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Topics - Milevan_Faent

Pages: 1 [2] 3
16
Custom Cards / Dragonscale Helm
« on: August 19, 2016, 12:11:31 AM »
Equipment - Helm
Subtype: Helm
Cost: 12
School: Fire 4
Quick
Range: 0-2

Mage gains Armor +1 and Flame -1. You may spend a Quick Action to gain the Dragon sub-type, and Melee +1 for each other Dragonscale equipment spell you have equipped, until the end of the round, and gain 1 Burn.

17
Custom Cards / Dragonscale Greaves
« on: August 19, 2016, 12:04:22 AM »
Equipment - Breeches
Subtype: Breeches
Cost: 7
School: Fire 2
Quick
Range: 0-2

Mage gains Armor +1 and Flame -1. You may spend a Quick Action to gain Fast for the turn, and gain 1 Burn.

18
Custom Cards / Dragonscale Belt
« on: August 18, 2016, 11:58:58 PM »
Equipment - Belt
Subtype: Belt
Cost: 8
School: Fire 3
Quick
Range: 0-2

Mage gains Armor +1 and Flame -1. Any damage from Burns becomes Healing instead.

19
Custom Cards / Dragonscale Boots
« on: August 18, 2016, 11:56:07 PM »
Equipment - Boots
Subtype: Boots
Cost: 7
School: Fire 2
Quick
Range: 0-2

Mage gains Armor +1 and Flame-1. If you move into a Zone with Terrain, you may gain 1 Burn and destroy it and send to the Discard Pile.

20
Custom Cards / Dragonscale Gloves
« on: August 18, 2016, 11:50:33 PM »
Equipment - Gloves
Subtype: Gloves
Cost: 7
School: Fire 2
Quick
Range: 0-2

Fire, 1 Dice, d12 9-11, Burn, 12+ Burn 2, Defrost

Mage gains Armor +1 and Flame -1. The Mage's melee attacks gain the attack bar characteristics above, in addition to any traits it already has: the flame damage, an effect die roll, and the Defrost trait. When you make a melee attack, you gain 1 Burn.

This means the melee attack rolls 1 more die (it is not rolled separately), the entire attack becomes Fire, and it will add a burn or two on high enough rolls.

21
Custom Cards / Dragonscale Armor Set & Dragon Rider Mage + Cards
« on: August 18, 2016, 11:41:58 PM »
Everything in this post, even if it's not in-school, would be included in the starter book.

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

Creature: Human

Training: Trained in the Fire school and level 1 of War.

Abilities

Dragon Bond: When a friendly Dragon creature comes into play you may choose to bond with it. Pay mana equal to it's Level, then place your Dragon Bond marker on it. Both you and your Bonded Dragon gain Life +5 and Armor +1. You may spend 1 Quick Action while in the same Zone to attach yourself to your Bonded Dragon. While attached, any damage you or your Bonded Dragon take is split between you and your dragon equally (odd amounts are dealt to your Bonded Dragon). Your Bonded Dragon gains Melee +1, and an additional Melee +1 while in the same Zone as you. If you are attached to it, it also gains Ranged +1. You may Unattach at any time without spending an action. While attached to the Dragon, you move with the Dragon. You cannot take move actions unless you unattach first. If the Dragon is destroyed, the Dragon Bond marker is permanently destroyed unless the Dragon was destroyed by it's own effect to pay for a new Dragon, in which case the new Dragon gains the Dragon Bond marker.

Dragon Call: Once per turn, this Mage may pay 2 less mana when he casts a Dragon spell.

Basic Melee Attack ;; Melee ;; Quick ;; 3 Damage

((I'm tempted to make it so he's immune to the life drain of Sardonyx, or can spend a Quick Action himself to ready Alfiya, but I've ultimately decided not to))



Equipment!

Dragonscale Helm ;; Equipment - Helm ;; Subtype: Dragon ;; Cost: 12 ;; School: Fire 4 ;; Quick ;; Range: 0-2

Uncommon (New Keyword, means: You cannot have more than 2 copies of this card in your book.)

Mage gains Armor +1 and Flame -1. You may spend a Quick Action to gain the Dragon sub-type, and Melee +1 for every 2Dragonscale equipment spells you have equipped, until the end of the round, and gain 1 Burn.

---

Dragonscale Cloak ;; Equipment - Cloak ;; Subtype: Dragon ;; Cost: 9 ;; School: Fire 2 ;; Quick ;; Range: 0-2

Mage gains Armor +1 and Flame -1. The Mage may spend 1 Quick Action to gain Flying until the end of the turn, and gains 1 Burn.

This represents being able to turn the cloak into a pair of dragon wings.

---

Dragonscale Amulet ;; Equipment - Amulet ;; Subtype: Dragon ;; 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.

---

Dragonscale Gauntlets ;; Equipment - Gloves ;; Subtype: Dragon ;; Cost: 7 ;; School: Fire 2 ;; Quick ;; Range: 0-2

Fire, 1 Dice, d12 9-11, Burn, 12+ Burn 2, Defrost

Mage gains Armor +1 and Flame -1. The Mage's melee attacks gain the attack bar characteristics above, in addition to any traits it already has: the flame damage, an effect die roll, and the Defrost trait. When you make a melee attack, you gain 1 Burn.

