April 19, 2024, 02:34:39 PM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Milevan_Faent

Pages: [1] 2 3
1
Custom Cards / Custom Mage Images?
« on: September 10, 2018, 06:51:48 PM »
Is there an easy way to make card frames for customized Mages?

2
Rules Discussion / Timing Question
« on: April 08, 2017, 07:12:44 PM »
What is the timing for Defenses and Mandatory Enchants? For example: Block, Forcemaster, and Forcefield. If I have Block on my Forcemaster, and his Defense goes off successfully, do I still need to reveal Block? Likewise, if I have a Forcefield up, since it says it happens before Avoid Attack, does that mean I don't have to use Block?

3
Spellbook Design and Construction / Spellbook Challenge!
« on: April 07, 2017, 06:30:42 PM »
Dunno if this belongs here, but it's the most appropriate feeling to me, so here's what this is going to be.

You guys post a challenge. Give me some sort of concept for a spellbook. Can be pretty much anything, but it should be fairly specific. The wackier the idea, the better. I'll then take that and try (using my mediocre skills) to make a deck built around that idea. I'll then post it here for critique, and may even test it out in actual matches if it's not total garbage XD And even if it is garbage, I still want the challenge of trying to make it viable, even with the most unviable of concepts. So go crazy!

4
Spellbook Design and Construction / Whirlpool of Force
« on: January 23, 2017, 04:38:07 AM »
[spellbook]
[spellbookheader]
[spellbookname]Whirlpool of Force[/spellbookname]
[mage]A Forcemaster Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA02]4 x Force Hammer[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=PSJ09]3 x Swamp[/mwcard]
[mwcard=PSJ11]1 x Whirlpool[/mwcard]
[mwcard=PSJ06]1 x Pillar of Righteous Flame[/mwcard]
[mwcard=MWBG1W01]2 x Wall of Force[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E16]2 x Force Hold[/mwcard]
[mwcard=FWE04]1 x Force Crush[/mwcard]
[mwcard=MWBD1E01]2 x Astral Anchor[/mwcard]
[mwcard=MW1E02]4 x Block[/mwcard]
[mwcard=MWA01E02]2 x Arcane Ward[/mwcard]
[mwcard=MW1E07]1 x Cobra Reflexes[/mwcard]
[mwcard=MW1E17]1 x Force Orb[/mwcard]
[mwcard=MW1E18]1 x Force Sword[/mwcard]
[mwcard=PSE10]4 x Lullaby[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=FWQ07]1 x Psi-Orb[/mwcard]
[mwcard=LG01Q01]1 x Chitin Armor[/mwcard]
[mwcard=MW1Q07]1 x Elemental Cloak[/mwcard]
[mwcard=DNQ07]1 x Veteran's Belt[/mwcard]
[mwcard=FWQ04]1 x Galvitar, Force Blade[/mwcard]
[mwcard=FWQ01]1 x Dancing Scimitar[/mwcard]
[mwcard=LG01Q05]1 x Spiked Buckler[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=FWI04]4 x Force Wave[/mwcard]
[mwcard=FWI17]5 x Force Push[/mwcard]
[mwcard=FWI11]2 x Dispel[/mwcard]
[mwcard=FWI13]2 x Seeking Dispel[/mwcard]
[mwcard=FWI16]2 x Dissolve[/mwcard]
[mwcard=MW1I20]2 x Purify[/mwcard]
[mwcard=MWAPRI05]2 x Remove Curse[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[spellclass]Creature[/spellclass]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

So, I know this deck is not perfect yet. Suggestions on how to help finish the enemy mage?

For clarity's sake, the goal of the deck is to kill the enemy with Whirlpool + Pillar, in combination with whatever extra damage you can deal, using multiple means to restrain the enemy mage.

5
Spellbook Design and Construction / Whirlpool of Death
« on: January 20, 2017, 06:53:04 PM »
So, I've been looking for a new deck idea (which I do pretty much every few days anyway), and realized I've never used (or seen anyone use) Whirlpool. So I started thinking what I could do with it. So far I've only got Shallow Sea, Whirlpool, Pillar of Righteous Flame, and Astral Anchor to keep them there.... Any ideas for other cards that can go with this epic combo?

