I'll do some testing too.

Discussion in 'Castle Mitternacht Playtest' started by hello world, Oct 1, 2016.

  1. hello world

    hello world Hydra

    So, the first item that caught my attention was Andrei's chiropteran bundle, that think looked like a powerhouse:movement, strong attack and 2 cards that basically nullified the drawback of said attack.

    Since I could cover movement with divine items and boots, I could equip parrying bucker, and vampire kiss ensured that it wasn't dead vs. wizards.

    Only 1 major token remaining, so I picked dark dweng mace and the new weapon with 5 silver attacks and a mass frenzy.

    The first time I decided to pair this set up with armor 2(antimagic and relable) and hawkwind, since I had a priest with sundering strikes that could also pick up some purges and armor is strong vs. vampiric attacks, then I removed that dwarf(turns out vampiric kiss removes armor too, oops) and switched to a new defensive dwarf skill (probably a mistake) and purging pauldron to complement the trained cleansing in bringing some purges.
    I had a free token and choose crazy monkeys boots for more movement.

    First games was vs. lucky dice using triple vampire elf, we traded blows, he healed a little with investigate, but at the end I got the win by luck.

    Second was vs. potatopriest on the host with an 1/1/1 can't remember much, he got some heavy hits with hex of dissolution and moved the warrior a little with vengeance, but didn't manage to kill any of my characters.

    Then I switched to this:

    First game:adajon42 1/1/1 radiation priest, no idea on the wizard and a standard elf warrior,I think managed to corner the wizard and the warriors, blocked most attacks and finished them without deads.

    Second game vs fartunluche acc time wizard+2 priets, he got me in some trouble by only dealing damage to one of my character with acc.time+spiked terrain, but I got 4 points from the vp and eventually chased down the wizard with the help of swarm of bats without deads.

    Third game adajon 1/1/1 with some new cards, got a drop on the wizard gave it some phisical attacks and killed it, then proceded to nullify all attacks and eventually kill the warrior without deads.

    Vampire knight embrace+parrying butler+3 andrei's chiropteran bundle seems a pretty decent set-up for now, I still have to meet teams with multiple wizards.
     
    Flaxative likes this.
  2. Flaxative

    Flaxative Party Leader

    Thanks! I am putting you down for 5 games and will keep counting as you keep playing. :)
     
  3. hello world

    hello world Hydra

    Eh, I'll edit it to make it better later.

    Tried triple human wizard with leadership pearwood,supercooled, lots of control and ancient grudgse:
    first game vs: 2 priests and a warrior I discovered that the ghost skill for tokenless skill doesn't work with the strategy due to making it impossible to use cards, he healed with investigation, vampire attacks and inspiring presence and killed me..
    Second game switched the arcane skill and killed 2 elf priest+ elf wizard, with swarms of bats and vengeances, grudge did a lot of work therelanding for 7-8 damage and even 11 once.

    Tried two more games switching to priests with vampire kiss but this time it was humans with veteran positioning(bloodied block, team walk, vanguard)

    Lost both without killing anyone, probably I was just lucky before, but maybe these extra blocks helped.

    First one was two warriors and a priest, he got an early delegate and managed to remove my blocks, then healed by hitting his own dudes with the vampire cards, couldn't approach due to him keeping everyone togheter.

    Second one vs. 1/1/1 never managed to corner anything, due to a purging strike on his ghostly wizard he manage to pull of an ancient grudge for 6-7 damage then ended me with silver bolts,

    Switched to 2 human priests with the aoa skill and a ancient grudge control wizard, ancient grudge feels weak with the set up since it's hard to defend the wizard with it, but I got 2 wins:
    1 vs 2 elf warriors and 1 human priest: saw some vengeances, he lost the priest in the attack that killed my mage, then I found an opening to kill the warriors and juggled the last one thanks to swarm of bats and good move cards.
    1 vs 3 elf warriors he dodged a bunch of attacks, then successfully cornered my wizard at the cost of 4 vp from the squares, wizard only managed minimal damage and the howling card healed him pretty well, then a character that managed 2 consecutive dodge rolls failed to land a double Aoa+ unnerving strike due to block(the4+ one) while I manage to send to single digits 2 characters and then kill one of them.
    some improbable die rolls in the second one.

