We find you guilty of burning- Inquisitor's Strike + Burning Wizard Starting elo: 1344 Ending elo: 1295 3 wins 5 losses No Nose: elf warrior Whirling Flail x2 Vigilante's Hood Inquisitor's Pitchfork Parrying Buckler Spike Tlahuiztli Chestnut Boots Focused Silversmith Untrained Lycanthropy It's warm outside: human wizard Staff Of The Fire God x2 Flame Warper Rantic's Orb Of Inner Fire Armorbane Pendant Wym's Fiery Bangle Firehide Robes Hawkwind's Mocassins Untrained Flexibility Focused Pyromancy Beard Tattoo: elf priest Hand Of Melvelous x3 Flail Of Justice x2 Parrying Buckler Mail Of The Martyr Chestnut Boots Focused Silversmith Focused Corruption I'll be editing this with my score and win/loss ratio.
Forget-Me-Nots - Perplexing Ray and friends. Spoiler: Battles, Rating Starting Rating: 1543 Maximum Rating Achieved: 1619 (technically, it got to 1631, but that was from an afk victory) Finishing Rating: 1558 8 wins (9 with afk victory), 5 losses Spoiler: Characters Spoiler: Image Spoiler: Text Amnesiac Level 22 Human Priest St. Forgue's Sword Multifunction Laser Baton Ritual Straps Hexagon Shield Vollmond Boots Mokad's Unholy Tome Medical Kit Atomic Drop Console Advanced Flexibility Novice Piety 1 x Martyr Blessing 1 x Demonic Power 1 x Lifesaving Block 1 x Lunging Strike 2 x Pushback Parry 1 x Reaching Swing 3 x Greater Heal 2 x Radiation Bomb 1 x Wild Run 2 x Unholy Energy 1 x Purging Burst 1 x Impaling Stab 1 x Energizing Move 2 x Radiation Bolt 1 x Boosted Heal 1 x Creature Of The Night 1 x Slowed 1 x Invigorating Touch 1 x Push The Button 2 x Leadership 2 x Altruism 1 x Minor Heal 1 x Surging Shield Block 3 x Mind Worm 1 x Consuming Spear 1 x Toughened Hide Strips Hippocampus Level 23 Dwarf Wizard Hippocampal Staff Gusting Feystaff Waasker's White Cup Farzil's Perplexing Horn Crude Raygun Armorbane Pendant Malevolent Robes Hawkwind's Moccasins Solid Rock Electroporter Novice 1 x Winds Of War 2 x Dangerous Maneuver 1 x Mighty Spark 2 x Counterspell 1 x Escaping Run 1 x Immovable 1 x Force Bolt 1 x Dissolve Armor 2 x Short Perplexing Ray 2 x Sorcerous Bolt 3 x Perplexing Ray 1 x Big Zap 1 x Toughness 1 x Force Cone 1 x Spark Inductor 1 x Laser Beacon 2 x Spark 1 x Creature Of The Night 1 x Arcane Shell 1 x Powerful Spark 1 x Dimensional Traveller 1 x Silver Bolt 3 x Gusts Of War 2 x Memory Loss 1 x Parry 1 x Combustible Confabulous Level 21 Human Wizard Pearwood Staff Xemu's Staff Puce Diadem Puce Diadem Puce Diadem Puce Diadem Vasyl's Ectoplasmic Raiments Hawkwind's Moccasins Savant Positioning Battery 2 x Winds Of War 1 x Firestorm 1 x Short Spark 1 x Frost Jolt 1 x Force Cone 1 x Fright 1 x Escaping Run 2 x Dangerous Maneuver 1 x Dissolve Armor 1 x Vanguard 2 x Able Bludgeon 4 x Perplexing Ray 4 x Loner 1 x Flame Spit 2 x Medium's Garb 1 x Acid Leak 2 x Forward Thinking 1 x Acid Jet 1 x Mighty Spark 1 x Short Perplexing Ray 4 x Reflexive Teleport 1 x Spark Inductor Spoiler: Overview 7 legendaries, 2 epics, 4 rares, 7 uncommons, 10 commons. A fair few legendaries, but they could easily be replaced. Spoiler: Discussion I had great fun with this one, it requires patience and thought. It was pretty bad on Celestial Koi (with its miserable 1 vp square), but fine elsewhere. There is probably a more suitable rotation for it. One really needs to win by VP squares with this, it doesn't too much damage. The basic idea is to camp on VPs and eliminate the opponent's cards. The human wizard with its four Reflexive Teleports was pretty good at avoiding attacks. (#Reflexive Teleports to Chance to avoid attack: 1 - 1/3, 2 - 5/9, 3 - 19/27, 4 - 65/81). Puce Diadem is a pretty good item, the Loners usually aren't too big of an issue for the wizard most of the time (Admittedly, it killed the wizard a couple of times, but the games were lost by