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 Sujet du message : New generation of champions
Message Publié : 09 Juin 2015, 22:24 
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Inscription : 05 Février 2013, 19:23
Message(s) : 240
What a champion should be? To my mind, champion should empower the archtype, but should not be able to destroy the entire metageim. Also, champion should be above average level of power and, also, have something special ability that has a connection with main strategy of the archtype.

1) Nehant
*Name* - Undead - warrior
Life 17 Attack 3-4 defense 2 spirit 2
Champion
All of your undeads gain -1 to damage suffered until the end of the game. Cannot chain. If you have a living necromancian, after you have played your cards, choose 2 necroses from discard pile, they are played.
Turns 1 and 2 - your opponent has -2 to damage dealt this turn.

Idea – a character that is weak at the beginning, but that can rise his power quickly using necroses with permanent bonuses.

2)Kotoba
*Name* - Human, war guemelite - marauder
Life 14 Attack 8-10 defense 1 spirit 2
Tracker - Champion
Attack +2 against mages and priests. For every item in play, in the start of the fight, you can choose a card, in your discard pile, it returns to your deck. If you haven't chosen any, and at least one item is in play, next cards of your opponent are ignored this turn.
Turn 1, 2, 4 and 5: an item from your deck is played after your cards.

Idea – to return Acrobatic fight (a core card of trackers) in the deck, or, if there are no worthy cards in discard, to work as a To track down.
How to balance – increase the number of items since which ‘to track down’ ability works.

3)Zil
*Name* - *race* - Priest
Life 15 Attack 5-8 defense 2 spirit 2
Champion - circus
Cannot play theurgies of faith nor divine anger. At the end of tour fights, choose a character - if he is yours, heal him X health points or if he is an opposing character he suffers X direct damage, where X is sum of number of your cards in the opponent's deck and hand and the number of his cards in your discard pile and deck. Turn 1 and even turns - chain destiny theurgy.

Idea – to get bigger advantage from cards that changed their owner.
How to balance – change damage type, change X (make X-3, for example).

4)Noz
*Name* - human – Warrior – mage – marauder.
Life 15 Attack 7-10 defense 2 spirit 2
Champion Withchblade
Each time your opponent plays a card, you draw 1 card more during the next turn for each card played. If your opponent doesn’t play any cards, you draw 1 card less next turn.
Turns 1, 2 – draw an additional card.

Idea – to help to stop your opponent or just to make your hand better. I am not sure, what a good champ for withes should be.

5)Sap
*Name* - Beast – Dais – Warrior - Mage
Life 14 Attack 6-8 defense 3 spirit 2
Champion
At the start of the game, all of your characters gain +1 to attack, defense, spirit and max life score for each race represented among your characters. Turns 1-3: at the end of your fight, draw cards until you get 6 in your hand.

Idea – to empower multiracial decks, for now they are weak.

6)Runic
*Name* - Human – War guemelite – Craftsman
Life 14 Attack 7-8 defense 2 spirit 1
Champion.
Each time you play a non-runic craftsman item, it’s copy is created and played. Can attach craftsman items to any characters.
Turns 1, 3, 5 – chain item.

Idea – just a good support for almost any deck. Good for priests.

7)Stone Linker
*Name* - Fire guemelite – Air guemelite – Water guemelite – Mage
Life 14 Attack 4-5 defense 3 spirit 3
Champion
Each time one of your characters deals magic damage, he gains -2 to damage suffered until the end of his next fight, and the victim gains spirit -2 until the end of his next fight.
Turns 4, 5 and 7 – deal 3+their spirit magic damage to every opposing character.

Idea – to make champion for magic damage and for fire/air guemelites.

8)Mercenary
*Name* - Unknown – Marauder
Life 14 Attack 9-10 defense 2 spirit 2
Mystic slayer – Champion
At the start of the first turn, all of your Mystic slayers gain “If defense of your opponent is higher than his spirit, you deal magic attack instead of physical attack”.
Turns 2 and 3 - -2 to damage suffered.

Idea – to help to deal with non-mages.

9)Pirate
*Name* - Human – Mage
Life 14 Attack 5-6 defense 2 spirit 2
Champion
All fire spells played by you and your mono-pirate allies gain +X to damage dealt, where X equals spirit of the caster.
Turns 5,6 and 8 – Spirit +2.

Idea - For now fire spells are not used commonly among pirates (or I haven’t seen any except Flare), so I wanted to correct this sad fact.

10)Nomad
*Name* - Undead – Warrior – Marauder
Life 16 Attack 8-9 defense 0 spirit 2
Eclipse – Immortal – Temple Guardian – Champion
Revenant.
At the start of the game all of your revenants gain “When this character dies, If another one of your revenants have 1 or more health points, he heals 2 and rises again”
Turns 1-4 and 7 – All of your (dead and alive) characters gain +1 to heal effects until the end of the turn.

Idea – to increase survivability of new undeads, and he should fit to any combination of characters.


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 Sujet du message : Re: New generation of champions
Message Publié : 10 Juin 2015, 06:32 
Guémélite
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Inscription : 04 Février 2013, 16:17
Message(s) : 127
Localisation : United States
I like your New champion Archetypes. I think that they would be good as face lifts to older existing characters. Here would be my thoughts:


Nehant - Undead champion

Chalice the Husk, a version of or at least the Withered old man that held Chalice until it was taken.

Kotoba - Tracker Champion

Sensei Amaya, a version of that that replaces as the master of the Trackers.

Zil - Circus Champion

Dirge Grinder Kriss - A version of made even more melancholy by the fall of the Zircus.

Noz - WitchBlade Champion

Angelica the Vindicated - A version of who has had her name cleared of the murder of .

Sap Heart - Multi Race Champion

Red-Mark the Reincarnated - a version of born again as all aspects of the forest he died to protect.

Runic - Craftsman Champion

Jorus the Runic - a version of who followed the lead of his friend and joined the Legion.

Stone Linker - Fire Air Water Champion

Eylsia The Traveler - a version of who has embraced the ways of the Stone linkers os she can continue her Globe Trotting ways.

Mercenary - Mystic Slayer Champion

Super Assassin Style Quilingo - a version of that says "PANDA NINJA! PANDA NINJA! PANDA NINJA! and SHUT UP because PANDA NINJA!"

Pirates - Mage Champion

The Palladium Corc - a Version of the that has perfected his arts and has bonded his wounded Flesh with an enchanted silver suit.

Nomads - Undead Champion

Ozymandias of the Necropolis - a version of who rules as king of the dead, after his failed attempt to become the


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 Sujet du message : Re: New generation of champions
Message Publié : 10 Juin 2015, 09:36 
Archonte
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Inscription : 19 Juillet 2013, 19:27
Message(s) : 2184
Localisation : Romania
how can be obtained?

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 Sujet du message : Re: New generation of champions
Message Publié : 10 Juin 2015, 16:51 
Marchand
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Inscription : 05 Février 2013, 01:08
Message(s) : 474
I like your idea for the stone linker champ, their fire and air guems are highly unappreciated.

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 Sujet du message : Re: New generation of champions
Message Publié : 10 Juin 2015, 22:12 
Immortel
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Inscription : 04 Février 2013, 17:01
Message(s) : 6173
Localisation : da world
mesterl a écrit :
how can be obtained?


2010 's advent calendar, aka: unable to get it

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