    Will try two vampire priests+control wizard, but that already got me to 1700 in ranked last season, so I'm not sure how to determine that it will be better with the new cards.
     
  4. hello world

    hello world Hydra

    Tried 2 games with a set-up inspired to more current ones, trying to limit the number of legendary items a little, this should be a little more similar to the builds pre expansion, mostly using anti-magic skin and 3 copies of ancient grudge on a dedicated control wizard as innovations.
    Unfortunately I never got too much experience with more traditional meta teams, and the ones I used to run seem very weak to the new builds, so I'm not sure I should run them(2 aggro priests+control wizard with quinn's buckler looks very weak to vengeance+AoA, and the focus it had on purging away the enemy buffs seems less relevant with the new expansion).
    Pre nerf elven maneuver doesn't work for obvious reasons
    Triple elf with maxed elven maneuvers will also suffer from the new elf buffs.


    So here's a build more similar to old strategies, that tries to pick up some new toys, :
    Dalruff
    Level 2 Dwarf Warrior

    Rothtel
    Level 2 Human Wizard

    Azuldurak
    Level 1 Dwarf Warrior

    First game was vs. smirflil:2 elf warriors and a cold(supercooled laser) wizard,Rushed to the vp and blocked their progression with the warrior with blocking axe, they didn't draw enough blocks and I managed to chip away their health.
    antimagic skin proved valuable vs. cold and to soak up damage while teleport kept them near the more armored warrior.
    Din't manage to use the synergy between bad attack and anti-magic skin for extra self purges, but it might pair pretty well with double edge due to this.
    Howl from chapeau of the afflicted artist drew me a vicious thrust,all three cards on the item feel strong.
    Didn't land ancient grudge, but it would probably have reached 7-8 damage by the time my opponent had killed my warriors.


    Second game was vs. karnal1: 2 mages+priest centered around walpurgis night+ inquisition bolt:
    an early laser malfunction trying to take down the priet in a 1vs.1 put me in lava and My opponent's telekinesis kept that dwarf there
    . his walpurgis gave me 2 spirits(warriors) and 1 vampire vs. 2 spirits and a zombie for him. Antimagic skill proved very valuable vs. this strategy since it made the inquisition bolt deal normal damage.
    Walpurgis felt very random due to the possibility of shutting down a ranged character by turning it into a zombie.
    The spirit deck gave me the silver curse card that increased damage, and it countered a medium garb .
    Ancient grudge managed to hit the opponent for 5-6 damage on turn 3-4, it really feels like a very powerful asset for a control wizard, allowing it to pick up some serious damage from the arcane item slot, poltergeist cape in particular can allow to do that without lowering the number of control cards.

    Third game vs. farfauche, 1 priest with elf warriors
    Walpurgis night managed to hit all characters pretty early, and he managed to land a rocket dash on the wizard, but due to it becoming a werewolf he fought back, playing warpurgis successfullyseems pretty hard judging from my opponents, I got the vp and my warriors were too armored o take down, getting 2 monster hides from the night helped a lot too :p

    fourth game:frostguard:triple vengeance/vanguard warriors
    Trying to control these with just telekinesis proved to be impossible and vengeance ensures both movement and damage.
    Got cornered in turn 2 due to me deeming safe moving my wizard and moving away a warrior at the start of round, classic anti sprint melee measures seem insufficient, and you need to be very careful against warriors with vanguard.
    Pipes of hamelyn might reaveal itself to be a key player for wizards strategies.
     
    Last edited: Oct 2, 2016
  5. hello world

    hello world Hydra

    Vs. 3 elf warrior, I fail to notice that might charge deals 3 damage and not 2 and don't cash it for a bunch of damage, we trade warriors.
    but after I try to power up my two ancient grudge to take down a priest I discover he was using shield of the aggressor and never saw the drawback, my wizard dies and he can get the vp easily.

    vs. 1 human warr, 2 human priestwarpurgis dailight deck:I take the vp early, even after my opponent starts the combo he doesn't manage to kill me with the combo due to only being able to reach the far away characters with daylight, thus not dealing nough damage, while the others were prepared for melee.


