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vitamurmillo
02-27-2012, 02:21 PM
In this thread I'll be posting factions that I design.

First post is for updates. New cards/decks will be posted in this thread.

Factions:

Kaleina's Rock Elves Deck - Post #2
Aspers' Illusionists Deck - Post #5
Triton's Mermish Deck - Post #6
Jenni's Magicians Deck - Post #10
The Charter Deck - Post #15

Ideas:
Rebel Alliance
Light
Dark
Royal House

vitamurmillo
02-27-2012, 03:31 PM
Kaleina
Summoner of the Rock Elves
Attack: 3 (ranged)
Life: 5
Rock Spawn
Instead of attacking, you may search your discard pile for a Rock Wall, and place it anywhere on your side of the battlefield.

Rock Golem
Champion of the Rock Elves
Cost: 8
Attack: 2 (melee)
Life: 9
Rock Channel
You may summon adjacent to Rock Golem, as if it were a Wall. Discard the wall that Rock Golem was summoned from and transfer all Wound Markers from the wall to Rock Golem.

Sarn
Champion of the Rock Elves
Cost: 7
Attack: 3 (ranged)
Life: 5
Rock Aura
As long as Sarn is on the battlefield, you may add any number Wound Markers to Rock Walls that you control at any time during your turn.

Ruruuin
Champion of the Rock Elves
Cost: 6
Attack: 3 (melee)
Life: 5
Rock Step
At this beginning of your turn, you may place Ruruuin adjacent to any wall that you control. Add 3 Wound Markers to that wall.

Tunnel Grub x6
Common of the Rock Elves
Cost: 1
Attack: 0 (melee)
Life: 1
Greater Burrow
During your movement phase, Tunnel Grub may move one extra space. Tunnel Grub may move through Units, but must end its move on an unoccupied space. Add 1 to Tunnel Grub’s AV for each space it moved.

Channeller x5
Common of the Rock Elves
Cost: 2
Attack: 1 (melee)
Life: 3
Rock Sacrifice
During your Attack Phase, you may add any number of Wound Markers to a wall you control that is adjacent to this Channeller. Increase Channeller’s AV by the number of Wound Markers (Max-Remaining life of the wall).

Archer x7
Common of the Rock Elves
Cost: 1
Attack: 1 (ranged)
Life: 1
Rock Arrows
During your Attack Phase, if Archer is adjacent to a wall that you control, you may add 2 Wound Markers to that wall to increase Archer’s AV by 1, and Archer's range by 1.


EVENTS

Rock Wallx2
Treat this Rock Wall like a Wall card. This Rock Wall starts with 4 life. At the end of your turn, add 1 Wound Marker to this Rock Wall. When this Rock Wall would be destroyed, instead place it in its owner's Discard Pile.

Rock Slide x3
Add 1 Wound Marker to all enemy Units adjacent to walls that you control.

Rock Summon x2
Choose a Champion Unit in your hand, and reduce its Summon Cost by 5, and summon it. Discard the wall that the Champion Unit was summoned from.

Rock Heal x2
Remove 3 Wound Markers from all walls that you control.


Prince Elien was so outraged when he heard that his younger sister Kaleina had plotted with the Tundra Orcs to overthrow him, that he sealed her and her followers in a cave to die. For hours they tried to find a way out of their predicament. It was when Kaleina and her followers had given up hope that they heard a voice...

"I am Rock."

Kaleina looked up at the far wall of the cave, where the voice had come from...

"Serve me and I will set you free.You know of fire, I will teach you of the might of Rock."

The far wall of the cave split with a grinding roar, and Kaleina saw a glow...

"Come to me."

Kaleina walked across the cave in a trance, and reached out to the glowing stone that held more power than she'd ever dreamt of. She touched the stone, which was glowing a dull brown.

And screamed as the spirit of Rock tried to possess her. She stood transfixed, glowing eerily, but she fought back, and slowly forced the malevolent spirit under her control. She hadn't been the best mage in the Phoenix Elf army for nothing.

Summoner Setup :

[_][_][_ ][_][ ][_]
[_][C][W][_][_][_]
[A][_][B][_][_][_]
[_][_][S][_][_][_]
S= Kaleina
W= Wall
A= Archer
B= Tunnel Grub
C= Channeller

vitamurmillo
02-27-2012, 03:37 PM
Preview:

Asper
Summoner of the Illusionists
Attack: 5 (melee)
Life: 4
Shadow Walker
At the start of your turn, you may place Asper adjacent to any Unit you control.

thenightsshadow
02-27-2012, 03:52 PM
Ooh. 5 Melee, 4 Life. That's pretty crazy. One-shot wonder?

vitamurmillo
02-28-2012, 03:21 PM
Asper
Summoner of the Illusionists
Attack: 5 (melee)
Life: 4
Shadow Walker
Once per turn, at any time during your turn, you may place Asper adjacent to any Unit you control.


