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3 months ago ::
Mar 15, 2013 - 5:35PM
#131
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Date Joined:
Jan 14, 2013
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Here's a ridiculous combo: Any lvl 4+ str guy with Furious Bellow and War Stomp.
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3 months ago ::
Mar 16, 2013 - 12:14PM
#132
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Nice find! I've included it in the list.
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3 months ago ::
Mar 19, 2013 - 11:28AM
#133
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Date Joined:
Aug 19, 2007
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Suicide Boarmers: Commander: Snig The Axe 3 Orc Druid 4 Wereboar 3 Boar 2 Owlbear
4 Feral Vitality 4 Victorious Surge 4 Change of Plans 4 Scheme 4 Savage Demise 4 Bone-Chilling Rally Cry 4 Beastmaster 4 Overseer's Whip 4 Cure Serious Wounds So the idea here is pretty simple: Beef up beasts with Beasmaster/Oversser's Whip, keep them alive as long as you can with healing, and when their time is up go out with a bang with Savage Demise, doing at least 30 but more likely 40-60 damage on your opponents turn. Use Snig's ability to instantly replace them at your Druid.
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3 months ago ::
Mar 24, 2013 - 6:27PM
#134
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Death From Above:
Commander: Snig The Axe
12 Creatures: 28 tot lvls 4 Drow Priestess 4 Giant Spider 4 Demonweb Spider
30 Orders (18 S/12 M) 4 Stealth 4 Feint 4 Sneak Attack
4 Beastmaster 4 Lolth's Blessing 2 Scheme 4 Change of Plans 4 Cure Serious Wounds
Odds of not getting any Priestesses in your starting 5 creature hand: 7% or about once every 14 games
Basically the idea here is to deploy your first priestess and bank your leadership. Buff her up with Beastmaster and Lolth's Blessing. When you get Stealth and Sneak Attack, stealth this or a spare priestess near their start zone or next to their key creature. Then, after she emerges from stealth at the start of your turn, with your commander ability, deploy your spiders when you refresh and proceed to smackdown with Sneak Attack. If you have a spare Demonweb Spider that you don't need for the Sneak Attack, Feint tap them first if possible.
Thoughts?
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3 months ago ::
Mar 25, 2013 - 3:06PM
#135
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Date Joined:
Oct 16, 2010
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I posted and discussed my Snig/Beastmaster tournament deck in the PAX tourney thread where I did a full report. I'm going to copy/paste the deck discussion here in case people want to talk about that rather than the tournament itself.
Commander: Snig the Axe Snig has two huge advantages in this deck: large creature hand (since you really want to start a Priestess or at least draw enough 1-drops to get to it after initial deploy) and his special ability. If you can afford to start 6 Leadership, Snig's ability is a game changer like few others are, and in a deck like this where I expect my creatures to die frequently, it is utterly invaluable. There are some crazy tricks you can do with it too, that I'll talk about a bit later.
Creature Deck: 3x Drow Priestess 4x Demonweb Spider 2x Shadow Mastiff 2x Giant Spider 1x Wolf I was slightly component limited here - despite having most stuff in full playsets, I only own 2 copies of Sting of Lolth and we haven't opened many for our in-store tournament prizes, so that's all the Priestesses, Shadow Mastiffs, and Giant Spiders I own, hence the random singleton Wolf. That said, I was glad to have another low-level creature, and with Snig's large creature hand I never really lacked a particular dude when I wanted it. And the Wolf's ability to tap defenders is often randomly relevant. So this could be the correct creature mix regardless. Another Giant Spider might be right instead, though, since the ability to use Shadowy Ambush unaided is pretty nice.