6
Rules Discussion / Reverse Magic & Teleport
« on: January 19, 2017, 03:20:35 PM »
So, here's the scenario: I cast Teleport on myself, intending to go 2 zones away. The opponent uses Enchantment Transfusion and Reverse Magic in response. Since they make "new choices" and "pay additional costs", how does that work out in this case? Do I still have to pay 6 mana?

7
Alternative Play / Trainee to Archmage - An epic extended game mode
« on: January 14, 2017, 01:20:32 AM »
Alright, so I'm going to need some community help to really make this concept work.

The core idea: Players start a match as Trainee (or Apprentice if you prefer) Mages, which when designed would be Level 4 mages with the same power scale as Academy roughly. Only 1 ability, limited mana, low health, 40 SBP, that sort of thing, but only 1 School. Might have some of the rules from Academy incorporated, but I don't know how it works as I've never played it, so I don't know for sure yet.

Winner of this round is the first player to win the battle by normal mage wars rules.

Round 2 ups the ante: Players choose 1 Mage from the Arena who shares their School, changes their mage to that one, and adds 80 SBP worth of cards to their deck, keeping the same 40 they started with. Play continues as normal until the winner of this round is decided. If a player has won both this round and the previous round, the match ends immediately. In the event of a tie (that is, one win each), play continues to Round 3.

In round 3, players take on the role of Archmages, as designed in the Archmage thread. The Archmage must share any Schools your Mage is trained it, keeping the same deck and adding 240 more points as you have done with the last 2 rounds. Play proceeds following the rules for Archmage until there is a final winner to break the tie.

Obviously as this will take a LONG time, play can be split up over multiple matches, and not all at once. Matches are played on a 3x3 board at Trainee level, 4x4 at Mage level, and a massive 5x5 grid at Archmage. The game is always reset between rounds, so any mana and cards cast are returned to books.

Thoughts?

8
Custom Cards / Poison Specialist (Mage & cards)
« on: January 08, 2017, 05:52:49 PM »
You can find the most up-to-date version here for sure, but I'll try to keep this post up to date as well.

Poison Specialist

Spell Point Limit: 120
Health: 30
Armor: 0
Channeling: 10

Creature: Human

Training: Trained in Dark 2, as well as Poison, and creatures with Poison Damage or Conditions, or effects that deal Poison Damage.

Abilities

Poison Master
The Poison Specialist has the Poison Immunity trait. Enemies with at least 3 Poison conditions on them gain Poison +1. Enemies with at least 6 Poison conditions on them gain an additional Poison +1.

1 mana ;; Poison Miasma ;; Poison ;; Ranged ;; Quick ;; 0-1 ;; 1 Dice ;; 9+ Cripple + Daze, Unavoidable, Critical Damage
Once per turn, you may treat the above attack as if it had Counterstrike.

Poisoned Dagger ;; Melee ;; Quick ;; 2 Dice ;; 8+ Rot
The effect dice only applies if the attack deals damage.

-----

Conjurations

Creeping Death ;; Cost: 15 ;; Air 4 ;; Conjuration ;; Subtype: Poison ;; Full ;; 0-1 ;; Target: Zone

Poison Specialist only
Epic
Legendary
Dissipate 3
Incorporeal
Wind +3

Armor: None
Life: 8+2X
Poison
X Dice
5-8 Weak
9-10 Weak + Rot
11+ Weak + Tainted

When Creeping Death is cast, or a Dissipate Token is removed, it attacks all non-flying creatures in its zone. X = the number of Dissipate Tokens on Creeping Death. When a Dissipate Token is removed, each adjacent zone gains 1 Creeping Death Token with 2 Dissipate Tokens on it. Each Creeping Death Token attacks like Creeping Death when its Dissipate Token is removed. When a Creeping Death Token has a Dissipate Token removed, each adjacent zone gains 1 Creeping Death Token with 1 Dissipate Token on it. A zone cannot have more than 1 Creeping Death or Creeping Death Token at a time. You may spend a Full Action to add 1 Dissipate Token to Creeping Death.

-----

Enchantment

Poison Leech ;; Cost: 2/6 ;; Dark 2 ;; Enchantment ;; Subtype: Curse, Poison ;; Quick ;; 0-2 ;; Target: Creature with a Poison Condition

Dark Mage only
Cantrip
Magebind +2

During the Upkeep Phase, for each Poison Condition on the enchanted creature, you heal 1.

