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Messages - Myrddin

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Rules Discussion / Re: Disable abbility
« on: July 23, 2014, 05:48:02 AM »
It affects everything equipment does. The stuff about not affecting life, armour etc. is to do with if the 'disable' condition is played on a creature/conjuration, as those have all those stats.

Equipment doesn't have those characteristics in the first place, so disable stops it having any effect at all. With the sole exception of Sectarus, which has channeling 1 and would keep that when disabled.

The rules are presumably there for when new cards come out in future sets that allow you to disable creatures/conurations.

Spells / Re: Brace yourself (and Defend)
« on: July 22, 2014, 12:31:34 PM »
It has me wanting to break out Fellella again. Cast her, then she puts "Brace Yourself" on herself. Then we go about business as usual.
Yep! Playing Beastmaster and have started to genuinely consider old Fellella as an alternative to my current enchantment ring build: bit squishy and bit of a mana investment, but frees up actions for my mage to do other stuff (hit things, mostly).

Spells / Brace yourself (and Defend)
« on: July 22, 2014, 03:40:37 AM »
I started doing a review of FiF cards suitable for all mages... but then got sidetracked as there's so much to say about this card alone. I think it's clearly a good card, but there's more to say than that

It's an incredibly helpful 'why not' card...

This is the sort of thing you can stick on your mage because you have a couple of extra mana. It might be a nullify or a block, which deters teleportation and attack spells. But instead it's something which can sit there until that one turn: the one you're teleported into a spiked pit surrounded by iron golems or whatever.

but it also enables and works well with specific strategies
- It works against the meta where people feel they must layer on expensive armour from the beginning in case of attacks, leaving more mana for other stuff at the start
- It seriously strengthens creatures with flying, defences or both. Most of all the flying/dodging familiars - you can wait until someone's used knockdown, an unavoidable attack spell, perfect strike on something with reach, or simply got lucky with an archer, and then turn the odds in your favour. Far more efficient than block, which is OK on fliers, but tends to be a bad deal on things with other defences.
- It's just silly efficient with enchantment ring (which I think is pretty fantastic anyway)

It also interacts interestingly with Defend. After revealing Brace Yourself on a guard, you can set them back to guard again.

I also think both Defend and Brace Yourself could be surprisingly aggressive cards. Say my Sir Corazin wants to lead some Knights of Westlock on the attack but is a bit worried about that defending grizzly, who will get a counterstrike and then a full attack. This can lead to long stand-offs with neither willing to make the first move: not what you want if they have a stronger economy. But with Brace Yourself, I can protect my swordsman when he acts as vanguard - and with Defend, I can immediately place him back on the defence, making the grizzly think twice about attacking. Better yet, if I manage to dodge the attacks made against him, I don't even have to reveal it!

Any other possibilities with these cards that people have discovered?

Why do you harmonise your battleforge? So it get more tempting to your opponent to double geyser/wave it to death?
This is obviously a big thing in some play groups: I've rarely seen it. It relies on them having double geyser/wave, plus it's only really good value if they do it within a few turns of you laying down the forge, and for lots of builds, running towards your minotaurs and using all your spells against the forge would leave them pretty vulnerable, albeit with a longer-term advantage.

Spellbook Design and Construction / Re: 1st Necro - Black Death
« on: July 16, 2014, 02:58:40 PM »
Great question Death.  Honestly, I think it would have been very easily disrupted by an aggressive opponent.  I think cutting Libro will help with that as instead of dropping 10 - 14 on that (Harmonized) you could instead get out a defender like a Skeletal Knight early on to meet the aggression. 

