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« on: September 12, 2013, 09:55:26 AM »
There is lots of ways you could take a "Nature Mage". You don't have to go plants, you could go animals and augment with plants. Since she is trained in Nature and lvl 1 Water, this is the first kind of water mage we've seen and there is some good cards in water school that can add some variety. And I am not sure how many other non plant stuff she gets but that raptor animal looks cool, and there are other cool animals she can control. I kind of almost think of her as a Beastlord with plant abilities too. That can provide a lot of flexible fun "different" builds for her.
Having fire and war be triple can be worked around. Everything else is just double like it is for most of the other mages.
What I am leary of is the counter vs counter type system. Like almost designing some of the Druid abilities to counter some of the Necromancer abilities (ie innate life, and life bond ignores finite life etc). Don't get me wrong that is a cool mechanic. And conversely to actually ever "kill" a necromancer creature and remove it from game you need to "devour" it? So if the Necro plays any other mage that isn't using devour will the Necro be OP and hard to deal with that horde of zombies that won't go down? I'm afraid of the necro resurrecting my angels or vampires or hydras or something big and turning zombie angels or hydras on me!
Regardless looking to try them both out. I still can't decide which I like better. The Necro seems to have cooler "toys" more unique but the Druid feels more solid (long term end game wise).