This is my first contribution to the forums, but I have been here and in-game quite some time. After much trial and error, I am reasonably happy with my firestorm hybrid I call Savage Burst. With the deck hitting the 1600s and few inquisitive people asking about the deck, I have decided to post it. FlameBringer Level 7 Dwarf Wizard Wym's Lavastaff Wym's Lavastaff Yaro's Scepter Crown Of Mad Eskin Destructive Wand Chartwell's Ring Firehide Robes Sliding Boots Solid Rock Electroporter Novice 3 x Short Perplexing Ray 1 x Parry 1 x Team Run 1 x Penetrating Zap 1 x Spark Inductor 1 x Toughness 1 x Flanking Move 1 x Dimensional Traveller 1 x Hot Spot 4 x Volcano 3 x Dissolve Armor 1 x Immovable 1 x Resistant Hide 14 x Firestorm 1 x Sparkling Cloth Armor 1 x Spark Generator ArtilleryStrike Level 20 Dwarf Wizard Blue Destruction Staff Of Embers Bubbling Wand Simin's Glowing Mirror Stookster's Amulet Axander's Twisted Circlet Firehide Robes Garalem's Boots Solid Rock Advanced Levitation 3 x Short Perplexing Ray 1 x Acid Blast 1 x Parry 1 x Immovable 1 x Stone Spikes 3 x Firestorm 2 x Flanking Move 1 x Wild Run 1 x Big Zap 1 x Resistant Hide 1 x Hover 1 x Arcane Spray 5 x Ember Burst 1 x Toughness 1 x Zap 1 x Burning Fingers 1 x Whirlwind Enemies 8 x Arcane Burst 1 x Boiling Armor 1 x Telekinesis SavageHealer Level 20 Human Priest Darkblood Glaive Godtouched Spear Dark Chain Shirt Twisting Shield Salazar's Sandals Hrillia's Healing Ring Hrillia's Healing Ring Skull Of Savage Iljin Advanced Flexibility Novice Piety 5 x Savage Curse 1 x Puncturing Stab 2 x Pushback Parry 1 x Energizing Move 1 x Penetrating Lunge 2 x Boosted Heal 1 x Potent Stab 1 x Reliable Mail 1 x Polearm Slash 1 x Hardy Mail 1 x Invigorating Touch 1 x Rusty Armor 2 x Leadership 1 x Team Run 1 x Sapping Touch 1 x Minor Heal 1 x Hard To Pin Down 2 x Altruism 6 x Team Heal 1 x Nimble Strike 1 x Slowed 2 x Inspiring Presence FlameBringer: This is the main firestormer whose job is it bring down the opposition's health into a manageable range. The firestorm is also used to pop blocks like Hard To Pin Down, reveal armors like Reliable Mail, and provide a steady stream of damage. Movement is very important because I am not running any encumbering cards. Flanking Move and mass movement cards (Team Run) are very nice to have. I feel the trait cycling from Electroporter Novice brings consistency to the build and allows better control of firestorm. It is already easy enough to kill yourself with firestorm, and Firestarter and Kindler only makes it easier. ArtilleryStrike: After Flamebringer reduces the other team's health, we finish them no matter where they are hiding. Arcane Burst and Ember Burst are the bread and butter of this unit. These allow you to hit multiple opponents who could be behind objects from afar. Although the damage from these cards leave a lot to be desired, our priest has that covered. Advanced Levitation provides more burst at the expense of traits. You can use Electroporter Novice as well for its positive traits that make Arcane Burst harder to block and use the token elsewhere if you desire. However, traits drawn byInspiring Presence are discarded regardless. It is also important to note that this unit will try to take full advantage of Savage Curse and thus should have non-damaging cards. Terrain attachments allow you to stack/pad your hand in preparation for discards and can be used without worry of discards while cursed. SavageHealer: This guy is the fuel for the whole inferno and has some nice attacks to boot. I selected a human (for now) because of leadership and their base speed. I probability will switch back to a dwarf once I have more x2 firestorm items. Savage Curse will double the mage's damage for a full 3 turns at the expense of 1 card every damaging attack. One discard per attack is a steep price to pay, but this build makes effective use of it through burst and firestorm. Unholy Wellspring is another option that increase your damage without having to burn a card each time. However items that provide Unholy Wellspring either have excessive useless cards, not token effective (only 1 Wellspring each ), and/or have negative traits/ cards. Team Heal and Inspiring Presence allow you to keep your entire teams health up. Inspiring Presence will also help draw the vital Embers, Arcane Burst, and Savage Curses. Questions, concerns, or helpful advice are encouraged. With your help and fresh eyes, I hope to make this build even better.
