January 17, 2018, 10:21:32 PM

Author Topic: Multiplayer Domination: Skeleton Necromancer  (Read 2541 times)

iNano78

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Multiplayer Domination: Skeleton Necromancer
« on: May 06, 2016, 03:28:02 PM »
Skulls & BonesDarkfenne Necromancer
Attack1 x  Force Hammer1 x  V'Tarrian Energy WaveConjuration1 x  Altar of the Iron Guard1 x  Altar of Skulls1 x  Graveyard1 x  Idol of Pestilence2 x  Poison Gas Cloud2 x  Tanglevine4 x  Wall of BonesCreature1 x  Acolyte of the Bog Queen2 x  Darkfenne Bat2 x  Deathfang1 x  Malacoda1 x  Mort1 x  Skeletal Archer6 x  Skeletal Minion2 x  Skeletal SentryEnchantment1 x  Harmonize1 x  Hellfire Trap1 x  Marked for Death2 x  Plagued1 x  RustEquipment1 x  Death Ring1 x  Demonhide Armor1 x  Elemental CloakIncantation1 x  Battle Fury1 x  Dispel1 x  Drain Soul2 x  Evade1 x  Force Push1 x  Force Wave1 x  Mass Sleep1 x  Reassemble1 x  Seeking Dispel2 x  Teleport1 x  Unholy Resurgence1 x  Whirling Strike
Total cost: 120 pts

Usually start with Graveyard + Harmonize in a zone with an orb.  Then I try to deploy a Skeleton every round, and I either go with a ring and Altar of the Iron Guard (AotIG), or I go with an Acolyte, then the Altar of Skulls on round 3 in the Acolyte's zone.  I haven't used the bats yet, but they're there for matches where I don't get an Idol or Altar going but need flyers to get past walls.  Rust is great for dropping the armor of an Usslak.  I used to run Meditation Amulet but found that my mage often punches orbs and doesn't have time to meditate anyway.

* This is part of a series of spell books designed for Free-for-all Multiplayer Domination.  The main discussion can be found here. *
« Last Edit: May 27, 2016, 02:00:22 PM by iNano78 »
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BigL16

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Re: Domination: Skeleton Necromancer
« Reply #1 on: May 06, 2016, 03:38:29 PM »
Damn the Altar of Skulls...

That is all.

iNano78

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Re: Domination: Skeleton Necromancer
« Reply #2 on: May 06, 2016, 03:49:25 PM »
Damn the Altar of Skulls...

That is all.

 8)
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iNano78

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Re: Domination: Skeleton Necromancer
« Reply #3 on: May 27, 2016, 10:23:45 AM »
To promote discussion:

Armory looks like a really good idea in this book... and it might be... but I never seem to be able to justify 10 mana in an early to mid game round when it would be most effective.  Usually at that time, I'm committing my mana to other Conjurations and/or amassing my Skeleton horde.  And later in the match, I'd get a lot more mileage out of a Battle Fury or Whirling Strike or Evade, since it's less about hitting hard or keeping Skellies alive and more about stealing orbs.  So, I've dropped it in favour of other support spells.

While I'm here, I should also point out that it's very important to get the AotIG out ASAP.  If an enemy mage casts one first, you can't, since it's Legendary.  Guarding is clutch in multiplayer Domination, and for whatever reason, your undead army can't benefit from Defend (it and Brace Yourself are the only War school "Command" spells that require Living targets, not just a Corporeal ones), so AotIG is your only "free Guard marker" option. 

Hmmm... after skimming through the War "Command" spells again, maybe I should consider trading those Bats for a Flank Attack to improve my Skeletons' chances against Usslak, Greater Orb Guardians.

By the way, I'm paying a lot of points for spells that rarely see play: Mass Sleep is asymmetric, since Skeletons are immune to Psychic.  It's like a BIG zone attack, but far nastier!  And speaking of BIG zone attacks, V'tar Energy Wave is probably the biggest... but I have yet to use it.  It's there to be a "surprise" game-changer if/when I find myself outnumbered, or to cast when other mages are competing for orbs, just before my horde joins the fray!  ;)
« Last Edit: May 27, 2016, 10:28:03 AM by iNano78 »
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Mystery

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Re: Domination: Skeleton Necromancer
« Reply #4 on: May 27, 2016, 01:20:41 PM »
team free for all or 1v1 domination?

iNano78

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Re: Domination: Skeleton Necromancer
« Reply #5 on: May 27, 2016, 01:57:35 PM »
team free for all or 1v1 domination?

