Colorcrayons
Apprentice
On a bit of a hiatus, sorry. So busy
Posts: 110
Mana: Red
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Post by Colorcrayons on Aug 18, 2016 11:24:50 GMT -6
Ok. So all arrows point towards Kaladesh being the new expansion this mid winter. I would like to make an expansion to finish off the Innistrad block so that the theme shines a bit more than just a couple units. Im thinking 2-3 units per color. Perhaps some multicolored units too. I'll just update this post as content is designed. Let's start with : Models used for this squad: Games Workshop " Sylvaneth Dryads" (formerly known as "Wood Elf Dryads") Lets go Multicolored with & flipcard : (can be used by either a or Planeswalker) Models used for this squad: Heroscape Wolves of Badru and Anubian Wolves
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Post by Yawgmoth on Aug 18, 2016 16:10:37 GMT -6
Those GW dryads are a dead ringer for the Gnarlwood Dryad art. Nice and simple I like the use of the old heroscape figs to match the new design direction of M:tG as well. Unleashed Fury resembles the original anubian wolves rules, and fits in with the ethos of well.
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Post by kajoq on Aug 18, 2016 20:07:50 GMT -6
Sweet ideas! I think they're a little strong compared to the current figs though I think the Dryads would be really busted with 4 base attack and Deathtouch. I think a way to make them a little thematic and make the level a little more in line would be to have 2 base attack but give them a 2nd ability called 'Delerium': Gnarlwood Dryads get +1 attack for each Gnarlwood Dryad in the Figure Graveyard. For the Wolves I'd probably suggest tone down the movement buff to +2 and +3 For the Werewolves, their D20 ability is -way- too good. It needs a larger deadzone and probably a lower maximum buff or they're just going to be absurd. 60% chance to be rolling at least 5 dice across 3 figs. Even if you make the top tier only +2 ATK it's still extremely strong
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Colorcrayons
Apprentice
On a bit of a hiatus, sorry. So busy
Posts: 110
Mana: Red
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Post by Colorcrayons on Aug 18, 2016 20:34:09 GMT -6
I like the Delerium idea. Plus, I could reduce the cost of the unit significantly that way. I based the cost around the blighted reavers stats, gave them less life and took into condsideration the cost of the spell " Virulent Swipe" whose effect only lasts a turn. But I agree, the is a bit high, and if I can get the cost down by reducing the level, then even better. The Pummelroot elementals have a of 3, so I cant make the dryads any higher thematically considering Pummelroots are huge oak logs. Im not sure it would be a good idea to reduce them down to a of 2 though. 2 doesnt do much if anything in this game, whereas 3 makes it possible. But, if they get Delerium as you have suggested, then it might work well. Hmm... much to consider there. I think the movement bonus for the wolves is fair, considering the risk of loss of life, and half the time no bonus occuring. As for the werewolves unleashed fury, I played with anubian wolves a lot last year in an attempt to mix in heroscape with Arena, to grant variety. The results were pretty poor overall, and they are much more powerful in that version. I just gave them a median level as a base. Then as likes to do, let chance dictate how well it performs. It's funny how you say its way too powerful when the randomness plays against the unit being an effective choice for most players. Anubian Wolves are a B-C class unit by most estimates, and their could potentially reach 9 in that iteration. They look powerful on paper, but on a consistent basis, are quite lacking. This flipcard is an army card that we have been playing around with a bit for the last couple weeks. Theyve been... kinda so-so. I still prefer the kessig werewolves over them. Perhaps the level just seems high at first blush?
