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6 months ago  ::  Nov 20, 2012 - 9:58AM #1
TunaF
Date Joined: Sep 15, 2010
Posts: 68
 Okay, just got home and unwrapped the Curse of Undeath box. Quickly looked through the Creature Cards and then tore into the Order Cards.
 Okay, does Wizards of the Coast even play test these things? I can see Curse of Undeath quickly becoming a player favorite because HOLY CRAP some of these cards are going to be overpowered, especially if you can manage to get 4 of them into your deck.
 
 Call to Battle: Level 3 CHA, Minor - Attach this card to this creature - As a Standard Action deploy 1 creature now. If this creature is in a magic circle, gain 1 Morale.
 Hulking Attack: Level 2 CON, Standard - Make a Melee attack that deals Weapon +10 damage. If the target takes damage from this attack you gain 1 Morale.
 Magic Sword: Level 1 ANY, Minor - Attach this card to this creature - Damage from this creatures melee attacks cannot be prevented

 And the most overpowered card yet

 Terrifying Revalations: Level 6 CHA, Standard - Target Opponent loses 3 morale

 Seriously? Yeah, it may be a level 6 card, but as soon as you get enough creatures onto the battlefield for an assist it's pretty much game over.

 I am so looking forward to playing this against my friends.
 
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6 months ago  ::  Nov 20, 2012 - 10:19AM #2
Truthspeaker
Date Joined: Oct 26, 2012
Posts: 88
please post the other order cards.  I know this is a big ask.
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6 months ago  ::  Nov 20, 2012 - 11:13AM #3
TunaF
Date Joined: Sep 15, 2010
Posts: 68
 You guys are lucky I'm on vacation.

 Unending Horde: Level 3 CHA, Minor - Each creature you control other than this creature shifts 3 squares
 Regenerate: Level 4 CON, Minor- Attach this card to this creature - Regenerate 10, at the start of it's controllers turn this creature heals 10 damage
 Gout of Fire: Level 3 INT, Standard - Requires Ranged, Make a ranged attack that deals Weapon + 20 damage
 Fear: Level 3 CHA, Minor - Dragon Affinity, Slide each adjacent creature 5 squares
 Death Grip: Level 1 ANY, Standard - Requires Undead, Make a melee atack that deals Weapon damage, + 10 for each Undead crature you control that is adjacent to the target.
 Necrotic Howl: Level 3 CHA, Minor - Required Undead, Deal 10 damage to each enemy creature adjacent to this creature
 Relentless Advance: Level 1 CON, Minor - This creature takes 10 damage to shift 5 squares
 Vampiric Touch: Level 3 INT, Standard - Vampire Affinity, Make a melee attack that deals 30 damage. If the target takes damage from this attack this creature heals 30 damage
 Careful Attack: Level 1 CON, Standard - Make a melee attack that deals Weapon + 10 damage. Attach this card to this creature - Remove this card to prevent 10 damage to this creature
 Defensive Advantage: Level 2 CON, Immediate - Prevent 20 damage to this creature from 1 source. Draw 1 Order Card
 Hypnotic Gaze: Level 3 CHA, Standard - Choose 1 enemy creature within 5 squares, Slide that creature 3 squares. Make a melee attack that deals Weapon + 20 damage.
 Unbreakable: Level 3 CON, Immediate - Prevent 50 damage to this creature from any 1 source.
 Warning Shout: Level 3 CHA, Immediate - Choose 1 allied creature within line of sight. Prevent 30 damage to that creature from 1 source.
 Spawn of Kyuss: Level 1 CON, Minor - Requires Undead. Attach this card to this creature. Each enemy creature that ends it's activation adjacent to this creature takes 10 damage.
 Cloud of Bats: Level 5 INT, Immediate - Vampire Affinity, Prevent all damage to this creature fro 1 source, then shift 6 squares.
 Corrosive Blood: Level 1 CON, Immediate - Requires Undead, Prevent 10 damage to this creature. Deal 10 damage to each tapped creature adjacent to this creature.
 Dimenson Door: Level 4 INT, Minor - Place this creature in any square within 8 squares. This creature does not need line of sight to target the square.
 Mage Armor: Level 1 INT, Minor - Attach this card to this creature. Tap to prevent 10 damage to this creature from 1 source.
 Dispell Magic: Level 3 INT, Minor - Choose this creature or any creature within 5 squares. The chosen creature removes 1 Order Card of your choice.