Multiplayer free-for-all, usually 3-player.  1 vs 1 (or team, for that matter) would need a lot more protection for the mage, but mages rarely get killed in multiplayer free-for-alls.

I'll cross-reference my Domination spell book discussions back to the overall multiplayer Domination thread.
« Last Edit: May 27, 2016, 02:04:41 PM by iNano78 »
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Re: Multiplayer Domination: Skeleton Necromancer
« Reply #6 on: January 08, 2017, 01:42:52 PM »
Here is an update with cards from PvS and Lost Grimoire v1.

Skulls & Bones v2.0Darkfenne Necromancer
Attack1 x  Force Hammer1 x  Swell
1 x  WindstormConjuration1 x  Altar of the Iron Guard1 x  Altar of Skulls1 x  Graveyard1 x  Idol of Pestilence1 x  Poison Gas Cloud2 x  Tanglevine2 x  Wall of Bones1 x  Wall of Poison Gas
Creature1 x  Acolyte of the Bog Queen1 x  Blightheart
2 x  Deathfang1 x  Malacoda1 x  Mort1 x  Skeletal Archer1 x  Skeletal Knight6 x  Skeletal Minion2 x  Skeletal Sentry1 x  Turghut
Enchantment1 x  Chant of Rage
1 x  Harmonize1 x  Hellfire Trap1 x  Marked for Death1 x  Plagued1 x  Rhino Hide1 x  Rust1 x  Stench of Death (promo)
Equipment1 x  Death Ring1 x  Elemental CloakIncantation2 x  Battle Fury1 x  Dispel1 x  Evade1 x  Force Push1 x  Force Wave1 x  Knockdown2 x  Lesser Teleport
1 x  Mass Sleep1 x  Reassemble1 x  Teleport1 x  Unholy Resurgence1 x  Whirling Strike
Total cost: 120 pts

* This is part of a series of spell books designed for Free-for-all Multiplayer Domination.  The main discussion can be found here. *
« Last Edit: January 17, 2017, 09:57:48 PM by iNano78 »
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Phillus

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Re: Multiplayer Domination: Skeleton Necromancer
« Reply #7 on: January 10, 2017, 08:21:51 PM »
I've had success with Ziggurat with undead since it works on Sslaks (since they're living). Sad part it only works on Zombies.

iNano78

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Re: Multiplayer Domination: Skeleton Necromancer
« Reply #8 on: January 10, 2017, 08:35:52 PM »
I've had success with Ziggurat with undead since it works on Sslaks (since they're living). Sad part it only works on Zombies.

Be careful. When neutral (guardian) Sslaks are destroyed, they get Obliterated, so I don't think they can be reanimated in this way (nor serve as a host for Ichthellid reproduction, etc).
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JasonBourneZombie

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Re: Multiplayer Domination: Skeleton Necromancer
« Reply #9 on: January 11, 2017, 06:19:22 AM »
Huh. The supplement updates Ichthelid to require the creature to not be removed from play, but Sslak aren't actually obliterated according to the battlegrounds rules, just removed.
« Last Edit: January 11, 2017, 06:22:53 AM by JasonBourneZombie »
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...ergh...argh...

iNano78

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Re: Multiplayer Domination: Skeleton Necromancer
« Reply #10 on: January 11, 2017, 07:26:45 AM »
Huh. The supplement updates Ichthelid to require the creature to not be removed from play, but Sslak aren't actually obliterated according to the battlegrounds rules, just removed.

How different is that from the description/definition of Obliterate (as per Codex)?
"The object is destroyed, then it is removed from the game." Then goes on to describe the consequences of being removed from the game.

Actually, I just noticed that one might argue the Ziggurat still works on Obliterated creatures, since the description of Obliterate in the Codex only forbids abilities of the creature, and conditions and spells attached to the creature, from triggering on destruction (e.g. Ichthellid larvae, Rise Again enchantment, etc). External abilities can still trigger upon the creature's destruction (e.g. Graveyard gaining mana, Wrath tokens, Holy Avenger, etc). Ziggurat is not attached to the creature, so might still trigger upon destruction before the creature is removed from the game. Unless those effects are simultaneous (e.g. "When this creature would be destroyed, immediately remove it from the game" or something like that). (?)

Zuberi??  ;)
« Last Edit: January 11, 2017, 07:30:32 AM by iNano78 »
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JasonBourneZombie

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Re: Multiplayer Domination: Skeleton Necromancer
« Reply #11 on: January 11, 2017, 07:58:44 AM »
Reanimate specifies the creature is returned from the discard pile. Sslak don't ever have one.

