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AotP Converted Customs

@gatormustang That is cool how the added spell abilities change up the strategies for the Planeswalker units, and it makes sense. It opens an interesting possibility of having multiple versions of a figure, like Sgt. Drake and Raelin. Thank you for your continued contributions to this project. That would be great if you could share the graphics and target images. I would like to update the cards with the better images.

@lefton4ya It will be great when AotV is completed because it will fulfill the first option nicely. I hope all three options take shape. How does one go about making an official customs project like AotV or SoV with its own sub-forum? I could see transitioning this thread into an official custom project to fulfill option two. Also, is it possible to rename a thread? gatormustang has contributed so much to this project that I would prefer to remove my name from the title since it's a collaboration now. If not, that's ok. I plan to credit gatormustang in the main post, and if this is going to become an official project, it will get a more appropriate name then anyway.

Quick spoiler: I am working on rulebooks for the three sets that convert the glyphs, cryptoliths, scenarios, etc.
 
@SIEGE below is all of the artwork I used and the target images converted in red. Hopefully this saves you time on incorporating them in to your cards. When I incorporated the artwork images in my cards I had to do some touch ups to make the image fully fill in the image zone. The artwork I have uploaded should fit perfectly in to your cards. For the Ghoul Vanguard Zombies target image you could just use the Restless Zombies target image. In my card version for that I simply removed the weapons on the Restless Zombies target image, but it really does not matter.

ARLINN KORD ARTWORK AND TARGET


ARLINN ARTWORK AND TARGET


AVACYN ARTWORK AND TARGET


AVACYNIAN INQUISITORS ARTWORK AND TARGET


BLAZING FIRECATS ARTWORK AND TARGET


BLIGHTED REAVERS ARTWORK AND TARGET


BLOODLINE NOBLES ARTWORK AND TARGET


CHANDRA NALAAR ARTWORK AND TARGET


ELDRAZI RUINER ARTWORK AND TARGET


ELDRAZI SCIONS ARTWORK AND TARGET


ELF RANGERS ARTWORK AND TARGET


FLAMEWING PHOENIXES ARTWORK AND TARGET


GHOUL VANGUARD ARTWORK AND TARGET


GHOUL VANGUARD ZOMBIES ARTWORK AND TARGET


GIDEON JURA ARTWORK AND TARGET


GOBLIN JAVELINEERS ARTWORK AND TARGET


ILLUSIONARY PROJECTIONS ARTWORK AND TARGET


JACE BELEREN INVESTIGATOR ARTWORK AND TARGET


JACE BELEREN MINDMAGE ARTWORK AND TARGET


KESSIG RANGERS ARTWORK AND TARGET


KESSIG RAVAGERS ARTWORK AND TARGET


KIORA ARTWORK AND TARGET


KOR AERONAUT CAPTAIN ARTWORK AND TARGET


KOR HOOKMASTERS ARTWORK AND TARGET


LANTERN GEISTS ARTWORK AND TARGET


LEYLINE PHANTOMS ARTWORK AND TARGET


LILIANA VESS ARTWORK AND TARGET


MAD PROPHET ARTWORK AND TARGET


MALAKIR BLOODCHASERS ARTWORK AND TARGET


MERFOLK ROILMAGE ARTWORK AND TARGET


NAHIRI ARTWORK AND TARGET


NECRO ALCHEMIST ARTWORK AND TARGET


NISSA REVANE ARTWORK AND TARGET


OB NIXILUS ARTWORK AND TARGET


PATH WARDENS ARTWORK AND TARGET


PUMMELROOT ELEMENTALS ARTWORK AND TARGET


RESTLESS ZOMBIES ARTWORK AND TARGET


RHOX VERTERANS ARTWORK AND TARGET


SKIRSDAG CULTIST ARTWORK AND TARGET


SORIN MARKOV ARTWORK AND TARGET

 
Thanks @gatormustang! I downloaded the images. I'll let you know when I have the cards updated.

I created rulebooks to go along with the cards. They include rules for the glyphs, cryptoliths, etc., and scenarios converted from the AotP rulebooks. I playtested the first two scenarios for AotP and the one for Battle for Zendikar. The two AotP scenarios were fun and felt balanced. Take Down the Eldrazi Ruiner felt like the Eldrazi player had a much easier goal, but that is how I felt in the original version. If you want to playtest any of the scenarios, I would be curious to hear your experience with them and your feedback.
 