 This deck rocks.
               
     
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6 months ago  ::  Nov 20, 2012 - 11:57AM #4
Truthspeaker
Date Joined: Oct 26, 2012
Posts: 88

Nov 20, 2012 -- 11:13AM, TunaF wrote:

 You guys are lucky I'm on vacation.
 Regenerate: Level 4 CON, Minor- Attach this card to this creature - Regenerate 10, at the start of it's controllers turn this creature heals 10 damage
 
 Defensive Advantage: Level 2 CON, Immediate - Prevent 20 damage to this creature from 1 source. Draw 1 Order Card

 Hypnotic Gaze: Level 3 CHA, Standard - Choose 1 enemy creature within 5 squares, Slide that creature 3 squares. Make a melee attack that deals Weapon + 20 damage.

 Unbreakable: Level 3 CON, Immediate - Prevent 50 damage to this creature from any 1 source.
 
Cloud of Bats: Level 5 INT, Immediate - Vampire Affinity, Prevent all damage to this creature fro 1 source, then shift 6 squares.

Corrosive Blood: Level 1 CON, Immediate - Requires Undead, Prevent 10 damage to this creature. Deal 10 damage to each tapped creature adjacent to this creature.
 
 This deck rocks.




I am really excited to use the Vampire.  These are some order cards that I hope to put to use with him. Thanks for posting this!

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6 months ago  ::  Nov 20, 2012 - 12:13PM #5
DarkAngel1979
Date Joined: Oct 23, 2002
Posts: 609

Nov 20, 2012 -- 9:58AM, TunaF wrote:


 Okay, does Wizards of the Coast even play test these things? I can see Curse of Undeath quickly becoming a player favorite because HOLY CRAP some of these cards are going to be overpowered, especially if you can manage to get 4 of them into your deck.




None of these cards seem overpowered to me. I like that a few of them are better than some I'm already playing in certain circumstances, while worse in other circumstances.   
  

Call to Battle: Level 3 CHA, Minor - Attach this card to this creature - As a Standard Action deploy 1 creature now. If this creature is in a magic circle, gain 1 Morale.




Being able to deploy in your own turn is good for sure. I play Snig the Axe as my main commander for that very reason. Here though you're trading your Standard action to deploy, and you need to invest a card. Ideally you want to be deploying guys that are larger than the guy you put this on, to get something out of the trade.

+1 Morale in Arcane Circle confirms that this is a card for slower, defensive warbands. Aggressive warbands are currently favored in the meta because controlling territory (to grab treasures or deny them to your opponent) is key. This gives you an edge in the long games, because it makes it so you can turtle down and pump up Morale each turn if your opponent doesn't interfere. I think controllish cards are a good thing for the game, in the long run. Aggressive bands will not want to play this because they will not want to spend the time to use it.
    

Hulking Attack: Level 2 CON, Standard - Make a Melee attack that deals Weapon +10 damage. If the target takes damage from this attack you gain 1 Morale.




I was hesitating about playing Zombies or Skeletons in my first Undead warband and I think I just got my answer.

In your average warband this translates to "Make a Melee +10. If the target takes damage, heal 20 HP.", which is already a card from Tyranny of Goblins I believe. It's better in Undead because 1 Morale is worth more than 20 HP for them, but in CON warbands that play guys like Dwarf Defender/Cleric or Feral Troll, you'd rather have the heal 20 HP card because 20 HP on the board and in combat-ready position is better than 1 Morale in the bank.
   

