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Making the RotV figures into Planeswalker heroes and squads

Thanks, guys!

Mimring is really fun but I'm not sure he is worth 120-points. Give him a whirl and let me know your thoughts. And don't play against Blue so you can actually have a chance : P
 
I tried a different situation and used only AotP other than Mimring. Played Black @500 against Red @485 with Chandra and Mimring. One drawback of this match was that 4 Red spells must act on a squad, which Red didn't have (Sieze the Day, Power of Fire, Firebreathing, and Twinflame). However, Black also had 2 spells that could not be used (Killing Wave, Strangling Soot).

I played Scenario 1 right out of the AotP book. Black went first and on the second round gained the center height by summoning both Reavers and Zombies. On the second turn Red summoned Mimring who was able to make a 2-shot Fire Line on a zombie and Liliana. When on Black's turn a zombie moved adjacent to Mimring, Red cast Stoke the Flames to kill the Zombie and release Mimring to move without taking a parting shot.

Mimring Fire Lined a single Reaver on height. Black cast Bone Splinter on Mimring to take him to 1 health. Next Mimring moved are got a 3-enemy Fire Line, wounding Liliana and killing a Zombie.

Black next played Dark Harvest to sacrifice a 2-wound Reaver and Heal Liliana for 3. Black played Corrupt to kill Mimring.

Chandra made an attempt to win by moving to the central height and used her auto wound and double strike to deal 1 wound to Liliana. Black's Reaver next reduced Chandra to 1 life, and Chandra didn't cause enough damage to defeat Liliana. Black won on the next turn.

Mimring got in 2 attacks with more than one Fire Line target, a 2 and a 3. However, he was taken out with out receiving a combat wound. At the end it was Chanrda vs Liliana and 2 Reavers, one of which had 2 wounds. In this particular match Chandra was hampered by her spell deck, since 2 cards of her starting hand only affected friendly Squad creatures.

I'm not a sit back and wait player, I tend to get right to the battle. However, since Red had only 2 figures (Chandra and Mimring) it seemed the only way to protect my PW was to keep Black focused on Mimring. I did pump Mimring +1 Power which helped to offset the -2P that comes from Fire Line use. He seemed OK, certainly not overpowered.

Since there are only the 3 armies at 500 points that can include Mimring, I figured this one was the most likely to be a rout by Black. However, it was not as one-sided as I had feared it might be.
 
Bone Splinters! Ouch!! That sounds rough for Mimring.

The point that some spells simply don't work for Heroes is part of problem with the base set. There are some good cross-over spells in expansions but not many.

Most of the Heroes are around 100-points. The Necro-Alchemist is 125-points with 7-Life, 3-Power, 5-Range. He can boost to 5-Power with charge markers. He doesn't fly so that advantage goes to Mimring for comparisons, but the Kor Aeronaut has 6-Move with flying, 6-Life with 6-Power at 100-points.

How about bumping Mimring to 6-Life at keeping at 120-points? - since an equivalent Range-8 is solid.
 
Hey Guys,
I was thinking about this project and wondering which Generals fit with the different colors. I was thinking of Vydar as Blue with the "tricky" personalities and ranged attacks (or maybe Blue/Black).

Thought I would throw this idea out there for Agent Carr.

AGENT CARR
Blue
Unique Hero
4 Life

Move ......... 5
Range ........ 6
Power ........ 2
Toughness .. 4

70 Points

ELUSIVE ESCAPE
Once per turn, after you play a blue sorcery, you may move Agent Carr 4 spaces.


PHANTOM WALK
Agent Carr can move through all figures and is never attacked when leaving an engagement.

SWORD OF RECKONING
If Agent Carr is attacking an adjacent figure, add 4 dice to Agent Carr’s power.
 
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Those stats look appropriate, though I have no idea what the cost should be. I have no idea what color Agent Carr should be, since I'm not familiar enough with MtG to know what would go where. A part of me feels that if we are making all new cards for the RotV sculpts, the color should be assigned by the powers and the sculpt, rather than worrying about mapping all of one general to one MtG color. In my mind, the fact that Agent Carr was tricky when he was in RotV does not mean that the sculpt has to be tricky in AotP.

I could almost see Carr with his Sword of Reckoning falling into White because of his sculpt.

I'll see if I can run a test with him as Blue with the powers as you've posted.

On Mimring, since I was out of town over the weekend, I have not done any additional testing.
 