---

Paralyzing Poison ;; 2/X ;; Dark 2 ;; Enchantment ;; Subtype: Poison ;; Quick ;; 0-2 ;; Target: Creature

Poison Specialist only
Magebind +3

During the Upkeep Phase, apply the following effects to the enchanted creature as long as they meet the requirements. X = the level of the creature + 1.

Gain 1 Weak condition.
If you have 2 or more Weak conditions, you gain 1 Stagger condition.
If you have 4 or more Weak conditions, you gain 1 Daze condition.
If you have 6 or more Weak conditions, you gain 1 Cripple condition.
If you have 8 or more Weak conditions, you gain 1 Stunned condition.

---

Quick Poison ;; 2/6 ;; Dark 3 ;; Enchantment ;; Subtype: Poison ;; Quick ;; 0-2 ;; Target: Creature

Upkeep X

During the Upkeep Phase, if the enchanted creature has a Poison Condition on it, you may add 1 more of a 1 Poison Condition it already has to it. X = the number of Poison Conditions on the enchanted creature.

---

Ticking Death ;; 2/2 ;; Dark 1 ;; Enchantment ;; Quick ;; 0-2 ;; Target: Minor Undead Creature

Dissipate 2

Poison ;; X Dice ;; 5-7 Daze, 8-10 Daze + Rot, 11+ Stun and Taint, Critical Damage, Unavoidable

When the last Dissipate token is removed, destroy the enchanted creature, then each creature in this zone receives the above attack. X = the level of the enchanted creature.

-----

Equipment

Pouch of Poisons ;; Cost: 9 ;; Dark 2 ;; Equipment: Belt ;; Quick ;; 0-2 ;; Target: Mage

This Mage may attach upto 2 Quick Poison Spells to Pouch of Poisons during the Planning Phase. When you are attacked, you may cast 1 Poison Spell attached to Pouch of Poisons during the Counterstrike Step instead of a quick attack, targeting the attacker.

---

Poison-Maker’s Robes ;; Cost: 6 ;; Air 1 ;; Equipment: Chest ;; Quick ;; 0-2 ;; Target: Mage

Mage gains Armor +2 and the Poison -3 trait.

---

Poisoned Spiked Armor ;; Cost: 8 ;; Dark 2 ;; Equipment: Chest ;; Quick ;; 0-2 ;; Target: Mage

Poison Specialist only

Poisoned Spikes ;; Damage Barrier ;; Poison ;; 1 Dice ;; Unavoidable, Critical Damage, 7-10 Weak, 11+ Crippled + Weak

Mage gains Armor +1 and a Damage Barrier.

---

Poison Ring ;; Cost: 4 ;; Dark 1 ;; Equipment: Ring ;; Quick ;; 0-2 ;; Target: Mage

Once per round, this Mage may pay 1 less mana when he casts or reveals a Poison spell. Enchantments only receive this discount when they are revealed. As a Quick Poison Spell for 2 mana, 1 creature in your zone gains Rot.

---

Viper Blade-Whip ;; Cost: 13 ;; Dark 4 ;; Equipment: Weapon ;; Subtype: Poison, Animal, Reptile ;; Quick ;; 0-2 ;; Target: Mage

Poison Specialist only
Unique
Armor: None
Life: 7
Fast
Resilient
Regenerate 1

Viper Strike ;; Quick ;; Melee ;; Poison ;; 2 Dice ;; Reach, 4-8 Rot, 9-10 Rot + Grapple, 11+ Taint + Grapple
Viper Constrict ;; Full ;;  Melee ;; 4 Dice ;; Reach, 6-10 Weak + Grapple, 11+ Weak 2 + Grapple ;; This can only be done as a Creature

Rot and Tainted only apply if the attack deals damage. As a Quick Action, you may Summon Viper Blade-Whip as a Creature within 2 zones of you. Viper Blade-Whip gets Melee +2 against its prey while Summoned. If you Summon Viper Blade-Whip while you are Grappling through its effect, your Grapple marker is transferred to it and it must be Summoned in your zone. As a Quick Action while in the same zone as Viper Blade-Whip, you may equip it to yourself and gain any Grapple markers from its attacks on yourself. You cannot Grapple with both Viper Strike and Viper Constrict at the same time. Viper Blade-Whip loses Regenerate while it is Summoned.