Magic Sword: Level 1 ANY, Minor - Attach this card to this creature - Damage from this creatures melee attacks cannot be prevented




Nice card. Good against DEX warbands, sort of useless against CON since they heal more than they prevent.  It denies defense from STR but STR is more about offense anyway, and you'll still get to use your damage prevention against other creatures so your card isn't lost. 

Terrifying Revalations: Level 6 CHA, Standard - Target Opponent loses 3 morale




When translated, it doesn't sound as bad: "Level 6 CHA, Standard: Range (infinite) attack 60." In general, Killing Strike and Sneak Attack are both better. You pay a big premium in order for it to do the damage directly to Morale instead of HP.

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6 months ago  ::  Nov 20, 2012 - 12:22PM #6
DarkAngel1979
Date Joined: Oct 23, 2002
Posts: 609

Nov 20, 2012 -- 11:13AM, TunaF wrote:


 Unending Horde: Level 3 CHA, Minor - Each creature you control other than this creature shifts 3 squares





New favorite card for my goblins deck. Less first turn Goblin Wolf Rider munching on mages than with Forward the Horde, but a lot more Cutters getting to jump unsuspecting foes.

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6 months ago  ::  Nov 20, 2012 - 12:39PM #7
Truthspeaker
Date Joined: Oct 26, 2012
Posts: 88
Of the order cards mentioned so far here is the breakdown:

Constitution: 8
Intelligence: 6
Charisma: 6
Any: 2

Out of 36 cards this accounts for 22 of them.  That leaves 14 unaccounted for.  That means 64% of the cards mentioned come in this faction set are doubles. 

But the breakdown requires more numbers.  
Dragon Affinity: 1
Vampire Affinity: 2
Undead Required: 4

And each order card also requires a different level creature:
Level One: 7
Level Two: 2
Level Three: 9
Level Four: 2
Level Five: 1
Level Six: 1
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6 months ago  ::  Nov 20, 2012 - 1:12PM #8
Truthspeaker
Date Joined: Oct 26, 2012
Posts: 88
If I examine the goblin deck in the same way as the undead faction pack is above, I find:

Dexterity: 5
Constitution: 6
Intelligence: 3
Charisma: 5
Any: 5

Requires Humanoid: 2

Level One: 15
Level Two: 3
Level Three: 5
Level Four: 1 

Breaking down the Heart of Cormyr order cards the same way that I did the undead set I discover:
Strength: 12
Dexterity: 1
Intelligence: 5
Any: 7

Requires Humanoid: 2
Requires Adventerer: 1

Level One: 12
Level Two: 6
Level Three: 3
Level Four: 3
Level Five: 1

Here are the drow order card statistics:
Dexterity: 16
Intelligence: 2
Wisdom: 2
Any: 2 

Drow Affinity: 1
Spider Affinity: 1 
Requires Humanoid: 2
Requires Evil: 1

Level One: 8
Level Two: 10
Level Three: 3
Level Six: 1

Tyranny of Goblins 12 pairs of cards (meaning 50% of the cards come as pairs).  Heart of Cormyr has eleven pairs of cards (44%), while Sting of Lolth and Curse of Undeath both have 14 pairs (64%). 

When I compare all the order cards of these faction sets I come to the conclusion that Curse of Undeath offers the highest level of order cards, which is what I had been hoping for.
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6 months ago  ::  Nov 21, 2012 - 12:22AM #9
Truthspeaker
Date Joined: Oct 26, 2012
Posts: 88
This is a list of all the order cards from Curse of Undeath. In parenthesis I have numerated each card type.  

