October 26, 2020, 08:06:07 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Werekingdom

Pages: [1] 2
1
Creative / Making Academy Mages viable in Arena
« on: April 16, 2019, 11:16:31 PM »
I'm trying to make academy mages viable in arena.
In general I multiplied the health by 1.5 the academy health (round down).
SBP's: I just increased them to 120.
Channeling: On the topic of channeling, I just gave them all 9 channeling, then multiplied the starting mana which is gained in the beginning. So if the Sistarra Wizard has 3 starting mana in academy, then the Sistarra Wizard would gain a bonus 6 mana in the beginning. meaning that instead of starting with 19 mana (10 mana + 9 from channeling), the Sistarra Wizard would start with 25 mana (10 mana + 9 from channeling + 6 bonus mana).
The first ability are based off of the academy ability, which in a few casts I had to tweak to fit into Arena. The second ability in general is the opposite of the first, so if the first ability is defensive in nature the second ability is more offensive. I tried to use words and concepts already in uses throughout mage wars, but are inline with the nature of the Mage, my intention is to give a verity of Mage options without confusing people.

Ivarium Warlord Stats:
120 sbp
School's: War
Life: 36
Channeling: 9
Starting Mana: 19
Attack: 3 Dice Melee
Ability #1 Battle Order: (Once per round, as a quick command spell, you may pay 5 mana. If you do, all friendly soldiers in the arena gain melee +1 until the end of the round. If you control a revealed formation, reduce the cost of this ability by 1.
Ability #2 (Once per round, this Mage may pay 1 less mana when he, casts or reveals a command or formation spell.
NOTES: I increased the Battle Orders cost form 3 to 5, so with a formation revealed the battle order cost will be 4 mana, which is more inline with Call of the Wild. I did this because of the second ability and the fact that Arena wide spell are very strong. The Warlords have always relied on discounts more then increasing there channeling. On the matter of the life, I took the original life of the academy mage an times it by 1.5, so a warlord with 24 life would get 36 in Arena.

Kelsar Grove Beastmaster Stats:
120 sbp
School's: Nature. Fire spells cost triple the spellpoints.
Life 36
Channeling: 9
Starting Mana: 19
Attack: 3 Dice Melee
Ability #1 Stir The Beast: (Once per round, when this Mage or a Spawnpoint he controls cast a Level 1 animal creature, he may pay 1 mana to have it enter play active instead of inactive.
Ability #2 Pack Bounding: (This Mage has Lifebound +1 with a level 1 animal creatures in his zone.
NOTES: I added the "Or a spawnpoint" in the Stir the Beast ability since academy doesn't have spawnpoints and I thought that only having the mage have that ability limited the beastmaster too much. Packbounding is my attempts to give the Mage a defensive ability that flows from the Stir the Beast ability, I choose the lifebound ability over some type of armor or heal since you are not removing the damage. I left the ability range to be the zone of the mage instead of targeting a single creature like the Straywood Forest Beastmaster pet ability, this should help keep the minor creatures alive my spreading the damage.

Sistarra Wizard Stats:
120 sbp
School's: Arcane and Air magic.
Life: 34
Channeling: 9
Starting Mana: 25 instead of 19.
Attack: 3 Dice 0-0 Range
Ability #1 Extend Magic: (When you reveal an enchantment with the Dissipate X trait, you may pay mana equal to that spell's Level -1, to place 1 additional Dissipate token on it.
NOTES: On starting mana, I choose to give 6 mana in the beginning (2x the academy 3 starting mana) instead of giving 10 channeling. I edited the Extend Magic to be cheaper since this ability since paying equal to the level seemed underwhelming, besides there are a total of 17 entrenchments with Dissipate X, only 4 of those 17 enchantments are in the arcane school. For the second ability I choose to changing the Mages attack to a 0-0 range 3 dice attack, this gives the Wizard an cool game changing offensive ability to compensate for the more defensive Dissipate ability. Out of all these Academy to Arena Mages, this has been the one I'm most unsatisfied.

