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Oshio

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Posts posted by Oshio


  1. First game went well, was extremely tense!

    I ran the Knowledge deck against the first quest. Got off to a bit of a slow start. The deck's healing powers are awesome, but it suffers from a real lack of combat strength aside from Glorfindel, who also happens to be the best quester. I was lucky to get Hemarth Riversong in my opening hand, who's ability let me look at the top card of the encounter deck every turn - so I wasn't ever surprised. I also got a couple of Daughters of Nimrodel out early and their healing mojo kept my characters feeling good. I had the misfortune to draw Ungoliant's Spawn early and had to lock him down with the expensive-but-amazingly-effective "Forest Snare".

    But it wasn't all fun and games, an early "Caught in a Web" locked down Denethor for the majority of the game, until I finally pulled a Miner of the Iron Hills to free him. The game came down to the wire, my threat was in the mid-high 40's and I had already locked down the Spawn when I got to the end of the quest, so I had to pull 2 more Spiders on top of an Orc that was already giving me trouble. So not only did I have to take down the really, really tough Spawn, but I had to hold off 3 other baddies to boot. Long story short a lot of guys got sacrificed while my Heroes fought off the Spawn. The last round was nail biting...my three Daughters of Nimrodel all defended the 3 opponents while my three heroes and my Erebor Hammersmith attacked the Spawn. One daughter sucked it up and died. The second...ran into a horrendous Shadow card that dealt 1 damage to all of my characters, instantly killing her AND the other defender. So that left 2 attacks undefended, which took down 2 of my heroes in one fell blow. I was left with Glorfindel and the Hammersmith, who did exactly enough damage together to take out Ungoliant's Spawn.

    Close! Really close! But they did the job. I had a bit of luck (getting the early Daughters was key) and a bit of bad luck (Caught in a Web is just brutal and effectively takes one of your heroes out of the game, and I had Gandalf up and ready to fight Ungoliants spawn but discarded him out of my huge hand when I traveled Necromancers Pass the turn before) so I think overall it was fairly even.

    Skimming through the rest of the decks has me interested to try them out. The Tactics deck looks great, but it also looks like it would be almost impossible to play solo. The Spirit deck looks fairly boring and has some pretty weak heroes aside from Eowyn. And, finally, the Leadership deck looks absolutely head and shoulders stronger than the others, especially with the broken Celebrian's Stone and Steward of Gondor support cards. Celebrian's Stone alone, while unique, almost makes one want to buy three sets to run 3x just so you can drop it on Aragorn asap.

    Anyways, those are my thoughts!


  2. Lordpappanqui said:

    What is the consensus on the removal of Bolt Thrower in tournaments?

     

    Would this level the playing field?

    The general consensus is that in order to create a level playing field the following cards would need to be removed or changed:

    Repeater Bolt Thrower

    Mining Tunnels

    Warpstone Excavation

    Reclaiming the Fallen

    The "Destruction Post March of the Damned" thread discusses this further, but basically Mining Tunnels and Warpstone Excavation are far, far stronger than any other resource and Reclaiming the Fallen singlehandedly shuts down all Destruction decks.

     

    Connor


  3. Clamatius said:

     

    • Warpstone Excavation
    • Mining Tunnels
    • Reclaiming the Fallen
    • Repeater Bolt Thrower

    I don't think banning is necessarily the way to go (for the most part), as the first two items on the above list could fairly easily be balanced by making them Unique. Both Mining Tunnels and Warpstone are completely fine by themselves, but when you start piling multiples they get abusive as Mining Tunnels gets exponentially better and Warpstone no longer has a drawback.

    I think it can be agreed that RBT could be easily fixed by making it once per turn. It may turn it into a coaster but I don't think that would break too many hearts.

    Reclaiming...well that one is just frustrating and any fix would involve redesigning the card completely. Maybe make it a 10 cost epic spell ;)


  4. Clamatius said:

    Though really it seems to come down to Plague Monks being the main mill source.  Chaos has a fair number of spells.  I know some people on the boards have been playing around with mill for a long time but I haven't looked into it.

     

    Sadly Reclaiming the Fallen hoses mill worse than it hoses anything else. In my experience with a DE Mill deck, your first zone is almost always going to get burned before your lockdown truly kicks in. All they need is 1 Reclaim to wipe you out completely, and your milling helps populate that attack. Dwarves are dumb.


  5. Notes from testing the latest posted version.

    **** this deck is fun. If it gets rolling (read: if lots of Vile Sorcereresses come out and it gets a resource engine up) it completely controls the board. If not it dies, but it is a challenge to play right and that is where the fun is.

    Primary opponent has been a High Elf indirect damage deck and it is interesting to see them both struggle to control the board. If the indirect damage deck gets it's key cards out though, it gets VERY messy.

    Some comments on cards in the deck

    Seeking New Slaves is stupid good in the deck and is going up to 3x.

    Interestingly, while Infiltrate! is great if you get it up and running and keep the guy alive, it isn't crucial to mill: the suggested Plague Monks are what can really get your opponent up against the ropes. Late game if you can chain together some Dark Visions and have a Chillwind or two saved up you'll find 75% of your decking takes place in one turn. Those guys are innocuous but deadly as hell.