those points, and I had been careless). This deck was rather good at seperating the enemy's characters and focusing on one at a time. Spoiler: Pros, Cons, Possible Improvements Pros: Excellent control. Consistent. Cards rarely go to waste. Cons: Not much damage. Can lose quickly against rushes. Needs maps with well-spread out VP squares. Possible Improvements: More gusts/winds instead of perplexing ray perhaps. Maybe a couple of Phantom Pains. Scale of 1-10, where 1 is awful, 5 is middling, and 10 is excellent: Damage: 3 Luck (how much it relies on luck, 1 being a lot): 9 Adaptability (how well it can cope with different opponents/strategies): 9 Mobility: 6 Defense/Healing: 5
That looks very complicated and fragile. Amazing job. I've tried to do a discard deck several times, and a card advantage deck. It requires a fine hand...that i lack
Whirling, Twirling and Hurling - Human warriors with Leadership and Wind Dancer Spoiler: Battles, Rating Starting Rating: 1558 Maximum Rating Achieved: 1657 Finishing Rating: 1599 12 wins, 4 losses Spoiler: Characters Spoiler: Image Spoiler: Text Dancer Level 23 Human Warrior The Lunginator Zoltan's Laser Scourge The Strongarm Spiked Tlahuiztli Hexagon Shield Helm Of Preparation Pergop's Slippers Advanced Flexibility Focused Dervish 1 x Mighty Hack 1 x Ouch! 5 x Strong Hack 1 x Toughened Hide Strips 2 x Leadership 2 x Unnerving Strike 2 x Laser Whip 1 x Slowed 1 x Dodge 1 x Barbed Platemail 2 x Violent Spin 1 x Surging Shield Block 1 x Weak Strike 2 x Pushback Parry 1 x Ready To Strike 3 x Wind Dancer 1 x Quick Reactions 1 x Mail 7 x Lunging Bash Prancer Level 21 Human Warrior Mad Centaur's Spear Talissa's Trident Haethel's Resolve Xander's Mail Hexagon Shield Helm Of Preparation Hawkwind's Moccasins Advanced Flexibility Focused Dervish 2 x Officer's Harness 2 x Reaching Swing 1 x Dodge 2 x Pushback Parry 1 x Ready To Strike 2 x Leadership 2 x Dangerous Maneuver 2 x Barge 3 x Vicious Thrust 1 x Escaping Run 2 x Violent Spin 1 x Perforating Strike 1 x Surging Shield Block 1 x Reliable Mail 1 x Shifty Stab 3 x Penetrating Lunge 1 x Brutal Charge 3 x Wind Dancer 1 x Quick Reactions 2 x Vengeance 1 x Blind Rage 1 x Slowed Chancer Level 24 Human Warrior Howling Pain Howling Pain Nova Axe Recruit's Coat Hexagon Shield Outgrown Helm Galvanized Zombie Boots Alpha Positioning Focused Dervish 9 x Howl 2 x Purging Strike 6 x Nimble Strike 1 x Obliterating Chop 2 x Laser Thrust 3 x Wind Dancer 1 x Vanguard 1 x Violent Spin 1 x Inspiring Armor 1 x Surging Shield Block 2 x Pushback Parry 1 x Hardy Mail 1 x Leadership 1 x Inquisitor's Badge 1 x Creature Of The Night 2 x Ill-fitting Armor 1 x Lunging Bash Spoiler: Overview 7 legendaries, 7 epics, 7 rares, 5 uncommons, 1 commons. Quite top-heavy this, but the basic idea relies only on uncommon human skills and rare martial skills, eveything else could be replaced. However, Violent Spin is rather useful in this deck and the better items with it are epic/legendaries. Spoiler: Discussion I don't usually play all-warrior parties, I find them a bit dull. I can see the attraction though after playing this, games were quick, and I didn't have to think too much (less than I should have, probably). The main premise of this party was to create Unreliable Blocks (through Wind Dancer) and then use Leadership to replace them with better cards. I didn't really draw enough Leaderships for that to be the cornerstone of this party, but it's a nice bonus. It's pretty solid without it anyway, with enough Unreliable Blocks, the chance of blocking something isn't that slim (but one does have to drop most/all at the end of a turn), and the Violent Spins were useful for capturing VP squares. Ready To Strike helped quite a bit whenever it turned up. Other than that it was mobile and