Well, we are judging it from a completely different standpoints so I don't see the point in continuing this discussion.
Edited by MyNeighbourTrololoCreative artwork cards
First of all, Unexpected Courage is only slightly overpowered. And regardless, every other readying ability has to be compared to Unexpected Courage despite being overpowered because they probably won't errata it. So every other readying effect in the game needs offer something that Unexpected Courage does not offer in order for people to actually play it. The real Steed of the Mark is a dud thanks to it sharing the same sphere and ultimately costing far more than Unexpected Courage. If it was Leadership it might be worthwhile. But if we keep it in Spirit, then I think MNT's buffs are appropriate and far from being overpowered. You could pay 4 resources for Unexpected Courage and Favor of the Lady to achieve the exact same thing and it will last more than 4 turns. The only advantages are that Steed of the Mark is only one card and that you don't have to slowly build up the resources to play it.
Here is my overall take on the steed situation of the game:
Nice job .. but why is Steed of the Mark not restricted?
And why Warhorse costs only 1 and Steed of Minas Ithil 2? For the "same" Effekt (boosting one attribute while ready)
Edited by JanBSteed of the Mark is not restricted because it is used for questing and consumes resources on regular basis.
Steed of Minas Ithil costs 2 because:
1) He is from Leadershit - an extremely resource rich sphere;
2) Warhorse readies a hero after defeating an enemy, meaning all things that hero could do is attack another enemy (most of the time), while Steed of Minas Ithil provides finesse - you could defend then attack, you could defend an out of combat attack and then be ready for combat one.
3) The defending action is overall more valuable than attacking one because you need enough defenders to be able to muster enough standing attack to retaliate with effectiveness.
yeah, that is why it is better than UC.. cause US is over powered and should be banned. 1 cost to play 1 cost to ready each time is a nice reworking of UC to make it good. With all the extra stuff on this "replacment".. alla power creep card a few extra start points should be mandatory.
You are a moron.
You are a moron.
That is not the sort of thing we want in this forum. If you can't say anything constructive, don't click the "Post" button.
You are a moron.
Way to steal all the attention from me horses
Limit one mount per character AND restricted? Why that?
Because if combined with other restricted stuff while not being restricted itself would be too **** powerful.
First of all, Unexpected Courage is only slightly overpowered. And regardless, every other readying ability has to be compared to Unexpected Courage despite being overpowered because they probably won't errata it. So every other readying effect in the game needs offer something that Unexpected Courage does not offer in order for people to actually play it.
Yeah, assuming you play to win. This game is so easy if you just build power decks. You have to self censor to make the game fun. Yes UC is the most powerful untap in the game. Though in our games we give it the unique and restricted traits. This fixes the card and allows for all the other untap cards to be functional again.
untap... It's not Magic: The Gathering.. And it's not a PvP game either, so you can house rule to make it harder for yourself, if that's what you want. So, there are different opinions on UC and if you would fix it, and then on how you would fix it. I don't think UC is broken, I think it is just powerful. And I don't have any problem with UC at all, because if you would build a deck with only 1 UC (1 Core Set) the changes of it showing up in a 50 card deck is 1/50, thus very small.
untap... It's not Magic: The Gathering.. And it's not a PvP game either, so you can house rule to make it harder for yourself, if that's what you want. So, there are different opinions on UC and if you would fix it, and then on how you would fix it. I don't think UC is broken, I think it is just powerful. And I don't have any problem with UC at all, because if you would build a deck with only 1 UC (1 Core Set) the changes of it showing up in a 50 card deck is 1/50, thus very small.
Agree big time. I play with 2 copies (one is a proxy) and don't get it every game. Sometimes I get one copy rarely two and even when I do I usually have other more useful cards I use first or instead.
Thematically, Unexpected Courage should not be unique or restricted, which is why it isn't. If you want to deal with Unexpected Courage thematically, it wouldn't be repeatable. How many times can one character find their courage and it still be unexpected? Of course, this would just make it into Cram. Anyway, we're not talking about how we would change UC.