This means the melee attack rolls 1 more die (it is not rolled separately), the entire attack becomes Fire, and it will add a burn or two on high enough rolls.

---

Dragonscale Belt ;; Equipment - Belt ;; Subtype: Dragon ;; Cost: 8 ;; School: Fire 3 ;; Quick ;; Range: 0-2

Uncommon

Mage gains Armor +1 and Flame -1. Any damage from Burns becomes Healing instead.

---

Dragonscale Greaves ;; Equipment - Breeches ;; Subtype: Dragon ;; Cost: 7 ;; School: Fire 2 ;; Quick ;; Range: 0-2

Mage gains Armor +1 and Flame -1. You may spend a Quick Action to gain Fast for the turn, and gain 1 Burn.

---

Dragonscale Boots ;; Equipment - Boots ;; Subtype: Dragon ;; Cost: 7 ;; School: Fire 2 ;; Quick ;; Range: 0-2

Mage gains Armor +1 and Flame-1. If you move into a Zone with Terrain, you may gain 1 Burn and destroy it and send to the Discard Pile.

---

Dragonscale Shield ;; Equipment - Dragon ;; Subtype: Dragon ;; 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.

---

Dragonscale Great Sword ;; Equipment - Weapon OR Weapon & Shield ;; Subtype: Dragon ;; 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.

---

Full Dragonscale Gear Stats

Each section that is indented requires a Quick Action to activate, with blank spaces to show separate groups of abilities for Quick Actions that are next to each other.

Armor +8
Flame -10
     Melee +5 (this assumes you are using the sword one-handed and wield the Shield)
     Dragon

     Flying
Two extra Quick actions if Dragon. They cannot be Conjuration, Incantation, or Equipment spells.
Extra Damage, Fire, +1 Dice, d12 9-11, Burn, 12+ Burn 2, Defrost
Regeneration based on Burn dice roll/Burnproof (as you don't take Burn damage_
     Fast
The ability to destroy Terrain that you walk on at the cost of Burning.
Defense, 1 Use: 12+, bonus from Burns, gives enemy Burn 2
     Guard, not lost from attacking that turn
Single-Handed Slash, Fire, Melee, Quick, 3 Dice, D12 5+ Burn, Defrost, Piercing +1 (total with bonuses: 9 dice, 5-8 Burn, 9-11 Burn 2, 12+ Burn 3)
Two-Handed Slash is not usable due to Shield.



Conjurations!

Dragon Hatchery ;; Cost: 12 ;; Fire 4 ;; Conjuration ;; Subtypes: Dragon ;; Quick ;; 0-1 ;; Target: Zone

Dragon Rider Only
Epic
Zone Exclusive
Spawnpoint
Flame -2
Channeling 2
Life: 10
Armor: X

During the Deployment Phase, Dragon Hatchery may Summon 1 Dragon creature or Minor Dragon conjuration. X equals the number of Level 3 or higher Dragons in this Zone. Level 2 or lower Dragon Creatures and Conjurations in this Zone cannot be attacked as long as a Level 3 or higher Dragon is in this Zone.

---

Dragon Egg ;; Cost: 4 ;; Fire 1 ;; Conjuration ;; Subtypes: Dragon ;; Quick ;; 0-0 ;; Target: Zone

Life: 4
Armor: N/A
Resilient
Dissipate 3

When Dissipate runs out, you may Summon a Minor Dragon creature in this Zone, and pay 4 less Mana for that creature.



Creatures!

Dragon Hatchling ;; Cost: 4 ;; Fire 1 ;; Creature ;; Subtype: Dragon ;; Full ;; 0-0 ;; Target: Zone

Pest
Life: 6
Armor: 0

Baby Bite: Melee ;; Quick ;; 2 Dice ;; Counterstrike

When you or a Spawnpoint you control summons a Dragon that is 1 Level higher than Dragon Hatchling, Dragon Hatchling can be destroyed to reduce the mana cost by 4. You cannot destroy more than 1 Dragon creature to gain mana by its' own effect per round.

---

Dragon Youngling ;; Cost: 8 ;; Fire 2 ;; Creature ;; Subtype: Dragon ;; Full ;; 0-0 ;; Target: Zone

Life: 8
Armor: 1

Dragon Bite: Melee ;; Quick ;; 3 Dice ;; Counterstrike

Baby Flame: Ranged ;; Fire ;; 0-1 ;; Full ;; 1 Dice ;; D12 8+ Burn, Defrost

When you or a Spawnpoint you control summons a Dragon that is 1 Level higher than Dragon Youngling, Dragon Youngling can be destroyed to reduce the mana cost by 4. You cannot destroy more than 1 Dragon creature to gain mana by its' own effect per round.

