New Spells Set #1
Before you ask, no, this isn’t a post outlining new game-breaking data of some upcoming spells. Sorry if you were expecting that much. Now before you scold me for having a somewhat misleading title, let me explain. I’ve thought about what types of spells could be added to the game. Some schools, like the spirit schools, are missing some regular pip hit-all (AoE) spells. Others are either missing utility, or not fully utilizing the potential perks that each school can do. Also, a previous Feedback Friday (What spells would you combine? ) kind of inspired me to try my hand at making spells. Therefore, I’ve personally made some spells that I feel might be good additions to the game. I’ve made quite a few (about 47 or so if I remember correctly?), but since we don’t have a whole lot of space for that, I’m just going to place a set of them here (hence “set #1″). This set includes one 10 pip spell for each school. *It is worth mentioning that the cards’ graphics are recoloured versions of spells already in the game.*
Life
Boreal Mammoth

No, I didn’t give Life an AoE in this set, and I’m sorry for that. But I did give them a pretty strong single target spell that gives a nice mini-infection to all enemies. Just as the card says, Boreal Mammoth deals 885 Life damage to a single target, and then puts a -20% Infection on all enemies.
Functionality? While it’s not the Life AoE that Theurgists are looking for, the Boreal Mammoth does provide a nice chunk of damage, unlike Spinysaur. Yes, Gnomes can do almost as much damage, but it can’t simply do exactly as much as Boreal Mammoth. If I were to change this spell, I’d probably buff it up to around 920 life damage, but aside from that, I definitely feel like, for its pip cost and high accuracy, it does its job quite nicely. Let’s look at its use in a duel and in a team fight:
1v1 Usage: The spell already does a solid bit of damage. A Colossal Boreal Mammoth is doing about 1160 damage. On top of that, you’ve already given them a reduction in healing, further tipping the battle towards your favour. In combination with Gnomes, Hungry Caterpillar or even Luminous Weaver, you can easily sink your opponent deep in obstacles.
Team Usage: Depends on the size of the teams really. There’s no denying that the mini Mass Infection will do wonders for any team with healing potential. Another plus is that people don’t necessarily expect a Life wizard to be the hitter, so there’s some potential for surprising your opponents there. A quick Boreal Mammoth on an unshielded target could do some heavy damage, and leave their teammates struggling to heal themselves. Not as useful for the damage, but the Infection definitely works well with team strategies.
Death
Grim Hound

No, the card doesn’t hit all enemies; That’s a bit of a mistake. The Grim Hound deals 790-875 Death damage to ONE target, then quickly adds a Myth and Life dispel on all enemies. Again, sorry Death wizards, but you don’t really get an AoE here. What you DO get is a nice solid hit and the ability to shut down Life and Myth wizards, even if you aren’t actually attacking them. If the spell were to be changed, I’d have it deal around 570-640 Death damage, and allow it to hit all enemies.
1v1 and Team Usage: The significance is fairly the same in both types of PvP. If you’re against a Life or Myth wizard, you could potentially buy yourself some time before you get hit, or even completely ruin their plans if they lost all their pips that turn. True to Death’s nature, it hates (is the opposite of) the Life school, and could easily prevent a team of Life wizards from healing for at least one turn. The possibilities are quite good all around for this spell. Bypasses? Balance, Death and Storm wizards get to heal without being troubled with the dispels. Otherwise, you could really set back a wizard or team of wizards a few turns as they try to either heal or get around the dispels.
Fire
Jalapeno Breath

This spell is actually kind of interesting. Fire gets an AoE in this set, in the form of a much stronger Scald. This Gobbler-themed spell (first one since Wizard City?) tosses on a 1,155 Fire Damage over Time (DoT) to all enemies, taunts them, then adds a smokescreen when the Gobbler’s through with its business. If we’re looking at each tick, Jalapeno Breath deals 385 base Fire damage per round.
1v1 Usage: There’s much better spells to use for a 1v1 than this for Fire school. Yes, it allows you to break shields and potentially combo with a Fire From Above or a Fuel. If you wanted to break shields though, a Fire Elf or a Link could have been much more efficient. Fortunately, if you go down the Jalapeno Breath route, you have a decent shot at making them fizzle the next turn, leaving your opponent open to a combo for the kill.
Team Usage: Very effective to say the least. Breaking up to a maximum of 12 Tower Shields (if, somehow, there were 3 on each of your enemies), Jalapeno Breath still manages to deal some decent damage. On top of that, adding an accuracy debuff to all enemies provides a good chance that at least one enemy isn’t going to land a spell next turn. The only real downside I can see with Jalapeno Breath? The taunt really doesn’t do anything for PvP…
Storm
Monsoon Rex

A pretty strong Storm school single target spell. The Monsoon Rex deals 1,545 Storm damage, applies a -20% accuracy debuff to the target, and adds a Stormblade charm that increases in percentage based on the amount of pips you have remaining. This means that you can get up to a 20% Stormblade after using Monsoon Rex. If I were to change the spell, I’d probably lower the damage to around 1,375 and leave it at that.
1v1 Usage: By far one of the most useful Storm school spells for a 1v1. High damage is always good. Then you put an accuracy debuff on them. And the icing on the cake? You also get up to a 20% Stormblade for your next attack. If you understand tempo, you’re potentially setting your opponent back a turn with the accuracy debuff, while also putting yourself ahead by 1 turn or beat with the Stormblade. With this spell, Storm has a powerful 1v1 tool that is sure to help them out in duels. The downside? The accuracy debuff might not really serve much of a purpose due to all schools having some pretty high accuracy boosts from their gear.
Team Usage: The Monsoon Rex’s usages in team PvP really seem to pale in comparison to its benefits in 1v1. Monsoon Rex can easily destroy the enemy team’s hitter, and if it fails, you have a chance to make their hitter fizzle anyway, leaving a bit of a safety net there. However, if you’re doing it just for the accuracy debuff and the blade, it honestly isn’t that worth it. If you wanted to disable your opponents, it’d be easier to Enfeeble, Glowbug Squall or even Storm Lord. If you wanted the extra blade, why couldn’t you just hit two or three turns earlier and then just Stormblade yourself? Monsoon Rex is still good if you plan on doing some sort of combo for your team, but otherwise, I’d stay away from using this in Team PvP.
Myth
Mystic Owl

