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Mage Wars Arena» Forums » Strategy

Subject: Warlock's must have cards? rss

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detroit cobra
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First of all, I have to admitt I've plaid the WL only twice, since I've got my copy lately, but I understand this thread rather as a collection of ideas than a statement of my thoughts.

I plaid the both games against the wizard. We used the updated mage wars spellbooks decks form the filesection here at bgg, so there was no big suprise ahead, but as we were both new to the game, in all beginnings dwells a magic force ; )

1. Mana was a major problem, because of the mana siphon. I would suggest to put some lightning attack into the warlord's deck to attack the inorporeal siphon with an ethereal attack. The other way to deal with the siphon would be to set aside some bat or imp to take care of the nasty item, though that would take some rounds of play due to the incorporeal effect that only 1's count towards the attack value. Maybe one should consider to appoint a Darkpact Slayer to that task (if you wanna have the job done right - hire a professional).

2. The Wizards Wands, attached with teleport and lightning bolt were annoying! As it was nearly impossible to close to him, I let them explode with *tadah!!* Explode, which was quite expensive (11 - 6 [Explode] + 5 [casting cost of the Wand]), but I decided it was worth the mana. Maybe Dissolve would be the better card, because it's cheaper (X = casting cost of the item, i.e. 5 of the Wand) to get rid of the wands and the spellbind spell. Mana was a big deal...

3. Dragonscale Hauberk of the Wizard was also quite annoying, since it provided this little mage with flame -2 (two less attack dice / -2 penalty on the effect die) and 2 armor. I had no third Explode / Dissolve in my deck, something I would like to avoid for future games!

4. One should probably consider to add a 2nd Lash of hellfire to ones deck, because the wizard also is in posession of dissolve...

Enough for now - I hope you add some ideas to the question of what cards are necessary in your opinion...
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David Jackman
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Generally, you want to try to kill the Wizard if he puts out a mana siphon. When he first summons it, it is his loss - it takes around 6 turns for him to break even in that card. So go kill him.

Explode is good, but you also want at least one dissolve. Sometimes, you dont have the mana for explode and still need to trash something.

Teleport is a must have, as well as an elemental cloak. I also recommend at least 1 Purify.

I also prefer Mage wand over elemental one, but having one of each is probably a good idea.

Tanglevine is good as well for helping with stupid fleeing wizards.

Deathlock is another important card for the Priestess matchup.

The other 'must haves' are more general stuff - Jinx is important for the warlock - more so than most, since the warlock relies on tempo so much. Always have a couple nullifys, bear strengths, Ways to get both a ranged and a melee defense, etc.

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rock lobster
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* Pestilence as Anti-WeenyRush

* Decoy as Anti-Nullify; Anti-SeekingDisolve

* Jinx as Pseudo-Counterspell

* Forcepush for offense and defense: (defense) Forcepush enemies through Firewalls and into Traps; (offense) Forcepush SLOW demons into tactical positions.

* 2nd Lash of Hellfire

* Cheetah Speed

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G B
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General:

1) Explode for rings and cheap stuff. Dissolve for others. I like 1 of
each or 2 of one of your preference and 1 of the other.
2) Teleport is a MUST have for the Warlock.
3) Cheetah Speed is a close second.

Curses:
1) Ghoul Rot is a game winner
2) Deathlock is great for healing. When run with Pestilence it recycles great, other wise run it with Molocks Torment for the mage.

Other:
1) Hellfire trap
2) Force push for that trap/Malacoda/Wall of Fire/Warlock Beat down

GRAND DADDY OF THEM ALL:

Battle Fury. When timed right, it will win games. Run as many as possible, but this card goes in many decks. It is the power card of the set. It goes right along side Hand of Bim Shalla.
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David Jackman
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ghbell wrote:
General:

1) Explode for rings and cheap stuff. Dissolve for others. I like 1 of
each or 2 of one of your preference and 1 of the other.
2) Teleport is a MUST have for the Warlock.
3) Cheetah Speed is a close second.

Curses:
1) Ghoul Rot is a game winner
2) Deathlock is great for healing. When run with Pestilence it recycles great, other wise run it with Molocks Torment for the mage.

Other:
1) Hellfire trap
2) Force push for that trap/Malacoda/Wall of Fire/Warlock Beat down

GRAND DADDY OF THEM ALL:

Battle Fury. When timed right, it will win games. Run as many as possible, but this card goes in many decks. It is the power card of the set. It goes right along side Hand of Bim Shalla.


Battle Fury is so F'in good, especially on a mage wand. That, or charge.
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