---

Wyvern ;; Cost: 8 ;; Fire 1 + Air 1 ;; Creature ;; Subtype: Dragon ;; Full ;; 0-0 ;; Target: Zone

Life: 5
Armor: 3
Flying
Elusive

Dragon Bite: Melee ;; Quick ;; 3 Dice ;; Counterstrike

Wind Breath: Ranged ;; Air ;; 0-1 ;; Full ;; 2 Dice ;; D12 7+ Push

Wyvern Claws: Melee ;; Full ;; 4 Dice ;; d12 +7 Grapple

While Grappled by it's own effect, Wyvern can still move, and moves it's Prey with it, but gains Slow.

---

Drake ;; Cost: 8 ;; Fire 1 + Water 1 ;; Creature ;; Subtype: Dragon, Aquatic ;; Full ;; 0-0 ;; Target: Zone

Life: 7
Armor: 2
Flying
Fast

Dragon Bite: Melee ;; Quick ;; 3 Dice ;; Counterstrike

Water Breath: Ranged ;; Water ;; 0-2 ;; Full ;; 2 Dice ;; d12 7-9 Daze, 10+ Stun, Unavoidable

Fire Breath: Ranged ;; Fire ;; 0-2 ;; Full ;; 2 Dice ;; D12 7-9 Burn, 10+ Burn 2, Defrost

If you use Water or Fire Breath, you cannot use that attack again on your next turn.

---

Dragon Guardian ;; Cost: 12 ;; Fire 2 + War 1 ;; Creature ;; Subtype: Dragon, Soldier ;; Full ;; 0-0 ;; Target: Zone

Life: 12
Armor: 2
Flying
Intercept

Dragon Bite: Melee ;; Quick ;; 4 Dice ;; Counterstrike

Dragon Back-Fire: Ranged ;; Fire ;; 0-2 ;; Quick ;; 3 Dice ;; D12 7-9 Burn, 10+ Burn 2, Defrost

Dragon Back-Fire can only be used as a Counterstrike to a Ranged Attack. At the end of his activations, Dragon Guardian may place a Guard marker on himself if there is a Level 3 or lower Dragon in his Zone. When you or a Spawnpoint you control summons a Dragon that is 1 Level higher than Dragon Guardian, Dragon Guardian can be destroyed to reduce the mana cost by 4. You cannot destroy more than 1 Dragon creature to gain mana by its' own effect per round.

---

Dragon Hunter ;; Cost: 12 ;; Fire 3 ;; Creature ;; Subtype: Dragon, Hunter ;; Full ;; 0-0 ;; Target: Zone

Life: 10
Armor: 1
Flying
Fast

Dragon Bite: Melee ;; Quick ;; 4 Dice ;; Piercing +2

Dragon Fire: Ranged ;; Fire ;; 0-2 ;; Full ;; 2 Dice ;; D12 7-9 Burn, 10+ Burn 2, Defrost

When a minor creature is destroyed by Dragon Hunter, you gain 1 mana. When a major creature is destroyed by Dragon Hunter, you gain mana equal to it's Level. When you or a Spawnpoint you control summons a Dragon that is 1 Level higher than Dragon Hunter, Dragon Hunter can be destroyed to reduce the mana cost by 4. You cannot destroy more than 1 Dragon creature to gain mana by its' own effect per round.

---

Dragon Knight ;; Cost: 12 ;; Fire 2 + War 1 ;; Creature ;; Subtype: Dragon, Soldier ;; Full ;; 0-0 ;; Target: Zone

Life: 10
Armor: N/A
Resilient
Lumbering

Dragon Bite: Melee ;; Quick ;; 3 Dice ;; Counterstrike

Dragon Stone Breath: Ranged ;; Earth ;; 0-2 ;; Full ;; 3 Dice ;; D12 8-10 Slam, 11+ Stun

Creatures that are Dazed (as a result of Slam) or Stunned by Dragon Knight cannot recover from those conditions this turn. When you or a Spawnpoint you control summons a Dragon that is 1 Level higher than Dragon Knight, Dragon Knight can be destroyed to reduce the mana cost by 4. You cannot destroy more than 1 Dragon creature to gain mana by its' own effect per round.

---

Dragon Stalker ;; Cost: 12 ;; Fire 3 ;; Creature ;; Subtype: Dragon, Shadow ;; Full ;; 0-0 ;; Target: Zone

Life: 8
Armor: 1
Flying

Dragon Bite: Melee ;; Quick ;; 3 Dice ;; +2 vs Crippled

Dragon Smoke: Ranged ;; Zone ;; Dark ;; 0-2 ;; Full ;; 0 Dice ;; D12 5-7 Daze, 8-10 Slam + Stagger, 11+ Slam + Stagger 2

As a Quick Action, Dragon Stalker gains Invisible until the end of the next round or when he Attacks. If you damage an enemy while Invisible, roll the effect die. On 8+, they are Crippled. When you or a Spawnpoint you control summons a Dragon that is 1 Level higher than Dragon Stalker, Dragon Stalker can be destroyed to reduce the mana cost by 4. You cannot destroy more than 1 Dragon creature to gain mana by its' own effect per round.