Congratulations Conjurers! I’ve actually given you another AoE spell! The Mystic Owl’s card is somewhat glitched in its description, but that was uncontrollable. To be clear, the Mystic Owl deals 780 Myth damage to all enemies, and then stuns them all. Pretty simple. If I were to change this spell, I’d either increase the damage to around 905, OR make it so that the stun actually goes through two Stun Shields, making it possible to be stunned twice in a row (though I’d probably just increase the damage).
1v1 Usage: You could use this for making combos, sure. A Mystic Owl into a Keeper of the Flame, into a Troll. Or perhaps a Mystic Owl into an Earthquake or Minotaur? Your target suffers massive damage and chances are they’ve lost a turn from being stunned and all their shields and blades if you decided to tack on an Earthquake at the end. Unfortunately, I feel like, for 10 pips, it’s kind of a waste to use Mystic Owl just for the stun… But that’s just my opinion.
Team Usage: Just like Ice’s Frost Giant, Mystic Owl deals much higher damage and applies the same stun effect. The Mystic Owl’s use seems to be the initiator for attacks though. Mystic Owl, allow your whole team to either blade or hit with you, and if there are any survivors left, Earthquake to get rid of the entire enemy team’s boosts. Now they’re left with almost nothing. If you can pull it off, Mystic Owl is a really nice asset to Myth’s arsenal.
Balance
Sand Serpent

The Sand Serpent deals 795 Balance damage to all enemies, then destroys two of their pips. I know what you’re thinking. Mana Burn AND an AoE? Well, here’s the thing. I’ve thought about it, and I feel like the best choice here would be to prevent it from being enchanted with damage boosts. That way, it would be stuck at doing 795 damage, but still have the same lose 2 pips effect on everyone. I’d say that’d be fairly balanced, maybe a little bit unfair for the pip cost though?
1v1 Usage: I really don’t see this as being used much in 1v1 PvP… Balance already has dozens of other utilities that make 1v1 a living nightmare for almost anyone they face. The losing two pips might be a good bonus if you’re not confident that the damage will kill your enemy; almost like a safety net. Other than that? I really don’t see a need to use Sand Serpent in a 1v1 match.
Team Usage: Scary stuff the Sand Serpent. In addition to hitting everyone on the enemy team (with the only possible shield being towers and legions), two pips are immediately removed from all enemies. That could mean up to four pips lost if two power pips are removed. Scary? Yes. Balanced? Actually, kind of. The point of Sand Serpent isn’t necessarily to kill the enemies. By timing a good Sand Serpent, you can effectively delay the hit of the enemies, and possibly set them back up to four turns (if their pips are THAT unkind to them). There’s a lot of strength in utility packed into this spell, but timing is everything.
Ice
Tundra Warrior

The Tundra Warrior is a strange spell. Not only will it deal 750-785 Ice damage on the target, but it will also deal 250 Moon damage to all enemies and steal 1 positive ward from the target. Think of it like a Sun Serpent – Ice damage on one target, extra Moon damage spreading across all enemies, then steal a ward from the initial target. Colossal version would split so that Ice damage ranged from 888-973 damage, and the Moon damage would deal 388 damage to all enemies.
1v1 Usage: Tundra Warrior is actually extremely good for 1v1. Not only will two shields be broken, but a third would be stolen, effectively getting rid of three obstacles with one spell! And if the poor soul is unable to shield any of the hits, they can expect at minimum 1,000 damage without any boosts or enchants. It’s also worth mentioning that so far, Moon damage can only be resisted by general resist right now; there is no Moon resistance gear. Perhaps that extra little bit of Moon damage will be enough to kill your target? Also, perhaps there are Moonblades in the future to boost that damage just a bit further? At any rate, the Tundra Warrior is very capable of taking down opponents at a reasonable cost.
Team Usage: While less valuable, the Tundra Warrior might be able to help the caster specifically. The Tundra Warrior doesn’t provide much benefit for anyone but yourself when cast, that’s all that matters. A quick Tundra Warrior on a shield stacker might just allow you to protect yourself in case one of your enemies hits the same turn you do. If you’re going first, stealing that shield may save your life. Sure, you can Steal Ward it, but what if the shield you need is buried beneath other ones? Take out the shields in the way with Tundra Warrior, and steal the underlying ones. Ice could also use Tundra Warrior to deal heavy damage to one of the most threatening targets while removing the Tower Shields of all enemies with the Moon damage burst. A combo that immediately comes to mind is a Tundra Warrior + Blizzard, or even a Tundra Warrior, Iceblade, Frost Giant/Snow Angel. Tundra Warrior can easily fit into the playstyles of most Ice wizards, while allowing them to keep their defense up as well with the complimentary Steal Ward effect.
Thoughts
What do you think of this set of spells? Would you consider them balanced and would you like to see them in game? What would you change about a spell you didn’t like? Feedback is always encouraged!
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