dealt quite a bit of damage. Originally I had some Sundering Strikes, but decided the half-werewolf could manage that. I think I could have done better with this. I realise I've said that for quite a few of these, but here 3 of the losses were in a row, and had a 9 win-streak before that (new record for KCC, as well as rating). Spoiler: Pros, Cons, Possible Improvements Pros: Very mobile. Lots of damage. Consistent. Cons: Not much defense. More of a disadvantage when one loses a character than usual (Leadership less useful) Need to get in close. Possible Improvements: More blocks. Scale of 1-10, where 1 is awful, 5 is middling, and 10 is excellent: Damage: 9 Adaptability (how well it can cope with different opponents/strategies): 8 Mobility: 9 Defense/Healing: 3
Has anyone asked for an Avenging Touch deck? EDIT: Other ideas: Nuclear engineers: Irradiators, Arrogant Armor, Antimagic Skin, Cleansing Ray, Accelerate Time Killing with kindness: Spark of Undeath, Unholy Energy, Accelerate Time
I've been playing with a similar concept for a while with some success: http://forums.cardhunter.com/threads/the-unholy-cuisinart.10691/
Had an Avenging Touch & Firestorm build (Builds are catelogued in first post under past decks if you are interested), but can do another more focused on Avenging Touch if you would like. I'll try out Nuclear Engineers, but using Spark Of Undeath on opponents is a no-no for me, similarly to Walpurgis Night. I don't believe a player should have the ability to completely change the opponent's deck (I will admit I very briefly messed around with it, but no more). (edited first post to that effect)
RE avenging touch I was thinking 3 vampires or 2 vampires and a support/buff priest, all with Demonic Power
Fed up with having to use switch between classes to be able to do different stuff? Think there are too many classes in the game? Well, worry no more! Try out the Priest! Able to frenzy itself and fight like a warrior! Able to buff itself and burst like a wizard! Able to heal itself and heal like a priest! I give you... Protean Priests - Warrior Priest, Wizard Priest, and Priest Priest. Spoiler: Battles, Rating Starting Rating: 1588 Maximum Rating Achieved: 1611 Finishing Rating: 1596 10 wins, 4 losses Spoiler: Characters Spoiler: Image Spoiler: Text Priest Priest Level 22 Human Priest Evensong St. Xarol's Mace Cleansing Hide Armor Hexagon Shield Hawkwind's Moccasins Medical Kit Fingerbone Of St. Ob Medical Kit Alpha Positioning Focused Piety 1 x Twin Heals 1 x Escaping Run 2 x Cleansing Ray 1 x Vanguard 1 x Howl 1 x Controlled Overswing 3 x Altruism 2 x Dangerous Maneuver 1 x Leadership 1 x Powerful Bludgeon 2 x Mass Frenzy 2 x Radiation Bolt 4 x Sapping Spear 2 x Pushback Parry 1 x Reliable Hide Armor 2 x Sundering Strike 1 x Surging Shield Block 8 x Greater Heal Mage Priest Level 23 Dwarf Priest Cursed Radcannon Cursed Radcannon Ritual Straps Fabrian's Shield Ulalia's Boots Yod's Purification Kit Outcast's Relic Outcast's Relic Lucky Toughness Beginner Corruption 2 x Unholy Wellspring 2 x Flanking Move 1 x Destructive Purge 1 x Lucky Charm 1 x Purging Burst 1 x Toughness 1 x Arcane Aura 1 x Lifesaving Block 2 x Blind Rage 1 x Defender's Block 1 x Radioactive Spray 6 x Radiation Bomb 1 x Curse Of Fragility 2 x Catch Arrow 2 x Creature Of The Night 1 x Parry 4 x Unholy Energy 1 x Blight 1 x Toughened Hide Strips 1 x Invigorating Touch 2 x Bad Luck 1 x Genetic Engineering Warrior Priest Level 23 Dwarf Priest Dark Drewg's Mace Bynzer's Black Spear Jet Armor Croker's Lucky Laser Shield Hawkwind's Moccasins Relic Of The First Vampire Hand Of Melvelous Andrei's Chiropteran Bundle Perfect Ferocity Focused Healer 2 x Strong Bludgeon 1 x Blind Rage 1 x Escaping Run 2 x Unholy Frenzy 1 x Unholy Wellspring 1 x Lifesaving