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AotP Blender A place to discuss AotP customs and ways to integrate Heroscape with AotP.


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Old January 8th, 2016, 02:46 AM
Dragoon Dragoon is offline
 
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Updated 1/14/15 Converting AotP's Spells into Scape.

Hello, this is my personal attempt to help integrate arena of the planeswalkers and heroscape. Please note that this is mostly theory carfting as I have done only a little testing with my brother, so criticisms and suggestions are welcomed.

First off if one is using planeswalkers both players must agree on how much is being set aside for the planeswalkers, for example...

Let us say I want to draft a planeswalker into my army, so me and my opponent agree on 500 points for purposes of this battle.

My opponent drafts a 600 point army of pure heroscape.

I draft Gideon with a cap of 500 points and spend the other 100 of it on normal heroscape figures.

Basically I am drafting two armies under one banner I spend 500 points on Gideon and the creatures he summons (Summoned creatures are called planeswalker minions or just minions to differentiate them from creatures that start out already on the field.) and the rest of the heroscape figures start in the start zone with Gideon.

You can also draft Heroscape Heroes and Squads as planeswalker minions, though to solve the problem of not having a color they are for drafting purposes colorless, but adopt the color of the planeswalker summoning them. Fore example...

If Chandra drafts Mimring, Mimring is considered a red planeswalker minion, but if Jace drafts Mimring, he is considered blue.

Now regarding the library and spells, obviously if you don't have a planeswalker then you don't have a library and access to spells. However if your planeswalker dies in battle then creatures who are still in your reserve are basically stuck there though creatures he already summoned still remain. Enchantments already cast stay in play, but spell cards in both hand and library are discarded to the graveyard. If you have more than one planes walker in your army then you only have to discard the library and hand that is assigned to that planeswalker.

However the biggest hurdle is the rather large amount of spells, and how some of them would be useless against a pure heroscape army, while some would be to good against a pure heroscape army. So with that in mind here are the spells modified to this format, I would really appreciate constructive criticism here. Basically I like to think of them as one time use abilities.

Blue Spells
Misdirection - Move an enchantment or a Glyph from one card in play to another card in play.
Unsummon - Return a Non-planeswalker figure with in 4 spaces of line of sight to the start zone, or if the target figure is a minion summoned by a Planeswalker you can chose to send the creature to the reserve instead.
Twisted Image - Remains the same.
Talent of the telepath - Use a special ability of any enemy figure. limitations of the enemy ability still apply while using it, or if the enemy has drafted a planeswalker on their team you may play a spell from their graveyard.
Selective Memory - Remains the same.
Mind Control - Can apply everyone who is not a unique hero, event hero, or planeswalker, otherwise is the same.
Jace's Erasure - If this card is to be played this round it must be played after initiative is rolled, but before you reveal your first order marker. Remove one unrevealed order marker off an opponents card, if they have drafted a planeswalker they may chose to send the top two cards off of their library instead of letting you destroy an order marker.
Project Self - Remains the same.
Call to heal - Hidden Enchant unique squad. When an enchanted figure is attacked by an unique squad an opponent controls return them to the opponents start zone, if they are a minion of a planeswalker in the opponents army she/he can chose to have the figure returned to the reserve instead. Destory Call to heal after use.
Aetherspouts - When Enchanted planeswalker is attacked by a squad figure, activate aetherspouts and return figure to the start zone. If figure is a planeswalker minion the opponent may chose to send figure to the reserve instead. Destory Aetherspouts after use.
Scatter Arc - Activate Scatter Arc next time an enchantment is cast or when a glyph is picked up destroy that enchantment or glyph. Destroy Scatter Arc after use
Physic Rebuttal - Activate Physic rebuttal next time an opponent either casts a sorcery or activates an creature ability that specifically targets your planeswalker. Negate the effects of the sorcery or ability that targets the planeswalker. Destroy Physic Rebuttal after use.
Anticipate - All players reveal all unrevealed order markers, then hide them again, or if their is an enemy planeswalker in play you may have each player draw 2 cards.
Scatter the winds - Can target glyphs, though glyphs go back to where you found them instead of top of the libary. Otherwise the card is the same as norrmal.
Roil Mage Trick - X can be either cards in enemy hands, or X can be unrevealed order markers of target opponent, but X still can not be more than 4.

White Spells
Gideon's Phalanx - Remains the same.
Honor of the Pure - Can be used on uncommon heroes or Unique Squads, but otherwise Remains the same.
Marked by honor - Can be used on common and unique squads, but otherwise remains the same.
Sanctified Charge - Can be used on uncommon heroes or unique heroes, but otherwise remains the same.
Battlewise Valor - Can be used on common squads or unique squads, but otherwise remains the same.
Blessing - Can be used on uncommon heroes or unique squads, but otherwise remains the same.
Divine Favor - Can be used on everything except unique heroes, but otherwise remains the same.
Healing Salve - Remains the same.
Inspired Charge - Remains the same.
Near-Death Experience - Remains the same.
Solemn Offering - Destroy Enchantment, OR Destroy a glyph currently being used by a hero.
Swift Justice - Remains the same.
Seize the initiative - Remains the same.
Stasis Snare - Enchant squad when a creature of enchanted squad is destroyed remove any revealed order markers.

