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				<title>Best lore for Slann</title>
				<description><![CDATA[ Well, what do you think the best Lore for the big toad is?<br /> <br /> Me, I think that Light is the best, closely followed be Shadow and Fire.<br /> <br /> The reason I think that Lore of Light is the best Lore for the Slann is that it has several powerful supporting spells, which seem almost custom-cut for Lizardmen, as well as several more offensive spells. In addition, the casting values on most spells are low enough that a Slann with the Focused Rumination can comfortably cast them on a single die. The fact it is boosted against my least favorite armies to fight just makes it sweeter. But lets look at what the spells do:<br /> <br /> Shem's Burning Gaze: This is a really nice spell. Cast on 1 die, add another from The Focused Rumination, add 4. It will only fail to cast on the Eyes of Sotek (<img src="/s/i/a/e71aa962fff659e9080a67a88b63e356.gif" border="0"> <img src="/s/i/a/e71aa962fff659e9080a67a88b63e356.gif" border="0">), and will, on average, propel it into the realm of "Not worth dispelling". The upmarketed spell I am less impressed with, but it is still a useful option.<br /> <br /> Phas Protection: Just as easy to cast as Shem's, this spell is a useful force multiplier. The -1 to hit protects those expensive, footslogging Saurus and Temple Gaurd from enemy shooting, as well as alleviating the problems of poor weapon skill Lizardmen have to deal with.<br /> <br /> The speed of Light: Still fairly reliable on 1 Die, this spell overcomes both major weaknesses of Saurus Warriors. And Saurus Cavalry. And Basically anything not packing a great weapon.<br /> <br /> Light of Battle: This is probably the least useful spell in the lore for Lizards. It allows auto-rallying. It is definately useful, but it's short range means that anything elegible will probably already have rallied.<br /> <br /> Net of Amnytok: You will probably want to cast this spell using 2 base dice, unless you are feeling lucky. This spell does nasty things to low-S units. Let us say that a unit want's to move, shoot, cast a spell, and then flee as a charge reaction. That is a potential <span class="glossaryitem" onmouseover='gp(4);'>4d6</span> S4 hits, 8d6 if undead or daemons.<br /> <br /> Banishment: This is basically a upmarketed version of Shem's, Without the upgrade to S6.<br /> <br /> Bironas Timewarp: This is a very nice spell. The double speed helps move those Footsloggers into position, and the extra attacks are just nice. But what really makes it is the Always strikes first rule. Need I say more?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 14 Jul 2010 18:34:02]]> GMT</pubDate>
				<author><![CDATA[ Crazy_Carnifex]]></author>
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				<title>Re:Best lore for Slann</title>
				<description><![CDATA[ Im thinking life<br /> <br /> Being able to regenerate our expensive units, giving wound back to characters or our stegs, throne of vines, super tough infantry!]]></description>
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				<pubDate><![CDATA[Wed, 14 Jul 2010 19:37:14]]> GMT</pubDate>
				<author><![CDATA[ ShivanAngel]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ My problem with life is that it doesnt help me kill the enemy faster.. Dweller bellow is nice, but all they gotta do to avoid it is get into close combat<br /> <br /> I prefer light because you can buff your ENTIRE army and literally cake walk through the enemy]]></description>
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				<pubDate><![CDATA[Wed, 14 Jul 2010 21:14:50]]> GMT</pubDate>
				<author><![CDATA[ Kirasu]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ Yea, but most lizard units can already dish out a huge amount of pain.  They dont really need buffs to get through.  Life is so good because it also can be easily cast by the slan and there are so many multi-wound models that lizards can get the most of the lore benefit.]]></description>
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				<pubDate><![CDATA[Wed, 14 Jul 2010 21:59:12]]> GMT</pubDate>
				<author><![CDATA[ cypher]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ Lizard units such as saurus really dont do that much damage on their own.. They are above average yes but no where near the level of chaos warriors or other dedicated hand to hand units.. Our main advantage are spears and # of attacks so if you buff a unit you get A LOT more benefit out of it compared to a unit that is already good at close combat<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 14 Jul 2010 22:04:48]]> GMT</pubDate>
				<author><![CDATA[ Kirasu]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ Come on its got to be Death ... that way you get more power dice ^_^ <br /> After all you've got 7 spells you might as well cast them all.]]></description>
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				<pubDate><![CDATA[Wed, 14 Jul 2010 22:08:14]]> GMT</pubDate>
