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Thread: Rock Elves Faction

  1. #1

    Default Rock Elves Faction

    I'm still to come up with a bio, or to playtest this faction, but here is the first Custom Faction I've tried to make. Any suggestions for a starting setup?

    Kal’Girnak

    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.

    Sarn'Durak

    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.

    Rur’Ignak

    Champion of the Rock Elves
    Cost: 6
    Attack: 3 (melee)
    Life: 5
    Rock Step

    At this beginning of your turn, you may place Rur’Ignak adjacent to any wall that you control. Add 3 Wound Markers to that wall.

    Tunnel Grub x6

    Common of the Rock Elves
    Cost: 2
    Attack: 0 (melee)
    Life: 1
    Greater Tunnel

    During your movement phase, Tunnel Grub may move one extra space. Tunnel Grub may move through Units and Walls, 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: 0 (melee)
    Life: 2
    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.

    Archer x7

    Common of the Rock Elves
    Cost: 1
    Attack: 1 (ranged)
    Life: 1
    Rock Arrows

    During your Attack Phase, if Rock Archer is adjacent to a wall that you control, you may add 2 Wound Markers to that wall to increase Rock Archer’s AV by 2.


    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 2 Wound Markers from all walls that you control.
    Last edited by vitamurmillo; 02-25-2012 at 05:12 AM. Reason: Wording problems

  2. #2
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    Default

    What happens when you use Rock Summon on the Rock Golem? A reduction of five in cost for free?

    Overall a very interesting faction. The ability to constantly move your rock walls from place to place could be very valuable defensively. Stonecloaks would fit well in this army.
    Last edited by Ryujin; 02-23-2012 at 04:12 PM.

  3. #3
    Join Date
    Feb 2012
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    Default

    [QUOTE=vitamurmillo;32460]I'm still to come up with a bio, or to playtest this faction, but here is the first Custom Faction I've tried to make. Any suggestions for a starting setup?

    Kal’Girnak

    Summoner of the Rock Elves
    Attack: 3 (ranged)
    Life: 5
    Rock Protection

    Instead of attacking, you may search your discard pile for a Rock Wall, and place it anywhere on your side of the battlefield.

    i think that it is a very good idea but the problem is the enemy wont want to destroy your rock walls because you would just get them back and maybe place them somewhere else but i geuss it would help with the wall only being out for 4 or less turns




    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.
    [U]i did like your faction butit destroyedyou walls and wont be very affective when all you have is your rock wall
    Last edited by Enrek; 02-24-2012 at 04:04 PM. Reason: because i was going to post alot more but it got deleted so i just summed it up and put it in her i will try to redo it in th

  4. #4
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    Dec 2011
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    Default

    Quote Originally Posted by vitamurmillo View Post
    Sarn[/U]
    Champion of the Rock Elves
    Cost: 7
    Attack: 3 (ranged)
    Life: 5
    Rock Aura

    As long as Sarn is on the battlefield, Rock Walls take no Wound Markers at the end of your turn.
    I would change Sarn's ability so you can choose to place wounds or not. That way, you can apply the damage and discard the wall if you want it somewhere else next turn.

  5. #5

    Default

    So, I've changed the wording of some of the abilities. I will be play-testing over the weekend. Sarn's ability has been completely changed.

    Summoner Setup :

    [_][_][_ ][_][ ][_]
    [_][C][W][_][_][_]
    [A][_][B][_][_][_]
    [_][_][S][_][_][_]
    S= Kal'Girnak
    W= Wall
    A= Archer
    B= Tunnel Grub
    C= Channeller

  6. #6

    Default

    Quote Originally Posted by Ryujin View Post
    What happens when you use Rock Summon on the Rock Golem? A reduction of five in cost for free?

    Overall a very interesting faction. The ability to constantly move your rock walls from place to place could be very valuable defensively. Stonecloaks would fit well in this army.
    Comboing events is always fun.

    I thought of the Rock Golem as a wall that has been brought to life. So you can summon next to it and it has 9 life.

    Quote Originally Posted by Enrek View Post
    [
    i think that it is a very good idea but the problem is the enemy wont want to destroy your rock walls because you would just get them back and maybe place them somewhere else but i geuss it would help with the wall only being out for 4 or less turns
    I've changed Sarn's ability, so now with him you can destroy and replace a Rock Wall in one turn.

    One problem is I'm not sure about what happens when you use Rock Summon to summon someone from the Rock Golem...

  7. #7

    Default

    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. 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.
    Last edited by vitamurmillo; 02-25-2012 at 06:21 AM.

  8. #8
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    Rochester, New York.
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    Default Although at that point it's more of an animated wall.

    Quote Originally Posted by vitamurmillo View Post
    Rock Golem[/U]
    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.
    Have you considered giving him a number of wounds equal to the number of wounds on the wall he was summoned from and reducing his cost?
    Kalu > Talu
    Quote Originally Posted by Truth View Post
    I dont own any actual set or faction...i usually just borrow them from Truth. Talk about the saddest player haha.

  9. #9
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    Default

    Even though we talked on PM, I'll post it here.

