Arcane Wonders Forum
Mage Wars => Creative => Custom Cards => Topic started by: Sailor Vulcan on July 14, 2014, 07:23:36 AM
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Because the name "Blood mage" is just too boring and redundant.
Training: Dark and Level 1 Water
Race: Necropian
Channeling: 8
Life: 33
Whenever you cast a spell, you can pay its mana cost by taking damage equal to its mana cost instead of paying mana.
Bloodsucker: this mage's melee attacks gain the vampiric trait
Gouging fangs (melee)
2 dice 7+bleed
What do you think?
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I like the idea. I could see her coming in with a bunch of equipment that helps boost her bloodsucking ability. Channeling might be a little to low though. Maybe if she had the built in trait of counterstrike to help keep her health up. Just spit-balling.
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I like how you thought of a creative "mancer" name - I would suggest changing the damage ability to: "When this Mage pays mana, he/she may substitute any Mana not in their supply by taking equivalent damage.
The basic Melee attack could simply have Vampiric. I think it's great standing just like that because boosting melee power would combo well with Vampiric - pay in blood and gain it back from enemies XD
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Might as well add a chance for Bleed on the basic melee attack.
Perhaps he/she could also have the ability to manipulate bleed conditions on creatures in some way.
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Should I make it so that she can cast a spell with both damage and mana rather than just one or the other? In which case casting an enchantment would either cost 2 mana, 2 damage or 1 damage and 1 mana?
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Or call it Hemomancer?
Seems good until someone casts poisoned blood or deathlock.
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Same goes for the priestess's healing abilities.. Though I see what you mean, since the sanguancer would be more dependent on her healing abilities than the priestess is. Maybe have bloodsucker bypass finite life, like life bond does?
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She would definetly need some creatures filler with blood acting as mana crystals. Moment she met zombie horde, she is out of mana :)
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Here are some thoughts I had for a blood mage
http://forum.arcanewonders.com/index.php?topic=16045.0
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Personally I would say that the channeling is far too low. I would increase it to 8. This is the lowest in the game and gives you strategic choice to use the blood letting ability or not.
Mainly due to the fact that this deck should be able to compete in a 10+ channeling arena. to do this you are taking 5 damage a turn and unless you can stabilise this quickly then you will be out maneuvered by someone who deal out 15 damage in the opening few turns and then leave you making hard choices between living and having mana to cast your spells.