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Interesting way of changing the mechanic so that the additional damage is stronger than the normal damage. I think this would work well with Crusaders. (And then I imagine Crusaders using Magic Wands to zap enemies... :)) )As if this wasn't enough, you could Twin Universe them, too! An extra six damage per card, for free? Yes please.
While a wand does sort of fit with Light/Aether, the Light/Aether rares aren't wands(OE and Short Bow, Hammer and Pulvy/Titan, Dagger with Vampire Stiletto/Arsenic in a sense).Mostly to differentiate it from the other mark related weapons. Also, as worked away at the card, it gradually started leaning toward Animate Weapon. As 1world mentioned, the upgraded stats do seem to lean toward OP, too, but I felt that 4 was too weak. Due to the reversed nature of the damage, I decided to exclude Wand from the normal CC of the Other weapons. Ideally, 6 damage should cost 1, but seeing as it's conditional...I dunno. It was a weird one to try and balance, oddly enough.
Also, how did you choose its stats? Dagger does 2 damage + 1 for the correct mark. This makes it different from Hammer/Short Bow/Dagger. That doesn't make it OP/UP, but why did you make it more dependent on the mark?
Hm. What about Mitosis TU wand? Zillions of Wands dealing 5 damage each.Mitosis doesn't work with weapons. The most you could have is 12, without mindgate.