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CyberneticPony
2015-11-04 16:38:53
Name:
Soulmancer
Power Name:
Soul
Lore: Not to be confused with Necromancers, Soulmancers collect the souls of the dead and recycle their energy and repurpose it. More passive than most other mages, they operate counter to the usual rationale; dying is good! As long as they can keep pumping out souls, the Soulmancer is able to shield themselves with an array of abilities taken from the spirits of the departed. The biggest danger to the Soulmancer is running out of containers for the souls!
Gimmick: Soulmancer gets bonuses from allied creatures dying.
Work In Progress v2.0
1 -
Soulless Husk
- Soul Creature - 3/15 - This creature can be replaced. The replacing creature can attack immediately. (You may play creatures over it, this counts as killing the Husk after the creature is placed.)
Lore : The Husk is a type of ancient container, made of a combination of plants, small insects and machinery. Soulmancers have kept alive the art of crafting them to store strong souls.
Role: A solid body, but the replace allows for a surprise hit on a tucked creature.
2 -
Revenant Warrior -
Soul Creature - 4/20 - When this creature dies, deal 8 damage to the opposing creature.
Lore: The Warrior is a common soul to find among the sites of an ancient battlefield. Soulmancers often realise these souls will remain willing to fight when raised; especially the vengeful ones.
Role: A straight fighter; this creature will tend to deal with most low to medium level threats effectively.
3 -
Reclaim -
Soul Spell - Kill target owner's creature. Gain 4 Soul Mana and replace it with a 3/9 Ghost.
Lore: When low on souls, there is the option of making a fresh corpse.
Role: A passing move when you have nothing you want to play and a creature is about to die anyway.
4 -
Soul Burst -
Soul Spell - Deal 12 damage to all creatures. If an owner's creature dies as a result, replace it with a 3/9 Ghost.
Lore: When many souls gather in one place, a cascade event can sometimes occur causing chaotic destruction to emanate around it. Soulmancers sometimes do this on purpose when needed.
Role: Global destruction. Wipe the board in an emergency. Keeps some value if your side of the board is weak too.
5 -
Keeper of Souls -
Soul Creature - 4/27 - When an owner's creature dies, Keeper of Souls gains 1 attack and caster gains 1 Soul mana.
Lore: The Keeper of Souls is an assistant to a Soulmancer. It is actually a machine woven from ancient torture weapons, retaining some of the most persistent soul energies.
Role: Allows you to play or face down a clear or a sweep and retain some value.
6 -
Healer of Souls -
Soul Creature - 6/30 - When an owner's creature dies, caster heals 4 life.
Lore: Soulmancers often live long as they sacrifice some of the souls they collect to restore their own. They often enrol the assistance of an alternative healer, outlawed in most places.
Role: Gives you sustain, allowing you to survive longer in a fight where you potentially lose a lot.
7 -
Bone Fiend -
Soul Creature - 7/40 - Whenever an owner's creature dies, Bone Fiend heals 7 health.
Lore: Soulmancers will often recycle the bodies of the souls they capture. These are then outfitted with mechanical parts and the less valuable souls into horrifying masses.
Role: Brings out a heavy threat, especially when an existing card would be almost dead, or in a full board.
8 -
Returned Demon Lord -
Soul Creature - 8/42 - When Returned Demon Lord is summoned, deals 8 damage to each of the opponent's creatures. When Returned Demon Lord dies, deals 8 damage to each of the opponent's creatures.
Lore: Wait... what... he's back? AAAAAAAAAARGH!
Role: Throw out a powerhouse; your opponent either chooses to play around it or play into it.
Modified by CyberneticPony on 2015-11-17 00:27:21
RedRook
2015-11-12 18:23:25
Hey, CP! Not a bad class at all. Nice work. It has a little bit of a Demonologist feel to it with the on-death effects, with a little Necromancer flavour added in. As an aesthetic theme, I'm not big on "undead" classes - I think we have enough already. But that is just personal taste & has nothing to do with the balance of the class. With the theme, however, I think you have done well in capturing the vision of a Soulmancer.
