A list of puns related to "Ice Wagon"
I want to layout a chill encounter that will shatter your expectations, and if it doesnβt, you can give me the cold shoulder.
β¦
The encounter mostly has to do with ice.
This encounter is a chase. The party, laden with precious cargo, is trying to outrun a pack of orc worg riders. The party shall succeed if they can make it across the ice river and ditch their pursuers. The riders succeed if they can get the valuable cargo the party is hauling.
The cargo needs to be precious to the party, so that they donβt just dump it at the first sign of trouble. But also the worg riders shouldnβt be so set on chasing this group that the chase goes on forever. When I ran this encounter, the party was riding a wagon, carrying vital weapons and supplies to a northern kingdom. If the cargo was lost, people would starve, and plans for war would need to be put on hold. Due to winter coming early, the party had to swing south to avoid harsh snow. South directly into orc territory, known for its raiders and mercenaries. The type that had just seen the party from afar and their wagon laden with goods ripe for the picking. So begins the chase.
Starting with the number of worg riders, it should be overwhelming, if the party fought them all at once. I had four level 5 characters at this point, so 10-12 orcs (MM 246) on worgs (MM 341), with two of those orcs being orogs (MM 247) and one being a war chief (MM 246) immediately made the party not want a fight. This is basically an entire adventuring daysβ worth of enemies barreling down at you at once. You may need to lower the number of orcs for a low-level party or beef up the orcs and switch to dire wolves for a high level party. Also feel free to replace orcs and worgs with whatever mounted warriors you have in your campaign setting that fit the environment and seem cool.
This is a chase, which means we can use the chase rules in the DMG starting on page 252. So the quarry is the party and their cargo, and the pursuer is the band of worg riders. The two groups should start the chase roughly 300 feet away from each other. That way everyone starts at the edge of spell and arrow range, giving your party time to assess the situation. And start whipping the horses forward. Or fire at the enemy with longbows taken from the wagon. That would be outside the longbows effective range, so those shots would be at disadvantage, but hey some might hit.
For movement speeds, the worgs should be far outpacing
... keep reading on reddit β‘Context: Iβm duggie (I stream at twitch.tv/duggieHS) and these are arena card reviews. The numbers I assign to these cards are relative to other cards on The Light ForgeTier List and are reflective of how they would perform in the current meta, as we havenβt seen enough KFT cards to predict the future meta and we donβt know all the synergy cards that will be released.
Ice Walker Mage Rare Minion. 2 Mana 1/3. Your Hero Power also Freezes the target.
Comparables: Glacial shard (127), Frost Elemental (95), netherspite historian (66), freezing potion (81)
This minion begs the question, βhow valuable is freeze?β This minion seems like it can be comboβd with shatter or Coldwraith to decent effect. 7 mana for a 1 drop, a 3 drop, a card, and deal 1 damage + freeze is ok. Its a 5 mana 2 card assassinate with shatter. But both of these comboβs obviously require multiple cards.
Mid-Late game, freezing a big minion can be quite powerful, as seen by frost elemental. It is a decent card, despite being understatted by 3 stats. Frost elemental provides a sizeable body (value) and doesnβt lock down your hero power. Unlike frost ele and glacial shard, this card can allow for freezing turn after turn.
Rating: 79
Meat Wagon Neutral Epic Minion. 4 Mana 1/4 Deathrattle: Summon a minion from your deck with less attack than this minion.
Comparables: coldlight oracle/backstreet leper 50, street trickster 31, amβgam rager 56, Devilsaur egg 55
Synergies: Blessing of Kings, Cold Blood, Blessing of Might, doomsayer, validated doomsayer, cruel task, mana tide totem, handbuff, lightspawn, eggs (Watch J4CKIECHANβs release βrapβ video to see more)
Sickest combo: Throw this bad boy out when youβre losing. Youβre opponent kills it, to prevent you from buffing it and a doomsayer pops out. He just used all his attack to kill this and he is screwed. LOL.
This card is complete trash tier in every class except paladin. If you can Kings this, and it doesnβt get transformed, then you get a minion with 4 or less attack from you deck along with the 5/8. So this 2 card combo gets you a 5/8 (6 drop) and a minion with 4 or less attack (anything from ancient of blossoms to wisp). So it is a 2 card combo where you break even if you hit better than a 2-drop. Hmmmm.... Itβs even pretty
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