tag:blogger.com,1999:blog-33639739111231108552024-02-08T04:02:03.381-08:00A Pox O' Both Your HousesA blog dedicated to the musings, strategies, and creations of an amateur Pox Nora Player.Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.comBlogger29125tag:blogger.com,1999:blog-3363973911123110855.post-38600291075508490352010-01-13T20:22:00.001-08:002010-01-13T20:34:08.086-08:00Deck Construction: Three Concepts for January- Bad BorgI've <a href="http://apoxobothyourhouses.blogspot.com/2010/01/deck-construction-three-concepts-for_04.html">already posted</a> my thoughts on the Bad Borg deck.<br />
<br />
The critical elements of the deck include:<br />
Draksar Doomslayer x2<br />
Temple Guardian x2<br />
Skeezick Arthomancer x2<br />
Draconic Benediction<br />
Taint x2<br />
Hive x2<br />
Crypt Guardian<br />
Essence Drain x2<br />
Mobilization<br />
Mason's Spire<br />
<br />
That represents the core conceits of the deck: SL creatures allied with the FW, Hives, and a few parity-breaking spells. I'd like to further bolster these selections with some Area Damage spells (because, really, why not?) and more units which benefit from Regeneration and a defense boost. Executioners are wonderful for this, especially with a potential regenerating Avatar. Ravenwraiths are also superb, and a great target for a Shield of Darkness; I try to play them whenever I'm not running Nora Gen. The Flesh-Sewn Helm's disease aura is nasty, but Physical Resist 2 probably makes up for it, especially with Regeneration. Drakewing Swarms seem great for this, since they're resilient and, once dead, will pop back quickly. They also provide Range 1-2 on their attacks and a non-physical damage type, as well as distract. I'm back and forth between a Krikkinwing (Ranged attacks, area effects, poison immunity) and Draksar Berserker (Massive damage and quasi-range/AoE in Pounce). I go with the Berserker because he's new and I want to xp him.<br />
<br />
Here's an initial list, then.<br />
<br />
Drakewing Swarm x2<br />
Draksar Berserker<br />
Draksar Doomslayer x2<br />
Draksar Psion x2<br />
Skeezick Arthomancer x2<br />
Temple Guardian x2<br />
Warcharged Skeezick<br />
Draconic Benediction<br />
Firestorm<br />
Taint<br />
Abomination<br />
Anthropomancer<br />
Crypt Guardian<br />
Dead Fairy x2<br />
Executioner x2<br />
Ravenwraith x2<br />
Essence Drain x2<br />
Mobilization<br />
Mason's Spire<br />
Flesh-Sewn Helm<br />
Shield of DarknessSethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-3277827934295249962010-01-09T19:10:00.001-08:002010-01-09T19:10:49.697-08:00Deck Construction: Three Concepts for January Bonus- Weak and PowerlessThis deck is a little side project, built around breaking the parity of combat by shutting off my opponent's attacks. The key spells for that are Reclaim and Sandspout. I'm also considering a Wizard theme for the K'Thir side, so I can have some teleportation (Elven Magi) and some heavy damage (Outcasts of the Flame). I'd also like to play the Wilderkin Snakedancers...I never would have under their previous incarnation, which was so utterly broken I <a href="http://apoxobothyourhouses.blogspot.com/2009/11/open-letter-regarding-dire-covenant.html">posted about it.</a> However, at just an Entangle they provide a useful way to keep enemies inside the radius of my attack-cancellation spells. I'm also tempted to employ at least one of those wonderful pacification crystals, plus some combination of Brambles/Carnivorous Vines/and my Thorn Collection. Recall is another critical spell, and in the event that I go with the wizard theme Thrones of the Circle. At least one Veasel Druid would also go a long way toward increasing survivability with my techier pieces.<br />
<br />
On the Sundered Lands side, Rage Bands give my men the ability to stand inside a Brambles with no ill effects, though it won't prevent Pacifism. Draksar Doomslayers are another great piece in that they gain Fear 3 to suppress folks when he's attacking their fonts. Target Dummies provide yet another way to negate the opposition's offensive efforts. So would Temple Guards, since they also possess Bodyguard. Taint is always a favorite, especially in a deck that lacks for other healing (though I could pick up some regen eq from the K'Thir side). I might like to try the Call to War spell as well; tossing three disposable men I'm not going to be torn up about at the death of is surely handy. There's also the Benedictions and Quickenings to consider. Drakewing Swarms are entirely too asshole <i>not</i> to include, so my single one of those is definitely going in. Resilient Skeezicks are also excellent, since they inflict exceptionally diminishing rewards on ranged combat. Skeezick Netters are another nice, cheap ranged unit with the added benefit of grounding flyers. My Netters are boosted beyond where I imagine most folk run them, but I do have a soft spot in my heart for them. Cannoneers are another excellent ranged option, and they combine beautifully with the Rage Band. These last few choices don't necessarily play directly into the deck's proclaimed design, but they help in other ways: grounding a flying unit over a mountain, for instance, is always hilarious.<br />
<br />
Unfortunately, the mass of spells I'm trying to run, at least in this conceptual build, <i>really</i> cut into the champions I could put into the deck. I cut and shuffled the list several times, especially when I found myself underwhelmed with the actual offensive capacity of the creatures in the deck. I may need to revisit the concept and use stronger creatures, banking more fully on the power of the spells; as it stands currently, I'm building the deck around resilient creatures <i>and</i> attack denial spells. <br />
<br />
<i>Weak And Powerless: Tenative List</i><br />
<br />
Elven Blademaster x2<br />
Elven Mage<br />
Outcast of the Flame<br />
Wilderkin Snakedancer x2<br />
Brambles<br />
Carnivorous Vines<br />
Devolve<br />
Grimlic's Mirror<br />
Herbal Antidote<br />
Recall<br />
Reclaim x2<br />
Thorn Collection<br />
Drakewing Swarm<br />
Draksar Doomslayer x2<br />
Draksar Psion x2<br />
Dunewalker<br />
Resilient Skeezick x2<br />
Temple Guard x2<br />
Sandspout x2<br />
Scapegoat<br />
Taint<br />
Target DummySethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-17882619188955046442010-01-08T01:24:00.000-08:002010-01-08T01:49:44.160-08:00Deck Construction: Three Concepts for January- Death Bailout Build<b>Death. Profit</b> Sounds like an incredible film that hits straight to DVD and stars actors from movies that made lots of money (though the actors, apparently, did not).<br />
<br />
However, for the purposes of both this blog and my personal entertainment, the title instead evokes a particular Forsaken Wastes/Shattered Peaks deck devoted to letting your own fellows die, selling them dearly, and profiting from the result. I already have a Death Benefit deck, and this iteration represents my efforts at improving on that initial creation. The main focus of my revamp is making the deck more aggressive; Death Benefit is powerful in the long game but somewhat (or extremely) slow to hit critical mass. In the early game it relies mostly on Cyclops Nemeses, but they're a limited tempo gain since they're granting my opponent a creature. The Earthmover they grant is easier to kill than the Earth Golems which they used to, but it's also markedly quicker to find a fight and make its presence known. Even with the Nemesis rule change (wherein if your man dies so does your foe's free one, prior to which Nemeses were <i>wretched</i>) playing the Cyclops doesn't tend to put me as far ahead as I would like.<br />
<br />
As mentioned in my previous article, there are some fundementaly broken elements of this deck which I do appreciate, like the interaction between Death Harvesters, Devour, and Moga Dens; or between Collections of Souls and Cyclops Battlefeinds. However, I want to find homes for Suicidal attacks and Utterdark Voidhowlers, at the very minimum. Rather than try to trim my previous deck, I'm starting from scratch, with eyes on the following runes.<br />
<br />
<b>CHAMPIONS</B><br />
Angel of Death<br />
Animated Blade x2<br />
Anthropomancer x2<br />
Archfiend x2<br />
Arctic Beast x2<br />
Bile Zombie<br />
Blood Fiend x2<br />
Bonecrusher x2<br />
Cleric of Unrest x2<br />
Collection of Souls x2<br />
Corpse Golem<br />
Crossbone x2<br />
Crypt Guardian<br />
Dark Messenger x2<br />
Death Guard<br />
Death Harvester x2<br />
Essence Devourer<br />
Eternal Lich<br />
Executioner x2<br />
Festering Corpse x2<br />
Necromancer<br />
Ravenwraith x2<br />
Revenant<br />
Skeletal Berserker x2<br />
Utterdark Voidhowler<br />
Vampyre<br />
Wandering Zombie x2<br />
<br />
<b>SPELLS</B><br />
Chain Lightning<br />
Corpse Collection<br />
Delay x2<br />
Essence Drain x2<br />
Mobilization<br />
Necroweave x2<br />
Reanimate<br />
Soul Cage x2<br />
Soulreave x2<br />
Weaken x2<br />
<br />
<b>RELICS</b><br />
Graveyard<br />
<br />
<b>EQUIPMENT</B><br />
Blight Ring<br />
Ethereal Mindshank x2<br />
Sacrificial Dagger x2<br />
Shield of Darkness x2<br />
<br />
<br />
<b>Shattered Peaks Champions</b><br />
<br />
Clay Form x2<br />
Cyclops Battlefiend x2<br />
Cyclops Nemesis x2<br />
Cyclops Seer x2<br />
Cyclops Shaman<br />
G'hern Birthmother x2<br />
Gluttonous Overseer x2<br />
Moga Cannon x2<br />
Moga Sapper x2<br />
Mogahern Destroyer x2<br />
Parasitic Fesh<br />
Sonic Elemental x2<br />
<br />
<b>Shattered Peaks Spells</b><br />
<br />
Avalanche x2<br />
Bad Blood x2<br />
Extended Reach<br />
Implant x2<br />
Lightning Storm x2<br />
Stormwrack<br />
Suicidal Attack x2<br />
<br />
<b>Shattered Peaks Relics</b><br />
<br />
Echo Chamber x2<br />
G'hern Scarecrow x2<br />
Moga Bartering Post x2<br />
Moga Den x2<br />
<br />
<b>Shattered Peaks Equipment</b><br />
<br />
Diamond Mace<br />
G'hern Helm<br />
Slaver's Whip x2<br />
<br />
Again as mentioned in my previous post, plus added now because they make sense, the following runes are non-negotiable: <br />
<i>SP</i> 2xCyclops Battlefiend, 2xImplant, 2xMoga Den, Gluttonous Overseer, Suicidal Attack x2<br />
<i>FW</i> 2xEssence Drain, 2xUtterdark Voidhowler, 2xDeath Harvester, Collection of Souls, Sacrificial Dagger<br />
<br />
It's hard to justify making a FW deck without Mobilization, so that's going in. I want to have ample AoEs to maximize the benefit of the Voidhowlers, and my Bile Zombie is both an AoE and another dying creature. I'd love to squeeze in double Echo Chambers on similar principle: it's a cheap AoE I can drop wherever I like with no threat to my own units, and in a long and sloppy game it's arguably repeatable. It also allows for +1 range font contesting, which is a tactic I think every deck should be able to take advantage of.<br />
<br />
So I'm looking at a deck of:<br />
<br />
<i>Champions</i><br />
Cyclops Battlefiend x2<br />
Gluttonous Overseer<br />
Death Harvester x2<br />
Collection of Souls<br />
Utterdark Voidhowler x2<br />
<br />
<i>Spells</i><br />
Avalanche<br />
Bad Blood<br />
Implant x2<br />
Lightning Storm x2<br />
Suicidal Attack x2<br />
Essence Drain x2<br />
Mobilization<br />
<br />
<i>Relics</i><br />
Echo Chamber<br />
Moga Den x2<br />
<br />
<i>Equipment</i><br />
Sacrificial Dagger<br />
<br />
If I added an Elsari Bazaar I'd have yet one more way to kill my own men, but if I'm truly interested in that I should probably focus on indiscriminate AoEs (like Lightning Storms). Obviously I need more men, and quick-to-die men like Blood Fiends and Skeletal Berserkers give me early beats and Battlefiend-fueling corpses in a single convenient package. The Corpse Golem provides another method of eating my Moga babies, plus proven combat ability, plus Swarm for more non-summoned expendable creatures. That caps my FW side. Doubling down on my Avalanches finishes my SP side and I have a quick and dirty 30.<br />
<br />
<i>Champions</i><br />
Cyclops Battlefiend x2<br />
Gluttonous Overseer<br />
Blood Fiend x2<br />
Corpse Golem<br />
Death Harvester x2<br />
Skeletal Berserker x2<br />
Collection of Souls x2<br />
Utterdark Voidhowler x2<br />
<br />
<i>Spells</i><br />
Avalanche x2<br />
Bad Blood<br />
Implant x2<br />
Lightning Storm x2<br />
Suicidal Attack x2<br />
Essence Drain x2<br />
Mobilization<br />
<br />
<i>Relics</i><br />
Echo Chamber <br />
Moga Den x2<br />
<br />
<i>Equipment</i><br />
Sacrificial Dagger<br />
<br />
Just looking at the deck, I'm already concerned that I lack sufficient durable fighters, meaning I may switch 1 Berserker and/or Blood Fiend for Executioners. No matter how I play it, that puts a lot of damage on my Shrine. However, I lack a Tome of Hate so there's not much I can do. There's also a distinct lack ranged champs, and a dangerous absence of non-physical damage. The latter can be addressed with a single Soul Rend, and I've definitely found that when I play a FW deck without that spell I miss it. It's a shame I can't think of two spots to cut for Moga Sappers, as well, since they'd practically be cooldown 4 direct damage spells with a Battlefiend-boosting kicker.<br />
<br />
I had also planned, earlier, to try my Essence Devourer in this deck and feed him using a combination of Necromancers and Graveyards. I could peel out a Berserker, Fiend, and Collection for that alternate build, but I'd like to try the current version to see how it plays first.Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-57653971941492996622010-01-04T23:19:00.000-08:002010-01-13T19:59:24.160-08:00Deck Construction: Three Concepts for January- Bad Borg and Bonus<b>Concept the Third...Fourth?</b> Unfortunately, at least part of what I thought I was clever in considering for Concept the Third is not <a href="http://forums.poxnora.com/showthread.php?t=48674">working in the fashion I'd expect</a>, so I'll be eyeing the thread.<br />
<br />
To whit, I love the flavor (if not necessarily the synergy) of combining Sundered Lands and Forsaken Wastes. They're both bad, bad crews but seem to have a greater depth than (ironically) the Underdepths, which feels like a faction of mean dudes and sexy mean ladies. The Sundered Lands represent an almost zerg-like cultural expansion, continually welcoming new races into their collective; Draksar Berserkers and Draksar Psions being my two favorite examples, though I'm looking forward to Lonx and Yeti flavors. The Forsaken Wastes, meanwhile, have such an elegiac quality to many of their runes, and mechanically they can be brutal. The synergy doesn't always stack up, however, since the factions are on opposite poles in terms of central thesis.<br />
<br />
Sundered Lands runes, and their faction bonus, tend to focus on longevity. High defense and regeneration keep a particular creature in the fight for at least a few rounds longer than his cost might indicate, and the brutal area spells the faction possesses allow it to win wars of attrition by simply standing after the other guy has fallen. Many of the runes are expensive, given all the defensive qualities stitched into their designs, but their ability to slog through lesser runes (especially in a full-faction) justify that.<br />
<br />
The Forsaken Wastes, by contrast, die a lot. In fact, most of their runes were dead before you cast them. Traditionally FW runes have been relatively fragile, because the faction bonus and design of many creatures and spells is all about recovering slain runes quickly, rather than agonizing over keeping them alive. There's also a disease thread which was popular for a while, but combining disease and another faction tends to be very difficult (though one could probably do something with Ironfist Constructs and Medics) because even if your other faction isn't suffering much damage from disease effects, the stat reduction from disease is bad enough. Similarly, the good FW relics penalize non-undead creatures often as not. Luckily, I don't have any of said relics.<br />
<br />