The dilemma I'm having now is wanting to include cheap fodder like Crawlers to help against Aggro, but doing that makes Libro/Death Ring more appealing which is against the controlling late game strategy I'm going for.  Ultimately, I need to spend some time optimizing the opening to get Cleric > Altar > Graveyard > Eternal Servant (guard) as efficiently as possible.  Once that's setup, you should have the flexibility to go aggressive with Venemous + Plague Zombies to start the poison or drop back defensively with your Walls of Bone + Reassemble.  I'm thinking something like this might work:

T1 (20) [mwcard=DNC01]Acolyte of the Bog Queen[/mwcard], [mwcard=DNQ10]Meditation Amulet[/mwcard] [11]
T2 (21) [mwcard=DNJ01]Altar of Skulls[/mwcard], Meditate, Pray w/ Acolyte {1 skull} [15]
T3 (25) [mwcard=DNJ04]Graveyard[/mwcard], [mwcard=DNC13]Skeletal Archer[/mwcard] (Servant?), Pray w/ Acolyte {2 skulls} [ 0 ]

From there I would probably want to Harmonize the Graveyard and the rest is up to the game.  You can put up a Wall, start playing Venemous Zombies, drop some know the drill.
Only trouble here is that an acolyte/meditation start telegraphs 'I want to play a very slow game! Please come and hit me!'

I think most decent opponents would respond to that by charging you down pretty quick, even if they usually would have invested in economic stuff.

Spellbook Design and Construction / Re: First go at Priestess
« on: July 16, 2014, 09:11:00 AM »
Sam's +1 is against Nonliving (undead, Iron Golems, ect) or Dark creatures. Yes, it does add to her stun chance. I like her because I don't have to wait for my creatures to croak for her to be rock solid. She's beautiful to battle fury. Multiple chances to stun are always sweet.
Fair: I envisage getting her out quite late, but then my creatures are pretty hard to kill, all having 10+ health and some combo of aegis/dodge/armour. Maybe I'll keep Valshalla where she currently is (in my beastmaster swarm deck: expensive, but I love the psychological warfare of them not wanting to kill my little beasties).

Spellbook Design and Construction / Re: 1st Necro - Black Death
« on: July 16, 2014, 09:08:38 AM »
I find an interesting spell for Necomancers is Devil's Trident. It can apply a poison condition at range (albeit a short one), and it can burn the target. Not something you want to rely on, but it's pretty cool.
Interesting idea. I guess against zombie-swarm opponents will want to stack armour and you'll want to remove it again: whether or not Devil's Trident synergises therefore depends on who you think will win the arms (armour?) race. If keeping them at 0 armour is your top priority, then its piercing is wasted. But if you think they'll manage to keep some, nice being able to pierce through it.

Then again, a condition-led zombie horde cares less about armour than zombie crawlers/minions/brutes

Spellbook Design and Construction / Re: First go at Priestess
« on: July 16, 2014, 08:58:46 AM »
I've never had a game where I was able to cast two of the legendary angels. I would probably cut one of them. Personally I prefer Samandriel, as her attack is great against undead.
Cheers: I actually meant to remove Samandriel when I put in Valshalla: wondering why I seemed to have fewer points than in my physical book...

Interesting point on Samandriel. It's only +1 vs. Undead, isn't it? Does it apply to the stun chance too?

Spellbook Design and Construction / First go at Priestess
« on: July 16, 2014, 08:50:51 AM »
I'm not sure if I've ever made a priestess book before: if I did, it was very early on when I first got the base set and probably involved a crazy-slow Asyran cleric centred economy build. Anyway, I've been playing beastmaster for the last six months or so with the same opponents, and wanted a bit of a change, so built this deck. It's by no means fine-tuned, but I found it interesting to play