Don
Champion of the Illusionists
Cost: 5
Attack: 3 (melee)
Life: 5
Skill Swap
At any time during your turn, you may choose a Unit within 2 spaces of this card, and swap abilities until the start of your next turn. Only Illusionist Units may use this ability.

Jon
Champion of the Illusionists
Cost: 5
Attack: 1 (melee)
Life: 5
Weapon Swap
Once per turn, at any time during your turn, you may choose a Unit within 2 spaces of this card, and swap AVs until the start of your next turn. Only Illusionist Units may use this ability.

Belle
Champion of the Illusionists
Cost: 5
Attack: 3 (melee)
Life: 5
Shadow Swap
Once per turn, at any time during your turn, you may, choose two Units within 2 spaces of this card, and swap their positions. Only Illusionist Units may use this ability.

Rogue x6
Common of the Illusionists
Cost: 0
Attack: 1 (melee)
Life: 1
Indistinct
This Unit may not be attacked by non-adjacent Units.

Thug x5
Common of the Illusionists
Cost: 1
Attack: 1 (ranged)
Life: 1
Sidestep
This Unit may only be hit on rolls of 5+ when attacked by an adjacent Unit.

Messenger x7
Common of the Illusionists
Cost: 2
Attack: 2 (melee)
Life: 2
Quick Step
You may add one Wound Marker to a Illusionist Unit that you control, to enable this Unit to move diagonally for this turn only.


EVENTS

A Hero is Bornx1
Search your Draw Pile for a Champion card. Reveal the card and put it in your hand. Shuffle your Draw Pile.

Magic Drain x2
Choose an opponent. If you have fewer Units on the Battlefield than that opponent does, remove up to 2 cards from the top of that opponent's Magic Pile and place them on top of your Magic Pile.

Bribe x2
Choose an enemy Common or Champion Unit, and pay it's Summon Cost to discard it.

Mutiny x2
Choose an enemy Common or Champion Unit, and immediately move it up to 2 spaces.

Speedy x2
All Illusionist Units you control gain the following ability:

Quick Step
You may add one Wound Marker to a Illusionist Unit that you control, to enable this Unit to move diagonally for this turn only.


The elf looked up to see the messenger appear out of the gloom. That was weird. He hadn't sensed him. "I heard you have some Shadow Magic I could use." said the man.

"Not for the likes of you, it's not" the elf replied, drawing his sword, and felt a knife at his neck.

"Now then," whispered Asper into the elf's ear, "You'll tell me about this magic of yours, and you'll tell me quickly before I kill you."

The elf looked up in shock as he saw two men and a woman, all looking similar, appear out of the shadows.

"Now tell me or die."

Summoner Setup :

[_][_][_][_][A][_]
[_][A][_][W][B][_]
[B][_][C][_][_][A]
[_][_][_][S][_][_]
S= Asper
W= Wall
A= Rogue
B= Dancer
C= Messenger

vitamurmillo
02-29-2012, 04:49 PM
Triton
Summoner of the Mermish
Attack: 2 (melee)
Life: 7
Flood
At the end of your turn, you may place a Lake card onto your side of the battlefield. If you run out of Lake cards, add 2 to Triton's AV.


Scylla
Champion of the Mermish
Cost: 4
Attack: 3 (ranged)
Life: 3
Betwitch
Once per turn, during your Movement Phase, you may choose a Common or Champion Unit within 2 spaces of this card, and discard 2 cards from your Magic Pile, to control that Unit until the start of your next turn.


Salacia
Champion of the Mermish
Cost: 5
Attack: 3 (melee)
Life: 5
Beckon
Once per turn, during your Movement Phase,you may choose a Common or Champion Unit within 3 spaces of this card, and place it adjacent to Salacia.

Syrena
Champion of the Mermish
Cost: 8
Attack: 3 (melee)
Life: 8
Allure
At the start of your opponent’s Movement Phase, all enemy Units within two spaces of this card may not move until the end of your opponent’s turn.

Mermaid x6
Common of the Mermish
Cost: 1
Attack: 2 (melee)
Life: 1
Seduce
During your Movement Phase, you may gain control of a Common Unit adjacent to this card by placing this card on top of your opponent’s Magic Pile.

Syren x6
Common of the Mermish
Cost: 1
Attack: 1 (ranged)
Life: 1
Tempt
Once per turn, during your Movement Phase, you may choose a Common Unit within 3 spaces of this card, and immediately move it up to 2 spaces, OR you may choose a Champion Unit within 3 spaces of this card, and immediately move it up to 2 spaces by discarding 2 cards from your Magic Pile.


