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Topics - Milevan_Faent

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31
Spellbook Design and Construction / My Unorthodox Decks Thread
« on: August 07, 2016, 05:54:15 PM »
Hi all! So, it was pointed out to me that I have a habit of making VERY unorthodox decks. They asked if I would post them up here to share with the community and to get feedback. So I said, sure, why not. Here are the results of my boredom, where I go through OCTGN, pick random trait X, and try to build an entire deck around that one thing. This could be something as simple as "walls" or "traps", or something as weird and complex as my "Flexible Creatures" deck turned out to be. Each deck will get it's own post, and I'll modify this post with links to them if this thread gets big enough. So, with that said, lets start with a few of them for now.

32
Custom Cards / Storm Spirit
« on: August 06, 2016, 07:47:12 PM »
Storm Spirit

Spell Point Limit: 120
Health: 32
Armor: 0
Channeling: 9

Creature: Nature Spirit

Training: Trained in any Hydro, Wind, Lightning, Weather, or non-Poison Cloud sub-type cards, and level 2 Enchantments and Plants in Nature.

Abilities:

One With Nature: Pay X mana and bind 1 Spell that Storm Spirit is trained in to her as a Full Action. It gains Dissipate X/2, and she gains all Traits and Attacks that Spell has until it is destroyed. X is the total cost of the Spell. Spells bound by this effect are treated as Enchantments.

((To clarify something, as I wasn't sure on the wording, "non-Poison Cloud" means Cloud sub-types, but the ones with Poison don't count. Just felt like I should clarify that. And yes, Dissipate X/2 means half of X, rounded to the nearest whole number.))

The Perfect Storm: Storm Spirit starts with 5 Storm Counters on her. When she plays an Attack or Incantation Spell that she is Trained in, she can pay Mana equal to it's Level +2 and place a Storm Counter on it. That Spell is attached to a target non-Plant Conjuration you are Trained in within 2 Zones instead of playing it's effect, and that Conjuration becomes a Creature as well, and can Act using any Attacks or Incantations attached to it (it may not act this turn). Each Storm Counter counts as a Growth Counter on the attached Conjuration. Storm Counters return to the Storm Spirit when the card they are on is destroyed and can be used again.

Basic Melee Attack ;; Quick ;; Melee ;; 0-0 ;; 3 damage

---------

Here is a list of every card this Mage is trained in. Note that it is NOT a complete spellbook, nor is it meant to be one.

Quote
A Mage Wars Spellbook, built using the OCTGN SBB 8/8/2016 11:33 AM

Spellbook points: 156 used of 156 allowed

Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost


---  Hydro  ---
1 - Surging Wave - 1 - 2 - 2
1 - Geyser - 1 - 2 - 2

---  Wind ---
1 - Windstorm - 1 - 2 - 2
1 - Sandstorm - 2 - 4 - 4
1 - Jet Stream - 1 - 2 - 2
1 - Whirling Spirit - 4 - 8 - 8

---  Lightning ---
1 - Arc Lightning - 1 - 2 - 2
1 - Shock - 1 - 2 - 2
1 - Forked Lightning - 2 - 4 - 4
1 - Lightning Jolt - 1 - 2 - 2
1 - Piercing Thunderstrike - 2 - 4 - 4
1 - Lightning Raptor - 2 - 4 - 4
1 - Chain Lightning - 3 - 6 - 6
1 - Electrify - 2 - 4 - 4
1 - Lightning Bolt - 2 - 4 - 4
1 - Thunderbolt - 3 - 6 - 6
1 - Circle of Lightning - 2 - 4 - 4

