Sinist | 2014-12-01 09:27:14 |
TidecallerBased on Japanese mythology and HoMM 6Style - slot manipulations 1. Coral spike - creates invisible creature 0/2 in target enemy slot. If creature is summoned in that slot, spike dies, creature receives 11 damage 2. Tidal wave - moves nearest enemy creature to target slot and gives 2 power of its element. 3. Kappa 3/17 - when enters the game, switches places with his neighbor. Increases all damage dealt to opposite creature by 2. 4. Yuki-onna 5/24 - when attacks opponent, blocks his elemental spells for 1 turn. 5. Kensei 4/26 - when enters the game, switches places with friendly creature with lowest hp. +2 attack for each empty slot next to kensei. 6. Coral priestess 5/25 - when enters the game, gives additional turn to use free spike. Every turn heals X hp to owner (X = attack of opposite creature). 7. Medusaâs gaze - destroys target creature, block other enemy slots for 1 turn. 8. Kirin 7/40 - when enters the game, heals to owner 2 hp per each empty slot on the board. Every turn swaps positions of his neighbours and heals 3 hp to each of them Modified by Sinist on 2015-01-04 16:26:46 Sinist | 2014-12-01 09:27:29 |
Valentyne | 2014-12-03 02:58:04 |
Some cool ideas! Love the pics!
Sinist | 2014-12-03 12:13:44 |
Some cool ideas! Love the pics! And what about review?
Modified by Sinist on 2014-12-03 12:13:52 Wavelength | 2014-12-04 11:21:00 |
I like this class a lot - a very clear and mostly well-realized strategic theme. Most of the cards are close to a good balance. Overall, one of the better classes that's been suggested, for sure. This class lacks both big creatures and any form of a sweep, which means that it will be countered well by creatures that are relatively agnostic to positioning (Sea Sprite, Hydra, Bargul, Steam Tank, and so on). Whether the ability to protect your own creatures by swapping their positions is enough to get through this, or whether using turns to do so would be too inefficient, I'm not sure. (EDIT: As far as the name though, we already have a lot of X Master/X Lord names. How about "Tidecaller"?) 1) I love cards like this that let you play mindgames with your opponent. They see that you used the spell, but not where you placed the trap. I do think you can increase the damage to 11 - everything but E5 should be able to remove a 13HP creature in the opposite slot. Otherwise, it's not going to be worth your turn often enough to justify using. 2) It's very important that you clarify how ties are resolved (e.g. there are two creatures that are adjacent to the chosen slot), because it's really going to matter for a card like this and the way that your opponent can try to counterplay around it. If you choose an opponent special creature, do you get 2 special mana back? Overall, I think it's a fine card - will most often be used to increase mana, but the times when you can make good use of both effects will really let it shine. 3) It would be an insanely good play on turn 2, protecting your mana gainer and creating a hard-to-beat situation against their mana gainer. This is so good that I might even suggest reducing its attack by 1. After that, it will be an average card. 4) The situational block of elemental spells is more important than we'd think at first glance because it stops board clears after you use a sweep (especially Inferno). This is powerful enough that this one effect is enough to make it a valuable card. So you can get rid of the second effect, which, the way I'm reading it, would be useless anyway (pretty much only your own sweep is going to kill it while it's unopposed... so why bother blocking the opposite slot?). 5) Very valuable, but then not very powerful unless you can make good use of nearby empty slots. Kind of like the 2, you can set up situations where it will be a beast if you're crafty enough. It's like a more thoughtful version of cards like Holy Avenger, which I really like. 6) The fact that it gives you a free trap and can easily heal 20+ HP over its lifetime makes it too good, I think. Round down to half of the opponent slot's attack, give it a couple more hit points, and I think you're okay. 7) I love this effect. But it's more powerful than you probably realize. Not only are you stopping the opponent from playing anything but spells next turn; you are also guaranteeing whatever creature was across from this spell's target an additional turn against a void slot. I'd probably pay 15 elemental mana for a card that did this. Without a doubt, this card needs to be your Special-8. Even then, it's a tad on the powerful side. 8) The effect is a little unclear. If I'm reading it right, each turn it will move to the nearest empty slot where there is an opponent creature? I think it's cool to have a creature like this that can jump around to save you. But neither the creature nor the effect can put a lot of pressure on the opponent, so it can only do one thing well - protecting its owner. For that reason, I think it would be more appropriate as a Special-7. Overall, really nice job! With a couple of changes I'd definitely be in favor of playing a class like this. (Based off of the following version of this class:) 1. Coral spike - creates invisible creature 0/2 in target enemy slot. If creature is summoned in that slot, spike dies, creature receives 9 damage 2. Tidal wave - moves nearest enemy creature to target slot and gives 2 power of its element. 3. Kappa 4/16 - when enters the game, switches places with his neighbor. Increases all damage dealt to opposite creature by 2. 4. Yuki-onna 5/24 - when attacks opponent, blocks his elemental spells for 1 turn. When dies, blocks opposite slot for 1 turn. 5. Kensei 4/26 - when enters the game, switches places with friendly creature with lowest hp. +2 attack for each empty slot next to kensei. 6. Coral priestess 4/30 - when enters the game, gives additional turn to use free spike. Every turn heals X hp to owner (X = attack of opposite creature). 7. Medusaâs gaze - destroys target creature, block other enemy slots for 1 turn. 8. Kirin 7/40 - when enters the game, heals to owner 2 hp per each empty slot on the board. At the end of each turn moves opposite creature to nearest empty slot.