Order Deck: 4x Lolth's Blessing 4x Change of Plans 4x Beastmaster 4x Quick Jab 4x Piercing Strike 3x Shadowy Ambush 2x Nimble Strike 2x Riposte 1x Close Call 2x Stealth
The Wisdom suite: Change of Plans is a card that I hate playing because psychologically I hate to discard cards - I always feel like, "man these cards are all sweet, if I didn't want to play these cards, they wouldn't be in my deck, why would I want to discard something?" But it's a great card, and you really want either an early Beastmaster or an early Lolth's Blessing or both, or else your deck is just a bunch of kind of bad Dex dudes with sweet deployment rules. Which is fine but not really the point. Beastmaster is (joining Magic Short Sword) a card I'm pretty sure shouldn't have been printed as-is; it's like a Goblin War Cry that doesn't go away at the end of the turn, or an Undaunted Surge that works on everyone on your team and is allowed to stack. It might be ok as a Standard action, but as-is you can just hold them until you're ready to unleash spidery death, so you don't really risk losing them if you lose the Priestess. This card is dumb and takes this deck from reasonable to stupid. Lolth's Blessing is what it always was, a card that makes sure you dominate the long game if they can't kill your priestess.
Attack cards: These are pretty straightforward I think, they're just IMO the best Dex cards, tending towards level 1 or level 3 due to the creature level distribution in the deck. Quick Jab is always good but is especially dumb with Beastmaster.
Defense cards: Snig is this deck's primary defense card; except for a Priestess with cards attached, you don't really care if any of your other creatures die most of the time, so there are very few defense cards in the deck. TheRipostes are more like additional Quick Jabs pretending to be defense cards; you hold them until 2-3 Beastmasters are out and then use them to finish off dudes you couldn't quite kill on your turn. Close Call is there in case you need to save a Priestess or critically positioned Shadow Mastiff, but mostly I discarded it to Change of Plans. If I played again I might just run another Riposte or Stealth. Stealth isn't technically a defense card but was a late addition to the deck that rules, and primarily serves as defense. After having some trouble with Behind Enemy Lines and other ways the opponent could pressure my Priestess, like Bugbears popping out of Stealth or whatever, I realized that a great defense was just not to be on the board for a critical opponent turn! After that, I realized other stuff about Stupid Stealth Tricks, like that with Priestess + Snig, you can emerge from Stealth and then immediately use Snig's ability + the Priestess' ability to be a mobile spawn point to drop a bunch of spiders right after emerging from Stealth. Spicy!
This deck is generally going to play like a classic late-game deck - the Priestess gets Blessing(s) and hides, while Demonweb Spiders go out and get treasure and get in the way and otherwise annoy the opponent. One critical thing to realize about level 1 creatures is that they're often more valuable if they're not next to an opponent - if no Beastmaster is going on, the 10 damage from the tiny spiders is generally pretty useless, but making one of the opponent's guys use their movement for the turn to go stand next to the spider in order to kill it is golden, so I'll often not take attacks with the spiders in order to stand them 1-2 squares away and just be annoying. Later in the game, the Priestess busts out 2-3 Beastmasters in one turn and suddenly the goofy little tiny spiders hit for 30+ damage and kill everything. If anything survives they all die, but you don't care because you can immediately replace them with Giant Spiders and Shadow Mastiffs without losing a turn (Snig!) and still doing 40 damage unless they managed to kill the Priestess. Sometimes you don't draw any Blessings but draw some Beastmasters instead and just kill people stratight up. The only games that are rough are if you don't get either and don't get any Change of Plans to dig for them, but with 12 total copies out of 30, that's very unlikely. (It also sucks if you don't get a Priestess but it's really easy to dig through this deck so that's very rare).
Overall I think this is quite close to the ideal build for this deck, and that if you're in a tournament that allows Beastmaster as printed, it's a pretty good choice. Not sure whether this or the Bugbear Combo deck is better; they're both honestly pretty similar. Before I added Stealth to this one I felt like Bugbear had the advantage, but now I'm not at all sure - the Bugbear deck is more likely to be able to kill the Priestess in this deck, but you can just literally ignore their combo turn if your Priestess isn't on the board or doesn't have anything attached, and unlike the Bugbear deck all of your creatures are potentially dangerous once Beastmaster gets online.
