The quest for 2 wiz 1 war

Discussion in 'Deck Building' started by billiska, Dec 1, 2015.

  1. billiska

    billiska Ogre

    Code:
    warrior | priest | wizard | How often do I see them in MP?
    ----------------------------------------------------------
    3       | 0      | 0      | common
    2       | 1      | 0      | common
    2       | 0      | 1      | rare
    1       | 2      | 0      | uncommon
    1       | 1      | 1      | uncommon
    1       | 0      | 2      | legendary*
    0       | 3      | 0      | uncommon
    0       | 2      | 1      | common
    0       | 1      | 2      | common
    0       | 0      | 3      | rare
    
    I see that table up there? Notice something that stands out? Let's fix it.
     
  2. billiska

    billiska Ogre

    Here is my attempt. 10/12 wins currently

    Sonic the spinning dwarf
    Level 22 Dwarf Warrior

    Barry the barrier guy
    Level 22 Human Wizard

    Bursty the ... erm burst guy?
    Level 1 Human Wizard
     
    Last edited: Dec 5, 2015
  3. gulo gulo

    gulo gulo Guild Leader

    I'm happy I made rare. And I agree, 2 wizards, 1 warrior is rare. Something I have thought about for a long time.

    If I make a melee-heavy wizard, does that count? Ha.
     
  4. billiska

    billiska Ogre

    I'll make an exception just for you. You can post that in this thread ;)
     
    ParodyKnaveBob likes this.
  5. gulo gulo

    gulo gulo Guild Leader

    Haha, no worries. I will not taint your build ideas with staves of the Magus (blessed be her name).
     
  6. Deepweed

    Deepweed Thaumaturge

    I'm not able to play right now because of internet connection restrictions, but when I'm able, it's probably gonna be the first thing I'll try :)

    2 wiz + 1 war is the combo I used to get from 0 rating to somewhere in the 1100s-1200s, so I'm somewhat familiar with it. I recall using a fire wizard (mostly fire on random legendaries/epics I got and Wall Of Fire), a sparking wizard, and a heavy damage, heavy armor dwarf tank back then. I'm not sure it would work, though.

    Have you considered using more Leadership and control cards and lessening Barrier count? In all my use of Barrier I found I usually had too much of it (I averaged 12 across the entire team once). I once asked defrb to do a super Illusory Barrier spam + control spam build before and it worked! It was super effective in the long run though games took forever. Imagine a 3x3 wall of Barriers and continually getting TK'ed over it...

    PS: I envy your kit. 2x Illusion, 2x Blue Destruction, 2x Phantom Pain, 2x Asmod's and probably more...

    To @gulo gulo : Acid spray + Tasty, Tasty + melee battlemage pls :) Though you don't play dwarves which are crucial to the build because of Raging Battler...
     
    ParodyKnaveBob likes this.
  7. Han Lee

    Han Lee Guild Leader

    Another build from Billiska where I am lacking at least 6 legendaries :)
     
    visak13 and Lucky Dice like this.
  8. Macizo

    Macizo Guild Leader

    Yeah, same happends to every normal mortal being
     
    visak13 and ParodyKnaveBob like this.
  9. billiska

    billiska Ogre

    I thought we should give the spotlight to Reap The Whirlwind because the poor thing didn't get mentioned much despite being uniquely good at what it does.
    I'm also thinking about being more aggressive with my warrior by using replacing one Reap The Whirlwind with Zoltan's Laser Scourge
    or other kind of stabbing attacks and bashing attacks. I would be a killer if only the opponent wars don't have parry... just think about it, bash back and stab through illusions. However, with parry being popular, violent spin is still kind of better/safer.

    do advice me on that. I have a feeling that my major token on the barrier wizard is not well-spent on Perfect Guidance. Maybe move the token to the robe... and change the race of the wizard?

    I would like to invite other people to post their own attempt at 2 wiz 1 war... I didn't intend for this thread to be just me posting my build.
    This shouldn't be the only way to play 2wiz 1war!

    BTW, @Souleye was inspired after he played against me and went to made his own version.
     
  10. gulo gulo

    gulo gulo Guild Leader

    Sir Veza likes this.
  11. billiska

    billiska Ogre

    Sir Veza and ParodyKnaveBob like this.
  12. Deepweed

    Deepweed Thaumaturge

    Here's a radical idea. What if you replace an Illusion with a Staff Of Chask and use an Elf Wizard? It seems perfect if you're going to get close with the wiz anyway (Violent Spin and Telekinesis hint that to me).

    Variation 1 - Anti-warrior, Anti-wizard Focus
    Illusion 1M1m
    Staff Of Chask 1m
    Ixtli Amulet 1M
    Ixtli Amulet 1M
    Asmod's Telekinetic Chain
    Asmod's Telekinetic Chain
    Perrio's Kinetic Robes 1m
    Superb Trickery 1m
    Pergop's Slippers 1M
    Electroporter Novice

    9x Illusory Barrier
    2x Violent Spin
    2x Pushback Parry
    6x Telekinesis
    2x Elven Trickery
    3x Punishing Bolt


    2x Acid Blast
    2x Stone Spikes

    1x Reliable Mail
    1x Toughened Hide Strips
    1x Wild Run

    1x Dimensional Traveller
    1x Spark Inductor
    1x Spark Generator

    1x Flash of Agony
    1x Slowed

    Advantages:
    • high density of core cards (boldface)
    • very unexpected and potentially powerful
    • great synergy across cards
    Drawbacks:
    Edit: You could actually replace the Ixtli Amulets with Phantom Pains then go with Explorer's Force Suit for better overall synergy and deck thinning, despite undervaluing one token.

