CyberneticPony | 2015-05-28 12:41:57 |
Name: Bounty Hunter
Power Name: Money
Lore: It was always a saying that money buys power, but it took a while for this mantra to catch on with mages. What pays the most in a world of magic? Getting rid of other mages. The Bounty Hunter uses his powers of magic to get rich. Often disregarding his life expectancy when fighting some of the toughest challengers across the world, the Bounty Hunter has chosen his path not for riches, but for the challenge and the glory. Little do Bounty Hunters know however, but sometimes, a bounty is placed on them.
Gimmick: Bounty Hunter causes bounty counters to be placed on creatures, both allied and enemy. These bounties buff the effects of various cards, but especially make for an exciting mirror.
Work In Progress v1.0
Class Effect: At the beginning of a Bounty Hunter's turn, place a bounty counter on a random creature on the board (allied or enemy).
1 - Tax Collector - Bounty Creature - 3/15 - Whenever a bounty counter is placed on Tax Collector, consume it and gain one money power. (Doesn't stack.)
Lore: Tax Collectors, despite their innocuous name, are actually a colloquial name for extortion experts used by local lords for their illicit businesses.
Role: Mostly a body, but it can pay itself off if a bounty is placed on it; great early, mediocre the more creatures there are on the board. Bad if later effects may require more bounty counters.
2 - Hired Sword - Bounty Creature - X/20 - X is the amount of bounty counters in play not on a Hired Sword.
Lore: Bounty Hunters aren't afraid of offering paying to others; they just make sure they never come to collect.
Role: A good hitter or blocker for the mid game. A way of converting bounty on the board into power without losing counters. Bad if later effects may require bounty to be spent.
3 - Merfolk Merchant - Bounty Creature - 3/18 - Merfolk Merchant increases the growth of its owner's Water power by 1 each turn, but negates the class effect while in play.
Lore: Merfolk are well known in many spheres for making money. But only bounty hunters know exactly where they get their wealth from.
Role: Water is pretty flexible. If later Bounty is seemingly not going to be too helpful, this might be a useful play.
4 - Investment - Bounty Spell - All enemy creatures with a bounty counter on them take 5 damage per counter. Then, place a bounty counter on all creatures without a bounty counter on them.
Lore: Dump money into a place, sell it for more money later. Idle money is wasted money.
Role: Useful for holding back a dangerous creature or spell you anticipate. Be careful when using this spell, because you're costing yourself a turn to do this.
5 - Golden Golem - Bounty Creature - 4/24 - Golden Golem receives no damage from spells and abilities. Golden Golem does 2 extra damage to creatures for each bounty counter on them.
Lore: Money doesn't necessarily buy quality, but it certainly can buy a Golden Golem.
Role: An aggressive card for gaining presence; it's less effective at punishing life, but its spell/ability immunity makes it hard to deal with.
6 - Plastic Surgeon - Bounty Creature - 7/34 - When Plastic Surgeon is summoned, remove all bounty counters from allied creatures. Heal 3 life to the caster for each counter removed this way. Lore: Those who make a lot of money often gain a reputation. Plastic surgeons reverse the process; allowing you to lose reputation by losing a bit of money.
Role: If you anticipate a lot of burn being directed at you, or your opponent doesn't seem to be playing for presence, playing the Surgeon will impact the game in your favour.
7 - Midas Touch - Bounty Spell - Destroy target enemy creature with a bounty counter on it. Deal 5 damage to all other enemy creatures with a bounty counter on it, and heal 5 damage from all allied creatures with a bounty counter on it.
Lore: The legendary Hand of Midas; many Bounty Hunters have killed each other over it, and many have lost their minds trying to track its location. What many fail to realise is that there are two in circulation.
Role: An emergency button; useful removal tool. Also a nice shifting sweep across the board if there is plenty of bounty.
8 - Hired Army - Bounty Creature - X/50 - X is the number of bounty counters in play. When Hired Army is summoned, place 3 bounty counters on random allied creatures.
Lore: The epitome of a lot of collected bounty, you can start paying off the world to join you.
Role: A powerful dump when a lot of bounty has been collected. Modified by CyberneticPony on 2015-05-28 15:13:09 srbhkshk | 2015-05-28 14:12:55 |
So the Bounty counters don't do anything apart from the effects mentioned on the cards depending on them, right?
Seems to me that most creatures are slightly to moderately underpowered, except for 5 and 7(which might be OPish. )
CyberneticPony | 2015-05-28 15:12:37 |
So the Bounty counters don't do anything apart from the effects mentioned on the cards depending on them, right?
Seems to me that most creatures are slightly to moderately underpowered, except for 5 and 7(which might be OPish. )
Yeah, the bounty counters don't do anything outside of the card effects. I mostly wanted to make an interesting mirror match. 5 is based on Mechanician's Steel Golem, so I don't see how it could really be more overpowered than that, especially since the attack buff is unlikely to stack on the creature blocking it. 7 is pretty strong, but it provides no body, and I think it's in line with other spells. Possibly the other creatures are underpowered, but it'd be good if you told me why. Better to work upwards than downwards.
srbhkshk | 2015-05-28 17:28:15 |
I only meant 7 was OP, not 5 :)
1 is okayish. 2. I'm thinking I might be able to get what, a 4/5/6 - 20 with this on average, so compared to Time-2 or Goblin-2, little underpowered. 3. I think negating the class effect is an overall negative thing? so comparing it to Mech-3 , it seems pretty weak. 4. 5 or 10 damage on some guys? 0 on some? seems weaker than Chaos-4 which by no means is a strong spell in itself either. 6. Heals 10-12 life and a 7-34 body, I think its an ok defensive card, but I would prefer Illusion-6. 8. A 4/5/6-50, that does basically nothing apart from maybe making the 2 a bit stronger, pretty weak, also whoever gets it in the mirror match is not gonna be happy.
