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On December 06 2013 19:10 Velr wrote:My build "would" be Fleshbane 6/1/4 or 6/3/4 (with Banshees). I bought Gold for 10 Euros and have gotten some packs... Nothing of real use except a Pao Deathseeker, a Ghost-Bird and a Ghost-Dragon  . Atm i'm lvl 6 or 7 iirc... Well, i'm newb, most probably i mainly just play it bad and my deck is not focussed enough (i probably have too many spells in it (dark only) and because of that often can't Play enough creatures while not having any decent area spells).
That's a typical problem with Fleshbane, he only has one spell school that doesn't have very many good spells early on. You can use Agony / Weakness to stall, Death-seal to remove blockers, but then you have to wait until 4 magic to get Soul Reaver for some real removal.
Fleshbane's passive is nice, but he's tricky to play. I've seen some lists using the Early Grave -> Seria's Legion -> Reinforcements to get a bunch of ghost dragons out early. A little gimmicky, but looks fun.
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I think i kinda have the hang of it now. I had just too many fortunes (and creatures not helping much), after rebuilding i went from like 250 to 621 atm .
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On December 09 2013 07:45 Velr wrote:I think i kinda have the hang of it now. I had just too many fortunes (and creatures not helping much), after rebuilding i went from like 250 to 621 atm  .
Glad to hear this! I'm happy for you man :D If you need any help/advises, come back here and we'll do our best to help you out.
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I have another question: How many 1 or 2 cost creatures should i have? I play 6/6/4 atm which is probably a bit much? I have no 1 cost creatuers and only 8 „2“ cost creatures (Spectres and Lichs)… I could add in Guhls, Skelletons and Plague skelletons to get more cheap units, for that I would drop out most fortunes and go to 6/6/2 (I mainly have the diffrent „draw card“ fortunes).
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I'm no expert but playing 6/6/4 seems way too much. If you go for high creatures (6) I think you usually don't want to go higher than 4 on spells and like 1 maybe 2 on fortunes. If you want to play more spells/fortunes you usually don't want to go higher than 4 on creatures.
About creatures, having no 1cost creatures is fine depending on the deck you are running. If you run a creature deck, nearly just creatures, you want to have 4 1cost creatures. If you run with a good amount of spells, not having those 1cost creatures is totally fine IMO. I think most deck that have those 1cost creatures are usually rush deck or some aggro.
Having 8 2cost creatures seems ok, I think that's the amount I run with my Inferno deck. Most decks seems to be around 8 to 12 2s. But seeing how your 6/6/4 seems way too much, I would lower it to 6/4/1 and put more 2s in there and maybe even some 1s.
But take everything I say with a grain of salt as I am no expert and still have a lot to learn about this game. I still consider myself a noob. I've also never played with Necro so far and nearly never saw any in the ladder so I don't know much about them. I hope this might help you a bit and please, if anyone with better knowledge than I do can correct me if there's anything wrong with what I said, please do as it will help me too.
edit : you could also take a look at the new decktierlist that was released not too long ago to maybe give you some ideas on how to build your deck. HERE
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On December 09 2013 18:47 Velr wrote: I have another question: How many 1 or 2 cost creatures should i have? I play 6/6/4 atm which is probably a bit much? I have no 1 cost creatuers and only 8 „2“ cost creatures (Spectres and Lichs)… I could add in Guhls, Skelletons and Plague skelletons to get more cheap units, for that I would drop out most fortunes and go to 6/6/2 (I mainly have the diffrent „draw card“ fortunes).
Try to think a bit in terms of strategy, do you want to kill fast or slow, if you go for a slow deck, what's your late game strategy? In general there are few good 6+ cost creatures, perhaps banshee could be mentioned as an exception since it's not only a creature but also a removal. My point is, it's hard to give you a number of the amount of creatures to use, it always depends! One thing that's true for all decks though, is that you'll need some method of surviving early on. Dark magic don't have any effective mass removals, and unless you want to go for fortune stall, your option is to use creatures. My guess is that you could replace some of your higher cost (6) creatures with 4 ghouls (2/1/2)?
How do you normally lose and what's your current elo?
Necropolis has a bunch of good 3/4 cost creatures, Vampire knight, Plague Spitter, Arch litch and Soul consuming lich for example.
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Thats my deck atm (i kicked out nearly all fortunes): http://www.mmdoc.net/show_deck/20885/
My Elo atm is 625... It hovers around there a bit ^^. I kinda regret having bought Fleshbane, Ariana looks cooler (well, wather or fire would be even more to my taste... but the 0 might hero seems strange and i can't even get malik yet) ^^.