@SIEGE since the cards for this project are either complete or close to it I have been thinking about would this project want to look at expansions. Knowing that your intent was to keep this project true to the AotP two master sets and one large set I am not sure if you feel it would keep with that intent by utilizing custom expansions. With that said I have been looking through a lot of the efforts in the AotP Blender threads and one that has inspired me to possibly look in to this is @Skyver Ravnica Expansion project. His intent was to create expansions to AotP. I know there were several options about how this was going to occur, but the final option that I read was a straight up AotP without it being converted to Heroscape. I have reached out to @Skyver via PM about leveraging the AotP cards that were created (some abilities, stats, and units used), but have not heard back. The last posting from @Skyver was two years ago so I am not sure if @Skyver is active in the community any more.

Based on the figures that D&D has released as a part of Ravnica these are readily available and the cost is inexpensive. So with all of this said below is my initial custom card conversions for the first faction Azorius Sentate.

DOVIN BAAN

The miniature used for this card is Vedalken Wizard from the "GUILDMASTERS' GUIDE TO RAVNICA" line of D&D Miniatures (Companion Set 2).

AZORIUS GUILDMAGES

The miniature used for this card is Precognitive Mage (x3) from the "GUILDMASTERS' GUIDE TO RAVNICA" Set of D&D Miniatures.

AZORIUS ARRESTERS

The miniature used for this card is Azorius Arrester (x2) from the "GUILDMASTERS' GUIDE TO RAVNICA" Set of D&D Miniatures.

SPHINX OF JUDGEMENT

The miniature used for this card is Sphinx of Judgement from the "GUILDMASTERS' GUIDE TO RAVNICA" Set of D&D Miniatures.

If this is not a direction you would like to head for the project I fully understand. If you do please provide any inputs and comments on these cards. Additionally, if you want to consider this as a part of the project once I am done with the Izzet League I will post them.
 
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@gatormustang, I'm certainly interested in doing pure AotP expansions. No need for it to blend with classic. There's so many Magic minis out there presently, no reason to worry about blending the old stuff. C3G is its own thing, and thriving. I think we should start a group like that, with Books of [Character/Spell] dedicated to workshopping each card.

I've been spending a lot of time learning about the various guilds, using the Drive to Work podcast and articles like:https://magic.wizards.com/en/articles/archive/making-magic/designing-azorius-2012-10-29.

Its a lot of work, because you have to think about the flavor of the Plane, the flavor/mechanics of the guild/faction, the flavor/mechanics of the creatures, as well as all the spells that will be designed to work with the group.



What role would each play to make these armies play like Azorius?

I've been compiling images for each mini out there. The creature card, and any other spell associated with the creature for inspiration to draw from when designing the powers for the card.

For example, Isperia:
gs48PsN.jpg


And a New Prahv Sphinx:
LjPeES9.jpg


The more collaboration the better! And thankfully there's great precedent for how to organize, thanks to groups like C3G. And thankfully, it looks like we have a handful of folks here who might be interested in such a project.
 
@gatormustang, those are some neat customs! I like seeing more Unique Squads and like the conversion of the Vigilance ability. Additional expansions are outside the scope of this project since this project is just focused on converting AotP, but I could see this project partnering/collaborating with a new project that creates additional expansions, sort of like how C3V and SoV are compatible with each other and collaborate together.
 
@SIEGE the updated cards look really good. I fully understand your thoughts on the intent of this project and not adding expansions. Not sure the interest in another project, but I think AotV is still working on their own effort. Based on toyhandle's comment it looks like he is trying to get something going that is expanding AotP. Although I like AotP I enjoy Heroscape more so that is the direction I will continue to expand. I think skyver's direction with the Ravnica Guilds is interesting and will most likely look in to making Heroscape customs based off of that although he only posted two of the guilds. In addition my intent with these customs is to make sure they stay in the MTG universe and also try to synergize with this projects custom conversions where possible. With that said I did finish both the Azorius Senate and the Izzet League. I utilized a combination of what skyver started with, actual MTG cards, and D&D figure stats for what I came up with. Below are the completed cards. Any comments or inputs on them is appreciated.

