RedRook | 2014-08-11 15:31:13 |
Hello all, RedRook here! It's been a little while since I've created a class. The Shadowcaster class here is a class I had created a long while back but never posted here to the Forum - this is a re-work of that old class that I've been working on for the past few days. There are still parts of this class that need some attention. I would really appreciate your feedback & advice. Thank you! Description: The Shadowcaster uses her powers of Darkness to confuse her enemies & sew chaos into the ranks of her foes, feeding off of their fear to bolster her own Dark Energy. From deep out of the Sacred Darkness, the Shadowcaster summons the cursed Dark Elves from the Shadow Realms to do her bidding, & cast a grotesque shadow over the battlefield. (A little grim I know, but the Dark Elves will always have a special - albeit dark - place in my heart ) Shadowcaster Class (Dark Power): Giant Bat Cost: 1 Attack: 4 Life: 13; Each time Giant Bat deals damage to an opponent creature Giant Bat heals 3 life to itself. Darkness Cost: 2 Spell; Stuns target creature & its neighbours & deals 5 damage to the target creature. Dark Elf Noble Cost: 3 Attack: 5 Life: 19; If Dark Elf Noble is killed by an opponent's spell Dark Elf Noble increases its owner's Dark power by 2. Dark Elf Magi Cost: 4 Attack: 4 Life: 26; Each time a spell is cast Dark Elf Magi increases its owner's Dark power by 1. Shadow Wave Cost: 5 Spell; Deals X+4 damage (X = caster's Dark power) to all opponent creatures; for each creature killed by this spell increases the caster's Dark power by 1. Dark Elf Assassin Cost: 6 Attack: 7 Life: 36; when summoned Dark Elf Assassin deals 8 damage to the creature in the opposite slot; if the creature is killed by this, Dark Elf Assassin increases its owner's Dark power by 1. Priestess of Darkness Cost: 7 Attack: 8 Life: 37; When summoned Priestess of Darkness stuns all opponent creatures; when killed Priestess of Darkness increases its owner's Dark Power by 2. Shadow Scythe Cost: 8 Spell; Deals X+3 damage (X = caster's Dark power) to all opponent creatures; foe each creature killed by this spell deals 4 damage to the opponent. Please leave your comments, suggestions, advice, & questions below. I appreciate your feedback. Thank you. Sinist | 2014-08-11 15:38:00 |
Very cute pictures 1. With effective regeneration 3 this guy (umm, bat) definitely needs hp nerf. 2. Not really but... But it cannot make your win closer (too low dmg), just have a defeat later. I mean, it is too much of defensive card - compare with scorpion or even fireball. 3. Ok, nice conept. 4. Depends a lot on whether you have spammable spells (water 1, earth 2) 5. Beefy blood 1? Nowhere nearly enough damage for such cost. 6. Would rather see it as "if the creature is killed by this, Dark Elf Assassin deals 9 damage to opponent." Fits assasin theme better. 7. Decent card I guess. 8. See 5. Very, very overpriced. And resembles both death 7 and spirit 6 too much
Hello!! While reading class, I felt darkness. But most of creatures/spells I see are either overpowered or useless if we use them. Depends on Situations.
1. A 13 life creature which can die with same strategy as killing mana gen. Why would I spend 1 dark mana for this?
2. If opposing three unopposed creatures, very useful card but only if you have something to put in front of stunned creatures on next turn. (Like E7) So, situational.
3. Nice spell guard for opponent.
4. combined with low cost spells, Overpowered. (Or effect triggers only when opponent cast spell?!?)
5. Situational. If you use it at minimum damage = 9, Suppose 2 creatures die, then net 9 damage to all opponent's creatures for 3 special mana, Way too underpowered. If you use it at and after around 10, Then maybe cost effective.
6. Seems Fine to me.
7. Good card. When you want 1 more water mana to take out our Ice Guard, can handle everything.
8. Sort of Armageddon, but for only opponent side Save up good special mana, and you can kill all opponent's creatures, dealing 24 damage to opponent.(if 6) Very strong Direct attack, and even if opponent survived after that 24 damage, our creatures on board will finish everything off. 1 Turn killer
For following class: Giant Bat Cost: 1 Attack: 4 Life: 13; Each time Giant Bat deals damage to an opponent creature Giant Bat heals 3 life to itself.
Darkness Cost: 2 Spell; Stuns target creature & its neighbours & deals 5 damage to the target creature.