Asyra Priestess Stats:
120 sbp
School's: Arcane and Air magic
Life: 31
Channeling: 9
Starting Mana: 23 instead of 19.
Attack: 3 Dice Melee
Ability #1 Blessing of Champions: (Whenever the Priestess casts or reveals a healing or protection spell she may place a guard marker on a friendly Holy creature in her zone by paying X, when X equals the creatures Level -1, minimum of 1 mana.
NOTES: I thought that having one ability is fine here since this ability is not limited to once per round, so having a low health mage that focuses on standing in the front and redistributing the damage through guarding instead of healing was interesting. I did give her a 1 mana discount to help combat the low channeling of the Asyra Priestess.

Jonktari Druid Stats:
120 sbp
School's: Nature and level 1 Water spells. Fire and War spells cost triple spellpoints.
Life: 34
Channeling: 9
Starting Mana: 23 instead of 19.
Attack: 3 Dice Melee
Ability #1 Herbalist: (Once per round, when you cast a potion, you may pay 1 mana to place 1 additional Charge token on it.
Ability #2 Dendrology: (Once per round, when you cast or reveal a tree spell, you may pay 1 less mana, to a minimum of 1 mana.
NOTES: I removed the Fire and War triple spellpoints cost for Novice spells. On the second ability "Dendrology" (Study of Trees) I wanted to give a discount but any discount on plants or vines would be way too powerful. So instead I choose trees as the sub-type for the discount, this should differentiate the Jonktari Druid from the Wychwood Druid. This means that this Druid can't use vine markers unless she pays for them from the Vine Tree.

Elemental Lords Elementalist Stats:
120 sbp
School's: Trained in Air, Earth and Water School's. Living objects cost triple spellpoints.
Life: 33
Channeling: 9
Starting 19
Attack: 3 Dice Melee
Ability #1 Elemental Glyphs: (When the Elementalist casts a spell he is trained in, he may activate the Glyph that matches the school on that spell. These Glyphs may be deactivated to grant a benefit to the Elementalist.
Ability #2 Golem Drudge: (When a friendly non-Legendary Golem creature comes into play, you may make it your Golem Drudge. Pay mana equal to the creature's Level, then place a growth marker on that creature. If this Drudge is destroyed, you may assign the marker again in the same manner when a new golem is summoned.
NOTES: I removed the Living objects cost triple spellpoints for Novice spells. This mage seems somewhat solo or at least a buddy type mage, which is why I added the Golem Drudge. On the topic of the Golem Drudge, I choose the growth marker (+1 melee and +3 life) instead of the Pet's +2 melee, +1 Armor and +3 health because of cards like Diamond Golem which has 2 dice critical damage. That is why I decreed the mana cost by 1. So now it is pay X when X = the creatures level instead of the more common X = Level +1 found on the Beastmaster's Pet or Priest's Holy Avenger.

Dsjer-Tot Forcemaster Stats:
120 sbp
School's: Trained in Mind and Dsjer-Tet. Non-mind, Non-Dsjer-Tet creatures cost triple spellpoints.
Life: 33
Channeling: 9
Starting Mana: 25 instead of 19.
Attack: 3 Dice Melee
Ability #1 Power Transfer: (Once per round, when your Mage or a friendly force creature declares an attack, you may pay 1 mana and remove a Dissipate token from a force creature you control. If you do, the attacking creature gains Melee +2 until the end of the round.
Ability #2 Reinforcing Power: Once per round, during upkeep your Mage may pay 1 mana and remove a Dissipate token from a friendly force creature in your zone. If you do, then gain +2 Armor until the end of the round.
NOTES: I changed the Power Transfer ability from +2 melee for that attack to +2 melee for that round. Reinforcing Power is like the Wizards shield, it should have some interesting interactions with the forcemaster's equipment.

