December 19, 2018, 03:51:20 AM

Author Topic: PALadin v1  (Read 727 times)

Arkdeniz

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PALadin v1
« on: October 15, 2018, 04:02:48 PM »
Well, one of my group challenged me to create a Paladin for a match with another of the group.

I am not usually a Holy mage player.

This is what I have quickly come up with.

PALadinA Paladin Spellbookbuilt by http://www.spellbookbuilder.com
Equipment1 x Colossus Belt1 x Dancing Scimitar1 x Dawn's Bastion1 x Dawnbreaker Ring1 x Elemental Cloak1 x Enchanter's Ring1 x Gauntlets of Strength1 x Helm of Justice1 x Radiant Breastplate1 x Signet of the Dawnbreaker1 x Spiked Armor1 x Spiked Buckler1 x Steadfast Boots2 x Sword of Radiance1 x Tempered FauldsConjuration1 x Hand of Bim-Shalla1 x Malakai's Basilica1 x Pillar of Righteous Flame1 x Renewing Spring1 x Temple of Light1 x Wall of ForceCreature1 x Artemis, Dawnbreaker's Eye1 x Aurora Lucere, Dawnbreaker's Chosen1 x Eligor Larington1 x Goblin Builder1 x Messenger of Bim-Shalla1 x Straywood ScoutEnchantment1 x Armor Ward1 x Bear Strength1 x Blessed Focus1 x Bull Endurance1 x Circle of Light2 x Critical Strike1 x Divine Intervention1 x Divine Protection2 x Eye for an Eye2 x Galvanize2 x Gator Toughness1 x Glancing Blow1 x Healing Charm2 x Knight's Courage1 x Life Link2 x Nullify2 x Pacify1 x Paladin's Valor1 x RestoreIncantation1 x Battle Fury2 x Dispel2 x Dissolve1 x Heal1 x Minor Heal1 x Remove Curse1 x Repulse1 x Reveal Magic1 x Seeking Dispel1 x Smite1 x TeleportAttack1 x Blinding Flash3 x Luminous Blast2 x Sunfire Burst
Total cost: 120 pts


The basic plan is to throw down the builder on T1, Eligor on T2, and then march with Eligor straight up the board to the enemy mage, putting out equipment and/or buff enchantments each turn, while the builder starts the temple set up behind me.

Once in melee range, start smacking. If Eligor gets taken out, put out a replacement (Aurora if I encounter a swarm, Artemis if there are flyers).

So, nothing complicated.

Thoughts on the build and/or the approach welcomed. Weaknesses are of particular interest. 
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Biblofilter

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Re: PALadin v1
« Reply #1 on: October 15, 2018, 04:48:00 PM »
:)

Looks like you could hit quite hard with him and get some work out of Spiked Armor/Buckler.

I like Goblin Builder. I´ve been dissing Elingor Larrinton, but i never tried him or played against him.
Could work i guess.

I think your biggest weakness will be lack of actions.

You have a lot of equipment and enchantments but clearly want to engage up close.

Battle Forge seems to be the easiest fix, but you might even put Cassiel in to help with enchantments/incantations. Id change some of the nature buffs: Bull Endurance, Gator Toughness for other in school protection/novice spells: Brace Yourself, Divine Reversal, +1 Divine Reversal.
Or you could add some passive healing instead.

Ballista  ;D

More movement spells like lesser Teleport and Force Push, not as important as Battle Forge/Cassiel.

Do you have something vs Unavoidable?
You could go Sword of Radiance, Morning Star and Vorpal Blade rather than Sword of Radiance x2.

Finally let me just say i think Paladin can match Wizard in the Wand game with Champions Gauntlets. I know its not this deck.
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Arkdeniz

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Re: PALadin v1
« Reply #2 on: October 15, 2018, 05:18:34 PM »
On Battleforge:

This build is quite similar in principle to a Warlock I bring out from time to time. The main difference is that the warlock employs two BFs and this Paladin uses none.

The main reason for not including it here is that I don't want to delay getting close by another turn. BF gets in the way of putting out the buddy until turn 3. Additionally, the best place for a BF is in the near middle zone, which is also the best place for the temple of light (or possible ballista)…

I take your point on the in school v out. Will look more closely at those.   
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wtcannonjr

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Re: PALadin v1
« Reply #3 on: October 15, 2018, 05:19:44 PM »
Another option is to use Crusade Banner and then move forward saving your mana. By turn 3 you should be able summon two holy creatures of level 4 and level 3 for about 34 mana in total IIRC. This combo with your Paladin should be aggressive way to attack while your opponent may still be creating his economy.
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Arkdeniz

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Re: PALadin v1
« Reply #4 on: October 15, 2018, 05:24:57 PM »
Another option is to use Crusade Banner and then move forward saving your mana. By turn 3 you should be able summon two holy creatures of level 4 and level 3 for about 34 mana in total IIRC. This combo with your Paladin should be aggressive way to attack while your opponent may still be creating his economy.

But wouldn't that be a false economy for me?