SadIy I have no Banshees and no Decay Spitters.
What i have and not in the deck are 3 putrit Lamasus, 5 Hangman trees, 1 vampire knight, 1 ravenous guhl, max plague zombies and skelletons (both sorts).
Atm i just try to creature spam in the beginning and then, because what else would i do, get magic up (i get 6 might, because i need 5 for atropos anyway). Either i win quick or somehow survive till i can cast Curse of the Netherworld and pray that it ripped of 2 lines so i can "finnish". The Fortunes atm are mainly there to get Atropos back... If i get a Guhl + Banshee and/or Lich start i feel comfortable.
Thinking "strategic" is nice and dandy, but whenver i look at a deck, the first thing i see are tons of cards i don't have. I'm saving up my seals for the big box atm (bought the box once and necroset once, rest of the gold went into basic and herald of the void packs... But decay spitters and Archlichs seem non existant for me ^^.
Looking at that T2 Fleshbane deck... I lack: 5 Events 17 Creatures 16 Fortunes So it's kinda hard to take "inspiration" from it :p
When i lose it's mainly due to not getting "foot" on to the field or/and not getting any soulreaver or death seals in time... Oh, and just getting ripped by a few fireballs and not enough cheap creatures to quickly refill the ranks (i hate nothing more than fireballs... And this "remove one flyer and do 6 dmg to everything" card... AAGH..). Well, i also often lose due to "stupid" :p. I'm just relying way to much on actually drawing enough Soulreavers (or/and situational Death Seals)... I guess this would not be that big of an issue with some decay spitters and banshees that could take care of nasty enemy creatures (Haven... it often looks like i am just about to win and then... can't kill anything anymore... AGH).
Atm i have only 5 wildcards and 525 seals, so i can't change much.
Btw: How do I actually unlock the other stuff for Wildcards? Buy the expansion Box?
Just had a fun game: Other guy was sitting comfortable and i allways just barely stayed alive... Then... Curse of the Netherworld -> Pao Deathseeker -> Pao Deathseeker -> Pao Deathseker -> Dead
It felt so dirty :D
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To unlock cards you need 200 cards from the expansion you want to unlock where the cards are from (it's and achievement) one box is 120 cards so you'll need even more than that.
Going for Adar-Malik sounds like a good idea. Fleshbane normally works better as a creature/fortune hero. I suggest that you try to make it a bit more "rush" oriented by removing ghost dragon and fate weaver. (Sure they are decent when they are on the board but they are to easily killed for their cost). Going for rush could be good as well since your games will be shorter and you'll farm levels and seals more quickly.
And with only two 6-cost spells perhaps trying 5/4/1 could be an idea?
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I couldnpt resist... Spent 10 euro and got the heralds of the void box.
Got decent stuff:
Adar Malik  3 decay spitters 3 more soulstealer lichs 2 more living nightmares and various other stuff...
bought some fireballs with the wildcards...
i feel mighty :p
With these cards fleshbane would also run better but seriously... fireball (+that exploding for 2 dmg spell) bam... feels so much easier...
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On December 10 2013 09:17 Velr wrote:I couldnpt resist... Spent 10 euro and got the heralds of the void box. Got decent stuff: Adar Malik  3 decay spitters 3 more soulstealer lichs 2 more living nightmares and various other stuff... bought some fireballs with the wildcards... i feel mighty :p With these cards fleshbane would also run better but seriously... fireball (+that exploding for 2 dmg spell) bam... feels so much easier...
Oh, you manged to get Adar Malik in a booster? Nice one! Looks like 10 well spent euro if you ask me .
Maybe try a 5/4/1 or perhaps a 5/6/1 deck then?
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On December 10 2013 09:17 Velr wrote:I couldnpt resist... Spent 10 euro and got the heralds of the void box. Got decent stuff: Adar Malik  3 decay spitters 3 more soulstealer lichs 2 more living nightmares and various other stuff... bought some fireballs with the wildcards... i feel mighty :p With these cards fleshbane would also run better but seriously... fireball (+that exploding for 2 dmg spell) bam... feels so much easier...
sick box man...i bought like 3-4 box before getting my frist decay spitter....enjoy the power malik the road to 1001 ELO should be fairly easy. ^^
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Ya, definitely some good luck there. It took me 10+ packs before I got any Decay Spitters (uncommon, ya right!)
Adar Malik is also haunts my dreams, he's the only Necro hero I fear (and I'm pretty sure I'm way, way under 50% win/loss against him).