Ketsuto Monk Stats:
120 sbp
School's Trained in the Mind school as well as martial and monk spells. Creatures spells in which the Monk is not trained cost triple spellbook points.
Life 37
Channeling: 9
Starting Mana: 21 instead of 19.
Attack: 3 Dice Melee
Ability #1 KI: (You Begin the game with 2 Ki. During the Upkeep Phase, you gain 1 Ki. Ki may be spent to augment specific spells and abilities.
Ability #2 Superior Reflexes: (The Monk uses Ki to augment her natural reflexes. Once per round, this mage has a Defense which can be used to avoided Ranged attacks on a roll of +6. She must pay either 1 mana or 1 Ki each time she uses this Defense.
NOTES: Superior Reflexes was a spur of the moment idea, I don't really know if it is too powerful or too weak. I'm trying to make the Monk different then the forcemaster, be mainly giving her more melee focus ability while the Dsjer-Tot Forcemaster is a more creature oriented Mage.

Bael Warlock Stats:
129 sbp
School's: Trained in Dark and Fire. Holy spells cost triple spellpoints.
Life: 39
Channeling: 9
Starting Mana: 19.
Attack: 3 Dice Melee
Ability #1 Sacrifice of Blood: (Once per round, when a friendly demon creature attacks, during the Roll Dice Step of that attack, the Warlock may place 1 point of direct damage on that demon to re-roll all of the attack dice (but not the effect dice).
Ability #2 Sacrificial Prey: (Once per round, before or after any friendly creature Action Phase, you may place the Sacrificial Prey marker on an damaged non-Mage Living creature. Friendly demons that attack and damage the marked creature may heal 1 damage. The Marker is returned if the creature was destroyed or the Mage may take 2 damage, if he does then take back the Sacrificial Prey marker.
NOTES: I removed the Holy Novice  spells cost triple spellpoints. Sacrificial Prey is like the Jogktari Beastmaster's Wounded Prey except that Sacrificial Prey heals demons that attack and damage the marked creature, in addition Sacrificial Prey is not limited to targeting enemy damaged living creatures, meaning that you can can target friendly damaged living creatures as well.

2
Does anyone know if using a vine token is a requirement for casting the Seedling Pod?

I was thinking that since the Pod card says that it can be casted from 0-1, then the Tree could cast the Pod without wasting a Vine token if it was within the 0-1 range.


3
So the question here is, "Are free actions too OP to be used in the game with out a rebalancing.

Personal I see free action cards in two areas, namely equipment or conjuration, as such. I think that the limitation in range or threat of being dissolve is the counter weight. As such if you think that free actions are becoming too OP then we should look at improving the couter weight (like when the Ballasta gained War school only and Unique

Tell me what you think, are they too powerful, and if so what can be done?

The cards in question:
Akiro's Hammer   
Altar of Domination (I tend to see this as a spawnpoint instead of a free action card, but since some think it is a free action card, I've included it.
Altar of the Iron Guard   
Asyran Robes   
Ballista   
Crown of Protection   
Dancing Scimitar   
Dig In   
Emerald Elk Stave   
Faith Healer's Staff   
Fire at Will   
Form Ranks   
Hand of Bim-Shalla   
Helm of Justice   (Like the Altar of Domination I don't think this is a free action card)
Malakai's Basilica   
Meredia's Blessing   
Packleader's Cowl   
Press the Attack   
Radiant Breastplate   
Raincloud   
Sectarus, Dark Rune Sword   
Staff of Beasts   
Strategist's Helm   
Temple of Light   
Temple of the Dawnbreaker   
Vinewhip Staff   
V'Tar Force Sentry   
Wizard's Tower   
Ziggurat of Undeath   


4
Rules Discussion / Death Ring and Eternal Servant
« on: February 10, 2018, 12:40:52 PM »
Hey guys,

So quick clarification, I played a game where I had 7 mana, the Deathfang Eternal Servant and the Death Ring.

Does the Death Ring give the discount when bring your Eternal Servant servent back?
I had always played that it did, but another player questioned it, and I wanted to be sure.