---

Dragon Broodmother ;; Cost: 16 ;; Fire 4 ;; Creature ;; Subtype: Dragon, Mother ;; Full ;; 0-0 ;; Target: Zone

Legendary
Flying
Lumbering
Familiar
Life: 15
Armor: 3
Channeling 1

Dragon Bite: Melee ;; Quick ;; 5 Dice ;; Counterstrike

Dragon Fire: Ranged ;; Fire ;; 0-2 ;; Full ;; 3 Dice ;; D12 7-9 Burn, 10+ Burn 2, Defrost

Dragon Broodmother may only cast Level 1-2 Dragon creature or conjuration spells. When you or a Spawnpoint you control summons a Dragon that is a higher Level than Dragon Broodmother, Dragon Broodmother can be destroyed to reduce the mana cost by 4. You cannot destroy more than 1 Dragon creature to gain mana by its' own effect per round.

---

Grand Dragon  ;; Cost: 24 ;; Fire 8 ;; Creature ;; Subtype: Dragon, King ;; Full ;; 0-0 ;; Target: Zone

Dragon Rider only
Legendary
Psychic Immune
Flame Immune
Life: 20
Armor: 4
Flying

Grand Dragon Bite: Melee ;; Quick ;; 6 Dice ;; Piercing +3

Grand Dragon Claws: Melee ;; Full ;; 4 Dice ;; Doublestrike

Grand Dragon Fire: Ranged ;; Fire ;; 0-3 ;; Full ;; 4 Dice ;; D12 5-8 Burn, 9+ Burn 2, Defrost, Sweeping

Grand Dragon Call: Cost: 4 mana ;; Full ;; 1-2 ;; Teleport target Dragon to this Zone.

During each Upkeep Phase, each non-Dragon object in the same Zone as Grand Dragon gains 1 Burn, and Grand Dragon's controller gains 2 Burns.



Incantations!

Shed Dragon Scales ;; Cost: X ;; War 1 ;; Incantation ;; Subtype: Dragon, Command ;; Quick ;; 0-2 ;; Target: Dragon creature

Remove as many conditions as you wish from the target, paying the removal cost for each one. Then, you may destroy as many Enchantments on the target as you wish, paying the total mana cost (casting and reveal cost) for each one. You may then cast 1 Dragonscale equipment spell, and reduce the mana cost by half of X.

---

Ancient Dragon Magic: Truesight ;; Cost: 8+X2 ;; Fire 3 + War 1 ;; Incantation ;; Subype: Dragon ;; Full ;; 0-0 ;; Target: Mage

Dragon Rider only
Magecast
Epic

You gain 1 Burn, then you may look upto X face-down cards in the Arena, including enemy Planned cards. The cards are not activated at this time.

---

Ancient Dragon Magic: Flame of Rebirth ;; Cost: 16 ;; Fire 4 ;; Incantation ;; Subtype: Dragon, Healing ;; Full ;; 0-0 ;; Target: Zone

Dragon Rider only
Magecast
Epic

Fire ;; 4 Dice ;; d12 6+ Burn 2, Defrost

You gain 1 Burn. All objects in the zone are hit by the above fire attack. Dragons are healed instead of taking damage, and gain 1 Rebirth token if they would gain a Burn. If a non-Mage creature with a Rebirth token on it is destroyed, it is Summoned at the end of the turn in the same zone it was destroyed in. A Mage with a Rebirth token on it that would be defeated heals 10 dice instead. If it would still be defeated, it is defeated.

---

Ancient Dragon Magic: Eternal Flame ;; Cost: 7 ;; Fire: 3 ;; Attack ;; Subtyle: Dragon ;; Full ;; 0-0 ;; Target: Zone

Dragon Rider only
Magecast
Uncommon

Eternal Flame ;; Ranged ;; Zone ;; Fire ;; 3 Dice ;; d12 3-6 Burn, 7-9 Burn 2, 10+ Burn 3, Defrost

Dragons are Immune to this attack. When this spell would be discarded after it is cast, you may choose to cast it again as a Terrain card in the targeted Zone that deals it's Attack to any non-Dragon in that Zone during each Upkeep Phase, or choose a direction. If you choose a direction, cast the spell again 1 Zone farther in the chosen direction, and after it resolves, repeat the attack 1 Zone farther away. This continues until there are no farther Zones.



Enchantments!

Empathic Bond ;; Cost: 2/X ;; Mind 1 ;; Enchantment ;; Quick ;; 0-2 ;; Target: non-Mage Creature

During the Upkeep Phase, the Mage may transfer any amount of damage up to 3 between himself and the enchanted Creature. X = creature's Level.

22
Rules Discussion / Nullify and Mage Wand
« on: August 18, 2016, 11:31:02 PM »
So, I need someone to rule on this officially, but I shall also provide my interpretation.

[mwcard=MW1E29]Nullify[/mwcard]

[mwcard=MW1Q19]Mage Wand[/mwcard]


Nullify Counters. According to the Codex, Countered cards are sent to the discard pile..... Does a Bound card on a Wand that is Nullified also get discarded?