Hi Zero. It's a nice FS deck you have, plenty of awesome items, and some really interesting cards (I'm a big fan of savage curse myself). The sheer amount of offense is incredible, though comes at a price, really lacking in any sort of defense. Team heals go a long way to countering problems of hurting, but it's small if say you're hitting everyone for 8 with them. So, I'm assuming that you do more 'savage bursts' that keeps the whole motion shifting to you're side, and relying on FS to remove pesky blocks, do damage and heal when needed. With all decks it comes to personal preference. One of the key problems with offensive mages is a lackluster of blocking ability. The usual answer to this is by throwing in a few short perplex ray's. Having three in a deck is as good as having one shield in a warrior's. However I 'd like to see the odds to be in my favor. Since your deck is full of attacking cards, accessing the best hand as soon as possible is a must in my eyes, only made more apparent using savages. It requires a larger number of cards to deal with. I think I'd only try to adjust this deck using Demon Charm Of The 7th Circle, adding to attack, and draw in one foul swoop! Then adjust according to preference...... then add water, flour, eggs, sprinkle sugar lightly ove r b a s e ..........
Nice deck. I do something similar for FS farming the higher level SP adventures. The first wizard is the FSer, the second runs utility such as armor destruction, and the 3rd is a priest who runs Savage Curse, Unholy Wellspring from Demon Charm Of The 7th Circle and Healing Benediction to help the team stay alive. I can post it later when I get home.
Lolz, that is some ridiculous equipment right there. I also prefer Unholy Wellspring over Savage Curse, using either Pungent Incense for added healing or Demon Charm Of The 7th Circle for additional drawing.
But the charm gives you a Bad Luck! @NegativeZero -- welcome to the forums. I love the artillery character, and I'm pleased to see you running Solid Rock.
Thanks for all the feedback! @hatchhermit It would be nice to see what you have in single player. It seems everyone (including myself) like the idea of Savage curse, but feel the drawbacks are huge. The only other alternative is Unholy Wellspring, but I feel the sources for this awesome card are lacking. There are no reasonable sources of it that are token-less (unless you feel x2 Demonic Revenge is worth it) and for each token spent you only receive one card of Wellspring. The best sources currently are Pungent Incense and Demon Charm Of The 7th Circle. Both supply other cards that could help the deck out, but at the cost of more effective and cost efficient healing or prevention items. Items like Jygpin's Healing Ring, Hrillia's Healing Ring ,or Medallion Of St. Vigus. Currently, I feel this deck lacks an answer to Martyr and Elven Maneuvers. Several solutions involve whirls, encumber, attachment flood, purge, or more damage. I favor attachment flood because I have two (firestorm and ember burst) that are easy to give out. One or two more useful attachments could be doable. I am trying to stay away from whirls, encumber would involve less burst/firestorm, purge is overall too situational, and more damage could be done with stacking Wellspring and Savage for 10-11 damage bursts/firestorms. However, this would mean more overall setup time. Ideas?