[spellbookname]Snapping Turtle[/spellbookname]
[mwcard=mw1a11]1 x  Pillar of Light[/mwcard]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[mwcard=MWSTX1CKW01]2 x  Wall of Steel[/mwcard]
[mwcard=mw1j08]1 x  Hand of Bim-Shalla[/mwcard]
[mwcard=mw1j09]1 x  Temple of the Dawnbreaker[/mwcard]
[mwcard=mw1c06]1 x  Brogan Bloodstone[/mwcard]
[mwcard=mw1c31]1 x  Samandriel, Angel of Light[/mwcard]
[mwcard=mw1c39]1 x  Valshalla, Lightning Angel[/mwcard]
[mwcard=mw1c22]2 x  Knight of Westlock[/mwcard]
[mwcard=mw1c28]1 x  Royal Archer[/mwcard]
[mwcard=MWSTX1CKC06]1 x  Guardian Angel[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=mw1e10]1 x  Decoy[/mwcard]
[mwcard=MWSTX1CKE03]4 x  Healing Charm[/mwcard]
[mwcard=MWSTX1CKE01]1 x  Armor Ward[/mwcard]
[mwcard=mw1e11]1 x  Divine Intervention[/mwcard]
[mwcard=mw1e37]1 x  Fortified Position[/mwcard]
[mwcard=MWSTX1CKE02]1 x  Divine Might[/mwcard]
[mwcard=mw1e12]2 x  Divine Protection[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[mwcard=mw1e01]1 x  Bear Strength[/mwcard]
[mwcard=mw1e30]2 x  Pacify[/mwcard]
[mwcard=mw1e05]1 x  Cheetah Speed[/mwcard]
[mwcard=mw1q24]1 x  Ring of Asyra[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=FWQ10]1 x  Storm Drake Hide[/mwcard]
[mwcard=mw1q09]1 x  Enchanter's Ring[/mwcard]
[mwcard=DNQ07]2 x  Veteran's Belt[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=mw1q04]1 x  Deflection Bracers[/mwcard]
[mwcard=mw1q03]1 x  Crown of Protection[/mwcard]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=mw1i14]1 x  Heal[/mwcard]
[mwcard=mw1i13]1 x  Group Heal[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i20]1 x  Purify[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[mwcard=mw1i17]2 x  Minor Heal[/mwcard]
[mwcard=mw1i02]1 x  Battle Fury[/mwcard]
[cost]Total cost: 120 pts[/cost]


My approach is essentially 'build up a buffed army while stacking armour on the mage'. The details depend on whether my opponent is aggressive or defensive. So as a sample against a very aggressive opponent (i.e. a forcemaster who starts with cheetah speed, run, galvitar...) I started the other day with something like:
Turn 1: Don't move. Battle Forge (8) on my centre square, Guardian Angel (12) Mana remaining - 0
Turn 2 (10 mana): BF: Enchantment Ring on self (1). Guardian angel guards. , f/d Rhino Hide on myself (1), f/d fortified position on my home square (2).  Mana remaining - 6
Turn 3 (16 mana) BF: Crown of Protection (0). Prepare divine protection and Knight of Westlock.

This means that
- if he teleports me in with him to double-strike, I can reveal rhino hide and still cast KoW and divine protection (or flee, cast divine protection and boost the angel's armour),
- if he pulls the angel away and charges I can reveal both rhino hide AND fortified position, lay divine protection and boost the angel's armour
- if he pauses to summon, I can summon Knight of Westlock and cast divine protection.

Thoughts on Priestess cards

I didn't realise how good Guardian Angel being flying was
Obviously you lose it when you guard, and I saw it as pretty situational: get over a wall or whatever. But not only does that utility help, but it's useful that you start flying when you lose the guard marker. So if my angel has just been hit in the face and is down to low health, she automatically takes to the air and is difficult to attack! Giving me time to healing charm her and use her innate healing before she gets hit again
Divine enchantments are ace
With enchanters ring and Ring of Asyra, I can put divine protection (aegis) on a creature for 2 mana. That's obscene. Or I can heal them four dice for 3 mana. Either way, I get a life for doing it. Similarly, pacify is far more efficient than essence drain and amounts to the much the same against a lot of creatures.
Knights of Westlock seem to be the benchmark 'normal' level 3
The clear next step from Timber Wolves as the workhorse Level 2, they have a reasonably scary attack, good armour AND a good defence. Healing charm and divine protection are both great for making the most of that armour and preventing a couple of unlucky rolls taking them out. In particular, they're a breath of fresh air after Dire Wolves.
Brogan really irritates defensive mages
He's the reason I have bear strength in my deck: if you're giving someone melee+2, it might as well be someone who won't miss and won't care about armour.
Priestess really annoys my forcemaster opponent
Genuine frustration grew as my roster of guards increased