Nonetheless, I think careful rune selection can yield a very profitable balance between the two factions. Besides obvious inclusions like the Draksar Doomslayer (which has Ally: FW trainable) and the Temple Guardian (same, plus bodyguard to hedge somewhat on FW fragility) the main rune I'm interested in combining with FW is the Arthomancer, since his Hive laying ability dovetails wonderfully with the Mason's Spire. Or would, if it was working correctly. Working correctly, the Spire would boost each lain Hive's hp by 10, counteracting the 1/2 hp limit on lain Hives almost entirely. It would also provide a nora refund for the Hive, which turns Arthomancers into limited nora generation engines not far below a Deepcave Extractor or Elvish Artisan. The Hives themselves do minimal damage to the FW creatures in the deck, since creatures with Boon of the Undead have significant poison resistance.<br />
<br />
There are also spells in each faction which grant favored race to any target creature, so I could be turning my Draksar/Skeezick into undead (to grant them disease immunity) and my undead into Draksar for Draconic Force and Hive immunity. With 2 Arthomancers and 2 maindeck Hives, plus Mason's Spire and Crypt Guardian, there'd be a lot of battlefield control at a relatively cheap price. The Doomslayers provide excellent font contesting, particularly backed up by Essence Drains to clear defenders. Both factions have powerful rare-level spells that grant extra attacks (Quickening and Mobilization/Draconic Benediction, natch) as well, meaning that the deck could provide both stable attrition and extremely swingy rounds.<br />
<br />
Finally, if I hew Sundered Lands for my Shrine I get a regenerating Avatar, which should help to counteract the shrine life loss of Skeletal Berserkers, Executioners, and/or Blood fiends. With a toolbox of creatures and damage types available on both sides of the fence, this deck would be highly technical to build but quite likely resilient and abusive on the field.<br />
<br />
<i><b>Bonus!</b></i> I'd also like to put something together abusing the Sundered Lands spell Sandspout and the K'thir Forest spell Reclaim. I'm not sure I've ever combined those two factions before, and Garu/Skeezick springs to mind as a resilient, melee-focused team that would greatly benefit from enemies being incapable of making attacks for a dozen or so turns a game.Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-68373961455684592322010-01-04T23:18:00.000-08:002010-01-04T23:18:12.968-08:00Deck Construction: Three Concepts for January- Death Bailout<b><u>Concept the Second</b></u> Concept the Second is an update on my current Death Profit deck. As built, the deck is FW/SP, with a brace of Death Harvesters but no Tolltakers (I don't have any). It abuses Moga Dens to feed either Cyclops Battlefiends or G'hern Gluttons, with the goal being to both profit (or rather break even) due to the Harvesters and bring the Battlefiends online in stupid-swift time. I also run a single Collection of Souls at present, since they interact wonderfully with the Battlefiends- a fiend devours a moga and gains a +1 to damage, bumping the Collection's damage by 1. The Collection then Imparts that damage back to the fiend. The Collection can bump the fiend every turn, and there's a double bump at least every other turn, depending on the number and disposition of Moga Dens on the board. The nice thing is that Gluttons can sit at home with the Dens while the Battlefiends go running into battle, trusting in their ridiculous initial Defense and Health to keep them going. Once the Battlefiend procs, equipping them with a Sacrifical Dagger tends to keep them in the fight until there's nothing left <i>to</i> fight. Implants provide another quick source of Battlefiend/Collection pumping, though it's not as great now that they can't target Crested Feshes.<br />
<br />
I really enjoy this deck, as it's one of the first examples I have of taking a thematic concept and <i>successfully</i> putting it into practice. However, the current build is slow. There are a number of exciting new runes, most significantly Utterdark Voidhowlers and Revenants, which I would like to try in this archetype. The inclusion of more martial creatures, in turn, suggests I also bring a pair of Suicidal Attacks online. The biggest challenge with this deck is ascertaining what to cut, so I think it might be best to burn the entire deck down and start from scratch. That's the real challenge, as looking at my original list I'm not sure what I even <i>could</i> do without.<br />
<br />
I figure the core is double Battlefiend, double Death Harvester, double Implant, double Voidhowler, double Essence Drain, and one to two Soul Collections. This more aggressive build would do well to run other short-lived creatures besides the spellbought Feshes, so two of either the Bloodfiend or the Skeletal Berserker will probably make the cut (or both, or one of each?). Beyond that, though, this deck requires a fair amount of tinkering and I'll probably have to lose at least one of the Gluttons. I also enjoy the idea of bringing in more death nova creatures like Festering Corpses, since the new Suicidal Attack grants Pounce to at least marginally counteract Lumbering, then provides a sure kill at the end of the turn. Combining Suicidal Attack with the Voidhowler is the idea at the core of this deck; that, in turn, encourages me to have as many AoEs as possible to keep enemy health within Voidhowl range.<br />
<br />
This, then, is Concept the Second: improving my current death benefit deck into something more aggressive, which advances with expendable creatures begging to die while holding the line with the ever-worsening Battlefiends and Collections of Souls.Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-25216680078569543172010-01-03T23:13:00.000-08:002010-01-11T20:24:49.319-08:00Deck Construction: Three Concepts for January- Savage TundraAt the moment I'm interested in putting together a new deck, and there are three concepts I'm tossing around:<br />
<br />
<u><b>Concept the First:</b></u> Concept the first is simply a question of putting together a deck in the Savage Tundra. I managed to draw my vivacious and wonderful girlfriend into the game over Thanksgiving, and she immediately took to the Tundra. She bought the precon (well, I bought her the precon as a Finals present) and has modded it up a bit, and I've shuffled most of my spare Tundra her way to that end. Since the deck is spell-heavy, and the spells are frost-heavy, I've also moved away from actively playing the Tundra. The first few times we played games where her spells, and attacks, rebounded off of my characters were very frustrating for her. Since I'm more interested in helping her to step her game up a level, and am continually amazed and impressed by her talent for the game, it's been no skin off my nose to abandon the Tundra for a while. I never played it overmuch anyway.<br />
<br />
Still, there are some Tundra units I think are awesome. I finally have two Jakei Footstrikers with Nokhan Do 2, and believe I can get my second Jakei Shadowstriker to the same spot. I've also got two Jakei Climbers and a Jakei Snowwhisper, and these are all great runes. The Yeti rush coincided with my getting another friend into the game (who also went Tundra) so I've traded off most of my new Yeti, but I did just pull a Yeti Ambusher. I also picked up a brace of Lonx Hurlers, and I enjoy the mechanic there quite a bit (mostly the value of having Power attack available as both a ranged and melee option, which makes them markedly cheaper than they would have been if they had to upgrade Power Attack and Piercing Shot separately).<br />
<br />
My primary problems facing the Tundra are the absence of particularly impressive rares/exotics and my complete lack of damaging spells outside of an Icequake and Frostbite. Since the Tundra tends to trade heavily on its spells, lacking these makes it tough to pull a win. I have a couple of the excellent summon spells, however, and Ancestral Focus trades nicely with <i>other</i> factions when it comes to spells, although it also throws the bone at my opponents. If I were to run a Tundra deck I would almost certainly have to step into another faction; my first inclination is to go Ironfist and simply pick up 2 Hammer Strikes, an Earthquake, an Impervious, 2 Righteous Deflections, and some healers. L'usura's Staff is great in mixed faction decks, and that Spellswallower combined with my W/E Groble presents a way to recover from my opponent getting their spells back faster at the same time I am. I imagine I'd forgo adding many champs from the Ironfist, but I still have to decide if I'd want to go Dwarf or Barbarian (or Construct, but then I don't get much healing). Repair on an Ice Golem would also be fun times (<i>Fun times but impossible, since it turns out they're a golem who just has Elemental--ed. </i>). Plus nora gen from Nora Mines would help me keep churning out spells.<br />
<br />
So that's the first concept: a spell-slinging, survivalist Savage Tundra deck. All the No Can Do characters provide great tempo shifts, especially with stun heavy support from the Stronghold.Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-47187081972075122812010-01-01T23:35:00.001-08:002010-01-01T23:35:48.407-08:00New Year, New Post!I finally have my first Draksar Berserker. This means I can begin phasing a single Draksar Hunter out of all the decks which use them, and hunting a second Berserker to replace the 2nd Draksar Hunter. I like to double up on Hunters as they're unbelievably cheap, with 12 Attack and Defense, 9 Speed, 12 Damage, 44 Health, Regen 2, Draconic Force, and a powerful counter to Skeezick decks for 68 nora. Combined with Taint they're a good way to also boost <i>other</i> creature's damage via Draconic Force. With a regen that feels almost free, as well, they make an easy way to expunge some Nora on a turn where I'm sitting on a spell or equipment or trying for a quick stabilization against a very fast opponent (especially in single-player campaigns).<br />
<br />
By contrast, an un-pumped Draksar Berserker, at 65 Nora, has 18 Attack (19 with Berserker), 14 Defense, 8 Speed (9 with Berserker), 13 Damage (14 with Berserker) and 47 Health, as well as Berserker 1 (obviously), Enrage 1, <i>Pounce 2</i> and Violent. Rares are better, folks. As much as I love pauper decks, as much as I love commons and uncommons, and as much as I <i>cherish</i> wins against Exotic-heavy battlegroups using my rare-lite offerings...rares are better. Even if I <i>never</i> improved the Berserker in any way, shape, or form, he'd still be superior to my Hunters in every fashion except for his inability to retain AP. However, I often stick my Hunters with Rage Bands anyway (granting 3 levels of Berserker and Unstoppable, so they never lose AP). Sticking one of <i>these</i> assholes with a Rage Band is utterly disgusting.Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-1709115813218915172009-11-17T04:16:00.001-08:002009-11-17T04:16:58.915-08:00An Open Letter Regarding the Dire Covenant Expansion (And Wilderkin Snakedancer)I don't often post complaints, or interact with these forums in any way. I play too many factions to have any particular loyalty, and I don't devote the finances necessary to compete at the topmost level.<br />
<br />
However, I [i]have[/i] been playing this game since the last faction-introduction expansion, give or take a few months. I've watched the power of runes grow and change, the dominance of various factions come and go, and (goodness knows) the Trade and Premium Membership concepts undergo incredible alterations. I often drift away from Pox for a time, but I keep coming back. I also bring many, many others with me- they don't all stay, but I've brought ten or so players into the game over the last few years, and all of them have spend not inconsiderable amounts of money on the game.<br />
<br />
I preface my message with all of this, not because I am attempting to emboss my accomplishments, but because I want to stress that I have a sincere, deep appreciation for the game. Even though I'm not generally interested in playing against the most aggressive, all-exotic (or all spell) battlegroups that tend to shoot up in ranked play, I do still play and, ranking system oddities aside, I tend to do well. Particularly given that I rarely run more than three or four rare runes in any of my battlegroups (although the new starters obviously come with a higher proportion of rares, and thus some of my decks have a slightly higher rune value than others). I enjoy PoxNora for the strategic challenge of developing interesting and unique decks, finding the runes others might ignore and managing to build them into powerful assets, and experiencing those games that run into high-intensity, high pressure do-or-die moments when a single move can spell victory or disaster.<br />
<br />
If I take a loss because I was outplayed, I can accept and appreciate that. If I take a loss because my opponent ran double Herald, dragon, exotic, exotic, I hardly enjoy it, but I can't necessarily fault the player for putting powerful runes together. In fact, I often managed to win those matchups, through careful strategic play and battlefield management. And if I take a loss because I made a misplay myself, or there's a glaring hole in my deck I failed to address, I learn from that and improve.<br />
<br />
I try not to join in with the clamor of the forums, and am particularly hesitant to be a part of any side in an argument that uses the line "Epic Fail" or fails to devote even a modicum of attention to spelling or grammar.<br />
<br />
However, and particularly after the sudden push for, then cancellation of, Premium Memberships leading up to this most recent expansion, I've grown concerned about the introduction of so many new runes which suddenly find homes in (or even create) entire decks. In particular, the Wilderkin Snakedancer.<br />
<br />
Before I wrote this I did some research on the forums regarding which discussions had gone before. One individual mentioned the incredible damage this rune is capable of producing, which is honestly not an issue I had considered. For myself, the problem really is the Constriction element of their attack. I respect the innovative design that gives a character the ability to markedly impede melee units and dance away from them. However, the ability to apply a full on, movement-impairing [i]and[/i] attack-preventing Constriction, at will, from range, is simply too much. I know many others have suggested changing it from Constriction to Entanglement, and while that was not changed with the most recent patch, I reiterate a plea that it be considered.<br />
<br />
I just played a pair of games against the same individual, and while he handily defeated both times due to a very fast, extremely cost-effective Kthir deck, what struck me was the sheer impossibility of defeating the Wilderkin. I was utilizing a full-faction UD spider deck, which means I have creatures with a wide variety of alternative movement modes: Tunnel Trap on the spiders (both spell-borne and actual deployed champs), Leap on the Hell Ticks, and (through Arachnid Frenzy) Leap, Pounce, AND Retreat on any and all arachnids. Despite this, however, a single hit from the Wilderkin rendered any of my units utterly immobile, and that attack could be repeated, at range 3, endlessly. I respect the concept behind the rune, a rune that could engage melee units and impair them, then move away. I even appreciate the addition of Evasive, since the obvious counter to the Dancer would be ranged. <br />
<br />
However, a Snakedancer who Entangled targets would still be safe from melee units, and still difficult to hit for units with range 1-X. It would, though, ALSO be something that could be leapt to, something that could be burrowed to, something that could be pounced. Even (in the case of one move where the player constricted my Tick and then moved in to attack it with a melee unit) Retreated towards with Arachnid Frenzy and attacked.<br />
<br />
