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Soldiers of Valhalla - nominations and discussion

That change is also fine with me; I'm wary of setting a precedent for making changes of this nature after a unit has been submitted. But where it changes none of the interactions as of testing time I think this should be fine.
Aye, and there is additional concerns since it has already passed UF Review. Though I rather doubt anyone would change their opinion based on this change.

Yeah, UF Review is my primary concern with the change. It's relatively minor (given that there are no currently accepted gameplay changes) and while I doubt that it would've flipped any votes, it's still a change that wasn't on the card originally. To my knowledge, most changes to SoV units after submission have typically been initiated by C3V rather than by SoV to account for additional units down the line.

Boooo to the idea of turning everything into a faction.

Touching on this, I do agree with your sentiment that not everything needs to be a faction (and I conjecture also that making factions just to be factions is bad, which I would wholeheartedly agree with).

I think that it's important to note that the Yokai units were being designed to take advantage of unique gameplay and on their own merit as a new army type, rather than merely for the sake of creating another faction or checking off a box. I suppose that it would be possible to cut out Masha altogether and use a new species, but the units at their heart are designed to thematically portray Yokai, and letting Masha join in on the shapeshifting fun makes more sense than trying to design around him (and it gives them a new tool to mess around with, even if they still aren't competitive like traditional factions).

It would be possible to limit the Yokai to standalone designs like the Lawmen or Xao Lin-less monks (and it still is to a certain extent), but Seimei was actually the starting point for the non-Masha Yokai designs, rather than a later addition to turn disparate units into a faction. It's a top-down approach that resulted in some very different designs, evident immediately when just looking at the way that Kincho was designed in relation to Seimei.

I, also, don't love the idea of making changes after a card is submitted, especially after it's passed UFR and is in the testing process. Like the others, I'm fine with this change as it's really not changing much (though I personally like it less because why does everything have to be a faction), but it may be prudent to also announce the suggested change in its UFR thread and seek thoughts from the C3V members who voted on it there to get their thoughts on it as well.

I have no qualms with bringing up this discussion (or linking to here) in the UFR thread if it'll garner more attention from C3V. I absolutely want to get their input before any changes are made.
I've been watching closely. It seems to me obvious that this thread is not the place to change the text of an existing card. I can't imagine that that's what anyone was proposing, but (to the extent that it is) I would rather we did not go that route.

And as for "making everything a faction," it seems to me that there's pretty much always some pressure from somewhere to expand (or round out, or w/e) a faction. Cowboys, whatever. It's difficult to resist that kind of pressure, because we all draw those lines different ways.
 
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I've been watching closely. It seems to me obvious that this thread is not the place to change the text of an existing card. I can't imagine that that's what anyone was proposing, but (to the extent that it is) I would rather we did not go that route.
I proposed it, actually. I would rather something like this was discussed publicly.

It's also not an existing card. It's a card currently under review, with one review so far.
 
I am not saying that there should not be a public discussion. Of course there should, for the SoV. And I was confused and thought that this related to an existing card, as opposed to one currently under review.
 
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I am not saying that there should not be a public discussion. Of course there should, for the SoV. And I was confused and thought that this related to an existing card, as opposed to one currently under review.
I would have agreed if this was an existing card. I'm glad it was just a misunderstanding.

To be clear, we could just go through a cancellation and resubmission, but that seems like process for process's sake in this case. Unless someone objects to the slight thematic shift, I'd like to just slip this one through.
 
Quite right. And I am pleased to have posted the 7,000th contribution to this thread in a way that was true to my pattern of posting, which is a constant state of confusion. :up:
 
Here is the updated card for Masha Shingai featuring the new Yokai synergy. The only change is that Fiery Retribution can now work for both Samurai and Yokai, which only impacts future designs:

masha_shingai_hs.jpg


I'll also edit it into the original submission for future reference.

I'd also like to withdraw Abe no Seimei and Kincho for the time being. A few days ago, I found that one of the other Yokai sculpts unexpectedly has enough availability for a submission. I intend to run just a few more tests to ensure that this other design is up to par and then resubmit Seimei and Kincho along with the newcomer very soon.