Block 1 x Dwarven Battle Cry 1 x Laser Block 2 x Dangerous Maneuver 2 x Strong Hack 1 x Cause Fumble 1 x Mass Frenzy 1 x Touch Of Death 1 x Consuming Spear 3 x Talented Healer 8 x Spear Of Darkness 1 x Traveling Curse 2 x Frenzy Aura 1 x Bloodied Block 1 x Vampire's Kiss 2 x Swarm Of Bats Spoiler: Overview 11 legendaries, 6 epics, 5 rares, 5 uncommons, 3 commons. Top-heavy. For Radiation Bombs, one needs some legendaries (or epics, though they aren't near as good), and the better hard-hitting tokenless divine weapons are legendary, but the rest could be replaced maybe. Spoiler: Discussion Priests are pretty versatile, all in all. They have lots of options at their disposal, probably moreso than the other two classes. Swarm Of Bats is an incredibly useful card for chasing down charcters low on health. Warrior Priest was pretty hard-hitting, and being able to regain health is obviously a big bonus (a pure vamp build would have been pointless here, except for more cantrip attacks). Mage Priest could do a large amount of damage with proper bonuses (Ulalia's Boots on a priest ), and the handicaps were usually a boost (though not being able to kill a character camping on the only VP square because of Festering Guts is incredibly frustrating). Priest Priest could easily negate a lot of the damage done, and also provided some extra range/melee attacks. Overall, this was a solid build. Spoiler: Pros, Cons, Possible Improvements Pros: Lots of healing. Lots of damage. Good at finishing off low-health characters. Cons: Slightly sluggish. Slightly inconsistent. Possible Improvements: More movement. Maybe some Violent Spins or bashes to grab VP squares. Scale of 1-10, where 1 is awful, 5 is middling, and 10 is excellent: Damage: 8 Adaptability (how well it can cope with different opponents/strategies): 8 Mobility: 5 Defense/Healing: 10
There's been a lot of talk of elf wizards with Ancient Grudge and Pathfinding but I think drawing that 1 copy of Pathfinding may be too unreliable. So. Three wizards designed to stall as much as possible (control, Illusory Barrier, Lucky Toughness, whatever) slowly generating power for one explosive Ancient Grudge round.
If you use gusts/winds, Vengeance kills you. If you don't, toughness blocks your grudge half the time. With that much stalling it would be easier to win by VP control
Going to put Nuclear Engineers on hold until I get another The Irradiator or two. One at the moment. (as an aside: Antimagic Skin is probably at odds with the idea, as the enemy could hit a character ith it to get rid of their handicaps)
Nuclear Engineers - Irradiated Terrain + AT + Arrogant + Cleansing Ray Spoiler: Battles, Rating Starting Rating: 1469 Maximum Rating Achieved: 1400 Finishing Rating: 1368 5 wins, 11 losses Spoiler: Characters Spoiler: Image Spoiler: Text Radical Level 22 Human Priest Crazed Hermit's Gizmo Sacrificial Axe Untouchable Plate Hexagon Shield Boots Of Discretion The Irradiator Fulg's Cleansing Pot Fulg's Cleansing Pot Venerable Positioning Focused Piety 5 x Radioactive Spray 1 x Healing Dash 6 x Cleansing Ray 1 x Strong Hack 1 x Surging Shield Block 1 x Trip 1 x Vanguard 3 x Altruism 1 x Cleansing Burst 1 x Triple Heals 1 x Delegate 2 x Pushback Parry 1 x Sparkling Cloth Armor 1 x Radioactive Goo 1 x Wounded Block 2 x Pressing Bash 1 x Holy Armor 2 x Arrogant Armor 2 x Push The Button 2 x Vulnerable Radiant Level 23 Human Priest Crazed Hermit's Gizmo Sahagun's Sword Untouchable Plate Hexagon Shield Boots Of Discretion The Irradiator Yod's Purification Kit Terraforming Module Subtle Positioning Novice Ablution 6 x Radioactive Spray 1 x Healing Dash 2 x Cleansing Ray 1 x Sparkling Cloth Armor 1 x Subtle Parry 1 x Trip 1 x Invigorating Touch 1 x Healing Beacon 2 x Cleansing Burst 1 x Unholy Frenzy 2 x Holy