The thing is: not everyone wants to set limits on the cards like you do booored. I prefer to keep things simple and play the game as specified in the rules and FAQ and with the card pool I've been given. In that case, Steed of the Mark is remarkably underpowered compared to all of the other readying attachments. Sadly, because I like to keep things simple in the way I just mentioned, I will not be playing MNT's version of the mounts, but I think that his versions would make good substitutes to balance things out and make them all more useful, though I'm not so sure Rohan Warhorse really needs the +1 attack while it is ready, though it is nice to have so that you don't feel the need to decide if you want the horse or a weapon.
No, Rohan Warhorse does not really needs the +1 attack. But itll be cool for him to have it for multiple reasons:
1) He's restricted, so let him work for this restricted a little harder;
2) He is useless if you're facing a single foe. 1 attack is not much, but it's something;
3) Thematic reasons. A charge on a horse for a plus 1 damage
Yea, I know. Rohan Warhorse has a lot of good reasons to have +1 attack (least of all the fact that Firefoot has bonus attack, probably for the same reason that Rohan Warhorse should: reason #3 that you gave). But yea, Rohan Warhorse is already powerful in its own right, so I wouldn't be upset if it didn't get any buffs, though the "Limit 1 mount per character" nerf does weaken it enough that I wouldn't be opposed to buffing it with the +1 attack.
Just keep in mind that this +1 attack bonus won't be here after you use the horse for readiness.
Just keep in mind that this +1 attack bonus won't be here after you use the horse for readiness.
Yea, I know.
How about this idea?:
It means: the top card of the defending player's discard pile, and after, all the possible copies. It is thematic, when spy knows tactics of the players, he reveals it to enemies, and they take care of it.
Edited by MndelaBecause we need more unique swords that are actual player attachments:
Gil-Aeglos, "Star-icicle" in sindarin, an obvious pun on Gil-Galad and his spear Aeglos. Legendary elven sword.
The word Darfûn was taken from a fanmade Khudzul dictionary that looks quite feasible, and the word means simply "killer".
Fengwine, translated from Old English, means "friend of plunder".
Annûnaglar means "glory of the West" in Sindarin.
The name Bloodworm is taken from a kenning for "sword". It's supposed to represent one of the swords in the Trolls' hoard, as the quote says.
I know that the developers have been emphatic on that there should be no bleeding between the spheres and that no single archetype should be self sufficient solo (to which I disagree btw). These swords are supposed to be exceptional and incredibly powerful, designed especially to solve one of the sphere's weaknesses. Let me know what you think!
I think the Lore one is too much like Protector of Lorien. I also think that the Tactics one MIGHT be better if based off of the excess damage dealt by everyone who participated... which could potentially be far more powerful, but would totally make mono Tactics far more viable outside of battle and siege.
Protector of Lórien was the absolute inspiration for that card I admit, but imagine, if PoL is already pretty powerful, if it could boost attack as well could be insane.
I think Fengwine is possibly too powerful, I mean, consider enemies nowadays, they're pretty tough. 4 hitpoints is kinda like the standard hitpoint value now.Attack with Eomer + and place 4 But even if it was 2 hitpoints, giving a hero Legolas' ability for a turn is pretty good on its own. I think it's fine. Also, it combos with my also custom Looted Ring which gives +1 hitpoint to the enemy.
I dig the art of this stuff. Spirit one is also extremely interesting idea, though Splorfindel would be enormous beast with this one.
I designed a big box expansion with player cards and three quests, and am working on the expansion packs now; I'm rather bad at finding art, though - can anyone help me with that? For an initial spoiler, one of the heroes is a tactics Eowyn that doesn't unbalance the tactics sphere but still keeps the same base stats, and also makes a better job of symbolizing her slaying of the Nazgul.
Eowyn - 9 threat
4 will
1 attack
1 defense
3 hit points
Eowyn has -1 will and +1 atk equal to the greatest threat value on an enemy in play. Eowyn's willpower cannot be reduced past 0 with this ability.
Basically, it means that with the normal 2 threat she's 2/3/1/3, which isn't that powerful, but if only treacheries or locations are revealed, she has her full 4 willpower in tactics, and her attack facing the Witch-king is a full 5.
On non-big box note, I think Merry's design is rather lacking - readying really doesn't make sense (Eowyn was definitely not "ready" after killing the Witch-king". I think his second ability should be to instead of attacking, double the attack of another attacking hero with a cost of taking a damage. That would (as a side note) make him combo with my Eowyn, but also with Gimli and any other buffed-up attacker. (except beorn)
Edited by XerxesPraelor