23
Spellbook Design and Construction / Ultimate Warlord?
« on: August 17, 2016, 01:52:33 AM »
[spellbook]
[spellbookheader]
[spellbookname]Ultimate Warlord[/spellbookname]
[mage]A Anvil Throne Warlord Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWPROMO4]4 x Ballista[/mwcard]
[mwcard=MW1J04]2 x Battle Forge[/mwcard]
[mwcard=FWJ01]1 x Akiro's Hammer[/mwcard]
[mwcard=FWW01]6 x Wall of Pikes[/mwcard]
[mwcard=MW1J08]1 x Hand of Bim-Shalla[/mwcard]
[mwcard=MWPROMO33]2 x Raincloud[/mwcard]
[spellclass]Creature[/spellclass]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E02]4 x Block[/mwcard]
[mwcard=MW1E34]2 x Reverse Attack[/mwcard]
[mwcard=MWSTX2FFE04]6 x Brace Yourself[/mwcard]
[mwcard=MW1E01]1 x Bear Strength[/mwcard]
[mwcard=MWA01E16]1 x Wolf Fury[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=MWA01E07]1 x Gator Toughness[/mwcard]
[mwcard=MWPROMO17]1 x Critical Strike[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q22]1 x Moonglow Amulet[/mwcard]
[mwcard=MWSTX2FFQ03]1 x Eisenach's Forge Hammer[/mwcard]
[mwcard=FWQ01]1 x Dancing Scimitar[/mwcard]
[mwcard=FWQ05]3 x Helm of Command[/mwcard]
[mwcard=MWPROMO15]1 x Morning Star[/mwcard]
[mwcard=MWPROMO21]1 x Vorpal Blade[/mwcard]
[mwcard=MWPROMO52]1 x Heart of Gravikor[/mwcard]
[mwcard=MW1Q11]1 x Gauntlets of Strength[/mwcard]
[mwcard=MWSTX2FFQ05]1 x Harshforge Plate[/mwcard]
[mwcard=MW1Q07]1 x Elemental Cloak[/mwcard]
[mwcard=MWSTX1CKQ04]1 x Reflex Boots[/mwcard]
[mwcard=DNQ07]1 x Veteran's Belt[/mwcard]
[mwcard=MWPROMO26]1 x Spiked Buckler[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=FWI10]2 x Whirling Strike[/mwcard]
[mwcard=MW1I02]2 x Battle Fury[/mwcard]
[mwcard=FWI11]2 x Dispel[/mwcard]
[mwcard=FWI16]2 x Dissolve[/mwcard]
[mwcard=FWI13]1 x Seeking Dispel[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

This deck is built with a very simple tactic in mind. Abuse the shit out of Helm of Command and Battle Fury. Oh, and maybe 4 Ballistas.

Opening is Battle Forge + Moonglow Amulet. From there, it's all about building up my buffs and waiting for the opponent to come. Early on, cast Block and make sure to end turns with at least 2 mana until I know how the enemy will attack, then decide if it's worth going for a Reverse Attack or sticking with Block for the early game as I build up my armor and damage. The primary focus is on the damage though. As soon as I hit max damage, or the enemy gets close to me, I use Helm of Command + Battle Fury, and my Dancing Scimitar to unload 16 dice worth of damage. If I have my Ballistas out, they then unload potentially 20 more dice worth of damage. If the theory works as I'm hoping, that should kill... pretty much anything. Focus is on damage over armor in case of rush attack. If the enemy isn't rushing me, or is spawning tons of enemies, then armor is focused to survive until I can land a fatal blow. At least in theory.

