
Originally Posted by
Joseph
Hey. I just spent the last month making this- a custom elemental master set! It's made up of 6 factions, each one element related. There is earth, air, water, fire, cold, and lightning. Each faction has its own perks. Each factions style is also based off an actual factions style, with a twist. for example, the earth elementalists play defense like the VG, but do it with tough units rather then healing. This is my first custom set of creations. Please leave feedback, I need it. Enjoy!

( ill be putting a new faction in every few hours as i put on the finishing touches)
Interesting. Six factions based around an element. Okay, I get it. I like the theme, so now it's about the balance. I'll take a crack at the Earth Elementalists first.

Originally Posted by
Joseph
Earth elementalists
Ethan Stormbringer
Summoner of the Earth elementalists
Attack: 3(melee), Life: 7,
Stone shield: Ethan may not be attacked by non-adjacent units when he is next to a wall.
STONE SHIELD
As long as Ethan Stormbringer is next to a Wall, he cannot be attacked by non-adjacent Units.
I'd put him as a 6-life Summoner, personally, in a vacuum. This ability negates one of the main weaknesses of Melee Summoners, making him more powerful than all the other ones thus far.

Originally Posted by
Joseph
Earth Titan: Champion of the Earth elementalists
Attack: 4(melee), Cost:8, Life:7
Slam: This earth titan may attack all units within 2 spaces of him. For un-adjacent units, you may only roll 1 attack die.
SLAM
When Earth Titan attacks, it may attack all Units adjacent to it and roll a die. On a result of 3 or higher, place 1 Wound Marker on every Unit within 2 spaces of Earth Titan.
Seems like a fixed Gror at first glance. However, your ability is a strong one. You need to make it so that the total Attack Value and Life equal 10, so I'd suggest dropping the Attack Value down by 1.

Originally Posted by
Joseph
James rockshooter: Champion of the Earth Elementalists
Attack: 2(ranged), Cost:5, Life:5
Stone Arrows: If James OR his target his a adjacent to wall, on an attack, you may roll 2 extra attack dice.
STONE ARROWS
When James Rockshooter attacks a card, if either card is adjacent to a Wall, add 2 to his Attack Value until the end of the turn.
Very interesting, but again, the costing is off. James should be either 1 Ranged or 4 Life.

Originally Posted by
Joseph
Grub Queen: Champion of the Earth elementalists
Attack: 3(melee), Life:6, Cost:6
Grub Inspiration: All burrow
grubs within 2 spaces of this queen prior to moving may move 1 extra space and roll 1 extra attack die.
GRUB INSPIRATION
At the beginning of your Movement Phase, all Burrow Grubs within 2 spaces of Grub Queen may move 1 additional space and add 1 to their Attack Value.
Quite interesting; gives them one more space to be like the actual Burrow Ability. I like it.

Originally Posted by
Joseph
Earth mage: Common of the Earth Elementalistsx6
Attack: 1(melee), Life:3, Cost:2
Earth shield: A unit adjacent to this mage, but closer to your back row then this mage, cannot gain wounds from unadjacent units or events.
EARTH SHIELD
Any Unit adjacent to this Earth Mage that is closer to your back row than this Earth Mage cannot receive Wounds from non-adjacent Units or Events.
I like it. It's balanced because it works on your opponent's creatures too, and forces the Mage to keep moving forward where it is more likely to die, partially mitigating its 3-life power.

Originally Posted by
Joseph
Earth elemental: Common of the Earth Elementalistsx7
Attack: 2(melee), Life:3, Cost:3
Tough
TOUGH
Whenever an opponent rolls to attack this Earth Elemental, this Earth Elemental only receives Wound Markers from die results of 4 or higher during that attack.
Ugh. While costed correctly, I don't like it. 3 Life with Tough just means it's 6 dice to destroy one of these on average. I'd probably have to see how annoying they are in testing, but I don't like the stats here. Guardsmen were fine because of the 1 AV curse, but with 2 AV...eh. Add that to the fact you can heal it too.

Originally Posted by
Joseph
Burrow grub: Common of the Earth Elementalistsx5
Attack: 3(melee), Life:1, Cost:1
Burrow: this unit may move through other units. It must end its move on an unoccupied space. Subtract 1 from its attack for each space it moved.
LESSER BURROW
This Burrow Grub may move through other Units, but must end its move on an unoccupied space. When attacking with this Burrow Grub, reduce its Attack Value by 1 for each space it moved.
I put Lesser Burrow since Burrow gives 1 extra movement. So, basically, this Grub acts like a Burrow. Interesting. I like the synergy.

Originally Posted by
Joseph
Elemental Furyx3 -When summoning Earth elementals or the earth titan on this turn, you may summon them adjacent to Earth mages you control. You may summon during this event phase.
- You may summon during this Event Phase. When Summoning any Earth Elementals or Earth Titan this turn, you may summon that Unit adjacent to an Earth Mage you control.
No comment.

Originally Posted by
Joseph
Earthquakex3 -You may move 4 units on the battlefield one space. If the unit ends its move next to a wall, it gets 1 wound.
- One at a time, you may move up to 4 Units on the Battlefield up to 1 space. If the moved Unit ends its move next to a Wall card, it receives 1 Wound Marker
Agree with Ryujin, this is too good. Manipulating your opponent's movements, and the fact that it also works on Summoners is a ridiculous feat, and you can do this three times in a row.

Originally Posted by
Joseph
Chasmx2 -If ypu have less units on the battlefield then your opponent, then choose a common with a Cost of 2 or less. put that common, and all commons adjacent to it with a cost of 2 or less, in your discard pile.
- Choose an opponent. If you have less Units on the Battlefield than that opponent, choose a common with a Summon Cost of 2 or less. Place that common, and all commons adjacent to it with a Summon Cost of 2 or less, on your Discard Pile.
Applause. Great great great invention of a CUE. I like it, if only for its thematics. However, I worry that it's a bit too powerful, but that's for testing to decide.

Originally Posted by
Joseph
Reform Earthx1 - You may take 2 wounds off each earth elemental you control, and 3 wounds off each wall, and the Earth Titan.
- You may remove up to 2 Wound Markers from each Earth Elemental you control, and up to 3 Wound Markers off each Wall and Earth Titan.
Feels weird to be able to heal the opponent's Walls, but I guess if you're scared of a Fury of Godshome...other than that, see my Earth Elemental comments for my thoughts.
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