C3G Legacy LibraryThis is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.
- THEME TEST/ Solid here. - MIRROR TEST/ Nothing I saw here. - BONDING TEST/ No problems. - SYNERGIES TEST/ No problems. - POWER CHECK/ Mistress of Magic doesn’t seem to require clear sight. Requiring it could help tone her down with Flash builds, but its not a huge concern. - FUN TEST/ I was a little disappointed I couldn’t use trapdoor to set up Surprise Creature Command turns, but she still is fun. - FUN COMPETITIVE TEST/ Her paired with Flash can get real annoying, real fast if the D20 is hot, especially with how far away she can sit for Mistress of Magic. - DRAFTING TEST/ Honestly at this point cost I don’t know many situations I’d draft the Old Zatanna instead of this one. - USAGE TEST/ Everything was used here. Sleight of hand is nice for when she goes on the offensive, but it was a bit minimal by comparison. - STRATEGY TEST/ Trapdoor feels more of a backup move than a strategy move. But my opinion on that might change over time.
C3G STANDARD PLAYTEST FEEDBACK FORM NAME OF THE TEST UNIT Zatanna II Army Test
Map: Turret Rocks
Units: Zatanna II, Flash (Barry Allen), Professor Zoom, Kid Flash VS Nightwing, Raven, Starfire, Superboy Unit Summary Damage: 3 wounds Abilities: Mistress of Magic – 5 times Trapdoor Teleport – 1 Time, Sleight of Hand – 2 Times
Spoiler Alert!
Round 1 – Armies advance, beginning the fighting. Zatanna saves one Speedster from a wound, and gives another a blank to allow for a move (not necessary to protect them though).
Round 2 – Professor Zoom starts landing multiple wounds on the Titans. Zatanna gives a move to Kid Flash who defended the attack, and saves Barry from 2 separate attacks.
Round 3 – Zatanna saves Barry and Wally from some Titans Go! attacks, but can’t manage to save Wally from a 5 skull roll from Starfire. Zatanna Trapdoors in to put 3 wounds on Raven, thanks to Sleight of Hand. Zatanna takes 3 wounds from Starfire. Zatanna hangs on till the end of the round, getting another Sleight of Hand wound on Starfire, but no others.
Round 4 – Speedsters get the crucial initiative, allowing Zoom and Flash together knock out the previously wounded Raven and Nightwing before Titans Go! can happen. Starfire manages to finish off Zatanna and Flash.
Round 5 and 6 – Reverse Flash takes a wound, but manages to take out both Superboy and Starfire.
Who won and how many wounds did they have?Team Magic Speed wins with 1 wound on Professor Zoom.
Army Test
Map: Turret Rocks
Units: Zatanna II, Zauriel, Frankenstein, Blanka, Solomon Grundy (1,300) VS Professor X, Iceman, Storm, Wolverine, Nightcrawler, Scarlet Witch, Mystic Flames Spell (1,300) Unit Summary Damage: Abilities: Mistress of Magic –2 times Trapdoor Teleport – 0 Times, Sleight of Hand – 0 Times
Mistress of Magic Failed: 2 times
Spoiler Alert!
Round 1 – Armies advance. X Men get a quick 3 wounds on Zauriel.
Round 2 – Zatanna adds a blank to Zauriel’s attack, allowing Zauriel to get 2 wounds on Storm. Zauriel dies to a defensive whiff, and the X men up. Frank goes to attack, fails to wound, and Zatanna fails to add a blank. Blanka moves up with creature command, but also fails to wound.
Round 3 – Creatures get the initiative. Grundy walks up and kills off Storm. Zatanna manages to boost up Frank’s attack to deal 2 wounds on Wolverine. Wolverine and Iceman manage to gang up and kill off Frankenstein, and later put 3 wounds on Grundy.
Round 4 – X Men take the important initiative, allowing Wolverine to kill Grundy and Scarlet Witch to put 2 wounds on Zatanna, and then a third wound after the lost Grundy turn is skipped. Zatanna gets 2 wounds on Scarlet Witch (fails to get blanks or add blanks). Scarlet Witch kills Zatanna.
Who won and how many wounds did they have? X-Men win with Professor X, Nightcrawler, and Iceman having 0 wounds, and Scarlet Witch and Wolverine having 2 wounds each.
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: The X Men fight was just a horrible blood bath. Wow. Zatanna barely got to even impact the fight itself. She’s definitely fun, but I don’t know that she quite has enough oomph. I wonder if making like 16 or higher add 2 blanks would throw things off much? She doesn’t feel like she adds nearly enough to offensive blank folks, and it wouldn’t change anything on Flash type teams. Also, I wonder if leaving out the no additional turns clause would mess things up on Trapdoor? GENERAL THOUGHTS ON THE TESTED UNIT:She’s fun. She’s not got much outside Magical Defense to keep her safe, so she can be challenging to balance between offense and defense, but I like that. I don’t know that playing her more offensively would have changed anything in the second game though. The quick death of Zauriel was a real bad sign.