1. I can see the benefits of this card - by summoning onto it you are able to either kill off a weakened opponent creature, or to get in a direct attack on the opponent with a more powerful card. It forces the opponent to make a choice, which I really like: block it or don't block it? There are instances when this card could open up overpowered situations, such as a powerful Elementals. But I doubt that the situation would arise all that often. This card has amazing synergy with cards like Lightning Cloud & Titan. The only change I might suggest it perhaps lowering the life by 1 or 2 points.
2. I'm picturing a skeleton with a Crazy Squirrel inside its skull. Not a bad card. It fits the theme. It is probably pretty well balanced as it is. Nice is several situations.
3. Similar to Steal Essence, though different enough to make it unique. It seems ok to me, though, like Steal Essence, it may not see much use.
4. At first glance, I thought this spell was too strong. But since it damages ALL creatures, it may be fair. I'm not 100% sure on it though. An Ice Golem ban might be required too... probably not Phoenix though.
5 & 6. Both very nice cards! Key creatures for the Soulmancer. I'm also glad that you paired these two in the same rung, so that only one may be drawn. Nice work here!
7. First of all, very creative. Secondly, it might be a little too complex - it seems to have a lot going on at once, a lot of "rules". I suggest that you do you best to keep the essence of the card alive, but try to simplify it a little. Perhaps rather than wording it as "dies on the opponent's turn" you could say, "when killed by an opponent creature or spell".
8. He's back! It is a good card & should return. This is good setting for him too.
On another note: the Tokens. I get it, I've played games that use Tokens, there are many of them out there. But perhaps this class does not really need to specify them as Tokens. I see little reason why the Tokens you have in this class need special treatment. Why not just call them creatures & treat them the same as any other creature? There may be something that I am missing in this Token business. Could you please discuss why you are using Tokens?
Overall, I would say you have a pretty solid class. Well done.
Thank you for your class suggestion.
Sinist
2015-11-12 20:51:30
1. Very nice card - creative, forces strategic choice
2. Decent for its price I guess
3. So essentially you exchange turn for 1 special power and 2/9 creature. Requires very specific setups to work but definitely not useless
4. Too powerful, especially with earth 1 spam, soul 1 (replacing triggers death, look at wolf-rabbit relationships), fire 2 or air 7. And since you wont use it without guarantee that at least 1 friendly creature dies, then it becomes
much
cheaper version of earth 9...
5. Too much hp, especially since it encourages spam
6. Ok I guess
7. Makes slot breaks with spells next to impossible. Not sure whether its good for the game
8. Yay, he is back!
Simple, solid, reliable
Modified by Sinist on 2015-11-12 20:51:48
CyberneticPony
2015-11-17 00:19:40
I am really grateful for your feedback, although it took a while to consider the changes, I think you both were spot on with the feedback and I have adjusted the cards accordingly!
My thoughts on certain things that arose on the cards:
1. I lowered it to 15 HP, which I agree is likely a better, I think I was slightly overcompensating.
2. I really like how despite this card's simplicity, it is good value.
3. I buffed the Ghost to 3/9, which should hopefully make it slightly better, but yeah, I think I have purposefully made this card's secondary weak because I think ramp in this class is potentially very strong.
4. I have toned this down; it is more in line with Divine Justice; it will not clear a board solo, but it could potentially defeat spam.
5. I agree with the HP being too much; I thought of many good use cases; because it is paying itself off AND gaining attack, the health has been lowered.
6. I think this card's potentially scary; players drawing a hand revolving around clear and DD fear this card. I really like its design.
7. I agree this card was way too complex and had too many interactions. This new card that has replaced it I feel is much better in every aspect.
8. Yeah, I love this card!
Note on Tokens: I initially made "tokens" to essentially weaken the effect of 7, but since 7 has been scrapped, I too have scrapped the "token" addition.
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