Nymph x6
Common of the Mermish
Cost: 2
Attack: 2 (ranged)
Life: 1
Entice
Once per turn, during your Movement Phase, you may choose a Common Unit within 2 spaces of this card, and discard 1 card from your Magic Pile, to control that Unit until the start of your next turn.



EVENTS

A Hero is Born x1
Search your Draw Pile for a Champion card. Reveal the card and put it in your hand. Shuffle your Draw Pile.

Magic Drain x2
Choose an opponent. If you have fewer Units on the Battlefield than that opponent does, remove up to 2 cards from the top of that opponent's Magic Pile and place them on top of your Magic Pile.

Triton's Horn x3
Choose up to two Common or Champion Units that you control, and place them adjacent to Triton.

Storm Surge x3
You may place up to two Lake cards onto your side of the battlefield.



Summoner Setup :

[_][_][_][_][_][_]
[_][L][_][_][_][_]
[_][C][W][A][_]
[_][_][_][S][_][_]
S= Triton
W= Wall
A= Mermaid
B= Nymph
C= Syren
L= Lake
[B]
Extra

Lake x15
Treat this card like an empty space, except: 1. When Mermish Units move onto a Lake space, it doesn't count as moving a space. 2. Lake cards may not be placed on top of Walls of any kind, and Walls may not be placed on top of Lake cards.

vitamurmillo
03-02-2012, 12:13 PM
Feel free to comment guys! :)

The Wall
03-02-2012, 03:32 PM
The Illusionists are very thematic and cool, but imho the thug is too strong. Compared to other 0-cost ranged units he is much too powerful. Making him cost 1 would probably be good, though. Other than that, it looks well balanced and fun.

vitamurmillo
03-02-2012, 04:44 PM
The Illusionists are very thematic and cool, but imho the thug is too strong. Compared to other 0-cost ranged units he is much too powerful. Making him cost 1 would probably be good, though. Other than that, it looks well balanced and fun.

Thanks for the feedback, I've changed them to a 1-cost.

I've got an even better themed faction coming up, but I'm having a bit of trouble costing them, but they should be up in a couple of days.

vitamurmillo
03-02-2012, 05:16 PM
Woohoo, managed to get these girls done early!


Jenni
Summoner of the Magicians
Attack: 2 (ranged)
Life: 6
Magic Channel
Once per turn, you may spend 1 Magic point to increase a Unit that you control's AV by 1 for the rest of that turn.


Alexis
Champion of the Magicians
Cost: 9
Attack: 3 (ranged)
Life: 5
Magic Vortex
If you attack an enemy Unit with Alexis, for each hit you roll (up to the Unit's maximum life), you may take up to 1 card from a Discard Pile, and place it on your Magic Pile..


Tori
Champion of the Magicians
Cost: 5
Attack: 2 (ranged)
Life: 5
Magic Torrent
Once per turn, during your Movement Phase,you may spend 1 Magic, to choose a Common or Champion Unit within 3 spaces of this card, and add 1 Wound Marker to it.

Eva
Champion of the Magicians
Cost: 7
Attack: 2 (ranged)
Life: 5
Magic Drain
When you kill an enemy Unit with Eva, you may remove 1 card from your opponent's Magic Pile, and place it on your Magic Pile.

Green Mage x6
Common of the Magicians
Cost: 1
Attack: 2 (ranged)
Life: 1
Craven
At the end of your Attack Phase, return this card to your hand.

Black Mage x6
Common of the Magicians
Cost: 3
Attack: 2 (ranged)
Life: 3
Magic Gather
When a Unit adjacent to this card is destroyed, it is placed on your Magic Pile, regardless of where it would normally go.


Red Mage x6
Common of the Magicians
Cost: 2
Attack: 2 (ranged)
Life: 1
Magic Swap
When this Unit is destroyed, remove 1 card from a Discard Pile, and place it on your Magic Pile.



EVENTS

A Hero is Born x1
Search your Draw Pile for a Champion card. Reveal the card and put it in your hand. Shuffle your Draw Pile.

Magic Drain x2
Choose an opponent. If you have fewer Units on the Battlefield than that opponent does, remove up to 2 cards from the top of that opponent's Magic Pile and place them on top of your Magic Pile.

Magic Mayhem x2
Shuffle all Magic Piles together, split them equally (discarding any extra cards), and return them.

Magic Surge x2
You may Build Magic and Summon during this Event Phase.

Magic Heal x2
You may spend 2 Magic per Life Point, to heal a Champion you control up to full health.