    Burn it Down probably needs to be in the deck. It desperately needs some support card control and without Innovation there is really no reason to stick developments anywhere else.

    Cards that are questionable now:

    Dark Abyss: See above Plague Monk comment. Most of the decking is sudden, and the drops in the bucket these provide isn't all that important. Thinking about dropping them for something more gold producing. Someone commented on a Bottomless Mine, which is an interesting idea. Will test with D.A. a few more games then switch and see if it makes a big difference.

    Vanguard of Woe: The combo with the Vile Sorceress and Har Ganeth is cute, but I'd rather be using my V.S.'s on my opponent, and if I get multiples out with Har Ganeth I've already got a pretty good lock on the board. They do compliment the hand control nicely...but they just haven't done a whole hell of a lot for me. Going to think about this one a bit more.

    We Need Your Blood: If I've got free gold I'm saving I will typically use it on a Chillwind or Khaines Wrath, so this seems to stick in my hand. Wish it was a spell. It is nice occasionally to compliment the Sorceress, but I think Burn it Down would get a LOT more mileage.

    Caught the Scent: This is dancing on the edge, but I think in the end I'll keep it. It sits in my hand for awhile but when I do play it, it's very solid, especially in conjunction with Seeking New Slaves (which netted me an Illyrial last game).

    Gutter Runners: I think I'm going to keep 2 in, but the entering play corrupted thing is so obnoxious. They are undeniably good at hand control, but even if I have  Chillwind I want to save it for my opponent's turn. Like Caught the Scent they are dancing on the edge of inclusion but I may have to bite the bullet and keep them.

    Mortella: She's cute, but not great or crucial. It's a 1x slot so I'm not worrying about it, but after a few more games she may get cut if she doesn't prove a little more useful.

     

    That is all!


  6. Awesome deck. I've only been playing for 2 weeks, but I have been struggling to make a decent fun High Elf deck, and with the support from the 2 new sets it looks like they are getting bumped up a tier. I posed a similar deck a couple days back but it ended up being far too expensive, so I integrated a few ideas from here into it. A couple of questions:

    As I said, I'm extremely new, so I'm not sure what to think of Temple of Vaul. It seems brutal in it's drawback, is there a trick to it?

    On the other side of things, do you get a lot of mileage out of Veteran Sellswords? I have yet to toy with them.

    Thanks!

     

    Connor


  7. Updated version posted and trimmed down. I liked the idea of Plague Monks but didn't have enough spells, so I cut Ancient Map entirely to add 3 Dark Visions, then added 3 Chillwind for more defense and Plague Monk Tech. If they work out well I may find room for 3. Temporarily took our Lash the Prisoner as it didn't really have any big effect and I really needed to cut this down to the bare bones.

    To qwertyuiop: What would you recommend for Hand Destruction? I initially had 6 scouts but have since gone to 3...though I could fit Gutter Runners back in. Any other solid ideas?


  8. WWaSP said:

    Did you accidentally leave out some quest cards from the list? I ask because you have three copies of Ancient Map. Definitely include Infiltrate!

    I assume that one of your milling tactics here is to use Vile Sorceress on Vanguard of Woe and bounce using Har Ganeth. I do the same with my own DE deck but didn't notice until after a few games (thanks to a friend pointing it out) that Har Ganeth is unique, so only one can be in play at a time. While this isn't a deal breaker, it's something to keep in mind.

     

    Does the Sorceress work with Har Ganeth? I only ask because Har Ganeth's timing is 'At the beginning of your turn'' and Sorceress is 'After your turn begins', so I assumed that did not work.


  9. Yeah, egg on my face there is most definitely Infiltrate x3 in the deck, which is odd as my spreadsheet did not have the deck at 57. That being said I am going to take a look at it again (after suggestions), do some cutting and repost closer to 50.

    At this point the mill is basically the 3 Infiltrates and the Dark Abyss.

    Thanks for the comments so far!


  10. Looking for input on a dark elf mill deck I'm working on for casual play. Any help is appreciated as I am fairly new and may have missed some obvious additions.

    Updated

    Infiltrate! x3

     

    Slave Pen x2

    Har Ganeth x2

    Contested Village x3

    Dark Abyss x3

    Warpstone Excavation x3

     

    Walking Sacrifice x3

    Shades x3

    Vile Sorceress x3

    Plague Monk x3

    Seasoned Corsair x3

    Vanguard of Woe x2

    Gutter Runners x2

    Mortella x1

     

    We Need Your Blood x2

    Seeking New Slaves x2

    Caught The Scent x2

    Invoke Khaine's Wrath x2

    Dark Visions x3

    Chillwind x3

     

    A few notes:

    Primary method of victory is decking your opponent, accomplished via Infiltrate, Dark Abyss and Plague Monk.

    Plague Monk combines with Dark Visions (also used to hunt down your key Infiltrate) and Chillwind for discard tech.

    Vile Sorceress combines with We Need Your Blood, Har Ganeth and Seasoned Corsair for personality control.