Here's a guide that seems to be the 'standard' for Adar Malik, at least before 5 Towers was released. It remains to be seen what kind of changes there are going to be with the new expansion.
http://forums.ubi.com/showthread.php/807900-Adar-Malik-Caller-of-Doom-Guide
Also, I'm glad to see more activity here! Ubisoft broke the login for me so I can't post on the official forums anymore, so this is it for me lol.
Edit: and there's already an update to the Adar Malik guide here: http://mmdocking.com/adar-malik-guide-five-towers-update/
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Running it like this atm: http://www.mmdoc.net/show_deck/20973/ What Packs should i get now with my gold? Forgotten Wars seems to only have Damran. Void Rising has Moonsilk Spinners and Moonsilk Fetters (+in General pretty nice creatuers) Herald of the Void has The Silent Dead + more Soulstealer Lichs and Decay Spitters (need 1 more of each). Basic Set has plenty of neat stuff but the chances there are just so low 
784 and things seem to go up... How could i ever play this game whiteout decay spitters, sick little bastards (and soon i will stop assuming that they are immune to retaliation because they are range and not lose them as fast ).
Pao Deathseeker --> Revive with Malik skill seems pretty broken to me, is that supposed to work?
Edit: Just hit 1001 .. Smooth sailing... And just beat a 1501 guy 
ok, never gonna play a tournament agian.. fortunedecks... how can something as gay as this get into a game?
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I started playing yesterday. I picked inferno. I've been playing almost non-stop ever since. I've got Xiph, and I'm making a decent rush deck. It's not the greatest, I'm still missing crucial Pao Deathseekers. I only had enough wildcards for one because I foolishly thought that campfires would do well in my deck.
I've never won to a well made board control deck though. I go into the jackpot tourney, and I always lose when I run into one. Although perhaps I'm just missing manastorm events, I've only got one of those, too. I don't know if getting more will quite do the trick by itself though.
I'm also missing hall of torments.Don't have a single one of those.
I've only gotten up to 725 elo so far, but I've run into a decent bunch of insta quits.
How do you guys recommend getting familiar with other faction's cards? Since I've only played inferno, I find myself getting lost trying to remember all the spells that I need to watch out for, nevermind the fortunes.
Also, the jackpot tourneys are hard. I've didn't even come close to 50/50 in the one I tried last night. But my deck isn't exactly complete yet, nor is it top-tier even if it were complete, and I didn't play that wonderfully either. I keep missing using my hero ability to do the more favorable trades, and forgetting lethal, too.
Anyway, this is a pretty great game, I'd say better than hearthstone in terms of game depth, but worse in terms of simplicity and polish.
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i also went into the tourney
never again.
These fortune decks that just do nothing for dunno how many turns and then kill you while playing stuff assuring you can't do anything? how can something like this make it into a game?
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On December 12 2013 04:51 Velr wrote: i also went into the tourney
never again.
These fortune decks that just do nothing for dunno how many turns and then kill you while playing stuff assuring you can't do anything? how can something like this make it into a game?
Control decks are just part of the game. One dispel magic or minor recall can fairly easily ruin their day - or just deal as much damage as fast as you can.
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On December 12 2013 04:34 jrkirby wrote:How do you guys recommend getting familiar with other faction's cards? Since I've only played inferno, I find myself getting lost trying to remember all the spells that I need to watch out for, nevermind the fortunes.
Also, the jackpot tourneys are hard. I've didn't even come close to 50/50 in the one I tried last night. But my deck isn't exactly complete yet, nor is it top-tier even if it were complete, and I didn't play that wonderfully either. I keep missing using my hero ability to do the more favorable trades, and forgetting lethal, too.
Anyway, this is a pretty great game, I'd say better than hearthstone in terms of game depth, but worse in terms of simplicity and polish.
Well, what I did was I actually did the 30-wins with every faction achievement (except Academy). I don't recommend it, as I bought a *lot* of heroic packs getting heroes, which is counterproductive to focusing your deck / unlocking stuff in the Altar.
But if you like variety, go for it. Other than that, watch streams / play more (and remember you have 2 minutes to read all the cards in play and in the graveyard) to learn the cards, same as any other game =p. You could look over card lists too if you want, plenty of resources: mmdoc.net mmdocking.com duelofchampions.gamepedia.com pick your favorite.
Also a note on rushing, other than some really refined rush decks (*cough* Crag Hack *cough*), it's generally considered that rushing has a low ceiling since for other deck types to exist they have to be able to handle rushes and rushes by nature aren't real great at handling other deck types (they just hope to rush you down).
Yesterday's jackpot was also kind of weird, there were only 5k players in it (last few have been around 10k) and it seemed that the overall level of competition was higher than normal. It's free to enter, I think it's fun, although the best I've done is T3 once.