5
Spellbook Design and Construction / Ghoulish Force Constructs Opening
« on: December 05, 2017, 03:31:24 PM »
Ghoulish Force Constructs

Hey guys and gals, this is a deck I've been working on. I'm looking for some feedback, I don't play forcemaster that often so I'm shooting in the dark here.

T1: 20. Monk -4, Battle Forge -8 in A2,
T2: 18. >Deflect Ring -2, Mana Crystal -5 in B1, move to A2 then Mana Crystal -5 in A1, Monk med +1,
T3: 19. >Force Ring -2, Ghoul -13 in A2, Redestribut Power -2 on mage or ghoul, Monk med +1,
T4: 15. >Jad Amulit -1, Force Grimlin -2, Move to A3 or B2 then Redestribut Power -2 on mage or ghoul, Kill Grimlin from redtribit power, Eat Grimlin with Ghoul in A2, Monk med +1,

Alt opening (so I can get the BF more forward)
T1: 20. Mana Crystal -5 in B1, move to A2, Battle Forge -8 in A3,
T2: 18. >Deflect Ring -2, Monk -4, Mana Crystal -5 in A1,
T3: 19. >Force Ring -2, Ghoul -13 in A2, Redestribut Power -2 on mage or ghoul, Monk med +1,
T4: 15. >Jad Amulit -1, Force Grimlin -2, Move to A3 or B2 then Redestribut Power -2 on mage or ghoul, Kill Grimlin from redtribit power, Eat Grimlin with Ghoul in A2, Monk med +1,

I also use Alter of Guard, Reroll Temple, Force Golem, Force Cat and basically all the Defence Equipment and  Enchantments.

So far I have only played it once against Grimmbart's Alfiya Priestess deck, it was a draw (I think I had the upper hand since I kill his clerics. but it was a really close game.

Do you guys have any suggestions, or thoughts on any improments?
(I'll add the whole deck list tonight once I get off work)

EDITED: here is the deck as it is now (still changing stuff)

Forcemaster

---  Attack  --- (I would count the force bombs under the atk sector)
2 - Acid Ball
1 - Telekinetic Burst

---  Conjuration  ---
1 - Altar of the Iron Guard
1 - Battle Forge
2 - Mana Crystal
1 - Pillar of Righteous Flame
1 - Temple of the Dawnbreaker
2 - Wall of Force

---  Creature  ---
2 - Force Caracal
4 - Force Golem
1 - Force Gremlin
1 - Meditating Monk
1 - Ravenous Ghoul
1 - Thoughtspore

---  Enchantment  ---
1 - Akiro's Favor
2 - Arcane Ward
1 - Block
1 - Dodge
1 - Force Orb
1 - Force Shield
1 - Force Sword
1 - Forcefield
1 - Marked for Death
2 - Redistributed Power
1 - Repulsion Field
4 - Telekinetic Bomb

---  Equipment  ---
1 - Jeweled Scarab
1 - Reflex Boots
2 - Regrowth Belt
1 - Leviathan Scale Armor
1 - Dancing Scimitar
1 - Spiked Buckler
1 - Galvitar, Force Blade
1 - Illusory Leggings
1 - Force Ring
1 - Defense Ring
1 - Force Armor
1 - Deflection Bracers

---  Incantation  ---
1 - Crumble
3 - Dispel
2 - Dissolve
1 - Force Wave
1 - Purify
1 - Reveal Magic
1 - Shift Enchantment
4 - Siphon Energy

6
Rules Discussion / When do you gain slow for the Swamp?
« on: November 17, 2017, 01:09:08 PM »
Ok, so from what I'm reading it sounds like you gain slow. So when leaving the zone you are slow (unless you are also fast = normal).
The question I have is does the slow come into effect once you enter the zone. Meaning, can I not attack if I move into the zone because I gain slow?

Swamp text:
   Non-Flying, non-aquatic creatures in this zone gain the slow and unmovable traits, and lose and cannot gain the elusive trait.

7
Adramelech Warlock Burning Pinata (Experimental Opening)

Hey guys,

So this is a experimental opening for the adramelech warlock.
The idea behind this deck is to have high channeling, curse then burn and equipment that make your mage painful to attack.