I like your thoughts about this, Targanth. Let's look at the figure and powers individually and then assign them to a color rather than assigning colors to generals.

Let's also run more tests with Mimring before testing another figure. Now I just need to find some time to test!
 
Those stats look appropriate, though I have no idea what the cost should be. I have no idea what color Agent Carr should be, since I'm not familiar enough with MtG to know what would go where. A part of me feels that if we are making all new cards for the RotV sculpts, the color should be assigned by the powers and the sculpt, rather than worrying about mapping all of one general to one MtG color. In my mind, the fact that Agent Carr was tricky when he was in RotV does not mean that the sculpt has to be tricky in AotP.

I could almost see Carr with his Sword of Reckoning falling into White because of his sculpt.

I'll see if I can run a test with him as Blue with the powers as you've posted.

On Mimring, since I was out of town over the weekend, I have not done any additional testing.

White is the color that immediately came to my mind too for Agent Carr.
 
My daughter and I ran two tests tonight. (Same armies, we just switched sides.)

We had Nahiri, Mimring, Phoenixes, and the Goblins (600) vs. Lilliana, Reavers, Zombies, and the Ghoul (600). on a custom map my daughter made.

Spell decks: Firebreathing, Senseless Rage, Divine Favor, Blessing, Angel's Mercy, Chaplain's Blessing, Near Death Experience, Marked By Honor, Survive the Night, Burn at the Stake, Seize the Day, Chandra's Fury

vs. Strangling Soot, Behold the Beyond, Duress, Altar's Reap, Creeping Dread, Demonic Appetite, Rise of the Dark Realms, Painful Truths, Dark Harvest, Bone Splinters, Barter in Blood, Corrupt

Side note: she made it with lava so we made a quick rule (since there are no rounds in AotP) that you only had to roll for lava field damage if a figure both started and ended its turn on lava field. However, we took off all the lava for the 2nd match.

1st game:
Spoiler Alert!


2nd game:
Spoiler Alert!


Looking at everybody's tests, I do think we should bump Mimring's Life to 6.
 
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That's exactly what we've been trying, T. Doesn't seem unbalanced at all.
 
Glad to hear that you got some testing in, Quozl. It was interesting that Bone Splinters has basically taken Mimring out in all 3 matches against Black. From that perspective, being so susceptible to direct damage, an increase in life might be appropriate.

I tried another match today at 500 points, Red vs White, using only Mimring and the base AotP set. With Red having only 2 figures available it ensures that Mimring will come into play. It also means that I have to either lead with Chandra or Mimring, and neither of them last very long in that role.

In the (quick) end Red rolled poorly and White rolled amazing, so Chandra went down in a singe turn once the Rhox reached her.

While Mimring had a couple of Firelines, the white squad figures were pumped up with enough +Tough that Fireline never got to them.

Clearly I need to figure out how to solo play larger armies.

As far as being able to pump up Mimring's attack, I think it is very important that it can be done. A 4 attack Fireline against pumped-up squadies with 6 defense does not make Mimring very formidable, especially since Mimring must roll his attack against every opponent.

Also, because opponent figures can be summoned on to the board at any time, a strategy against Mimring is to hold your summons until they are right on top of Mimring. Fire Line is not very effective with only 2 or 3 figures as available targets.
 
Good point about summoning. It certainly affects strategy/game-play which is nice.

Any chance you could make it one roll or would that be too swing-y? It is weird that they are all different dice.

Does anyone besides Blue have the ability to move/control other figures?

That could be devastating if you could move enemy figures to set up a Fire Line.
 
Because of the spell Senseless Rage,

(Enchant Unique Hero or Squad) Once per turn, you may re-roll all attack dice for enchanted hero creature or a creature in enchanted squad after seeing the defending player's roll.

we decided that one roll for all figures in the fire line wasn't Planeswalker-y (and neither are special attacks) so we went with attacking each figure in the line individually.
 
@Tornado, Red's spell Senseless Rage is why the power reads that way, to roll attack separately for each figure.

Senseless Rage: Enchant UNQ Hero or Squad. Once per turn, you may re-roll all attack dice for enchanted hero creature or a creature in enchanted squad after seeing the defending player's roll.

If Mimring made a single attack roll and each figure rolled defense separately, Senseless Rage could be a problem to use. Making each attack separate seemed an easy way to avoid problems.