24
Spellbook Design and Construction / Terrifying Warlock
« on: August 16, 2016, 11:18:13 PM »
[spellbook]
[spellbookheader]
[spellbookname]Terrifying Warlock[/spellbookname]
[mage]A Warlock Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Early Game[/spellclass]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MW1J17]1 x Pentagram[/mwcard]
[mwcard=MW1Q22]1 x Moonglow Amulet[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[spellclass]Attack[/spellclass]
[spellclass]Conjuration[/spellclass]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX2FFC02]2 x Blood Demon[/mwcard]
[mwcard=MWSTX2FFC08]2 x Infernian Scourger[/mwcard]
[mwcard=MW1C01]1 x Adramelech, Lord of Fire[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE04]4 x Brace Yourself[/mwcard]
[mwcard=MW1E02]2 x Block[/mwcard]
[mwcard=MW1E07]1 x Cobra Reflexes[/mwcard]
[mwcard=MW1E14]1 x Enfeeble[/mwcard]
[mwcard=MWPROMO29]1 x Debilitate[/mwcard]
[mwcard=MW1E04]2 x Chains of Agony[/mwcard]
[mwcard=MW1E08]1 x Death Link[/mwcard]
[mwcard=MW1E09]1 x Agony[/mwcard]
[mwcard=MW1E19]1 x Ghoul Rot[/mwcard]
[mwcard=MW1E24]1 x Magebane[/mwcard]
[mwcard=MW1E25]1 x Maim Wings[/mwcard]
[mwcard=MW1E31]1 x Poisoned Blood[/mwcard]
[mwcard=DNE02]1 x Rise Again[/mwcard]
[mwcard=MWSTX2FFE03]1 x Arcane Corruption[/mwcard]
[mwcard=MWSTX2FFE07]2 x Rust[/mwcard]
[mwcard=FWE03]1 x Falcon Precision[/mwcard]
[mwcard=MWPROMO17]1 x Critical Strike[/mwcard]
[mwcard=MW1E01]1 x Bear Strength[/mwcard]
[mwcard=MW1E28]1 x Mongoose Agility[/mwcard]
[mwcard=MW1E05]1 x Cheetah Speed[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=FWQ01]1 x Dancing Scimitar[/mwcard]
[mwcard=MW1Q12]2 x Helm of Fear[/mwcard]
[mwcard=MW1Q05]1 x Demonhide Armor[/mwcard]
[mwcard=MWA01Q10]1 x Wychwood Ironvine[/mwcard]
[mwcard=MW1Q04]1 x Deflection Bracers[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MWSTX1CKQ04]1 x Reflex Boots[/mwcard]
[mwcard=DNQ01]1 x Cloak of Shadows[/mwcard]
[mwcard=MWPROMO26]1 x Spiked Buckler[/mwcard]
[mwcard=FWQ09]1 x Sectarus, Dark Rune Sword[/mwcard]
[mwcard=MW1Q28]1 x Ring of Curses[/mwcard]
[mwcard=MW1Q09]1 x Enchanter's Ring[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I11]2 x Explode[/mwcard]
[mwcard=MW1I08]1 x Drain Life[/mwcard]
[mwcard=FWI11]2 x Dispel[/mwcard]
[mwcard=FWI16]2 x Dissolve[/mwcard]
[mwcard=FWI13]2 x Seeking Dispel[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

I don't think the answer is yes, but if I cast a curse with the Ring of Curses on through the sword, does it get the discount? I'm pretty sure not, but I'd just like confirmation. Otherwise, what do you guys think of the deck? Recommendations? Good? Bad?

The main idea is to abuse the defenses to stay alive, while not letting up the attacks with the sword until they're dead.

25
Spellbook Design and Construction / Priest of Fire
« on: August 16, 2016, 06:07:53 PM »
[spellbook]
[spellbookheader]
[spellbookname]Priest of Fire[/spellbookname]
[mage]A Priest Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWPROMO37]6 x Sunfire Burst[/mwcard]
[mwcard=MW1A01]4 x Blinding Flash[/mwcard]
[mwcard=MW1A11]4 x Pillar of Light[/mwcard]
[mwcard=MW1A12]1 x Ring of Fire[/mwcard]
[mwcard=MW1A04]2 x Fireball[/mwcard]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MW1J08]1 x Hand of Bim-Shalla[/mwcard]
[mwcard=MW1J09]1 x Temple of the Dawnbreaker[/mwcard]
[mwcard=MW1J23]1 x Temple of Asyra[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MW1C39]1 x Valshalla, Lightning Angel[/mwcard]
[mwcard=MW1C19]1 x Gray Angel[/mwcard]
[mwcard=MWPROMO11]1 x Joseph Trublood, High Cleric[/mwcard]
[mwcard=MWSTX1CKC06]1 x Guardian Angel[/mwcard]
[mwcard=MW1C02]3 x Asyran Cleric[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE01]1 x Adramelech's Touch[/mwcard]
[mwcard=MWPROMO42]3 x Circle of Light[/mwcard]
[mwcard=MW1E12]1 x Divine Protection[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q29]1 x Staff of Asyra[/mwcard]
[mwcard=MWPROMO53]1 x Gloves of Skill[/mwcard]
[mwcard=MW1Q03]1 x Crown of Protection[/mwcard]
[mwcard=MW1Q27]1 x Dawnbreaker Ring[/mwcard]
[mwcard=MWPROMO7]1 x Elfric's Life Ring[/mwcard]
[mwcard=FWQ10]1 x Storm Drake Hide[/mwcard]
[mwcard=MW1Q23]1 x Regrowth Belt[/mwcard]
[mwcard=MW1Q07]1 x Elemental Cloak[/mwcard]
[mwcard=MWSTX1CKQ04]1 x Reflex Boots[/mwcard]
[mwcard=MWSTX1CKQ01]1 x Sunfire Amulet[/mwcard]
[mwcard=MW1Q19]1 x Mage Wand[/mwcard]
[mwcard=MWPROMO26]1 x Spiked Buckler[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWSTX2FFI01]2 x Combustion[/mwcard]
[mwcard=MWSTX2FFI05]2 x Ignite[/mwcard]
[mwcard=MW1I22]1 x Resurrection[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I14]1 x Heal[/mwcard]
[mwcard=MW1I17]1 x Minor Heal[/mwcard]
[mwcard=MWA01I04]3 x Mend[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Opening move is to drop my Battle Forge, and build up my Temples ASAP. Then, the goal is to drop Valshalla, and drop my Clerics and Gray Angel ASAP whenever I have excess mana, while spending most of my time casting Light Attacks and burning the living daylights out of the enemy, while the Clerics keep me and Valshalla alive. Circle of Light is also a high priority early on for the Daze and extra damage.  Dunno who will be the Holy Avenger, if I even bother spending the extra mana.

