So Origins 2013 is over. At least 2/3 of the Tournament of Champions builds ran large numbers of Hands of Bimshalla plus Temple of Light, and the undefeated winning build (Steve Walters priestess) used 6x Hand and 3x Temple.
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So here's what is interesting about a Temple Build. The Hand of Bimshalla is only mildly overpowered by itself. The temple of light is worthless without Hands (you'll never get enough Dawnbreakers to buff it). However, the combo of Hand plus ToL proved to be absolutely over the top overpowered.
I am of the opinion that Mage Wars needs more strong combos, not less. However, Hand+ToL is not the right model to base them on, for the following reasons:
- Hand and Temple are both quick spells. You can have 3 hands + ToL and roll a 4 dice ranged attack on Round 2. This is far too fast of a combo, compared to how long it takes to get creatures or equipment out.
- Hand and Temple do not reward an opponent for trying to interrupt the combo. At 5 mana and level 1, it is easy to replace destroyed Hands. Temple is even worse. If your Temple attacks, then dies, recasting ToL lets you get a 2nd temple attack off on the same round! Ironically, killing the temple actually INCREASES its damage output.
However, I am all for combo cards being stronger. They just need limitations. Any combination of the following will work:
1) requires time (every-upkeep-phase effects)
2) requires map control (must control X outposts, Y zone exclusives, etc)
3) requires specific creatures (all soldiers gain X. Requires an Angel, a Knight, and 2 Clerics)
4) requires another card type (effect multiplied by number of temples, of walls, of mana Conjurations, etc.)
5) requires specific "combo points"
Some hypothetical examples:
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(1, 3) Mithril forge - generates Blade tokens each round and after X tokens gives a +Piercing or + melee bonus to Soldiers.
(2,3,4) Temple of Protection - Any time an attack is declared against a friendly creature within 0-2 range and LoS, you may pay 2 mana to use Temple of Protection as a defense. (d12+X) 10+, where X = number of Clerics you control.
(1,2,3) Idol of Desecration - Every upkeep phase, gain a Desecration token for every zone that contains a Demon creature you control. When a friendly Demon creature enters play, you may spend 9 Desecration tokens to teleport him into a zone with any other Demon creature you control, and activate his action marker.
(1,5) Hive - Generates an Insect token every round.
Thousand Stings - Attack spell. You must pay 2 Insect tokens as part of the casting cost. High damage zone Poison attack.
Insect Swarm - Enchantment. You must pay 3 Insect tokens as part of the reveal cost. Inflicts Poison damage every round. When target creature is destroyed, you may immediately cast and reveal Insect Swarm for no cost on any other creature in the same zone.
Hive Queen - Creature. Unique. You must pay 6 Insect tokens as part of the casting cost, but this creature does not cost mana. Generates Insect tokens every round.
(1,4) Quickened Mind - Enchant. During the Upkeep phase, gain a Thought token for each Psychic card you control. Gain a Thought token every time you cast a Psychic incantation. Maximum 6 Thought tokens. Immediately after any of your action phases, you may spend 6 Thought tokens to reset your Quick Cast marker.
(3,4) Entrench - Incantation. Until the end of the round, all your Soldier creatures gain Aegis X while Guarding, where X = the number of Walls you control.
(3,4) Malediction - Incantation, targets enemy creature. Performs an X dice Poison zone attack centered around target creature, where X is the total number of revealed Curse enchantments on the creature.
(2,4) Rain Cloud - Conjuration, Cloud, all Corporeal objects in this zone, or corporeal Walls bordering this zone, gain Flame -2 and Acid -2
Thunder Cloud - Conjuration, Cloud. Every upkeep performs a 2 dice Lightning zone attack with Flying +1
Smoke Cloud - Conjuration, Cloud. Blocks Line of Sight to or from all objects within this zone. Does not affect walls bordering this zone.
Hurricane - Unique Conjuration, Cloud. Every upkeep phase, pay 3 upkeep to perform an X dice Wind zone attack (-3 vs Clouds) against every zone containing a friendly Cloud, where X = total number of Clouds you control.