July 15, 2019, 07:27:31 PM

Author Topic: Zombie Rush  (Read 2853 times)

Nettle

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Zombie Rush
« on: January 25, 2016, 11:24:00 AM »
Hi! I am making a zombie necro for a friendly neighbourhood Magewars contest and I am looking for feedback and ideas, so please comment.

The main idea is to make a zombie horde of 4-6 (preferably including shaggoth-zora) swarm enemy and pin him to the ground with tanglevine and the like. If he survives he is to be killed off through poison.
Malacoda+Grey Wraith should act as guardians if/when needed.
Wand is to be used as counter if either book or staff is dispelled.

Necromancer
Attack2 x  Devil's Trident1 x  Geyser1 x  Invisible FistConjuration1 x  Rolling Fog1 x  Sacrificial Altar1 x  TanglevineCreature1 x  Grey Wraith4 x  Zombie Crawler1 x  Malacoda1 x  Ichthellid1 x  Shaggoth-Zora2 x  Plague Zombie2 x  Zombie Brute2 x  Venomous Zombie2 x  Unstable ZombieEnchantment2 x  Brace Yourself1 x  Rise Again1 x  Nullify1 x  Marked for Death1 x  Jinx2 x  Harmonize1 x  Force Hold1 x  Death LinkEquipment1 x  Mage Wand1 x  Deathshroud Staff1 x  Libro Mortuos2 x  Death Ring1 x  Demonhide ArmorIncantation1 x  Piercing Strike1 x  Drain Soul2 x  Dissolve2 x  Dispel1 x  Knockdown1 x  Perfect Strike1 x  Drain Life1 x  Power Strike2 x  Seeking Dispel1 x  Teleport2 x  Zombie Frenzy1 x  Force Push1 x  Disarm
Total cost: 120 pts

So what do you think?

iNano78

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Re: Zombie Rush
« Reply #1 on: January 25, 2016, 01:56:53 PM »
I'd bump up the counts of Tanglevine (3 or 4) and Zombie Crawler (6), since they're basically your primary strategy.  Drop some of the more expensive Zombies (e.g. ones that cost 9+ mana), drop the Ichthellid, maybe keep 1 Brute in case you need a guard.  Drop all the single-target Incantations (___ Strike) because Zombie Frienzy is generally better for your purposes.  I'd probably drop Deathlink and Rise Again as well, perhaps in favour of an Astral Anchor or two (to prevent the opposing mage from teleporting out of your Tanglevines) - assuming you have Battlegrounds Domination.  Maybe include a second Marked For Death, if you have room.

As for strategy, definitely try to get a Venomous Zombie in play early.  The Necromancer's 1 direct damage for 1 mana ability is great once you get a Tainted to stick.  (I realize you also have Drain Soul, but I personally tend to use Drain Soul to deal 6 unavoidable damage to an annoying creature, rather than to the opposing mage - unless it finishes off the mage, of course).
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ringkichard

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Re: Zombie Rush
« Reply #2 on: January 25, 2016, 06:15:19 PM »
Yeah, Ichthalid's not very good if you only have one. I get that it's a poison condition for the enemy mage, but if you're not willing to hit enemy creatures with it, gets very awkward.
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silverclawgrizzly

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Re: Zombie Rush
« Reply #3 on: January 25, 2016, 11:55:36 PM »
I might switch out that Ichthalid for a Deathfang, fast little bugger ought to keep the opponent on their toes as they try to avoid zombies.

iNano78 is giving really good advice, so mine is just gonna be "do what iNano78 said."
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Nettle

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Re: Zombie Rush
« Reply #4 on: January 26, 2016, 01:45:12 AM »
Thanks for the feedback guys!

I might switch out that Ichthalid for a Deathfang, fast little bugger ought to keep the opponent on their toes as they try to avoid zombies.
I really dislike him, so he would not see play either way... I keep Unstable zombie to deal with situations where slow is bad. Somehow it tends to get people suprised again, and again. I get it is not that strategically sound card as it is very expensive, however people who do not know it are often really suprised what it can do.

Yeah, Ichthalid's not very good if you only have one. I get that it's a poison condition for the enemy mage, but if you're not willing to hit enemy creatures with it, gets very awkward.
The idea was, that if the situation is right I would use it to bite enemy creature, sacrifice him at the altar to kill the enemy with unstable zombie/my guard or with poison and get him back from the egg. Truth is I am not really sure if it is worth it.

I'd bump up the counts of Tanglevine (3 or 4) and Zombie Crawler (6)
The idea was to hold him down preferably with Force Hold + Knockdown and support zombies with staff from one zone away and use vine only if he is the one who initiates. You think that will not work?
I agree that 6 crawlers are something I really need though.