Dark Elf Noble Cost: 3 Attack: 5 Life: 19; If Dark Elf Noble is killed by an opponent's spell Dark Elf Noble increases its owner's Dark power by 2.
Dark Elf Magi Cost: 4 Attack: 4 Life: 26; Each time a spell is cast Dark Elf Magi increases its owner's Dark power by 1.
Shadow Wave Cost: 5 Spell; Deals X+4 damage (X = caster's Dark power) to all opponent creatures; for each creature killed by this spell increases the caster's Dark power by 1.
Dark Elf Assassin Cost: 6 Attack: 7 Life: 36; when summoned Dark Elf Assassin deals 8 damage to the creature in the opposite slot; if the creature is killed by this, Dark Elf Assassin increases its owner's Dark power by 1.
Priestess of Darkness Cost: 7 Attack: 8 Life: 37; When summoned Priestess of Darkness stuns all opponent creatures; when killed Priestess of Darkness increases its owner's Dark Power by 2.
Shadow Scythe Cost: 8 Spell; Deals X+3 damage (X = caster's Dark power) to all opponent creatures; foe each creature killed by this spell deals 4 damage to the opponent.
Sinist | 2014-08-13 08:43:06 |
1. It is much harder to kill than any generatot. You have to either ignore it (4 damage/turn), block (regeneration 3 then. Almost a troll) or kill with spell (overexpending mana) 8. Omg, you need to gather about 20 mana to have a chance to kill all enemy creatures. By that time game will end anyway. In most cases this spell would be really underpowered, spirit 6 is much better.
1. It is much harder to kill than any generatot. You have to either ignore it (4 damage/turn), block (regeneration 3 then. Almost a troll) or kill with spell (overexpending mana) 8. Omg, you need to gather about 20 mana to have a chance to kill all enemy creatures. By that time game will end anyway. In most cases this spell would be really underpowered, spirit 6 is much better. 1. Any higher attack creature can kill it easily. If casting spell is overexpending, then we all do that to even kill a single creature sometimes. I am not saying to kill that creature on second-third turn as mana gen. I was just saying it can be killed the same way as mana gen. As simple as that, It is very easy to kill. 8. Why 20+? Your opponent wont always have 23 HP creatures on board. The spell is situational, cant be considered underpowered.
Sinist | 2014-08-13 12:00:08 |
1. Under such logic only creatures with highest attack have right to exist. Besides, you can spam them much earlier and there will be much more of them than any barguls. They dedfinitely dominate other low level creatures. I fail to see how mini-troll can be regarded "useless". It would be actually very hard to kill cost efficiently. 2. And your opponent will have 6 creatures with 11 hp or less in like one game of 100... It is very situational spell, very underpowered, much worse than cheaper spirit 6.
RedRook | 2014-08-17 20:45:34 |
Thank you, Sinits & DKill! Your feedback is very good & very helpful - thanks for taking a look. Some of my concerns were addressed & confirmed. But I am glad that the overall class is pleasing & well received. Very cute pictures
1. With effective regeneration 3 this guy (umm, bat) definitely needs hp nerf. 2. Not really but... But it cannot make your win closer (too low dmg), just have a defeat later. I mean, it is too much of defensive card - compare with scorpion or even fireball. 3. Ok, nice conept. 4. Depends a lot on whether you have spammable spells (water 1, earth 2) 5. Beefy blood 1? Nowhere nearly enough damage for such cost. 6. Would rather see it as "if the creature is killed by this, Dark Elf Assassin deals 9 damage to opponent." Fits assasin theme better. 7. Decent card I guess. 8. See 5. Very, very overpriced. And resembles both death 7 and spirit 6 too much
Thanks! I had troubles finding a good Magi picture, but the rest I like - glad you like them too One day I will have to try to make them look official, like yours. 1. That was my biggest concern with this one, the life amount - I did not want to go too low for fear of an easy kill, but not too much for spamming beefy creature. As it is it is still vulnerable to spells. But perhaps a life nerf is in order - or maybe 2 regeneration rather than 3? 2. I understand completely. Using Stun effects is always a little difficult since the value of a Stun is as yet determined. I will see what can be done, probable a little bump in damage. 3. Thanks. Glad you approve. 4. Very true. Perhaps a little buff? (Very little buff) 5. Good point... Perhaps it is not so good to have a boosted Blood 1... I may change this one... 6. A good suggestion - I like that idea. I was aiming for special mana growth with the class overall though. But some offensive attacker might be nice to have. 7. Thanks. Not all that exciting of a card, but I thought it fit the class. 8. I was fusing together both Death 7 & Spirit 6 with this one, easy to guess that. I agree now that it is too overpriced for a cost 8 - as 7, like Rage of Souls, it would be ok, but at 8... A little work needed. Hello!!While reading class, I felt darkness. But most of creatures/spells I see are either overpowered or useless if we use them. Depends on Situations.