    <thenightsshadow> - 1) What's the thematic point to discarding the Walls when summoning Rock Golems and using Rock Summon?
    <vita> - Golem is like a living wall?
    <thenightsshadow> - Okay.
    <thenightsshadow> - I didn't get that part.
    <thenightsshadow> - 2) I'm wary of having two repeatable Walls.
    <thenightsshadow> - I'd wish that Rock Wall was a x1.
    <vita> - Hmm...
    <vita> - or less health?
    <thenightsshadow> - Personally, I think Rock Wall should be a x1, and Rock Heal should be x3.
    <thenightsshadow> - Rock Heal is actually pretty weak.
    <thenightsshadow> - Compared to Divine Strength, Rock Heal is worse.
    <vita> - well I thought as there are (at most) 5 walls
    <vita> - 10 health is a lot
    <thenightsshadow> - Yeah, but they self-kill themselves.
    <thenightsshadow> - I honestly don't believe Rock Heal is that strong in that deck, even with the Rock Wall shenanigans.
    <thenightsshadow> - All it takes is one Growden ability, or Besiege the Walls, or even, heck, Prince Elien Fire Blast to undo it.
    <vita> - so 3 then?
    <thenightsshadow> - Yeah.
    tl;dr, Rock Heal should be x3, Rock Wall should be x1

    <thenightsshadow> - 3) Archers are too strong.
    <vita> - Just making some final changes
    <vita> - hmm?
    <vita> - they need to be adj to a wall
    <vita> - and 1 life
    <thenightsshadow> - Doesn't matter. That makes it like Ballistae.
    <vita> - so start off with 0 atk?
    <thenightsshadow> - Except they can have 3 Attack and you can kill them after the attack to magic deny.
    <thenightsshadow> - No, 1 Attack is fine.
    <vita> - or +1 with ability like hnter
    <thenightsshadow> - I think, if you want to be thematic...
    <thenightsshadow> - Make the attack go one space further.
    <thenightsshadow> - Like Far Shot.
    tl;dr, Archers shouldn't get attack boosts, just a one space increase. That allows them to also reduce the damage to the Wall to 1.

    <thenightsshadow> - 4) The Champs are actually really fine. I like what you've done with them.
    <vita> - I went with the PE 5 life champs thing
    <thenightsshadow> - Rock Golem is properly costed,
    <thenightsshadow> - Sarn'Durak is also properly costed,
    <vita> - seeing as they are descended from the PE (bio)
    <thenightsshadow> - And Rur'Ignak has a "negative" ability that would be really good otherwise.
    <thenightsshadow> - So it makes sense his ability costs him 1 Magic.
    <thenightsshadow> - 1 Magic, 3 Wounds, Blaze Step at the beginning of the turn.
    <thenightsshadow> - Yeah, really good.
    <vita> - 1 magic?
    <thenightsshadow> - Yeah.
    <thenightsshadow> - 3 Melee, 5 Life Champion should cost only 5.
    <thenightsshadow> - So the ability costs him 1 for his cost.
    <vita> - Yea
    <thenightsshadow> - So I agree.
    tl;dr, Champs are awesome and priced properly.

    <thenightsshadow> - 5) Each common has a distinct role, but only one is really offensive.
    <thenightsshadow> - Chaneller and Archer have to be next to a Wall you control to get a benefit.
    <thenightsshadow> - Only Tunnel Grub gets more Attack away from the Walls.
    <thenightsshadow> - Btw,
    <thenightsshadow> - I don't think the commons are costed properly.
    <thenightsshadow> - Channeler would normally cost 0 with those stats.
    <thenightsshadow> - Is his ability worth 2 Magic AND damaging your Walls?
    <vita> - maybe base 2?
    <vita> - or 1?
    <thenightsshadow> - (Also, I want to note its potential brokenness; place 1,000,000 Wound Markers on the Rock Wall to attack for 1,000,000.)
    <vita> - hmm
    <vita> - the RW would be destroyed though
    <thenightsshadow> - (If you made it so you can't destroy your wall when you attack with Channeler, it should work out.)
    <thenightsshadow> - That's the problem with that wording.
    <thenightsshadow> - Adding any number of Wound Markers isn't done one at a time.
    <thenightsshadow> - I could literally add 1 million Wound Markers at a time.
    <vita> - kk
    <vita> - how about Max 4 wounds?
    <thenightsshadow> - Eh, that works.
    <thenightsshadow> - So yeah.
    <vita> - otherwise dumping a wall to take out a champ...
    <thenightsshadow> - Yeah.
    <vita> - or a RW
    <thenightsshadow> - For Channeler, I'd make him a 0 Attack, 2 Life Common for 1 Cost.
    <vita> - potential to destoy replace and destroy a RW twice?
    <thenightsshadow> - Tunnel Grub would be 0 Attack, 1 Life, 1 Cost.
    <vita> - 1 cost for potential 3 atk under walls?
    <thenightsshadow> - (At 2 cost, the ability would cost the Tunnel Grub 3 Magic)
    <vita> - I see
    <thenightsshadow> - Also, moving three spaces isn't that easy to do sometimes.
    <thenightsshadow> - Though....
    <thenightsshadow> - Could you change it so that Tunnel Grub may move up to 3 spaces in a straight line?
    <thenightsshadow> - 3 spaces unconditional with 3 Attack is a little strong.
    <vita> - pass
    <vita> - hmm
    <vita> - What does the Sand Wyrm say?
    <thenightsshadow> - It says what you have there, except it lowers attack when it moves.
    <thenightsshadow> - Oh, and Sand Wyrm can't move through Walls.
    <vita> - Hmm...
    <vita> - kk
    <thenightsshadow> - (His ability is called Burrow, btw. Tunnel is the Miner's Ability.)
    <vita> - argh
    tl;dr, Tunnel Grub to emulate Sand Wyrm a bit more, Channeler to be nerfed hard (can currently do infinite dice rolls when adjacent to a Wall).
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    (Updated May 10)

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