wade
Neophyte
Posts: 16
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Post by wade on May 4, 2018 12:39:20 GMT -6
Here are some squads to help out those mages out there. Knights Of Grace 3 figure squad Life 2 Move 5 Range 1 Attk 2 Def 2 Ability: Hexproof From This creature can not be targeted by spells or abilities your opponents control Ability: Purge the Evil As long as Knights of Grace is attacking a figure they get +1 until the end of the turn. Hero Of Bladehold Hero squad Life 3 Move 5 Range 1 Attk 2 Def 3 Ability: Muster the Forces Whenever Hero of Bladehold attacks an adjacent figure for the first time each turn you may place a knight squad creature in a adjacent space next to Hero of bladehold. At the end of Hero of Bladehold's turn, you may move and attack with up to two of the knights generated by this ability. This creature has Life 1 1 move 4, range 1, attack 2, def 2. Serra Angel 3 figure squad Life 3 Move 5 Range 1 Attk 4 Def 2 Ability: Flying Ability : Vigilance The first time Serra Angels are attacked each turn by a figure your opponents control it receives +2 until the end of the turn. Looks like I've made nice aggressive squads here for , as always any assistance is welcome in making these guys even better!
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Arcanis
Apprentice
Posts: 81
Title: The Omnipotent
Mana: Blue, Green, White
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Post by Arcanis on May 5, 2018 15:10:00 GMT -6
Knights of GraceI really like Dominaria and it's great to see something so fresh for AotP. Just with PURGE THE EVIL "your opponents control" isn't needed as you can only attack enemy figures; the same with the "adjacent" as their range is 1, especially if you increase their range during the game. Hero of BladeholdThere are a few inconsistencies in the wording of the ability. MUSTER THE FORCES Whenever Hero of Bladehold attacks an adjacent creature [figure if you want it to include planeswalkers] for the first time each turn you [otherwise this can only happen once in a game unless that is what you want] you may place [summon is specifically from the reserve to the battlefield] a Knight creature with life 1, move 4, range 1, 2 and 2 in a space adjacent to Hero of Bladehold. At the end of Hero of Bladehold's turn, you may move and attack with a / up to two / up to three of the Knights generated by this ability. [Because there isn't a declare attackers step a creature can't be created 'attacking'. Putting the ability like this structures it more like the hero and prevents this from getting overpowered by forming a 10+ figure squad.]
Serra AngelsJust on the VIGILANCE ability "by a creature" should only be there if planeswalkers don't trigger it but I think they should as well. Also "your opponents control" is redundant. Finally I assume you meant "gets +2 until end of turn" otherwise they would just ramp to untouchable defence levels. These great units certainly give a bit more of a punch whereas the original army had more of a wait it out style.
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Arcanis
Apprentice
Posts: 81
Title: The Omnipotent
Mana: Blue, Green, White
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Post by Arcanis on May 9, 2018 9:07:47 GMT -6
***The Serra Angels' VIGILANCE ability should read "The first time Serra Angels are attacked each turn by a figure your opponents control, they get +2 until end of turn."*** To print these, copy them into a program e.g. Word, PowerPoint, Publisher etc. and resize them to width 63mm, height 177mm.
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Post by roustabout on May 25, 2019 20:06:52 GMT -6
Thanks for your efforts. I'm going to give these a try.
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