AZORIUS SENATE

DOVIN BAAN

The miniature used for this card is Vedalken Wizard from the "GUILDMASTERS' GUIDE TO RAVNICA" line of D&D Miniatures (Companion Set 2).

AZORIUS GUILDMAGES

The miniature used for this card is Precognitive Mage (x3) from the "GUILDMASTERS' GUIDE TO RAVNICA" Set of D&D Miniatures.

AZORIUS ARRESTERS

The miniature used for this card is Azorius Arrester (x2) from the "GUILDMASTERS' GUIDE TO RAVNICA" Set of D&D Miniatures.

SPHINX OF JUDGEMENT

The miniature used for this card is Sphinx of Judgement from the "GUILDMASTERS' GUIDE TO RAVNICA" Set of D&D Miniatures.

IZZET LEAGUE

RAL ZAREK


The miniature used for this card is Galvanic Blastseeker from the "GUILDMASTERS' GUIDE TO RAVNICA" Set of D&D Miniatures.

ARCLIGHT PHEONIX


The miniature used for this card is Arclight Phoenix from the "GUILDMASTERS' GUIDE TO RAVNICA" Set of D&D Miniatures.

BLISTERCOIL WEIRDS


The miniature used for this card is Blistercoil Weird (x3) from the "GUILDMASTERS' GUIDE TO RAVNICA" Set of D&D Miniatures.

WIND DRAKES


The miniature used for this card is Wind Drake (x3) from the "GUILDMASTERS' GUIDE TO RAVNICA" Set of D&D Miniatures.
 
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@gatormustang, I'm really liking your Ravnica Guilds customs! It's a neat project since there are D&D minis for the Ravnica Guilds cards and you are making units that are thematic to MTG and compatible with the AotP Converted Customs project. I was going to ask if you were going to start a thread for your Ravnica Guilds customs, but I see you made one. I will respond there with more detailed feedback after I have a chance to try out the cards.

Also, I updated the card images so that they print to the size of a standard Heroscape card when you print them at actual size. I forgot that MSE doesn't export the images at the correct size.
 
Siege, today on BGG someone mentioned AotP conversions and I made haste here to see. Excellent effort. I need to print out these cards. Thank you!
 
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Siege, today on BGG someone mentioned AotP conversions and I made haste here to see. Excellent effort. I need to print out these cards. Thank you!
You are welcome! Glad you enjoy them.

Just a heads up, I plan to update most of the squads back to having 2 Life now that multi-life squads are official, so you may want to wait to print out the squads. I am also going to update Sorin's Vampiric Thirst ability slightly. I plan to update them this week. I will keep the 1 Life squad versions available for anyone who wants to keep using them.
 
Hey there @SIEGE , First off I've been playing with these for around a year now and I love them, and I'm super happy that you updated this. I've recommended it to several people on reddit because its just the best thing out there in terms of custom heroscape because it follows the AOTP designer's intent and it's dirt cheap to buy all of these figures.

Now for my question: I see you updated the life points to the eldrazi scions, illusionary projections, avacyn inquisitioners, bloodline nobles, and blazing firecats squads in the image bam gallery without increasing the point value. Also, none of these squads are mentioned in the changelog. Is this a mistake? Did you mean to update the point value?

Also I created a heroscapers acount just to ask this question. Because I use this ALL the time and I NEED to know the answer going forward. THANKS!!!
 
Hi @Telph ! I am glad you are enjoying the customs and welcome to Heroscapers!

The change to these squads is intentional.

Originally, I reduced all units' Life by 1 (except for units that already had a Life of 1). Then, for any squads that still had multiple Life, I dropped their Life to 1 and reduced their point costs by 5 or 10 points depending on whether they were a 2 or 3 figure squad and whether they dropped by 1 or 2 Life.

As I used the squads in more and more games, I noticed they frequently fell short of expectations. They would get destroyed too quickly for how many points they cost. Once 2-Life squads were introduced to Heroscape, I contemplated changing the squads to just their AotP Life minus 1 and putting their point values back to their AotP costs. I play tested several games. For squads that dropped from 3 Life to 2, it was balanced, but for squads that dropped from 2 Life to 1, they still under performed. For the squads that dropped from 2 Life to 1, I play tested them all at 2 Life and at their original point values, and their performance felt much more balanced. In the case of the Lantern Geists, I could not justify a 30 point squad with 3 Life, so I set them to 2 Life as well.