There is no other unit in the game (and please correct me if this is incorrect) who can effectively stun a creature, every single turn, [i]while[/i] inflicting its full damage, and [i]while[/i] inflicting damage over time (including poison and constriction), [i]at[/i] the normal cost for an attack and anywhere between range 1 and 3. You don't even put creatures with that level of power in your Campaigns.<br />
<br />
I don't understand the reason for maintaining the Snakedancer's Constriction. It's a creature which, unlike the Dragons, the Gekaals, unlike even the other rares and exotics from this expansion, utterly dominates a game without [i]any[/i] special effort on its controller's part. Playing a few games against them has been a distasteful enough experience to put me off playing the game itself; not just ranked games, but even single-player games. That's unfortunate particularly in light of all the excellently-designed, exciting, and interesting runes that did appear in the new expansion- runes I'd like to experiment with, develop, and play.<br />
<br />
I hope you'll give this concern due consideration,<br />
Thymeless...Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-74264396728856702552009-10-18T22:58:00.001-07:002009-10-18T22:58:31.812-07:00What is Best in Life? Testing 2<b>Game 5-</b> <i>Ranked (Signifier, Rank 2301) v Pietrzak (Aquilifer, Rank 2240)</i><br />
<br />
My opening hand is all spells and Barbarian Commander, which is fine given the map; his 11 speed nets me a font and lets me contest a second while my opponent is still limping toward his first font with a Firk Mimic. I've never played against the Mimic before, nor the Mindweaver he plays next; Barbarian Commander/Wild Chieftain together mean his Mimic looks pretty frightening. He adds, over the next few turns, the new Draksar Herald and a Draksar Lord. I bunch up on his font with my barbarians, but make a poor choice not to slap a Righteous Deflection on my Chieftain (the Champion has one at this point), and lose him in a single turn of attacks. I'm still holding on, dropping hammers to stun his threats, and am set up for a big round where I abuse his Soulsphere with Strip Armor...he hammers into my Commander, dropping him to 5 health, but I'm sitting on Impervious. Impervious will improve my War-Enchanted Groble, save my Commander for a turn, and let his enraged self deal brutal damage.<br />
<br />
Then Peitrzak plays a Mind-Shredder and kills my Commander. Although I might have been able to fight back, since I'm sitting on two fonts and two Nora Mines, I concede at this point. I'm still not a fan of facing nearly all rares/exotics...I'm working on it though.<br />
<br />
<b>Game 6-</b> <i>Ranked (Signifier, 2301) versus laserbear (Signifier, 2316)</i><br />
<br />
I'm up against moga, and he gets first go with an Assault Team. I draw Renegade, Wild Chieftain, double Righteous Deflection, Hammer Strike, and then Shrine Scry for a Barbarian Commander, which I play. We're on the Ironfist map with the pass, and I lead with the Commander and back him with the Renegade on the next turn. Turn 3 I contest the neutral southern font, move my Renegade toward the central, and drop a Nora Mine. My opponent hasn't played anything yet, so I expect a big rush now that he owns a font. His units are all 9 Speed, so I contest and claim the central font...with both of my units packing Righteous Deflections to neuter his Strike Team. His next two plays are a Hyaenid Spearman and a Moga Slinger, so I get to surprise him a second time when he shoots my Commander (he'd already revealed the RD on the Renegade) and his attacks again do nothing. He drops a nasty combination of Unstable Ground and Cyclops-Eye Belt, which hurts my Renegade badly. I walk into a Rock Trap I probably should have seen coming, which results in knockback, stun, and then more knockback and damage from an avalanche...it's a bad scene for the Commander when all is said and done.<br />
<br />
With the Commander at 9 life, I move a Savage Wolf up to contest the font and then retrieve my Commander with a Conscript. What doesn't work here is that I try to fight an attrition war with a moga deck, which I should already know is not a workable solution. I bottle things up in the center of the pass for quite some time, using a WE Groble with heavy spell support. He holds the foes off for a long time, but eventually I'm facing Dirge, the Punisher he started with, a Voil Sorceror, and some excellent commons and uncommons (plus Moga Hunters, which is an Exotic but in this case didn't have any interesting upgrades).<br />
<br />
If I'm honest, I don't really enjoy this style of Ironfist Stronghold play, at least not at present. I'm aware of this and try to fight that feeling going into the next two rounds, but my mind is pretty focused on the Savage Tundra deck I want to make (and the paper I need to write for class). <br />
<br />
<b>Game 7-</b> <i>Ranked (Signifier 2301) versus Djinnterre (Signifier, 2395)</i><br />
<br />
In a stunning reversal, my draw is all creatures...and again, the Commander is present. We're on the original Sundered Lands map, so I lead with Commander. He has two Savage Wolves, a Shaman, and a Wild Chieftain available for support, but not on turn two. Djinn is sitting on a Boghopper Spitter, and drops a Boghopper Elite the next turn. My Commander dies but I'm able to get a WE Groble and Shaman out. The Shaman ends up facing the majority of his units (Moga Cannon, Boghopper Spitter, the Elite) and I buff him with Impervious on his last turn of life. The Groble, meanwhile, contests my opponent's font and hammers away at a Massive Anuran. The Anuran disengages after a turn and drops a Rock Trap, but he drops it directly between the two units...so I destealth it when I move to renengage and kill it the next turn. My Shaman dies, but I've dropped a Nora Mine in the font zone and my opponent chooses to use the only ranged unit capable of hurting a relic to shoot my Groble. I hope to capitalize on this.<br />
<br />
However, he Infests his Anuran the turn before I kill it, and even with me taking half damage from everything he wields he manages to put my Groble into the red. At this point I forfeit, because I still really don't care about winning with this deck.<br />
<br />
What Would Conan Do? He'd redeem himself.<br />
<br />
<b>Game 8!</b> <i>Ranked (Signifier 2301) versus Djinnterre (Signifier, 2395)</i><br />
<br />
I lose the roll again, and Djinterre leads with a Salaman Dervish. My open is double Shieldman, double Wolf, Commander. I try something different and lead with a Wolf. My Wolves battle his Dervish while two Mud Elementals come toward the font. I back the surviving wolf with a Barbarian Commander, which helps him survive the attacks of the Mud Elementals (alongside Tough, of course).<br />
<br />
My Commander and Wolves die without removing the Mud Elementals, mostly due to physical resistance and a well-timed application of lumbering to my wolf. I plug the hole with my WE Groble and try to support him, but he's simply facing too many attacks (including a pair of Boghopper Elites) to be effective, and I (mis?)spend my Nora bringing more units into the game to support him.<br />
<br />
I'm no Conan, clearly. I simply didn't want to be playing this BG, and don't know how much that factored into the various losses I'd suffered. I also came back to this playtesting after almost a week off (and not playing Pox at all) so I don't think my strategic play was up to par.<br />
<br />
<br />
<b>Thoughts</b>: I need ways to deal with Equipment, and I should probably include a single Repair, even though I only run three constructs. I also <i>really<i> need some sort of AoE, even just an Earthquake. Most importantly, though, I need to recover my desire to actually <i>run</i> howling barbarians, and play in a manner consistent with that. There are several runes I never chose to cast and could probably drop at least one of (Shamen, Conscripts, maybe even Shieldmen) which does set me up to add some of the necessary runes. The deck does run a lot of resilient, long-lasting warriors who hit particularly hard. However, I tended to fall back on just trying to force through a WE Groble, probably due to my last major Ironfist deck being the construct deck.Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-28461444468066044342009-10-18T21:03:00.001-07:002009-10-18T21:28:14.966-07:00What is Best in Life? Testing 1<b>Game 1</b> Trials of the Savage Tundra Normal<br />
<br />
I draw Conscripted Warrior, War-Enchanted Groble, Glorious Charge, Hammer Strike, Nora Mine. This is a phenomenal opening hand; I know that my Mine will eat an Arctic Wail if I lay it first turn, but it has enough hp to survive one without breaking and should therefore more than pay for itself. I lead with the Groble so he can start the Spellswallowing. On turn two I try out the new Shrine Scry mechanic, because I'm not seeing any other champions to cast; this reveals a Barbarian Commander I can't afford. Much like in Magic, though, I think the main value of Shrine Scry is in preventing you from drawing a bad rune at the start of your turn. I play a Commander on the next turn, then a Mountain Sentry. I'm only putting the Sentry out so that I can bounce him with the Conscript, but he conveniently reveals a skulking Jakei Icefisher before I pop him. I throw out my wolves and take the northern font very early. My tough, resilient creatures are cutting through the early ranks.<br />
<br />
Confession time: I forgot to use my Barbarian Commander on a turn when he had 8 ap and full Enrage up. That's pretty clearly the tipping point, though I do misuse the Conscript a couple of times, by failing to leave ap up for him to use Defensive Stance. But losing the Barbarian Commander's 40 or so damage lets the northern font fall to a horde of attackers. I don't recover from that loss, or that shame, and eventually get pushed back into my shrine's deployment zone, dropping one creature each turn. This is despite getting both Wild Chieftans out at the same time and having the Renegade equipped with the Holy Blade of Valdac. A poor play at the start of this game really cost me.<br />
<br />
Game 2- Trials of the Shattered Peaks Normal<br />
<br />
My starting reveal is Houndmaster, Plains Savage, Wild Chieftain, Conscripted Warrior, Righteous Deflection. I lead with Conscripted Warrior just to see if I can (I can). Whenever I can test out interactions like that during single-player I attempt to do so, since learning such things in a ranked game usually comes at the expense of victory. It definitely contributed here; my second play is the Houndmaster, but he probably should have been the first. If I'd led with Houndmaster I could have taken the font and dropped a dog in the same turn, rather than my entire action being moving up into the font. I join those two barbarians with the Plains Charger, and begin aggressively pushing through the moga. The AI plays different than I'm used to, most notably by never advancing his G'hern Sustainer away from his font. Without an AoE, though, I'm not killing the moga fast enough to overcome their numbers. By the time new G'hern are spawning, each G'hern is doing around 20 damage per hit and my creatures get two-turn clocks. Righteous Deflection helps keep my Grobles in the game once I summon them, but it's just not enough and the inexorable wave washes over me.<br />
<br />
I've learned some things about the interactions available in the BG, but 0/2 isn't a promising record. I jump back into the Protectorate Trials and see if I can give a better showing.<br />
<br />
Game 3- Trials of the Savage Tundra Normal, the Remix<br />
<br />
My opening hand is Savage Shieldman, War-Enchanted Groble, Groble, Houndmaster, Barbarian Commander. My WE Groble really struggles on this map due to all of the ice cutting his speed. I lead with Houndmaster. Turn two I play the Shieldman, and turn three I bring the Houndmaster back to the shrine and drop a dog. I try to bait the AI into coming directly for my shrine, but it chooses to take my southern font instead. It's never entirely clear when the AI will make this choice, but it certainly provides a small disadvantage in the early game. I contest the font with a summoned dog, Mountain Sentry, and the Houndmaster, while my WE Groble and Shieldman head north with another dog. The Shieldman eventually falls, though the number of spells I throw down keep the WE Groble going. There are a couple of spells I play in the wrong order. At one point I decide I want mobility for my Houndmaster to shift back into contest position, casting Glorious Charge, then realThe izing if I'd just cast the spell first I could have gotten multiple attacks in with certain champions who spent all of their ap on movement.<br />
<br />
I get incredible use out of the hounds, especially now that the Houndmaster has Drive. The Sentry also contributes, both because of Drive and because I give it the Heavy Crossbow. Meanwhile, a Savage Wolf kills the Shardmaster and begins fighting some other targets. I spend about five minutes calculating how, when the wolf is down to 4 hp, I can get it close enough to my shrine that when I cast a Conscripted Warrior, the wolf will be unsummoned. I determine I can make <i>one</i> attack with the wolf before I flee, and its after I click that I realize I'd neglected to add the +1 ap for disengaging from 2 opponents. That turns out to matter less than the stealthed lonx directly south of the wolf, which destealths when I try to move through her and leaves me trapped. Miraculously, I'm still exactly close enough that my conscript unsummons the wolf anyway, due to the priorities given to directions in Pox (otherwise I would have unsummoned my WE Groble). Even better, on my opponent's turn its Crystal Pheonix dies from being rent, blowing up in a nova that damages both of the Lonx the wolf was fighting. <br />
<br />
Just like in the previous ST game, that little maneuver serves as the turning point. It takes me another thirty minutes or so to get to the Boss champion, but a Wild Chieftain behind the Conscript, along with the WE Groble and a pair of Righteous Deflections, let me hold off the remaining melee units while ignoring all of the purple-base ranged units. The BG is finally working the way I envisioned that it would: tough, vicious units cut a swathe through the opposition, shaking off the various effects designed to beat them. Although stealth was a major source of frustration and injury for me, I'm not yet sure how much of that was my fault for not paying attention to where units ended their turns.<br />
<br />
Game 4- Trials of the Shattered Peaks Normal, Again<br />
<br />
My opening reveal is Groble, Renegade, Nora Mine, Glorious Charge, Hammer Strike. The plan is to run out with the Renegade and just burn his health down on Exertion in hopes of reaching the font in a reasonable time. Then I'll Conscript him away. Immediately after clicking Exertion on the Renegade turn one, I surmise that I should have waited at <i>least</i> one turn, since I would have obtained +1 ap from the shrine without paying 8 hp. Since he's not a berserker, I could still have used Exertion, just saving the ap rather than spending it. It would have been the difference of an entire turn's worth of nora, all told, as I end up a single square away from the font. The Conscript part of the plan works as intended, however. Both Savage Wolves come down, and the Barbarian Shaman gets the Holy Blade of Valdac. Chain Lightning plus the char of her melee attack kill several moga, and I move my conscript around to engage the Moga Trapspringer.<br />
<br />