It's unfortunate that the availability for this other design wasn't found two weeks ago, but I think that being able to also test this unit in relation to Seimei and Kincho will really help emphasize what makes the Yokai unique.
 
With my additional testing done, I would like to nominate Ibaraki-doji along with Abe no Seimei and Kincho for SoV Review. Since I already delved into Seimei and Kincho in-depth in their recent nomination, I will focus this post primarily on the newcomer, Ibaraki-doji. The cards are provided again for easy reference.

ABE NO SEIMEI
(Primary)
abe_no_seimei_hs.jpg


The miniature used for Abe no Seimei is Nymph, Alseid #008 from the recently released Mythic Odysseys of Theros D&D set.

BIO:
Spoiler Alert!

KINCHO
(Secondary)
kincho_hs.jpg


The miniature used for Kincho is Tanuki #019 from Pathfinder's Jungle of Despair release.

IBARAKI-DOJI
(Secondary)
ibaraki_doji_hs.jpg


The miniature used for Ibaraki-doji is Oni Night Haunter #35 from D&D's Lords of Madness set.

BIO:
Spoiler Alert!

The primary change from two weeks ago is obviously the addition of Ibaraki-doji to the faction. Seimei and Kincho still work surprisingly well as a pairing on their own (even though you'd be better off saving those 190 points for a dragon 9 out of 10 times), but the addition of the terrifying Oni serves to really highlight what makes the Yokai unique and gives a clearer immediate form to the faction, even if it isn't one set army.

BALANCE
Spoiler Alert!


THEME
Spoiler Alert!


CREATIVITY
Spoiler Alert!


PLAYABILITY
Spoiler Alert!


AVAILABILITY
  • Abe no Seimei's sculpt (Nymph, Alseid) is a Common figure that was released recently. It has extremely high availability still, averaging $2-$3.
  • Kincho's sculpt (Tanuki) still has strong availability. It has 9 on MiniatureMarket, 25 at RPGLocker, and 54+ sculpts on eBay. It generally averages $3-$5.
  • Ibaraki-doji's sculpt (Oni Night Haunter) is a bit on the rarer end, sitting at a total of 51 sculpts online right now (9 at MiniatureMarket, 6 at TrollAndToad, 9 at Sun City Games, and 27 on eBay). That's not taking into account him also being in stock at Paizo, so the availability is likely higher than it seems. He averages for $3-$7.
Thanks for your time and consideration. It took a bit of crunching to get Ibaraki ready for review this past week after I first saw that he had enough availability to pass muster, but I think that he adds a lot to the faction and that it is better off for having him under immediate consideration to more fully flesh out the Yokai.
 
Abe no Seimei and Kincho have been removed from the process by the designer's request.

And they're back with a friend. I was willing to review Abe and Kincho before, and this new addition doesn't change that. It feels strange for that particular sculpt to have Flying, but I get Japanese lore, so I'm ok with it. The rest of the design is pretty cool, especially Insatiable Greed and how it works with the faction.

:up: to review Abe no Seimei
:up: to review Kincho
:up: to review Ibaraki-doji
 
Agrith-Naar by @Sir Heroscape

A miniature this awesome-looking deserves to be in the game. Believe me, it's fantastic in person.

Balance

Agrith-Naar is terrifying to behold, and I mean both in terms of stats and powers and the fearsome miniature. Whirlwind Attack with Attack 5, and not just Flying but bonding to get into position? Terrifying indeed. While his hunger weakens his survivability a bit, Life 6 and Defense 3 are solid, though not exceptional.

The Fen Hydra is a useful comparison point at a similar cost, with the Hydra also known for its devastating offensive output. Its Attack value is lower than the Demon's, and Agrith can theoretically get more attacks in a turn, but Reach and the versatility of Hydra Heads (allowing the Hydra to focus its attacks on a single figure if it prefers) make up for that. The Hydra's Defense 6 is a lot tougher to crack than Defense 3, but doing so also cuts into its offensive power. Hard to say which one is better, so at least Agrith's price tag is in the ballpark. Though it is worth noting that Agrith can bond while the Hydra cannot.