When needed, on my initiative only, I use a combination of Battle Forge - Mage Wand, Resurrection/Combustion/a heal, and something I can cast myself to replace the Mage Wand, thus getting the Mage Wand and it's Bound card back into my book immediately, and preventing Dissolve from destroying it.

EDIT: Changed the plans a bit, swapped around some cards to get Acid Ball.

26
Spells / Kajarah
« on: August 15, 2016, 04:02:07 PM »
So, this card... yeah, I can't help but look at it and think it could be better. Right now, would I ever use it? Probably not. Why take this when I can just use a bow? Or a weapon that fits or does better damage? My recommendation: Make it Shield or Weapon instead of just Weapon. As an "off-hand" weapon, along with a more standard weapon (perhaps the obviously companion Knife), it suddenly becomes an alternate attack option when things try to run away, while still letting you have a high-damage melee attack at the ready.

What do you guys think?

27
Custom Cards / Custom Mage: Forcecontroller - Forcemaster v2
« on: August 14, 2016, 11:12:28 PM »
Forcecontroller

Spellpoint Limit: 120
Life: 32
Armor: 0
Channeling: 10

Trained in the Mind school of Magic. Non-Mind Creature spells cost triple during spellbook construction.

Mind Reading: During the Deployment Phase, you may remove 2 Willpower Tokens from Forcecontroller to peek at 1 planned spell controlled by your opponent.

Will vs Will: You start the game with 1 Willpower Token. Once per round, during your Upkeep Phase, you gain a Willpower Token. You may spend mana equal to the Level +1 of a target non-Mage Creature within 2 Zones as a Quick Psychic spell to place 1 Willpower Token on that creature. That creature is Stunned, and it gains Melee +1. Creatures cannot gain more than Melee +2 from this effect. During each Upkeep Phase, each enemy non-Mage Creature with a Willpower Token on it must roll d12 against your roll of d12 (once each per creature). You gain a +2 bonus for each Willpower Token the creature has beyond the first on your d12 roll. If you roll higher, you gain control of that creature for that turn. Each Willpower Token on a non-Mage creature has Upkeep 1.

Force Push ;; Cost: 1 ;; Quick ;; 0-1 ;; Once per round, you may cast this quick Force spell. Target creature is Pushed 1 zone AWAY from you. Will not Push a creature through a wall with the Passage Attacks trait.

Psionic Mind Blast ;; Psychic ;; Ranged ;; 0-0 ;; Quick ;; 1 Dice ;; 1d12 9+ Daze, Ethereal, Critical Damage, Unavoidable



To explain my thoughts behind Will vs Will, as I'm sure I'll get the most questions about that, the idea is you're infusing your superior willpower into the creature, thus making it more determined to fight. BUT, since it is your will, you can also exert that will to fight the creature's will and gain control of it temporarily. Unlike Mind Control, the stun is only once, right when you blast it with your will (unless you blast it again of course). The more you strain your own will and focus, the more you can stretch your influence. Just don't overdo it, or you may run out of mana to spare for more!



Equipment!

Psionic Amplifier ;; Cost: 9 ;; Equipment ;; Weapon or Shield ;; Subtype: Psychic ;; Mind 4 ;; Quick ;; 0-2 ;; Target: Mage

Forcecontroller only

Psionic Bombardment ;; Psychic ;; Ranged ;; 0-0 ;; Full ;; 2 Dice ;; d12 +8 Daze, Ethereal, Critical Damage, Unavoidable

Each Upkeep Phase, you may pay 1 less upkeep for up to 2 different Mind spells you control. You may equip a second Psionic Amplifier in your other appropriate Slot (if this is a Weapon, you can equip the other in your Shield slot). If you have two Psionic Amplifiers equipped, Psionic Bombardment gains Sweeping OR Doublestrike and a +3 bonus on effect rolls, and the Range becomes 0-1.

---

Psychic Ring ;; Cost: 3 ;; Equipment ;; Ring ;; Subtype: Mana, Psychic ;; Mind 1 ;; Quick ;; 0-2 ;; Target: Mage

Forcecontroller only

Once per round, this Mage may pay 1 less mana when he casts or reveals a psychic spell. Enchantments only receive this discount when they are revealed.



Enchantments

Psychic Stealth ;; Cost: 2/10 ;; Enchantment ;; Subtype: Psychic ;; Mind 3 ;; Quick ;; 0-2 ;; Target: Mind Creature

Forcecontroller only
Upkeep 2

Creatures in the same zone as you or within 1 zone of you cannot target you.



Attacks!