Another reason I decided not to subtract 1 from these squads' Life is that a drop from 2 Life to 1 Life drops a unit's survivability by about 45%. It's not a 50% drop even though Life is cut in half because a single attack can deal 2 or more wounds and then having 2 Life vs. 1 Life makes no difference. For units with 3 or more Life, dropping Life by 1 is not as extreme.

I also reverse engineered a point cost formula since this project's inception that I use for estimating a unit's point value. I plan to start a post about it in the near future. When I plug in these squads at 1 Life and 2 Life into the formula, the point values for 2 Life are within plus or minus 10 points of their AotP point values. The 1 Life point values are at about 55% of their AotP point values. Meaning that they are priced more accurately at 2 Life. When they were at 1 Life, I should have reduced their point values by a lot more.
 
Thanks @SIEGE it makes total sense. When I played my first game with the Frostclaw Paladins I went into the game thinking 2 life was busted, but then I never had to track wounds because a lot of times it doesn't matter.

The only squad I was suspicious of is the scions. 2 life matters a lot more when they also have the devastator attached to them with bonding. Haven't playtested, just a gut feeling. And my gut was wrong with Frostclaw paladin, so it might be wrong again.
 
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I felt similarly about the Frosty Paws (my nickname for the Frostclaw Paladins). Not busted in terms of point value, but busted in that 2 Life squads would greatly disrupt the meta. Having seen them and other 2 Life squads in multiple games, I find that they don't upset the meta, but you do have to combat them differently than 1 Life squads. You don't reduce a 2 Life squad's action economy by wounding a figure without destroying it, so you have to focus on destroying wounded squad figures before you focus on attacking full Life squad figures.

I will admit I did not play test the Scions with the 950 and 1450 point Eldrazi Ruiners which have the bonding. Paired with the 150 point version felt balanced. 1 Life Scions tended to get sniped from range or rush into melee and get destroyed before accomplishing much. But the increased survivability from 2 Life opened up better risk vs. reward for the Eldrazi player on when to devour, when to keep them around, and when to take a wound to respawn one. I am curious to know if your experience with them at 2 Life is the same or different.
 
In my experience with AotP, the Scions often feel like one of the easiest squads to dispatch even despite having 2 life.

I generally do like to eat a Scion (especially if one of them has taken 1 damage) to buff the Ruiner for +2 power, and then pay 1 life off of Ruiner to respawn the Scion after Ruiner attacks. It's a net win IMO - I pay 1 life to get those 2 extra 50% chances for dealing damage on the attack, and I get to effectively reposition a Scion to the front lines (AND potentially heal 1 damage off of it if the Scion was damaged when I first ate it.)

The multi-life squads thing is kinda funny for me to see enter the heroscape world, and I look forward to seeing the consensus on them. For AotP, multi-life squads generally means the figure can be ticked for damage from your own spells for buffs and/or survive collateral damage (think black's virulent swipe, red's pyroclasm, Ruiner's LASH OF TENTACLES) but it also allows many more care-free disengages; I'm often super tempted to take 1-2 LEAs when I have 2 life and there's a juicy Planeswalker I can go smack.

While I do think multi-life squads are going to be a great thing for heroscape in general, it often seemed so squad-heavy. The extra life on the squads feels slightly less "necessary/useful" when there are no spells and there are only so often going to be Planeswalker-level threats that are worth taking 1-2 LEAs for - I'm imagining shit like Q9, dragons, etc.

(Doesn't heroscape have more squad autokill abilities? That probably tanks the viability of multi-life squads, assuming that a point increase is standard for squads that have more than 1 life and otherwise have very similar stats/abilities to other squads. On paper, Braxas and Grimnak seem *even more devastating* in a multi-life squad figure meta.)
 
In my experience with AotP, the Scions often feel like one of the easiest squads to dispatch even despite having 2 life.

I generally do like to eat a Scion (especially if one of them has taken 1 damage) to buff the Ruiner for +2 power, and then pay 1 life off of Ruiner to respawn the Scion after Ruiner attacks. It's a net win IMO - I pay 1 life to get those 2 extra 50% chances for dealing damage on the attack, and I get to effectively reposition a Scion to the front lines (AND potentially heal 1 damage off of it if the Scion was damaged when I first ate it.)