    Daylight feels underpowered, warpurgis night also seems to not do enough.

    Vanguard+ tep attacks probably requires wizards to pack pipes of hamelyn to survive easily,not sure that it is enough power to win against triple warrior.

    Anti magic skin is good, might help more defensive melee fighters taking the vp.
    Ancient grudge isn't bad, but it is probably not worth changing, more traditionals items to vial of spite on non-elf wizards, poltergeist cape still looks good even with a completely dead card.
    With prowl in the mix, it feels that moving around is easier than ever.
     
    Last edited: Oct 2, 2016
  6. Flaxative

    Flaxative Party Leader

    By testing both against other builds and comparing ;)

    I have you at 16 games total now.
     
  7. hello world

    hello world Hydra

    Played some more games, many losses some wins, the most interesting one was against frytheguy's deck piloted by stoopid on the oasis:
    Manage to take down both warriors, but I lost the wizard due to carelessness and both my warriors got to a low number of hp.
    Antimagic skin didn't defend me against one of the two strong attacks (it did against the other one) on the priest and I lost there.
    I was probably just too careful and shouldn't have used the wizard cards to kill the first warrior while playing around parry, since that left it defenseless.
     
    Last edited: Oct 2, 2016
  8. hello world

    hello world Hydra

    Trying a similar set up, the tokenless dwarven war cry skill seems very powerful, tried werewolf garb, but that armor feels very weak to silver weapons, might be too high variance for competitive play.
    Now just using perilious ringmail .
    Snitrick last stand(new amethist attack weapon) feels useful.

    Match one I drew 2 dwarven war cries vs. adajon( nondwarves) I won but I cen't remember the match, I think it was a sacred shroud build, please don't count it.

    Entangled quanta had a silver+ accel.time lava pool build with some short perplexing rays, elf wizard,human wizard, priest, took down the priest easily, even for dwarf warriors, if they have creature of the night attached silver damage can be painful, I don't think I drew any dwarven war cry and had to move my character away from the wizard, ending up losing them, that means he dealt me 66 damage, 16 of wich from a lava pool+accel.time combo, silver might be a good choice if creature of the night becomes popular.

    Lucky dice had a elf warrior+warpurgis daylight combo, got careless and didn't play around mighty charge, the warrior with the help of maneuvers and prowl manage to down my warrior, then lots of movement on a priest allowed him to heavily damage my wizard(still on turn 1) dailight+warpugis managed to land the coup de grace, but it still didn't feel so strong, the charge was probably the most relevant card he played.

    vermillionocean had a vampire priest build, he drew a lot of movement turn 1, allowing him to camp the vs and getting me on the offensive, I had trouble killing the vampires, but the support priest died, and I managed to set up an ancient grudge for 16 due to him ignoring my mage.Also had a 16 damage hack but he managed to heal from it.

    Vampire kiss doesn't feel too annoying, at least if it is't paired with blocks.

    Vs. adajon with triple werewolf/vengeance/quick run/vanguard human warrior, I don't get blcoks, and having to play around the AoA and mighty charges from werewolf form is a pain when the owner also has vengeance.
    I lose a warrior, kill one of his and send one to 1 and then lose to a quck run on my wounded wizard.

    Frostguard:triple warrior with vanguard+vengeance+wind dance: I make the mistake of moving my wizard thinking that 4 slide spells should be enough vs. enemies 5 space away, but all three get the drop on me, and kill the wizard.
    I then proceed to move in the wrong square and get a laser thrust blocked by unreliable block and lose.
    Tempted to go back and bring more pipes of hamelyn, the set up seems very good vs. support characters otherwise

    First set up(3 dwarf vamp with vampire kiss, vs vermillocean vampire priest build: too many mass frenzy make it ipossible for me to stall with blocks, and I lose, that build has a weakness to close groups of enemies.
     