THIS IS A WORK IN PROGRESS

Option: 1. (best if you go second)
T1: 19. Mana Crystal -5, Mana Crystal -5,
T2: 20. BF -8 b2, Mana Siphon -12 a2?
T3: 11.  >Ring of Curses -1, Adramelech's Touch -4, Attack with mage (try to burn). (if the enemy mage is not coming forward then run and magebane him).
T4: 17. >Fire of Ring -2, (pay for burn if your burn fell off -1), Pentagram -14 (behind mage), Attack with mage (try to burn) and gain mana for Pentagram.

Option: 2.
T1: 19. Mana Crystal -5, Mana Crystal -5,
T2: 20. BF -8 b2, Mana Siphon -12 a2?
T3: 11.  >Ring of Curses -1, Firefist Brawler -4 Chains of Agony -2, (I like this option, but the enemy mage may not be in range)
T4: 15. >Leather Chausses -1, Pentagram -14, Guard/Atk.

   Mage: (Equipment and enchantments that I'm trying to equip each game).
Cloak of Fire, Adramelech's Torment, Demonhide Armor (or Burning Cuirass if you want a cheaper option), Leather Chausses, Ring of Curses, Fireshaper Ring, Veteran's Belt, Circle of Fire, Regrowth Enchantment, Theft of Life, Lash of Hellfire,
   
   Damage: (How do I deal damage).
-Cast Adramelech's Touch + Arcane Ward then Burn.
-Creature: Cast a Dark Pact Slayer + cheaper fire attack creaturs.
-Small amount of  mana denial (Mana Siphon).


   Survival: (How do I stay alive).
-Vamperism: Demonhide Mack + Adramelech ability, Demonic Link, Thief of Life, Regrowth ench,
-Armor: 3 armor + Vet Belt,
-Others: Blur (for when you need to leave), Making it painful to attack you mage, Debilitate/Altar of Infernia (Since the Fire Ring and Demonic Link are the only melee +X), Channeling powerhouse; 15  in total (2-mana crystal, bf, mana spihon, pen),

   Other Thoughts
-Imp Familiar = Curse + Firestream.(I use Firestream since it cost only 2 mana once you gain the mana on the Pentagram).
-Adramelech Warlock = Guard often, keep your creatures alive (since most people don't want to attack you and get get burned, (possible forever)). [/size]
-Multiply Incorporeal conjurations: Most mages have a limited number of ethereal attacks to having both the Mana Siphon & Pentagram means he has to choose. (on a side note, I like to tanglevine the turn after dropping the Pentagram 2 zones away for the enemy mage since the change of him having a range 2 attack spell is small).

8
Strategy and Tactics / Is the Psylok a viable creature?
« on: August 09, 2017, 01:58:45 AM »
Is the Psylok a viable creature?

[mwcard=FWC12]Psylok[/mwcard]

The Psylok's stats
Mana 8
Life 8
Flying
Pest
Attack: Full action, psychic  type atk, 2 dice, +9 daze, Ethereal, Unavoidable, Critical damage.

So I've been looking if the Psylok is a viable creature for competitive games (Thunderdome, GenCon, ect).

Psylok traits.
-I tend to think of the Psylok as a Thoughtspore with a weak attack spell attached, leaving all the mana you would have used on a thoughtspore for a Fireball or other card.
-It has low attack dice, but those dice can go straight though armor.
-8 Life means you stand a chance of staying alive after a fireball
-Low priority target. If someone have a limit amount of reach / attack spells then the psylok seems to be ignored / last longer then you would expect. This is not to say enemy mages will not target the psylok, just that you can usually get ok value if you play him right.
-Daze: a +9 daze is not the best, but it can work. I like Tanglevining the opponent mage when I use Galvitar, so having a Psylok in the zone has been useful.
Full Action: The Psylok's attack is a full action, so you will need to pin the enemy mage down or use "pull".

Please tell me your thoughts.
How can you make the Psylok work?
Has anyone used a Psylok in a competitive game?

