RedRook | 2014-04-22 23:39:43 |
Hello all, RedRook here! Here's a quick & dirty class called the Cavalier - it's all aggression & big, offensive creatures. I have tried the 2-9 cost scheme to give it a more unique aspect than just a class of big fighters. Please leave your comments, suggestions, & questions below. Thanks! I have just recently finished reading "The King's Peace" by Jo Walton - a pretty good book. It is loosely based on the Arthurian Legend, similar to "The Mists of Avalon". If you like books like this I would recommend this. The book revolves around Sulien ap Gwien & her experiences as an armiger of King Urdo. She serves as a sort of Knight-Errant in what is called an "Ala" or a fighting force similar to a Calvary unit - a militant group of well-trained horseback warriors. Anyway, that is where I drew inspiration for this class - the Cavalier. & what better creature to be a Cavalier than a Centaur?... Cavalier Class: Centaur Swordsman Cost: 2 Attack: 4 Life: 19; Centaur Swordsman receives +1 attack while blocked by a creature. Centaur Pikeman Cost: 3 Attack: 5 Life: 22; When Centaur Pikeman kills an opposing creature Centaur Pikeman attacks again immediately. Arcane Lance Cost: 4 Spell; Deals 10 damage to all blocked opponent creatures. Battle Trumpets Cost: 5 Spell; In the turn this spell is cast increase by 1 the attack of all caster's creatures & all caster's creatures perform an additional attack. Centaur Scout Cost: 6 Attack: 6 Life: 31; Centaur Scout attacks in the same turn it is summoned. Centaur Signifer Cost: 7 Attack: 8 Life: 37; In the turn Centaur Signifer is summoned all caster's creatures receive a +2 to their attacks. Centaur Archers Cost: 8 Attack: 3 Life: 35; Centaur Archers attack deals damage to the opponent & all the opponent's creatures; each time Centaur Archers kill an opponent's creatures Centaur Archers deal 3 damage to the opponent. Centaur Armiger Cost: 9 Attack: 9 Life: 49; When summoned Centaur Armiger puts a Guardsman* into its neighbouring slots. *Guardsman Cost: 3 Attack: 4 Life: 14; When Guardsman dies it increases its owner's Battle power by 1. --- My greatest concern for this class is that is it too boring. Most of the cards are just simple bulky creatures with unexciting effects. I hope as a class it is cool & interesting, but on a card-by-card evaluation things seem pretty boring. Would this class be fun? I am also not very pleased with the Cost 9 card in this set - with an opportunity to make a special 9 card (cost 9!) it needs to be epic... I think this card fall short of epic. I would appreciate any suggestions here. Please let me know your thoughts on the class. I appreciate your time & advice. Thank you. A few Centaur pics: Modified by RedRook on 2014-04-22 23:42:49
Pikeman + Battle Trumptes Pikeman attack twice kill opposing creature, then attack immediately again. COOL kinda like this combination haha
cost 7 is kinda OP, all caster's creatures, mean including itself, 10/37... even without itself, the +2 attack are kinda scary if is permanent effect. cost 9 maybe can be : When Centaur Armiger is summoned, owner receive a special mana for each other creatures, 9 creatures on board, summon this, gain 9 mana, summon this again SPAMMMM LOL joke, maybe receive just for each other owner's or opponent's creatures. hmmmm RedRook | 2014-05-02 15:01:07 |
Pikeman + Battle TrumptesPikeman attack twice kill opposing creature, then attack immediately again. COOL kinda like this combination haha
cost 7 is kinda OP, all caster's creatures, mean including itself, 10/37... even without itself, the +2 attack are kinda scary if is permanent effect. cost 9 maybe can be : When Centaur Armiger is summoned, owner receive a special mana for each other creatures, 9 creatures on board, summon this, gain 9 mana, summon this again SPAMMMM LOL joke, maybe receive just for each other owner's or opponent's creatures. hmmmm Thank you for your interest in this class! Pikeman + BT is a really cool combo, I'm glad you caught that & like it! It's also a pretty combo with Archers & Swordsmen. Though looking at Battle Trumpets now, it might be a little underpowered - comparing it with Ritual of Glory. The attack boost on 7 is not permanent, it is only applied in the turn Centaur Signifer is summoned - you summon it & in that turn your other creatures get a +2 to their attacks, then the boost goes away. So it's not permanent. This is kind of a clone of Bear Totem in my Spirit Shaman class if you have seen it. That is a nice idea for 9 - the mana boosting. But I'm not sure it fits the theme - even though there is still mana boosting going on now with it. I will keep it in mind when I draft a new version. Thank you. sfault | 2014-05-04 13:11:01 |
Hi, here are some comments:
Centaur Swordsman - Compared to scorpion this is clearly weaker. Centaur Pikeman - Nice idea. The card just begs to be combined with Orc Chieftain :) Arcane Lance - Hmm... This might be bit weak compared to chain lightning, hellfire and wall of fire but I'm not totally sure. It's rather cheap but only limited to affect blockers might make it practically quite useless. Battle Trumpets - Really nice idea. It's hard to say how well balanced it is. Played on the right time this can really change the game situation a lot but building such a situation needs work. In a poor situation the card is not that strong so I think it is OK. (btw. I always considered ritual of glory rather OP) Centaur Scout - Compared to keeper of death this is really weak. The stats could be stronger but I would rather see some other, more interesting, speciality. Centaur Signifer - Quite nice idea but for such cost it is rather weak. Compare it to minotaur commander. The attack bonus should be higher. Centaur Archers - This is actually quite interesting. At first I thought it's weak compared to hydra but then I started thinking. Sweeping of little creatures would deal a lot of damage to opponent also. (As a side note, why plural?) Centaur Armiger - This is quite nice. Even if the brute in the middle gets tornadoed there still will be some units and after all the player will get 2 power back.