				<author><![CDATA[ Tri]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ <blockquote><div><cite>cypher wrote:</cite>Yea, but most lizard units can already dish out a huge amount of pain.  They dont really need buffs to get through.  Life is so good because it also can be easily cast by the slan and there are so many multi-wound models that lizards can get the most of the lore benefit.</div></blockquote><br /> <br /> yup every time the slann cast a spell.. which he will do... a lot....<br /> <br /> You get +1 wound back on him, a stegadon, a scar vet, an old blood, etc etc.<br /> <br /> Not to mention hitting units with a regen, miscast protection, toughness boosts, bringing back models in a unit...<br /> <br /> Its just my opinion, but giving one unit a 4+ regen, then another 4+ toughness seems like it will make the opponent choose, use their power dice to dispel in their magic phase (thus negating their magic phase) OR they are in for a rough shooting and close combat phase.<br /> <br /> Saurus dont do much damage on there own? or we looking at the same Saurus?<br /> <br /> 2 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 attacks, with T4 and a 4+/6+ save in close combat if you dont take spears... for 11 points thats pretty good.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 14 Jul 2010 22:11:35]]> GMT</pubDate>
				<author><![CDATA[ ShivanAngel]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ Lore of Light, purely for the buffs you hand out to the rest of your army. Saurus Warriors hitting first is scary.<br /> <br /> If you're facing Daemons, don't forget a Bane Head. Arguably more useful than Cupped Hands.]]></description>
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				<pubDate><![CDATA[Thu, 15 Jul 2010 12:56:41]]> GMT</pubDate>
				<author><![CDATA[ Flashman]]></author>
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				<title>Re:Best lore for Slann</title>
				<description><![CDATA[ <br /> Saurus really dont need to strike first with how resiliant they are. Even against say high elf spearmen making 25 attacks they will only take like 2 wounds with <span class="glossaryitem" onmouseover='gp(59);'>HW</span>/shield. <br /> <br /> Less if they have the life toughness buff on them.<br /> <br /> Also the lore of life passive is ALWAYS amazing...<br /> <br /> Where the lore of light passive is only amazing if your fighting daemons or undead.]]></description>
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				<pubDate><![CDATA[Thu, 15 Jul 2010 14:08:16]]> GMT</pubDate>
				<author><![CDATA[ ShivanAngel]]></author>
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				<title>Re:Best lore for Slann</title>
				<description><![CDATA[ I voted life, as it keeps saurus in combat longer (and they are tough wear the enemy down unit, so that kind of buff is nice)  I also usually take a skink priest on ancient, who takes care of offensive magic (if I care to use it with all the dakka the skinks have, and all the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> ability the saurus type units have)<br /> <br /> Since the slaan is going to be making a bunch of his own dice, and has a +4 to casting value, most magic phases will be seeing the priest also casting his spells, I give him the extra spell plaque, so its a good selection usually.<br /> <br /> As for the "if your facing X take Y" crap... List tailoring is list tailoring.  The having to choose your lore during army building was a pretty clear signal that such tactics of taking items and lore depending on your opponent is not acceptable.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 15 Jul 2010 14:16:23]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Re:Best lore for Slann</title>
				<description><![CDATA[ Yeah i really like the fact you cant choose your lore before each game anymore...<br /> <br /> List tailoring was/is bad enough without the rules allowing you to do it.]]></description>
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				<pubDate><![CDATA[Thu, 15 Jul 2010 14:21:10]]> GMT</pubDate>
				<author><![CDATA[ ShivanAngel]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ I like life a lot for tadpoles.  Just the buffs.  Thinking stegadons and such.  And you can bring models back, remember.<br /> <br /> All of them are doable of course.  I think the spell lists overall are very solid.<br /> <br /> Though I like Skaven Ruin probably most :(]]></description>
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				<pubDate><![CDATA[Mon, 19 Jul 2010 10:04:35]]> GMT</pubDate>
				<author><![CDATA[ DukeRustfield]]></author>
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				<title>Re:Best lore for Slann</title>
				<description><![CDATA[ Yeah regrowth is great for lizards, they have some decently expensive models that are surprisingly tough.<br /> <br /> Being able to bring back 32-112 points of temple guard is very nice... Or 2-6 wounds back on that very expensive ancient steg. Or that unit champion with some magic items you lost.<br /> <br /> Boosting there toughness puts them anywhere from T4-T8 for their normal <span class="glossaryitem" onmouseover='gp(309);'>RNF</span> saurus, meaning lots of things need 6's to wound.<br /> <br /> Cant complain with a 5+/4+ regen save either, since none of the lizards(barring the slann or character with special armor) have ward saves.<br /> <br /> Light on the other hand can boost their <span class="glossaryitem" onmouseover='gp(149);'>WS</span> (which is pretty low honestly) and Initiative.<br /> <br /> The I is less of a big deal for me, since lizards are already tough and with step up dont get hurt that bad. <br /> <br /> Light also has a few more offensive options, HOWEVER the passive for light absolutely pales in comparis to life.]]></description>
