Like m all, but Axe not so much. Awesome on Gimli, but not really on other heroes, where the normal version would be better
Creative artwork cards
The problem with Dwarven Axe is that it is overshadowed by Dwarrowdelf Axe. Nowdays no one uses Dwarven Axe, because it is simply inferior (and ultimately not needed). It could have easily bring it up to speed with other regular weapons by just lowering the cost by 1, but then it will still be overshadowed by Dwarrowdelf Axe (and it would be kinda boring). I decided to keep the cost of 2 and work for that cost. It's not just awesome on Gimli, it's awesome on Gloin (as it will generate resources for him), and that's a 2 out of 3 core set dwarf heroes who take additional benefit from that axe.
True and I agree. Although I myself prefer more straightup boosts, then additional direct damage (toughness, immune), I see where you are coming from. My personal preference is a bit off then, I think. Not that many enemies are immune or have toughness.
Within my "overhaul" project, I made a small pass on the whole Eagle thing, and what I seek right now is your opinions:
Remaining Eagle-related cards are untouched.
Edited by John Constantine
Changes
:
- +1 WP and +1 Def
- Cancelling damage instead of bringing hero back with 1 damage.
- Discard instead of put into hand.
Interesting. By cancelling the damage, you allow the hero to keep attachments, but it may still be 1 HP away from being destroyed again. Discarding Landroval is much more painful than placing him into your hand normally, but can be mitigated by other card changes you made.
Changes
:
- Eagles leaving play do not get attached to EotMM
- After an Eagle leaves play, EotMM gets a one-turn boost instead of permanent boost based on attachments
- Boost includes a boost to willpower
This change allows you to do more "bouncing" of eagles in and out of play rather than just getting them discarded to boost the EotMM. Certainly weakens it overall, but he was pretty darn strong before. I don't see the willpower boost coming into play much here since allies don't tend to leave play until Combat, but there are definitely circumstances where it could come in handy.
Changes :
- +1 WP and +1 HP
- Minor wording change in ability that shouldn't have any affect on the way it's played.
Not much to say here. I'll discuss more at the end.
Changes :
- +1 WP, +1 Atk, -1 Def, +2 HP
- Response instead of Forced (probably an error)
- Can spend a resource from any sphere to keep him in play
I think you buffed his numbers a bit too much, but I definitely like the needing to necessarily use Tactics resources to keep him in play. The increase in HP while decreasing Def a point makes me want to keep him around longer, mostly as a damage soak, before popping him back out again.
Changes :
- -1 cost
- Replace "boon" trait with "Eagle"
- Attach to any hero, not just Tactics
- Limit 1 per hero
- Boosts only add +1 to stats
- Boosts include to willpower
- Boosts are responses to Eagles entering or leaving play, rather than an Action
- Boosts last for the round instead of the phase
This is a big update. Not limiting it to a Tactics hero and dropping the cost by one makes it a lot easier to use, while also making the boosts a lot harder to trigger and making them weaker (always +1). But allowing it to add +1 to all stats makes it a lot more versatile, too. The triggers also try to keep pushing to increase of bouncing I mentioned earlier, but the limit of once per round prevents some ridiculous shenanigans you can pull off with Born Aloft. Overall, I'd just say "I like it a lot, but I'll miss the old one".
Changes :
- +1 cost
- Replace "Condition" trait with "Eagle"
- Can't attach to eagles (makes sense)
- Can only attach to allies you control
- After the normal effect takes place, also put an Eagle into play until end of phase.
This fixes some of the ridiculous things you can do with Born Aloft (primarily by adding 1 cost), which is nice, and you added an extra effect to make up for the extra cost and to make the card more enticing as well as helping with the Eagle bouncing effects. This can be pretty ridiculous, though: I can see this bringing in Gwaihir, which will bring in Descendant of Thorondor, and then both will leave play at the end of the phase, giving us a total of +2 to all stats for anyone wearing Support of the Eagles (would be +4 if it didn't have a limit of once per round; good call there), 4 damage to enemies, and whatever those 2 Eagles can do that phase. I really like it.