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Post by kajoq on Aug 18, 2016 20:51:04 GMT -6
When comparing with Heroscape figures you also have to remember to factor in Spell Cards. In or / you're almost always going to be able to pop spells for an extra 2-4 ATK on the turns you're trying to make an Alpha Strike. Get a decent roll, Pop the spell that lets a squad move up, Pop OverRun, Roll 8 bazillion dice (3+4+3+potential glyphs/height) and have trample damage tagging any adjacent figures. Just seems like an obscene amount of potential damage compared to just about anything else in the game right now from 13+ and matching best in the game on 2-12
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Colorcrayons
Apprentice
On a bit of a hiatus, sorry. So busy
Posts: 110
Mana: Red
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Post by Colorcrayons on Aug 18, 2016 20:52:35 GMT -6
Actually, I like the Delerium idea a lot and am going to go ahead and modify the entry to reflect your suggestion. Reduced to 2, all other stats left untouched, reduce the cost to 80 pts. just to see if it feels like its in the right ballpark when I get a chance to play again tomorrow. At the moment I'm more confident in the werewolves performance due to recent short term anecdotal experience. [edit] I didnt get a chance to see your last post as we posted moments within each other. I dont want you to think its been ignored. Agreed. Spells do play an imminently huge factor in the swing of the game. It's both its strength and weakness. And while the internal buff of unleashed fury can potentially jack it up beyond 2 of anything else in the game, creatures using and combos can already do this, they just lack the internal random buff. You could plop Firebreathing, on it; then the turn you alpha strike slap it with Twinflame, Overrun, then get one more attack with a Seize the Day. It's nasty. Yet, you still have to have those cards to do it. Again, more random chance that is difficult to get empirical evidence on. There is always potential for a great hand in the order that you need, but combined with lacks the ability that has to set those up. could just send those enchantments to the graveyard, could throw up a Fog to thwart it, could just unsummon the unit with a call to heel/aetherspouts, or use a Psychic Rebuttal and make a mockery of the attempt. Or use a Welcome to the Fold before bounces them away before you can use them pumped up. Ugh. The potential in spells is not only in the offense, but in the defense as well. Answers everywhere. That's Magic. But, I dont want you to think I am discounting your feedback, because im not. I hope that you might playtest it to see if it is as bad as first blush seems. I only have 5 games with them in their current iteration. That's not a lot. [further edit] Perhaps this change might make Unleashed Fury more palatable? This way there is a clear and downward spiral drawback to the use of the . Of course, the unit could be healed because, you know , but at least it's a clear drawback that fits in with 's gain through pain, and offers the fecund buff that likes to partake in.
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Post by zackzeta on Aug 18, 2016 21:53:15 GMT -6
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Colorcrayons
Apprentice
On a bit of a hiatus, sorry. So busy
Posts: 110
Mana: Red
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Post by Colorcrayons on Aug 18, 2016 22:10:33 GMT -6
Thanks zackzeta. I do, and have tried my hand at making my own format of cards. I do graphic design as a hobby. But since making those last year I have been able to make nearly perfect templates based on official cards. Not quite ready for primetime reveal on those yet though. I hope by the time I get this stuff for Eldritch Moon complete, I can reveal the card templates along side it. Nowadays, I like to post stuff in text format until the bugs are worked out with the community before I bother going through the effort of inputing them into Photoshop only to find out I had a glaring mistake that needed to be later fixed. Not as pretty, but it gets the idea across until then.
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Post by Yawgmoth on Aug 19, 2016 2:17:39 GMT -6
I think your revised version of Unleashed Fury is good. should have that type of drawback and the revision seems to compromise between and ideals pretty well. I say use that. I also agree that the wolves probably dont need much if any tweaking. I recognize the drawbacks and even though its a delivery vehicle for angry werewolves, I see speeds like this all the time in the game. Just not as consistently. But thats okay. there is always a strongest card for whatever type of trait in the game, whether official or homebrewed. So dont sweat it if your card happens to be stronger than whatever Hasbro puts out. But I think Delerium in this case should be adding +1 and +1 for every Dryad in your graveyard. They have two life, so not very sturdy. grows, and that means equal measures. It's not just that buffs their . The for the last dryad would be 5, which is hardly overpowered. I say give it the boost too. Make that last Dryad a true horror as it should be, pumpkinhead style. (bad 80's movie reference) Im eager to try out the dryads. I have a couple squads from my days playing WHFB, so I would like to see them on the table again.
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Colorcrayons
Apprentice
On a bit of a hiatus, sorry. So busy
Posts: 110
Mana: Red
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Post by Colorcrayons on Aug 19, 2016 16:33:14 GMT -6
I just finished playing a 650 pt. game with the werewolves using the revised Unleashed Fury. It used Arlinn, the gnarlwood dryads (at 80 pts.), and the kessig ranger/ravagers. The opponent used the Nahiri guided missile list I made in the army section, mi nus the goblin javelineers.
