Showing posts with label Ravenloft. Show all posts
Showing posts with label Ravenloft. Show all posts

Tuesday, July 26, 2011

Top 3: Monsters

Let's take a look at my picks for the top 3 monsters in Spellfire. Please note that (as always) my choices are based on the particular requirements of the Antigonish variant of the game. No Gibs or Avatars were considered.

#3 (tie) - Iuz the Evil (3rd Edition, 167/400)
There are a lot of great monsters in Spellfire. And while the champion type has its downsides (no unique playable card, many cards that target monsters specifically), the top-end monsters can still get the job done. The fact that Iuz is only tied for #3 on this lists shows the power of these champions. When Iuz attacks and you defend in a TAV game, you either lose, which results in one of your realms being razed, or you win, which results in one of your realms being razed (or discarded). Not the best of choices. Awesome champion that just edges out T'chaar and Tako for a share of the #3 spot.

#3 (tie) - The Gorgon (Birthright, 64/100)          
This guy is immune to allies and events. Most cheese bounces off him uselessly. He can also cast wizard spells and use blood abilities. He's level 10, so he's well positioned to win a level-up war. The Gorgon is vulnerable to spells, but because of his own casting ability he is able to defend himself with Spell Turning, Retarget, and Dispel Magic. It all adds up to an awesome monster, tied with Iuz for third best in Spellfire.
 
#2 (tie) - Headless Horseman (Ravenloft, 88/100)                                
 
I've already written about the Horseman here. He's pure awesomeness, especially when combined with cheese that lets him win without using his power (and being discarded). He ties for #2 monster in the game.   
 
#2 (tie) - Living Wall (Powers, 58/100)
Yes, that's right, the mighty Living Wall (which I've already written about here) is only tied for #2 on this list. I can almost hear the howls of protest from all you Spellfire players out there. But hear me out: while the Wall is tough to kill, it's not invincible. Events kill it but good, for example. And some of the best cheesy allies, like the Loup-Garou, are effective against it. Then there's that whole Tyvorg thing...

All that having been said, the Living Wall is still solidly entrenched in the #2 position. There's only one monster in the game that could beat it for #1...

#1 - Kronos the Titan (Millenium, 62/99) 
 ...and it's this guy. Kronos the Titan, from the Millenium sticker set. Where do we start? He's level 11. He earthwalks and swims. He can cast wizard spells, cleric spells, and use psionic power cards. AND he's able to shut down every other monster champion on the board, all at once.

He makes the Headless Horseman useless. He reduces the Living Wall to a vanilla joke. He can even mess with Gib Lhadsemlo. When it comes to monsters, Kronos is definitely top dog.

Honorable Mention - Living Scroll (3rd Edition chase, 408/420)
Here we go with our first-ever honorable mention! The Living Scroll is one of the best defensive champions in the game. Wait until a hero or cleric attacks your formation and BAM! slap this baby down and watch your opponent's champion go straight to the discard pile. Pick up a spoils and smile. When attacking, it's not nearly as good, because your opponent will most likely have other champion types at his disposal. If one is a wizard or monster, the Scroll needn't bother attacking at all. In rare cases, however, the Living Scroll can actually be a decent attacker, gaining you a quick spoils and razing a realm unopposed if your opponent has only heroes and/or clerics in his pool and hand. Nice champion, not quite good enough to make the top 3 monster list, but good enough for an honorable mention.

Next time: Going psycho!                  

Wednesday, June 8, 2011

Ruins and...Ruins.

In TAV, attacks are difficult to defend against. It's a fast format, filled with instant-kill cheese. The best strategy is usually to prevent your opponents from attacking at all. That's where realms like these come in. The Ruins of Zhentil Keep (3rd Edition, 3/400) and the Ruins of Iolonia (Dungeons, 32/100) are two lands your enemies will struggle to visit.

Both have powerful movement restrictions, although both have weaknesses as well. First of all, they both attract realm-destroying cards like magnets. This goes without saying, since they are othwise tough to raze and/or discard. Secondly, they are both vulnerable to a popular category of attacking champion: Zhentil Keep allows clerics to attack, and most Avatars are clerics. Nothing like having Zhentil as your front realm when your opponent slaps down Istus. Whoops.