1. A 13 life creature which can die with same strategy as killing mana gen. Why would I spend 1 dark mana for this?
2. If opposing three unopposed creatures, very useful card but only if you have something to put in front of stunned creatures on next turn. (Like E7) So, situational.
3. Nice spell guard for opponent.
4. combined with low cost spells, Overpowered. (Or effect triggers only when opponent cast spell?!?)
5. Situational. If you use it at minimum damage = 9, Suppose 2 creatures die, then net 9 damage to all opponent's creatures for 3 special mana, Way too underpowered. If you use it at and after around 10, Then maybe cost effective.
6. Seems Fine to me.
7. Good card. When you want 1 more water mana to take out our Ice Guard, can handle everything.
8. Sort of Armageddon, but for only opponent side Save up good special mana, and you can kill all opponent's creatures, dealing 24 damage to opponent.(if 6) Very strong Direct attack, and even if opponent survived after that 24 damage, our creatures on board will finish everything off. 1 Turn killer I can see what you mean - some are too situational. 1. This card is a little bit of a staller that forces the opponent into using a sweep. It can also survive a good while against weaker creatures early on. Situational. 2. It is situational as well, a bit of a defensive/stalling spell to catch up, but can be used in get ahead a little in the late-game with a more-or-less full board. Needs a little buff. 3. Thank you! This was one of my favourite designs of the class. 4. I considered triggering only on opponent spells, but I have already designed a card like that. You agree with Sinist, with cards like Meditation or Nature's Ritual, it can be very good if not too good, otherwise it just sits there. That's why I went with both own & opponent spells, if you are spell-screwed the opponent can still trigger. I will think on it. 5. Too low of damage. I just fear a combo with Dragon... 6. Thanks. 7. Thank, glad you like it! 8. It has the potential to be very devastating, but you must save a lot of special mana, & like Armageddon, the opponent will guess what is coming & prepare as best they can. Perhaps like an Armageddon with a threat like Death 7? I think it may need just a little more damage to make it worth while saving so much mana. -- Thank you both very mush for your great feedback! I really appreciate it. Sorry I could not get back so quick. I will be working on making some changes to this class for a second draft. In the meantime, I welcome any more comments & suggestions anyone might have. Thank you. Sinist | 2014-08-18 09:45:37 |
1. yeah, regeneration 2 should be fine. 2. One possible way to make spell more useful. 4. +2-3 hp? 8. What about "Shadow Scythe. Destroys target creature, deals to oponent 1.5X damage (X = its level)?"
Wavelength | 2014-08-21 05:25:41 |
I like the class a lot! Holy has a bit of a "mana refund" theme but it's incomplete; this is a much more committed take on the idea. It's cool that you have so many ways to generate Dark mana (call it Shadow!) and then you have the scaling spells to really finish the opponent off. I think you could even take this idea further by tweaking a few cards! 1) I don't see it as being problematic. The real threat of Troll is its ability to finish off an enemy creature and then use the unopposed turns to heal itself back up. Bat can't do this. But it would still be a real beast in the first few turns. You can lower its life by 1 to 4/12 so that Fire 3 and Water 5 have a chance to kill it with the aid of a sweep, and you're good for sure. 2) Comparing to Fireball it seems a little underpowered to me. Yes, a stun can be more useful than damage - but that requires a powerful, beefy creature to stun. It's unlikely that your opponent is going to have 3 adjacent creatures that are really worth stunning. It's even unlikely they'll have two, given how many ways Dark Elves have to demolish enemy creatures. So this card needs a bit of a buff. Maybe 8 damage to the target? Maybe refund Shadow mana if the creature's attack is below (X), or if the opposing creatures are killed while stunned? 3) Wonderfully designed. A threat in itself, and your opponent needs to think twice before killing it with a spell - which makes it a wonderful combo with spell-prone Shadow 1. 4) It's not bad. But it's a little too similar to 3, and I think there's a good opporunity to accentuate the class' theme here - so I'm going to make a brazen suggestion. What do you think about this? Dark Elf Mage: Cost 4, 5/24. Your spells cost 1 extra mana, but deal 2 extra damage and give you 1 Shadow Mana. This would make the combo with most spammable spells less pronounced, while differentiating it from the Noble and accentuating the aggressive feel of the class. 