<i>I FORGET THE DAMN ROCK TRAP</i>. I have played this map at least a hundred times and I still forgot the rock trap. I'm disappointed in myself for this. I fight my way onto the western font, mostly on the back of a Renegade/Wild Chieftain combination bolstered by double Hammer Strikes. My Savage Wolves move toward the north and keep the attention of the moga and g'hern while the Renegade does his work, and soon I'm up by the font, though it remains contested. Things are going relatively well, with each of my units which dies killing several moga first. Then, when I'm struggling to overcome a pair of g'hern, I deploy a Hammer Strike to kill the Moga Axeman...and hit my Savage Shieldman instead. I remember when I used to read articles on the Wizards of the Coast Magic site, and the author would talk about misclicks, which are something you can't really have happen in an actual, physical game. While I want to take solace in being screwed due to a crowded screen, as opposed to a poor tactical decision, the end result is still that I smashed my own guy and stunned him.<br />
<br />
A little later, I also manage to walk my WE Groble into the radius of the second trap on the stage...which sends him flying back into another of my units...right after I'd cast Strip Armor. Those two incidents, combined, cut my resources out from under me and make victory <i>very</i> unlikely. I plug the pass with my G'hern Traitor and try to build a replacement army up at the shrine. The AI somewhat accomodates me by advancing with his melee g'hern and leaving the rest behind a wall, giving me a few rounds to possibly cut them down before the 20-damage ranged attackers engage. I manage to kill the G'hern Overseer and Tyrant using a combination of Barbarian Commander and Wild Chieftain, both wearing Righteous Deflections. When the Commander gets down to less than half health, I pop him back with a Conscript, and then manage to kill the G'hern Taskmaster with the Conscript and a Savage Wolf. By now all of the melee g'hern are dead except for the Punisher (who actually ran into view on my screen as I was typing that sentence). Unfortunately, that still leaves Dirge, the G'hern Thrower, and the G'hern Isanagoma. My shrine is taking 17 points of damage per attack, and once I run out of champions to throw in front of the masses I go down in about a round.<br />
<br />
Four games, one win, but I actually enjoy playing the deck. As I familiarize myself with some of its abilities I think I should put forth a better showing. Plus there's the all-important experience points to spend.<br />
<br />
<br />
<br />
Leveling my runes after the first four games, I buy my higher-level Barbarian Shaman Savage and +6 hp, which results in a net -2 to her nora cost. The other Shaman gets +1 Speed and Savage. One Conscripted Warrior picks up Block 1 and Riposte 1, while the other picks up +4 hp. I buy Charge 3 and Savage for the Plains Savage; the Barbarian Rider ability, which would give me a Renegade when the Savage dies, is attractive but an incredibly costly upgrade. Speaking of Renegade, the one I actually have picks up Exertion 2. I buy a futher +2 hp for one of my Shieldmen, so that they now have the same stats. The higher level Savage Wolf gets Pounce 2 and Violent, and the other picks up Speed 11. Savage Wolves have an incredible suite of upgradeable abilities: Call (Reveal a champion rune when this unit comes into play.), Pounce 2-3 (Just increases the maximum distance you can pounce, but at level 3 that means you spend 4 ap to move up to 4 squares <i>and</i> attack <i>every</i> adjacent creature when you land.), Tough 2-3 (Reducing that much damage comes out to a huge savings in life over several rounds), and Violent (Fury is tremendous, though as I mentioned in my first post on this deck it's hard to trigger Violent in this particular deck due to the scarcity of beasts.). I'm trying to upgrade the wolves carefully in order to keep their overall cost low, so for now I'm just aiming for 11 Speed and getting Pounce 2, Violent, and Tough 2 on both. The WE Goble finishes his Reistance- Physical, and bumps his Speed to 9. One Wild Chieftan trains up to Berserker 3, and I purchase Savage for the other.<br />
<br />
In terms of other changes, I flip out the Crossbow for an Impervious.<br />
<br />
The deck is now:<br />
<br />
<b>CHAMPIONS</b><br />
<i>Barbarian Commander x2</i> 92/5/11/20/11/13/50/1 Fearless, Battlemaster 3, Block 1, Enrage 3<br />
<i>Barbarian Shaman</i> 73/3/9/14/11/8/45/1-2 Heal Champion 2, Chain Lightning, Bravery, Savage<br />
<i>Barbarian Shaman</i> 82/4/14/11/10/51/1-2 Heal Champion 2, Chain Lightning, Bravery, Savage<br />
<i>Conscripted Warrior</i> 64/1/11/14/8/10/45/1 Block 1, Riposte 1, Defensive Stance 3, Reinforce<br />
<i>Conscripted Warrior</i> 70/2/11/14/9/10/49/1 Block 1, Riposte 1, Defensive Stance 3, Reinforce<br />
<i>Groble x2</i> 86/3/10/25/9/10/42/1 Immunity-Fire, Pulverize 2, Siege, Fury<br />
<i>Houndmaster</i> 86/4/10/18/11/11/50/1 Camouflage, Summon Beast 3, Lay Trap- Frost 1, Drive, Siege<br />
<i>Plains Savage</i> 78/1/14/19/9/12/50/1-2 Charge 3, Heavy Charger, Trample, Savage<br />
<i>Renegade</i> 60/2/15/10/9/9/44/1 Melee Specialist 2, Exertion 1, Brutality, Savage<br />
<i>Savage Shieldman x2</i> 69/2/11/18/9/10/51/1 Block 1, Shield Allies, Shield Throw<br />
<i>Savage Wolf</i> 78/2/18/13/11/11/47/1 Rend 1, Pounce 2, Violent, Savage, Tough 1<br />
<i>Savage Wolf</i> 74/1/18/13/11/11/47, Rend 1, Pounce 1, Violent, Savage, Tough 1<br />
<i>War-Enchanted Groble</i> 89/4/10/19/9/11/47/1 Resistance-Physical 3/Fire 3, Spellswallower, Construct Immunities, Adaptive-Ironfist, Loyalty<br />
<i>Wild Chieftain</i> 77/1/21/14/8/12/51/1 Berserker 3, Berserk Attack 2, Charge 1, Incite Rage<br />
<i>Wild Chieftain</i> 79/2/21/14/9/12/51/1 Berserker 3, Berserk Attack 2, Charge 2, Savage, Incite Rage<br />
<br />
<b>SPELLS</b><br />
<i>Glorious Charge<br />
Hammer Strike x2<br />
Impervious<br />
Restore Life<br />
Righteous Deflection x2<br />
Strip Armor<br />
Unobstructed View</i><br />
<br />
<b>RELIC</b><br />
<i>Nora Mine x2</i><br />
<br />
<b>EQUIPMENT</B><br />
<i>Holy Blade of Valdac</i>Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-39651891577924392722009-10-03T09:41:00.001-07:002009-10-03T09:41:38.424-07:00What is Best in Life?<i>The ashes were trampled into the earth, and the blood became as snow...</i><br />
<br />
Can we talk about Conan for a moment?<br />
<br />
Who doesn't love this movie? I'm not even talking about seeing Arnold at his peak; the first ten minutes of the film are probably my favorite. The costuming, the immersion, the pathos and violence- its a film of films. Then James Earl Jones in a wig decapitates a woman who is holding her son's <i>hand</i>!<br />
<br />
Conan is relevant for more reasons than my watching it as I type this. Post my Herald box purchases, I'm in an even better position than before to craft a truly spectacular Barbarian deck (I think). There are a few key pieces I'm probably lacking, but between two Barbarian Commanders and Two Wild Chieftains, as well as one Holy Blade of Valdac I should be capable of some insane melee violence.<br />
<br />
It should be fairly clear that this is going to be a purely Ironfist deck. Further, my goal is to cleave almost entirely to Savage-capable creatures (though I may not actually train Savage on them) due to the thematic benefits of running mostly Barbarians.<br />
<br />
A quick update of the runes I'm considering for the concept:<br />
<br />
<b>Champions</b><br />
Barbarian Commander x2<br />
Barbarian Shaman x2<br />
Conscripted Warrior x2<br />
Groble x2<br />
Houndmaster<br />
Interrogator x2<br />
Mountain Sentry x2<br />
Plains Savage<br />
Renegade<br />
Savage Shieldman x2<br />
Savage Wolf x2<br />
Terraformer<br />
Tundra Barbarian x2<br />
War-Enchanted Groble<br />
Wild Chieftain x2<br />
<br />
<b>Spells</b><br />
Barricade x2<br />
Consecrate the Earth<br />
Disarm<br />
Earthquake x2<br />
Fortify<br />
Glorious Charge x2<br />
Hammer Strike x2<br />
Impervious<br />
Open the Earth x2<br />
Restore Life<br />
Righteous Deflection x2<br />
Smite Enemy<br />
Strip Armor<br />
Unobstructed View<br />
<br />
<b>Relics</b><br />
Armory<br />
Failed Amplifier<br />
Guard Tower x2<br />
Ironfist Standard (Virtual)<br />
Merchant's Quarter<br />
Nora Mine x2<br />
<br />
<b>Equipment</b><br />
Axeman's Fate x2<br />
Full Plate Armor x2<br />
Heavy Crossbow x2<br />
Holy Blade of Valdac<br />
<br />
The major distinctions between the dwarf and barbarian portions of the Ironfist Faction seem to be speed and damage, especially with the introduction of the Savage ability; this ability costs 15 experience, reduces the creature's nora cost by five, and strips them of all other powers should I find myself controlling a dwarf. Other than someone potentially getting clever with a UD or UD/IF deck (finding some way to control no demons with a Scorched Dwarf in play would stick me with the dwarf on my turn and thus shut off all my creatures' powers), Savage is a deckbuilding decision. I think that I have sufficient quality barbarians to make a run at the deck concept, though I will be lacking ranged attackers since I don't have any Barbarian Archers and traded down to one completely un-leveled Terraformer. I can counter that somewhat by using both of my Heavy Crossbows, though it's difficult to make the choice to include the current iteration of that equipment because I remember how good that they used to be. I could also make use of the Siege Engine sitting in my collection.<br />
<br />
There are a few runes which seem like automatic inclusions in any barbarian deck I would make: Barbarian Commanders, Wild Chieftains, Barbarian Shamen, Savage Wolves, and the Holy Blade of Valdac. The Commanders have been an extremely powerful Ironfist card since I started playing, and the presence of one on the battlefield provides significant increase to the quality of all my other champions. The Chieftains are the new freshness in terms of making the idea of a barbarian deck viable in the first place. In addition to being melee threats in their own right, the Chieftains can grant a given barbarian <i>8 Action Points</i>., alongside Berserker 3 (which is +3 Attack/Damage and +2 Speed). The Shamen aren't as exciting as the other runes, but they provide non-physical damage, range greater than one, and healing. The Savage Wolves are intended to function inside a barbarian deck; they're fast, have multi-targt ability in Pounce, take reduced damage and inflict impressive damage with each attack. An un-leveled Savage Wolf has more health than the Tundra Barbarian, which is uncommon, and actually has a <i>better</i> defense once you factor in Tough (takes one fewer damage from everything). Their ability to train Violent seems less useful in a full-faction Ironfist deck, because there aren't going to be many beasts in play. However, between the Houndmaster and possible inclusion of Mountain Sentries for detection, I think its an ability that may be worth training. The Holy Blade is also intended to function in a barbarian deck, though it's not explicitly terrible in other decks. The ability to turn it into a relic producing a Hallowed Ground effect provides limited healing (though that won't help most of the runes in this deck) and persistent damage against demons and undead. However, giving a barbarian's melee attacks an ongoing damage component is probably more useful.<br />
<br />
I'd like to supplement those core runes with the Conscripted Warriors, less because they're an extremely cheap barbarian than because I view them as an Unsummon- if I can maneuver my damaged units to be closest to the deployment zone, popping them out of play for a partial refund and short cooldown is <i>much</i> better than having them die. The Plains Charger is awesome, and I'd love to have two of them as well as a brace of Renegades; if I enjoy playing the deck I'll probably pursue the necessary trades. My Grobles are all strong units in their own right, and provide fire defense and, in the case of the War-Enchanted Groble, more non-physical damage.<br />
<br />
The main spells I see wanting are pretty standard; Righteous Deflections and Hammer Strikes help mitigate the threat I face from ranged opponents. Strip Armor is either a kill spell or helps to mitigate Resistance- Physical on my opponents. Glorious Charges also increase the range and flexibility of my band. My quick initial build comes out extremely high on creatures, which is probably acceptable. However, I strip out the Interrogators to add a pair of Nora Mines. This leaves me with 13 barbarians and 19 champions (two of which, the Conscripts, I really consider spells similar to Infest). There are other runes that don't make it into the build but might prove useful if I changed direction, specifically my Failed Amplifier and Guard Towers.<br />
<br />
However, the starting build for the deck is:<br />
<br />
<font size="4"><b>Champions</b></font> <i>Name/Cost/Level/Attack/Defense/Speed/Damage/HP/Range</i><br />
<br />
<b>Barbarian Commander x2</b> 92/5/11/20/11/13/50/1<br />
Battlemaster 3, Block 1, Enrage 3, Fearless<br />
<br />
<b>Barbarian Shaman</b> 74/2/9/14/10/8/45/1-2<br />
Heal Champion 2, Chain Lightning, Bravery<br />
<br />
<b>Barbarian Shaman</b> 84/3/9/14/11/10/45/1-2<br />
Heal Champion 2, Chain Lightning, Bravery<br />
<br />
<b>Conscripted Warrior</b> 57/1/11/14/8/10/45/1<br />
Defensive Stance 3, Reinforce<br />
<br />
<b>Conscripted Warrior</b> 71/2/11/14/9/10/45/1<br />
Defensive Stance 3, Reinforce, Block 1, Riposte<br />
<br />
<b>Groble x2</b> 86/3/10/25/9/10/42/1<br />
Immunity- Fire, Fury, Pulverize 2, Siege<br />
<br />
<b>Houndmaster</b> 86/4/10/18/11/11/50/1<br />
Camouflage, Summon Beast 3, Lay Trap-Frost 1, Drive, Savage<br />
<br />
<b>Mountain Sentry</b> 54/1/9/9/9/7/35/1<br />
Flight, Detection 3, Sentry<br />
<br />
<b>Plains Savage</b> 79/1/14/19/9/12/50/1-2<br />
Charge 2, Heavy Charger, Trample<br />
<br />
<b>Renegade</b> 60/2/15/10/9/9/44/1<br />
Melee Specialist 2, Exertion 1, Brutality, Savage<br />
<br />
<b>Savage Shieldman</b> 67/1/11/18/9/10/47/1<br />
Block 1, Shield Allies, Shield Throw<br />
<br />
<b>Savage Shieldman</b> 69/2/11/18/9/10/51/1<br />
Block 1, Shield Allies, Shield Throw<br />
<br />
<b>Savage Wolf</b> 68/1/18/13/11/11/47/1<br />
Rend 1, Pounce 1, Savage, Tough 1<br />
<br />
<b>Savage Wolf</b> 64/1/18/13/10/11/47/1<br />
Rend 1, Pounce 1, Savage, Tough 1<br />
<br />
<b>War-Enchanted Groble</b> 80/3/10/19/8/11/47/1<br />
Resistance-Physical 2/Fire 3, Spellswallower, Construct Immunities, Adaptive-Ironfist, Loyalty<br />
<br />
<b>Wild Chieftain</b> 70/1/21/14/8/12/51/1<br />
Berserk Attack 2, Incite Rage<br />
<br />
<b>Wild Chieftain</b> 79/1/21/14/9/12/51/1<br />
Berserker 3, Berserk Attack 2, Incite Rage<br />
<br />
<font size="4"><b>Spells</b></font><br />
<br />
<b>Glorious Charge<br />
Hammer Strike x2<br />
Restore Life<br />
Righteous Deflection x2<br />
Strip Armor</b><br />
<br />
<font size="4"><b>Relics</b></font><br />
<br />
<b>Nora Mine x2</b><br />
<br />
<font size="4"><b>Equipment</b></font><br />
<b>Heavy Crossbow<br />
Holy Blade of Valdac</b>Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-59964174778952906782009-09-24T01:50:00.000-07:002010-01-08T01:24:35.412-08:00Rolling Update: Forsaken Wastes CollectionThis post is a continually updating display of the runes I have in the Forsaken Wastes. <i>Last update 1/3/10</i><br />
<br />
<b>CHAMPIONS</B><br />
Abomination<br />
Afflicted Corpse x2<br />
Angel of Death<br />
Animated Blade x2<br />
Anthropomancer x2<br />
Archfiend x2<br />
Arctic Beast x2<br />
Bile Zombie<br />
Bladed Corpse<br />
Blood Fiend x2<br />
Bonecrusher x2<br />
Boneguard Infantry x2<br />
Broken Bones x2<br />
Carrion Colossus<br />
Cleric of Unrest x2<br />
Collection of Souls x2<br />
Corpse Golem<br />
Crossbone x2<br />
Crypt Guardian<br />
Dark Enchantress x2<br />
Dark Messenger x2<br />
Dark Seductress x2<br />
Dead Fairy x2<br />
Death Guard<br />
Death Harvester x2<br />
Decayed Mercenary x2<br />
Disturbed Spirit x2<br />
Essence Devourer<br />
Eternal Lich<br />
Ethereal Soldier<br />
Executioner x2<br />
Fallen Draksar<br />
Festering Corpse x2<br />
Forsaken Follower x2<br />
Grekin<br />
Lich King<br />
Mute Stalker x2<br />
Necromancer<br />
Necrotaur x2<br />
Nether Wraith x2<br />
Ravenwraith x2<br />
Revenant<br />
Risen Yeti x2<br />