Changes :
- -1 cost
- Added "Eagle" trait
- Cancel damage instead of moving a discarded ally to hand from discard pile
- Discard the eagle instead of exhausting
- Can't "save" eagles
- Can "save" heroes, not just allies
Note: The "Action" needs to be a "Response" in order to cancel anything. This is a similar change to the one to Landroval because you're cancelling damage instead of bringing someone back "from the dead". I think that makes more thematic sense. I also really like that it can be used to help heroes, which adds a lot of value. Discarding the eagle instead of exhausting it is a much steeper cost, which helps keep the resource cost down and helps push the bouncing again.
Changes :
- Added Eagle trait
- Returns eagles to hand from discard pile instead of from play
This is helpful due to the increase in eagles discarding themselves, but takes away an option to make the eagles leave play. I'm definitely happy to have a way to pull them back from the discard with all of these additional discards, and honestly we shouldn't need any other options to make eagles leave play, so this seems good to me, though I would probably add a cost of 1.
Overall Impressions:
I really really like where you're headed with these changes, but I'm wary of adding so much willpower in to the eagles. It would actually make mono-tactics relatively decent at questing! Everything else seems like good solid changes to create a more synergistic feel aimed at bouncing and helping others. I'm just afraid that more bouncing will make them feel a little too much like Silvans, but it still looks like a very different feel despite the similarities.
A couple notes for possible changes:
- With so many cards gaining the Eagle trait, The Eagles Are Coming becomes even more powerful, making it potentially worth 1 resource or more.
- With the notable increase of willpower, maybe eagles should be split between 2 spheres (like Ents). Meneldor's Flight and the willpower are primarily making me think Spirit, but I can also see either of the other spheres as well.
- Vassal of the Windlord could also receive a means of keeping it in play (like Winged Guardian) and potentially have it's stats overall boosted and have him cost 2.
- I'd actually love to see some more affordable eagles. That would help make the consistent bouncing more affordable.
Great job overall. I love it!
Thanks for the input and the typos! (fixed typos in the original post)
Regarding the Tactics being able to quest, I'm not from the lot who thinks Tactics should be terrible at it. I think Tactics should be able to quest, they just need to be worse at it than every other sphere, which they are, and they'll still be even with those Eagles changes.
I tried to make them feel different from Silvan by keeping the emphasis on leaving play instead of entering it, mainly. It's also fits thematically, as Eagles do fly in and out constantly.
I'm not sure about adding the cost of 1 to "Eagles Are Coming", as I followed the example of Entmoot (and Ent Draught/Boomed and Trumpeted having the Ent trait). Maybe I just change Eagles Are Coming from Action to a Response that reacts to an eagle leaving play or something.
Splitting the Eagles between spheres goes against the rules of the project I'm working on. Long story short, I take old cards and I "update" them, sticking to the original "feel" and "identity" as much as I humanly can. Changing card type and sphere is prohibited.
I thought about it, but Vassal of the Windlord is among the videly used and appreciated cards (when I "update" those within my project, I usually tone them down, but this one seems perfectly balanced). And even after this, he fits the the Eagle theme perfectly.
Thank you for your feedback.
Edited by John ConstantineAll good valid points. If you didn't have your rule, I think splitting them into multiple spheres would be the only thing I'd REALLY wanna see, but I get where you're coming from.
I think the "Silvan" flavor actually fits Eagles better so I don't mind the overlap. I like the contrast of Eagle triggers on leaving play, very cool. It is a tribal theme I was already in favor of, so it works great. If Eagles have "leaves play" triggers then it matters when you bounce them back into your hand (with current descendent of thorondor this is already the case). Such a theme would make current born aloft or current mend's flight more relevant.
I think I still prefer the current version of Landroval, however. I actually think most of the time your version is weaker. Your version also feels too similar to Dori ally.