5) Hellfire, being the closest analogue, seems to outclass this spell most of the time, since it's dealing as much damage as this does when you have 9 Shadow mana bottled and its increase of Fire is almost as usefull as a Shadow refund. In light (pun not intended, I swear) of the multiple ways to boost Shadow mana, bumping it to X + 5 might be enough. Or you could go another route and reduce the damage add to like X + 1, but significantly lower its cost, making the class unique in that it would have the cheapest potentially-powerful special Sweep in the game. 6) It's fine. To be honest the +1 Dark power seems underwhelming as a bonus, but since it's so easy to trigger, I can't justify making the bonus any higher. I wish this card were more situational, but I can't necessarily figure out a good way to get there. Can you think of anything? 7) It's a slower, weaker Angel that gives you a stun to all enemies. Fair balance (perhaps a bit too good) and good general playability. My instinct would be to raise the attack and lower the health (maybe 10/28?) in order to better emphasize the aggression and quicken the Shadow mana refund. 8) In the worst-case scenario, it's a Greater Demon without the Demon. Ouch. In the best-case scenario, you're doing a ton of creature damage, but it's still not quite as threatening as Rage of Souls (which is deliberately weaker than its base form). Rather than just buffing the damage, which would make it too similar to Shadow 5, how about adding the creature back in? Moonblade: Cost 8, 4/32. When Moonblade is summoned, she deals damage to each opponent's creature equal to your Shadow mana. When Moonblade kills any creature, she deals 4 damage to the opponent and gives you 1 Shadow mana. This makes the initial burst a little less dangerous, but grants a lot more utility overall, and almost acts as Shadow's creature-focused version of Hypnotyst. Nice job with this class; looking forward to seeing the next version of it! Modified by Wavelength on 2014-08-21 05:26:16 RedRook | 2014-08-29 15:36:26 |
Thank you very much for your detailed critique, Wavelength! It is always great to have many eyes dissecting a class. With this, combined with previous critique, I hope to have new draft of this class posted soon. I like the class a lot! Holy has a bit of a "mana refund" theme but it's incomplete; this is a much more committed take on the idea. It's cool that you have so many ways to generate Dark mana (call it Shadow!) and then you have the scaling spells to really finish the opponent off. I think you could even take this idea further by tweaking a few cards!
Thank you, I am glad you like this class! For this I combined elements of Holy, Death, Spirit, & a little Blood to develop a fully unified "mana refund" class. I decided the best way to compliment the refund was to make use of scaling spells. I agree these class needs some work. But I am glad the overall theme is well received. & I will change the mana to Shadow, just for you 1) I don't see it as being problematic. The real threat of Troll is its ability to finish off an enemy creature and then use the unopposed turns to heal itself back up. Bat can't do this. But it would still be a real beast in the first few turns. You can lower its life by 1 to 4/12 so that Fire 3 and Water 5 have a chance to kill it with the aid of a sweep, and you're good for sure.
2) Comparing to Fireball it seems a little underpowered to me. Yes, a stun can be more useful than damage - but that requires a powerful, beefy creature to stun. It's unlikely that your opponent is going to have 3 adjacent creatures that are really worth stunning. It's even unlikely they'll have two, given how many ways Dark Elves have to demolish enemy creatures. So this card needs a bit of a buff. Maybe 8 damage to the target? Maybe refund Shadow mana if the creature's attack is below (X), or if the opposing creatures are killed while stunned?
3) Wonderfully designed. A threat in itself, and your opponent needs to think twice before killing it with a spell - which makes it a wonderful combo with spell-prone Shadow 1.
4) It's not bad. But it's a little too similar to 3, and I think there's a good opporunity to accentuate the class' theme here - so I'm going to make a brazen suggestion. What do you think about this? Dark Elf Mage: Cost 4, 5/24. Your spells cost 1 extra mana, but deal 2 extra damage and give you 1 Shadow Mana. This would make the combo with most spammable spells less pronounced, while differentiating it from the Noble and accentuating the aggressive feel of the class.
5) Hellfire, being the closest analogue, seems to outclass this spell most of the time, since it's dealing as much damage as this does when you have 9 Shadow mana bottled and its increase of Fire is almost as usefull as a Shadow refund. In light (pun not intended, I swear) of the multiple ways to boost Shadow mana, bumping it to X + 5 might be enough. Or you could go another route and reduce the damage add to like X + 1, but significantly lower its cost, making the class unique in that it would have the cheapest potentially-powerful special Sweep in the game.