Stuff I'd like to add

Temple of the Dawnbreaker (everyone has defences, and this will be brutal if I have veterans belt on)
More pacifies and divine protections (if I can steal them from my brother's base set)
Asyran Defender (FiF)
Armory (FiF: at this point, I'd consider ditching the angels and specialising in soldiers)
Temple High Guard (whenever it emerges)

Really grateful for any thoughts!

General Discussion / Re: Mage Wars Mondays - Episode 6 Mailbag
« on: July 16, 2014, 03:55:37 AM »
So, why does the Female Wizard have an hourglass?  ;)
Hah! That was exactly what I was going to pick up on! In terms of how it could work, ACG's prophet has a few ideas...

Custom Cards / Re: Prophet Mini-Expansion (printable)
« on: July 16, 2014, 03:41:59 AM »
Wow, great idea! I'm a bit confused about premonition, though: why would the opponent put down any markers?

Strategy and Tactics / Re: Openings, pt. 2
« on: July 14, 2014, 02:49:21 PM »
Interesting to see how different people open. I like opening Necromancer with:
1) 20 mana; Death Ring (-5) + Graveyard (-14); 1 mana left
2) 11 mana; Libro (-9) + Harmonize (-2) on Graveyard; 0 mana left
3) 10 mana; reveal Harmonize (-2), deploy 1 Venomous Zombie (-4), harmonize Libro (-4); 0 mana left
4+) Deploy a Zombie Crawler from Libro every round and pump out Venomous Zombies and Zombie Minions from Graveyard when it feels necessary. Also conserve mana by putting on Leather Boots and Leather Gloves.

I am a fan of using both spawnpoints heavily in order to take full advantage of Death Ring.
Definitely interesting stuff! How aggressive would an opponent have to be for you to move away from this 'economic' opening? Against my normal forcemaster opponent, for instance, you'd have been hit for 10 dice on turn 3 and would have very little time to use those zombies! In general, I'd be very scared of an opening that doesn't give you any armour OR any creatures that can guard.

Strategy and Tactics / Re: Openings, pt. 2
« on: July 13, 2014, 07:04:32 AM »
Mage: Necro
Playstyle: Aggressive/Economy

T1: 20
Action 1 Death Ring
Action 2 Libro 
6 remaining Mana

T2: 16(1)
Deployment Zombie Brute
Action 1 Meditation Amulet
Action 2 Meditate
5 remaining Mana

T3: 15(1)
Deployment Zombie Brute
Action 1 Meditate
Action 2 Harmonize on yourself
2 remaining Mana

At this point you're channeling 11 per turn plus have the option to meditate. You can get out a Brute per turn. And then Frenzy them all at the other Mage once you have a few out. Meditation isn't required to do this but I've used it with pretty good success. You could also use something instead of Brutes but they're probably my favorite Zombie creature. Venomous zombies would be my 2nd choice for this. You could possible get out 2 per turn if using those without Meditation.

Maybe a better opening would be:

T1: 20
Action 1 Death Ring
Action 2 Libro 
6 remaining Mana

T2: 16(1)
Deployment Venomous Zombie
Action 1 Leather Gloves
Action 2 Another Venomous
3 remaining Mana

T3: 13(1)
Deployment Venomous Zombie
Action 1 Rhino Hide facedown
Action 2 Another Venomous Zombie
0 remaining Mana
Personally, I'd get at least one Zombie Brute out for the Guard ability. Admittedly it's pretty limited given bloodthirsty, but it will block one attack and get you the return attack.

