Thanks for the comments, guys!
And yes - these cards have not yet been playtested, so they may well be overpowered. The Mermaid probably is too strong on second thought.... the die roll probably needs to be 4 or 5. I'll have to try and test that out. She should probably have 1 life, too instead of 2 - I'm not sure how I missed that.
About Enda and healing the summoner - I know it hasn't been done before, but I don't think I want to change it without testing it. My theory says it will be tough to consistently have Nesa within 2 clear straight line spaces of Enda at the beginning of your turn, and still get some good attacks to fend off an advance. Nesa is a very weak summoner in combat with only 2 melee attack and 5 life, and his self-healing is much less reliable.
I'll get all of the cards up before I go back and make any changes.... I think their events are actually pretty weak, so they might be balanced out a bit by those. Still though, the Mermaid at least is probably too strong.
EDIT: The rest of the cards are up, except the starting setup (which I haven't yet determined). The picture of Chis Nesa is pretty pixelated on the event cards, which I'm not a big fan of, but they aren't horrible. Nesa's event breakdown is:
Body of Water x4
Water Healing x2
High Tide x2
Tidal Wave x1
Also, I could've edited out the parts of the picture that extend past the card, but figures they were going to be cutoff when printed anyway, so I left it there to save the time on some of them. It looks a bit sloppy here, but would be fine if printed off.


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I still don't believe she's as powerful as you guys are making her out to be, but when I actually get around to playing some games with them I'll keep a close eye on her. I could make her ability cost a magic point, but then I feel like she's too weak. I might be able to tweak the other stats though to compensate for it, or just increase her summon cost to 7 - I was thinking they needed a 7-coster anyway (though I was looking at bumping Appa...)