The multi-life squads thing is kinda funny for me to see enter the heroscape world, and I look forward to seeing the consensus on them. For AotP, multi-life squads generally means the figure can be ticked for damage from your own spells for buffs and/or survive collateral damage (think black's virulent swipe, red's pyroclasm, Ruiner's LASH OF TENTACLES) but it also allows many more care-free disengages; I'm often super tempted to take 1-2 LEAs when I have 2 life and there's a juicy Planeswalker I can go smack.

While I do think multi-life squads are going to be a great thing for heroscape in general, it often seemed so squad-heavy. The extra life on the squads feels slightly less "necessary/useful" when there are no spells and there are only so often going to be Planeswalker-level threats that are worth taking 1-2 LEAs for - I'm imagining shit like Q9, dragons, etc.

(Doesn't heroscape have more squad autokill abilities? That probably tanks the viability of multi-life squads, assuming that a point increase is standard for squads that have more than 1 life and otherwise have very similar stats/abilities to other squads. On paper, Braxas and Grimnak seem *even more devastating* in a multi-life squad figure meta.)

These are all great points!

What I have found is that whatever you price a 1 Life squad at, if you bump it to 2 Life, it's new point value should be its original point value times 1.85 (rounded to the neared 5). For example, the Roman Legionnaires (50 points) and the Rhox Veterans (90 points) have very similar stats and abilities. If the Romans were 2 Life, they would be 95 points (50 * 1.85 = 92.5), which is caparable to the Rhox Veterans at 90 points. There are definitely diminishing returns on more Life for squads (which is why it's x1.85 and not x2) because sometimes having that second Life doesn't matter, like in the case of squad autokill abilities or receiving 2 wounds from a single attack.
 
These are all great points!

What I have found is that whatever you price a 1 Life squad at, if you bump it to 2 Life, it's new point value should be its original point value times 1.85 (rounded to the neared 5). For example, the Roman Legionnaires (50 points) and the Rhox Veterans (90 points) have very similar stats and abilities. If the Romans were 2 Life, they would be 95 points (50 * 1.85 = 92.5), which is caparable to the Rhox Veterans at 90 points. There are definitely diminishing returns on more Life for squads (which is why it's x1.85 and not x2) because sometimes having that second Life doesn't matter, like in the case of squad autokill abilities or receiving 2 wounds from a single attack.
That's an interesting attempt to reconcile the points:life discrepancy. I am 100% with you that there is diminishing returns on higher life squads for the reasons you have stated - it's easily chewed through when that 3 skulls to 0 shields attack comes through, and OHKO abilities don't even care about life, so it's *absolutely not* a 2x cost multiplier at least for most squads. Have you playtested in Heroscape and found that 1 squad of Romans at 2 life tends to contribute about as much as the Rhox? Or was your conclusion drawn mostly on theory because the two look very similar on paper?

In AotP realm, the Rhox are a *horribly* designed squad. I'd put them as one of the worst squads in the entire game. They are a *3-man unique squad* with an ability that takes their garbage defense of 2 and bumps it to 4 at max, but only if they hug each other in a full triangle, which makes it really hard to also maintain 3 attacks per turn with them and/or split them up for any reason (and forget it if even one of them dies.) I'll get back to the Romans comparison soon, but even within the base AotP set itself there's the 3-man blue Leyline Phantoms (3L, 3A, 5D, 6M, 1R, Phantom Walk) where they cost 95 points, yet are arguably a league ahead of the Rhox simply due to having 1 more move and that sexy base 5 defense versus Rhox base 2 defense with a boosted cap of 4 from their ability. Rhox Vets are gimped af, so much so that the AotP community has literally discussed making a *custom Rhox hero* which would have some kind of move/attack bonding with the Rhox Vets, giving them a turn efficiency buff that they sorely need.

But back to Romans, it feels like the Romans are having a better time than the Rhox because:

1. They are a 4-man squad, on that alone they already have more warm bodies around for shield wall to proc.

2. They are common, so it's possible to have many more of them around especially if 1-2 die, so the capacity of the shield wall ability isn't instantly nerfed, unlike the Rhox.

3. Bonding. Rhox don't have anything like it (I'd argue trample is moderately weaker than bonding, but this only in a "trample is mediocre in AotP, while bonding is pretty good in heroscape" sense/comparison, since I have not playtested these two squads side-by-side at the same time in one game's environment.)