Theme

An excellent multi-attack is very fitting for the miniature, with it's many arms wielding blades. Being a Ravenous Devourer fits the miniature well too, and the theme of Starved ties well into that mental picture. I don't like the power name "Starved" though. I was active in Sir Heroscape's custom thread when the design shifted towards this version, and the theme was that he was driven mad with hunger when he was unable to devour the meatsack right in front of him. I don't get that from the name "Starved," though. With that power name I wonder why he doesn't suffer when isn't taking turns, and why doesn't his starvation end after a good meal?

Creativity

This design takes familiar territory (Whirlwind Assault) and gives it a whole new spin. The addition of Starved brings a danger and a gamble to maximizing Whirlwind, even beyond the existing dangers of jumping in the middle of enemy figures. The more figures he ends up next to, the more likely he will take starvation damage. That's the kind of clever interaction, using mostly existing powers, that I really enjoy, as it's easy to understand but also with interesting gameplay decisions.

Playability

First off, is Agrith-Naar overpowered? His offensive potential is terrifying, so much so that a wise opponent will do his or her best to minimize Agrith's first strike damage. Which is much easier said than done; it's rather difficult to spread figures enough to prevent the Ravenous one from tearing into more than two figures. And it's not merely offensive "potential." When Agrith flies in, squad figures die.

His Life/Defense make up for that, though, despite looking fairly solid. We all know too well what happens when you put Mimring a little too close to the front lines for that perfect attack. Agrith-Naar's survivability is about on par with Mimring when you add in Starved. The Demon is more likely to clear out the figures near him (unlike a painful whiff with Fire Line), but being a Whirlwind melee figure he doesn't want to just get close to the front lines, he wants to jump past it into enemy territory. He kills a lot, but falls quickly too.

Which is fun and dynamic, and he's pretty easy to use effectively. Dive in headfirst and kill as much as possible. But therein lies the problem. The design ends up undermining its most unique features thanks to its stats.

Attack 5 is really great. Good enough to do damage with nearly every attack, tearing through squads. It's too good to pass up, really. But doesn't the potential blowback from Starved make it worrisome to do that? No. Taking one wound isn't a deterrent for the amount of damage Agrith is likely to inflict on his opponent's army and formation. He's a cruise missile that you know won't last long, but will land with a bang. Starved may cause a wound now and again, but it just isn't a concern.

So as interesting as the design seems, with tension between Whirlwind Assault and Starved, there really isn't. Ultimately, I felt that Starved was mostly extraneous. If I played Agrith aggressively, I didn't pay it much mind. If I played him conservatively, I didn't worry about it either, since I wasn't engaging many figures anyways. It didn't even give me pause when attacking a hero he was unlikely to kill, since I was willing to accept the wound to get an attack of five (often six with height, thanks to Flying) on the hero plus one or more other figures. In theory one has to avoid placing him adjacent to a friendly figure, but with the Acolytes' ability to Summon him in the middle of the fight that wasn't a concern, nor was it a concern when I was playing him without bonding, as he's pretty sharky anyway.

Summary

I love the idea of a dangerous whirlwind-assaulter held back by Starved, and a terrifying short-lived whirlwind-assaulter is fun too. This design is the second, but is held back from greatness by trying to be the first. As it stands, Starved just feels extraneous, neither important to the design nor necessary for theme (as being a Ravenous Devourer already handles the theme, and he very much plays that way). Give him one less Life and he'd play the same. Agrith-Naar is fun to play with and against and isn't overpowered, but needs to either make Starved an important part of play or get rid of it.

I vote Nay to induct Agrith-Naar into the SoV.
 
:up: to review Abe no Seimei
:up: to review Kincho
:up: to review Ibaraki-doji
 
I struggled with my my own bias against non-western fantasy. My instinct told me this faction was too weird. Of course this is foolish as if the shoe was on the other foot Cyclops, Unicorns and Trolls with their distinct attributes such as healing or elven affinity might seem equally odd to those steeped in eastern traditions.

The group does not seem over designed - something critical to a faction of heroes.

I vote up an all 3.
 
The Shadow Wraith and Shadow Stalker have passed United Fanscape Review and move forward in the process. There has been a slight change (the Shadow Wraith's Overshadow has been renamed to Deepened Shadows) due to Inner Sanctum discussion.
 