Summoner Setup :

[_][_][_][_][_][_]
[_][W][C][_][_][_]
[_][_][B][C][_][_]
[_][S][_][_][_][_]
S= Jenni
W= Wall
A= Green Mage
B= Black Mage
C= Red Mage

vitamurmillo
03-02-2012, 05:22 PM
The Sleepbringer
The Waker
The Walker
The Speaker
The Thinker
The Binder
The Sorrowful

Awesomeness...

Ryujin
03-06-2012, 04:46 PM
Illusionists' messenger has 2/2 stats for only 1 magic. That's underpriced even without an ability.

Also, not to be critical, but you're awfully fond of A Hero is Born and Magic Drain.

thenightsshadow
03-06-2012, 04:55 PM
Illusionists' messenger has 2/2 stats for only 1 magic. That's underpriced even without an ability.

Whoa, I completely missed that. That is powerful.


Also, not to be critical, but you're awfully fond of A Hero is Born and Magic Drain.

It's not wrong to use precedent with Events; sometimes using all new events exhausts the design space a lot faster.

vitamurmillo
03-07-2012, 01:15 PM
Hmm... That slipped me by. Thanks Ryujin for spotting that. I'll be changing them to a 2/2/2.

And next faction The Charter coming soon. (with inspiration from Garth Nix)

vitamurmillo
03-07-2012, 02:11 PM
This faction has 7 champions. If there are no Charter champions remaining on the battlefield at any point, the Charter lose.

Ranna
Champion of the Charter
Attack: 2 (ranged)
Life: 4
The Sleeper
All Units which end their turn adjacent to Ranna become ASLEEP, and cannot move, attack, use their ability, or be the target of any non-Charter event or ability. To remove the ASLEEP condition from a Unit, its owner must pay 1 Magic.

Mosrael
Champion of the Charter
Cost: 4
Attack: 2 (melee)
Life: 4
The Waker
Once per turn, at any time during your turn, you may add 2 Wound Markers to Mosrael to add or remove 2 Wound Marker from/to up to 2 Units within 2 spaces of Mosrael.

Kibeth
Champion of the Charter
Cost: 4
Attack: 2 (ranged)
Life: 4
The Walker
Once per turn, at the start of your Movement Phase, you may choose a Unit within 2 spaces of Kibeth. You control that Unit until the end of your turn.

Dyrim
Champion of the Charter
Cost: 5
Attack: 2 (melee)
Life: 5
The Speaker
Once per turn, at any time during your turn, you may choose a Unit within 2 spaces of Dyrim, and add or subtract 2 AV from that Unit. This effect lasts until the start of your next turn.

Belgaer
Champion of the Charter
Cost: 6
Attack: 3 (ranged)
Life: 5
The Thinker
Once per turn, at any time during your turn, you may choose a Unit within 3 spaces of Belgaer. That Unit becomes COMATOSE until the start of your next turn, and cannot move, attack, use its ability, or be the target of any non-Charter event or ability. To remove the COMATOSE condition from a Unit, its owner must pay 1 Magic.

Saraneth
Champion of the Charter
Cost: 7
Attack: 2 (melee)
Life: 7
The Binder
At the beginning of your turn, you may search your Magic Pile for a Common Unit, and place that Common Unit adjacent to Saraneth.

Astarael
Champion of the Charter
Cost: 8
Attack: 3 (melee)
Life: 6
The Weeper
At the beginning of your turn, you may add 6 Wound Markers to all non-Summoner cards on the board.


Charter Mage x5
Common of the Charter
Cost: 1
Attack: 1 (ranged)
Life: 1
Charter Strike
At the start of your Attack Phase, you may add 2 Wound Markers to a Champion that you control to add 2 to the AV of all Charter Mages you control.

Charter Healer x5
Common of the Charter
Cost: 1
Attack: 1 (melee)
Life: 2
Charter Heal
At any time, you may spend 2 Magic to remove up to 2 Wound Markers from a Champion Unit adjacent to this card.

Charter Guard x5
Common of the Charter
Cost: 1
Attack: 1 (ranged)
Life: 2
Charter Power
When this Unit is adjacent to a Champion Unit, it may only be hit by die results of 5+.


EVENTS

Free Magic x2
Add 1 Wound Marker to all Champions that you control, and increase the AV of all your Common Units by 1 for each Champion wounded in this way.

Wallmakers’ Legacy x3
Add 1 Wound Marker to all enemy Units adjacent to walls that you control.

Charter Stone x2
Treat this Charter Stone like a Wall card. This Charter Stone starts with 3 life. Add 1 to the AV of all Common Units that you control that are adjacent to this card.