Constitution (13) (36%)

  Careful Attack: Level 1 CON, Standard - Make a melee attack that deals Weapon + 10 damage. Attach this card to this creature - Remove this card to prevent 10 damage to this creature (2)

 Corrosive Blood: Level 1 CON, Immediate - Requires Undead, Prevent 10 damage to this creature. Deal 10 damage to each tapped creature adjacent to this creature. (1)

Relentless Advance: Level 1 CON, Minor - This creature takes 10 damage to shift 5 squares (2)

 Spawn of Kyuss: Level 1 CON, Minor - Requires Undead. Attach this card to this creature. Each enemy creature that ends it's activation adjacent to this creature takes 10 damage. (1)

 Defensive Advantage: Level 2 CON, Immediate - Prevent 20 damage to this creature from 1 source. Draw 1 Order Card (2)

 Hulking Attack: Level 2 CON, Standard - Make a Melee attack that deals Weapon +10 damage. If the target takes damage from this attack you gain 1 Morale. (2)

Unbreakable: Level 3 CON, Immediate - Prevent 50 damage to this creature from any 1 source. (2)

 Regenerate: Level 4 CON, Minor- Attach this card to this creature - Regenerate 10, at the start of it's controllers turn this creature heals 10 damage (1)

Intelligence (9) (25%)
 Mage Armor: Level 1 INT, Minor - Attach this card to this creature. Tap to prevent 10 damage to this creature from 1 source. (2)

 Dispell Magic: Level 3 INT, Minor - Choose this creature or any creature within 5 squares. The chosen creature removes 1 Order Card of your choice. (1)

 Gout of Fire: Level 3 INT, Standard - Requires Ranged, Make a ranged attack that deals Weapon + 20 damage (2)

 Vampiric Touch: Level 3 INT, Standard - Vampire Affinity, Make a melee attack that deals 30 damage. If the target takes damage from this attack this creature heals 30 damage (2)

 Dimenson Door: Level 4 INT, Minor - Place this creature in any square within 8 squares. This creature does not need line of sight to target the square. (1)

 Cloud of Bats: Level 5 INT, Immediate - Vampire Affinity, Prevent all damage to this creature fro 1 source, then shift 6 squares. (1)

Charisma (11) (31%)
Call to Battle: Level 3 CHA, Minor - Attach this card to this creature - As a Standard Action deploy 1 creature now. If this creature is in a magic circle, gain 1 Morale. (1)

 Fear: Level 3 CHA, Minor - Dragon Affinity, Slide each adjacent creature 5 squares (2)

 Hypnotic Gaze: Level 3 CHA, Standard - Choose 1 enemy creature within 5 squares, Slide that creature 3 squares. Make a melee attack that deals Weapon + 20 damage. (2)

 Necrotic Howl: Level 3 CHA, Minor - Required Undead, Deal 10 damage to each enemy creature adjacent to this creature (2)

 Unending Horde: Level 3 CHA, Minor - Each creature you control other than this creature shifts 3 squares (1)

 Warning Shout: Level 3 CHA, Immediate - Choose 1 allied creature within line of sight. Prevent 30 damage to that creature from 1 source. (2)

Terrifying Revalations: Level 6 CHA, Standard - Target Opponent loses 3 morale (1)

Any (3) (8%)
Magic Sword: Level 1 ANY, Minor - Attach this card to this creature - Damage from this creatures melee attacks cannot be prevented (1)

Death Grip: Level 1 ANY, Standard - Requires Undead, Make a melee atack that deals Weapon damage, + 10 for each Undead crature you control that is adjacent to the target. (2)
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6 months ago  ::  Nov 21, 2012 - 5:21AM #10
TunaF
Date Joined: Sep 15, 2010
Posts: 68
Truthspeaker, you apparently have even more time on your hands than I do.

DarkAngel1979, in regards to your comments about Terrifying Revalations. While I haven't had the opportunity to playtest it, I would disagree that Killing Strike and Sneak Attack are better. Granted they are pretty much instant kills (providing your opponent doesn't pull out some of the heavy defense cards), but they both require you to be in melee range. Terrifying Revelations does not even require line of sight. If I manage to pull on in my opening hand, I could drop my opponent by 3 Morale before they've reached their first Treasure Token; and there are no Order Cards that can prevent it. That's 3 Morale down before we've had our first skirmish, and I can continue to do that at any time I happen to be out of range, until my 4 cards are used up. That's a guaranteed 12 Morale loss that cannot be prevented. That's a pretty hefty chunk of Morale to loose no matter which way you slice it.
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