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  1. #11
    Lead Developer / Designer Gondorian's Avatar
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    Quote Originally Posted by Ross013 View Post
    Sustain always damages the controller of the ally

    Adjacent means either side

    The controller of the weapon gets the ally
    Nice work, Ross. 3 out of 3 correct.

    To elaborate on those answers:

    Sustain is always something paid by the controller of the card that has the Sustain on it. In the case of "Sustain 1HP", it means their hero takes 1 unpreventable damage. (Yes, that should be in the rule book by now.)

    Adjacent means immediately next to that card. Yes, we don't have ways to move cards around once they have been played (yet), but it's still worth adding to the game at this point anyway, I think.

    By default, whenever an item converts from one type to another, the controller does not change. If the controller changes, we always specify that.

  2. #12
    Senior Member qaz92zaq's Avatar
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    I'm curious who will be the person to break suspended animation. A freeze all enemies is potentially very OP for mage the question will be getting items into your (or your opponent's) graveyard.

    I second Kylt and say FRYING PAN ARAMIA RUSH!


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  3. #13
    DP Visionary Demnchi's Avatar
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    Quote Originally Posted by Gondorian View Post
    Nice work, Ross. 3 out of 3 correct.

    To elaborate on those answers:

    Sustain is always something paid by the controller of the card that has the Sustain on it. In the case of "Sustain 1HP", it means their hero takes 1 unpreventable damage. (Yes, that should be in the rule book by now.)

    Adjacent means immediately next to that card. Yes, we don't have ways to move cards around once they have been played (yet), but it's still worth adding to the game at this point anyway, I think.

    By default, whenever an item converts from one type to another, the controller does not change. If the controller changes, we always specify that.
    In that case:

    Disarming Personality - This card costs a bit too much since it specifies weapons and if used on opposing weapons they get an ally out of it that will be usable the following turn. You need to spend 3cc on a weapon and have the ability to deal 2-4 damage based on its remaining durability to kill the ally you just gave them. While I don't think the card is useless, I'm not as sold on its usefulness as I was. Using it on your own weapons currently doesn't look like it will work out either unless mages get a weapon that works extremely well with this card. If they get that, then it could be a great card that has an option to be used as weapon removal, which would be great to see.

    Subdue - Since 1HP refers to the hero's health, this card actually seems pretty good. Dealing 1 damage a turn per subdue while slowing opposing allies' damage seems strong to me.
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  4. #14
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    Popsickle - 2cc Mage Ally - Undead - 1ice/4HP - 0: Popsickle attacks target opposing frozen ally if able.
    -nothing too great, a nice t2 drop for ice-themed decks, which is good.

    Subdue - 3cc Mage Attachment Ability - Attach to target opposing ally. That ally has Sustain 1HP and -2 attack. Allies adjacent to that ally have -1 attack.
    -this card seems the best of this bunch. Control mages do not exist since cotc. Using a card to control is a huge loss of tempo, but this card nerfs both up to 3 allies and dot the hero. Very good. Using a control mage with subdue, consuming fear and...maybe lakmire can be a thing?

    Disarming Personality - 3cc Mage Ability - Target weapon with X base attack becomes a readied ally with X base attack, health equal to its durability and no abilities.
    -at last a good id card for mages. Its low cost comes with a free ally for the opponent. Do you have time to change the wording of dagger of fate to '' If a card was discarded from anywhere this turn, Dagger of Fate has +2 attack until the end of your turn. Against opposing heroes it deals 1 damage.'' ? PRETTY PLEASE!!! Else it will only be used against weapon-based heroes.

    Leash of Life - 3cc Mage Artifact - While an ally is adjacent to your hero, that ally has immunity to enemy attachments and +1 health and its abilities cost 2 less resources to activate.
    -seems promising.

    Living Ice Wall - 3cc Mage Artifact - While Living Ice Wall is a frozen ally, it has protector. 0SE: If Living Ice Wall is an artifact, it becomes an ally with 2 ice base attack and 5 health and it is frozen for 2 turns.
    -mediocre at best. A free ally for aramia every 4 turns. AT LEAST make it 4/5 and frozen, so that cards like Rejuvenating Ritual might see some play.

    Tempest Runebearer - 3cc Mage Ally - 1electric/5HP - Ability damage to Tempest Runebearer is reduced by 1. While ability damage has been dealt this turn, Tempest Runebearer has +2 attack.
    -solid t3 ally for shadow mages.

    Suspended Animation - 4cc Mage Ability - Target item in a graveyard is returned to play under your control as an ally with 2 ice base attack, 3 health and no abilities: all opposing allies are frozen for 1 turn.
    -seems promising.
    Last edited by neratza713; 11-19-2016 at 02:39 PM.

  5. #15
    DP Visionary tman507's Avatar
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    Popsickle - 2cc Mage Ally - Undead - 1ice/4HP - 0: Popsickle attacks target opposing frozen ally if able.