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3 months ago ::
Mar 27, 2013 - 3:30AM
#136
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So I got to play 3 games with Death From Above and lost one of them. Think I'll tweak the deck thus:
Warband name: Arachnomancer
Commander: Snig The Axe
12 Creatures: 27 tot lvls 3 Drow Priestess 4 Giant Spider 4 Demonweb Spider 1 Wolf
31 Orders 4 Lolth's Blessing 4 Change of Plans 4 Beastmaster (no change to the core)
4 Web (this is a sweet action/attack deprival that you can easily play at range. They can't move or shift if they don't spend a standard action to remove it)
4 Riposte (with an average of 2 Beastmasters in play, these prevent 20 while dealing 30 damage) 3 Piercing Strike (for when you _have_ to kill something) 4 Stealth (spare Stealths can be discarded to CoP) 3 Stalk (gets your Priestess out of their line of sight so you can use Stealth)
1 Reinforcements
Odds of not getting any Priestesses in your starting 5 creature hand: ~16% or about once every 6 games
This deck is so simple and straightforward to play. Its tight combo of Snig, Priestess, Stealth and Spiders is what makes it tick. For friendly (non-competition) play, toss out the Beastmaster and sub in Sacrifice, Faerie Fire or other cards. In fact, you don't even need BoG if you drop the Change of Plans and replace with Schemes.
I'd appreciate some constructive comments and suggestions.
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3 months ago ::
Mar 30, 2013 - 3:09PM
#137
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Date Joined:
Jan 13, 2013
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vampire x4 hobgob sorc x4 goblin archer x4 stomp x2 furrious bellow x2 quick jab x4 death sentance x4 hypnotic gaze x4 strength in numbers x4 arcane ritual x2 call to battle x2 warning shout x4 tough as nails x2 heroes 2 goblins 1 grumsh 3 heroes 4 tarkon draal
The thinking behind this warband is to get out big beefy vampires because they have access to a suite of useful order cards and abilities. They are supported by hobgoblins who can use their cha powers to help call reinforcements/macro in the back while providing another creature to death sentance off of. Goblin archers are the treasure hunters because they gain protection from the hobgoblin sorcerers and they hit stupid-hard. Ideally your hobgoblin sorcerer can camp in a circle with arcane ritual and spam call to battle or strength in numbers to force the enemy to come to you. When the big fight happens your vampire will go in first, drop a furrious bellow into a stomp and then throw quick jabs. Another great way to initiate is to hypnotic gaze for a big pickoff when they think they're just out of reach. Then follow up your vampire's great positioning with death sentance and ranged attacks from the supporting sorcerer. Between tough as nails and warning shout(s) your vampire will be well protected against counter attacks. Tarkon stops the cower and provides great stats as always.
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3 months ago ::
Apr 02, 2013 - 7:24PM
#138
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Need to test a deck for a friend of mine. The idea behind this deck is dual strategy: Swarm your opponent with a bunch of low level goblins while stalling for time till the big flyers get out. This is the initial version so there are much more than 12 creatures for now. Warband concept: Swarm and Stall Commander: Delthrin Everet 15 creatures: 38 tot lvls Copper Dragon Dracolich Horned Devil 4 Hobgoblin Sorcerer (only 1 will be in play at any time) 4 Goblin Cutter 4 Goblin Archer
32 Orders (8 St/24 Minor) 4 Strength in Numbers 4 Death Sentence 4 Goblin War Cry 2 Call to Battle
4 Arcane Ritual 4 Fireball 2 Dimension Door
4 Heroic Surge 3 Level Up 1 Reinforcements
I'll be testing it today and tomorrow. I'll post a report and tweaked version here later this week when I get the time.
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3 months ago ::
Apr 04, 2013 - 11:42AM
#139
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Play report of Swarm and Stall (ver. 1): All 3 of the games played ended with my Leadership in the low twenties but I realized that Strength in Numbers mostly clogged up my hand, so they're out. In one game, I was able to summon 2 dracoliches in the same round because of my Leadership shenanigans, but they didn't help me win that game. So the dragons will be replaced by Horned Devils instead. Here's the new version.