Mind Bullet ;; Cost: 10 ;; Attack ;; Subtype: Psychic ;; Mind 2 ;; Ranged ;; Full ;; 0-2 ;; Target: Creature or Conjuration

Mind Bullet ;; Ranged ;; Psychic ;; 2 Dice ;; d12 5-7 Daze, 8-9 Slam, 10+ Stun, Ethereal, Unavoidable, Critical Damage

Forcecontroller only
Cantrip

---

Rupture ;; Cost: 8 ;; Attack ;; Subtype: Force ;; Mind 2 ;; Ranged ;; Full ;; 0-3 ;; Target: Creature

Rupture ;; Ranged ;; 4 Dice ;; d12 6-7 Daze, 8+ Daze + Bleed

If this Attack targets an enemy in the same Zone, it gains Critical Damage. If the enemy is 2 or more Zones away, this Attack cannot inflict Bleed.



Incantations!

Memory Wipe ;; Cost: 12 ;; Mind 4 ;; Incantation ;; Subtype: Psychic ;; Full ;; 0-0 ;; Target: Enemy Mage

Mind Mage Only
Magecast

Declare 1 Card Type (Attack, Conjuration, Creature, Enchantment, Equipment, or Incantation) and 1 Level. Your enemy must choose 1 card with both that Type and Level and discard it. If they cannot, nothing happens.



Conjurations!

Id Barrier ;; Cost: 2X ;; Mind 1 ;; Conjuration - Wall ;; Subtype: Psychic ;; Quick ;; 0-1 ;; Blocks Vision ;; Passage Attacks ;; Target: Zone Border

Forcecontroller only
Extendable

Fear Barrier ;; X dice ;; Melee ;; 0-0 ;; d12 10-14 Fear, +15 Fear 2

You may spend Willpower Tokens when you cast this Spell as 2 mana each. The attack gains a +X bonus on effect rolls.

((Fear: This is a Psychic condition. You gain Elusive, cannot attack, and must spend your actions Moving until have a minimum of 1 zone per Fear condition between you and any enemy creatures, or until you have no LoS to an enemy. Remove 1 Fear condition after Acting. Cost to remove is 4. If you are beyond the minimum required range for Fear (or have no LoS to an enemy), it has no effect.))

28
Mages / Beastmaster and Johktari Beastmaster
« on: August 13, 2016, 02:10:49 PM »



Two very similar but very different mages. Should be old news to most of you by now. But as I've tried to build decks using each of them, I've come to a realization. These two mages have their skills mixed up!

Now, a few of you are probably going to disagree with me, and just say "just build them right" or something. And that's fine. But I've got pretty good instincts, and those instincts built two decks, one for each, that shows just how much better these two could have been. Here's how I would have mixed their skills. I'll explain why afterward.

Beastmaster
  • Pet
  • Sprinting
  • Battle Skill

Johktari
  • Quick Summoning
  • Wounded Prey
  • Archery Skill

Now you're probably going, "why?", and to that I have a few simple things to point out. Fast can't help an archer. Yes, being able to take 2 moves and an action is amazing. But not when to shoot a bow you need to spend a Full action. "But wait, why not use Kajarah so you can still attack?" Because it's got a range of 0-1. If you're an ARCHER (and it's clearly called Archery Skill, AND she has a bow in her picture, or at least arrows), you want to be further away than that. Every bow in the game is 1-2, but takes a full action to use. This is directly counter to the abilities of the Mage though, making Fast semi-useless.

These new versions of the Beastmasters have the ability to take full advantage of their skills. A melee attacker can get in, hit hard, and disengage if needed thanks to Fast + Mongoose. Pet allows you to have a partner to also hit hard, bringing in a big creature to deal with the enemy while you pull back, heal, then re-engage.

The new Johktari, on the other hand, can constantly spam little creatures on it's quick cast while shooting at the enemy with it's bow. The Wounded Prey ability allows it to maximize the power of those little creatures, turning each one into a much bigger threat, and allowing you to deal with enemy creatures easier.

I honestly feel this creates a better symmetry between their skills and creates more solid mages than they are now. Let me know what you think!

EDIT: The Health would be swapped between them too, as obviously the melee fighter needs the Health more than the archer.

EDIT2: As pointed out in the post right below this, simply swapping Sprinting and Quick Summon does the same thing, rather than swapping 4 skills around XD Fixed this in the main post, and tweaked things to fit the change.

29
Custom Cards / Mage: Geomancer
« on: August 11, 2016, 11:11:03 PM »
Since I keep updating this, and it's easier to update when it's on my Google Drive, I'm going to just link straight to the document I've been working on rather than posting a copy here that I may forget to update.

https://docs.google.com/document/d/15VNrz21iHK-YYDrny20hhxnP57vjehV39dL2ua-IBPg/edit?usp=sharing

Comments are enabled, so feel free to leave comments here or there, either is fine. if the mods have a problem with this, I will of course paste the card here instead, just need to tell me.

30
Rules Discussion / Double Strike + Battle Fury
« on: August 09, 2016, 06:08:12 PM »
Okay, so this is a pretty simple question with 2 parts.

1) if Sir Corazin, Blademaster attacks with Doublestrike/Sweeping (either one), and is then hit wit Battle Fury, would he be able to do it again?

2) If he can't do the full effect again, or even if he can, could he choose to use the OTHER option for the new attack? Like say he Doublestrikes, then Battle Fury to Sweep against 2 different targets? Or Sweep against the same target and 1 other?

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