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  1. #1
    Senior Member Pretty Pretty Princess's Avatar
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    Lightbulb New Cards: New Dynamics

    When I think about the relationship between Hero and Allies to this point in Shadow Era's development, it seems that Heros are geared towards supporting Allies. But why can't the converse be true as well? Shouldn't there be Allies who are geared toward supporting the hero?

    This would make for new and interesting builds for the "lone" hero class types like Mages (well, not Deathbone), Hunters, and Wulven. Even thematically this can make sense. Mages often tutor Apprentices, Hunters have trained animals or scouts, and not all named Wulven are necessarily Heros.

    It might not be possible with the given card art for 1.26, but in future releases it would be very cool to have these kind of support characters. And they don't even have to be class specific. A blacksmith with a hammer and anvil could increase or repair item durability, an acolyte could increase the number of targets for a spell, or a Shadowy being could generate additional Shadow Energy.

    The examples I gave above probably aren't the best in terms of versatility and balance, but I think the idea is an important one to think about. I don't think this should be a new standard for all future allies, but a few would be nice to see.

    As always, discussion is welcome.

    ( And if someone else has said this before, my apologies! ^.^;; )

    EDIT: I forgot to mention that the idea of lone heros is cool, and something people can relate to, but it just doesn't make sense to me. A single hero shouldn't be able to beat another when the other one has friends! D:

    AFTERTHOUGHT: Don't worry about card names and art and such in this thread, just post mechanics. Use "(card name)" for your cards name. Feel free to post your inspiration for the card, though.
    Example:
    (card name)
    Cost 1
    (1 Resource) (card name) does a jig
    1/1
    Last edited by Pretty Pretty Princess; 04-22-2011 at 04:19 AM.
    ~PrettyPrettyPrincess~
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  2. #2
    Senior Member Anurak's Avatar
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    The main reason the heroes have a supporting role is because, with the first strike always in effect and the option to attack the allies directly, the world is more dangerous for them. A hero facing alone 3-4 allies is almost always finished, so he tries to protect any allies he has. If the game followed the MtG system, then the alies would try to protect the hero. And don't forget Aeon. His ability is protecting the hero and his allies. However, we could see alies with abilities giving energy to heroes, increasing their attack, or giving their attacks extra effects, like healing all allies if the hero deals 4 or more damage.
    "In order to survive, we cling to all we know and understand. And we label it reality."

  3. #3
    Senior Member AnAdolt's Avatar
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    I'd like to see more of the support allies P to the 3 mentioned. When I'm not lazy, maybe I'll go revise some of my card suggestions to incorporate this.

  4. #4
    Senior Member Pretty Pretty Princess's Avatar
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    I've been thinking that a weenie archer-type ally could potentially be good;

    Cost 3
    (1R) Deal 2 damage to target
    1/3

    Another one:

    Cost 5
    Instead of attacking, you may exhaust (card name) and restore two points of durability to target weapon or armor
    3/5

    And let's not forget banding! (er well sorta ;D)

    Cost 3
    (1Sh) (card name) becomes an ally attachment granting +1 attack and reducing all damage by 1
    2/3
    ~PrettyPrettyPrincess~
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    Current deck build: Pending Release of Dark Prophecies...

  5. #5
    Senior Member AnAdolt's Avatar
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    Hmm, I like the idea of banding in SE, Petty Petty Princess. Because of the perma-first strike, it's really beneficial for allies to band with the hero or maybe with another ally and attack together. Keep the brainstorming coming cause I find them interesting.

    Now, lemme go view my submissions again and maybe make some changes to incorporate some of this.

    EDIT: Changed one entry from an Item to an Ally card. Changed another, that was already an Ally, to have the same Sortie ability. Sortie is interesting as it allows you to shield your weaker allies. Much before anyone can use a weapon, heroes can now "attack"; although, they're pretty much decoy. I think it's a fitting mechanic for Rogues as well since they certainly don't use any fair means to get their gains.

    EDIT2: As for your smith suggestion, how about this for New Card 1?
    Name: Orzammar Smith
    Casting Cost: 5
    Card Type: Human Ally
    Stats: 2/5
    Effect: Instead of attacking this turn, Orzammar Smith is exhausted and restores 2 durability to target weapon or armor.
    Flavor Text: Mettle on the inside, metal on the outside.

    Little homage to Dragon Age in there ^^.
    Last edited by AnAdolt; 04-22-2011 at 06:00 AM. Reason: add edit comment

  6. #6
    Junior Member niknokmanok's Avatar
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    Solo Hero Decks. I just remembered Gorebelly, if any of you played WoW TCG before.

    It is a solo Orc Warrior build. It can deliver around 30 damage in one attack with the use of a weapon and buffs. But then, a timely placed interrupt can mess the whole thing.

  7. #7
    Senior Member Pretty Pretty Princess's Avatar
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    Quote Originally Posted by Anurak View Post
    However, we could see alies with abilities giving energy to heroes, increasing their attack, or giving their attacks extra effects, like healing all allies if the hero deals 4 or more damage.
    Ok, so the ally giving shadow energy, that would maybe look something like:

    Cost 4
    When (card name) deals damage to enemy hero, steal 1 shadow energy
    2/3

    Maybe you could give it a spellcaster flair, or make it shadow exclusive with a creature of pure energy.


    For augmenting Hero damage:

    Cost 4
    Unique
    While (card name) is in play, your hero does +1 damage when attacking. Destroy (card name) if you control more than 1 ally.
    2/4

    I'm picturing a character who is either a combat-savvy weapons merchant or a bloodthirsty type armed to the teeth with dozens of blades.

    And I just thought of this one while I was typing ():

    Cost 4
    Each target who attacks (card name) takes 1 damage, regardless of (card name)'s ability to defend.
    1/5

    I imagine either a human with a spiked shield and armor or a shadow creature covered in spines or sharp scales. I know this idea isn't really "original" but I'm not sure if people have thought to vary the damage depending the ally's ability to defend.
    ~PrettyPrettyPrincess~
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    Current deck build: Pending Release of Dark Prophecies...

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