per say. I can see millie rushing in and killing the creatures, but the meditation necro can possibely outlast. Thoughts?

The Breakdown
Biblo's book: http://forum.arcanewonders.com/index.php?topic=17073.0
Sp Biblo's book is very good against most other necro's: no drain soul, ghoul rot, etc. He has fewer creatures than you would want on octgn so as you can see in my iteration, I added some. Yeah Gravikor may be missing, but most flying things the archer and demon take care of and the ones they can't get maim wingsed. More options than Jimmilia's book imo and can outlast in a untimed match.
Millie's Book:http://forum.arcanewonders.com/index.php?topic=17613.0
So this book is very interesting. The basic plan is to get out knights and do the dmg. Enfeeble and agony (?) the creatures and just murder the mage. Blightheart ignores the guards and gets those conditions on. Vs a Tank you have to be careful, DO NOT play the removal game. Cloak up early and curse the heck out of them.
My Iterations:
Redfilter Mancer!A Necromancer Spellbookbuilt by the OCTGN SBB
Attack2 x Hurl Boulder2 x Surging Wave2 x FlameblastConjuration2 x Wall of Bones1 x Deathlock1 x Idol of Pestilence1 x Graveyard1 x TanglevineCreature4 x Skeletal Minion2 x Skeletal Sentry3 x Deathfang1 x Skeletal Archer1 x Grey Wraith1 x Skeletal KnightEnchantment1 x Brace Yourself1 x Magebane2 x Agony1 x Arcane Corruption1 x Enfeeble1 x Poisoned Blood2 x Enchantment Transfusion2 x Nullify1 x Regrowth1 x Rust2 x Marked for Death2 x Chant of Rage1 x Curse ItemEquipment1 x Mage Wand1 x Cloak of Shadows1 x Leather Chausses1 x Dragonscale Hauberk1 x Wispwillow Amulet1 x Mage StaffIncantation2 x Reassemble2 x Teleport3 x Dispel2 x Seeking Dispel3 x Dissolve1 x Disarm1 x Siphon Life
Total cost: 120 pts

Disarm is for war guantlets usually.
I'm actually on the fence about the amulet. I might replace it with willowisp or something.
I added a few more creatures since on octgn games can go really long.
1 brace just really good and sometimes can save you.
Etheral is a problem and i want to add some form of counter.
MillieMancer!A Necromancer Spellbookbuilt by the OCTGN SBB
Attack2 x Hurl Boulder2 x Flameblast1 x Surging WaveConjuration1 x Deathlock1 x Tanglevine1 x Gravikor2 x Mana Crystal2 x Wall of Bones1 x Idol of PestilenceCreature2 x Skeletal Archer3 x Skeletal Knight2 x DeathfangEnchantment2 x Enfeeble3 x Marked for Death2 x Ghoul Rot2 x Magebane2 x Rust1 x Plagued1 x Theft of Life2 x Poisoned Blood2 x Curse Item1 x Nullify1 x Brace Yourself1 x Arcane Corruption2 x Chant of RageEquipment1 x Cloak of Shadows1 x Death Ring1 x Eagleclaw Boots1 x Mage Wand1 x Leather Chausses1 x Dragonscale HauberkIncantation2 x Dispel1 x Seeking Dispel1 x Dissolve2 x Teleport2 x Reassemble2 x Drain Soul
Total cost: 120 pts
On octgn, I honestly believe a deck like this needs at least 1 seeking and 2 dispels.
I do not want to run 4 ghoul rots, WAY too many imo.
Moonglow I know millie runs, but I find 2 sbp on two chant of rage are just better and more versatile.

Events / ADMW Thank you!
« on: February 26, 2017, 12:45:47 PM »
Thank you too all the amazing people who i had the plesure of facing in ADMW! You played amazingly, unlike myself who for the most part played very poorly.

Strategy and Tactics / How to play the Pally
« on: February 23, 2017, 11:55:58 PM »
I just suck with him atm. I never sure when to be agressive or to play armor. What are some things to do/ to not do with him. What are some example opners? Or just any tips at all.

General Discussion / Gen con Vids
« on: February 23, 2017, 02:24:12 PM »
When can we expect them to come out. I know ADMW is happening right now, so I assume not for a little while.

Strategy and Tactics / Pally Banner Opening
« on: February 23, 2017, 02:22:20 PM »
I've been thinking of a pally opening something like this
T1: Flower and regrowth or bear strength
T2: Banner and Hand of bim
T3: Deploy blue knight and ehren use martyr's and bim on eheren.
Gets 2 very strong creatures on the board fast. Blue knight can be replace with artemius.

Strategy and Tactics / Teir mages!
« on: February 21, 2017, 05:12:14 PM »
What does everyone think are the mages in which teir and why?
!: Wizard, Necro, Druid, Paladin, Forcemaster
2: Both Beastmaster's Priest, Priestess, both warlocks, AT warlord, siren
3: BW warlord

Spellbook Design and Construction / Runesmith
« on: February 19, 2017, 11:57:21 PM »
This book is based of of mystery's (with some updates and personal choice)
Runesmith! A Anvil Throne Warlord Spellbookbuilt by the OCTGN SBB
Attack2 x Hurl Boulder1 x Acid Ball3 x Hurl Rock1 x Surging WaveConjuration1 x Battle Forge2 x Mana Flower2 x Ballista1 x Hand of Bim-Shalla1 x Pillar of Righteous FlameCreature1 x Iron Golem1 x Dwarf Panzergarde1 x Dwarf KriegshammerEnchantment3 x Regrowth3 x Rhino Hide1 x Armor Ward1 x Bear Strength1 x Critical Strike1 x Akiro's Favor1 x Arcane WardEquipment2 x Harshforge Plate1 x Mage Wand2 x Elemental Wand1 x Leather Chausses1 x Morning Star2 x Veteran's Belt1 x Wand of Healing1 x Reflex Boots2 x Champion's Gauntlets1 x Helm of Command1 x Elemental Cloak1 x Dancing Scimitar1 x Chitin Armor1 x Leather BootsIncantation1 x Charge1 x Defend3 x Dissolve3 x Dispel1 x Minor Heal1 x Purify1 x Remove Curse2 x Lesser Teleport1 x Force Push
Total cost: 120 pts

This deck is tough. Hard to kill indeed.
Elemental Cloak is anti fire tech. With reforging, I am paying 3 sbp's, 1 less than someone with 2 cloaks.
Pillar: So god! With force push (wand) you get a very good deal. 2 sbp for 4 or 6 dmg and burn or daze.
Only 1 Crit Strike and Bear Strength: opponent should not have enough dispels to deal with these. an ward if need be
Read, enjoy, and comment!

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