This is my Savage Firestorm team as it is for around level 16 adventures. I use different variations on it when I want to do lower level adventures but this was pretty much the default. This is the FS Wizard. He doesn't change much. At lower levels I have to lose the staves and I end up using Orange Staff or other staves with Sizzling Bolt on them. Usually he just burns like he's supposed to, but it becomes more interesting once Savage Curse or Unholy Wellspring are on him. When both are it's ridiculously fun. That said I do have to make strategy decisions when I get a hand that has Firestorm and Fireball as I have to play cards to minimize what gets discarded. That means keeping movement cards so those get discarded instead of Armor or other Attack cards. He gets the extra armor because he's the big gun and I need to keep him around. I find letting movement get discarded is okay for this because I usually turtle. Glamir Stonebranch Level 19 Dwarf Wizard Red Flame Searing Pain Chartwell's Ring Azgul's Orb Yaro's Scepter Gaudekki's Orb Firehide Robes Kerrick's Steel Boots Trained Ferocity Focused Pyromancy 1 x Dwarven Battle Cry 1 x Resistant Hide 3 x Flash Of Agony 3 x Ember Burst 1 x Shuffle 3 x Fireball 1 x Zap 2 x Reliable Mail 2 x Short Perplexing Ray 1 x Penetrating Zap 1 x Unreliable Block 2 x Glob Of Flame 8 x Firestorm 1 x Charge 3 x Instant Burn 3 x Firestarter Deirdre is my utility Wizard. This is her in her armor destruction form. I prefer using Dissolve Armor with her instead of Boiling Armor because in a pinch she can get an extra Savage Curse and can do 5pt dissolves. Some of her other forms include using items with Cone Of Cold to keep higher HP mobs at bay. At lower levels she focuses more on burning with Firestorm or using Flash Of Pain. At higher levels I move her to electric attacks or sometimes Punishing Bolt to help kill the bigger mobs. Deirdre Ironcurls Level 17 Dwarf Wizard Mighty Sparkping Staff Mindsplinter Staff Destructive Wand Destructive Wand Yaro's Scepter Penteth's Orb Firehide Robes Bertha's Big Clogs Trained Ferocity Electroporter Novice 1 x Powerful Spark 1 x Resistant Hide 3 x Flash Of Pain 1 x Dwarven Battle Cry 1 x Path Of Knives 1 x Walk 3 x Mighty Spark 1 x Officer's Harness 6 x Dissolve Armor 1 x Reliable Mail 1 x Spark Generator 1 x Short Perplexing Ray 1 x Spark Inductor 1 x Dimensional Traveller 1 x Penetrating Zap 1 x Unreliable Block 3 x Spark 4 x Firestorm 1 x Reflexive Teleport 1 x Charge 2 x Obliterating Spark This is my drawing priest. She varies but mainly I use her to draw and tank. She uses Healing Benediction to keep the team alive longer. I like using Holy Armor since it can proc a lot during burns and that residual heals can mean the difference between living and dying. At lower levels I tend to keep the Darkblood Glaive on her and use lesser versions of the divine items. Sometimes the Atlatl Of Zuma gets replaced with Vigun's Blessed Blade if I need her to get in some heavier hits. I then switch out some of the card draw for an item with Healing Presence. Mel'javana Level 20 Dwarf Priest Atlatl Of Zuma Darkblood Glaive Untouchable Plate Icicle Shield Jackrabbit Boots Amulet Of Inspiration Demon Charm Of The 7th Circle Demon Charm Of The 7th Circle Advanced Ferocity Enlightened Devotion 1 x Holy Armor 1 x Dwarven Battle Cry 1 x Polearm Slash 2 x Unholy Wellspring 1 x Lunging Hack 2 x Sapping Touch 2 x Bad Luck 1 x Blind Rage 1 x Healing Dash 1 x Nimble Strike 1 x Mail 3 x Healing Benediction 1 x Invigorating Touch 2 x Consuming Touch 1 x Wounded Block 3 x Savage Curse 1 x War Cry 1 x Flimsy Block 2 x Altruism 2 x Arrogant Armor 3 x Inspiration 1 x Icy Block 2 x Demonic Power
Holy crap... this is almost completely my farming party (http://forums.cardhunter.com/threads/my-usual-farming-party-black-plume-mountain-included.6049)! Two firestorm wizards and one supporting priest with the same Darkblood Glaive and Skull of Savage Iljin. I almost feel myself robbed Actually, I've never thought this could be effective in MP, so I congrat NegativeZero for his brave attempt! Now I will think the MP way too. I'd say that the party could be improved. The priest has very light armor - my priest wears the Untouchable Mail as the hatchhermit's priest, and Absolem's Leather Shoes to increase the chance of armor triggering. The Godtouched Spear is good, but I prefer Healing Hand Mace for the much better attacks. My priest often finishes an enemy warrior with a Mighty Bludgeon. I also feel that the party has too many Firestorms and just few armor-melting cards. My priest also runs two St. Ulrich's Bones since I like Bless. But I have no Wym's Lavastaves; if I had them, I'd consider the Bless mandatory for its brilliant synergy with Volcano. You can freely move and show the opponent that you have no Volcanos - and when the opponent will spend all his movement, play Volcano and Bless.