Shadestalker x2<br />
Skeezick Boneblade x2<br />
Skeletal Berserker x2<br />
Skeletal Raider<br />
Utterdark Spectre x2<br />
Utterdark Voidhowler x2<br />
Vampyre<br />
Wandering Zombie x2<br />
<br />
<b>SPELLS</B><br />
Black Ops<br />
Chain Lightning<br />
Chains of Corruption x2<br />
Corpse Collection<br />
Delay x2<br />
Drain the Earth<br />
Essence Drain x2<br />
Festering Wounds<br />
Foul Rite<br />
Ghostly Visage x2<br />
Mobilization<br />
Necrosis x2<br />
Necroweave x2<br />
Plague x2<br />
Reanimate<br />
Serkan's Touch<br />
Soul Cage x2<br />
Soulreave x2<br />
Spell Trap<br />
Throw Bones<br />
Wake the Dead<br />
Weaken x2<br />
<br />
<b>RELICS</b><br />
Chopping Block x2<br />
Elsari Bazaar x2<br />
Elsarin Vex <br />
Graveyard<br />
Mason's Spire<br />
Mist of the Dead x2<br />
Skull of Decay<br />
<br />
<b>EQUIPMENT</B><br />
Blight Ring<br />
Ethereal Mindshank x2<br />
Fleshsewn Helm<br />
Ghost Pendant<br />
Reaper's Blade<br />
Sacrificial Dagger x2<br />
Shield of Darkness x2<br />
Wraith's Tear x2Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-22988102864231938212009-09-24T01:34:00.000-07:002010-01-12T01:27:01.117-08:00Rolling Update: Savage Tundra CollectionThis post is a continually updating display of the runes I have in the Savage Tundra. <i>Last update 1/03/10.</i><br />
<br />
<b>Savage Tundra Champions</b><br />
<br />
Crystal Pheonix x2<br />
Dwarven Mountaineer<br />
Frost Giant<br />
Frost Wolf x2<br />
Furbull x2<br />
Glacier Rhino x2<br />
Ice Golem x2<br />
Ice Guardian<br />
Ice Wurm x2<br />
Icecliff Patrol x2<br />
Jakei Climber x2<br />
Jakei Disciple<br />
Jakei Footstriker x2<br />
Jakei Frostwing x2<br />
Jakei Icefisher<br />
Jakei Maiden<br />
Jakei Mindstriker<br />
Jakei Shadowstriker x2<br />
Jakei Shardmaster x2<br />
Jakei Snowhisper<br />
Lonx Ambusher<br />
Lonx Hunter<br />
Lonx Hurler x2<br />
Lonx Shredder x2<br />
Mastodon<br />
<br />
<b>Savage Tundra Spells</b><br />
<br />
Ancestral Focus x2<br />
Arcic Wail x2<br />
Blizzard x2<br />
Call of the Tundra<br />
Cleansing Storm<br />
Conjure Ice Block<br />
Crystallize<br />
Flash Freeze x2<br />
Freeze the Earth x2<br />
Frostbite<br />
Frostguard<br />
Humble x2<br />
Lockdown<br />
Millennial Icequake<br />
Patience<br />
Razor Ice x2<br />
Rebound<br />
Retrieve<br />
Summon Ant<br />
Weather Harden<br />
<br />
<b>Savage Tundra Relics</b><br />
<br />
Coordination Tower x2<br />
Icefishers' Hamlet x2<br />
<br />
<b>Savage Tundra Equipment</b><br />
<br />
Crystal Spike<br />
Frost Amulet x2<br />
Heart of Ice<br />
Ice Carved Greaves<br />
L'usura's Staff x2<br />
Yetihide CapeSethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-26063855774297927782009-09-24T01:32:00.000-07:002010-01-12T01:27:17.139-08:00Rolling Update: Sundered Lands CollectionThis post is a continually updating display of the runes I have in the Sundered Lands.<br />
<br />
<b>Sundered Lands Champions</b><br />
<br />
Acid Dragoleech<br />
Archnicx2<br />
Crokadar Guardian<br />
Diamondhide Basilisk<br />
Drakewing Swarm x2<br />
Draksar Archer<br />
Draksar Berserker<br />
Draksar Broodling x2<br />
Draksar Broodqueen<br />
Draksar Chameleon x2<br />
Draksar Charger<br />
Draksar Doomslayer x2<br />
Draksar Explorer x2<br />
Draksar Footman<br />
Draksar Gunner x2<br />
Draksar Hunter x2<br />
Draksar Master x2<br />
Draksar Psion x2<br />
Dune Walker x2<br />
Krikkinwing x2<br />
Master Trapsmith<br />
Mounted Sauropod x2<br />
Ravager<br />
Resilient Skeezick x2<br />
RipDemon x2<br />
Sand Scorpion x2<br />
Scythbill x2<br />
Skeezick Alchemist x2<br />
Skeezick Arthomancer x2<br />
Skeezick Baiter<br />
Skeezick Cannoneer x2<br />
Skeezick Dragonslayer x2<br />
Skeezick Drummer<br />
Skeezick Filcher x2<br />
Skeezick Netter x2<br />
Skeezick Rioter x2<br />
Skeezick Ruffian x2<br />
Skeezick Scoundrel<br />
Skeezick Torch<br />
Skeezick Trapper<br />
Skeezick Warmage<br />
Skithmaw Hunter<br />
Steelspine Bearcat x2<br />
Sunderpede x2<br />
Temple Guard x2<br />
Varu Howler<br />
Vindictive Skeezick x2<br />
<br />
<b>Sundered Lands Spells</b><br />
<br />
Awaken Brood x2<br />
Blister x2<br />
Blood of the Dragon<br />
Boil x1<br />
Broodguard x2<br />
Call to War<br />
Channeled Violence<br />
Draconic Benediction<br />
Draconic Pulsar<br />
Drought x2<br />
Fight in Formation<br />
Firestorm<br />
Hatching Season x2<br />
March of the Skeezick x2<br />
Quickening x2<br />
Sandspout x2<br />
Sandstorm<br />
Scapegoat<br />
Skeezick Revolt<br />
Summon Dragon<br />
Taint x2<br />
Tornado x2<br />
<br />
<b>Sundered Lands Relics</b><br />
<br />
Dragon Skull<br />
Draksar Warbanner<br />
Hive x2<br />
Sand Generator<br />
Slum Market x2<br />
Tainted Statue<br />
Target Dummy x2<br />
Unstable Powersource<br />
<br />
<b>Sundered Lands Equipment</b><br />
<br />
Poison Fang x2<br />
Rage Band x2Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-37779504883190803112009-09-24T01:29:00.000-07:002010-01-08T01:24:40.469-08:00Rolling Update: Shattered Peaks CollectionThis post is a continually updating display of the runes I have in the Shattered Peaks. <i>Last update 1/03/10.</i><br />
<br />
<b>Shattered Peaks Champions</b><br />
<br />
Alpine Cyclops x2<br />
Bat Swarm x2<br />
Cave Dragon x2<br />
Cavernkeeper<br />
Clay Form x2<br />
Cyclops Battlefiend x2<br />
Cyclops Earthshaker x2<br />
Cyclops Mauler x2<br />
Cyclops Nemesis x2<br />
Cyclops Seer x2<br />
Cyclops Shaman<br />
Cyclops Wardrummer<br />
Cyclops Youth x2<br />
Deepcave Extractor<br />
Eager Cyclops x2<br />
G'hern Birthmother x2<br />
G'hern Isangoma<br />
G'hern Overlord x2<br />
G'hern Punisher<br />
G'hern Rager<br />
G'hern Sustainer x2<br />
G'hern Taskmaster<br />
G'hern Thrower<br />
G'hern Tyrant<br />
Gluttonous Overseer x2<br />
Hyaenid Spearman x2<br />
Moga Assault Team x2<br />
Moga Aviator x2<br />
Moga Cannon x2<br />
Moga Creeper<br />
Moga Sapper x2<br />
Moga Scout x2<br />
Moga Slinger x2<br />
Moga Trailblazer x2<br />
Moga Trapper<br />
Moga Trigger<br />
Moga Zealot x2<br />
Mogahern Destroyer x2<br />
Mountain Lion x2<br />
Mud Elemental x2<br />
Oozing Slag<br />
Overcharged Golem x2<br />
Parasitic Fesh<br />
Pit Wolf x2<br />
Savage Boar x2<br />
Sonic Elemental x2<br />
Vengeful Cyclops x2<br />
Voil Frenzy x2<br />
Voil Lancer x2<br />
Voil Queen<br />
Voil Screecher x2<br />
Voil Sorcerer x2<br />
Voil Transporter x2<br />
Voil Windstriker x2<br />
<br />
<b>Shattered Peaks Spells</b><br />
<br />
Avalanche x2<br />
Bad Blood x2<br />
Consume Resources x2<br />
Crack the Earth x2<br />
Defend the Roost<br />
Devour x2<br />
Distract<br />
Extended Reach<br />
Implant x2<br />
Intimidation x2<br />
Lightning Storm x2<br />
Limit<br />
Magnify Beast<br />
Stormwrack<br />
Suicidal Attack x2<br />
Swimming Lessons x2<br />
Tribe War x2<br />
Wings of Steel x2<br />
<br />
<b>Shattered Peaks Relics</b><br />
<br />
Echo Chamber x2<br />
G'hern Scarecrow x2<br />
Moga Bartering Post x2<br />
Moga Den x2<br />
Tribal Hut x2<br />
Tribal Post <br />
Voil Caverns x2<br />
<br />
<b>Shattered Peaks Equipment</b><br />
<br />
Bag of Boulders<br />
Ball and Chain x2<br />
Cyclops Eye Belt x2<br />
Diamond Mace<br />
G'hern Helm<br />
Mammoth Club<br />
Slaver's Whip x2Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-81571473761027409862009-09-24T01:26:00.000-07:002010-01-03T14:08:20.371-08:00Rolling Update: Underdepths CollectionThis post is a continually updating display of the runes I have in the Underdepths. <i>Last update 1/03/10.</i><br />
<br />
<b>Underdepths Champions</b><br />
<br />
Arachnodemon<br />
Ash Demon x2<br />
Bloodletter x2<br />
Bok Guardian x2<br />
Bok Warden<br />
Captive Lorekeeper x2<br />
Corrupted Cultist x2<br />
Deep Elf Assassin<br />
Deep Elf Fire Dancer x2<br />
Deep Elf Masochist<br />
Deep Elf Mercenary x2<br />
Deep Elf Priestess x2<br />
Deep Elf Ritualist<br />
Deep Elf Scout x2<br />
Deep Elf Summoner x2<br />
Deep Elf Temptress x2<br />
Ember Wasp x2<br />
Fire Elemental x2<br />
Firestarter<br />
Gahlroon x2<br />
Goblin Archer x2<br />
Goblin Brute x2<br />
Grundelwulf x2<br />
Hell Tick x2<br />
Imp x2<br />
Imp Jester x2<br />
Incinerator x2<br />
Lavaflow Devourer x2<br />
Magma Bunny x2<br />
Murk Demon<br />
Nefari Dragon x2<br />
Nefari Reaper<br />
Nefari Griefsinger x2<br />
Nightmare x2<br />
Pincushion x2<br />
Redcap Twins x2<br />
RipDemon Alpha<br />
Rust Demon<br />
Scorched Dwarf<br />
Scorpic x2<br />
Servile Brute<br />
Shadow Master x2<br />
Siege Monger x2<br />
Soulbleeder<br />
Succubus x2<br />
Thunderhoof x2<br />
Trap Spider x2<br />
Undertortoise x2<br />
Warogg x2<br />
<br />
<b>Underdepths Spells</b><br />
<br />
Animosity x2<br />
Arachnid Frenzy x2<br />
Befoul<br />
Blood Exchange<br />
Cauterize x2<br />
Coward's Reach<br />
Dark Pact<br />
Demolish x2<br />
Erupt<br />
Fire Blast<br />
Hellfire x2<br />
Mass Web x2<br />
Mindstorm x2<br />
Protect the Nest<br />
Scorch the Earth x2<br />
Shadow x2<br />
Shatter x2<br />
Shattered Nerves<br />
Soul Feed x2<br />
Summon Trap Spider x2<br />
Superiority x2<br />
<br />
<b>Underdepths Relics</b><br />
Altar of Votaev<br />
Fire Ruby<br />
Mark of Sheol x2!<br />
Nefari Exchange x2<br />
Nefari Torch x2<br />
Orb of Protection<br />
Temple of Brutality x2<br />
<br />
<b>Underdepths Equipment</b><br />
<br />
Blade of the Snake<br />
Demon Shield x2<br />
Flameheart Pauldron<br />
Hate Leech<br />
Nefari Mind Tomb<br />
Night Blade<br />
Scepter of Onus x2<br />
Sheoul Brand x2<br />
Shield of Flame x2<br />
Sword of Shadows x2<br />
Traitorous Helm<br />
Widowmaker x2Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-91876029662170744762009-09-24T01:24:00.000-07:002010-01-03T11:12:09.730-08:00Rolling Update: Forglar Swamp CollectionThis post is a continually updating display of the runes I have in the Forglar Swamp. <i>Last Update 1/3/10</i><br />
<br />
<b>Forglar Swamp Champions</b><br />
<br />
Bloated Toad x2<br />
Boghopper x2<br />
Boghopper Bull x2<br />
Boghopper Huntmaster<br />
Boghopper Mentor x2<br />
Boghopper Pupil x2<br />
Boghopper Shaman x2<br />
Boghopper Spitter<br />
Boghopper Tad x2<br />
Darkmarsh Snatcher x2<br />
Dreadwing<br />
Electric Eel x2<br />
Fentek Servant x2<br />
Fire Salaman<br />
Firk Botanist<br />
Firk Mind Shredder x2<br />
Firk Mindbreaker<br />
Firk Prophet<br />
Forglar Jellyfish x2<br />
Froblic Bull x2<br />
Giant Crustacean<br />
Glowing Slider<br />
Hippo Rider<br />
Hydraxor<br />
Kartch, Finlord<br />
Magnetic Anuran x2<br />
Marsh Raptor<br />
Marsh Troll<br />
Massive Anuran x2<br />
Mirefolk Stalker<br />
Mirevixen x2<br />
Muck Dragon<br />
Quagmirrian<br />
Razorfin Slider x2<br />
Salaman Dervish x2<br />
Salaman Negamage<br />
Salaman Soldier x2<br />
Shock Toad x2<br />
Sludge Wurm x2<br />
Swamp Octopus x2<br />
Swamp Wurm x2<br />
Voodoo Shamfie<br />
<br />
<b>Forglar Swamp Spells</b><br />
<br />
Backfire<br />
Bog Trap x2<br />
Corrode x2<br />
Evolve x2<br />
Feeding Frenzy x2<br />
Hungry Mire<br />
Huntmaster's Charm<br />
Infuse<br />
Loot<br />
Marsh Song x2<br />
Monsoon<br />
Murky Depths<br />
<br />
<b>Forglar Swamp Relics</b><br />
<br />
Flood Generator x2<br />
Lotus Altar<br />
Mire Fair x2<br />
Mystic Whirlpool x2<br />
Soulsphere<br />
Spirit Altar<br />
<br />
<b>Forglar Swamp Equipment</b><br />
<br />
Darkmarsh Helm x2<br />
Firk Mask x2<br />
Poison Dart x2<br />
Scimitar of the Deep<br />
Snaptooth Helm x2<br />
Spirit Stone x2<br />
Tidemaster's Bandoleer x2Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-17549817068635685742009-09-23T23:29:00.000-07:002009-09-23T23:29:19.930-07:00Deck Construction: Gunning for Grimlic 3- Going After GrimlicGame 5- Trials of the Forglar Swamp Normal<br />
<br />
I'm so glad this map has the central island; it used to be utterly brutal. I draw Centaur Skirmisher, Archer Commander, Groble, Elven Archer, and Glorious Charge. I open with the Centaur and then back him with the Elven Archer on turn two. The Elven Archer kills the Boghopper Shaman in one turn, and I've got four champs on the board. Other than a weird thing where my Elven Archer dies to a Muck Dragon, my ranged attacks, combined with a War-Enchanted Groble, manage to clear most of the map in short order.<br />
<br />
The presence of the magic-immune firk and the magic-eating Mandrake give my WE Groble pause, but I've got Mogaslicers to handle that. Strangely, the game ends the turn after it spawns the boss champion, but without me so much as touching him.<br />
<br />
Game 6- Trials of the Forsaken Waste Normal<br />
<br />
This is a low champ opening hand: Groble, Outcast of the Flame, Glorious Charge, Repair, and Full Plate. I open with the Outcast, then play a Groble; then I try something that may or may not pan out. I slap the Full Plate on the Groble. The map is small enough that the lumbering will hopefully not be a problem, and a Groble with 45 Defense will hopefully survive the entire fight. This is <i>great</i>. He takes no damage from anything, and I begin to play a mini-game designed around keeping him from being in a position to take damage (meaning, not letting him be hit by something with a base damage much over 10 and a decent attack). It turns out I needn't have worried, as nothing, none of the purple bases, none of the rares or exotics, have the capacity to injure my Groble. He finishes the battle with unblemished health.<br />
<br />
Game 7- Trials of the Savage Tundra<br />
<br />
Centaur Skirmisher, War-Enchanted Groble, Seed of Potential x2, Grimlic's Mirror. This is a sort of dream. I lead with the Centaur, but my eventual plan is to cast every rune in my opening hand before anything else. This means I'll have two War-Enchanted Grobles in position to eat up all the spells the AI casts. The best part of this is that it all goes down before a Snowblind is dropped, so I'm able to mirror my WE Groble without any misdirection. While the Skirmisher dances with the Frost Giant, being just fast enough to stay out of its reach, the Grobles work their way up toward the northern font. They hold on for a long time, though eventually one falls to the concerted efforts of 5 or so champions, and then the other crumbles a turn later.<br />
<br />
As the armada of summoned foes draws closer, I put a Lodestone Construct in front of my shrine and equip him with the Full Plate; and again, full damage immunity. Or near-full; he can't stand up to the couple 18-Attack champions on the opposing team, and they gradually wear him out. In that time I pull out two Mogaslicers, and kill my way around the edges of the massive champion mass with them. However, once sufficient champions appear, they start just attacking my shrine, and then the odds turn against me.<br />
<br />
Game 8- Trials of the Shattered Peaks Normal<br />
<br />
I draw Medic x2, Groble, Dwarven Mogaslicer, Light as a Feather. The best bet here seems to be the Mogaslicer, and not just because I'm about to face a lot of moga. He's got the same speed as the Groble, but the damage aura will have a more immediate and useful effect once I'm meshed in with the enemies. He does very well in removing the first G'hern, while my Groble comes around and smashes the Scarecrow. The not-saving problem I've had with using experience comes up again, as my Outcast of the Flame somehow <i>still</i> doesn't have Immunity-Fire.<br />
<br />
Things do start to clump up, with all the G'hern managing to spawn from the western font because I don't take it in time. The Groble, balanced by healing from a Medic, holds off the entire northern horde of moga. I put down the War-Enchanted Groble and when he starts taking too many hits, give him the Full Plate. Even with that boost, though, the WE Groble is still taking hits from the G'hern, all of whom have Attack in the high teens. I'm able to Mirror him before he dies, but I'm out the Full Plate facing four G'hern (including both of those brutal ranged champs) and a handful of moga. I bring out the Lodestone and the Archer Commander, but the latter isn't much by herself. By the time they're plucked off, I have nothing but my copied War-Enchanted Groble. He fights a running retreat, but Dirge is 48 Attack and 35 Damage by the time he kills me.<br />