7. I missed that it could only destroy creatures with counter on them, now I am inclined to say its slightly weak. CyberneticPony | 2015-05-29 00:07:22 |
I only meant 7 was OP, not 5 :)
1 is okayish. 2. I'm thinking I might be able to get what, a 4/5/6 - 20 with this on average, so compared to Time-2 or Goblin-2, little underpowered. 3. I think negating the class effect is an overall negative thing? so comparing it to Mech-3 , it seems pretty weak. 4. 5 or 10 damage on some guys? 0 on some? seems weaker than Chaos-4 which by no means is a strong spell in itself either. 6. Heals 10-12 life and a 7-34 body, I think its an ok defensive card, but I would prefer Illusion-6. 8. A 4/5/6-50, that does basically nothing apart from maybe making the 2 a bit stronger, pretty weak, also whoever gets it in the mirror match is not gonna be happy.
7. I missed that it could only destroy creatures with counter on them, now I am inclined to say its slightly weak. Think I'll scrap this one; I think it's a bit too difficult to actually balance it up. EDIT: Realised actually the problem is the placement of bounty counters on allies; not only does this make for horrible RNG in the mirror, but it also weakens most of the effects vs enemies. Will rework.
Modified by CyberneticPony on 2015-05-29 09:27:44 Wavelength | 2015-05-31 01:02:55 |
I think the class has some cool ideas; you shouldn't scrap it.
CyberneticPony | 2015-06-02 23:14:16 |
Work In Progress v2.0 (Large rework)
Class Effect: At the beginning of a Bounty Hunter's turn, place a bounty counter on a random enemy creature.
1 - Tax Collector - Bounty Creature - 2/16 - Tax Collector gains 2 attack for each bounty counter on the creature on the opposite slot.
Lore: Tax Collectors, despite their innocuous name, are actually a colloquial name for extortion experts used by local lords for their illicit businesses.
Role: Mostly a body, but a really strong defender if the opponent isn't playing many creatures.
2 - Hired Sword - Bounty Creature - X/24 - X is the amount of creatures with a bounty counter on them plus one.
Lore: Bounty Hunters aren't afraid of offering paying to others; they just make sure they never come to collect.
Role: A good hitter or blocker for the mid game. A way of converting bounty on the board into power without losing counters. Bad if later effects may require bounty to be spent.
3 - Merfolk Merchant - Bounty Creature - 3/11 - If there are 5 or more bounty counters in play, gain 2 water power.
Lore: Merfolk are well known in many spheres for making money. But only bounty hunters know exactly where they get their wealth from.
Role: Water is pretty flexible. Play it for an economic advantage if you are unlikely going to be playing for a late-game bounty strategy.
4 - Investment - Bounty Spell - All enemy creatures with a bounty counter on them take 5 damage per counter. Then, place a bounty counter on all enemy creatures.
Lore: Dump money into a place, sell it for more money later. Idle money is wasted money.
Role: Powerful burn spell, especially when chained.
5 - Golden Golem - Bounty Creature - 4/20 - Golden Golem receives no damage from spells and abilities. Whenever Golden Golem attacks, it deals 1 damage to each enemy creature with a bounty counter on it.
Lore: Money doesn't necessarily buy quality, but it certainly can buy a Golden Golem.
Role: An aggressive card for gaining presence; it's less effective at punishing life, but its spell/ability immunity makes it hard to deal with.
6 - Midas Touch - Bounty Spell - Destroy target enemy creature with a bounty counter on it. That creature's bounty counters are redistributed randomly among other enemy creatures, if able.
Lore: The legendary Hand of Midas; many Bounty Hunters have killed each other over it, and many have lost their minds trying to track its location. What many fail to realise is that there are two in circulation.
Role: An emergency button; useful removal tool. Also a nice direct damage spell if there's plenty of bounty.
7 - Plastic Surgeon - Bounty Creature - 7/36 - When Plastic Surgeon is summoned, remove all bounty counters in play. Heal 3 life for each bounty counter removed in this way. Lore: Those who make a lot of money often gain a reputation. Plastic surgeons reverse the process; allowing you to lose reputation by losing a bit of money.
Role: If you anticipate a lot of burn being directed at you, or your opponent doesn't seem to be playing for presence, playing the Surgeon will impact the game in your favour. Great in the mirror to avoid strong bounty plays.
8 - Hired Army - Bounty Creature - X/50 - X is the number of bounty counters in play. When Hired Army is summoned, place 2 bounty counters on random enemy creatures. You place 2 bounty counters every turn instead of 1.
Lore: The epitome of a lot of collected bounty, you can start paying off the world to join you.
Role: A powerful dump when a lot of bounty has been collected.
Modified by CyberneticPony on 2015-06-02 23:17:27 |