@Velr - if control decks didn't exist then every game would be rush and it would get stale. Adar Malik is a very flexible hero, so you should be fine, that's just part of the learning curve since (good) control decks are basically non-existent below 1k elo.
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On December 12 2013 05:40 Wuster wrote: Also a note on rushing, other than some really refined rush decks (*cough* Crag Hack *cough*), it's generally considered that rushing has a low ceiling since for other deck types to exist they have to be able to handle rushes and rushes by nature aren't real great at handling other deck types (they just hope to rush you down).
I'm noticing that ceiling. While I'm nowhere near it yet, it's pretty apparent that most of the best decks are some type of control deck. I just chose to go for a rush deck because Xiph was my second (and latest) hero. Since I stated inferno, rush is the only real option before I get some better cards. Hopefully after I get my second box my rush deck will be pretty decent.
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On December 12 2013 05:03 Warent wrote:Show nested quote +On December 12 2013 04:51 Velr wrote: i also went into the tourney
never again.
These fortune decks that just do nothing for dunno how many turns and then kill you while playing stuff assuring you can't do anything? how can something like this make it into a game? Control decks are just part of the game. One dispel magic or minor recall can fairly easily ruin their day - or just deal as much damage as fast as you can.
These are both spells of a certain School? So just no? All i (could) have is purge, which does nothing here?
I’m not a sore loser, i’m a sore loser if there is nothing i could have done and i still have absolutely no clue what i should have done. 3 times in a row it was the same bullshit.
IIRC: ~6(?) turns doing nothing…. Even with a perfect draw i couldn’t kill someone that fast. 2 turns stopping me from attacking by fortune (if i could dispel these, things are diffrent, but i can‘t). 1 turn moving all creatures back to my hand + stopping my ressource Generation and playing an Assassin. 1 turn stopping my ressource generation and playing some assassins/paos/whatever creature. Next turn: Dead.
All else is fun, games in the jackpot were often pretty close, but against the above my deck seems basically unable to do anything, i might as well just surrender on turn 1, it doesn’t matter if I play a card at all or not and thats why think its just horrible design. It’s not strategic or anything, it’s just playing your cards in a certain order and hope your opponent does not have the counter at hand… It’s dumb.
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On December 12 2013 17:01 Velr wrote:Show nested quote +On December 12 2013 05:03 Warent wrote:On December 12 2013 04:51 Velr wrote: i also went into the tourney
never again.
These fortune decks that just do nothing for dunno how many turns and then kill you while playing stuff assuring you can't do anything? how can something like this make it into a game? Control decks are just part of the game. One dispel magic or minor recall can fairly easily ruin their day - or just deal as much damage as fast as you can. These are both spells of a certain School? So just no? All i (could) have is purge, which does nothing here? I’m not a sore loser, i’m a sore loser if there is nothing i could have done and i still have absolutely no clue what i should have done. 3 times in a row it was the same bullshit. IIRC: ~6(?) turns doing nothing…. Even with a perfect draw i couldn’t kill someone that fast. 2 turns stopping me from attacking by fortune (if i could dispel these, things are diffrent, but i can‘t). 1 turn moving all creatures back to my hand + stopping my ressource Generation and playing an Assassin. 1 turn stopping my ressource generation and playing some assassins/paos/whatever creature. Next turn: Dead. All else is fun, games in the jackpot were often pretty close, but against the above my deck seems basically unable to do anything, i might as well just surrender on turn 1, it doesn’t matter if I play a card at all or not and thats why think its just horrible design. It’s not strategic or anything, it’s just playing your cards in a certain order and hope your opponent does not have the counter at hand… It’s dumb. How to kill Sandallock: First of all, I must say that Sandalphon Prison lock is not T1 at the moment, simply because it has no way to deal wtih Strenght of the Sea and Venerable Kappas/Stream Singers (these cards are the hard counters to him.) Soft counters include: Week of Taxes and Cosmic Balance. The random discard Cosmic Balance gives you can easily win you the game, use it when he has around 10ish cards in his hand. (and to get rid of your cards in your hand to not die to Tower of Oblivion) Another hard counter is Cosmic Realignment, casting it at the right moment is GG. So basically, Sandallock dies to any of the two most popular rush decks (Cassandra/Ishuma), Dhamiria, anything with Strenght of the Sea, fortune Ignatius. If you only have the above Events, you can also kill him with quick attack creatures with some luck. If you have none of the counters, yea, there's not much you can do :/
Edit: oh, and if you can banish Prison with Rite of the Nethermancer, its basically gg.
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