Clayr’s Sight x2
Choose a player. Take the top 5 cards of their Draw Pile. Place two on top of their Magic Pile, two at the bottom of their Draw Pile, and place the remaining card in the their hand.


Summoner Setup :

[_][_][_ ][_][ ][_]
[_][C][_][_][W][_]
[A][_][B][_][_][_]
[_][_][_][_][R][_]
R= Ranna
W= Wall
A= Charter Healer
B= Charter Mage
C= Charter Guard

vitamurmillo
03-12-2012, 06:00 PM
Reinforcements coming soon!

vitamurmillo
03-14-2012, 03:32 AM
Dalian
Champion of the Rock Elves
Cost: 5
Attack: 2 (ranged)
Life: 5
Rock Heal
As long as Dalian is on the battlefield, you may remove 2 Wound Markers from a Wall that you control at the end of your turn.

Guardian
Common of the Rock Elves
Cost: 1
Attack: 1 (melee)
Life: 2
Rock Meld
As long as this Unit is adjacent to a wall that you control, it can only be hit on die rolls of 5+.

vitamurmillo
03-15-2012, 04:15 PM
Probably going to post Units now in a singular basis, as it takes too long otherwise. :(

Mart
Champion of the Illusionists
Cost: 6
Attack: 2 (melee)
Life: 5
Shadow Strike
Every time an enemy Unit rolls one or more miss results against Mart, you may immediately move and attack with Mart.

I'm loving the Illusionists. :D

And sneak peak:


Gunthor the Righteous
Summoner of the Light
Attack: 4 (melee)
Life: 9
Great Leader
Gunthor may not move backwards when starting a movement in your side of the battlefield,

chardris77
03-16-2012, 09:50 AM
Let me start off b saying I love all of the themes here, but they seem a little OP. How are playtests against existing factions going?

Also, the clause "only illusionists may use this ability" seems silly. Why do you have it?

vitamurmillo
03-16-2012, 02:26 PM
About playtesting: Yes, I have playtested. Here, faction by faction are the results:

Rock Elves- Many of their Units are very similar stat-wise compared to the Phoenix elves. The summoner has very similar stats, but the con is that you can’t attack with her if you get a Rock Wall. The champion Sarn is very specialized, and Ruruuin is very good offensively, but gets killed quickly as he has no escape route. Rock Golem is very high cost, and the con of losing a wall is heavy unless comboing with Rock Summon or Rock Walls. On the subject of Rock Walls, they are scattered throughout the deck, with no retrieval ability, and so you ARE screwed if they are near the bottom of your deck. The commons are a mixed bunch. The Channellers add a bit of life to the faction, but are next to useless away from their walls. The Archer is useful, but is restricted to being close to walls. The Tunnel Grub is good at getting low life summoners, but struggles against Units like defenders.

Good vs – MV, SO…
Bad vs – DD, PE…

vitamurmillo
03-16-2012, 02:34 PM
Illusionists- They really struggle against the MV, JE, and BE. Asper also gets sniped a lot, and having a lot of low life units hurts like hell when playing vs the MV, VG. They are sort-of range/melee resistant, depending on the faction, but a unit with Trample or Rider can screw this faction over a lot. Chain skill swapping is the only thing that may be OP about this deck, but they have a lot of problems against high hp factions until they manage to get a champ out, and even so having no ranged Units is a huge disadvantage. Bribe is this factions version of counter summon, and yes it does screw late game VG over a lot.

Good vs VG
Bad vs MV JE BE VG

vitamurmillo
03-16-2012, 02:42 PM
Mermish- A faction of lowlife Uniits, which are so bad they instead decide to use enemy units. This faction forces the enemy summoner on the defensive. Too far forwards, and a common (or mutation) turning against you can wreak real damage. The two main powerhouses are Syrena and Triton. After the 8 or so turns it should take to get his AV upt o 4, he becomes a whirlwind of awesomeness. Lake cards make this a faction all about manouvering troops into the right pposition for their abilities. Units can sprint across the board as and when you like. This faction however has huge trouble offensively. It cannot take down turtlers. Having Syrena tank can be a huge bonus, and trapping a summoner can win you a game. However, a slight problem is if you trap a Unit diagonally from syrena, it can’’t attack her, and your other units can finish it off. I may have to change her ability to stop that.

Good vs – MV, SO, JE
Bad vs – DD, PE, VG

vitamurmillo
03-16-2012, 02:47 PM
Magcians- these girls I admit may be a little bit OP. Chant of Growth needs to become an instead of attacking, Magic Vortex is just incredibly powerful. Torrent can destroy lowlife commons, and Drain is just out of this world, a ranged Anice (with possible chant of growth)!! The Mages are balanced I think. The high cost some of them have offsets their relatively good abilities. The green mage Is a very interesting card for magic denial.

