News:

Welcome to Hero Mages!

Main Menu

Recovery Spells

Started by Ross Przybylski, August 07, 2009, 03:12:39 AM MT

Ross Przybylski

What are everyone's thoughts on the power of Recovery Spells?

We are considering making the following changes:
-Change Dispel Magic from Cost 0: "Remove all status effects from target unit." to Cost 1: "Remove all status effects from target unit or destroy target creature."
-Eliminate Unsummon spell and replace with an extra Dispel Magic spell in deck
-Eliminate Mana Surge and repalce with extra Scribe in deck (with theory that Mana Surge may be too powerful)

Please share your opinions.
Manager of D20Studios, LLC

Joshua

1. Having too many dispel magic cards can be disadvantageous for fighter mages
2. Hrm.. Unsummon spells can be handly, especially pitting against a summoner. I wouldn't want to walk up to a iron golem and unsummon him, making myself visible to enemy attacks.
3. Wizard has the ability to "Mana Surge", so why not have these cards for other players? We can just reduce the number of these cards total.

Joshua

Perhaps we can modify the Wizard's tier:

Tier 2 (draw a card) becomes = recover 1 mana (card cost = 1)
Tier 3 (gain 2 mana) becomes = draw two cards (card cost = 1)

Making him more balanced. Recovering 2 mana is too powerful.

Therefore, we could take away Mana surge (I agree it's too powerful).

Demoyn

I think the best thing to do with dispel magic would be to make it cost one mana, but dispel a 9 square block (allies and enemies alike).

Joshua

I agree with his idea, but perhaps with less spacing (more like 5), so you have to risk sneaking up to your enemy to dispel him/her. Otherwise you can easily dispel from a distance.

So either:

- 1 card cost, long distance dispel

or

- 0 card cost, short distance dispel