    I have a second variation, but I don't have the time to post it now. What do you think?
     
    Last edited: Dec 2, 2015
    Sir Veza, ParodyKnaveBob and billiska like this.
  13. wazzur

    wazzur Kobold

    i think replacing the BD wiz to a burner might be better since for an unbuffed wiz burns can do the most damage. You are already packing lots of armor removal and burns can do sustained damage through multiple rounds. WIth you infinite illusiory barriers and control getting LOS safely can be achieved easier, meaning you dont really have to rely so much on burst.
     
  14. Deepweed

    Deepweed Thaumaturge

    While this is true, he doesn't have a way to deal with blocks at all if he's using fire, which may be a problem. The current setup is so good because it's reliable - he can camp with barriers, pushes and blocks all day then whittle away at you slowly with his warrior's well-timed attacks and unblockable bursts. He also has difficulty advancing if the opponent is hiding, it seems (because barriers are stationary and his warr is a dorf).
     
    ParodyKnaveBob likes this.
  15. billiska

    billiska Ogre

    They do all go very well together, yes.

    that's one legendary I don't have.

    For aristocrats, maybe Spector's Raygun instead. I happen to have 2 copies.

    Lowering illusory barrier makes my other wizard feels insecure. I'll need to see how much is really enough.

    I'll try it later.
     
    Sir Veza and ParodyKnaveBob like this.
  16. gulo gulo

    gulo gulo Guild Leader

    I wasn't aware of your multiple chains; if that's what you want to roll with, be my guest. Also, I thought the quick run on the green hide could be useful; if not, please disregard.
     
  17. Deepweed

    Deepweed Thaumaturge

    I have an idea for this that I don't have the items for. Perhaps you have them, and would like to test it out? (Though if I do get the items for this I will test it myself.)

    The Heartbreaker (Elf Wizard)
    Heartripper
    Staff Of Chask
    Bewlin's Baffling Bauble
    Bewlin's Baffling Bauble
    Vira's Chain
    Chartwell's Amulet
    Lightfoot Robes
    Clever Mobility
    Lt. Buckwell's Boots
    Electroporter Novice

    9x Punishing Bolt
    8x Short Perplexing Ray
    3x Stone Spikes
    2x Pushback Parry

    6x Flanking Move
    1x Teleport Self
    1x Slowed

    1x Hardy Mail
    1x Officer's Harness

    1x Elven Maneuvers
    1x Spark Generator
    1x Spark Inductor
    1x Dimensional Traveller

    Core cards:
    [​IMG][​IMG][​IMG]

    The pinnacle of annoying, this is probably the best distraction and kiting wizard you could have. Never has a 17-health character been this elusive. Go for Focused Electromancy if the environment is block-heavy instead of armor-heavy and another Chartwell's Amulet over Vira's Chain if you do so. You could frequently steal the first move with this, which is important for Punishing Bolt and the warrior (upcoming!).

    The Mindboggler (Human Wizard)
    Illusion
    Illusion
    Ixtli Amulet
    Ixtli Amulet
    Asmod's Telekinetic Chain
    Asmod's Telekinetic Chain
    Perrio's Kinetic Robes
    Untrained Flexibility
    Captain Cedric's Boots
    Electroporter Novice

    14x Illusory Barrier
    6x Telekinesis
    2x Acid Blast
    2x Stone Spikes
    2x Flash of Agony

    3x Flanking Move
    1x Team Walk
    1x Retreat
    1x Slowed

    1x Reliable Mail

    1x Spark Generator
    1x Spark Inductor
    1x Dimensional Traveller

    Core cards:
    [​IMG][​IMG][​IMG]

    Another super annoying wizard, who's an Illusory Barrier spammer that can aid the team in movement more than support priests can. This wizard can shut down wizard teams entirely, and like the above wizard, buys you time for the warrior.

    The Soulcrusher (Human Warrior)
    Bloodchopper
    Bloodchopper
    Blazing Shortsword
    Necalli Cap
    Hexagon Shield
    Perilous Ringmail
    Superb Command
    Diamond Moccasins
    Powered Slicing

    8x Obliterating Chop
    3x Fiery Stab
    1x Stab
    1x Clumsy Chop
    3x All out Attack

    1x Brutal Charge
    1x Quick Run
    1x Sparkling Cloth Armor
    1x Surging Shield Block
    2x Pushback Parry
    1x Parry
    2x Bloodied Block
    1x Block, Soldier!

    2x Quickness Aura
    1x Thickened Mail
    1x Reliable Mail

    2x Slicer
    1x Combustible
    2x Ouch!
    1x Traveling Curse

    Core cards:
    [​IMG][​IMG][​IMG]
    + Blocks, Tempo advantage cards (Quick Run, Surging Shield Block, Pushback Parry, Sparkling Cloth Armor)

    There's just so much going for this warrior; so many ways to get in a powerful All Out Attack hit along with the wizards. Always getting the first move allows you to make great plays when you get the chance. It's easy to remove blocks with Short Perplexing Ray, and you can make enemies clump together because of Illusory Barrier blockades. Most importantly, getting the first move allows you to bypass Impenetrable Nimbus and other immunity cards that only apply when you play them (i.e. Force Field). Worst case scenario you could use Telekinesis to position the warrior in for a good chopping, or hold the VP with all those blocks and control effects from the team.

    You would have to play very smartly to win, but I bet this is a lot of fun to play.

    Edit: I just noticed that the core cards in each deck amount to 23 out of 36, so it's supposed to be quite reliable.
     
    billiska, CT5 and 40c_rudy like this.

Share This Page