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				<pubDate><![CDATA[Mon, 19 Jul 2010 15:59:15]]> GMT</pubDate>
				<author><![CDATA[ ShivanAngel]]></author>
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				<title>Re:Best lore for Slann</title>
				<description><![CDATA[ Either Life of Light.<br /> <br /> Light has some nasty buffs that Slann can get the Powered Up AoEs pretty easily with the Focused Rumination and some decent damaging spells. An excellent all rounder. Light's attribute might not be as good as Life's, but tell that to a Daemon player after you have just "Banished" an entire unit of Pink Horrors or hit his Greater Daemon with <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> S6 hits from the signature spell.<br /> <br /> <br /> Life has killer buffs and a sweet attribute. Can't really go wrong with it.]]></description>
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				<pubDate><![CDATA[Mon, 19 Jul 2010 17:13:19]]> GMT</pubDate>
				<author><![CDATA[ Tzeentchling9]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ If you are fighting Chaos Warriors go Metal all the way.  That applies to ANY army fighting Chaos Warriors.<br /> <br /> I played yesterday and found Beasts was pretty handy as well.  Providing buffs to units is never a bad thing, and since it has the "Giant Bow" spell as well, your opponent really has to decided what he wants to dispel.  Does he stop the buffs, making your guys tougher (or weakening his, potentially), or does he stop the bolt thrower shot or other damage spells?]]></description>
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				<pubDate><![CDATA[Mon, 19 Jul 2010 17:43:02]]> GMT</pubDate>
				<author><![CDATA[ Mattlov]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ You have to pick your army lore before the fight though.  So you can't wait to see you are playing <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> then pick metal.  Spell lore is chosen as part of your army list.]]></description>
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				<pubDate><![CDATA[Mon, 19 Jul 2010 17:56:42]]> GMT</pubDate>
				<author><![CDATA[ Killjoy00]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ True, but if you know your opponent like I do most of the time it isn't an issue.]]></description>
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				<pubDate><![CDATA[Mon, 19 Jul 2010 18:18:16]]> GMT</pubDate>
				<author><![CDATA[ Mattlov]]></author>
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				<title>Re:Best lore for Slann</title>
				<description><![CDATA[ Yeah making your opponents choose between buffs and the nasty spells is always fun.. Especially if the dispell dice roll is somewhat low ( like a 3,3) whcih is an awsome scenerio for a slann. he has 12 dice to your 3 dispell...<br /> <br /> Sooo you have to pick between +4 toughness, regen, replacing models, or making your entire unit take a strength test.... ( i chose life just cause its the lore i know well, other lores have this ability also).]]></description>
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				<pubDate><![CDATA[Mon, 19 Jul 2010 18:24:05]]> GMT</pubDate>
				<author><![CDATA[ ShivanAngel]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ Having just finally gotten the Battle Magic deck and sitting down and reading all the different Lores, Metal seems like a good one for a Skink heavy army as well. +1 to hit and Armor Piercing would be awesome for a unit of Skirmishers with Blowpipes. 5+ SSkin save to give your blocks a respectable 4+ armor save. And lots of ways to knock down your opponent's high armor units, historically something I've had trouble dealing with.]]></description>
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				<pubDate><![CDATA[Wed, 21 Jul 2010 03:17:36]]> GMT</pubDate>
				<author><![CDATA[ Aduro]]></author>
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				<title>Re:Best lore for Slann</title>
				<description><![CDATA[ No does that spell say that ranged weapons gain armor piercing? if it says the "Unit" gains armor peircing the ranged weapons would be exempt due to how the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> rule is worded. <span class="glossaryitem" onmouseover='gp(6);'>AP</span> only works with ranged if the weapons them selves have <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, if the unit has <span class="glossaryitem" onmouseover='gp(6);'>AP</span> its for Close combat attacks only.]]></description>
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				<pubDate><![CDATA[Wed, 21 Jul 2010 13:09:23]]> GMT</pubDate>
				<author><![CDATA[ Sirslamb]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ "The target has a +1 bonus when rolling to hit with all shooting and close combat attacks until the start of the caster's next magic phase. All of their attacks also count as both magical attacks and have the Armor Piercing special rule."]]></description>
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				<pubDate><![CDATA[Wed, 21 Jul 2010 17:15:01]]> GMT</pubDate>