If your retaliation doesn't hurt them, great: you can guard again!
If it does, great: you get more dice!

Mages / Re: Paladin and Siren speculation
« on: July 11, 2014, 05:02:48 AM »
If spiked armor will be Paladins working outfit (will be included in PvS), it would be cool if he would be able work with lightning (gods wrath). In some kind of mechanism (if hit by lightning, redirect half of dealt damage to non-living target in your zone etc.).

If you read a bloodwave story about Siegfried the paladin of Malakai it force me to claim that he will definetly be a Holy school. He than can be educated in War school which makes sense thematicaly and we didnt see a mage educated in more than two schools (yet :) ) I wouldnt expect any frost this christmass :)

Also, frost could belong to Air school and thus introduced by Wizard lady as it seems, she will uses gases and wind attacks (owl as familiar = wind).

Look at me, theory crafting during my work... i was never hooked on something this way ever before :) AW create trully something special :)
I really hope we do get frost for Christmas: my beastmaster's been wearing a bearskin for years now, and 4 expansions later it's still not doing him that much good. Plus the grizzly bear clearly needs a boost to be worth playing...  :P

Frost can definitely be either water or air: maybe a bit of both! But at the moment water only has 'utility' attack spells, nothing equivalent to fire/lightning/rocks...

Like the idea of an owl familiar, though interesting to see how it would differ from raven...

Strategy and Tactics / Re: On: Openings
« on: July 10, 2014, 01:43:52 PM »
Round 3 is the fastest most early aggression should hit, and in many circumstances it actually hits round 4 if the other player plays defensively. Faster aggression usually puts you behind in mana and actions, and is generally inefficient. A Grimson rush hits round 2, but Grimson is fragile, so you need to be extremely careful with him.

Let's say you open with

Round 1 (19): Sprint to NC -> Enchanter's Ring (17)
Round 2 (26): Lord of Fire -> FD Cheetah Speed (1)

In this case, you'll still need to use Force Push or Teleport in order to land an attack in round 3 if your opponent is still in their start corner, but you can attack if your opponent has moved out at all.

One of the fastest aggressive options I've thought of was a Forcemaster opening that attacks on round 3 with a Steelclaw Grizzly, but I've still not tried it. It would go something like this:

Round 1 (20): Sprint to NC -> Battle Forge (12)
Round 2 (22): Enchanter's Ring -> Steelclaw Grizzly -> FD Cheetah Speed (3)
Round 3 (13): Force Ring -> FD Bear Strength -> Force Pull -> reveal enchantments -> attack with Grizzly (4)

You could opt for armor instead of the Force Ring, but either way you're in a position to cast Galvitar and start doing quite a bit of damage. I like that more than other options that use position control to get an attack in round 3 because Force Pull is a much cheaper investment than Force Push/Teleport.

Starting to spam attack spells in round 2 or using Divine Intervention/Teleport to start attacking with a melee creature in round 2 puts you behind.
I don't think Force Pull works here: it only targets something 2 spaces away, and the grizzly could reach them anyway!

But if you want all out aggression, attack with the mage themselves! A forcemaster with initiative can:

Turn 1 (20): Cheetah speed on self (5), sprint to Near Centre, Battleforge (8) 7 left
Turn 2 (17): Battleforge casts Ring of enchantment (1), bear strength (4), run to adjacent to opposing mage, force pull (1)
Turn 3  you're placed to deploy galvitar on yourself and double-attack them. To reduce this to a single attack they have to teleport away with quickcast or similar, wasting mana and still getting hit. And you have mana to burn, meaning you can mind control big creatures, keep using the battleforge for attack/armour... whatever you want!

Not saying this is ideal: but having faced slow builds and fast builds, the latter can definitely be intimidating!

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