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Author Topic: Monstrous Lurker  (Read 37112 times)

JasonBourneZombie

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Monstrous Lurker
« on: June 09, 2015, 08:40:18 PM »
13 Mana      Monstrous Lurker        Undead, Zombie
Range 0-0,    Full action     Level 4 Dark

/ Armor     9 Health
Legendary, Psychic Immune, Nonliving, Resilient, Lumbering, Bloodthirsty 1

Latch On: Quick action, 4 Dice melee attack, d5+ Stuck.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #1 on: June 09, 2015, 09:00:31 PM »
Also like the idea of:

10 mana      Temple of Affliction       Temple, Artifact
Range 0-1      Quick cast       Level 3 Dark

2 armor       8 life
Epic, Dark Mage Only, Zone Exclusive
Each creature gains Tough+X, where X is equal to the number of Burn and/or Poison conditions attached to it.


Just the idea that sick creatures get sicker more easily and things on fire tend to have the fire spread. Somewhat realistic application.
« Last Edit: June 09, 2015, 09:38:11 PM by JasonBourneZombie »
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #2 on: June 10, 2015, 01:13:09 PM »
2 mana 4 reveal.      Proven Zeal.      Enchantment
Range 0-2.       Target Holy Creature      Quick cast.      Level 2 Holy
Unique. Holy Mage only.
Enchanted creature is immune to Psychic abilities and effects.
« Last Edit: June 10, 2015, 01:15:27 PM by JasonBourneZombie »
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #3 on: June 10, 2015, 01:30:32 PM »
5 mana.      Prepare for Battle.      Incantation.command
Range 0-1.      Target soldier.      Quick cast.      Level 1 war.
Target creature receives +2 melee dice on counter strikes and -2 toughness this turn.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #4 on: June 10, 2015, 03:07:45 PM »
12 mana.      Chameleon Dragon.      Creature. Reptile.
Range 0-0.      Full cast.      Level 3 nature.

1 armor. 9 life.

Sudden Bite: quick action, melee attack, 4 dice, 1 piercing.

Ranged attacks against Chameleon dragon have ranged -X, where X is the distance between it and the source of the attack.
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Laddinfance

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Re: Monstrous Lurker
« Reply #5 on: June 10, 2015, 05:19:53 PM »
12 mana.      Chameleon Dragon.      Creature. Reptile.
Range 0-0.      Full cast.      Level 3 nature.

1 armor. 9 life.

Sudden Bite: quick action, melee attack, 4 dice, 1 piercing.

Ranged attacks against Chameleon dragon have ranged -X, where X is the distance between it and the source of the attack.

This "chameleon" ability is pretty interesting.

JasonBourneZombie

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Re: Monstrous Lurker
« Reply #6 on: June 10, 2015, 05:59:47 PM »
Ah, thanks. I was just throwing ideas out there, and I thought the beastmaster needed another reptile. Komodo dragons and velociraptors were already done, so I thought a chameleon would be good.

Didn't have the heart to give it obscured or invisible, so I settled on this.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #7 on: June 10, 2015, 07:16:41 PM »
7 mana       Steam Burst.      Attack spell.
Range 0-1.        Target living creature.      Quick cast.      Level 1 Fire & Level 1 Water.
3 dice ranged attack. Unavoidable. Critical.
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silverclawgrizzly

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Re: Monstrous Lurker
« Reply #8 on: June 12, 2015, 09:30:11 PM »
I also find the chameleon idea very interesting honestly. This definitely needs some consideration.
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echephron

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Re: Monstrous Lurker
« Reply #9 on: June 12, 2015, 11:12:07 PM »
I like Temple of Affliction based around poison conditions. I'd love some tough+x to get out there if it can work right.
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #10 on: June 13, 2015, 10:20:11 AM »
Trying my best to make interesting, useful, and balanced card ideas. Some obviously would need tweaking.



5 mana.      Cloak of Thorns.      Equipment.
Range 0-2.      Target Mage.      Quick cast.      Level 1 nature.

Nature Mage only.   
Damage barrier. 1 die. Unavoidable. D8+ bleed.
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Boocheck

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Re: Monstrous Lurker
« Reply #11 on: June 13, 2015, 03:09:10 PM »
I also like Chameleon :) his ability seems nice. It is nothing game changing or game breaking but it can still be really nice in certain scenarios :)
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #12 on: June 13, 2015, 03:59:44 PM »
Certainly helps the range game for some of the schools. Nature is especially lacking in that area in my opinion. Healthier and faster creatures help, but outright mitigation would help too.
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Boocheck

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Re: Monstrous Lurker
« Reply #13 on: June 13, 2015, 04:28:59 PM »
I would not say that is is lacking. Each school should have an area or a field in which they are weak or its their weakness.

Take a war school for example. There are great ammount of creatures and spells which are focused or improve ranged attacks but there is no flying in this school (dont worry AW, my work on Goblin Catapult is nearly finished).

Fact that Nature is "only" able to shoot in 0-1 range is not their weakness but a signature of this school :) Also, if you combine all movement restriction cards from druid expansion, one have to fully understand, why is she penalized for using war school. All those "cheap" ranged units combined with Strangelvine, Tangelvine, Stuck effects, hinder from vine tokens...

I am really curious, what other stuff you bring in future :)
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JasonBourneZombie

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Re: Monstrous Lurker
« Reply #14 on: June 13, 2015, 06:59:29 PM »
I didn't mean to imply that Nature needed to have ranged attacks so much as an inborn talent for dealing with them.  The dark school has very little in attack spells, the closest being short range incantations that do direct damage, and their "ranged game" is enhanced by the cloak of shadows. Most opponents trying to hit you with a spell are in range.

The Tegu gets soldier level armor, the raptor gets an actual ranged attack, and an ability similar to this could be another work around. I'm suggesting that slower, less robust animals have a means to absorb some of the ranged damage coming their way, even if nature mages never see much in the way of having their own ranged attacks.

Other card/board games have a similar quality as well. MTG has green 'reach' to deal with the fact that, as a color, green isn't supposed to have its own flyers. In Heroclix, the fast characters that move and attack in one action usually have low range as a penalty. I like that Mage Wars is setting a tone for each of the schools.
« Last Edit: June 13, 2015, 07:07:38 PM by JasonBourneZombie »
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