sfault | 2015-10-24 11:14:18 |
Been a while since my last class. I got the idea from campaign's upgraded ice golem card. I'm not so sure if the specials are bit too boring. I wanted them to be quite straight forward since it could be hard to balance some combos otherwise. I tried to give bit more life to the creature so that they actually could last to see the conjure effect. Balancing is bit hard but I think the attack modifications compensate if the player doesn't have too many spell cards from elemental powers. Class: Conjurer Power: Conjuration Style: Combos with creatures and spells, attack modifications, creature type - power manipulation Conjure = When owner casts a spell this effect is applied. 1 Lavender nectar: Heal target creature by 5. Owner gains 1 power of the type of the creature. (Note: could this be applied also on opponent creature???) 2 Bravery: Increase the attack of each own creature by 1 until end of caster's next turn (except walls). (Note: next turn, not this one) 3 War mage (4/26): Conjure: All creatures (including War mage) gain +2 to attack until end of the turn. 4 Bone golem (4/18): Bone golem receives no damage from spells and abilities. Conjure: Bone golem's attack increases by two permanently. 5 Nurture rite: Caster's creatures don't attack this turn. After special effects they are healed by amount of their attack plus 4 and caster is healed by the amount of their attack in total plus 4 life. 6 Pain of essence: Pain of essence deals 3 damage to target opponent's creature and the opponent. Two additional damage is dealt for each power opponent has of the creature's type. 7 Unholy guard (6/44): When Unholy guard is summoned it decreases the attack of each opponent creature by two until end of opponent's turn. Conjure: Unholy guard permanently decreases the attack of each opponent creature by one. 8 Dark mystic (5/58): When Dark mystic is summoned it activates all conjures. While Dark mystic is in game all conjure effects occur twice. (Note: this doesn't apply when Dark mystic is summoned...) Modified by sfault on 2015-10-24 11:28:47 Wavelength | 2015-10-27 05:05:37 |
I don't have too much to say here but I do think you have a fairly nice class design.
The "Conjure" ability (which is neat - Ice Golem's ability was one of my favorites in the expanded campaign, too) could be a bit problematic since cheap spells (W1, E2, A3, to some extent E4) can be heavy or absent in your hand and while it's nice that you have an automatic "low cost spell" in the class that's taking the same mana that you would use to get creatures with Conjure effects. Think through ways you might be able to balance out this feast-or-famine effect.
2 is underpowered to the point of being useless (except with spread attackers where it's still a tad below average). 3 is overpowered (compare Holy/Spirit 3). 5 and 6 seem appropriately powerful for a spell of their cost. 7 is probably underpowered except in niche cases with easy Conjures. 1, 4, and 8 seem fair.
sfault | 2015-10-28 18:59:38 |
Thank you (again) for the comments. I do see the problem but there's not much I can do if there's feast or famine among the elemental cards. I do admit that having all the cheap ones makes it easier for this class. But most of the cards (except 4 and 8) do affect creatures and if player doesn't have the cheap spells he will have cheap creatures. (And I really cannot help that meditation is very good card and sea sprite practically unplayable). Here are adjusted version to be more balanced. 1 Lavender nectar: Heal target creature by 5. Owner gains 1 power of the type of the creature. 2 Bravery*: Increase the attack of each own creature by 1 until end of turn (except walls). Gain one conjuration power. 3 War mage (3/26)*: Conjure: All other creatures gain +2 to attack until end of the turn. 4 Bone golem (4/18): Bone golem receives no damage from spells and abilities. Conjure: Bone golem's attack increases by two permanently. 5 Nurture rite: Caster's creatures don't attack this turn. After special effects they are healed by amount of their attack plus 4 and caster is healed by the amount of their attack in total plus 4 life. 6 Pain of essence: Pain of essence deals 3 damage to target opponent's creature and the opponent. Two additional damage is dealt for each power opponent has of the creature's type. 7 Unholy guard (6/44)*: When Unholy guard is summoned it decreases the attack of each opponent creature by three until end of opponent's turn. Conjure: Unholy guard permanently decreases the attack of each opponent creature by one. 8 Dark mystic (5/58): When Dark mystic is summoned it activates all conjures. While Dark mystic is in game all conjure effects occur twice. (Note: this doesn't apply when Dark mystic is summoned.) *v.2 I do like the bone golem, but now to think of it the dark mystic could be more useful if the player doesn't have 3 or 4 on play. Maybe I'll also give war mage even less attack and some minor (non-conjure) special feature. Back to the drawing board...
sfault | 2015-11-04 20:03:44 |
Redesigned 3,4 and 8. Hopefully they go better now if there is lack of low cost spells.
1 Lavender nectar: Heal target creature by 5. Owner gains 1 power of the type of the creature. (Note: could this be applied also on opponent creature???) 2 Bravery: Increase the attack of each own creature by 1 until end of turn (except walls). Gain one conjuration power. 3 War mage (1/26)*: When summoned all owner's creatures gain +2 to attack until end of turn. Conjure: All other creatures gain +2 to attack until end of the turn. 4 Bone golem (4/18)*: Bone golem receives no damage from spells and abilities. Conjure: Bone golem's attack increases by one permanently. Other owner's creatures are healed by 3. 5 Nurture rite: Caster's creatures don't attack this turn. After special effects they are healed by amount of their attack plus 4 and caster is healed by the amount of their attack in total plus 4 life. 6 Pain of essence: Pain of essence deals 3 damage to target opponent's creature and the opponent. Two additional damage is dealt for each power opponent has of the creature's type. 7 Unholy guard (6/44): When Unholy guard is summoned it decreases the attack of each opponent creature by three until end of opponent's turn. Conjure: Unholy guard permanently decreases the attack of each opponent creature by one. 8 Dark mystic (5/58)*: When Dark mystic is summoned it increases fire, water, air and earth power by two. Conjure: increase conjure power by two. *v.3
|