-----

Attacks

Poison Needles ;; Cost: 6 ;; Dark 2 ;; Attack ;; Quick ;; 0-2 ;; Target: Creature

Ranged ;; 2 Dice ;; 5-8 Weak, 9+ Weak + Rot, Sweeping OR Double Strike

Weak and Rot only apply if the attack deals damage.

---

Poison Bomb ;; Cost: 8 ;; Air 3 ;; Attack ;; Subtypes: Poison ;; Full ;; 0-0 ;; Target: Zone

Dissipate 1

Ranged ;; Dice 3 ;; Poison ;; 4-7 Cripple, 8-10 Cripple + Rot, 11+ Cripple + Taint, Critical Damage, Unavoidable

This attack remains in the zone it targets. When the Dissipate token is removed, or if a creature enters the zone, it is attacked by Poison Bomb. Objects in the zone are Obscured.

---

Mystery Poison ;; Cost 4 ;; Dark 1 ;; Attack ;; Subtypes: Poison ;; Quick ;; 0-1 ;; Target: Creature

Ranged ;; Dice 1 ;; Poison ;; 1-3 Cripple, 4-6 Rot, 7-9 Weak, 10+ Tainted, Critical Damage

If the creature is already under the effect of the Poison Condition that would be gained by Mystery Poison, they are Dazed as well.

9
Custom Cards / Storm Mage
« on: December 24, 2016, 03:59:41 AM »
This is a work in progress. Right now I've only got an idea for the first of what is probably going to be a series of cards. I'll add more to this post as I go along.

Thunder Cloud ;; Cost: 8 ;; Wind 1 & Water 1 ;; Conjuration ;; Subtype: Cloud, Weather ;; Quick ;; 0-1 ;; Target: Zone

Incorporeal
Flying
Hydro Immunity

No Armor
6 Health

Thunderbolt ;; 3 Dice ;; Ranged ;; Lightning ;; 0-0 ;; Ethereal, Piercing +2, 7-9 Daze, 10+ Stun

Once per round, immediately before or after any friendly Action Phase, you may make the above Attack. Once per round, immediately before or after any friendly Action Phase, you may pay 1 mana to move Thunder Cloud 1 zone and attach it to that zone.

---

Cloud of Rejuvenating Water ;; Cost: 8 ;; Wind 1 & Water 1 ;; Conjuration ;; Subtype: Cloud, Weather ;; Quick ;; 0-1 ;; Target: Zone

Incorporeal
Flying
Hydro Immunity

No Armor
4 Health

Once per round, immediately before or after any friendly Action Phase, roll X dice. Heal a target living object in the zone by the amount rolled. X is the number of Cloud spells within 2 zones. Once per round, immediately before or after any friendly Action Phase, you may pay 1 mana to move Cloud of Rejuvenating Water 1 zone and attach it to that zone. (this is unfinished and likely to be tweaked. especially sure the wording is poor).

10
Alternative Play / Boss Battle!
« on: December 22, 2016, 03:45:38 AM »
The game mode is fairly straight-forward. One player picks a creature whose level must be 4 or higher as their Mage. The following changes are then made to that creature.

  • Health is doubled.
  • In-School is treated as the Creature's Schools -2, plus the Creature's Subtypes. (Example: Alandell has Holy 3 and Knight)
  • Creatures with different Subtypes than yours are always treated as Opposed Schools.
  • The Mage has all the abilities of the normal Creature with only a few exceptions.
  • You have Channeling 10 if your Life is 30 or less, and -1 Channeling per 10 if it's over 30 Life (60 Life would mean Channeling 7.
  • You still have to pay Upkeep for yourself if you have the Upkeep trait.

In addition to this, the following Schools always have these as out of school:

  • Mind: Non-Mind Creatures
  • War: Arcane
  • Arcane: Nature
  • Nature: War
  • Holy: Dark
  • Dark: Holy
  • Fire: Water
  • Water: Earth
  • Earth: Air
  • Air: Fire
(This list is tentative at best and open to suggestions for improvements)

I'd like to come up with something for the mana cost of your chosen creature too, but nothing I've come up with is balanced. Thoughts? Good idea? Bad idea? Let me know! Share your ideas for how to improve it!

EDIT: Also, some things that should be obvious: <Name> Only cards can only be used with said <Name>. Thus, Sardonyx cannot use Libro Mortuos.