Obliterate describes that certain destruction triggers don't work when the object is destroyed, but does not actually say that all removal effects prevent these triggers.

Most of the "on creature destruction" effects that matter already cover removal from the game, but if there were a spell that had the creature do something when it died, a Sslak would be able to do it because it was removed and not obliterated.
« Last Edit: January 11, 2017, 08:00:44 AM by JasonBourneZombie »
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...ergh...argh...

iNano78

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Re: Multiplayer Domination: Skeleton Necromancer
« Reply #12 on: January 11, 2017, 10:32:15 AM »
Reanimate specifies the creature is returned from the discard pile. Sslak don't ever have one.

Obliterate describes that certain destruction triggers don't work when the object is destroyed, but does not actually say that all removal effects prevent these triggers.

Most of the "on creature destruction" effects that matter already cover removal from the game, but if there were a spell that had the creature do something when it died, a Sslak would be able to do it because it was removed and not obliterated.

I feel that a lot of the intricacies of Sslak rulings could have been avoided, and they would be more tempting to summon (either from your book or from V'torrak, making controlling the V'torrak more enticing), if the following were on their cards:
- Vigilant trait (replaces a current rule for neutral orb guardians; makes them WAY better when you cast them yourself)
- "If this creature would be destroyed, Obliterate it." (same as for Zombie marker)
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iNano78

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Re: Multiplayer Domination: Skeleton Necromancer
« Reply #13 on: January 26, 2017, 12:36:03 PM »
Recently discovered that healing is a good thing, even for a Dark mage. Otherwise, a single Bleed token can really ruin your day.   :o

Changes:
-2 x  Skeletal Minion - 4 are usually enough, as I tend to switch to Sentries or Deathfangs if the Minions are dying too rapidly
-1 x  Skeletal Knight - it's powerful and a good guard, but a little expensive in this format; Sentries are usually sufficient in this role at a much lower mana cost
-1 x  Mass Sleep - I keep thinking this would be a good idea in the right circumstance, but 15 mana full action at range 0-1 when you'd get maximum effectiveness out of it is just so rare, and 8 sbp's is a TON to spend on a spell you almost never use - not to mention somewhat "unfun" for your opponents!

+2  Siphon Life - A little healing, + direct damage at the same time, can go a long way; can be used to finish an Usslak (bypassing armor) or to swing the match when you and your closest opponent are both on the verge of death and it's either him or you!
+1 x  Drain Life - When Siphon Life just isn't enough! (12 mana usually isn't a problem when it's late in the match and you really need to heal; 16 mana for Drain Soul might be a little too much to ask, though; and Drain Life costs 1 less sbp)
+1 x  Regrowth - Very handy when you find that you've taken 10-15 damage early in the match or are Bleeding out; could also be used on Malacoda in a pinch
+1 x  Mage Wand - Useful for so many things, like Reassemble or Siphon Life or Evade or Dispel or Force Push/Wave or Teleport. Whatever you need, on a stick! And since Dissolves/Crumbles are less popular in this format than in Arena death-matches, it's reasonably likely to stay equipped, too.

Skulls & Bones v2.1Darkfenne Necromancer
Attack1 x  Force Hammer1 x  Swell1 x  WindstormConjuration1 x  Altar of the Iron Guard1 x  Altar of Skulls1 x  Graveyard1 x  Idol of Pestilence1 x  Poison Gas Cloud2 x  Tanglevine2 x  Wall of Bones1 x  Wall of Poison GasCreature1 x  Acolyte of the Bog Queen1 x  Blightheart2 x  Deathfang1 x  Malacoda1 x  Mort1 x  Skeletal Archer4 x  Skeletal Minion2 x  Skeletal Sentry1 x  TurghutEnchantment1 x  Chant of Rage1 x  Harmonize1 x  Hellfire Trap1 x  Marked for Death1 x  Plagued1 x  Regrowth1 x  Rhino Hide1 x  Rust1 x  Stench of Death (promo)Equipment1 x  Death Ring1 x  Elemental Cloak1 x  Mage WandIncantation2 x  Battle Fury1 x  Dispel1 x  Drain Life1 x  Evade1 x  Force Push1 x  Force Wave1 x  Knockdown2 x  Lesser Teleport1 x  Reassemble2 x  Siphon Life1 x  Teleport1 x  Unholy Resurgence1 x  Whirling Strike
Total cost: 120 pts
« Last Edit: January 26, 2017, 12:45:19 PM by iNano78 »
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