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Author Topic: Plant control build  (Read 5107 times)

Knabbmaster

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Plant control build
« on: December 16, 2014, 01:37:23 PM »
Plant controlDruid
Attack4 x  Acid Ball1 x  Geyser2 x  Surging WaveConjuration2 x  Corrosive Orchid3 x  Mana Flower2 x  Nightshade Lotus1 x  Etherian Lifetree2 x  Bloodspine WallCreature1 x  Kralathor, The Devourer3 x  Raptor Vine3 x  Thornlasher3 x  Vine SnapperEnchantment1 x  Barkskin3 x  Bear Strength2 x  Bull Endurance1 x  Cheetah Speed1 x  Lion Savagery6 x  Rhino Hide2 x  Regrowth2 x  Enchantment Transfusion2 x  Jinx2 x  Nullify1 x  Cobra Reflexes1 x  Eagle WingsEquipment1 x  Leather Gloves2 x  Veteran's Belt3 x  Bearskin1 x  Druid's Leaf Ring1 x  Enchanter's Ring2 x  Eagleclaw BootsIncantation1 x  Dispel1 x  Purge Magic2 x  Seeking Dispel1 x  Shift Enchantment2 x  Teleport3 x  Rouse the Beast
Total cost: 120 pts

This is my build for the Druid what do you think I should change if there is some thing I should do different.
« Last Edit: December 16, 2014, 01:54:56 PM by Knabb master »
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V10lentray

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Re: Plant control build
« Reply #1 on: December 16, 2014, 02:13:56 PM »
How is it a control build if you are not playing tangle or strangle vines? Strangle vines ROCK.

I would cut some of the rhino hides. also one, maybe 2 rouse the beast.

Also Flying and Rooted don't work how you would like it to. you can only make Kralathor flying.

Remember you also are trained in Level 1 spells, Dissolve, Rust, Geyser, Surging Wave.

I am not a fan of the nightshade lotus.

what about a couple seedling pods to use as diversions. They cost 2 mana to play (ring), if they pop and can summon a creature, bonus. if they get killed, at least they weren't attacking you.



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Knabbmaster

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Re: Plant control build
« Reply #2 on: December 16, 2014, 02:50:25 PM »
How is it a control build if you are not playing tangle or strangle vines? Strangle vines ROCK.

I would cut some of the rhino hides. also one, maybe 2 rouse the beast.

Also Flying and Rooted don't work how you would like it to. you can only make Kralathor flying.

Remember you also are trained in Level 1 spells, Dissolve, Rust, Geyser, Surging Wave.

I am not a fan of the nightshade lotus.

what about a couple seedling pods to use as diversions. They cost 2 mana to play (ring), if they pop and can summon a creature, bonus. if they get killed, at least they weren't attacking you.
I don't really find tangle vine any good since my opponent often will teleport and I will have spent more mana. I could have one too finhish my opponent off but if that would be the case I'm probably wining anyways and I want too spend spell points on other things.

So many plant creatures have a good life total and they regenerate but with no armor they are easy too kill. Rouse the beast can be very useful too play especially on kralathor but also on vine snapper or raptor vine.

And yes the eagle wings are meant too keep kralathor alive.

Personally I am not a big fan of rust because it is easier too deal with than corrode but that's just my opinion. ;)
Btw I did include both surging wave and geyser.
I didn't include dissolve because of the two orchids and my acid balls.

I love nightshade lotus simply because it gives me an free action attack. Orchids are better but you are not allowed too have more than one off the same conjuration in the same zone.

Let me tell you why I do not like seedling pod. It is because it have a cost of 3 mana it takes 3 rounds for it too be able too do anything and then in order for them too give any benefit I would have too wait a total of rounds and I think that is way too slow. Now you might be arguing that it only takes 3 rounds because of my ring but the ring gives no discount for spells cast by spawn points.
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V10lentray

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Re: Plant control build
« Reply #3 on: December 16, 2014, 04:02:54 PM »
Have you listened to the MageWars Monday podcast on the Druid?