11
Alternative Play / XP Wars
« on: December 15, 2016, 08:18:08 AM »
So, this is just a concept for an alternate game mode that might be neat to try some time. The rules are pretty simple.

Each player starts as a Level 1 Mage. You cannot cast spells of a higher Level than you. Each time you or one of your cards destroys another card, and every time you or one of your cards do damage to a Creature equal to or greater than its Level, you gain 1 XP Counter. Every XP Counters grants you 1 Level until you reach Level 3, then every 2 further XP Counters grants you a Level until Level 5, and 3 XP Counters grants you a Level at that point for the rest of the game. There is no cap for Mage Level btw.

The only exception to the Casting Limit of your own Level is any Spell that is Class/School Specific. Those spells may be cast at any time, regardless of your level.

Your personal damage for your Mage is also adjusted based on your Level. At Level 1, you start with 1 Dice for Basic Attacks. If your Attack has more than 1 Dice, then at Level 2, you gain an additional Dice back, and at level 4, you gain a third Dice back. Mages with "Melee +1" or similar effects on their Mage Stats Card start with that bonus in addition to their normal 1 Dice. Starting at Level 7, and for every 3 Levels beyond, the Mage gains Melee +1, Ranged +1, and Channeling +1. Might add bonus Life to the effects gained, but I haven't decided yet.

Aside from this, the game proceeds as normal. This is something I've mostly been thinking about and part of it was even made up as I was typing this, since I hadn't fully detailed it. Thoughts and suggestions for improvements are welcome! Maybe it can be tested some time if anyone is interested.

Alternately, to slow the rate of XP gain, it could take 2 XP per level starting once you reach Level 2, rather than Level 3, or even from the start of the game. Personally, I think those first 3 Levels need to be quicker to allow for more decks to be viable though.

EDIT: Cards that target Minor creatures can be cast on a Level 1-2 Mage, but are immediately destroyed when the Mage reaches Level 3.

12
Spellbook Design and Construction / Vampilock (Vampiric Warlock)
« on: December 10, 2016, 07:22:32 PM »
[spellbook]
[spellbookheader]
[spellbookname]Vampilock[/spellbookname]
[mage]A Warlock Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Key Cards[/spellclass]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MW1J12]1 x Mana Crystal[/mwcard]
[mwcard=MWPROMO13]1 x Mana Vampirism[/mwcard]
[mwcard=FWE02]1 x Circle of Fire[/mwcard]
[mwcard=MW1Q09]1 x Enchanter's Ring[/mwcard]
[mwcard=MW1Q28]1 x Ring of Curses[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX2FFC02]2 x Blood Demon[/mwcard]
[mwcard=MWAWLC01]2 x Afflicted Demon[/mwcard]
[mwcard=LG01C05]1 x Magma Golem[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E28]1 x Mongoose Agility[/mwcard]
[mwcard=MWAWLE03]2 x Demonic Link[/mwcard]
[mwcard=MW1E40]1 x Vampirism[/mwcard]
[mwcard=MW1E08]1 x Death Link[/mwcard]
[mwcard=MWAWLE01]1 x Theft of Life[/mwcard]
[mwcard=MWAWLE01]1 x Curse Item[/mwcard]
[mwcard=MW1E24]1 x Magebane[/mwcard]
[mwcard=MW1E04]1 x Chains of Agony[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[mwcard=MW1E31]2 x Poisoned Blood[/mwcard]
[mwcard=FWE02]1 x Circle of Fire[/mwcard]
[mwcard=MWBG1E02]1 x Plagued[/mwcard]
[mwcard=MWAPROMO#10]1 x Stench of Death[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q12]1 x Helm of Fear[/mwcard]
[mwcard=FWQ02]1 x Defense Ring[/mwcard]
[mwcard=MW1Q22]1 x Moonglow Amulet[/mwcard]
[mwcard=MWAWLQ01]1 x Burning Cuirass[/mwcard]
[mwcard=MWAWLQ02]1 x Cloak of Fire[/mwcard]
[mwcard=MW1Q04]1 x Deflection Bracers[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MW1Q23]2 x Regrowth Belt[/mwcard]
[mwcard=MWPROMO26]1 x Spiked Buckler[/mwcard]
[mwcard=FWQ09]1 x Sectarus, Dark Rune Sword[/mwcard]
[mwcard=MW1Q14]1 x Lash of Hellfire[/mwcard]
[mwcard=FWQ01]1 x Dancing Scimitar[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWAWLI03]3 x Siphon Life[/mwcard]
[mwcard=MW1I08]2 x Drain Life[/mwcard]
[mwcard=MWSTX1CKI01]2 x Drain Soul[/mwcard]
[mwcard=FWI11]2 x Dispel[/mwcard]
[mwcard=FWI16]2 x Dissolve[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=MW1A04]2 x Fireball[/mwcard]
[mwcard=MWSTX2FFA01]2 x Devil's Trident[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J22]2 x Tanglevine[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Open with Battle Forge and Mana Crystal, then get out Moonglow Amulet and rush into Blood Demon with Reaper as soon as possible. From there, the tactics are simple. Deal as much damage as possible while healing everything the other guy throws at you. And despite having lost my Blood Demon in the middle of the match to a Siren with both Kraken AND Leviathan out in the middle of a Shallow Sea, I was able to successfully tank all 3, kill the Leviathan, and ultimately win the match thanks to my healing and DoTs.