9
Strategy and Tactics / What is the best creatures for the Forcemaster
« on: August 09, 2017, 01:12:37 AM »
What is the best creatures for the Force master

So I've been trying to find a good Buddy / damage dealers for the Forcemaster. So far I've been leaning towards the slow unmovable creatures since you can usually get a better deal for the price.
I would like your feedback on which creature and or creatures you prefer. (I do not have access to Octgn or my cards at the moment so this is all off my memory, which is admittedly faulty).
What is the purpose of a buddy / small army for the forcemaster? I believe the reason to have creatures for the forcemaster are:
-Mulpi threats: you do not want to be the only focus for all incoming attacks and curses.
-Shield: The act of guarding with your creature can take some heat form your mage. If the creature has intercept then you can maybe stop a surging wave or two. You will also want a creature that can be repaired / healed, since healing is cheaper (in sbp) then getting another creature if you may find yourself in a longer game.
-Action: Having another action is always useful thing to have; especial in you are running a heavy conjuration build: hand-bim, tower of light, etc.


So here is the question, what is your top 5 creatures (including the new mind creatures) for the forcemaster?
   At the moment my top creatures in no participle order is: Brute, Red Helm Knight, Thoughtspore, Togorah and Gorgon Archer.



Some creatures I've been looking at:
   -Dark
Zombie Brute:
Dark Knight:
Blightheart:
Turghut:
Blood Demon:
Dark Pact Slayer:
Asto Vidatu:
Adramelech:
Necropian Vampiress:
   -Holy
Holy Knight:
Guard Angle:
Brogan:
Red Helm Knight:
Highland Unicorn:
Dorseus (the other large Unicorn):
Any of the 3 grand angles:
Crusader Griffin:
The Promo Griffin:
Artemis:
Eligor:
Blue Knight:
   -Nature
Steelclaw Bear:
Wolf:
Cervere:
Bridge Troll:
Croc:
Crab:
Galador:
Thornlasher:
Togorah:
Wolverine:
Lighting Beetle:
Asp:
Thunder Falcon:
   -Arcane
Hydra:
Small Hydra:
Jelly:
Gargola:
Gorgon Archer:
Stone Gaze Basilisk:
   -War
Red Helm Knight:
Bloodcrag Minotaur:
Bridge Troll:
Dwarf Panzergarde:
Titanodon:
   -Mind
Thoughtspore:
Psylok:
Invisable Stalker:
   -Earth
Magma Golem:
Iron Golem:
   -Air
Whirling Spirit:
   -Fire
Magma Golem:
Adramelech:
Fire Elemental:
   -Water
Krakan:
Leviathan:
Water Elemental:

10
Strategy and Tactics / Warlock Arraxain Crown: Minor Reaper Opening
« on: June 27, 2017, 03:58:31 PM »
Mage Wars: Warlock Arraxain Crown Minor Reaper Deck Opening.

The idea behind this opening is to use a Sanguine Hunter+Reaper as a cheap quick glass canon creature.
The Warlock will damage the enemy, then the Hunter will hit with 6 dice. This should let you have mana for more fun little spells like Fireball.  :)
The Sanguine Hunter+Reaper+(Demonic Link OR Bloodthirsty Ench)+the possibility of Sanguine Thirst and Dodge when needed.


Opening
#1: 10+9=19. (Standard opening)
Mana Crystal -5,
Battle Forge -8,


#2: 6+10=16. 
>Curse Ring -1,
Mana Crystal -5,
Sanguine Hunter+Reaper -3,
   Casting the Hunter and the Curse Ring may dissuade the enemy mage from rushing into a curse, for that reason I would not cast the mana crystal until the End QC phase to keep him or her guessing.


#3: 7+11=18.
>Enchant Ring -1,
Bloodthirsty ench on the Hunter (5-2=3) -3, (I would possibly use Demonic Link instead for -2 mana).
Attack with the mage OR (Zombie Brute -11)
   Attack with the mage so the Hunter can get the 6 dice bloodthirsty. If the enemy is staying back then cast a Zombie Brute or mid size demon to push him.