Presence 2 x Sundering Strike 2 x Pushback Parry 2 x Vanguard 2 x Radioactive Goo 1 x Purge 1 x Genetic Engineering 1 x Able Bludgeon 1 x Holy Armor 2 x Arrogant Armor 2 x Push The Button 1 x Surging Shield Block Paradox Level 23 Human Wizard Silver Fir Staff Silver Fir Staff Reality Warper Boiling Warper Disruptive Warp Pistol Overheated Mesmerizer Cape Of Dark Magic Xalanen's Boots Alpha Positioning Battery 1 x Healing Dash 1 x Spark Inductor 1 x Force Cannon 2 x Subtle Parry 1 x Leadership 1 x Officer's Harness 1 x Spell Skill 2 x Stone Spikes 1 x Hover 1 x Short Perplexing Ray 1 x Telekinesis 1 x Hypnotic Beacon 1 x Vanguard 1 x Dissolve Armor 1 x Brain Burn 1 x Whirlwind Enemies 4 x Potent Spark 1 x Boiling Armor 1 x Howl 1 x Burning Fingers 1 x Sparkling Cloth Armor 3 x Accelerate Time 1 x Volcano 4 x Spark 1 x Acid Leak 1 x Shimmering Aura Spoiler: Overview 6 legendaries, 8 epics, 11 rares, 2 uncommons, 3 commons. Could replace most stuff with commoner items. Spoiler: Discussion Fun deck to play, for sure, but not very good (relies on luck quite a lot). I think this may be one of the more suitable rotations too (Morvin Maps). Admittedly, I was careless, I was doing quite well for a lot of those lost games, and then very suddenly found myself losing - not that that is a rare occurrence, by any means, just happened more regularly and quickly than usual. It is more harsh with mistakes (which I make a lot of) than most decks. Cleansing Ray goes well with Radioactive Spray for cycling and clearing up those errant spots. I wasn't really sure what to do with the wizard other than the Accelerated Times (as regards deck-building), maybe some burning would have been better. More Ray Sprays/Rad Goo could go in, but it would get a bit redundant after too many. Perhaps one more The Irradiator. I was definitely on a downward trend, just lucky a couple of wins brought me back above the rating 10 games previous. A better version could definitely be made though. Spoiler: Pros, Cons, Possible Improvements Pros: Fairly consistent drawing (with cycling). Good for passing turns. Handicaps can sometimes be fairly crippling for opponent (Trip, especially) Cons: Little damage. A bit sluggish. Not much defense/healing. Possible Improvements: Focus slightly less on irradiated terrain for some more damage/healing/mobility. Make a better wizard. Scale of 1-10, where 1 is awful, 5 is middling, and 10 is excellent: Damage: 3 Adaptability (how well it can cope with different opponents/strategies): 8 Mobility: 4 Defense/Healing: 4
There isn't that much space to go around after AT items, maybe a Gusting Feystaff and drop the Cape Of Dark Magic. Rad terrain is pretty good for hitting enemies though, covers lots of ground. However, control might be useful just to keep warriors at bay somewhat.
Starting at 1487 Ending at 1449 I plan to record my progress with my version of nuclear engineers Losses 4 Wins 2 Human Priest 1 and 2 Crazed Hermit's Gizmo Nanahut's Morningstar Hexagon Shield Axamander's Ringmail Boots Of Discretion 2x Glowing Gland St. Pascal's Torch Untrained Command Beginner Corruption Mage 2x Turquoise Staff Ethereal Crystal Gun Caustic Warper Warp Crystal Gun Flame Warper Perrio's Kinetic Robes Fashionable Ball And Chain Thoughtful Guidance Advanced Levitation Suffice to say I did horrible with this build. It was slow and grindy. I came up against two teams full of arrogant armor and had no answer. Needs armor removal and more ranged spells in the tokenless spot for the mage. I used beginner corruption to turn the priests themselves into little walking rad. terrain. I didn't get much card draw out of everything. I used a different set up that ?Killer because I don't have the same items. I tanked my elo sufficiently to not recommend this build.