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vitamurmillo
04-09-2012, 05:40 AM
I’ve spent a long time designing this faction, and they’ve been a right pain to balance. There may be a few flaws in some of the wordings, but I’m working on them. :)

The Master
Summoner of the Imaginarium
Life: 6
AV: 2 (ranged)
Creationist
You may summon Units anywhere on your side of the Battlefield. Units you summon adjacent to a wall that you control cost 1 less, with a minimum cost of 0. You may summon Units from your hand or your Discard Pile.

The Imaginarium is a strange place, a land of dreams and nightmares, a place where the high magic of creation is practised. Ruled by the Master, of whom little is known, who is the only summoner who doesn’t need a Summoning Stone. He can create anything at will. It was he who created the portal from the Imaginarium to Itharia. He who seemed set to take over Itharia with ease. He defeated Ret-Talus, the Vanguard alliance, and even the great elven magicians, but alas, the beings of the Imaginarium corroded, and were destroyed by the wild magics of Itharia even as they sought to conquer. So now the Master struggles, as he attempts to consolidate his presence in Itharia, while all around him his minions fade away.

Creation Engine
Machine of the Imaginarium
Cost: 0
Life: 5
AV: 0 (melee)
Artificial Magic
While this Unit is on the battlefield, your Summoner cannot be destroyed. At the end of your turn add 1 Wound Marker to this card. This card may not receive Wound Markers in any other way. When this card is destroyed, destroy your Summoner too.

When the Master realised that his magic was failing him, he built a machine that amplified his power, making him unbeatable. However as with all of his other creations it decayed while in Itharia, and as it was linked to him, it slowly began to destroy him with his own magic.

Lady Grey
Champion of the Imaginarium
Cost: 1
Life: 7
AV: 0 (melee)
Chaos Magic
At any time, you may place cards from your Magic Pile under this card. Add 1 to this card’s AV for each card under it. At the end of your turn, roll a die. Add that Number of Wound Markers to this card.

The leader of the Marauders and a highly skilled swordswoman, Lady Grey was the leader of the Master’s armies during his first campaign in Itharia. However disillusioned when the Master creted Alyssa, she explored the pathways of magic and came across an incredibly powerful but destructive magic that she claimed for herself.

Elyssa
Champion of the Imaginarium
Cost: 7
Life: 4
AV: 2 (ranged)
Flames of Wrath
Before attacking with Elyssa count the number of Wound Markers on your Summoner. You may attack that many times with Elyssa this turn.

The Master admired the high magicians of the Phoenix Elves, but thought that he could create a better being. He created Alyssa, an elven magician who was incredibly loyal to him, but had a tendency to set things on fire and watch them burn…

Archer
Common of the Imaginarium
Cost: 2
Life: 1
AV: 2 (ranged)
Sky Shot
Instead of attacking, you may choose a Unit exactly two spaces away from this card attack that Unit.

Seer
Common of the Imaginarium
Cost: 3
Life: 1
AV: 2 (ranged)
Future Sight
After attacking with this card, you may draw one card. If it is an Event, you may attack again with this Seer.

Marauder
Common of the Imaginarium
Cost: 3
Life: 3
AV: 2 (melee)
Magic Gathering
Once per turn, you may place a card from your Magic Pile under this card to permanently increase its AV by 1.

vitamurmillo
04-09-2012, 06:45 AM
EVENTS

Glyph of Warding x2
Choose a Common or Champion Unit that you control. Until the start of your next turn that Unit can only receive a maximum total of 2 Wound Markers.

Glyph of Acceleration x2
Until the end of your turn, when you Build Magic, for each card you build you may immediately draw one card.

Glyph of Reclamation x2
You may search you opponent's Discard Pile for a card and place that card in your hand.

Glyph of Redemption x2
You may choose up to two Common or Champion Units you control. Remove all Wound Markers from the chosen Units and return them to your hand.

Glyph of Infinity x1
Until the end of your turn, no turn phase restrictions apply.


Summoner Setup :

[_][_][_][_][ ][_]
[_][A][W][_][_][_]
[_][C][A][_][_][_]
[_][_][S][B][_][_]
S= The Master
W= Wall
A= Archer
B= Seer
C= Marauder

vitamurmillo
04-18-2012, 02:34 PM
Machines are Units that cannot move or attack. But they can be attacked etc.

The Reinforcements for this faction should be up soon, followed by the Second Summoner(s). :)

thenightsshadow
04-18-2012, 02:42 PM
Interesting. If they can't move or attack, there's no point to giving them an Attack Value, is there?

vitamurmillo
04-18-2012, 03:07 PM
Reinforcements have arrived!

Chaos Fountain
Machine of the Imaginarium
Cost: 0
Life: 5
AV: 0 (melee)
Chaotic Coupling
While this Unit is on the battlefield, when you attack with a Unit that you control, you may double the attacking Unit’s AV. After attacking with that Unit, add 2 Wound Markers to it and to this card.

Murnal
Champion of the Imaginarium
Cost: 7
Life: 7
AV: 4 (melee)
Erratic
During your Event Phase, roll a die. On a result of 4+ add 4 to Murnal’s AV. Otherwise subtract 4 from Murnal’s AV.

Demi-God
Common of the Imaginarium
Cost: 4
Life: 4
AV: 2 (melee)
Enlightenment
Once per turn, you may spend 1 Magic to choose a Champion Unit that you control. This card gains that champion’s ability.

Scout
Common of the Imaginarium
Cost: 0
Life: 1
AV: 1 (melee)
Forewarning
Once per turn, if a Scout that you control ends its movement adjacent to an enemy Unit, you may choose a Common Unit within two spaces of this card, and place it adjacent to this card.

Tunneller
Common of the Imaginarium
Cost: 3
Life: 3
AV: 2 (melee)
Undermine
When attacking a wall with this card, you may instead place this card face down on top of the wall. If there are two or more cards face down on top of a wall, you may discard the wall and all cards on top of it.

vitamurmillo
04-18-2012, 03:08 PM
Interesting. If they can't move or attack, there's no point to giving them an Attack Value, is there?

Yes, but if I were to make them into cards, then they would look weird with a blank AV symbol...

Maybe they can attack, but they can't do much with 0AV?