Rujin by @Sir Heroscape

Rujin is back, looking quite different than his prior incarnation.

Balance

The most important comparisons for Rujin are Pel and Uzog, also Savages who work alongside the Durgeth Ravagers. Of the two, Pel is the most similar, so I'll concentrate on that comparison. On non-swamp, Rujin is pretty terrible in stat comparison, but terrain-specific figures are priced for their terrain. Swamp maps tend to be mostly swamp and swamp water, which means Rujin is usually Attack 6. Additionally, the bulk of units don't have special attacks, which means Rujin usually has Defense 3. Essentially you can think of the Troll as a 6/3 on swamp, with some weaknesses that hurt those stats. That makes him pretty much the same as Pel stat-wise, except some more life for 20 points more.

There is also the consideration of value to the Durgeth Ravagers as well as the value of Devour. Pel is terrible as a defender for the fragile Durgeth due to Heavy Axe. Rujin, on the other hand, can not only lock figures down, but can reposition better to gain defensive advantage or lock down additional units, and has a self-heal that further improves his tank role. So while they may have similar stats, they have different uses. Overall, I'd say the price is reasonable.

Theme

We've seen D&D and Feylund Trolls; now here's a Valhallan one. Devour gives Rujin a sufficiently troll-like feel that fits the toothy miniature, and the mini looks very much at home on a Heroscape swamp map. I also feel that Devour's once-per-round restriction is a clever way of addressing the concerns of the previous version of Rujin being nigh unbeatable in some situations.

Creativity

The powers are all easy to understand and are useful to the design (assuming the concept of the design is a terrain-specific unit). Devour is a clever way to keep his toughness in check; it's a nice boost, but not nearly fast enough to give him a big edge in endgame. Thick Skin is a little weird to me. The theme works, but it's odd to give him +1 Defense against most attacks. It plays more like a negative power that gives him -1 Defense against special attacks. But that doesn't hold the theme nearly as well, so I'm ok with it.

Playability

As with many terrain-specific units, how playable the unit is depends on whether or not its on its own terrain. Outside of Durgeth Ravager builds, the Valhallan Troll isn't very good outside of swamp. The sizable Life/Defense combo (assuming he's not facing a lot of special attacks) is nice, and healing helps, but a single melee attack of 4 is terrible compared to the 120pt heavyweights. Useful as a blocker, perhaps, but doesn't hold a candle to three sets of Deathreavers. On swamp maps his combat potential is solid (though not overwhelming), which helps his survivibility as well by both ensuring early heals and taking out figures that would otherwise counterattack. He's perhaps not as great as Kaemon Awa or the Fen Hydra, but a force to be reckoned with.

Rujin's value is more stable alongside Durgeth Ravagers. In that army, his biggest contribution is that of a defender, tying enemy figures down and keeping them from going after the squishy Ravagers, something he is able to do in or out of swamp. He does this better than Uzog with the big Durgeth's lower life, no healing, and fascination with making trophies instead of moving into a better position, but Rujin lacks the potent offensive boost that Uzog provides. Both together provide quite a bit of frontline trouble for opposing armies.

On swamp, of course, the Troll is even more potent with his improved killing ability (and thus more consistent healing as well). He's like a Pel the Hill Giant that isn't nigh useless as a defender (though costs more). In swamp he's a bit of a terror to an opponent, who has to try to decide whether to risk taking on his 6 Attack with Heroes or letting him heal up by munching on squaddies.

Not that he isn't without his weaknesses. Special attacks are annoying, and his healing can't keep up with sustained attacks. Even on swamp, there are usually non-swamp spots on the map that enemies can camp on, often including height.

Summary

Rujin is pretty similar to the other Durgeth Ravager bonding options Pel and Uzog, but plays differently. On swamp he's usually better than Pel, but does come with extra cost. Outside of swamp he's still a solid addition, due to usually being a better defender than Pel or Uzog. If nothing else, Rujin feels like a Valhallan Troll. He has some trollish-ness in his regeneration, and feels at home in a Valhallan swamp alongside Durgeth.

I vote Yea to induct Rujin into the SoV.
 