Drop some of the more expensive Zombies (e.g. ones that cost 9+ mana), drop the Ichthellid, maybe keep 1 Brute in case you need a guard.  Drop all the single-target Incantations (___ Strike) because Zombie Frienzy is generally better for your purposes.
I really like plague zombies + altar + Eternal servant for the sure way to deal out poison. It is probably better to swarm more/take out Malacoda whenever I feel like taking out Brute though - so I do not really need them. I like playing unstable zombies for the sheer fun of playing something other players do not get.
I agree that Frenzy is better in almost all situations, however orders are fast and cheap (can be used to quickly kill of attackers and in situations where I am not in control. They might also be useful when I do not have mana to deal with enemy defenses directly)

I'd probably drop Deathlink and Rise Again as well, perhaps in favour of an Astral Anchor or two (to prevent the opposing mage from teleporting out of your Tanglevines) - assuming you have Battlegrounds Domination.  Maybe include a second Marked For Death, if you have room.
Sadly, I do not have Anchors. I use Jinx instead. You are probably right about Deathlink an Rise Again though!

drmambo23

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Re: Zombie Rush
« Reply #5 on: January 26, 2016, 09:10:42 AM »
I am working on building a necro book at the moment and from my experience with that plus the other times I've played necro I would strongly suggest another nullify to put on the enemy to stop a purify and also throw in a poisoned blood.

Also, with no mana crystals this build might be hard to get rolling. Necro seem to use a ton of mana (which is why most run meditation amulet) so more mana economy would be nice especially since this is more of a "longer game" book. Also with grey wraith upkeep 1 and paying 1 mana to deal 1 damage can set you back.

I would cut back on a few creatures probably bease im not sure if youll be able to get them all out. If you have had success with this many let me know.

And last note, force push is great but force wave is a great tool to get a lot of zombies to move 1 zone at once if you don't have the mana for zombie frenzy
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sIKE

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Re: Zombie Rush
« Reply #6 on: January 26, 2016, 09:24:23 AM »
One nice things with the Ichthellid in a Zombie build is he that he can guard.
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Mystery

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Re: Zombie Rush
« Reply #7 on: January 26, 2016, 09:53:40 AM »
One nice things with the Ichthellid in a Zombie build is he that he can guard.

better have something more durable? 4mana more a skeletal knight? skeletal sentry is cheaper and i feel 11 life vs 2/5 is ok

Nettle

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Re: Zombie Rush
« Reply #8 on: January 27, 2016, 02:35:42 AM »
Thanks to all of your feedback I made few changes. Mostly it adds mana sustain(magic crystals + meditation amulet) and a bit of utility (added force wave, nullify, tangle vine,...) at a cost of some creatures which I probably wouldn't get to play (Brutes, Ithellid). Here it is!

Necromancer
Attack2 x  Devil's Trident1 x  Geyser1 x  Invisible FistConjuration1 x  Rolling Fog2 x  Tanglevine2 x  Mana Crystal1 x  Sacrificial AltarCreature5 x  Zombie Crawler2 x  Unstable Zombie1 x  Shaggoth-Zora2 x  Plague Zombie3 x  Venomous Zombie1 x  Grey Wraith1 x  MalacodaEnchantment2 x  Nullify1 x  Marked for Death1 x  Jinx2 x  Harmonize1 x  Force Hold1 x  Death Link2 x  Brace YourselfEquipment1 x  Demonhide Armor1 x  Meditation Amulet1 x  Libro Mortuos2 x  Death Ring1 x  Mage Wand1 x  Deathshroud StaffIncantation2 x  Zombie Frenzy2 x  Dissolve1 x  Disarm1 x  Drain Soul2 x  Seeking Dispel1 x  Teleport2 x  Dispel1 x  Force Push1 x  Knockdown1 x  Force Wave1 x  Piercing Strike1 x  Perfect Strike
Total cost: 120 pts

RomeoXero

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Re: Zombie Rush
« Reply #9 on: January 27, 2016, 12:48:33 PM »
To be honest I don't think you need the meditation amulet. You only run one spawn point and you can't use the amulet and hard cast a creature in the same turn. I would stick with the mana crystals or switch it out for a moonglow amulet if you really just gotta have that neck piece. 12 channeling I !  pretty substantial as it is and I don't know that you want to waste more actions getting economy after the first turn or two. Just a thought. Also you have no walls, and while not technically necessary they can help a lot to funnel your swarm and the best wall in the game is in school for you. Wall of bones.
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