"Most of the time" my version is going to be stronger, because it has better stats
Unless a hero will get destroyed every time Landroval is out, and then it's debatable. Original Landroval returns into your hand indeed, but it allows your hero to leave play first, which means farewell to all the resources and attachments accumulated (it can be a bad thing in case of bad encounter conditions, but oh well). In terms of Saga, I think, losing Bilbo/Frodo/Aragorn means defeat, and original Landroval would do nothing about it with his ability.
As for similarities with Dori, I'm not quite seeing it. Dori reacts to damage and exhausts to do his thing, he may do it even if hero is not destroyed, he may do it multiple times through the game. Landroval reacts to a hero being destroyed, prevents that destruction once and departs to the discard pile immediately after, even if he is exhausted (the beauty of it).
I like it. Eagles could use a little love and one subtle change I like a lot is to the Winged Guardian: by taking the sphere requirement off of the resource, Radagast can now help out.
I only meant my comment to refer to the ability and not the stats. With that clarification I stand by what I said. All you pointed out was that Dori's ability is mostly better, except it requires him to stay ready. I just don't think it's good enough, sorry.
Just simply ^^:
Just simply ^^:
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The only thing I really don't like is the name. Why does a moment of rest exhaust someone?
I'm also curious if you have a reason for restricting it to Dwarves?
I think this moment is perfect to spoil my take at Ancestral Knowledge
Just simply ^^:
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It gave me an idea for a tactics event to complement the theme. Basically merging Thalin's ability with Hail of Stones for a more targeted ambush that riffs off the Dwarves' massing mechanic. What do you think?
Stir From Hiding
Tactics Event
Cost: 1
Response: After an enemy enters play, exhaust X Dwarf characters to deal X damage to that enemy before resolving its text.
Good idea DistractionBeast, sure.
joezim:
1. The idea is to get a rest time. How?, avoiding some bad effect cause of a keyword just revealed. It is like to get a time to breathe.
The idea about exhausting a character is: it represents he is resting ^^, just simply.
2. why dwarves? i think they need some mysc effects. But i dont know for sure, i wouldnt mind if it was in other trait.
I think this moment is perfect to spoil my take at Ancestral Knowledge
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Yeah, Dwarves aren't strong enough. They need a way to completely wipe the board of all locations with a 1-cost event
It's a rough concept, I will definetely tone it down, but the main purpose will remain. The cost is not just 1, it's also a dwarf exhaustion. The current Ancestral Knowledge is literally useless, even against a moauntain card, because who the hell needs to explore active location?
Oh, I get it. The way I worded it implies you can place progress on different locations.
It's a rough concept, I will definetely tone it down, but the main purpose will remain. The cost is not just 1, it's also a dwarf exhaustion. The current Ancestral Knowledge is literally useless, even against a moauntain card, because who the hell needs to explore active location?
Oh, I get it. The way I worded it implies you can place progress on different locations.
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Really powerful way to get rid of a single location, but with some ways to bring it back out of the discard pile, it shouldn't be too difficult to use it to destroy every location... Hmmm. Though you did change it to only count the number of exhausted dwarves, which I think is much more balanced and can lead to some potentially interesting decisions. I like this a lot better than the first one.
It gave me an idea for a tactics event to complement the theme. Basically merging Thalin's ability with Hail of Stones for a more targeted ambush that riffs off the Dwarves' massing mechanic. What do you think?Just simply ^^:
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Stir From Hiding
Tactics Event
Cost: 1
Response: After an enemy enters play, exhaust X Dwarf characters to deal X damage to that enemy before resolving its text.
Ooh, I really like that. Very useful for those tiny enemies that surge...
I wonder what are the odds of this card potentially breaking the game?
I think Renewed Friendship should work like the multicolor card from the new cycle. It should say some thing like this, "...Then that player can pay 1 (lore resource). If he does, add renewed friendship to his hand instead of discarding it."
Then the card essentially costs 2 and is not even remotely overpowered. I think it would just be a fun card at that point for a blue/green team.
Edited by DukeWellingtonElaborating a bit. Less constraints, more combo potential, less potential balance issues:
Elaborating a bit. Less constraints, more combo potential, less potential balance issues:
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LOL!
Nice catch, fixed.