6) It's fine. To be honest the +1 Dark power seems underwhelming as a bonus, but since it's so easy to trigger, I can't justify making the bonus any higher. I wish this card were more situational, but I can't necessarily figure out a good way to get there. Can you think of anything?
7) It's a slower, weaker Angel that gives you a stun to all enemies. Fair balance (perhaps a bit too good) and good general playability. My instinct would be to raise the attack and lower the health (maybe 10/28?) in order to better emphasize the aggression and quicken the Shadow mana refund.
8) In the worst-case scenario, it's a Greater Demon without the Demon. Ouch. In the best-case scenario, you're doing a ton of creature damage, but it's still not quite as threatening as Rage of Souls (which is deliberately weaker than its base form). Rather than just buffing the damage, which would make it too similar to Shadow 5, how about adding the creature back in? Moonblade: Cost 8, 4/32. When Moonblade is summoned, she deals damage to each opponent's creature equal to your Shadow mana. When Moonblade kills any creature, she deals 4 damage to the opponent and gives you 1 Shadow mana. This makes the initial burst a little less dangerous, but grants a lot more utility overall, and almost acts as Shadow's creature-focused version of Hypnotyst.
1. With the aid of spells the Bats can be defeated with little difficulty, but against weaker creatures alone it is quite strong (it gets worse when your only sweep is F9 though). You make a very good illustration with Troll, that ia what I had in mind, but I could not voice it as well as you have. Thanks! 2. I knew it would be a little weak - stun spells are always tricky to balance. I did not want to make it too spammable but I did not want to make it too weak or risk it being too strong... But I really like your idea for 5, so this might be a good slot to capitalize on that great idea. 3. One of my best designed cards if I do say so myself *pat on my own back* I am very pleased you all like this idea! 4. Very nice suggestion - I like the idea. I will keep it in mind for the next draft. Thanks! 5. In light of this suggestion, a rearrangement is in order. I do like your idea here & plan to implement it. Thanks again! 6. I think that's the first time I've seen anyone wish that a card were MORE situational, haha! But I get what you are saying. It will take some thought. I wanted to go more Keeper of Death on this one, but that would've been too cut-&-paste (even though I have a beefy Blood 1 as Sinist has pointed out ) 7. Not a bad idea at all. I'll think on it. I also had the idea to take this one in a more Oracle oriented direction - dealing damage equal to the owner's Shadow power, but to all opponent creatures rather than to the opponent; a sort of Oracle meets Ornithopter concept. Any good? 8. Cost 8 spells are hard to get right - I guess that's why Sorc is only class with one (Death 7 & Mech 7 being the only others close to it). I like your concept a lot, it is unique & has some flare, & fits the class well. It might be a little to busy at the moment, but any one of those parts could be used to accentuate the class & make a better card. Thank you for all your suggestions & advice - I really appreciate it. -- Thank you all for your help! As I said, I hope to have a second draft up before too long. I will be heavily thinking on all of your suggests here. Thank you. RedRook | 2014-09-08 00:43:43 |
After much thought & debate, here is the second draft of the Shadowcaster Class. I thank you all for your advice & feedback. Please feel free to add your comments on this new draft. Thanks!
Draft II: Shadowcaster Class (Shadow Power):
Giant Bat Cost: 1 Attack: 4 Life: 11; Each time Giant Bat deals damage to an opposing creature Giant Bat heals itself 3 life.
Shadow Wave Cost: 2 Spell; Deals X+2 damage (X = caster's Shadow power) to all opponent's creatures.
Dark Elf Noble Cost: 3 Attack: 5 Life: 19; If Dark Elf Noble is killed by an opponent's
spell Dark Elf Noble increases its owner's Dark power by 2.
Dark Elf Mage Cost: 4 Attack: 5 Life: 27; Dark Elf Mage increases the coast of all its owner's spells by 1 & increases the damage of all the owner's spells by 2; each time its owner casts a spell Dark Elf Mage increases its owners Shadow power by 1.
Shadow Scythe Cost: 5 Spell; Deals X+4 damage (X = caster's Shadow power) to all opponent's creatures; for each creature killed by this spell deal 2 damage to the opponent & increase the caster's Shadow mana by 1.
Dark Elf Assassin Cost: 6 Attack: 6 Life: 30; Dark Elf Assassin attacks in the same turn it is summoned; each time Dark Elf Assassin kills an opponent creature Dark Elf Assassin increases its owner's Shadow mana by 1.