Modified by Wavelength on 2014-12-04 12:08:21 Sinist | 2014-12-04 13:14:00 |
Thank you very much! Your reviews mean a lot for me Tidecaller... sounds good I agree that nagas have some obvious counters. As well as many other classes do. Imho, skilled player would be able to gain tremendous advantage due to timing attacks/saving his key creatures After all, even goblin 0 and forest 1 have their uses 1) Good suggestion, players from prospectro proposed the very same buff, too Another problem would be that it may die from your own spell. On the other hand, opponent can remove it safely only by goblin berserk or some acid rain... 2) Maybe random swap then? Sure, you get. Free (well, not exactly free since it costs a turn) spell in this case. 3) Point taken 4) I added second ability just "for atmosphere" - blocking effects fit class theme pretty wel... Guess you are right, as usually) 5) 6) Oh no. Remember white elephant. 42 bonus hp, powerful attack and amazing combos with harmster/ice guard 7) Very true. However desintegration does essentially the same. And 11 dmg to all creatures is probably better than cancelling summon for 1 turn, thats why I made naga 7 cheaper. 8) No. I meant , opposite creature shall be moved. Not kirin himself. So he becomes (arguably) very powerful attacking card Have you played HoMM btw? Modified by Sinist on 2014-12-04 13:27:02 GarryHe | 2014-12-04 23:38:58 |
wow~ so many new ideas. This game is getting cooler ^_^ Sinist | 2014-12-05 10:27:31 |
wow~so many new ideas. This game is getting cooler ^_^ If only it was true...
RedRook | 2014-12-30 02:02:36 |
Hey, Sinist! Another great class! I've been gone for a little while, else I would've commented sooner. But I'm here now! I really like the theme of slot manipulation - very cool. 1. I like the idea! A good threat, but at the same time not too difficult for the opponent to work around. But I like an even 10 for the damage. 2. Can be very useful at times - both aspects are pretty nice. 3. Nice! Like Wave said, could be a great starter with a mana generator. Without testing it it is hard to fine tune these cards, but I like 3/15. Just to be a stickler 4. Very nice! I agree fully with Wavelength. 5. This guy can be very valuable & helpful in the right moment - takes some planning, or some good chances, but it could work wonders. Probably pretty fairly balanced. 6. One of my favourite cards of the class - I like the extra spike feature. But I have to side with Wave on the healing, it feels like a bit much. But I do understand where you're coming from with your White Elephant remark. Just a friendly brainstorm: how about something like this: 6. Coral Priestess 5/35 - when enters the game, gives additional turn to use free spike. At the beginning of its owner's turn, if Coral Priestess if opposed by a creature, it heals its owner 3 life.Forces the opponent to decide whether it is better to take the damage or give you the healing. You can summon it for pressure unblocked or for defense opposite a creature. A slower heal, but a little stronger offensively. 7. Another good one. I almost want to limit the number of blocked slots though. Perhaps it could block the target creature's slot & its neighbouring slots? 8. I think this a very cool & a very VERY Sinistesque card! Way to go! Very creative. However, I'm not sure how well the second effect will work out. Unlike Portal Jumper, this card actually sits still & moves the enemy creature. This makes it impossible for the opponent to "counter" it other than by completely filling the board. That makes me a little leery. But that doesn't cancel the fact that it is really cool & unique! Awesome on the whole & well balanced! Thank you for your class suggestion. Sinist | 2015-01-02 15:52:57 |
I agree with almost every (compliment))thing you said, however your version of priestess seems too timid. It is not versatile enough due to fixed ability, imho. And kirin is not impossible to block at all, because he moves creature at the end of each turn
Wavelength | 2015-01-03 00:28:07 |
Thank you very much! Your reviews mean a lot for me
Tidecaller... sounds good
I agree that nagas have some obvious counters. As well as many other classes do. Imho, skilled player would be able to gain tremendous advantage due to timing attacks/saving his key creatures After all, even goblin 0 and forest 1 have their uses