Warband concept: Swarm and Stall (ver. 2) Commander: Delthrin Everet
15 creatures: 38 tot lvls 3 Horned Devil 4 Hobgoblin Sorcerer 4 Goblin Cutter 4 Goblin Archer
35 Orders (8 St/23 Minor/4 Imm) 4 Goblin War Cry 4 Call to Battle 4 Terrifying Revelations 2 Hynoptic Gaze (because of HD's reach, this works great even at 5 squares!)
4 Arcane Ritual 2 Fireball 2 Dimension Door
4 Defiant Stance (for the HD)
4 Level Up 2 Heroic Surge 2 Magic Short Sword 1 Reinforcements
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2 months ago ::
Apr 16, 2013 - 10:12PM
#140
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Date Joined:
Mar 28, 2009
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My current deck that has been treating me very well (background info being that I own two of every set, no more, no less):
Commander
Delthrin Everet
Creatures (12)
Warrior Skeleton x4 Skeletal Tomb Guardian x2 Disciple of Kyuss x2 Lich Necromancer x2 Dracolich x2
Orders (32, because I can't decide which 2 to ditch):
Patch Up x3 Hulking Attack x4 Defensive Advantage x4 Reckless Attack x2 Feral Vitality x2 Warning Shout x3 Death Sentence x3 Unending Horde x2 Arcane Ritual x2 Fireball x2 Vampiric Touch x2 Gout of Fire x3
Lich Necromancer is by far the preferred card for opening hand, preferably along with a skeleton bodyguard. Failing that a Dracolich will do. Once you get a few kills in the Leadership bonus for commander kicks in and that's why this deck consists of higher average level than most decks I've played so far (if not all). I might have problems against a very defensive enemy like a turtle adventurer deck (haven't faced that with this deck yet). A couple of Strength in Numbers might help. These are wonderful if you draw them in opening hand, but completely useless further on in the game. Just about every card is more useful being drawn in the end game than Strength in Numbers so I left them out (for now, if I feel I am consistently struggling with Leadership in early game I might still add them).
As for the rest of the Order deck, it's a healthy mix of Con and Int/Cha. Half the deck consists of Con Orders that will protect my 6 skeletons or help them hit harder (with added advantages of drawing cards or gaining morale). The other half of the deck consists of Cha and Int cards that are all usable by my 6 Int/Cha ranged creatures. Basically my Int/Cha creatures lead from the back and aid the Skeletons (Unending Horde, Death Sentence, Warning Shout) while occasionaly laying down some fire themselves (Gout of Fire, Fireball). Vampiric Touch is there to make sure that my Leaders survice direct contact with enemies a bit longer, should any get to them.
Let me know what you think...
Two tomb guardians but not a single 'fear' or 'hypnotic gaze'?
Fear and hypnotic gaze are both great cards from CoU that half your deck can use and which can also herd enemies into your tomb guardian (which then makes the daeth sentence worth more).
I couldn't find the original post containing Palpster's warband so I hope this quote thing works. I liked the idea of Palpster's Skele warband so I duplicated it to the best of my ability with the miniatures I had. I switched out a few cards because I wanted to.
Commander Delthrin Everet
Warband 4 War. Skeletons 2 Tomb Guardian 1 Kyuss 1 Hob. G Sorceror 3 Lich 1 Dracolich
Orders 31 2 Grovel 4 Hulking Attack 4 Defensive Advantage 2 Reckless Attack 3 Warning shouts 2 Unending horde 3 Arcane Ritual 3 Fireball 3 Gout of Fire 3 Str. in #'s 2 Tough as nails
Looking back on it the shouts could have been replaced by shields. I should have trimmed the Str. in #'s down to two and added two Sacrifices for a little more Oomph.
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