By putting out the banner and using it on T3 I have spent 7 mana to save 4.
The full round actions I save by having the banner summon the creatures (allowing the mage to move up) will be countered by needing to use full round actions to bring the creatures up to the front line.
And I miss the opportunity to buff the creatures in the meantime.

Or am I missing something?
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Arkdeniz

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Re: PALadin v1
« Reply #5 on: October 15, 2018, 05:33:05 PM »
I´ve been dissing Elingor Larrinton, but i never tried him or played against him.
Could work i guess.

I like Eligor. If you put say Bear's Strength/Knight's Courage/Wolf Fury on him then he has an effective attack and so you can't ignore him, but if you hit him he hits back harder again.

What do you do? Go after him and get smacked or leave him alone and get smacked? Win-win for me.
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Biblofilter

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Re: PALadin v1
« Reply #6 on: October 15, 2018, 10:13:05 PM »
I´ve been dissing Elingor Larrinton, but i never tried him or played against him.
Could work i guess.

I like Eligor. If you put say Bear's Strength/Knight's Courage/Wolf Fury on him then he has an effective attack and so you can't ignore him, but if you hit him he hits back harder again.

What do you do? Go after him and get smacked or leave him alone and get smacked? Win-win for me.

I hope to get around to try him out myself one day :)

wtcannonjr banner idea sounds good to me.
I still think both Battle Forge and Cassiel are pretty good for this build also even if you get them out late.
With Goblin Builder it should be possible to get it out in an offensive position later.

Something like this:
9                                                               19

    Guardian Angel                     12              7     
    Enchanters Ring                     2              5

9                                                                14
   
    Goblin Builder                         5               9
    Enchantment                          1               8

9                                                                 17

     Eligor                                     15              2   
     Enchantment                           1              1

9                                                                  10

     GB Banner                               7(?)           3
     GA guard GB                     
     Enchantment                                            1
     
     Dobbelmove Eligor and Pally.


1 or 2 Enchantment Transfusion might be good to trf between Pally/Eligor
Ballad of Courage is pretty decent especial with smite and challenge :)
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Biblofilter

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Re: PALadin v1
« Reply #7 on: October 16, 2018, 01:20:31 AM »
9                                                              19

    Goblin Builder                 5                    14
    Enchanters Ring             2                    12

9                                                              21

    Enchantment                 1                     20
    Gloves of Skill                 3                    17
    Banner                           7                    10

9                                                               19   

    Enchantment                 1                      18
    Eligor                             15                      3

I like that a bit better   

Banner might make your opponent come to you :)

                                     
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wtcannonjr

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Re: PALadin v1
« Reply #8 on: October 16, 2018, 06:13:59 AM »
Another option is to use Crusade Banner and then move forward saving your mana. By turn 3 you should be able summon two holy creatures of level 4 and level 3 for about 34 mana in total IIRC. This combo with your Paladin should be aggressive way to attack while your opponent may still be creating his economy.

But wouldn't that be a false economy for me?

By putting out the banner and using it on T3 I have spent 7 mana to save 4.
The full round actions I save by having the banner summon the creatures (allowing the mage to move up) will be countered by needing to use full round actions to bring the creatures up to the front line.
And I miss the opportunity to buff the creatures in the meantime.

Or am I missing something?
You can spend 2 move actions in the first round and cast Crusade Banner much closer to the opponent. You then have the option to close ranks and attack with the Paladin while accumulating mana or guard the Banner until it spawns. Ranged attacks have reduced chance to hit the banner (unless Flame damage), but you can adjust the zone you cast it based on your risk preferences. i.e. do you want to taunt the opponent forward to attack the banner?

The benefit is you spend 7 mana, gain 4 mana, gain an action to cast two creatures, and have two rounds of move actions to close ranks with your opponent for early attack options. Casting creatures with Fast or Flying or Ranged Attacks works best for getting them into the battle faster.
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Puddnhead

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Re: PALadin v1
« Reply #9 on: October 16, 2018, 09:23:43 AM »
Something I've been meaning to experiment with is casting a buddy early and then, when you get close, drop the banner and spawn two ranged fire support units. Ideally, Artemis and a Royal Archer, but could also be two Temple Sharpshooters.  Drop a hill under the fight and the sharpshooters can do some serious damage.
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Arkdeniz

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Re: PALadin v1
« Reply #10 on: October 16, 2018, 05:11:47 PM »
UPDATE

I had the match. Turned out I was opposing a wizard.

Eligor and I duly marched up to the other end of the board. Wizard put out a wand of thunderbolt and a pair of gargoyle sentries. And...

...he then cursed me silly with three pairs of ghoul rots and magebanes, stole several enchantments, dispelled another couple, and dissolved most of my important gear.

All the time during which I was having great trouble taking the gargoyles down and getting to the wizard himself.

Sure, I managed a couple of good hits, and the temple of light did some good service, but I was comprehensively outplayed.

It didn't help that I consistently rolled poorly with my healing, but if you're starting to use heals it is generally a sign that you've lost the initiative and are losing the game anyway.

Whether I would have done better against another opponent is another question, but in this case I walked straight into a build perfect for taking me down.
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