1) Good suggestion, players from prospectro proposed the very same buff, too Another problem would be that it may die from your own spell. On the other hand, opponent can remove it safely only by goblin berserk or some acid rain... 2) Maybe random swap then? Sure, you get. Free (well, not exactly free since it costs a turn) spell in this case. 3) Point taken 4) I added second ability just "for atmosphere" - blocking effects fit class theme pretty wel... Guess you are right, as usually) 5) 6) Oh no. Remember white elephant. 42 bonus hp, powerful attack and amazing combos with harmster/ice guard 7) Very true. However desintegration does essentially the same. And 11 dmg to all creatures is probably better than cancelling summon for 1 turn, thats why I made naga 7 cheaper. 8) No. I meant, opposite creature shall be moved. Not kirin himself. So he becomes (arguably) very powerful attacking card
Have you played HoMM btw?
Hey! Your changes do look good to me. By the way, I changed the Title of your topic now that you changed the name of your class (I'm glad you liked the suggestion!!). If you want it changed back for some reason, just let me know. 3) I'm glad you saw it my way and reduced the attack. With 5 effective attack power against the opposite slot and the ability to improve damage dealt by spread attackers or spells by 2 to that creature, it's still putting out more threat to a creature than Wolverine. But when I think about it, after it kills a creature, the opponent can let it sit there until they're ready to use a sweep or something. In light of that, you could almost definitely give it a few more HP, if you want to. It's just important that the attack stays at 3. 4) Yeah, just for clarity I'd probably get rid of the second effect. There are so, so few times where it would actually mean anything to block a single, unopposed slot after a board clear. Your strategic theme is coherent enough already. 6) I'm going to stay firm on my suggestion. White Elephant has tons of HP and 8 attack... BUT every time it prevents damage for you, it is damaged itself. Coral Priestess does not have this drawback. So it can survive 5 hits from a Merfolk Overlord, AND heal you for 35 over its lifetime, thus preventing a total of 70 damage that you would have taken, which absolutely dwarfs White Elephant's 42. 7) I disagree that forcing a missed opportunity to place a creature is less valuable than 11 damage to other creatures... however, I realize now that I made a mistake reading your card. It only blocks OTHER slots so your opponent can place a creature back into the slot whose creature you just destroyed. With that being said, I think the Cost 7 is completely fair. And very good job to you giving the Tidecaller an interesting strategic decision between which creatures they need to destroy versus which slots they need to block. 8) You're right, I misinterpreted "moves opposite creature..."; I read that as "moves itself opposite the creature..." rather than " moves the opposing creature..." (which is how you should probably word it for the best clarity). I'm a little confused about why the Tidecaller would actually want this effect most of the time, though! There will be games where they have a large life lead and it will be desirable, but in other games... after the first turn it's on the board, it actually gives your opponent a lot of control over having a creature take one hit from Kirin and then move to the desired location. The Tidecaller, on the other hand, have very little say in where they want the opposing creatures to go. And Kirin's attack, at 7, along with the fact that it doesn't have any other each-turn effects, doesn't make it threatening enough that your opponent can't choose to leave it alone for a few turns if they need creatures elsewhere. So this still looks quite underpowered to me as a Special-8, but I'd like to hear more about your intentions when you created this card because I wonder whether I'm missing something. As an alternative, what if we embraced my misinterpretation? Kirin - 5/42. When summoned, heals owner 2 HP for each empty slot on the board. Each turn, moves itself to nearest opposed empty slot. When you summon a creature, you may place a free Coral Spike that lasts only one turn.This rework would give you and your opponent equal control over Kirin's movement, and would give it a threatening enough effect that your opponent would probably want to hunt it down.
