I was listening to a [edit] Skull Bros Awesome, podcast where an old-time lizard player (Roder) was discussing his recent experiences with the Slaan magic phase, where he is Lore-master in High Magic.
Quickly, recall that the High lore has essentially 8 spells, some spectacular depending on meta/build, and some crappy/meh. But especially think about the lore attribute and its ability to dump a successfully cast spell, and swap in a random one from (your choice) any other lore. This opens a whole realm of magic that is unavailable to other factions. Over the course of a game, you can fine tune your magic suite to suit your needs.
The two strategies within this capability are:
The other part of this is that if you target a particular “swap lore”, you could conceivably make your end-game magic far more powerful that it would normally be. Bringing Death or Shadow spells in late in the game could be what you need to finish off particularly tough characters, or finish off a combat that has the potential of not ending the grind and earning the points you need to win.
Quickly, recall that the High lore has essentially 8 spells, some spectacular depending on meta/build, and some crappy/meh. But especially think about the lore attribute and its ability to dump a successfully cast spell, and swap in a random one from (your choice) any other lore. This opens a whole realm of magic that is unavailable to other factions. Over the course of a game, you can fine tune your magic suite to suit your needs.
The two strategies within this capability are:
- 1. Dump the “bad” ones from high-magic early (turn 1) just to immediately get access to something from another lore that MAY be more useful. Getting something from Metal lore because you are up against a Crusher Star for instance. Tempest is the one I think of here, as it seems to have very little application in my local meta.
- 2. Use you killer High magic spell the one time its going to be useful, then replenish the stock so to speak. How many times do you need Walk Through Worlds after you put that Ancient Steg on your opponents flank?
The other part of this is that if you target a particular “swap lore”, you could conceivably make your end-game magic far more powerful that it would normally be. Bringing Death or Shadow spells in late in the game could be what you need to finish off particularly tough characters, or finish off a combat that has the potential of not ending the grind and earning the points you need to win.