#4: 14+11=25 OR(3+11=14). 
     Now it depends on how you react to your opponents movement. I would keep casting cheap curses (more for the annoying factor, then any real damage). Try to keep at least one of the 3 war protect enchantments (Braceyourself, Dodge, Glancing Blow) on the Hunter. Lastly I would continue to bash face with the warlock whenever you are not casting a Darkpact Slayer/Blood Demon/Zombie Brute (you should try to keep a Hunter Reaper and 2 Mid/Large Creatures).

Tell me what you think.
Has anyone tried a similar style?
BTW: sorry for my english, I been working 16/18hr work days, so I'm a little tired.

11
Enchanter's Ring Vs Arcane Ward on friendly enchantments

Hey Guys,

One quick question, Enchanter's Ring says the discount when targeting a friendly creature with an enchantment.
So does casting Arcane Ward on an enchantment that is in turn attached to a friendly creature give the discount?

12
Strategy and Tactics / Mage Wars Best Openings Paladin
« on: March 15, 2017, 11:43:41 PM »
Best opening for: Paladin
(I'll try to  keep this this forum updated from your feedback)

I tend to see one of a few things with Paladin. First the Paladin tends to melee his Challenged creature or mage, then cast lumeric blast. Secondly Battle Forge is almost a must with any deck style. Cassiel is also almost necessary for Paladin to help out with support and action generation.  The common thread is that the Paladin uses melee bonuses, bear strength, wolf fury, etc. The usually channeling is 10 to 11 mana per turn. The Valor tends to come into effect it the early-mid to mid game.

Reference for the Aura's
COST: 3 Valor (Retribution Aura OR Martyrís Aura)
-Retribution Aura: When an enemy creature casts an enchantment or incantation targeting a friendly creature in the Paladinís Zone, that enemy receives 1 direct light damage, regardless of range or LOS.
-Martyrís Aura: When a friendly creature in the Paladinís zone receives damage from an enemy controlled attack or effect, you may transfer up to 2 of that damage to the Paladin instead.

COST: 6 Valor (Resolute Aura OR Vengeful Aura)
-Resolute Aura: Friendly creatures in the Paladinís zone gain the Tough -2 trait. Other friendly creatures in the Paladinís zone gain Armor +2.
-Vengeful Aura: Friendly creatures in the Paladinís zone gain Melee +1, and also gain Piercing +2 on their melee attacks.

COST: 3 Valor (Cleansing Aura OR Solar Aura)
-Cleansing Aura: As a quick healing spell action, the Paladin may pay 1 Valor: heal target friendly creature in his zone 2 damage, and he may also remove a poison condition marker from them by paying its removal cost.
-Solar Aura: When a friendly creature in the Paladinís zone makes a light attack, he may pay 1 Valor. If he does, the attack adds +2 to its effect roll. If it deals damage, the defender also receives 1 direct light damage.

If you want to add a opening then feel free, please show the first 2 to 3 turns and a list of Pro's and Con's. Thanks


The Banner by Reddicediaries
T1 (19): Meditating Monk -4, Mana Crystal -5, (I like the crystal in zone B1).
T2 (20): Battle Forge -8, Crusade Banner -7, (I like the Banner in zone A1 and Battle Forge in zone B2/B3).
Pros:
   -Not revealing much on T1
   -Flexible: 20 mana on T2 to deal with changes in plans.
   -No really bad matchups
   -Easy Valor: Gain Valor if enemy attacks Battle Forge or Banner. (The enemy mage is usually desperate to kill your banner, so you can gain Valor whenever he atks it instead of you. I tend to tanglevine the challenge enemy mage).
   -Mana Heavy (everyone loves mana).
Cons:
   -Not very aggressive (Staying in starting zone on T1, keeps you away from early Valor).
   -Spending 15 mana on T2. Making you vulnerable for T3  and T4.