You spend 1 spell point on a tanglevine. you spend 4 mana casting tanglevine.

they spend 2 spell points on a Teleport (4 if not wizard), and a minimum of 3 mana to escape.

They are only allowed 4 teleports. If they waste teleports beaming themselves out of tanglevines, that's one less teleport they have to move themselves to hit you, or to put you somewhere you don't want to be.

Also you cast stranglevine during your final QC phase, so they can't act on it until it has already started crushing them and has grown larger.

sometimes a tanglevine is  not used on the mage at all but on a creature that you want to hold still for a round or two while you work on your strategy.
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Re: Plant control build
« Reply #4 on: December 16, 2014, 04:29:30 PM »
Let me tell you why I do not like seedling pod. It is because it have a cost of 3 mana it takes 3 rounds for it too be able too do anything and then in order for them too give any benefit I would have too wait a total of rounds and I think that is way too slow. Now you might be arguing that it only takes 3 rounds because of my ring but the ring gives no discount for spells cast by spawn points.

what about a couple seedling pods to use as diversions. They cost 2 mana to play (ring), if they pop and can summon a creature, bonus. if they get killed, at least they weren't attacking you.

Casting a plant spell for you is not the only benefit. For 2 mana, why not? (assuming you have nothing better to do) I always include at least 2 just in case.

You should include at least 1 dissolve. Not for armor, but for nasty equipment that you want gone. As a druid, dissolve costs only 1 spellpoint, so this doesn't require giving up very much.

And yes, tanglevines are fantastic. Knockdown + Tanglevine in a kill zone is a nice combo for dealing with flyers.

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Re: Plant control build
« Reply #5 on: December 16, 2014, 11:54:23 PM »
You absolutely need dissolves in you book. 2 corrosive orchid aren't going to do much versus a warlock with lash of hellfire or the priest who can turn light attacks into fire.

This is my druid build - Very aggressive and controlling at the same time.

Druid
Attack3 x  Acid Ball2 x  Surging Wave2 x  Geyser1 x  Force Hammer2 x  Hurl BoulderConjuration2 x  Bloodspine Wall3 x  Stranglevine2 x  Tanglevine1 x  Vine Tree2 x  Wall of Thorns1 x  Etherian Lifetree2 x  Corrosive Orchid3 x  Seedling PodCreature2 x  Vine Snapper4 x  Raptor Vine1 x  Kralathor, The Devourer2 x  ThornlasherEnchantment1 x  Barkskin2 x  Bear Strength1 x  Brace Yourself2 x  Rust3 x  Bull Endurance3 x  Rhino Hide1 x  Enchantment Transfusion2 x  NullifyEquipment1 x  Druid's Leaf Ring1 x  Vinewhip Staff1 x  Eagleclaw Boots1 x  Wand of Healing1 x  Enchanter's RingIncantation2 x  Rouse the Beast3 x  Dissolve1 x  Renewing Rain2 x  Dispel2 x  Seeking Dispel2 x  Force Push2 x  Teleport
Total cost: 120 pts

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Knabbmaster

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Re: Plant control build
« Reply #6 on: December 17, 2014, 01:59:58 AM »
Thanks for your advice! Do you think this is better?
Plant controlDruid
Attack4 x  Acid Ball2 x  Geyser2 x  Surging Wave2 x  Jet Stream1 x  Hurl BoulderConjuration2 x  Bloodspine Wall2 x  Corrosive Orchid1 x  Etherian Lifetree3 x  Mana Flower2 x  Nightshade Lotus3 x  Tanglevine1 x  Fog Bank3 x  StranglevineCreature3 x  Raptor Vine1 x  Kralathor, The Devourer3 x  Thornlasher3 x  Vine SnapperEnchantment1 x  Barkskin2 x  Bear Strength1 x  Regrowth6 x  Rhino Hide1 x  Cobra Reflexes2 x  Rust1 x  DecoyEquipment3 x  Bearskin1 x  Druid's Leaf Ring2 x  Eagleclaw Boots1 x  Enchanter's Ring2 x  Regrowth Belt1 x  Leather Gloves1 x  Leather BootsIncantation2 x  Teleport2 x  Shift Enchantment3 x  Dispel2 x  Rouse the Beast1 x  Renewing Rain3 x  Dissolve
Total cost: 120 pts
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gerni

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Re: Plant control build
« Reply #7 on: December 17, 2014, 08:17:44 AM »
I think you forgot to include the Vine Tree.