<br />
So that's a pair of hurtful, hurtful losses. However, they were losses which provided experience, so I plan to spend that and then delve into the battle with Grimlic for which the bg was constructed.<br />
<br />
I increase the Archer Commander's Speed to 8 and purchase Volley Leader. I'm holding off on spending the Skirmisher xp, but I am curious as to whether or not Leap powers Blitz; if so, then buying up Leap 3 would let me get an extra move for the ap I'm spending, plus make them even better first-turn font grabbers. I buy the Mogaslicers 4 hp each, and purchase Speed 8 for the Lodestone (it'll turn into 9 with the Forest faction bonus). I max out the Medics' Heal Champion, and <i>actually</i> buy Immunity-Fire for the lower-level Outcast, along with upping his speed to 10. Even though they're getting expensive, I do buy Speed 10 on the Timber Wolves; I think I'll use them in a lot of split faction groups and I want them to have maximal mobility. I finally descend, lovingly, to tend to my War-Enchanted Groble. I top off his Resistance-Fire and purchase the first level of Resistance-Physical, then bump his speed and his health.<br />
<br />
<b>Champions</b> <i>Cost/Level/Attack/Defense/Speed/Damage/Hp/Range</i><br />
<i>Archer Commander</i> 68/1/13/12/8(9 w/ Faction)/10/38/3-6, Commander:Archer, Volley Leader<br />
<i>Centaur Skirmisher</i> x2 70/1/14/11/11/7(8 w/ Faction)/7/42/2-4, Mobility, Blitz<br />
<i>Dwarven King</i> 97/4/14/22/9(10 w/ Faction)/14/58/1, War Cry 3, Divine Favor 3, Melee Specialist 2<br />
<i>Dwarven Mogaslicer</i> x2 73/1/15/12/9(10 w/ Faction)/12/52/1, Damage Aura 3, Rend 3, Charge 2<br />
<i>Elven Archer</i> x2 83/3/13/11(12 w/ Faction)/11/12/30/4-7, Barrage 1<br />
<i>Groble</i> x2 86/3/10/25/9(10 w/ Faction)/10/42/1 Immunity-Fire, Pulverize 2, Siege, Fury<br />
<i>Lodestone Construct</i> 61/1/10/18/8(9 w/ Faction)/11/46/1 Blacksmith, Construct Immunities, Pilfer<br />
<i>Medic x2</i> 47/1/5/12/7(8 w/ Faction)/5/37/1 Immunity-Disease, Cleanse, Heal Champion 3, Passive, Immunize<br />
<i>Outcast of the Flame</i> 82/13/11/10(11 w/ Faction)/14/37/3-6 Fire Aura 3, Incinerate 1, Dissipate, Confuse Attacker<br />
<i>Outcast of the Flame</i> 84/2/13/11/10(11 w/ Faction)/14/37/3-6 Immunity Fire, Fire Aura 3, Incinerate 2, Dissipate, Confuse Attacker<br />
<i>Timber Wolves</i> 88/2/10/10/10(11 w/ Faction)/9/24/1 Detection 1, Skirmisher, Timber Wolves<br />
<i>War-Enchanted Groble</i> 76/1/10/19/8(9 w/ Faction)/11/47 Spellswallower, Resistance-Fire 3, Resistance-Physical 1, Construct Immunities, Adaptive-Ironfist, Loyalty<br />
<br />
<b>Spells</b><br />
Ancestral Anger<br />
Butterfly Wings<br />
Glorious Charge<br />
Grimlic's Mirror<br />
Hammer Strike<br />
Light as a Feather<br />
Repair x2<br />
Righteous Deflection<br />
Spontaneous Growth<br />
<br />
<b>Equipment</b><br />
Full Plate<br />
Seed of Potential x2<br />
<br />
So I'm glad I have the free units at start, because I only pull Centaur Skirmisher in my initial draw. I also have Butterfly Wings, Light as a Feather, Full Plate, and Glorious Charge. I use the Charge and Light as a Feather to get my Rangers tight up on the demons to the left and right of the shrine, and chew through them as quickly as I can. I drop the Timber Wolves once I secure a font, and they bite their way through the demons assaulting the font, though they don't do enough damage to get a kill before one of the three wolves falls. I get a Groble out on the west side and run him around, and bring out a few Centaur Skirmishers as well. However, I'm simply not inflicting sufficient damage to kill the demons fast enough. By the time I've cleared the first new wave I'm already trapped facing a second. My Medics do their best to heal, but I don't time my abilities properly in terms of addressing Inhibited Champs. It's another loss for team rock.<br />
<br />
So I go again.<br />
<br />
My second time, I draw Elven Archer, Timber Wolves, Righteous Deflection, Seed of Potential, and Spontaneous Growth. The Growth was a spell I never <i>once</i> saw last game, and I think it will really help here. I play out my Archer and set to cutting down the first rank. I give Menalaus the Seed, because he's really the one to kill in this game; no regen and vulnerability to fire means he gets hurt, and hurt bad, and hurt fast. Grimlic is tricky because many of the best ways to deal with fire exist in Wrath factions. I throw the Full Plate on Grimlic, since he's a teleporter and doesn't need normal movement. Then I realize that you can't teleport if you're lumbering, and things get a little less awesome- I'm waiting for my Lodestone to appropriate the item.<br />
<br />
Another fun interaction lesson is that Spontaneous Growth doesn't override Scorch the Earth. These are the kinds of things it's hard to know without trying. My wolves and Groble push me up to just past the river, but a Gahlroon and fully <i>three</i> damn Imps drive me back. These Imps have fully 15 speed. That's just madness. It ends up being just the brothers, two Medics, a Mogaslicer at my font, and eight Ash Demons, an Imp, a Rust Demon, and a Scorpic. I'm afraid that, at present, I have to declare this experiment a sad failure.Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-57214686131213796582009-09-23T01:13:00.001-07:002009-09-23T22:05:00.080-07:00Deck Construction: Gunning for Grimlic 2- Initial TestingGame 1- Beginner Forsaken Wastes Normal<br />
<br />
I open Archer Commander, War-Enchanted Groble, Elven Archer, Dwarven Medic, Spontaneous Growth. I lead with the Elven Archer and manage to also deploy the Groble...then realize it's because I misclicked and deployed the Commander instead of the Elven Archer. I always enjoy playing new runes and being surprised by things; like how the Lodestone Construct is a large-base. My mechanical men stomp their way over the broken bones, and I only lose one Timber Wolf the whole match! Medics are a nice cheap healer, and Immunize saves one of the wolves. Other than that and the need to heal a War-Enchanted Groble one time, there's no notable challenge.<br />
<br />
Game 2- Beginner Savage Tundra Normal<br />
<br />
I open to Centaur Skirmisher, Groble, Groble, Full Plate, Dwarven Mogaslicer. I drop the Skirmisher, and a second one two turns later; Speed 12 means they're still getting 7 ap on ice, which is nice. I put Full Plate on a Mogaslicer and he becomes fully immune to most of the enemies on the screen. I briefly consider just destroying the shrine, but instead I let my Centaur run around and throw spears into things, while my Mogaslicers mow through the northern shrine's defenders.<br />
<br />
I'm once again going to shift my play over to the Trials, because I don't think I learn a ton playing against the Beginner missions.<br />
<br />
Game 3- Trials of the Ironfist Stronghold Normal<br />
<br />
I open all three archers, Timber Wolves, and Glorious Charge. I drop the Wolves since I know I'll be running into dogs when I spring the Mead Trap. I take the first font and clear the first wave with no real difficulty, though all my aura guys get bunched up when I'm fighting the Earth Golem- I only have an Outcast of the Flame for non-physical damage. That means my Slicers are weakened enough that when I cavalierly charge into an Earthmover/Barbarian Commander, they die pretty quickly...both go down in one round, actually. That misplay costs me, because now I'm facing down a horde of melee fighters with a bunch of...archers. And a wizard. I slap Full Plate on a Centaur Skirmisher, using him to clog the entrance for a couple rounds. That actually works pretty well; with Mobility and Speed 7 he's able to shift and attack without worry. He goes down and my Seed of Potential-Bearing Archer Commander dies when I forget that Ancestral Rage sets your Range to 1. The War-Forged Groble, however, is a true champion. He's got a Seed on him, and then I also slap the Righteous Deflection down. Since he's bolstered by Ironfist spells, and he's a Spellswallower <i>and</i> Adaptive-Ironfist, with the AI spamming Unobstructed View, his damage is well over 20. Every time I heal him with Repair, too, that increases his hp by a further 5. Sadly, he can't survive Stone Dragon/Groble Pulverizer/Ghoulhunter. The Lodestone's just a big sack of dying, and then it's two Medics facing...everything. A Full Plate-wearing Groble tries to assist, but I pay the price for my hubris and go down bleeding. The Groble puts up a great fight though; Defense 45 and Resilient means he's really not being hit by anything.<br />
<br />
Game 4-Trials of the Ironfist Stronghold Normal, Redux<br />
<br />
I'm shamed by my previous misplay so I decide to run this map again. I definitely feel that it had been my game to lose. Sapelah and his gang are back for blood, and I pull Groble, Archer Commander, Outcast of Flame, Grimlic's Mirror, Repair. It's my 11 Speed Outcast of the Flame, so he hits the ground first. I use a Medic to trigger the mead trap (he ends up very dramatically in the center of all three dogs. My Mogaslicer tears up the Beastmaster, and then I drop a delicious Repair to take him from 10 hp to 48. I'm much more careful with my auras this time, and they let me avoid a lot of attacks by killing creatures on the end of my turns. I manage to get the War-Enchanted Groble out early on, and it's glorious. He's getting +2 Damage, +1 Attack, and +1 Defense with every useless Unobstructed view my opponent casts.<br />
<br />
The pass is clearer this time, meaning I can move my small base figures up while the Outcast deals with the Earth Golem. One of the Slicers spends a big chunk of time stuck away from the enemies because there's no room for him, but I do get to put a Barbarian Commander between 3 Aura 3s at one point. Two War-Enchanted Grobles (thanks to Grimlic) can kill the Dwarven Sharpshooter in a single attack each. Even my standard Groble is doing 20 damage by the time the AI starts spawning purple-base champions. My War-Enchants have over 100 hp and are regenerating 4 hp a turn, and I wipe everything the turn it lands.<br />
<br />
Obviously most games won't work out that same way with the War-Enchant, but that was sure fun. A full-faction group sounds even more appealing; I can't say that I was drawing a ton of benefit from the K'Thir end other than the speed boost, but I think it'll prove more valuable in a more challenging game. The Ironfist Map bunches things up and lets a few big melee characters really hold their own- mobility isn't much of a factor.<br />
<br />
Spending XP, I buy Rend 3 for both Mogaslicers. My Groble without Pulverize 2 gets it. I increase the Lodestone's Speed to 8, and buy Speed 9 and Immunity-Fire for the unleveled Outcast of Flame. Both Medics pick up Cleanse, which heals as well. Keeping an eye on the goal of beating Grimlic, I buy Resistance-Fire up to 2, looking longingly at the Resistance-Physical I will one day purchase. Four games is also where I like to consider what is and isn't working within the bg, and make the necessary changes. Unfortunately, I don't see any rune that demands to be removed. I'm keeping the Commander in until she can get the ability to grant Rain of Arrows, and will decide if that's awesome once I get a chance to use it. Similarly, I haven't had a cause to summon the Dwarven King, but can easily see benefits in doing so at some point. I leave the bg completely unchanged for now.<br />
<br />
<b>Champions</b> <i>Cost/Level/Attack/Defense/Speed/Damage/Hp/Range</i><br />
<i>Archer Commander</i> 56/1/13/12/7(8 w/ Faction)/10/38/3-6, Commander:Archer<br />
<i>Centaur Skirmisher</i> x2 70/1/14/11/11/7(8 w/ Faction)/7/42/2-4, Mobility, Blitz<br />
<i>Dwarven King</i> 97/4/14/22/9(10 w/ Faction)/14/58/1, War Cry 3, Divine Favor 3, Melee Specialist 2<br />
<i>Dwarven Mogaslicer</i> x2 71/1/15/12/9(10 w/ Faction)/12/48/1, Damage Aura 3, Rend 3, Charge 2<br />
<i>Elven Archer</i> x2 83/3/13/11(12 w/ Faction)/11/12/30/4-7, Barrage 1<br />
<i>Groble</i> x2 86/3/10/25/9(10 w/ Faction)/10/42/1 Immunity-Fire, Pulverize 2, Siege, Fury<br />
<i>Lodestone Construct</i> 57/1/10/18/7(8 w/ Faction)/11/46/1 Blacksmith, Construct Immunities, Pilfer<br />
<i>Medic x2</i> 45/1/5/12/7(8 w/ Faction)/5/37/1 Immunity-Disease, Cleanse, Heal Champion 2, Passive, Immunize<br />
<i>Outcast of the Flame</i> 65/13/11/8(9 w/ Faction)/14/37/3-6 Fire Aura 3, Incinerate 1, Dissipate, Confuse Attacker<br />
<i>Outcast of the Flame</i> 84/2/13/11/10(11 w/ Faction)/14/37/3-6 Immunity Fire, Fire Aura 3, Incinerate 2, Dissipate, Confuse Attacker<br />
<i>Timber Wolves</i> 83/2/10/10/9(10 w/ Faction)/9/24/1 Detection 1, Skirmisher, Timber Wolves<br />
<i>War-Enchanted Groble</i> 64/1/10/19/7(8 w/ Faction)/11/45 Spellswallower, Resistance-Fire 2, Construct Immunities, Adaptive-Ironfist, Loyalty<br />
<br />
<b>Spells</b><br />
Ancestral Anger<br />
Butterfly Wings<br />
Glorious Charge<br />
Grimlic's Mirror<br />
Hammer Strike<br />
Light as a Feather<br />
Repair x2<br />
Righteous Deflection<br />
Spontaneous Growth<br />
<br />
<b>Equipment</b><br />
Full Plate<br />
Seed of Potential x2Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-32639641877786256732009-09-22T22:42:00.001-07:002009-09-22T23:07:26.456-07:00Deck Construction: Gunning for GrimlicFor my next build I'm looking at putting together a construct-heavy bg. This is partially to take advantage of the Repair spell, which is a massive 40 healing to a select construct, and partially because I want a Protectorate bg that can handle the first level of Grimlic's Descent on Hard. Grimlic's Descent swarms you with Ash Demons, Rust Demons, and the occasional Imps, Gahlroons, and Waroggs. There's also liberal use of lava, and the Ash Demons are monsters for Inhibiting champs. Also, the AI pops its champs wherever it wants; so as you're pushing over the river toward its shrine, it can just spawn three Ash Demons at yours.<br />
<br />
So I'm looking for a bg which has resistance/immunity to fire, the ability to navigate lava, cleansing ability and healing, high damage, and shrine defense. Is that a tall order? Probably, but there's nothing for it but to try. I'll experiment with a full-faction build first, but I imagine I'd do well to consider mixing; I'm thinking specifically here of adding K'Thir Forest, so I can pick up Light as a Feather for my heavier constructs like Earth Golem and Catapult/Siege Engine. I'd also be able to run two Outcasts of the Flame, which can ignore the Ash Demons and slaughter anything else.<br />
<br />
Okay, that actually convinced me to consider the split faction first.<br />
<br />
As before, let's start with the full-on list of all my available runes. First, I consider <a href="http://apoxobothyourhouses.blogspot.com/2009/09/rolling-update-ironfist-stronghold.html">Ironfist options</a>. The fact that Mogaslicers count as constructs mean I'll probably take two of them for mobility alone. Full Plate is also a good combination with Light as a Feather. Obviously I want two Repairs, since they're a major draw for building the deck in the first place. I consider at least one Righteous Deflection and one Hammer Strike standard choices for any IS deck that isn't firmly anti-spell; I also like Glorious Charge because I believe it should give Lumbering units cheaty movement. I'm tempted to also include Strip Armor, since I'll be primarily dealing in physical damage. I may want to come back later for an Impervious as well, since that would help with shrine destruction. If I plant a creature with Siege next to someone's shrine, one turn's worth of Impervious might make all the difference.<br />
<br />
Having at least one Nora Mine grants a significant advantage, and this bg might actually be expensive enough to warrant two. However, the IS side is already getting pretty full, so I'm going to try running the deck without nora gen for the moment. Most of my construct pieces are unleveled and thus should be fairly cheap; hopefully once they're in play their resilience will keep them there. <br />