As for Iolonia, the undead are practically everywhere in Spellfire. They're cool and there are quite a few of them to choose from. Odds are you're going to face a few now and then.

Still, even with these vulnerabilties, I'll take these two lands over the typical "can only be attacked by flyers and swimmers" realms. In the right situation, if your opponent lacks the proper type of champion able to attack, Zhentil Keep and Iolonia can shut him or her down for turns at a time. You can concentrate on picking off the few champions that can attack, hopefully before they do their damage. With Zhentil or Iolonia up front, you get precious time to build your Formation and stock your hand. And if you are going to be hit with a land-destuction card like Cataclysm - at least you know where it's going to go. Your Avanil or Tyr is safe for now.

Sometimes hiding out in the Ruins can really pay off.

Next time: Dungeons.                      


Saturday, June 4, 2011

No Head? No Problem!

Choosing to automatically win is such a primo power.
The Headless Horseman (Ravenloft, 88/100) is another awesome card that has become a staple of Spellfire decks in general and TAV decks in particular. He rivals Erellika as the best attacking champion, but she edges him out for the crown because the Horseman frequently has to die to win.

In Standard play, he can win one round of combat automatically, erasing one of the defender's champions. Good, but not great. In the Antigonish Variant, however, he can automatically raze a realm! That's right, when the Headless Horseman swings, and the defender has no way to prevent the attack, one of three things is happening. I'll list them in order of "goodness" for the defender, from best to worst.

1 - You block the Horseman, combat begins, the Horseman is losing and his owner decides to sacrifice him to make you raze the realm he was attacking. The attacker gets a spoils. Yes, this really is the BEST possible outcome!  

2 - You block the Horseman, combat begins, and you can't beat him. Either with an instant-kill card, or through level-up, the Horseman comes out on top. Damn. Now you raze your realm, your opponent gets a spoils, AND they get to keep the Headless Horseman, meaning he will plague you again next turn. Pretty bad, right? Wait, it gets even worse.

3 - Your opponent has picked the right time to attack you. Having no chance to defeat the Horseman, or no defending champion at all, he waltzes in and razes the realm unopposed. Your opponent didn't even have to use a card, and keeps his fat, fat hand for use against you next turn. Oh, and they get a spoils to make it even fatter. And they get to keep the Horseman. Yup, it's time to concede (maybe).

What makes the Horseman even more evil is that he's a flyer. He can grab back realms, front realms, basically any land he wants except for a few that specificaly exclude flyers or monsters. With a Silver Hands or Coming of the Phoenix, the Horseman becomes a double or triple threat, making multiple appearances to bedevil you.

I've used Wish on this guy, and I'm not ashamed to admit it! Once up against the Horseman in TAV play, you'll feel like Ichabod Crane for sure.

Next time: Menzo, my Menzo.       

King Cheese!

Both his bark and his bite are pretty bad.
The Loup-Garou (Ravenloft, 79/100). The mere mention of the card strikes fear into Spellfire players near and far, especially if they are into TAV. Why? Because this card will destroy your best-laid plans, and here's how.

1 - It's an ally. Good luck canceling it. Keep those Dodge's and such handy.

2 - No one plays magic items in TAV. There are only one or two I'd even bother considering (Spell Gem of Martek: Clear Crystal, Falcon Figurine, etc). So the odds that you'll have one in your hand or on your champion are a lot less than in Standard.

3 - If you fail to have or play a magic item (likely), your realm is razed. This is TAV, sucker! What, you thought you'd get to defend again? Nope.

4 - He can be used with any champion type, and pretty well any champion, period.

5 - He's great on defense as well. Block with Erellika, for example, and slap down the wolf! Bam!

The Loup-Garou has got to be the cheesiest card in Spellfire in general and TAV in particular. It's in my tournament deck, it's pretty well got to be in yours. It goes without saying that you will be attacked by this lycanthrope at some point during a match.

My strategy? Hope I'm holding a Dodge...or hope the attack is being made on Mithas. :) 

Next time: When is it smart to play a champion with no brain?