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Post by warlord1985 on Feb 20, 2009 5:47:08 GMT -5
The army dubbed "Scorpion: Get over here!"
Tide Hunter -Call Bloodclaw -Multi-Shot SB Arcane Shot
Harvest Golem -Fear Generator -Swiftness Potion SB Fog of War
Air Elemental -Air Drop -Elemental Charge SB Chain Lightning
This army thus far has done fairly well against the field. It has definetly evolved over the months as well. FoW helps the turn 2 setup from the Bloodclaw summon on 1 and going first actually helps this army for the turn 1-2 strike or the turn 2 FoW. None of these figures fail to perform in clutch moments; beating down and beating most of the top armies and almost being the Elemental Charge army. Its gone more than 70% against the field thus far. Any ideas for how to change it up or make it stronger?
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Post by Zxqueb on Feb 20, 2009 10:48:13 GMT -5
Besides FOW, it seems pretty similar to the original draft. Of course that is a pretty huge change to the metagame. I really like Fog of War for helping mitigate the first turn summoning of pets.
As for the army itself... It's definitely good, although a bit reliant on crits for my liking. When I have played it, not getting crits has really, really hurt me and seriously cost me games. This is especially true when you are only rolling 4 dice (Not for you, I know, but for me...). But I am still on my quest for a mostly luckless army.
From a metagame perspective, I think you'll see a lot more playing of purge and dispel with the release of Blessing of Kings, which hurts this army as well since the fear generator will likely drop off before it is used.
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Post by warlord1985 on Feb 20, 2009 16:52:55 GMT -5
Well as for Purge and Cleanse, I don't think I'll be allowing Fear Generator to get cleansed, as for that to happen they need to be in range of my dudes, which that to me seems like a bonus. The crit is reliant, but, I just wish it to be kinda like how Donovan wishes and it just works out sometimes.
FoW is nice but sometimes I wish I could have more ABC spaces.
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Post by Zxqueb on Feb 21, 2009 9:36:31 GMT -5
Maybe -- I've started running purge in my sideboard with regularity. It's an instant with 3 range. So a shaman can purge and lightning bolt or chain lightning. It's only in range of your dudes as much as I'd need to be to play the game anyway.
I guess if it works for you!
There aren't many good options for harvest. Maybe after the next set, I'll feel differently, but for now, I don't see much competing for that ABC slot in this team. Of course, I also don't love quickness potion in this build. I'd rather put in dodge or something to protect against the magic slam.
Z
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Post by warlord1985 on Feb 22, 2009 5:34:27 GMT -5
Purge may be useful, but if they're using it effectively on me by putting themselves in range of my Golem I'm somewhat ok with that. I never move my golem that far up the field to start because of the potion, that way I don't get return or pre-ganked.
Dodge is something I've been torn over. +2 Def on huge attacks could be amazing, but at the cost of 1 tick can hurt IMO. Plus, that +1 move from the potion can at times win you games. I've had it happen.
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