IIRC I'm mostly only overlooking the base 4 move vs base 5 move of Romans vs Rhox, but I still wonder how often the Rhox would actually carry as much weight as 95 pt 2-life Romans, even if we intentionally omit common status of Romans and played them as a 1-of squad. The life boost to the Romans seems significant especially when looking at the perks that Rhox lack in comparison.

Perhaps the more apt test is to take some other heroscape squads that are 1-life and at the 90-100 pt range, and see how Romans do with their 2-life/95 pt card change. This because at the end of the day, AotP and heroscape play slightly differently and points cost between the two probably scales oddly.

While ofc I would never stop you from creating all of your customs using your multiplier to make them multi-life, I'd bet it doesn't scale the same even across all Heroscape squads - I'm mostly thinking of poor survivability squads compared to high survivability squads. Certain abilities would more intensely dumpster or skyrocket a squad's viability as they gained more life, although I think we have somewhat proven that with the Braxas theorem above.
 
I would love to see this continued to be expanded into Mythic Odyssey of Theros and the remaining guilds of Guild Masters Guide to Ravnica. I’m still new to Heroscape, but I’ll see if I can make a couple of cards and we can go from there. Looks like Azorious and Izzet are pretty well covered.
 

Not for nothing, Wizkids does offer a line of unpainted miniatures from other planes - Strixhaven, New Capenna, Kamigawa etc. It could also be worth looking into these for more potential options.
 
I would love to see this continued to be expanded into Mythic Odyssey of Theros and the remaining guilds of Guild Masters Guide to Ravnica. I’m still new to Heroscape, but I’ll see if I can make a couple of cards and we can go from there. Looks like Azorious and Izzet are pretty well covered.
For you and everyone else reading; there is a dedicated AotP customs group working on a "second half" expansion for Zendikar to do that AotP block some actual justice - we've created new and excellently themed Planeswalkers, creatures, spells, terrain (including hedrons as an interactive terrain object) and scenarios! We're ~1.5 years of work into it, the set is pretty close to completion. I'm expecting to hold some kind of "playtest tourney" in the next few months to give everyone a chance to show us how they can break our fabulous new toys.

After our Zendikar release, designing and releasing a full-fledged Kaladesh set is next on our agenda. Further in the future we'd like to do Amonkhet, Ravnica, and many of the other planes, full with their own figures, spells, scenarios, etc. If you're looking to bring exciting new expansions into AotP, join the discord, we're often asking for help with playtesting!


Those wizkids miniatures should make it very easy for those future AotP sets to become a reality, we've been looking at lots of figure options.
 
That's an interesting attempt to reconcile the points:life discrepancy. I am 100% with you that there is diminishing returns on higher life squads for the reasons you have stated - it's easily chewed through when that 3 skulls to 0 shields attack comes through, and OHKO abilities don't even care about life, so it's *absolutely not* a 2x cost multiplier at least for most squads. Have you playtested in Heroscape and found that 1 squad of Romans at 2 life tends to contribute about as much as the Rhox? Or was your conclusion drawn mostly on theory because the two look very similar on paper?

In AotP realm, the Rhox are a *horribly* designed squad. I'd put them as one of the worst squads in the entire game. They are a *3-man unique squad* with an ability that takes their garbage defense of 2 and bumps it to 4 at max, but only if they hug each other in a full triangle, which makes it really hard to also maintain 3 attacks per turn with them and/or split them up for any reason (and forget it if even one of them dies.) I'll get back to the Romans comparison soon, but even within the base AotP set itself there's the 3-man blue Leyline Phantoms (3L, 3A, 5D, 6M, 1R, Phantom Walk) where they cost 95 points, yet are arguably a league ahead of the Rhox simply due to having 1 more move and that sexy base 5 defense versus Rhox base 2 defense with a boosted cap of 4 from their ability. Rhox Vets are gimped af, so much so that the AotP community has literally discussed making a *custom Rhox hero* which would have some kind of move/attack bonding with the Rhox Vets, giving them a turn efficiency buff that they sorely need.

But back to Romans, it feels like the Romans are having a better time than the Rhox because:

1. They are a 4-man squad, on that alone they already have more warm bodies around for shield wall to proc.

2. They are common, so it's possible to have many more of them around especially if 1-2 die, so the capacity of the shield wall ability isn't instantly nerfed, unlike the Rhox.

