Post by dragondawg on May 21, 2009 19:39:03 GMT -5
Here is one I came up with while at school today (I'm a music teacher until the end of the year! Hello intro to Bob Marley!)
Tinker Tumbletin Stats 1 Armor 2 Resistance 6 Health Honor 8 Attack Arcane Blast Ticks 2 Range 3 Magic 5(Arcane)Crit :Damage +1. Ability Arcane Bounty When Timletin crits with an (Arcane) attack, he may ready 1 of his Action Bar card. ABCs: Arcane Flux Mana Potion Arcane Blast
Ixamos the Redeemed Stats 2 Armor 3 Resistance 7 Health Honor 7 Attack Gladiator's CleaverTicks 3 Range 1 Physical 5(Melee)Crit :Make a Range 1 Magic 3 (Nature) attack. Ability Heroism (Instant)Ixamos starts the game with a heroism counter. Remove a heroism counter -> Subtract up to Tick 1 from Ixamos and each adjacent ally. ABCs: Chain Lighnting Stoneclaw Totem Grounding Totem Magdeline Prideheart Stats 3 Armor 1 Resistance 7 Health Honor 5 Attack StormheraldTicks 2 Range 1 Physical 4(Melee)Crit :Put a vengeance counter on Magdeline, then deal 1 damage to the defender for each vengeance counter. Ability ConvictionWhile Magdaline has a ready equipment card in her Action Bar, her die rolls of 9 are treated as Crit while attacking. ABCs: Crusader Aura Blessing of Might Signet of Eternal Life
Go second whenever possible.
Magdeline comes out first and invokes Crusader Aura giving everyone +1 move for this tick (1). Then she moves up 3 and casts Blessing of Might on herself.
Tinker is next. Moves up two probably (saving a spot next to Magdeline for Ixamos) and casts Arcane flux on Magdeline.
Ixamos comes out and up 3 spaces, and pops his heroism counter and everone is at tick (1) again. Tinker can Mana Pot a 5 dice magic attack from a nearby hill. Buffed Mags gets in there and starts building up the vengence counters. Ixamos gets in on the action and probably throws down an appropriate totem to give the team a little time.
Is there anything to this team? Or is this just me playing around with a new piece (Ixamos)?
That sounds like a good opening, but Ixamos doesn't benefit from his own ability in the way you think he does. When he comes in on 1, he can pop his counter, but if he is on 1 (or 2 if you do a 1 cost ability) and ends his turn on 1 after the counter (because you can't go behind the master clock), you have to advance him 1 at the end of his turn. So he will be on 2 no matter what.