    Last edited: Oct 2, 2016
  9. hello world

    hello world Hydra

    Five games, first two with this:
    Dalruff
    Level 2 Dwarf Warrior

    Azuldurak
    Level 1 Dwarf Warrior

    Skazgrik
    Level 1 Dwarf Wizard
    second three with this
    Dalruff
    Level 2 Dwarf Warrior

    Azuldurak
    Level 1 Dwarf Warrior

    Skazgrik
    Level 1 Dwarf Wizard

    Win vs. timedtesting: he was using a deck with two inquisitor bolt dwarf mages and 1 vampire kiss human priest
    First game was close, managed to take down a mage early by pulling it with a winds of war, but I got creature of the night on a warrior so it did some damage, necxt I managed to get the priest, having only one character dedicated to melee made the build soft to parries, the mage needing line of sight then allowed me to hide my wounded characters and win with some pressure from the least wounded ones.

    Loss vs. timedtesting again:I tried to play as if I didn't know his plan, I should have picked it from the spiked terrain but I forgot about that, round 2 a vampire kiss nullifies my attack on the mage and the bolts can quickly kill my now vampire warrior and my mage holding an ancient grudge.

    Win vs. timedtesting:this time I was using an antimagic skin build to be less soft to attachments without using purges, the defense and the parries holded up well and the celestial lions map offered cover, teleports were really strong in the center and my mage eventually managed to land some double digit damage ancient grudge on his wizard for the win, anti magic skin acted like reliable mail in the match-up.

    Win vs. gringin yurr: playing bejeveeled: I forgot about immovable and move my wizard too early, but a lack of 11 damage attacks meant he survived a bit and distracted my opponents, the new legendary weapon snidrick last sand+some parries allowed me to approach one of his characters for the win, anti-magic skin was underwelming, but that's not the build you want to pack purges for.

    Loss vs. testalt using boo/root/punishing bolt triple human 2wiz 1 priest
    Was one of these arena map with huge walls on the middle so when in the second turn I sent one of my warrior out he died to the combo unable to be saved by telekinesis, never drew any antimagic skin and boo +punishing bolt was painful, he proceeded to deal me enough damage for a blitz.

    TBH anti magic doesn't feel strong enough to not appear on three copies on a item.

    Loss vs inquisitor bolt wiz. +2 vampire embrace priest: quick run into embrace for low damage cards into inquisition blot killed my mage,a priest got 2 parries and stalled me for a bit and their buffed vampiric/magic attacks killed me. That strategy still feels a bit risky due to swarm of bats/high power vampire attacks however.
     
    Last edited: Oct 3, 2016
  10. Flaxative

    Flaxative Party Leader

    Ok I have you at 26 games (correct me if this is wrong). Thanks!
     
  11. hello world

    hello world Hydra

    Played this macizo deck:
    http://forums.cardhunter.com/threads/2-priest-and-wizard-tool-box-1750-1800.10035/

    First match was vs. KKarma 1 priest with vampire kiss and 2 wizards with ethereal form, flash flood and boos.
    He lacked the power to kill my characters through their heals, an early bless allowed me to arrive to the vp full of cards.
    My wizard got bitten by a vampire kiss, but he drew a swarm of bats and was able to damage the mages.
    I downed the priest.
    He doomed one of my characters but I ended the match too soon
    Fly from my vampire wizard allowed me to go over water terrain and just kill his characters.
    Not sure of what he was testing tbh.

    Same team vs. vitreo: triple human mage with tk, punishing bolt and ancient grudge, picked gladius wall as the map forgetting what it was.
    he got too bold and I moved one of his wizards towards me, I used winds of war to pull it some mor for an early mauling,
    From there I was able to damage with buffed deadly sparks his characters and heal for the win.
    These gladius map can really make teams that need line of sight suffer, so maybe it wasn't a good neutral map.

