Ok, I now have a slaan, and as soon as november (when skaven come out) I'll be playing games regularly with my opponents at 2k, soooo, I want to finally put the smack down on the skaven for warplightninging me to death, on the tombkings for their inability to actually fail a spell, and on my brothers orc army which has 7 dispell dice............ So the question is, what lord to take? I have chosen to take cupped hands (I soooooo want to give a miscast to the tk....can we do that?) and Ive also decided to take focused rumination along with the focus of mystery along with my eotg, so I guess the question is....... What lore is good against each of these armies?
I'd go death against Skaven; try to make them run away, light or fire against TK; they are flammable and take more damage from light, and against O&G.... Maybe death again just because its cool. But a lot of lore choosing comes down to personal preference and what you think would benefit you the most. There are some spells I look at that other people love and just wouldn't see myself using ever, and vice versa. Look through and think about what suits you best. Also, I see no reason why Cupped Hands shouldn't work on TK. It is effectively your own miscast not theirs.
I would vote light against tomb kings. All of the damaging spells are flaming in the lore, and there are not that many things that are flammable in the list anyway. The high strength hits from the lore of light will be great however. As to if you can pass on a miscast to a tomb kings priest, I would say no. If you search the tomb kings book it never says a priest is a wizard, so they can't take the miscast. Check this though, because I know they can take arcane items. I think it is the same as trying to give a warrior priest a miscast.
Against skaven I would go for death. Doom and Darkness should be attempted every turn (normally on the enemy general) as should the two magic missiles. Wind of Death is also a good trick to pull out (possibly letting you terror bomb with a scar vet on cold one ). Against TK I think metal is the way to go. Tomb kings have quite weak magic defense, casting of RoBI on a flammable king or a 2 wounded hierophant will burn most of his dice. Then your free to cast any of the other spells from the lore, they are all great (stand out against TK is Commandment of Brass when used on a Skullapult or Chariot unit). I would not recommend light against TK. Only Burning Gaze and Guardian Light are really any good against TK. Against magic defense heavy O&G death is again the best option. Try and make his main DD contributer flee with a Doom and Darkness plus Salamander/other panic test causing attack combo.
Ooooo....I just thought of something TRULY evil................take the lore of flames....my friend ussually screens his plague monks with slaves or NR's.........I can blast those till they flee.......then cast wall of flame on his pooooooor friendzied troops..... Also, how is the lore of shadow? The last spell seems somewhat effective vs low Initiative OG and TK
You wanna know true evil against a TK player? Take bane head on your slann and lore of metal, snipe his heiro-whatever (no idea of the spelling off hand). It will do 2 wounds instead of one, killing it in a single sucessful cast + wound. Then watch his army crumble. Of course the rest of the lore isn't half bad against TK anyway, but you can make his army start to crumble from turn 2-3. (he'd probably conceed defeat if you snipe that char so early on) The same combo is what creates panic in anyone who plays VC, it takes more then one cast since a lord vampire will have more then 2 wounds, but your skink priests and other metal spells will have alot of room to cast freely as he wastes all scrolls and most dice defending his general. Or he puts his general far back, and doesn't get within 24" which if its a combat lord, makes him a waste of points. If he's a summoner setup lord, staying back isn't terrible, but if you keep the TG marching forward, you'll get him eventually. I also second the idea that light isn't very good against TK or anyone for that matter. Only the first magic missle is really useful, but it gets dispelled too easily. The cleansing flare is such a high cast value that your wasting so many dice trying to get it out (minimum of 3) that some scrolls and a smart player can shut your slann's offensive power down until like turn 4 or 5. Anyway... Good Luck.