<br />
Cuts are tough, and I begin to think seriously about abandoning the half-faction concept and going full IS, so I can pack in more constructs (Earth Golems, specifically, and some siege engines) more healing, and a few hardy dwarves. I'm hoping to make up for the lacking elements on the KF side though, with a focus on range and speed.<br />
<br />
<b>Champions</b><br />
<br />
Dwarven King<br />
Dwarven Mogaslicer x2<br />
Groble x2<br />
Lodestone Construct<br />
Medic x2<br />
War-Enchanted Groble<br />
<br />
<b>Spells</b><br />
Glorious Charge<br />
Hammer Strike<br />
Repair x2<br />
Righteous Deflection<br />
<br />
<b>Equipment</b><br />
Full Plate<br />
<br />
<br />
<br />
<a href="http://apoxobothyourhouses.blogspot.com/2009/09/rolling-update-kthir-forest-collection.html">The Forest</a> has some ground to cover. I know I want both Seeds of Potential, since it provides healing and a trail effect I can use to build a path over lava for non fire-immune creatures. I can also drop it as a font defender in a pinch, then pick the relic up before it's destroyed and redrop a few turns later. I'm considering a Prismatic Crystal as well, since i have some passive units who can self-heal and use the Crystal to clog an area. I don't know that I have the space for it, though, so I move on to spells. Butterfly Wings got a boost when they added Mobility, which is useful for a shrine end-run. Ancestral Anger speeds my units while increasing their damage, so I'll take that as well. Spontaneous Growth is a heal that can also undo a lava spell. <br />
<br />
Where Champs are concerned, I'm looking seriously at range. Given that the map I'm building for does grant a couple Elven Archers already, and I have two of my own, Archer Commander will provide some serious benefit. The Outcasts of the Flame were one of the major reasons I went K'Thir, so I'm obviously taking two of those. Timber Wolves provide a quick boost on the board, though they'll crumple fast against UD. With two spots left I toss in a pair of Centuar Skirmishers; they're a new rune I haven't played much, but they have range 2-4 and several mobility options.<br />
<br />
<b>Champions</b><br />
Archer Commander<br />
Centaur Skirmisher x2<br />
Elven Archer x2<br />
Outcast of the Flame x2<br />
Timber Wolves<br />
<br />
<b>Spells</b><br />
Ancestral Anger<br />
Butterfly Wings<br />
Grimlic's Mirror<br />
Light as a Feather<br />
Spontaneous Growth<br />
<br />
<b>Equipment</b><br />
Seed of Potential x2<br />
<br />
As it stands, then, the final build is then:<br />
<br />
<b>Champions</b> <i>Cost/Level/Attack/Defense/Speed/Damage/Hp/Range</i><br />
<i>Archer Commander</i> 56/1/13/12/7(8 w/ Faction)/10/38/3-6, Commander:Archer<br />
<i>Centaur Skirmisher</i> x2 70/1/14/11/11/7(8 w/ Faction)/7/42/2-4, Mobility, Blitz<br />
<i>Dwarven King</i> 97/4/14/22/9(10 w/ Faction)/14/58/1, War Cry 3, Divine Favor 3, Melee Specialist 2<br />
<i>Dwarven Mogaslicer</i> x2 69/1/15/12/9(10 w/ Faction)/12/48/1, Damage Aura 3, Rend 2, Charge 2<br />
<i>Elven Archer</i> x2 83/3/13/11(12 w/ Faction)/11/12/30/4-7, Barrage 1<br />
<i>Groble</i> 82/3/10/25/9(10 w/ Faction)/10/42/1 Immunity-Fire, Pulverize 1, Siege, Fury<br />
<i>Groble</i> 86/3/10/25/9(10 w/ Faction)/10/42/1 Immunity-Fire, Pulverize 2, Siege, Fury<br />
<i>Lodestone Construct</i> 57/1/10/18/7(8 w/ Faction)/11/46/1 Blacksmith, Construct Immunities, Pilfer<br />
<i>Medic x2</i> 38/1/5/12/7(8 w/ Faction)/5/37/1 Immunity-Disease, Heal Champion 2, Passive, Immunize<br />
<i>Outcast of the Flame</i> 65/13/11/8(9 w/ Faction)/14/37/3-6 Fire Aura 3, Incinerate 1, Dissipate, Confuse Attacker<br />
<i>Outcast of the Flame</i> 84/2/13/11/10(11 w/ Faction)/14/37/3-6 Immunity Fire, Fire Aura 3, Incinerate 2, Dissipate, Confuse Attacker<br />
<i>Timber Wolves</i> 83/2/10/10/9(10 w/ Faction)/9/24/1 Detection 1, Skirmisher, Timber Wolves<br />
<i>War-Enchanted Groble</i> 61/1/10/19/7(8 w/ Faction)/11/45 Spellswallower, Construct Immunities, Adaptive-Ironfist, Loyalty<br />
<br />
<b>Spells</b><br />
Ancestral Anger<br />
Butterfly Wings<br />
Glorious Charge<br />
Grimlic's Mirror<br />
Hammer Strike<br />
Light as a Feather<br />
Repair x2<br />
Righteous Deflection<br />
Spontaneous Growth<br />
<br />
<b>Equipment</b><br />
Full Plate<br />
Seed of Potential x2<br />
<br />
I'll run this through the standard testing gamut of four beginner matches, four trial matches; but then I'll be taking it into Grimlic's campaign instead of PvP.Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-37372992225102711502009-09-22T21:52:00.000-07:002010-01-09T20:08:57.359-08:00Rolling Update: K'Thir Forest CollectionThis post is a continually updating display of the runes I have in the Savage Tundra. <i>Last update 1/03/10</i><br />
<br />
<b>K'Thir Forest Champions</b><br />
<br />
Archer Commander<br />
Centaur Archer x2<br />
Centaur Regulator x2<br />
Centaur Skirmisher x2<br />
Circle Messenger<br />
Colossal Boa<br />
Elven Archer x2<br />
Elven Artisan x2<br />
Elven Blademaster x2<br />
Elven Mage x2<br />
Elven Treecaller<br />
Enraged Grizzly x2<br />
Falconer x2<br />
Garu Chosen<br />
Garu Hunter x2<br />
Garu Hurler<br />
Garu Shaman<br />
Gnarlwood Grappler<br />
Great Eagle x2<br />
Mountain Garu x2<br />
Nectar Faerie<br />
Nymph x2<br />
Outcast of the Flame x2<br />
Sapling<br />
Solitary Garu<br />
Sporegill x2<br />
Sprite<br />
Timber Wolves<br />
Treant Launcher<br />
Tree Spider x2<br />
Veasel Druid x2<br />
Warcaller Fiorn<br />
Wild Elf x2<br />
Wilderkin Snakedancer x2<br />
Winged Lerper x2<br />
Wisp<br />
Woodland Jester<br />
<br />
<b>K'Thir Forest Spells</b><br />
<br />
Ancestral Anger<br />
Brambles x2<br />
Butterfly Wings x2<br />
Carnivorous Vines x2<br />
Devolve<br />
Fuel x2<br />
Grimlic's Mirror<br />
Herbal Antidote<br />
Light as a Feather<br />
Occlusion<br />
Rally the Herd x2<br />
Recall<br />
Reclaim x2<br />
Sabotage x2<br />
Spontaneous Growth<br />
Swiftwind x2<br />
Thorn Collection<br />
<br />
<b>K'Thir Forest Relics</b><br />
<br />
Counterbalance<br />
Elven Trading Post x2<br />
Nature's Balance x2<br />
Pride of K'thir<br />
Prismatic Crystals x2<br />
Throne of the Circle x2<br />
<br />
<b>K'Thir Forest Equipment</b><br />
<br />
Barbed Vine Leash x2<br />
Forest's Embrace x2<br />
Hunter's Charm<br />
Rejuvenation Ring<br />
Seed of Potential x2Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-60533919637032920132009-09-22T21:50:00.001-07:002010-01-12T01:27:46.859-08:00Rolling Update: Ironfist Stronghold CollectionThis post is a continually updating display of the runes I have in the Ironfist Stronghold. <i>Last update 1/3/10</i><br />
<br />
<b>Ironfist Champions</b><br />
<br />
Aspect of Granite x2<br />
Barbarian Commander x2<br />
Barbarian Shaman x2<br />
Battlerager<br />
Brubaker Brothers x2<br />
Conscripted Warrior x2<br />
Council Elder x2<br />
Deep Miner<br />
Drunken Thug x2<br />
Dwarven Axe Guard<br />
Dwarven Catapult<br />
Dwarven Defender<br />
Dwarven Handler<br />
Dwarven King<br />
Dwarven Mogaslicer x2<br />
Dwarven Sergeant x2<br />
Dwarven Sharpshooter x2<br />
Earth Golem x2<br />
Exorcist<br />
Griffin Rider x2<br />
Groble x2<br />
Gronk Rider x2<br />
High Mason x2<br />
Houndmaster<br />
Interrogator x2<br />
Ironfist Brawler x2<br />
Ironfist Collector<br />
Ironfist Glider x2<br />
Ironfist Paladin<br />
Lodestone Construct<br />
Medic x2<br />
Mountain Sentry x2<br />
Plains Savage<br />
Priest of Valdac x2<br />
Renegade<br />
Savage Shieldman x2<br />
Savage Wolf x2<br />
Siege Engine<br />
Stalwart Defender<br />
Terraformer x1<br />
Tundra Barbarian x2<br />
Turret Team<br />
War-Enchanted Groble<br />
Wild Chieftain x2<br />
<br />
<b>Ironfist Spells</b><br />
<br />
Barricade x2<br />
Consecrate the Earth<br />
Disarm<br />
Earthquake x2<br />
Fortify<br />
Glorious Charge x2<br />
Hammer Strike x2<br />
Impervious<br />
Increase Gravity<br />
Last Stand<br />
Macadamize x2<br />
Open the Earth x2<br />
Repair x2<br />
Restore Life<br />
Righteous Deflection x2<br />
Smite Enemy<br />
Spell Ward x2<br />
Strip Armor<br />
Unobstructed View<br />
Valor x2<br />
<br />
<b>Ironfist Relics</b><br />
<br />
Armory<br />
Failed Amplifier<br />
Guard Tower x2<br />
Ironfist Standard<br />
Merchant's Quarter<br />
Mystic Forge<br />
Nora Mine x2<br />
Sanctuary of Hope x2<br />
Wind Generator<br />
<br />
<b>Ironfist Equipment</b><br />
<br />
Axeman's Fate x2<br />
Earthgod Sigil x2<br />
Full Plate Armor x2<br />
Heavy Crossbow x2<br />
Holy Blade of Valdac<br />
Stonearm Sash x2Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-22250420708915081612009-09-22T01:55:00.000-07:002009-09-22T01:55:15.988-07:00Deck Construction: Full-Faction Forsaken Wastes 5 PVP and ConclusionsAfter those four battles I'm sitting on some more experience, particularly with the runes who were below the cusp at the last runthrough. I increased Speed on the lower speed Enchantress to 10. Bought Charm 2 for one of my Dark Seductresses, and Disease Immunity for the other. It's difficult to decide how to level the Shadestalkers, so I just put the points into buying up their exertion; I want to keep them cheap but I would like to, at least, see them putting out higher damage. I may go back and increase that later. The Ethereal Soldier gets Hex 2, and the Mute Stalker bought into Evasive 3. I can finally afford Speed 8 for my slower Wandering Zombie- just 13 more points for Speed 9! Finally, I bump the Utterdark Spectre's Speed to 10.<br />
<br />
With all that xp spent, it's time to trot the BG into actually PvP. There's a lot working against me here, most specifically that I've played several games with a friend of mine and apparently that increased my rank. I expect to eat a day's worth of losses, but I'm only too happy to be surprised.<br />
<br />
Game 9- PvP(Hastatus 1559, Level 1) Versus gaverion (Princeps 1378, Level 1)<br />
<br />
I'm always surprised by maps that seem totally unfamiliar; apparently they change a lot of the maps in PvP, so the Ironfist Stronghold map with the narrow pass now has a font there to capture. I draw some Berserkers, Enchantresses, and the Lich King and think I have a decent chance of racing the font. Unfortunately, gaverion is able to drop a cheap Scorched Dwarf he uses to take the second font while his Deep Elf Priestess contests the font. Ultimately I'm not sure if I was supposed to run away with my Lich King or stick around, but his Priestess and a Deep Elf Masochist eventually run me off. By the time I lose the central font I've picked up the northern one with my Mute Stalker, and dropped an Eternal Lich. However, gaverion controls the central font and drops a Deep Elf Ritualist and Deep Elf Scout in rapid succession. Thanks to a beckon he takes the northern font away from me, and then I'm stuck trying to defend my Shrine with the Eternal Lich (sans phylactery, he took that away real fast) and a Skeletal Berserker. I'm facing two Priestesses, a Grimlic, a Ritualist, a Deep Elf Summoner, and a Scout until I kill it.<br />
<br />
Thinks progress predictably. My proud moment is when his Grimlic drops three mirages and I base up a Plagued Skeletal Berserker, which kills them all with the infection damage. He removes my Lich and my Berserker in the same turn and, since I can't cast anything else for xp, I concede.<br />
<br />
Game 10- PvP Versus Alazel (Princeps 1378, Level 1)<br />
<br />
While Game 10 loads, my trades come in; I have a second Mute Stalker, a second Utterdark Spectre, and two Nether Wraiths (which are stealthing energy thieves with Hex). The game starts up and I'm facing Forglar Swamp. I draw both Liches, an Enchantress, an Animated Blade, and a Wandering Zombie, and lead with the Lich King again. I'm up against a lot of Firk, it looks like, including the Mind Shredder. I quail, because I've used the Mind Shredder to great effect but as of yet not faced off against one. Alazel also has a Soulsphere, meaning all of his units share damage. Since my only ranged attacker is a Lich King and Alazel is playing a Firk Sensorate (Resist Magic 3) this means I'm only doing about 4 damage to each of his other units, and a single damage to the Sensorate. Combined with his Boghopper Shaman, Three rounds in the Mind Shredder still has full health. Then he drops a Feeding Frenzy on my Lich King, who barely survives. The Frenzy has the other delightful effect of <i>further</i> spreading out the damage his units are taking- my Lich is doing his best but he's not even putting out a dent.<br />
<br />
I render my Animated Blade incorporeal to escape from a poison trap and take one of his fonts away. The next turn starts up with both of us seizing a font from the other; his Firk Sensorate is outside a deployment zone, while my Lich goes down to the Mind Shredder. The Delay I dropped (I finally get to use it!) prevents me from having to deal with a Salaman Negamage. Unfortunately, he opts to drop Kartch, Finlord instead. I manage to fight it out and kill off his Boghopper Shaman, do serious damage to Kartch, and just as I'm about to tear into his Salaman Dervish...he drops another Soulsphere. Followed by a Marsh Gargantua.<br />
<br />
I battle it out for the eastern shrine for a <i>long</i> time; I'm using a Mute Stalker, which negates the advantage of his Kartch. However, the Stalker's not fast enough to catch the Mind Shredder and attack, so I'm running in circles, storing one more ap each round, while my zombie tries to kill his other troops. Judicious use of various disease effects, meanwhile, is enough to break his second Soulsphere, though it does nothing to his titan. When he has my Stalker at one hitpoint, and poisoned, I make him insubstantial, as I'm facing no magical damage. That lets me hang onto the font for one more turn, but my attempt to throw Reanimate down on the Stalker meets a Backfire.<br />
<br />
Eventually I'm staring at another Boghopper hero, I have no champs on the board except a devastated Skeletal Berserker, and I concede. I'm proud of my boys.<br />
<br />
Game 11- PVP (Principales 1886, Level 1) Versus yewsef (Signifier 2398, Level 1)<br />
<br />
The fact that yewsef's Shrine has over 80 hitpoints indicates I am going to be badly, badly hurt in this engagement. My opening hand only includes 1 champ, and it's the Skeletal Berserker. This is less than ideal, so I play aggressive and pump a mobilize into him so I can grab the central font on turn two. yewsef contests the font and I decide discretion is the better part of valor, fleeing back with my Berserker to grab the font closest to me. The opening hand has me in a bad way, so I'm looking at things as a workshop to play with strategy. I run my Vampyre up to the central font and he's hit with a Devolve and reduced to 11 hp. I Phase Shift, again facing absolutely no magic damage, and get two Skeletal Berserkers into the mix. After Phase Shift ends I slap Ghostly Visage on the Vampyre, now a few hp higher thanks to a very weak swing on a summoned snake. yewsef drops a Thorn Collection on my Berserkers, then Vortexes my insubstantial Vampyre, meaning he now has uncontested control of the central font. Yewsef does what I would have done, and moves one of his pieces to contest my font; but he overshoots and misses its control zone. He manages to plant a serpent in the font, though, meaning I'll be without 10 nora on my next turn.<br />
<br />
The Vampyre tries to take my font back while a Shadestalker and Ethereal Soldier attempt to hold off the Centuar Regulator I've been fighting since the beginning of the game. The Shadestalker falls, but I pull a Skeletal Berserker out to help my soldier; the Centuar runs away to rejuvenate himself. My chicanery with Plague and Ethereal Soldier is fun, but doesn't actually accomplish anything in the vein of preventing my game loss. Still, things went far, far better than I expected, and I'm again proud of my boys.<br />
<br />