Good vs SO, FL, FK
Bad vs PE, DD

vitamurmillo
03-16-2012, 02:50 PM
Also, the clause "only illusionists may use this ability" seems silly. Why do you have it?

About that clause. If I use the ability Skill swap for example, then the opponent's unit gets that ability. By using that clause I can prevent it from using it right back at me to regain its lost ability.

I'm not sure why the other 2 champs have it though...

vitamurmillo
03-16-2012, 02:54 PM
I don't intend to play-test the charter fully, as I know they are OP, but I like the idea of destroying EVERYTHING, walls and units to set up a 1 v 1, Saraneth vs summoner with Astarael's Awesome Ability of the Month... (and getting a load of magic)

vitamurmillo
03-16-2012, 03:01 PM
Quint
Champion of the Illusionists
Cost: 6
Attack: 2 (melee)
Life: 4
Shadow Stealer
When Quint is on the battlefield, if an enemy Unit moves during it's Movement Phase, reduce its AV by 1 until the end of that turn.

Dwight
Champion of the Illusionists
Cost: 6
Attack: 2 (melee)
Life: 5
Double Team
Once per turn, when Dwight is on the battlefield, if you may attack twice with a Common or Champion Unit that you control.

Bouncer
Common of the Illusionists
Cost: 3
Attack: 2 (melee)
Life: 3
Shadow Watcher
When an enemy Unit attacks a Unit within 2 spaces of Bouncer, after all dice are rolled, you may place this Unit adjacent to the attacking Unit, and immediately attack it.

Shark
Common of the Mermish
Cost: 2
Attack: 3 (melee)
Life: 2
Water-Bound
This Unit may not move more than 2 spaces from a Lake or Wall card that you control.

vitamurmillo
03-18-2012, 02:34 PM
The light and rebel alliance factions coming soon!

vitamurmillo
03-18-2012, 05:14 PM
I haven't tested them yet, but this deck is like a more offensive VG, with slightly more expensive, and limited healing. The champions may need less live/more cost, but I fear with Mercs like Hulgorad, this faction could be almost unbeatable.


Darro
Summoner of the Light
Attack: 4 (melee)
Life: 6
Great Leader
Darro may not move backwards when starting a movement in your side of the battlefield. Darro must move every turn.

Rilee
Champion of the Light
Cost: 7
Attack:3 (melee)
Life: 5
Shield of Hope
Once per turn, when Rilee is attacked, count the number of Wound Markers placed because of the attack. You may place the same number of Wound Markers onto a card adjacent to this Unit.

Casi
Champion of the Light
Cost: 6
Attack: 4 (ranged)
Life: 2
Arrows of Truth
When Casi attacks, for each miss result rolled discard the top card of an opponent’s Draw Pile.

Randolph
Champion of the Light
Cost: 7
Attack: 3 (melee)
Life: 6
Grand Cross
Instead of attacking, you may add 2 wound to Randolph and all cards within two spaces of Randolph.

Paladin x8
Common of the Light
Cost: 2
Attack: 1 (melee)
Life: 2
Cover
When a friendly Unit within 2 spaces of this Paladin would receive 1 or more Wound Markers, you may place those Wound Markers on this card instead.

Infantry Knight x5
Common of the Light
Cost: 2
Attack: 1 (melee)
Life: 2
Rank and File
When there are one or more Infantry units adjacent to this card, treat this card as if it had the bow symbol and increase it’s AV by 1.

Priest x5
Common of the Light
Cost: 2
Attack: 1 (melee)
Life: 2
Light Magic
Instead of attacking with this card, you may spend 2 Magic to search your opponent’s Magic pile for a Common Unit. If you find one, you may place it adjacent to this Unit.

EVENTS

Blessing x3
Until the end of this turn, add 1 to the AV of all Common Units you control for each Champion Unit you control on the battlefield.
Reinforcements x2
Choose an opponent. If you have fewer Units on the battlefield, you may immediately summon up to 2 Common Units from your hand for free.
Marching Advance x3
Choose up to 2 Common Units that you control, and immediately move them up to 2 spaces.

Fall Back x1
Choose a wall that you control. At the end of your turn, you may place your Summoner and up to two Common Units adjacent to that wall.



Summoner Setup :

[_][_][S][_][ ][_]
[_][A][W][B][_][_]
[_][_][A][_][_][_]
[_][_][_][_][_][_]
S= Darro
W= Wall
A= Paladin
B= Infantry Knight
C= Priest

vitamurmillo
03-29-2012, 04:42 PM
Still looking for ideas for an offensive Summoner...