---  Weather  ---
1 - Raincloud - 1 - 4 - 4
1 - Renewing Rain - 1 - 4 - 4

---  Cloud  ---
1 - Fog Bank - 1 - 2 - 2
1 - Rolling Fog - 2 - 4 - 4

--- Nature levels 1 and 2 of Plants and Enchantments ---
1 - Tangleroot - 1 - 2 - 2
1 - Mana Flower - 1 - 2 - 2
1 - Tanglevine - 1 - 2 - 2
1 - Wall of Thorns - 1 - 2 - 2
1 - Tanglevine - 1 - 2 - 2
1 - Bloodspine Wall - 1 - 2 - 2
1 - Mohktari, Great Tree of Life - 2 - 4 - 4
1 - Corrosive Orchid - 2 - 4 - 4
1 - Etherian Lifetree - 2 - 4 - 4
1 - Stranglevine - 2 - 4 - 4
1 - Vine Snapper - 2 - 4 - 4
1 - Thornlasher - 2 - 4 - 4
1 - Falcon Precision - 1 - 2 - 2
1 - Bear Strength - 1 - 2 - 2
1 - Lion Savagery - 1 - 2 - 2
1 - Rhino Hide - 1 - 2 - 2
1 - Badger Frenzy - 1 - 2 - 2
1 - Gator Toughness - 1 - 2 - 2
1 - Iguana Regrowth - 1 - 2 - 2
1 - Panther Stealth - 1 - 2 - 2
1 - Wolf Fury - 1 - 2 - 2
1 - Bear Strength - 1 - 2 - 2
1 - Bull Endurance - 1 - 2 - 2
1 - Cheetah Speed - 1 - 2 - 2
1 - Hawkeye - 1 - 2 - 2
1 - Mongoose Agility - 1 - 2 - 2
1 - Regrowth - 1 - 2 - 2
1 - Rhino Hide - 1 - 2 - 2
1 - Lion Savagery - 1 - 2 - 2
1 - Cobra Reflexes - 2 - 4 - 4
1 - Eagle Wings - 2 - 4 - 4

That all said, here's some of the original cards that might be in the set.

--------

Tornado ;; Cost: 2/3X ;; Air 4 ;; Wind ;; Enchantment ;; Full ;; 0-3 ;; Target: Zone
Storm Spirit only, Epic, Dissipate X

Whirling Wind ;; Ranged ;;  Zone Attack ;; [Wind];; Dice=X+1 ;; d12 1-4 Stuck, 5-8 Stuck + Dazed, 9+ Stunned + Pushed 2 in a random direction, Unavoidable, +2 vs Flying

Tornado gets X Category Counters when it is revealed. During the Upkeep Phase, each Creature in the Arena within a number of Zones equal to the Category Counters on Tornado is Pushed 1 Zone closer to Tornado. Tornado makes it's Attack at the end of each Upkeep Phase.

Alternatively, this could be tweaked so the zone range is instead a flat 2 zones away, and it can move like the rain cloud, 1 zone per turn for 1 mana.

33
Custom Cards / Mage Concept - Trueborn
« on: July 10, 2016, 05:18:16 AM »
Trueborn

Spell Point Limit: 120
Health: 30
Armor: 0
Channeling: 0 (wait, don’t stop reading yet! Just keep going, it’ll make sense in a sec!)

Creature: Human

Training: Trained in Level 1 of all schools. Level 3 or higher Spells cost triple during spellbook construction.

Abilities

Mana Collecting: Trueborn cannot Channel Mana. Spend a Quick Action to gather Mana from the surrounding area, gaining 6 Mana + 1 per object with Mana within 1 Zone. If you would gain Channeling, instead increase the amount of Mana gained by that amount. ((before you freak out, note: you can spend 2 Quick Actions a turn))

Mana Siphon: Full ;; Ranged ;; 1-2 ;; Arcane ;; X damage ;; Mana Transfer Y
X is 2 if you have used your Quick Cast Action this turn, or 4 if you have not. Y is equal to the damage you deal. If you use this attack, you cannot use Quick Cast for the rest of this turn.

Basic Melee Attack ;; Quick ;; Melee ;; 0-0 ;; 3 damage

----------

Concept: A Trueborn is a mage born with a natural instinct for understanding and manipulating Magic. They do NOT however have any talent at learning it the traditional way. As such, Trueborn are often masters of none, specializing in no particular school, but able to use a bit of everything instinctively with little to no formal training. While they will never have the raw power of a traditional mage, they bring a unique level of flexibility unheard of in any other mage.

As a playstyle, it’s a bit of a mixed bag. While the character favors mana suppression (draining away the enemy’s mana), they are perfectly capable of playing a variety of different strategies that use their Mana manipulation as a fuel instead of a focus.

Examples of Trueborn only spells:

Mana Absorption ;; Cost: 0 ;; Arcane 1 ;; Incantation ;; Quick ;; 0-0 ;; Target: Non-mage creature, enchantment, or conjuration
Destroy target object, then gain Mana equal to half of its cost. At the end of this round, you take damage equal to the amount of Mana you have.