				<author><![CDATA[ Aduro]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ <blockquote><div><cite>Mattlov wrote:</cite>True, but if you know your opponent like I do most of the time it isn't an issue.</div></blockquote><br /> <br /> <br /> <br /> List tailoring is list tailoring.  Its best to just build a single "all comers" list and bring it to most games that are played at that level.  If you only have a single opponent, it makes it even more lame to tailor (and its boring for him as he faces the same kick in the  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0">  lore every game).  Personally I make my lists to fight against any army, even if I know exactly what I'm facing when I'm building the list.  Sure, it means I miss out on a bunch of things, but it makes me a better player when it comes to facing unknowns like in a tourney (the only time it matters to me if I win, other games are just practice).<br /> <br /> My Slaan is always going to take lore of life.  My empire wizard lord is going to always beasts.  My dark elf Supreme is always going to take dark magic (might choose shadow, haven't tried it yet).]]></description>
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				<pubDate><![CDATA[Thu, 22 Jul 2010 14:30:35]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ I say Life.  Mainly because of Throne of Vines.  ]]></description>
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				<pubDate><![CDATA[Thu, 22 Jul 2010 17:25:33]]> GMT</pubDate>
				<author><![CDATA[ barlio]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ I think it's pretty clear who the winner is.<br /> <br /> It'd almost be a handicap choosing something else.<br /> <br /> You'd lose miscast protection, 4+ regeneration ward save, +4 toughness, Regrowth bringing dead things back to life and/or healing stuff - AND every single Life spell gets to put a wound back on your Slann or Ancient Stegadon, etc.<br /> <br /> That's like casting two spells with every spell.<br /> <br /> Light is pretty mediocre. The only fancy thing in the Lore is Timewarp, really, and that's what the opponent is going to dispel / scroll.<br /> <br /> If your Saurus are toughness 8, even enemy great weapons need 6+ to wound them. It doesn't matter if you strike last if you only lost 1 or 2 guys in the back rank who couldn't stab anyone anyway.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jul 2010 02:08:18]]> GMT</pubDate>
				<author><![CDATA[ TheBloodGod]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ I'm going with Life at tourneys for my SMP.<br /> <br /> It buffs me so it doesn't matter who I'm fighting against and their characteristics (other lores work vs armour saves, some I, some T , some <span class="glossaryitem" onmouseover='gp(171);'>St</span>)<br /> <br /> Also throne of vines which is just dumb for its casting level.<br /> <br /> Light has been a close second but to get max output from it you need to stack spells and that can be hard<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 25 Jul 2010 02:51:21]]> GMT</pubDate>
				<author><![CDATA[ Waaagh_Gonads]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ I've just started playing <span class="glossaryitem" onmouseover='gp(411);'>WE</span>..... And i always take Life whenever i can <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> I can only see Life being better for Lizardmen :( If i can have fun with T9, regenerating Treekin; imagine the fun you guys can have with your units and (your near-perfect) spellcasters! Light looks at best situational for Slaan, and with Fire being toned down slightly, being able to buff your army looks to be the better option.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jul 2010 02:56:27]]> GMT</pubDate>
				<author><![CDATA[ J.Black]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ My opponents didn't let me get a Throne of Vines off in my only game with the Slann so far. However they would spend enough of their Dispel Dice preventing it that I was usually able to get off my +2 Toughness and 5+ Ward Save with little trouble.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jul 2010 05:03:35]]> GMT</pubDate>
				<author><![CDATA[ Aduro]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ Yeah, I guess I am converting to the Magical Tree Frog (Slann with Lore of Life). Toughness 6 Skinks...]]></description>
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				<pubDate><![CDATA[Sun, 25 Jul 2010 23:21:13]]> GMT</pubDate>
				<author><![CDATA[ Crazy_Carnifex]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ I don't think conversion is really necessary. His chair is covered with Vines and jungle creatures. If that aint "Life" I don't know what is.<br /> <br /> On an unrelated note,<br /> I guess I shouldn't take Life with Teclis high elves?<br /> <br /> He ignores the first miscast every turn. Which kinda detracts from casting Throne of Vines. Or maybe that's just a safeguard for the 2nd spell.. hmm..<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 25 Jul 2010 23:24:25]]> GMT</pubDate>
				<author><![CDATA[ TheBloodGod]]></author>
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				<title>Best lore for Slann</title>
				<description><![CDATA[ <blockquote><div><cite>TheBloodGod wrote:</cite>I don't think conversion is really necessary. His chair is covered with Vines and jungle creatures. If that aint "Life" I don't know what is.</div></blockquote><br /> <br /> Mine has a tree growing off the back of his Palanquin...]]></description>
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				<pubDate><![CDATA[Mon, 26 Jul 2010 00:04:21]]> GMT</pubDate>
				<author><![CDATA[ Aduro]]></author>
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