Clown of chaos |
Clown of chaos has control, randomness and a smaller theme of rainbow-iness.
The majority of the element is randomness and control though, and this shows that of nicely.
The actual synergy of the card is somewhat limited though, mostly because a dead creature doesn't get much deader.
Sure, you can combine damage and maxwell's, or a buff and antimatter, but many effects of chaos seed just remove the creature on itself.
Altogether a quite solid submission, but it leaves me wanting more.
Aries |
AriesThis is supposed to show off the raw damage potential of
, but it feels underwhelming.
There is no in-element synergy whatsoever.
Additionally, most cc in elements kills a creature in 1 turn.
The upped has a synergy with fire potion for a 1-time 4 bonus damage.
Is the ability an active or a passive? If so, there'd be a strong synergy with liquid shadow.
However, both of these cards aren't in
, making this card not feel like a champion at all.
Ice Knight |
Permafrost KnightAn interesting mechanic, though it feels really abusable - and if this gets abused you'll become literally invincible.
Trying to make an invincibility combo is hard in it's current state, but it'd forever be a nightmare to balance.
Usually
prevents damage through cc, but literally taking no damage isn't that far of a stretch.
Perhaps you could give yourself a very-high (50? 80?) damage 'armor' on top of your hp for one turn, which has to be broken before damage can be dealt.
That way you wouldn't become invincible against growing strategies, while synergyzing better with other cards in-element.
Also, there's room for improvement in the imagebuilding (or whatever it is called). Right now, 'ice shield' suggests the same effect as the card ice shield.
Perhaps you could rename it to 'ice shell' or 'frozen tomb' or something- you cannot move (attack), but are also impervious to damage.
Forest Druid |
Forest DruidThis shows off
's theme of healing and creaturespam decently, without completely dropping reasonable damage.
One concern though is that most cc (mass or single target) outright removes the creature.
The creature healing only shines against poison (plague...
) or random damage (pandemonium).
Water Inspirer |
Elite Water InspirerThe other end of
, compared to Ice Knight.
This feels like a very well done card- a simple to understand mechanic that has incredible synergy in-element.
The semi-efficient attack is maybe a bit high perhaps, but it's fine, since the ability cannot stack.
Have you considered, perhaps only for the upped, to not limit it to
?
This could either mean 'each creature uses
' or 'each creature uses quanta matching their element'.
Either way, it'd make the card usable outside of a mono... Then again, it is supposed to be a
champion.
My vote goes to this card.
Emerald-Maned Lion |
Elite Emerald-Maned LionThis feels like it fits a gap in
, rather than representing it.
doesn't really prevent damage, aside from shields. It is more about healing back the damage that has been done.
These effects do synergyze well of course.
A lot has been said in the topic about balancing this card.
I'd make this card frighten all opposing creatures, but change the effect of frighten to be a check on-attack.
This'd come with the downside that the unupped and upped effect are exactly the same (just 'frighten'), so you'd need other changes.
It'd also allow an opponent to better react to frighten with things like blessing.
The attack of this card does fill in a spot currently open in
.
Alltogether I think there's room for a card like this in
, but it isn't a 'champion'.
Ninja |
Elite NinjaThis is a tricky one, but I feel like it isn't a 'champion'.
is about stealing stuff, mostly health.
cc is available in
, and the stealth mechanic works for a champion, but I feel like I'd expect more.
Perhaps lower the attack and, rather than having it just deal damage, have it steal 2 health.
or you could even only have it target creatures and steal 1|1 or 2|2 from a creature.
These would require a different name of course.
Quagmire Giant |
Quagmire Colossus Quagmire Giant
A bit too much, IMO. Sure, it represents element, but it's probably a bit on OP side, much like the previous one.
It's actually really underpowered in it's current state; compare forest spirit.
I meant to buff it, but as I said, I didn't have/make time for that before the timer was up.
I tried to tie
's mechanics together, and I think I succeeded fairly well in that.
However, besides being UP, there should've been more focus on the passive ability.
It would allow for more synergy with cc, and keeping the active a weaker back-up option.
I don't self-vote, but if I would, I'd have a hard time choosing between this and water inspirer.