Abuse the crap out of cards like Mana Transfer and Demonic Link on Blood Demon to increase mana and healing while potentially dealing as much as 7-8 dice per attack. Afflicted Demon was recently added as a backup demon in place of another vampiric non-demon creature i had before so i could double up on Demonic Link and have a cheaper backup Reaper.

Against nonliving the deck is significantly weaker, but to deal with them (and swarm in general) drop the Magma Golem, power it up with Poison AoE effects, and let it terrorize the swarm.

Between the various defenses and healing, it's VERY hard to take this Warlock out. Especially when you can turn an assured victory into sudden defeat by using a well timed Drain Life (or Soul if you can get the mana for it).

While primarily meant for melee combat, don't be afraid to switch to range using the Elemental Wand and some handy fire magic if you need to get some space. Elusive is there to help you get that space, and to ignore those pesky Guards. The name of this game is focus fire on the mage. As the enemy tries to kill you with creatures, you're killing the creatures without even touching them through burn, the aura, and the occasional Death Link (which as a curse, comes right back after they're dead for another round of kill-healing).

Tell me what you think! The deck has proven very powerful against an opponent NOT abusing the crap out of undead (after like 6 matches in a row where the other guys did). The combination of healing and defenses allow you to almost completely ignore everything but the mage, and when needed, you can even trap them with a well-placed Tanglevine to leave them to the tender (or not-so-tender) mercies of a Magma Golem.

13
Custom Cards / Dragonscale Great Sword
« on: August 19, 2016, 12:52:35 AM »
Equipment - Weapon OR Weapon & Shield
Subtype: Weapon
Cost: 7
School: Fire 2
Quick
Range: 0-2

Single-Handed Slash
Fire, Melee, Quick, 3 Dice, D12 5+ Burn, Defrost, Piercing +1

Two-Handed Slash
Fire, Melee, Full, 5 Dice, D12 3-7 Burn, 8+ Burn 2, Defrost, Piercing +2

Two-Handed Slash can only be used if Dragonscale Great Sword is equipped as both Weapon and Shield.

14
Custom Cards / Dragonscale Shield
« on: August 19, 2016, 12:26:28 AM »
Equipment - Shield
Subtype: Shield
Cost: 8
School: Fire 2
Quick
Range: 0-2

Defense, 1 Use: 12+
You gain a bonus on this d12 roll equal to the number of Burns you have. An enemy that is blocked gains 2 Burns during the Counterstrike Step of the attack.

Mage gains Flame -2. You may spend a Quick Action to gain Guard for the turn (regardless of any other actions you take), and gain 1 Burn.

15
Custom Cards / Dragonscale Amulet
« on: August 19, 2016, 12:17:56 AM »
Dragonscale Amulet
Equipment - Amulet
Subtype: Amulet
Cost: 8
School: Fire 3
Quick
Range: 0-2

If you are not a Dragon, each time you take an Action, unless that Action turns you into a Dragon, you gain 1 Burn. While a Dragon, you may take up to 2 extra Quickspell Actions per turn, but gain 1 Burn when you use it. They cannot be Conjuration, Incantation, or Equipment spells.

Pages: [1] 2 3