Green Spells
Paths Revealed - Remains the same.
Leaf Arrow - Remains the same.
Naturalize - Hidden Enchantment. Activate when enchanted squad is attacked by an opponents figure, destroy all glyphs, ability counters (Like with http://heroscape.wikia.com/wiki/Tagawa_Samurai ), and Enchantments on the figures card. Destroy Naturalize after use.
Fog - Remains the same.
Skyreaping - Remains the same.
Primeval light - Destroy all Glyphs currently on a card, and all enchantments in play.
Nissa's Expedition - Remains the same.
Ground Swell - Remains the same.
Titanic Growth - Remains the same.
Snare the skies - Remains the same.
Overrun - Remains the same.
Bountiful Harvest - Remains the same.
Rapid withdrawal - Remains the same.
Earthen Arms - Remains the same.
Elvish Blade Finesse - Target enemy figure that is adjacent to at least two elves you control, roll 2 attack dice each skull counts as an unblockable wound.

Red Spells
All the Spells for red are pretty much the same with one minor difference. The damage spells that instantly deal damage are toned down as rolling that many attack dice except the opponent does not roll defense dice. For example incinerate says deal 3 damage adjacent to planeswalker you control, instead you roll 3 attack dice and deal unblockable damage equal to what you rolled. Same goes with the Zendikar spells.

Black Spells
Rise of the Darkrealms - Almost the same, except that you can revive any ally figure, not just a minion of the planeswalker.
Liliana's Caress - If this card is to be played this round it must be played after initiative is rolled, but before any order markers are shown. Roll a d4, if you roll one, the opponent destroyed their order marker 1, if 2 is rolled then they destroy their order marker 2, if 3 is rolled then they destroy order marker 3, if 4 is rolled then they destroy order marker X. If the targeted opponent has a planeswalker in his army he can opt to discard a card from his hand at random in instead.
Killing Wave - Chose a black planeswalker you control. Individually roll 3 attack dice at each figure which is not undead, construct, or soulborg whom is adjacent to the planeswalker. Each skull rolled counts as damage to the figure.
Corrupt - Chose target figure with in 5 spaces of line of sight of a black planeswalker you control. Roll an attack dice, if a skull is rolled deal 1 unblockable damage and heal your planeswalker by 1.
Altar's Reap - Remains the same.
Bone Splinters - Sacrifice an ally figure that is adjacent with an enemy figure. Roll 4 attack dice, for each skull rolled target creature takes unblockable damage.
Mental Agony - Activate Mental Agony when attacked by a figure. If there is a planeswalker in the enemy army the attacking figure must discard a card at random. If there is no planeswalker then that figure's attack is negated and the figures turn ends.
Duress - Remains the same. If there is no planeswalker on the enemy team then it is just a buff card.
Dark Harvest - Can enchant common or unique squads, but otherwise is the same.
Crippling Blight - Remains the same.
Strangling Soot - Activate Strangling Soot when enchanted squad creature is attacked by non-black squad figure. Roll a D20 if you roll a 1-15 nothing happens, if you roll 16-20 destroy the figure. Destroy Strangling Soot after activation.
Despise - Can enchant unique hero, event hero, or planeswalker. Otherwise remains the same.
Painful Truths - Remains the same.
Demonic Appetite - Enchant unique squad, each time a figure in the unique squad destroys a figure you can add one gluttony counter to the card. For each gluttony counter figures in that squad get plus one attack. You can not have more gluttony counters then the number of figures in the squad. If the target has a planeswalker drafted into thier army they can discard a card at random from their hand to prevent you from adding a gluttony counter.
Virulent Swipe - Pick a squad drafted into your army you can either sacrifice half (rounding up) of the max number of people in that squad, or give one wound to each character in that squad. Afterwards give Deathtouch to the surviving squad members until end of turn. Deathtouch is unchanged.






Last edited by Dragoon; January 14th, 2016 at 05:29 AM. Reason: Added Zendikar Spells
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Old December 14th, 2016, 03:18 PM
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Re: Updated 1/14/15 Converting AotP's Spells into Scape.

I think your modified spell list with the below rules is the way to go to combine the two games. Also, some of the AotP cards need to be slightly modified, so using @wriggz Heroscape Style AotP - Cards and Blanks (which needs some additioanl cards for Zendikar and squads) would help too. This combination allows for more flexibility both in army builds and in order marker usage, and attempts to nerf the advantages of one over the other (especially some of the auto-kill powers and spells).
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Originally Posted by TREX View Post
Basically, your planeswalker acts as an order marker hub for all your aotp units. I also made this version more pretty or prettier.
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