    Love the name, and seems like a nice durable little ally. Not sure how useful the ability will be, but will be interested to try it out.

    Subdue - 3cc Mage Attachment Ability - Attach to target opposing ally. That ally has Sustain 1HP and -2 attack. Allies adjacent to that ally have -1 attack.

    Very interesting. Like the new adjacent mechanic, will be harder to manage in SE as opposed to something like Hearthstone, since you can't chose the postion of allies here, but give something Sustain and weaken a whole segment of the opponent's board is nice.

    Disarming Personality - 3cc Mage Ability - Target weapon with X base attack becomes a readied ally with X base attack, health equal to its durability and no abilities.

    Love that it can be used both ways, although can't think of too many weapons available to Mages that you'd really want to use this on for your own side. As a weapon removal against your opponent, is obviously not as good as a Focused Prayer or Smashing Blow as it gives them an ally, so obviously works best if you have a way to kill the ally too, which I guess is the idea, as Mages generally can more easily kill allies. Is easier than trying to wear down the weapon of durability though I'd imagine.

    Leash of Life - 3cc Mage Artifact - While an ally is adjacent to your hero, that ally has immunity to enemy attachments and +1 health and its abilities cost 2 less resources to activate.

    First card I think to reduce the cost of an ally's activated ability, which is quite neat. Could work in freeze Mage with Stalactitan I guess, make him freeze something for 1cc. That is really the main element of this card to me, the +1 HP is nice, the attachment immunity is just kind of a bonus that won't always even happen.

    Living Ice Wall - 3cc Mage Artifact - While Living Ice Wall is a frozen ally, it has protector. 0SE: If Living Ice Wall is an artifact, it becomes an ally with 2 ice base attack and 5 health and it is frozen for 2 turns.

    So you can technically summon it as your 3cc ally, but you'd lose major tempo that way. Trying to think of way you could re-freeze it to give it protector again, or I don't know, just play another one. Kind of also wish that maybe it could at least defend while frozen, cause seems that by the time you got more guys out that could be behind the protector, he'd just be unfrozen by that time.

    Tempest Runebearer - 3cc Mage Ally - 1electric/5HP - Ability damage to Tempest Runebearer is reduced by 1. While ability damage has been dealt this turn, Tempest Runebearer has +2 attack.

    Is fine I guess. Obviously lots of ways Mages can deal ability damage, and also works if opponent does ability damage. So is nice if you can always trigger that, but otherwise is just sorta meh.

    Suspended Animation - 4cc Mage Ability - Target item in a graveyard is returned to play under your control as an ally with 2 ice base attack, 3 health and no abilities: all opposing allies are frozen for 1 turn.

    This would be super crazy, but of course you have to have the first part go off in order to get the big freeze, so if no items in any graveyard=no freeze, so would be best in something were you have your own items to trigger it. Would like this to be a way make Shatter Ice useful, but that would be an 8 cost combo, so not very cost effective.
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  6. #16
    Senior Member alfa666's Avatar
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    I can see a very nice theme going on with Disarming Personality - Subdue - Suspended Animation - Shatter Ice: this would let you exile any weapon after you used it to weaken the opposing ally line up.

    But since Focused Prayer and Smashing Blow are so much more powerful for the same cc, I would like to have Disarming Personality target armours as well.
    Last edited by alfa666; 11-19-2016 at 09:48 PM.
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  7. #17
    Lead Developer / Designer Gondorian's Avatar
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    Quote Originally Posted by alfa666 View Post
    I can see a very nice theme going on with Disarming Personality - Subdue - Suspended Animation - Shatter Ice: this would let you exile any weapon after you used it to weaken the opposing ally line up.

    But since Focused Prayer and Smashing Blow are so much more powerful for the same cc, I would like to have Disarming Personality target armours as well.
    Well, item destruction is meant to be a Mage weakness (not so much for flavor but balance). They've now gained this other way of dealing with weapons (which can also work offensively to convert their own weapons to allies), but the armor weakness has intentionally remained. Considering they have so much ability damage available, getting rid of armors is not so important to them, right?

  8. #18
    DP Visionary tman507's Avatar
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    Quote Originally Posted by Gondorian
    Considering they have so much ability damage available, getting rid of armors is not so important to them, right?
    Unless that armor is Spelleater Bands, lol. It's still down to old LLN for that I suppose.
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  9. #19
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    Great cards!

    But when Thoughtful Investment is dead even if it was an ally without abilites - it will destroy the resouce anyway.(what we can't say about clockwork solder that will die without abilites.)

  10. #20
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    After reading the spoilers for Hunters and Warriors, I get the feeling that Mages didn`t get as much love. Subdue its a decent new card, but wouldn`t be surprised if it gets nerfed soon.

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