I wont the game in a toe to toe against nahiri, but not before avacyn annihilated the Brazen werewolves. The self wounding screwed them up bad. Avacyn brought them down in two turns. The auto damage from her was wrecking me. The firecats took down all but one of the dryads, and then that last dryad took out avacyn.
Nahiri's player had 1 phoenix and 1 firecat left. I was wiped off the table with only Arlinn left. Last Planeswalker standing victory condition.
I like the new dryads and think they fit well while not being overbearing. My opponent was scared of them, but took them down pretty easily. The brazen werewolves revised unleashed fury...well I think it needs to be played a lot more. The gamble didnt seem worth it in this game, but I am still leaning towards the revision as the better design option.
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Post by kajoq on Aug 19, 2016 18:49:41 GMT -6
Nice re-caps! How about splitting the difference between the two extremes? Maybe choose 1 figure to assign 1 damage, and bring the max buff to +3. Or build the damage into the low end of the rolls only. IE: may always roll the d20, but 1-7 = 1 damage to all AND +1 ATK. I feel like the Dryads could be really fun with some spells if anyone is up for a custom Vraska or Cursed Garruk for a B/G PW
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Colorcrayons
Apprentice
On a bit of a hiatus, sorry. So busy
Posts: 110
Mana: Red
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Post by Colorcrayons on Aug 19, 2016 19:30:27 GMT -6
Incorporating the damage back into the rolls is a good idea. feels less that way. Which makes me think, what if it was on the opposite side of the spectrum? Thematically speaking, the werewolves have a variable strength, and I imagine that the lower strength buffs are less damaging to them after transformation than when they erupt like Tetsuo in Akira; from the overwhelming mutation granting them a huge buff. So perhaps add the compulsory 1 damage per creature to the 18-20 roll? Mechanically speaking, it's still only a 15% chance, but if you hit the big time, then it will hurt big time. Maybe some of the werewolves might not even survive that roll before they get a chance to attack.
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Colorcrayons
Apprentice
On a bit of a hiatus, sorry. So busy
Posts: 110
Mana: Red
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Post by Colorcrayons on Aug 19, 2016 19:58:58 GMT -6
New creature time. Model used: Horrorclix Tree of the damned (found in Horrorclix Starter set) I havent played with this yet. So this is just a starting point. But I like the idea of an immobile threat radius on the battlefield, kind of like a flank guardian anchor. Plus, the model is sweet and can be found fairly easily despite Horrorclix being out of print for a while now.
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Toshi Umezawa
Apprentice
Posts: 100
Title: Hyozan, Clan Umezawa
Mana: Black
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Post by Toshi Umezawa on Aug 19, 2016 20:21:43 GMT -6
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Colorcrayons
Apprentice
On a bit of a hiatus, sorry. So busy
Posts: 110
Mana: Red
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Post by Colorcrayons on Aug 20, 2016 19:31:03 GMT -6
Updated Brazen wolves/Prowlers after two games today. Reduced movement on wolves, and placed damage for unleashed fury into the 18-20 roll.
Rolled a 19 once, but that killed two werewolves. Thankfully the buff was enough to take out the necroalchemist with the surviving werewolf. the necroalchemist is nuts.
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Post by Yawgmoth on Sept 3, 2016 18:21:14 GMT -6
I used the tree of perdition today led by sorin in a cultist list.
The complete spell list eludes me right now, but this created a solid refused flank. It died halfway into the game, but it took a bit of concentrated effort on chandras army to take it out.
The tree is nifty.
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Post by Guest on Nov 16, 2017 15:15:49 GMT -6
For the Tree of Perdition, what if it's ability allowed you to swap the damage between it and other creature (not figurine or planewalker) within a given radius.
Ie: If the Tree of Perdition had 4 damage on it and a Goblin Javelineer had full life (3 Health), then the Goblin Javelineer would die and the Tree of Perdition would have 3 damage removed off of it.
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Post by Guest on Nov 16, 2017 15:21:18 GMT -6
But it has 0 attack
PS: For immovable, I think that it should just have 0 movement and state that it is unable to take the move action. Just in case future expansions allow you to banish cards or teleport them around the map.
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