    Seeking New Slaves is just great in a discard deck and potentially game swinging, though it can also be used to just feed your slave pens. Alter of Khaine is very close to getting dropped but can set up a nice moneymaking combo with Slave Pens and Walking Sac.

    Hand denial tech compliments the standard discard tech through the Shades and the Vanguard of Woe/Vile Sorceress/Har Ganeth Combo. Originally the deck ran Gutter Runners as well and they are on the fence but currently out.

     

    Connor


  11. Here's a deck I put together utilizing the new sets. Slowly moving away from 'beginner' but we are still basically pretending Bolt Thrower doesn't exist. Comments welcome, I'd like a few more people in the deck but I'm not quite sure where to trim.

    Envoy from Averlorn x3

    Shadow Warrior (or Finreir's Guard...HE have no good 2 cost guys) x2

    Sea Guard Captain x3

    Loremaster of Hoeth x3

    Sword Masters of Hoeth x3

    Lolthern Sea Guard x3

    Illyriel x2

    Descendant of Indraugnir x3

     

    Outpost of Tiranoc x3

    Citadel of Dusk x3

    Elven Warship x3

    Contested Village x3

    Mining Tunnels x3

     

    From Beneath the Waves x3

    Dragon Mage Awakening x2

    Charge of the Silver Helms x3

    Flames of the Phoenix x2

    Innovation x3

     

    Idea is to use a lot of the new indirect damage tech the elves are getting to full effect. With some of the new guys they have a little more power, giving them slightly more offensive punch. Mining Tunnels can help with card draw and developing your kingdom can set up for a big Innovation/Flames of the Phoenix finishing punch. Elven Warship/From Beneath The Waves + Outpost is fun.

    Not going for a tier 1 deck, but it seems more playable than what they have now. Anyways, looking for comments.

     

    Connor


  12. Hey guys:

    Just recently got into the game and I've started deckbuilding. While playing this game I'm going to have a couple different primary opponents. The first is my brother and a couple other CCG pals, and we are going to be interested in competative, tournament level decks. We will be jumping right into some of the higher level tournament decks, playing some of the Dwarf decks popular at Gen Con, Bolt Thrower, some different speed decks, etc.

    My other opponent, and the one I will most likely be playing more, is my wife, who is certainly a gamer, but not really a CCGer. She's not interested in getting her face pounded in second turn by Orcs or getting bolt throwered to death and is more interested in having fun, while giving me a break from some of the annoying tournament decks.

    At any rate, I'm trying to put a couple decks together for her for fun. I will be playing against these decks with fun things...mono Chaos, Dark Elf, etc, so no need to worry about meta for blitz or throwers. I do want to make an effective deck, however, so I wanted to post it here to see if there's anything I'm missing as I am still very much learning the card pool. Comments welcome.

    Archmage of Saphery x3

    Envoy from Averlorn x3

    Loremaster of Hoeth x3

    Shadow Warrior x3

    Finreirs Guard x3

    Initiate of Saphery x3

    High Elf Spearmen x3

    Sword Masters of Hoeth x3

    Contested Village x3

    Armory x3

    Forgotten Cemetery x3

    Contested Fortress x2

    The Glittering Tower x2

    Dragon Mage Wakening x2

    Innovation x3

    Flames of the Phoenix x2

    Tear of Isha x2

    Charge of the Silver Helms x2

    Banish x2

    A few questions:

    Right now I am mostly focusing on cheap guys. Should I put in a few heroes? Any suggestions as to which one and quantities?

    Are the card balances right?

    Any other comments?

     

    Thanks!

    Connor


  13. This is extremely helpful, thanks!

    In the end I ended up grabbing 3x of everything (aside from the new packs with playsets, of course). Coolstuff has it for extremely cheap (and is randomly 2 hours from me, so free 1 day delivery!) and with all of the newer packs having playsets it's just worth doing.

    Another random question: are there rules for draft format using the entire pool of cards? I really enjoyed the draft rules in the base set and feel like it's a pretty solid way to learn the game, but I'd want to use all the cards.


  14. Hey all:

    As a former hardcore CCGer (L5R primarily) I love the LCG format. I briefly toyed with getting into AGoT or CoC, but was disappointed that all of the back catalog of cards was still legal, making the barrier to entry a bit tough to get past. I've never been a huge Warhammer fan so I didn't really give this game a second glance, but recently I went through the flash movie tutorial and it has definitely got me interested. After researching and finding I could access the entire cardpool fairly easily I was pretty much sold.

    So before I dive in I've got a few quick questions to pose to the community.

    I appreciate the fact that the monthly packs have playsets, but it looks like the base set and the Assault of Ulthuan expansion do not. Is it worth picking up 3 copies of either? Are there any must have cards in there that you would want 3 copies of to be competitive?

    Does FFG typically release promo's or chase cards for the game you'd have to hunt down?

    I looked through the recent Gen Con report and was shocked at the complete dwarf dominance of the tournament. Are all of the factions fairly competitive or does dwarf currently dominate the scene? Are there any complete stinkers?


    Thanks for your help!

     

    Connor

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