Game 12- PvP Versus nickybaby (Principales 1851, Level 1)<br />
<br />
This is the first split-faction warband I've gone up against. The shrine has more hp than mine so I'm a little concerned, but at least the first creature he drops isn't the end of the world. I draw Wandering Zombie, Mute Stalker, Animated Blade, Vampyre, and lead with the Vamp (I'm thinking about naming him Edward). Edward and my Mute Stalker go for the southern font, facing off against a Krikkinwing and a Drakon. Meanwhile an Ethereal Soldier goes for the northern font, boxing out against a Skithmaw. Edward's Shield of Darkness is Disarmed, but he's not in position to take any hits so that's okay. I eat the Krikkinwing thanks to a timely Mobilize, while the Ethereal Soldier removes the Skithmaw.<br />
<br />
The battle for the southmost font devolves into his using dragon after dragon, and me using...Edward. It's just Eddie. I hold three fonts for much of the game, but eventually I relinquish my hold on the northern one to focus on a thrust to the south. The game drags <i>on</i>; I kill every dragon he throws at me, but he never runs out. Eventually we've both popped our avatars, but there's just so much space taken up by his big units that I can't get a swing in on his. Font control really decides the match; I hit a point where he uses Broodcall to take my closest font and I can't recover it in time before he burrows a Sand Dragon into the control area. Once that happens I have nowhere to deploy units- even though I got the fun Reanimate effect wherein the nearest area I control leaves my control at the same time Reanimate triggers, meaning I immediately contest it and get to swinging. I manage to beat back his assault on my shrine with a Berserker, a Mute Stalker, and the shrine himself. I still get surrounded though, and he pops a Strip Armor before piling <i>three</i> dragons onto my shrine.<br />
<br />
This proved an excellent experiment, both in terms of getting me to think closely about deck building and getting me back into playing PvP at all. I went 0 and 4, but I also have 63 career ranked wins (most of which were back when you could play ranked games against your friends). By comparison, nickybaby had close to 550 career wins; close to the same number of losses too, granted, but that indicates participation at a much higher level of play. For a deck I put together <i>yesterday</i> using a combination of runes I've never played and runes I don't tend to like playing, I'm very satisfied with the results.<br />
<br />
Since the trades went through, I have some runes to swap in and I'll toy with the overall bg composition. The major thing to house me in that last game was Granite Bracers, because so much of my fighting was reliant on Edward. When he's up against a creature who automatically blocks and ripostes the first attack each round, he's not only limited to hitting every other round (when he has enough ap for two attacks) but he's forced to hold his ap on the in-between rounds, because he's sure not to hit. I'll tweak the bg and return to it later, perhaps, to see how the new version plays.<br />
<br />
<b>Full-Faction Forsaken Wastes Deck (Stealth/Insubstantial Focus)<br />
Final Single-Player Record:</b> 7/8<br />
<b>Final PvP Record:</b> 0/4Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-20468473163870794942009-09-21T23:49:00.001-07:002009-09-21T23:49:44.674-07:00Deck Construction: Full-Faction Forsaken Wastes 4 Intermediate TestingGame 5- Trials of the Savage Tundra Normal, Redux!<br />
<br />
My initial pull is Mobilize, Animated Blade, Dark Enchantress, Reanimate, Skeletal Berserker. I plop the Enchantress and send her toward the south font on turn one, and present a Shadestalker on turn two. Since the Icefisher tends to Break the Ice and retreat, Shadestalkers should be able to eat up a lot of their AP. There's a beautiful moment where two units lose all of their ap to an insubstantial Shadestalker blocking the Shardcaster.<br />
<br />
The fight became much more exciting when I realized my touchy net connection hadn't <i>saved</i> most of the stat increases I paid for after Game 4. That meant, for instance, I plotted out one round in such a way that I would get several hits with an Animated Blade with Multiattack 3, but only had Multi-1 (and no Rend).<br />
<br />
Still, after a pretty long fight I managed to pull out a victory. It really came down to the Shadestalkers on this one, as well as diligent use of the Shield of Darkness. I even got some good use out of the Dark Enchantress, though her rounds would have been more impressive if the Animated Blade flanking with her had his stats. I never managed to take the north font, but managed to hold my shrine with just a Vampyre, an Eternal Lich, and a few Wandering Zombies/Skeletal Berserkers. I didn't even have to pop the Avatar and run away, which usually ends up happening on this map.<br />
<br />
Game 6-Trials of the Sundered Lands Normal<br />
<br />
I draw Ethereal Soldier, Wandering Zombie, Dark Enchantress, Vampyre, and Shield of Darkness. I lead with the Enchantress (she has speed 11 and I want to get more practice with her). On turn two I back her up with the Eternal Lich. Dark Enchantresses do great with the Reaper's blade, and a Wandering Zombie and Skeletal Berserker help feed her dark appetites.<br />
<br />
The combo of softening up those high-Def targets with a combination of Essence Drain, Plague, and the Eternal Lich lets me keep my Enchantress at full health through two fonts. There's a small slowdown when the Cannoneer hits the board, but I push through and cut down everything in my path. Each purple-base falls apart in just a few rounds, and the biggest headache I have is maneuvering two Shadestalkers around each other.<br />
<br />
Game 7- Trials of the K'thir Forest Normal<br />
<br />
I draw Utterdark, Animated Blade, and Skeletal Berserker. I lead with the Utterdark; the Berserker would have had the 11 speed but I can hit the font with 6. Turn two I bring back the Enchantress/Reaper's Blade combo, then phase shift both of my units to get the stealth. The first few champs fall easily, but things get tricky when I cross the river. There's a lot of magic damage, and the Grimlic's Eyes destealth all of my champs whenever they move anywhere near the northern font or the shrine. I manage to push through thanks to zombies and phase shift, along with somewhat cheaty use of Dark Seductress- when summoned, she Fears the board, but the AI won't attack with a Feared creature at all. Two Seductresses buy me the time to move a few Shadestalkers and the Mute Stalker over the river, and Reanimate keeps the Vampyre in play until the bitter end.<br />
<br />
Game 8- Trials of the Underdepths Normal<br />
<br />
From elves to...evil elves! I draw Vampyre, Animated Blade, Shadestalker, Plague, and Delay. Yes, I've kept Delay in even though I can't use it...it's all about discipline. This isn't much of a choice, and I lead with Vampyre. I back him with Shadestalker, which is a great early play for this map since you're facing melee fighters first. The next turn I add an Utterdark, which lets me phase shift the Shadestalker and Vampyre and pick up stealth on both.<br />
<br />
It's stealth and incorporeal that push me through most of the map, picking the targets off one at a time. Anytime things clump, the Enchantress is able to drop a Charm and/or Fear (the latter being useful against the Gahlroon) to gum creatures up; she only has both at range 1, but careful positioning makes it work. The Nefari Messenger's magic damage makes her a threat but she doesn't have detection, so I just keep turning everyone invisible and things work out fine. The high base damage on the two techy pieces in my set (Utterdark and Mute Stalker) really help ensure that my warriors strike hard the whole time through. I suffer very few losses, mostly the Shadestalkers; but the Stalkers come off of cooldown so quickly that by the time I have the space in my rotation to cast the second one, the first one is available again.<br />
<br />
<br />
<br />
I've found that the deck works best when I'm picking a few key champs to run into combat, then supporting them with other pieces who take swipes at the primary champ's target. Between the insubstantial and the energy thief, the BG is able to isolate one target while simply <i>not dying</i> from attacks inflicted by others. This is different than a lot of my BGs, which tend to fight battles on multiple fronts. With this battlegroup I devote a large quantity of resources to a single target, but can often kill two, even three such targets in a single round. Although many games had a slight tension point, the cheap, quick-popping champs had an easy time of pushing through. I would definitely like to have a few more pieces; most notably I'd add in another Utterdark and Mute Stalker if I had them. I'm looking into the Rune Bank concept in hopes of picking some up.Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0tag:blogger.com,1999:blog-3363973911123110855.post-88058458525701829552009-09-21T01:41:00.000-07:002009-09-21T01:41:30.774-07:00Deck Construction: Full-Faction Forsaken Wastes 3 Initial TestingGame 1: Beginner Shattered Peaks (Normal)<br />
<br />
Open with Lich into Vampyre. Haven't played the Lich in a long time and screw up his positioning (he was distracted and thus not able to teleport around). Pulled a Berserker out of the font and slapped a plague on him, dropping the Pit Wolf in one one round Pummel+Basic Attack. Lich and Vampyre remove the Cyclops Youth. The game moves so quickly I don't really get a chance to test out a lot of my new runes, and I may need to think about doing the trials missions rather than the beginner missions.<br />
<br />
Game 2: Beginner Sundered Lands (Normal)<br />
<br />
I lead with the Utterdark, which is a poor choice because his speed is low and he has no form of special movement. Turn two I make up for it with a cheap Skeletal Berserker, so I'm only a turn behind the ideal on the first font. I confirm that Delay doesn't work, which is a shame. Otherwise things proceed swimmingly; I overextend with the Utterdark but have a Reanimate for when he goes down. The Utterdark and the Mute Stalker are the big MVPs this game, though a Wandering Zombie also helps. The Zombie basically ignores everything that's thrown at him thanks to his physical resistance, while the Mute's Evasion-granting ability cuts down on the damage from the Draksar Archer and Skeezick Netter. I do try making the Netter ethereal, and he apparently just hangs out right where I drop the spell; he's stealthed as soon as the first turn ends but he was in pretty much the same space when he became solid and attacked.<br />
<br />
Playing the beginner stuff on Normal is definitely too easy; I move on to try the Trials.<br />
<br />
Game 3: Trial of the Savage Tundra (Normal)<br />
<br />
The Eternal Lich is unlikely to remain Eternal, since the Tundrabot spams Arctic Wail and the Lich's little urn only has 10 hp. Turn 3 the Wail hits, but the Lich is already earning its keep with ranged attacks. I pull both Shadestalkers and put them both on the board, hoping to screw with the Bot's action points and survive as a result. Things fall apart quickly once the ranged wave of attacks hit though, and my shadestalkers tangle up in each other's robes and stop the rest of my folks from progressing. Things look grim.<br />
<br />
Bless the AI tho; it wastes two full creatures blowing up the Eternal Lich's urn when my Reanimate kicks. Still, once the fulcrum tips it's that familiar old wave of ranged attackers beating up on my shrine. I manage to muddy things up with the Zombie and a Shadestalker, but not nearly by enough. By the time things wind down, I still haven't killed the Bot's stealthing first spawn, largely because I lack detection and started with too much in the way of ranged attackers.<br />
<br />
Game 4: Trials of the Shattered Peaks (Normal)<br />
<br />
Going into this I'm both optimistic and nervous. Optimistic because the wide-area attacks my guys pack should do well on the swarms, but nervous because I don't think I do enough damage fast enough to kill the late game G'hern. My opening hand is Lich King, Eternal Lich, Shadestalker, Wandering Zombie, Reanimate- I lead with Lich King because he has the highest speed, though I expect him to get hit by the Distract and lose teleport; luckily he doesn't. I'm able to take out the G'hern scarecrow with the Lich King, which does give me hope for the game. I follow that up by Essence Draining the G'hern Sustainer and shooting him twice with the Lich King, meaning he's down to 8 hp before he even reaches my font. Then I plant an insubstantial Shadestalker in the way, ready to soak up his AP. Deprived of their leadership, the moga are much easier to deal with and I debate whether I should play aggressively or hang back at my font and pick off the moga with my ranged liches. I decide to mix both, and then have a tense moment as my 0 ap Vampyre is left by a cliff edge and I worry about an avalanche. I leave my Shadestalker in range of the Slinger as well, because I struggle with sacrificing ap to him from my other champs.<br />
<br />
I also forget how Festering Wounds works (I really, really don't play FW much) and there's a round where I expect to clear the board and most certainly do not. However, when the gravedust settles it's a win for Team Diaphanous. Being able to kill each G'hern at extreme range with the liches means that the moga fall quickly, and in the whole game I suffer very few losses.<br />
<br />
With four games down I settled into the Forge to tweak my runes. I buy the unleveled Seductress disease immunity and one level of Charm. Eternal Lich, who has no impressed me, picks up Dark Favor- so each time he's summoned he hits all of my enemies with a 3 life loss. Between his own ability and Reanimate, I can conceivably do this up to four times in a game, not counting his shortened cooldown. I'm holding off on picking up Exertion for both of the Shadestalkers, but I do up their speed; when a Champ has Energy Thief it's nice to have a big speed base to store all those stolen points.<br />
<br />
The Utterdark is an interesting upgrade choice, because he can either pick up Phase Shift or Stealth, for the same price. Phase Shift has a survivability element, and he would automatically stealth the same turn he shifted; but being that my opponent would know exactly where he was, I don't know that it would necessarily disguise his position, and imagine someone would make an effort to destealth him immediately. Stealth would give me an active invisibility and an immediate boost (due to the Surge-Shadows ability) but it's an expensive ability and I've been playing the Utterdark as more of a brawler than a sneaker. I pick up Phase Shift. I boost the Wandering Zombie with better starting stats to Speed 9 and 40 hp.<br />
<br />
I'm going to stick with the Dark Enchantresses for the moment, even though they've seen absolutely zero active use. However, I'm dropping the Disturbed Spirit and one of the Ghostly Visages; the latter would be better if I had an option of dropping insubstantial sooner, but as I don't I hardly ever used it.<br />
<br />
In the place of those two runes I add in a pair of Animated Blades. The Blades are different than the last time I used them, as they no longer have Dodge. However, their Defense and HP both seem to have increased, so the hope is that they'll prove less fragile now. I buy one up to Multiattack 3 and Rend 1, and the other Multiattack 3, Rend 1, Speed 9. The intent with the Blades is to have some more melee options, a little bit more damage, and some quasi-range in that they're quick fliers able to pick a far target and engage it. They also give me anti-equipment options, and I will probably want that at some point.<br />
<br />
With those changes made, I'm ready to run through four more Trial games. However, I probably shouldn't do so at 2:40 in the morning.Sethhttp://www.blogger.com/profile/09885180647559392840noreply@blogger.com0