As far as pumping up Mimring, currently Red only has two spells that would actually pump him up, Stoke the Flames and Burn at the Stake. All the other current pumps specify Squad Creatures.

Stoke the Flames +1P within 4 of PW
Burn at the Stake +1P vs select targets

I need to check to see if only Blue can move opponents figures around.
 
We need to look at all colors though because of multicolor planeswalkers.

P.S. Targanth, why did our links to this thread on planeswalkers-arena get deleted?
 
Targanth, why did our links to this thread on planeswalkers-arena get deleted?
The moderator at Planeswalkers is doing a major update. It seems he decided that the Heroscape section there was not active enough and wanted to make room for all the added material - there will be a forum area for every specific color.

I've been considering adding a post over there under custom armies to alert folks to what we're doing, but thought perhaps I'd wait until we have Mimring finished. If you would prefer one right away, I can make one.
 
I think the more people testing, the better this project will be.
 
I played another game today. I'll write it up later but just wanted to say 120 points with the Life bumped to 6 is feeling right. Also comparable to the Necro-Alchemist at 125.
 
I played another game today. I'll write it up later but just wanted to say 120 points with the Life bumped to 6 is feeling right. Also comparable to the Necro-Alchemist at 125.


Sounds good! I've been traveling most of the month so I haven't had time to play any Scape/AotP. More hopefully in September.
 
Here's the test game I ran with Arliin, Mimring, Nonbles, Mad Prophet (600) vs. Jace Inquisitor, Merfolk Roilmage, Necro-Alchemist, Lantern Geists (600) on a planeswalker map:

Jace enchants himself with Psychic Rebuttal and moves. Arlinn summons Mimring and the Nobles and attacks Jace for 0W.

Jace summons the geists and necro then moves to height and attacks Arlinn for 2W. Arlinn attacks Jace for 1W.

Jace flickers the geists and summons the Merfolk then attacks Arlinn for 1W. Arlinn summons the Mad Prophet who puts 2W on the Merfolk and Arlinn attacks the Necro for 0W.

Jace flickers the geists again then attacks Arlinn for 0W. Scatter Arc counters Senseless Rage and Mimring attacks from Range 1 the Merfolk for 0W.

Jace attacks Arlinn for 1W and Psychic Rebuttal counters Chandra's Outrage. Incinerate is cast on Necro and then Arlinn KOs him.

Jace attacks Arlinn for 0W. Mimring disengages and gets 1W and attacks Jace from Range 1 with Titanic Growth but only gets 1W.

Ghostly Wings is played on Merfolk who takes 1W from leaving engagement to attack Arlinn for 1W. Leaf Arrow is played on Arlinn and then destroyed for +2P to attack Merfolk for 2W.

Jace KOs Arlinn. Mimring attacks Jace for 1W.

Geists attack Mimring for 1W then Talent of the Telepath uses Chandra's Outrage to put 1W on Mad Prophet. The Nobles KO 1 Geist.

Jace attacks Mimring for 2W. The Nobles KO Jace.

Merfolk KOs a Noble. Nobles KO Merfolk and put 3W on a Geist.

Geist KOs a Noble. Mimring KOs the last Geist.

1 Noble left, Mad Prophet left with 1W, Mimring left with 4W.

This could have been very different as Jace could have played the card that unsommons he squad that attacked him but did not. If that had been played, I think this would have been extremely close. Mimring felt good here.
 
Here's the test game I ran with Arliin, Mimring, Nonbles, Mad Prophet (600) vs. Jace Inquisitor, Merfolk Roilmage, Necro-Alchemist, Lantern Geists (600) on a planeswalker map:
Jace attacks Arlinn for 0W. Mimring disengages and gets 1W and attacks Jace from Range 1 with Titanic Growth but only gets 1W.

1 Noble left, Mad Prophet left with 1W, Mimring left with 4W.

This could have been very different as Jace could have played the card that unsommons he squad that attacked him but did not. If that had been played, I think this would have been extremely close. Mimring felt good here.

Cool report! Did it feel different on an AotP map?

Sounds like Arlinn went down fast.

Do you like the Bloodline Nobles? Seems like they did well here to finish off some units but I haven't had much luck with them.

Did Jace not cast the spell or was it a Hidden Enchantment that was missed?

Mimring hit 1W with Titanic Growth?! : ) Did you feel like he's good at 6-Life and 120-points still?
 
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