All and all yes, it's bit boring but there still are several elements of tactics. I see this class style as making own creatures unblocked and then going for the opponent. This class really begs for some sort of leader creature that gives attack bonus to the units (maybe the scout?). Also, in general I don't see these as so big creatures...
RedRook | 2014-05-12 16:34:27 |
2. Centaur Swordsman - Compared to scorpion this is clearly weaker. 3. Centaur Pikeman - Nice idea. The card just begs to be combined with Orc Chieftain :) 4. Arcane Lance - Hmm... This might be bit weak compared to chain lightning, hellfire and wall of fire but I'm not totally sure. It's rather cheap but only limited to affect blockers might make it practically quite useless. 5. Battle Trumpets - Really nice idea. It's hard to say how well balanced it is. Played on the right time this can really change the game situation a lot but building such a situation needs work. In a poor situation the card is not that strong so I think it is OK. (btw. I always considered ritual of glory rather OP) 6. Centaur Scout - Compared to keeper of death this is really weak. The stats could be stronger but I would rather see some other, more interesting, speciality. 7. Centaur Signifer - Quite nice idea but for such cost it is rather weak. Compare it to minotaur commander. The attack bonus should be higher. 8. Centaur Archers - This is actually quite interesting. At first I thought it's weak compared to hydra but then I started thinking. Sweeping of little creatures would deal a lot of damage to opponent also. (As a side note, why plural?) 9. Centaur Armiger - This is quite nice. Even if the brute in the middle gets tornadoed there still will be some units and after all the player will get 2 power back.
Thank you for your comments. (I have inserted numbers into the quote for ease of reference.) 2. It will be weaker compared to Giant Scorpion because Beast cards are balanced differently because of the nature of the class. But I can agree that this card is a slight bit underpowered. 3. Thank you! The Pikeman will grow to become best friends with the Orc. 4. It might be a little weak, since it only deals damage to blocked creatures, but I think in the right situations, it will be very devastating. The damage might need to be boosted to 12 perhaps, to keep it in line with Chaotic Wave & Divine Justice however. 5. I am feeling this a slightly underpowered, so the attack boost side of this spell might needs boosted to 2. It is a timing based spell, designed to take advantage of board control. 6. You make a good point. I will consider adding another effect to this creature. Thanks. 7. Since the attack boost is only limited for one turn, it could be increased. Though I do not personally think it is necessary. This is another timing based card - if the timing is right, that attack boost can make a huge difference. 8. Thank you, I'm glad you like it. It is a different take on the spread attacker. I made the card plural because I just envisioned a line of archers firing at the opponent's creatures in a volley of arrows rather than one individual archer. 9. Thank you! It provides a bit of Tornado protection, like all good top-tier card should have. I'm just not sure it fits with the theme. Perhaps this a card for an other class in the future. All and all yes, it's bit boring but there still are several elements of tactics. I see this class style as making own creatures unblocked and then going for the opponent. This class really begs for some sort of leader creature that gives attack bonus to the units (maybe the scout?). Also, in general I don't see these as so big creatures... It is a bit boring. I'm glad that you can appreciate the tactics at play however. It is like a timing based board control class, with elements of a rush-like class tossed in. I feel as though these creatures should be big based on some of the weaker abilities, but I wanted to gather some feedback before I set them too bulky. Thank you for your critique. |