-----
Summoner of the -----
Attack: 3 (melee)
Life: 7
Guarded Blow
If ----- destroys an enemy Unit during you Attack Phase, no Wound Markers may be added to ----- until the start of your next turn.

thenightsshadow
05-07-2012, 10:14 PM
Here's an example of an offensive Summoner that my brother made. I don't like making offensive Summoners, so perhaps his example could help you.


Nathan - Summoner of the Vagabonds
Attack Value: 3 (Melee)
Life Points: 8
Ability: Cooperation
- Nathan may move through Units you control, but must end his move on an unoccupied space. You may also move onto a Unit you control, but you cannot end your Movement Phase on top of another Unit.


Yes, the ability doesn't look like much, but believe me, it is a really useful ability. It's also one of the ways this Summoner gets to be offensive. Use two movements to switch the positions of the Summoner and a blocker, for instance.

vitamurmillo
05-16-2012, 02:49 PM
So, what will probably be my last custom faction for a long time. I may try to make cards for this faction depending on if I have time, but if I do I'll try to get them uploaded onto the Vassal module. I've really enjoyed playtesting this faction. They find it hard to get going, but when they do it's hard to stop them. They benefit a lot from some Mercs such as Rune Mages and Etch.

So first, the Summoners! I present Vita and Mortia:

Special Conditions: To defeat the Forgotten you may kill either of their Summoners.

The God Wars were a turbulent time. It was a massive free-for-all with gods on the loose, and Itharia was wrecked by the fighting. It took hundreds of years to repair the damage, and the gods thought it best to leave Itharia. They left behind a set of Stones, which contained a fraction of their power which could be used if Itharia was ever threatened by some great evil. But now, with the Stones in the hands of the Summoners battle has begun anew, and the few remaining gods are in the thick of it.

Vita
Summoner of the Forgotten
AV: 2 (Melee)
Life: 6
God of Life
Each time your opponent summons a Unit, add 1 Wound Marker to the Wall the Unit was summoned from. Add 2 to Vita’s AV when he attacks a Unit that was summoned the turn before.

Vita used to be the greatest, by a long way. But then came the God Wars, and a lot of his followers (the living) unfortunately died. After that Vita lost the respect of the other gods by refusing to fight in the Wars, and to make it worse he was cast out of Godshome by those he had called his friends for being too cocky. Then to make it even worse he was mistaken for a beggar and lynched. It was a week later that the other gods combined were able to stop his rampage. They stripped him of his powers, but now many years later, with all that there is of their power in tatters, he is reclaiming what was once his.
Recently he has looked into the connections that other summoners share with their Stones and walls, and now he has perfected the means of exploiting that.

Mortia
Summoner of the Forgotten
AV: 3 (Ranged)
Life: 4
Goddess of Death
While Mortia is on the battlefield, when you would destroy an enemy Unit, you may instead remove all Wound Markers from that Unit and place it into your hand. You may summon any Units from your hand regardless of faction.

When Vita still had control over all life, he experimented with his powers, and to the horror of all the other gods he cloned himself. But as always something went wrong and he created a woman, whose powers countered his, and who was his complete opposite. Mortia was his equal and he treated her as such. However, she left him after he lost his power, but now that he is on the rise they are united again, and she brings with her not life, but a lot of death. She has no true power to raise the dead like Ret-Talus, but she can preserve the bodies of those on the point of death and with Vita's healing skills she can return them to the land of the living.

vitamurmillo
05-17-2012, 11:42 AM
Destin
Champion of the Forgotten
Cost: 7
AV: 3 (Melee)
Life: 4
Summoning Block
If Destin destroys an enemy Unit during your Attack Phase, your opponent skips their next Summon Phase.

‘Master you sent for me?’

Vita, standing amidst a confusing tangle of wires and pipes designed to transmit magic, beckoned Destin forwards. ‘Yes I did, you see I have perfected a new technique that will give a man the power to combat the Stones that the other summoners use. I need a volunteer though to test this technique.’

‘I am willing Master if you want me,’ mumbled Destin, looking anxiously at the intricate machinery around him. His Master’s last few experiments hadn’t turned out well.

‘That’s what I like to hear. Destin, you have served me loyally and now I am about to reward you. Stand over there… this won’t hurt at all.’

vitamurmillo
05-18-2012, 06:56 AM
Alldead
Champion of the Forgotten
Cost: 8
AV: 3 (Melee)
Life: 7
Godshome’s Bane
Units cannot be summoned from any Wall within 2 spaces of Alldead.

