May 14, 2024, 02:51:03 PM

Author Topic: Monstrous Lurker  (Read 31744 times)

silverclawgrizzly

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Re: Monstrous Lurker
« Reply #15 on: June 13, 2015, 11:24:17 PM »
As a Beast Master....I want grizzly archers....
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #16 on: June 14, 2015, 06:02:54 AM »
Quote
As a Beast Master....I want grizzly archers....

You already have the ability to give bear strength to a bear! Quiet, you!
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #17 on: June 14, 2015, 08:54:02 AM »
15 mana.      Crazed Fiend.      Creature. Demon.
Range 0-0.      Full cast.      Level 4 Dark.

2 armor.11 life.

Running Slash: quick action, melee attack, 4 dice, 1 piercing.

Great Cleave: Full action, melee attack, 4 dice, 2 piercing, *vicious.

Bloodthirsty 2.

***Vicious being a proposed -3 modifier on defense rolls.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #18 on: June 15, 2015, 10:09:16 PM »
8 mana.       Psionic armor.       Equipment. Force.
Range 0-2.       Quick cast.       Level 2 Mind

+2 Armor
Equipped Mage may pay 3 mana after it has successfully avoided a melee attack to place a guard token on itself.



Honestly not too sure about this one. Our local Forcemaster is always sitting on a ton of mana, so I figured this would be a good use.  Somehow 3 mana seems too cheap and 4 mana seems too expensive at the same time. Guard goes away at the end of the attack so it's functionally "Mage's quick attacks gain counterstrike for this attack only", but this was more concise.
« Last Edit: June 15, 2015, 10:15:57 PM by JasonBourneZombie »
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silverclawgrizzly

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Re: Monstrous Lurker
« Reply #19 on: June 15, 2015, 10:43:04 PM »
Hmmmm not sure about this one either.....

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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #20 on: June 16, 2015, 05:51:31 AM »
I thought about a once per turn reroll a defense ability, even something that disabled the armor upon activating an ability once a turn, but I just couldn't make them work. I saved forcemaster for last because they pretty much have everything they should. They do NOT need another enchantment or incantation to deal with opponents' creatures.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #21 on: June 16, 2015, 07:23:01 AM »
Y'know, make it once per round and I think it works.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #22 on: June 19, 2015, 10:55:46 AM »
4 mana.       Ring of Sowing.       Equipment. Finger Slot.
Range 0-2.       Quick cast.       Level 1 Nature

When a friendly plant creature is destroyed but not Obliterated, you may pay 2 mana. If you do, you may place a Seedling Pod in the zone it was destroyed in.




This was my idea for balancing the Vine Tree versus the Samara Tree. A link to the thread is below.
http://forum.arcanewonders.com/index.php?topic=15626.0;topicseen
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #23 on: June 24, 2015, 10:02:30 AM »
6 mana.       Wall of Corpses.       Conjuration. Wall.
Range 0-1.       Quick cast.       Level 1 Dark.

/ armor.
5 health.

Resilient. Extendable. Block line of sight. Block passage.

Counter attack. 0 dice. Unavoidable.

Friendly zombies in an adjacent zone may obliterate themselves as a full action to place a number of growth counters equal to their level on Wall of Corpses.



This is an extension of a card idea I floated past silverclawgrizzly a while back. I think shaggoth zora would have been better if it received proportional numbers of growth counters as well.
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silverclawgrizzly

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Re: Monstrous Lurker
« Reply #24 on: June 24, 2015, 10:56:31 AM »
Growth markers are huge dude. They greatly increase a resilient objects sustainability. If one Level 3 or above zombie kills itself then that wall is frankly just not coming down.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #25 on: June 24, 2015, 12:25:10 PM »
I understand that, but bear with me. The average zombie has health exceeding three times their level.

Crawlers lvl 1:4 health
Minion 2-7
Brute 3-10
Shaggoth zora obviously has less health because he gains markers. But he also isn't very useful, so he probably needs more oomph.
Venomous and plague zombies trade health and damage for poison effects.
Unstable zombies straight up remove damage. 2 damage on a resilient creature is roughly the equivalent of 4 regular life on an unarmored creature.

I'm offsetting having to sacrifice an army to make a strong wall by making it a worthwhile wall. Maybe if they transfer any damage they have on them.

Also, I know only creatures get growth counters, but it was the best equivalent mechanic I could think of.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #26 on: June 24, 2015, 12:52:33 PM »
Also, for a roughly apples to apples comparison, wall of bones has 12 life, zero armor. Reassemble is a 4 mana quick cast that heals 6 life on average. A growth counter on a resilient creature is similar to 6 life on an unarmored creature statistically. Level 1 zombies cost 4 for one potential growth, 2's cost 8 on average for 2 growth, and 11 for 3 growth. Seems in line number wise to me with the existing wall of bones.

For using a full action and a slower delivery method, the zombie wall gets a counter strike as well.

In terms of sacrificing a level three or equivalent combination, yes it's hard to take down, but the necromancer already has easily healed walls and the warlord has the steel wall which he has the ability to repair. Maybe I'm wrong, but I didn't think it outshone those options. At that point, it's similar to a level 4 wall with 28 life and no armor for 14-17 mana. 14 if you sacrifice a legendary creature to it. It costs 6 for a 12 life no armor wall of bones.


Edit:  fixed math on level 2's. Added commentary at bottom.
« Last Edit: June 24, 2015, 03:50:55 PM by JasonBourneZombie »
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silverclawgrizzly

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Re: Monstrous Lurker
« Reply #27 on: June 25, 2015, 01:30:44 PM »
It takes an action from your mage to heal a Wall of Bones and mana. A creature, even a lowly crawler, has presumably already gone out and done stuff before becoming one with your wall. Now I'd be all for a resilient wall that could have a weak counter strike cause....well it's funny. But being able to give Growth tokens I dunno.

Then again Nature Walls self heal, War walls can be repaired by creatures, and even the upcoming Wall of Force can be healed during Upkeep. Of the existing walls only the Fog Bank and Wall of Fire don't have ways to repair the damage onto them so some precedence for extending the longevity of a wall is certainly present.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #28 on: June 25, 2015, 03:42:39 PM »
Just remember that in order for a zombie to make its way to a wall it will likely take a couple turns, ideal wall placement, or use of zombie frenzy. Also, ANY creature has greater utility if the enemy Mage leaves it alive over time. Just look to the priestess on that one.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #29 on: June 29, 2015, 09:52:23 AM »
A little something for the priest. Works well for the priestess, but helps the holy avenger mechanic too.

2 mana. 3 reveal.       Sympathetic Bond.       Enchantment.
Range 0-2.        Target: friendly living non-Mage creature.       Quick cast.       Level 2 Holy.


Whenever this creature or its controlling Mage is healed, the other is healed half of that amount.
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