Also, I think at least one Nullify and Force Push and a Creature without fire weakness are mandatory. Personally, I don't like Orchid/Lotus, since the attack is easy to dodge and the Dissolve/Sleep is too expensive. I'd rather take 6 dissolves. Regrowth and 2x Regrowth Belt is overkill. Regrowth is only worthy on your Mage, since all your creatures have Regeneration. If you need more Regeneration than that of your Tree Bond you are under heavy fire and want to keep Barkskin up anyways.

Spells to consider
- Minor Heal
- Force Push
- Wand of Healing   
- Defend
- Agony (so strong!)
- Maim Wings

I also noticed, that plants only are really hard to play. They are cost efficient early and fall off quickly due to their low mobility and their lack of armor. They are excellent to build up pressure but to keep them alive you have to invest lots of actions (the only option I like is using Brace yourself) and it is often not worth it - so I tend to use them to pressure and - if focused - let them die.
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Knabbmaster

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Re: Plant control build
« Reply #8 on: December 17, 2014, 08:53:08 AM »
I prefer life tree since the extra two life is nice and my It allows me too use leaf ring.

I already have 3x dispel so think it would be a waste off spellpoints.
Thornlashers and teleports are in the book already as we'll as tanglevine and stranglevine so positioning is not really a huge problem.
Personally I think orchid and lotus are awesome because it gives me free action, ranged attacks with unavoidable trait and there is many creatures out there that might come in very handy.
I think it is important too always be able too heal and I wouldn't cal this an overkill.

I didn't include minor heal or wand of healing because regrowth is a cheaper also I have geyser.
The only time agony is really useful is against forcemasters but as the Druid I do not fear any.

I have life tree and 6x of rhino hide for a reason too keep my plants from dying too early also if I have a cople thorlashers in both center zones their low mobility won't make a difference.
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V10lentray

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Re: Plant control build
« Reply #9 on: December 17, 2014, 08:55:28 AM »
Yeah you absolutely missed the vine tree -

whenever I build a book for any mage, the first thing I do is add -

2 dispel
2 dissolve
2 hurl boulder
2 Force push
2 teleport

Those are in every book I build, sometimes the teleports get dropped to 1, but rarely.

You have 2 much armor. The leather stuff is nice, but wasting a QC to put on gloves/boots is a waste of an action without a battleforge. 3 Bearskin??? What are you afraid of? You don't need the regrowth belts at all. and one eagle claw boots should be sufficient.

Barkskin is really the only armor you need. It has an upkeep, but also cantrips, so if it gets corroded, don't pay the upkeep, and recast it the same turn. the bearskin, the leather all of those items hold corrode markers, and switching bearskins out costs 2 additional mana.

Druid regenerates 4 life every turn as long as you have a tree bond and bark skin. the barkskin regenerates 2, you then transfer 2 damage from yourself to the TreeBond, and regenerate that damage off of the tree.

If you feel the need to regenerate 6 damage a turn, maybe you need to invest in a different strategy. which is why I include the seedling pods to use as a decoy, if they are wasting an action killing a seedling pod, that's one less attack on me or one of my plant creatures.

Also consider 1 wand of healing to remove conditions such as burns, rot and corrodes.

No Wall of Thorns - Force push? That's like the bread and butter of the Druid!
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Laddinfance

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Re: Plant control build
« Reply #10 on: December 17, 2014, 09:12:39 AM »
My Druid doesn't use Wall of Thorns / Force Push. It's an easy combo and I won't deny the results, but it's not for me. Sometimes even the threat of force, has force.

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Re: Plant control build
« Reply #11 on: December 17, 2014, 10:23:11 AM »
I don't always use it.