Mana Blast ;; Cost: X ;; Mind 1 ;; Attack ;; Full ;; 0-Z ;; Target: Creature or Conjuration
Ranged ;; Y Damage ;; d12 - (12-Y)+ Slam, Ethereal
Epic - Cantrip
If you have any Mana left after casting this spell, it loses Cantrip. X = any number from 1 to 12 of your choice. Y = half of X. Z = half of Y. ((So if X = 12, you pay 12 mana, you deal 6 dice worth of damage, a 6 or higher will Slam, and you can hit anything up to 3 zones away. Of course, if you didn’t wait until you could drain all of your mana, you also just lost the card too.)

Imbued Crystal ;; Cost: 4+X ;; Dark 1 ;; Equipment ;; Amulet ;; Quick ;; 0-2 ;; Target: Mage
Epic
Bind 1 Spell to this card and reveal it. All of your Spells that you cast become the School of the Spell, any Damage you deal (aside from with your Basic Melee Attack) gain any Damage Type from that Spell, and any d12 effects are applied to all of your Attacks and damage-dealing Incantations. X equal the cost of the Spell.

34
Spellbook Design and Construction / Warlord deck - Army of Outposts
« on: July 09, 2016, 11:55:51 AM »
So, I have been trying to thin this deck down to the point it's within the limits, but haven't made much progress yet, so I'm posting here in the hopes of getting some help.

The goal here is to simply get a bunch of mana and throw out my creatures as fast as I can. My starters are Barracks + Goblin Builder, and from that point my goal is to get my mana-generating buildings and characters out as fast as I can, before I start dropping my bigger creatures, with the ultimate goal being to drop Talos ftw. Any help in improving this deck is appreciated!

A Mage Wars Spellbook, built using the OCTGN SBB 7/9/2016 9:50 AM

Spellbook points: 139 used of 139 allowed

Key: Quantity - Spell Name - Spell Level - Spellbook Cost - Total Spellbook Cost

Warlord

---  Conjuration  ---
2 - Archer's Watchtower - 1 - 1 - 2
1 - Deathlock - 2 - 4 - 4
1 - Barracks - 3 - 3 - 3
2 - Garrison Post - 1 - 1 - 2
1 - Armory - 3 - 3 - 3
1 - Construction Yard - 2 - 2 - 2
4 - Hidden Tunnels - 2 - 2 - 8
1 - Altar of Domination - 2 - 2 - 2
1 - Altar of Carnage - 2 - 2 - 2

---  Creature  ---
1 - Gerard Matranga - 2 - 4 - 4
4 - Goblin Builder - 1 - 1 - 4
1 - Gurmash, Orc Sergeant - 3 - 3 - 3
4 - Goblin Grunt - 1 - 1 - 4
1 - Grimson Deadeye, Sniper - 4 - 4 - 4
1 - Ludwig Boltstorm - 3 - 3 - 3
1 - Sir Corazin, Blademaster - 4 - 4 - 4
1 - Thorg, Chief Bodyguard - 4 - 4 - 4
2 - Dwarf Panzergarde - 3 - 3 - 6
1 - Talos - 7 - 0 - 0
1 - Bloodcrag Minotaur - 4 - 4 - 4
1 - Dwarf Kriegshammer - 3 - 3 - 3
1 - Temple High Guard - 3 - 6 - 6
1 - Slaknir, Goblin Chieftain - 3 - 3 - 3
1 - Brogan Bloodstone - 4 - 8 - 8
1 - Anvil Throne Crossbowman - 3 - 3 - 3
4 - Goblin Alchemist - 2 - 2 - 8
1 - Otto Kronig, Master Engineer - 3 - 3 - 3

---  Enchantment  ---
1 - Standard Bearer - 2 - 2 - 2

---  Equipment  ---
1 - General's Signet Ring - 1 - 1 - 1
1 - Horn of Gothos - 2 - 2 - 2

---  Incantation  ---
4 - Flank Attack - 1 - 1 - 4
4 - Battle Fury - 1 - 1 - 4
1 - Akiro's Battle Cry - 4 - 4 - 4
1 - Conquer - 4 - 4 - 4
2 - Whirling Strike - 2 - 2 - 4
4 - Charge - 1 - 1 - 4
2 - Perfect Strike - 1 - 1 - 2
4 - Defend - 1 - 1 - 4
2 - Sniper Shot - 1 - 1 - 2

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