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Ideas for replacing Thievery and Create

agrante

Published: 19 Sept 2024 › Updated: 19 Sept 2024Ideas for replacing Thievery and Create

Ideas for replacing Thievery and Create

Introduction

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Alright! 😅

So what about these next?

The exact buffed stats, damage or mana cost are not important. I don't know anything about balancing a TCG, so consider them just a approximation.


Charged Forgery

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At the end of your turn, the GP absorbs any unspent mana gems. Upon activation, delve a spell from the opponent's domain with the mana cost equal to the current charge.

Could also be a random spell. I suspect delving at a later stage of the game could be too powerful and predictable in some situations.


Fae Drought

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Give a friendly creature

+1/+1 or

+1/+2 or

+2/+1

and Confused


Myrto's Cycle

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Starts with Flesh Charm.

Flesh Charm - Add a Blood and Bone to your hand. Change your God Power to Leviathan Charm.

Leviathan Charm - Add a Leviathan Scales to your hand. Change your God Power to Harvest Charm.

Harvest Charm - Add a Low-Hanging Fruit to your hand. Change your God Power to Flesh Charm.

The exact spells are not important here. What matters is the concept of offering a few selected weak utility spells on a rotation.


Mana Harvest

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Consume all your unspent mana gems.

  • Add a random Nature spell to your hand with the same mana cost.

or

  • Delve a Nature spell with the same mana cost.

Tripwire Balista

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Summon a 0/1 Tripwire Balista that deals 1-2 damage to the first creature your opponent plays to the board.

Tuning options could be

  • reduce mana cost with 'Can't attack', as it would create the significant downside of clogging the board.

  • single use or re-armed at the end of each turn (perhaps with higher mana cost)

  • destroyed after triggered

  • could have an attack value equal to the damage before triggering, and then become 0 when the creature procs



Image from Turbosquid.


Tailwind

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Reduce the cost of a random Nature Spell in your hand by 1.

Could also limit the reduction effect to the end of your next turn, without randomness.


Clumsiness

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Give target enemy creature "After attacking, deal 1 damage to itself and the friendly creature with the least health".


Reinvigorating Decay

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Obliterate a random creature from your void. If you do, give a random friendly creature +1/+2.


Want not, waste not

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Gain your opponent's unspent mana gems. Disable the GP for your next turn.


Overabundance

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Give target friendly creature +2 Regen. Then if the creature's Regen is higher than its current Health, pick an Abundance Boon.

Boons would be zero mana spells:

  • If target friendly creature's Regen is higher than the current Health, summon a 1/1 creature of the same tribe.

  • If target friendly creature's Regen is higher than the current Health, heal another friendly creature for the difference.

  • If target friendly creature's Regen is higher than the current Health, heal your god for the difference.

  • If target friendly creature's Regen is higher than the current Health, give it Ward.

  • If target friendly creature's Regen is higher than the current Health, remove Confused.


Overcharge

I would also like to offer an alternative to Overcharge. Currently this GP is not popular at all. I think a simple and effective improvement would be, for the same mana cost

"Gain Spell Boost +1 until the end of your next turn"

I've been trying out this GP lately. The current effect at 2 mana feels a bit expensive to be usable, especially early in the game.

This change makes the effect usable for 2 turns instead of one and opens the possibility of stacking Spell Boost +2 for a extra strong effect.


AI images generated at https://creator.nightcafe.studio/

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Crypto enthusiast, plant lover and hobby gamer.

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