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Custom Cards / Archmage custom cards
« on: December 26, 2016, 10:16:44 AM »
I've been itching to play/create a one on many format for a while now, and I'm finally going to try my hand at it. Some of the basic ideas are:
Archmages are level 9 mages.
Archmages have higher channeling than regular mages.
Channeling is determined by the strength of their abilities
Archmages have 360 spellbook points
Archmages tend to have around 150% of the health of the mages they are built off of.
Archmages start with 20 mana before first turn channeling
Archmages may spend up to 10 mana on equipment before the game begins. This is paid with initial mana.
There are some more powerful versions of spells that would need to be added to the game to make them a little tougher without giving them extra actions per turn. Examples would be spells like mana crystals, flowers, spawnpoints, weapons, armor, etc. These spells would be archmage only, since they're too powerful for regular mages.
Stand-in names for archmages include: Lord of Beasts, Cardinal, Cambion, Enchanter, Strategos, Sage, Lich, Dryad, High Marshall, and Oceanid.
These are advanced forms of the Beastmaster, priestess, warlock, wizard, warlord, Forcemaster, necromancer, druid, paladin, and siren respectively.
I'm still tinkering around with the system, of course, and working on abilities. For now, the goal is to create a 5X5 grid to fight in where 2 mages start in a set of corners and an archmage starts in the middle zone furthest from them. This would be 2v1, but the potential for archamge v archmage exists.
As I continue work on this, I'll post custom cards and gather feedback.
Archmages are level 9 mages.
Archmages have higher channeling than regular mages.
Channeling is determined by the strength of their abilities
Archmages have 360 spellbook points
Archmages tend to have around 150% of the health of the mages they are built off of.
Archmages start with 20 mana before first turn channeling
Archmages may spend up to 10 mana on equipment before the game begins. This is paid with initial mana.
There are some more powerful versions of spells that would need to be added to the game to make them a little tougher without giving them extra actions per turn. Examples would be spells like mana crystals, flowers, spawnpoints, weapons, armor, etc. These spells would be archmage only, since they're too powerful for regular mages.
Stand-in names for archmages include: Lord of Beasts, Cardinal, Cambion, Enchanter, Strategos, Sage, Lich, Dryad, High Marshall, and Oceanid.
These are advanced forms of the Beastmaster, priestess, warlock, wizard, warlord, Forcemaster, necromancer, druid, paladin, and siren respectively.
I'm still tinkering around with the system, of course, and working on abilities. For now, the goal is to create a 5X5 grid to fight in where 2 mages start in a set of corners and an archmage starts in the middle zone furthest from them. This would be 2v1, but the potential for archamge v archmage exists.
As I continue work on this, I'll post custom cards and gather feedback.