Sinist | 2015-01-03 10:00:01 |
3) Oh, but even merfolks with 3 attack get sweeped and blocked frequently... 6) Good point, but still elephant has much more offensive power and great combinations unlike this card. I will reduce her hp though 7) Let us make some calculations. I believe that special power cost is about 1.5 higher than elemental. So time stop is about 6 elemental mana, but thats for mass damage and skipping turn. Being unable only to summon creatures costs probably 3 mana or so. My card is tornado+half-stop = 13 elemental mana. While desintegration is tornado+ flame wave= 16 elemental mana. Definitely better, imho 8) I thought kirin is going to be rather good at attack, since opponent is forced to block him again and again each turn. My bad (even mindstealer gets ignored often). Your suggestion is good but... spikes again? Maybe some synergy with neighbours would work better, what do you think?
Modified by Sinist on 2015-01-03 10:01:06 Wavelength | 2015-01-03 11:12:48 |
3) Oh, but even merfolks with 3 attack get sweeped and blocked frequently...
6) Good point, but still elephant has much more offensive power and great combinations unlike this card. I will reduce her hp though
7) Let us make some calculations. I believe that special power cost is about 1.5 higher than elemental. So time stop is about 6 elemental mana, but thats for mass damage and skipping turn. Being unable only to summon creatures costs probably 3 mana or so. My card is tornado+half-stop = 13 elemental mana. While desintegration is tornado+ flame wave= 16 elemental mana. Definitely better, imho
8) I thought kirin is going to be rather good at attack, since opponent is forced to block him again and again each turn. My bad (even mindstealer gets ignored often). Your suggestion is good but... spikes again? Maybe some synergy with neighbours would work better, what do you think? 3) That's because Merfolk Apostate doesn't become Wolverine Michael Jordan Juggernaut when you place a creature in front of her! :D 6) With the reduced HP, she's fine. It's kind of like Wall of Reflections: each HP is worth double what it would be worth for a "neutral in play" creature like Water 3 or Air 4. That's why I had a problem with her relative beefiness at 31HP. You could probably even bring her up a bit above the Stone Rain threshold and she'd be okay. 7) I'd disagree, and it's not because your calculations are wrong, but because I think they miss the synergy element. The ability to Time Stop as you remove an important opponent creature is far more valuable than an average Time Stop, whereas dealing damage to all enemy creatures as you outright remove the most important one is probably a bit less valuable than the average sweep. That's all just theory though - like I mentioned, I had originally misread your card and it's fairly balanced at 7. 8) I'm not totally sure thats it's bad the way it is, but that's my instinct. As another suggestion, maybe do away with all the effects (except the initial heal), and add something like " Each turn, Kirin swaps the positions of its neighbors [even if it has just one neighbor] and heals them each 2HP"? This would move it closer to the "creature swapping" theme and allow it to protect its neighboring creatures, since the opponent now has to commit two big creatures for a quick kill on one of your own valuable creatures. It's also fairly neutral as far as who gets better information about which creatures will end up where.
Modified by Wavelength on 2015-01-03 11:14:15 Sinist | 2015-01-04 16:26:11 |
3) Good point
7) Not sure, this is very subjective view... Never mind
8) Ok, but do you think it would be really worth its cost, compared with other special 8s?
Wavelength | 2015-01-05 04:10:43 |
8) Ok, but do you think it would be really worth its cost, compared with other special 8s? My instinct is that, yes, it would be worth it provided the Krin's stats are a bit higher - like 8/43. Feel free to balance the numbers as you think are appropriate. But the more I think about your original effect (moves the opposite creature away), the more I believe it's actually neutral or even a slight malus in most situations, since once it's on the board it gives your opponent extra control in how they manipulate creature damage among their own creatures. So I do think you should replace it with one of my suggestions or with something new you come up with. Overall, though, the class looks great right now!
Wavelength | 2015-01-15 12:43:32 |
Hey Sinist - figured I'd post this in your more recent class.
You've been invited to next month's Tournament of Champions but you haven't responded! Let Cooler know by email or just go to the ToC: Participants topic and post there whether you can make it :)
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