Lightening Knight by Reddicediaries
T1 (19): Blue knight -15, Akiro's Favor -3
T2 (10): Signet of the Dawnbreaker -3, Braceyourself -2, (Double move Blue Knight).
T3 (14): Lesser teleport -2, (teleport Blue Knight then smash anything in your way).
Pros:
   -Very Aggressive
   -Forces other mage to respond (Blue Knight has a +7 Stun at full power).
   -Usually Paladin can equip himself up as enemy focuses on incoming threats.
Cons:
   -Telegraphing moves a bit (Anyone can see this a mile away).
   -Can run out of steam (You only have 9 channeling and the quick cast).
   -Blue Knight requires your book to be built around him.

Swarm Cleric Temple support from the rear. by Werekingdom (Melee with mage and get small creatures each turn, using Vengeful Aura to support your creatures).
T1 (19): Cleric -5, Battle Forge -8, (Battle Forge in zone B1).
T2 (15): Enchantment Ring from BF -1, Temple -10, Cleric prays to temple, Bear Strength -4,
T3 (09): Cheap Cleric from temple -3, Signet of the Dawnbreaker -2, Mana Vamperism -4, Attack with mage (you should gain 2 mana per atk and your opponent should loose 1 mana).

Pro:
   -Duel Spawnpoint: The Battle Forge and Temple give 2 free actions per turn.
   -Gain mana as you attack. (More mana for BF and Temple).
   -Swarm with many good creatures. (Access to many swarm bonuses).
   -Challenge your opponent then tanglevine him. (giving you valor if he attacks the tanglevine, and mana if you atk him).
Con:
   -Predictably: The Temple is a high cost and action styled deck.
   -Weak against super creatures like Leviathan, Kraken, etc.
   -No early Armor.
   -No early Cassiel.


Heavenly Temple: by Reddicediaries
T1 (19): Meditating Monk -4, Mana Crystal -5,
T2 (20): Cassiel -9, Hand of Bim-Shalla -5, Med +1,
T3 (17): Temple -10, Ehren -5, Med +1, Pray +1,
Pros:
   -Duel Spawnpoint: Cassiel and Temple.
   -Late game strength (High mana)
   -Gets more creatures out (Swarm)
   -First turns don't reveal to much
   -Early Cassiel.
Cons
   -Not Aggressive (staying in starting zone for 3 turns).
   -Passive Play can get wrecked by a good offense. (An Aggro Warlock could easily burn this this deck).
   -Heavy mana cost
   -No early attack power. (Ehren, is cheap but useless when he is not healed).


Quick Death: by Beldin
T1: (19) Run, Crusade Banner -7, in B3.
T2: (21) Crusade Banner>2 Knight of the Red Helm -14, Bear Strength -2, Bear Strength -5,
T3: (09) Bear Strength faceup -3, Atk, QC something.
T4: (9) Overextend -4, Overextend -4,
Pros:
   -Fast: Agro mage
   -Quick Multi Creatures
   -Great at attacking the strongest enemy
Cons
   -Can't last, burnout is inevitable.
   -No stunning/dazeing attacks
   -Mage has no armor or enchantment until T3 or T4.
   -Weak channeling

13
Rules Discussion / Purge magic and enchantments on equipment.
« on: March 03, 2017, 02:45:04 PM »
Hey guys,

Quick question, if you Purge Magic a mage does that remove all enchantment on equipment (arcane ward, decoy, curse items, ect)?

14
Rules Discussion / Gerard Matranga and Gold for spawnpoints
« on: February 01, 2017, 02:25:45 PM »
Hello all,

I was wondering how can you use the Gold. Can you use it with the spawnpoints (Holy, Arcane, Water, Necro,)

Thanks

15
Hi guys,

I always thought that the Garrison Post only worked with the Warlords, but after reading the card recently I noticed it seems like the sub type soldier is the only requirement.
If so, does that mean the Paladin can use Garrison Post from a Temple or Banner as long as the creature is a soldier?

Also can you summon multiple creatures to the same Garrison Post? (because of Banner)

Pages: [1] 2