Moonblade Cost: 7 Attack: 5 Life: 32; At the beginning of its owner's turn Moonblade deals damage to all the opponent's creatures equal to its owner's Shadow power; each time Moonblade kills any creature it increases its owner's Shadow power by 1.
Priestess of Shadows Cost: 8 Attack: 10 Life: 31; When summoned Priestess of Darkness stuns all opponent creatures; when
killed Priestess of Darkness increases its owner's Dark Power by 2.
--
Here's an alternate cost 5 card I also considered - let me know if you like it better:
Shadow-weaver Cost: 5 Attack: X Life: 28; Attack is equal to the owner's Shadow power when summoned; each time its owner casts a Shadow card Shadow-weaver increases its owner's Shadow power by 1.
--
Thank you all for your help so far! Please take a look at this new draft & leave your comments, thoughts, & advice. I appreciate you time & feedback.
GarryHe | 2015-01-23 22:54:23 |
won't the bat be too strong and aggressive?
RedRook | 2015-01-28 15:39:23 |
won't the bat be too strong and aggressive? Nice to see this class resurface! The Giant Bat has been a card of much debate in this class - too aggressive or appropriate? I am still in the mind that it is a tad too strong in comparison to others Special 1's. I think the self-healing aspect could be lowered a point. What do you think? Do you have any suggestions? What about the Bat makes it too strong in your opinion? Wavelength | 2015-01-28 21:52:44 |
I actually think it's too weak at 4/11 and would suggest 4/12 as an absolute minimum. The fact that it doesn't heal itself every turn, but only when it attacks a *creature*, is monumental.
RedRook | 2015-02-01 19:24:37 |
I actually think it's too weak at 4/11 and would suggest 4/12 as an absolute minimum. The fact that it doesn't heal itself every turn, but only when it attacks a *creature*, is monumental. The self-healing aspect is monumental, I agree - Bat's weakness to sweeps also speaks for some compensation. But I'm just not sure how strong it might stack up against other Special 1's. I'm thinking it might need a slight hp boost coupled with a reduction to 2 self-healing, about 4/13 perhaps? I am concerned about how strong it might be when used against mana generators, especially E5. Wavelength | 2015-02-05 07:48:42 |
I don't think that a card's strength against mana generators is a problem in and of itself unless it can two-shot Priest of Fire without any help.
The amount that you need to commit to kill a mana generator quickly with a 4-attack creature is usually a fair cost, or even a high one.
GarryHe | 2015-02-13 03:47:14 |
maybe make it like a vampire? att:4 health:4, ability: when attacking creatures, drain one health from the creature. So that's -1 and +1 Nice to see this class resurface! The Giant Bat has been a card of much debate in this class - too aggressive or appropriate? I am still in the mind that it is a tad too strong in comparison to others Special 1's. I think the self-healing aspect could be lowered a point. What do you think? Do you have any suggestions? What about the Bat makes it too strong in your opinion?
GarryHe | 2015-02-13 03:48:02 |
maybe make it like a vampire? att:4 health:4, ability: when attacking creatures, drain one health from the creature. So that's -1 and +1... Nice to see this class resurface! The Giant Bat has been a card of much debate in this class - too aggressive or appropriate? I am still in the mind that it is a tad too strong in comparison to others Special 1's. I think the self-healing aspect could be lowered a point. What do you think? Do you have any suggestions? What about the Bat makes it too strong in your opinion?
RedRook | 2015-02-15 17:43:23 |
I don't think that a card's strength against mana generators is a problem in and of itself unless it can two-shot Priest of Fire without any help.
The amount that you need to commit to kill a mana generator quickly with a 4-attack creature is usually a fair cost, or even a high one. I get what you're saying. I guess I'm not all that concerned about the Bat killing mana generators, I'm concerned about the mana generator gaining no ground against the Bat & the Bat still living at full strength after the generator is dead. But I suppose there are many ways to address the Bat that will prove effective enough. I suppose I see it not as the Bat has strength against generators, it's that generators have a weakness against the Bat. If that makes any sense, haha. maybe make it like a vampire? att:4 health:4, ability: when attacking creatures, drain one health from the creature. So that's -1 +1
That is an interesting idea. I think other people have also introduced vampire-like life drain abilities in their classes. Though I'm not sure having a singular creature with this style of ability in this class makes sense to the theme (not that the current Bat is any more in-theme, haha). But the idea is cool. Perhaps I will keep it in mind for an entire class theme in the future. |