    A slight modification to my main account deck vs. melanchtonironsomething:pre mc vibrant pain dwarves ft. a priest

    He left his priest strandled turn 1 and I managed to take it down, this wasn't a match up for the ancient grudges and my wizard died while managing to trad for a warrior.
    The team walks from thee new vanguard skill saved me, as did the block from it, so I guess that that skill is worth it even on a priest.
    The vengeance from mosterbane axe was only used as an attack, but it still did it's job as an item by giving me an attack early and a good heal late.
    Veteran positioning might be a good toy for priests that can't abuse vanguard as much as warriors but I'll have to test a bit more.
     
    Last edited: Oct 4, 2016
  12. Flaxative

    Flaxative Party Leader

    Thanks, got you at 29 games!
     
  13. hello world

    hello world Hydra

    Edited the names of my opponents in the last post.

    Skazgrik
    Level 1 Dwarf Wizard

    Michher
    Level 1 Human Priest

    Steelxianec
    Level 1 Human Priest
    The deck I used in the last match and in the new three matches, just to see how the MT build fared vs. something packing an healthy amount of sundering strikes and purging bursts.

    Vs. nibami 2 elf wizards+ human wizard grudge deck on dojo:
    Vanguard performed surprisingly well for being on a priest, free walks are very powerful and the card is itemized very well.
    Downed an elf wizard turn 1.
    Critically wounded the human wizard turn 2 after reaching it but failed to kill it,
    Turn 3 he got pathfinding and milled until he had 27 cards, in the grave, I tried to stall until he was forced to shuffle back but it proved impossible with the extra movements drew from pathfinding.
    I lost.
    A dedicated grudge/pathfinding deck feels too inconsistent tbh, but it's really hard to beat when it works,


    vs. st. puckrazio 1/1/1 on city
    Opponent was still testing the new cards.
    Purge removed werewolf form(I feared the AoA due to being low on blocks).
    Managed to trick him into using his moves, drew enough attacks to kill everything, but with heavy losses.
    Don't count this I can't remember it well.

    vs. farfaunluche with 2 dwarf priests and 1 human wizard on arena

    He used a bunch of pre expansion cards, but I remember some new ones too.
    Vanguard proved again to be very valuable vs. his accursed mace.
    My wizard drew the nuts and thanks to a surprise purge to remove the fright my wizard was in line of sight with the enemy wizard allowing it to land a bunch of attacks and kill it next turn.
    Teleports, vanguard and moves meant I could just pressure the priest to death.

    vs. nibami human wizard with grudge control, human priest with roots, elf wizard with grudge.
    A telekinesis on my wizard shut it down for a turn
    Roots were purged, more than one I think
    His priest drew 2 impaling stabs, to my surprise putting me in a difficult spot
    Needing Line of sight meant I could distract him with my wounded priest
    Ended the game with some high damage attacks from my mage, including a grudge for 7-8.

    Comments:
    Vanguard feels very powerful and very well itemized, I think the tokenless double vanguard skill could get a weaker third card and still be competitive, maybe we should test bejeveled/troll ire humans.
    A lucky pathfinding+ grudge might be a nightmare for everyone's ranking, but a elf wizard with few moves and dedicating some slots that could be control on grudge cards, shouldn't be that hard to kill, range wouldn't be however an issue because pathfinding might find quick run.
    Maybe put a limit on the damage grudge can do like 15 (totally unbiased suggestion :p)Itemization can't really get much worse for dedicated grudge decks, I think.
    Didn't get to run the purge/sundering test on the new "broken" strategies that needed them like boo.
    Only played against hex once, it was a 1/1/1 team so it was manageable.
    Other cards seem fine, I think, swarm of bats has a real deckbuilding cost, kiss is annoying but other than being a sundering+unnerving it doesn't do anything too atrocious,( might still be annoying with boo however.
    Boo+ punishing+ roots felt powerful, It might need more testing, the dash was a drawback, but punishing means you can't use it to close distance making the interaction strong.

    Boo alone Didn't feel too strong when used alone but i have a low sample size.
     
    Last edited: Oct 4, 2016
  14. Flaxative

    Flaxative Party Leader

    Thank you for all your testing. I have you at 33 games.

    You will receive 6 Epic Mitternacht chests when this content is released.
     

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