When Mortia left Vita, she spent time finding new ways to defeat the other gods. She created a beast, which was resistant to the gods’ powers, but I broke free and devastated Itharia before it was finally brought under control in the city of Heap. The ruler of Heap at the time, looking over the devastation caused by both gods and monster, and seeing how his family along with many others had perished, could only utter the words, “They’re all dead.”

vitamurmillo
05-18-2012, 02:40 PM
Week-end preview: Finishing off the Champions

Dolora
Champion of the Forgotten
Cost: 5
AV: 2 (Ranged)
Life: 4
Magic Target
When Dolora attacks an enemy Unit that is within 2 spaces of its Summoner, the Summoner is also affected by the attack.

Dolora was one of Vita’s first disciples, after Vita began to regain his power. She was infused with some of the power of the Summoning Stones, and so in the heat of battle she can by attacking Units indirectly attack those holding Summoning Stones by tracing the flow of magic.

vitamurmillo
05-22-2012, 01:28 AM
Mentalist x 5
Common of the Forgotten
Cost: 3
AV: 2 (Melee)
Life: 1
Magic Bleed
When this Mentalist attacks an enemy wall, count the number of Wound Markers placed. Your opponent discards that many Magic.

Mentalists are mage-warriors who have perfected attacking with both body and mind at the same time, an impressive feat. Under the guidance of Vita though they have taken this to a new level, by using a summoner’s connection to his walls to sap his powers.

vitamurmillo
05-22-2012, 10:28 AM
Spiritualist x 5
Common of the Forgotten
Cost: 0
AV: 2 (Ranged)
Life: 1
Retrospective Effect
When this Unit is destroyed, its owner must discard 2 Magic.

Spiritualists have discovered a technique where they can send their spirit into battle at no cost to their summoner. However the spirits are not of flesh and blood, and so are easily destroyed. When the spirits are destroyed the spiritualists themselves die, and their magic backfires, disadvantaging their summoner.

And a second preview for missing the one yesterday.

vitamurmillo
05-23-2012, 06:36 AM
Minion x 8
Common of the Forgotten
Cost: 1
AV: 2 (Melee)
Life: 2
Undead
This Unit may be summoned from you Discard Pile. If you attempt to summon this Unit normally, discard it and discard 1 Magic.

‘You have something to show me?’ asked Vita impatiently. Soon they would be heading off into battle against the first of the Shadow Elf armies.

Mortia smiled. He was always in a hurry wasn’t he? The complete opposite of her, although that was only because Vita was hopeless at magic experimentation, Mortia reminded herself. I am the clone here, but I am also the more powerful. But anyway, to the matter at hand…

‘I’ve found you a new army.’

‘Is it of any use to me?’

‘Why yes. You see, by using your former powers of healing combined with my control over death I can reanimate those fallen in battle. I’ve created an army of the undead for you already, and you can use them in this upcoming battle. The wonderful thing is the more they kill the larger their numbers grow as the dead are reanimated.’

She may be cocky, but she sure is damn useful, Vita thought.

vitamurmillo
05-24-2012, 05:58 AM
EVENTS

Summoning Vortex x2
Play this card when your opponent summons a Unit. Remove up to 3 cards from your opponent’s Discard Pile and place them on top of your Magic Pile.

Widespread Undeath x2
You may summon during this Event Phase. All Units in your Discard Pile gain the following ability until the end of your turn:
Undeath
This Unit may be summoned from you Discard Pile.

Break the Link x2
Play this card when you destroy an opponent’s wall. Your opponent skips their Summon Phase for 2 turns.

Stinger x2
Play this card when you destroy an enemy Champion Unit. Your opponent must discard 2 cards from their hand.

Reverse Summoning x1
Play this card at the end of your opponent’s Summon Phase. You may choose any number of the newly summoned Units, and spend their total Summon Cost to discard those Units.


Summoner Setup :

[_][_][A][_][ _][_]
[_][A][S1][W][A][_]
[_][_][_][S2][_][_]
[_][_][_][_][_][_]
S1= Vita
S2=Mortia
W= Wall
A= Minion

vitamurmillo
05-27-2012, 03:13 PM
Summoning Stone
Summoner of the Demonic Sect
Attack: 0 (melee)
Life: 1
Summoner
Once per turn, at any time during your turn, you may place this card under any Common or Champion Demonic Sect Unit that you control. That Unit is your Summoner.


Just something I'm working on at the moment, I hope you enjoy. :)

thenightsshadow
05-27-2012, 04:54 PM
Okay, I like. I like a lot. I'd use this wording, though:

SUMMONER
Once per turn, at any time during your turn, you may place this card under any Common or Champion Demonic Sect Unit you control. That Unit becomes a Summoner Unit for as long as this card is underneath that Unit.