3. Bonding. Rhox don't have anything like it (I'd argue trample is moderately weaker than bonding, but this only in a "trample is mediocre in AotP, while bonding is pretty good in heroscape" sense/comparison, since I have not playtested these two squads side-by-side at the same time in one game's environment.)

IIRC I'm mostly only overlooking the base 4 move vs base 5 move of Romans vs Rhox, but I still wonder how often the Rhox would actually carry as much weight as 95 pt 2-life Romans, even if we intentionally omit common status of Romans and played them as a 1-of squad. The life boost to the Romans seems significant especially when looking at the perks that Rhox lack in comparison.

Perhaps the more apt test is to take some other heroscape squads that are 1-life and at the 90-100 pt range, and see how Romans do with their 2-life/95 pt card change. This because at the end of the day, AotP and heroscape play slightly differently and points cost between the two probably scales oddly.

While ofc I would never stop you from creating all of your customs using your multiplier to make them multi-life, I'd bet it doesn't scale the same even across all Heroscape squads - I'm mostly thinking of poor survivability squads compared to high survivability squads. Certain abilities would more intensely dumpster or skyrocket a squad's viability as they gained more life, although I think we have somewhat proven that with the Braxas theorem above.
My conclusion was drawn mostly from theory crafting from the Point Cost Formula I developed and using the Frostclaw Paladins as a starting point. I plugged in the Frostclaw Paladins into the formula at 1 Life and compared them to their 2-Life point value. The Frostclaws at 1 Life calculated to 65 points. 65 x 1.85 = 120.25. I then calculated the AotP squads at 1 Life and multiplied these point values by 1.85. All of them except the Goblin Javelineers and Leyline Phantoms came within plus or minus 10 points of their AotP point values. Goblin Javelineers were 25 points over and Leyline Phantoms were 15 points over.

I completely agree with you that a 2-Life Roman squad would be better than a 2-Life Rhox squad for all the reasons you mentioned. I should have clarified that I was thinking of it from the perspective that 2-Life Rhox at 90 points is much better than 1-Life Rhox at 80 points (like they were before) when compared to the Romans. 1-Life Rhox should cost less than the Romans because the Romans are better in every way (except move 4 vs 5) despite being similar. Even with 2-Life Rhox at 90, I still think the Romans at 50 points are better. Of course, Delta would say the Romans should be 65 points, in which case 2-Life Rhox at 90 vs Romans at 65 is more comparable.

As a side note, my formula can price the Romans at 50 or 60 points. It uses another multiplier that is partially subjective that accounts for the overall potency or effectiveness of a unit. It accounts for what you described with certain abilities intensely skyrocket or dumpster as stats go up or down. So really, my 2-Life squad multiplier of 1.85 is assuming the overall potency of the unit does not change. If it does change, then I would bump the other multiplier up to account for it.
 
I would love to see this continued to be expanded into Mythic Odyssey of Theros and the remaining guilds of Guild Masters Guide to Ravnica. I’m still new to Heroscape, but I’ll see if I can make a couple of cards and we can go from there. Looks like Azorious and Izzet are pretty well covered.

For you and everyone else reading; there is a dedicated AotP customs group working on a "second half" expansion for Zendikar to do that AotP block some actual justice - we've created new and excellently themed Planeswalkers, creatures, spells, terrain (including hedrons as an interactive terrain object) and scenarios! We're ~1.5 years of work into it, the set is pretty close to completion. I'm expecting to hold some kind of "playtest tourney" in the next few months to give everyone a chance to show us how they can break our fabulous new toys.

After our Zendikar release, designing and releasing a full-fledged Kaladesh set is next on our agenda. Further in the future we'd like to do Amonkhet, Ravnica, and many of the other planes, full with their own figures, spells, scenarios, etc. If you're looking to bring exciting new expansions into AotP, join the discord, we're often asking for help with playtesting!


Those wizkids miniatures should make it very easy for those future AotP sets to become a reality, we've been looking at lots of figure options.

@BBlake38, it looks like @Unhinged Manchild and the AotP customs group has you covered. I know little MtG lore, so I would not be the best person to lead additional customs. @gatormustang made some customs for Guilds of Ravnica available here: The Summons of HotP: AotP and MTG Custom Heroscape Cards
 
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