Some times the ability and timing isn't there. But to play a druid book and to not have those cards in there seems odd. Force push should be in every book, and the Wall is only 1 spell point.
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Laddinfance

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Re: Plant control build
« Reply #12 on: December 17, 2014, 10:26:56 AM »
Everyone has their own set of "should be in every book" and all of those "only one point spells" add up. The beauty of Mage Wars is that everyone can build the book they want. I will say that if you want to do Wall of Thorns / Force Push, then Druid is one of the best mages for it.

gerni

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Re: Plant control build
« Reply #13 on: December 17, 2014, 10:43:09 AM »
Well, pumping out creatures from the Druid herself is very action inefficient. You lose so many advantages whitout Vine Tree:
  • you can't move the round you play a creature
  • you need an action to spawn a creature
  • you need an action to play the discount ring
  • you don't have the option to create multiple Vine markers (hinder!)
  • no options to Tanglevine/Stranglevine/Orchid/... from Vine Tree

So when going Plant heavy, I see no reason not to play Vine Tree.

Let me clarify on Regenerations and what i meant with "overkill". I don't think you need so many regernation sources in your spellbook, since Barkskin has the Cantrip trait. There is no creature besides your mage on which you want to cast Regrowth. Via Tree Bond, your mage has "2 regeneration" anyways. If you need more, because you are under heavy fire, you want to keep Barkskin up anyways. Regeneration does not stack and the enemy cannot get rid of your Barkskin, hence putting in so much regeneration is spellpoint ineffective. One belt or a single regrowth is more than enough.

 
Quote
I already have 3x dispel so think it would be a waste off spellpoints.
3 dispel can be enough, in my local group though, you would be plain dead if you have only 3 of them (Curselock, Forcemaster, Fellella BM or Druid, Priestess) either because you die to curses and Poisoned Blood or you can't handle huge buffed Creatures (esp. flyers).

Quote
Personally I think orchid and lotus are awesome because it gives me free action, ranged attacks with unavoidable trait and there is many creatures out there that might come in very handy.
Since you don't have a Vine Tree to deploy them, I think casting one of these sets you behind even more. Your play will be so static and using one or two Walls blocking away your Plants will leave half of your army standing around useless.

Quote
I didn't include minor heal or wand of healing because regrowth is a cheaper also I have geyser.
Geyser only removes burns. Tainted, bleeding (with poisoned blood), Stun, Cripple ... how do remove them?

Quote
The only time agony is really useful is against forcemasters but as the Druid I do not fear any.
Ok... (Hydra, Adramelech, Corazin,...)

Don't get me wrong, I don't want to talk down your book. But my experience (~15 Druid games) let me move away from a book in the style of yours.

Regards, Gerni
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Re: Plant control build
« Reply #14 on: December 17, 2014, 12:22:07 PM »
I've made some changes too my book. Do you think this is more solid?
Plant controlDruid
Attack4 x  Acid Ball1 x  Geyser3 x  Surging Wave1 x  Hurl BoulderConjuration1 x  Bloodspine Wall2 x  Corrosive Orchid1 x  Vine Tree2 x  Seedling Pod2 x  Tanglevine3 x  Stranglevine3 x  Mana Flower1 x  Wall of Thorns1 x  Etherian LifetreeCreature3 x  Raptor Vine3 x  Thornlasher3 x  Vine Snapper1 x  Kralathor, The DevourerEnchantment2 x  Nullify1 x  Jinx1 x  Enchantment Transfusion1 x  Barkskin5 x  Rhino Hide2 x  Bear Strength2 x  RustEquipment2 x  Bearskin1 x  Eagleclaw Boots1 x  Enchanter's Ring1 x  Regrowth Belt1 x  Vinewhip Staff1 x  Wand of HealingIncantation1 x  Renewing Rain2 x  Rouse the Beast2 x  Burst of Thorns1 x  Dispel2 x  Seeking Dispel1 x  Purge Magic1 x  Teleport3 x  Dissolve3 x  Force Push
Total cost: 120 pts

« Last Edit: December 17, 2014, 12:23:48 PM by Knabb master »
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