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So...just cause I'm getting close to finalizing Rujin...I went and check availability on his mini. After a quick search on a few of the main miniature suppliers there's really only ~20 of or so (including eBay). That said, Paizo does still have it available, though we know their supply is somewhat suspect.

When I first made my submission 2yrs ago for Rujin there were 81 minis in the market (not counting ebay or Paizo). Over the course of the playtesting of him, you'll remember he had 3upvotes and it seemed would be accepted (I think it was the first submission to get 3 upvotes and NOT get accepted), but then got turned down. My assumption is that during that time, a lot of active members figured the design would be "official" and went ahead and bought the mini in anticiption of it being accepted. That said, there's no way to confirm that.
.
So my question is...how do we handle this situation? Am I good to submit with the assumption that the mini was collected by most of those already interested anyway and paizo has the mini available still but is that enough? Is assuming people already bought it enough? Or 1) do I have to get a different mini (which could be bad for those who already bought the mini) OR 2) Just wait till availablity some how gets up in the other sources outside of Paizo?


Just a thought on a proxie for this figure. It has several of the same features you stated, It is on a large base, has huge teeth, a pot belly, appears to be comparable in size, several in stock at Paizo, along with coming in at a lower price point. https://paizo.com/products/btpy91lq?Pathfinder-Battles-Skull-Shackles-Sea-Troll .

Up to you guys but, I think his watery appearance plays nicely into the swamp theme. Still not sure how I feel about his lower Jaw. I certainly wouldn't have issue with it as an unofficial proxie. Let me know what you think.
 
Clayton Pierce by Discord group

Clayton's back to pull together a new posse and charge into Valhalla. Many of the comments I wrote in my prior review, in which I felt very favorably for the design except the statline which I felt deviated too far from other Lawmen.

Balance

Theoryscaping Clayton now is no easier than it was before. His cost is tied mostly to his leadership abilities, which aren't very similar to other such powers. Also, the power level of these sorts of designs varies depending on the strength of the other units in the faction. In my testing the price is reasonable at least.

Theme

In my last review I spoke of how I liked that Sheriff's Posse forced the Lawmen to stay near Mr. Pierce. That restriction has been lifted, and the Lawmen are able to move around independently. In play that didn't actually feel odd thematically, as the Shootout restrictions keep Clayton the active leader he should be. Whether it was Lawmen scattering to gain key positions or Lawmen rushing up from the back, Poss still had an old west posse feel. Shootout has the same excellent thematic "western gunfight" feel as before.

Last time I voted against Clayton primarily because his statline deviated quite a bit from other Lawmen. There is still deviation here, a higher Attack, and I'm perfectly fine with that. He stands out a bit as a better shot that most, which is a good feel for him while still feeling like a Lawman.

Creativity

This is the simplest, most solid version of Clayton Pierce to poke his head into the SoV thread, and it is all the better for it. The fat has been trimmed and the Sheriff plays as he should with only what is needed. While the powers are essentially the same as providing bonus turns for three other Lawmen, it plays differently than other such powers, making the Lawmen faction unique, and in a very thematic way.

Playability

I rather liked how Clayton Pierce played last time I tested him, so I'll focus on the changes.

The simplification of Posse actually feels much the same, with some of need for stranger tactics smoothed over, like using Clayton as a relay point for Lawmen left in the starting zone. The fact that Shootout requires the figures to stay near Clayton keeps the pack together for the most part, so even without the prior restrictions they mostly move as a group. This version plays mostly the same, with more utility to grab glyphs or move up Lawmen left behind.

Shootout has a drastic change in that it only works on Clayton's turn, not any Lawmen's turn. I actually really like how that change affected gameplay. First, since the Sheriff himself now has to be one of the activated Lawmen, it encourages Clayton to be close enough to get a shot off himself (and having stronger Attack helps too). Second, predicting what order marker is best to give Clayton is a great part of their play. You usually don't want to give Clayton many order markers, due to only getting a single attack himself, so you want Shootout at the best time. Often that isn't the first order marker, as you can get more out of Shootout after first taking turns with other Lawmen to get them into position (Posse often gets them close, but not into optimal positions). But the last order marker may be too risky, as Lawmen can drop quickly. It makes for some great decision-making.

Speaking of which, I was almost surprised to see how this design leads to naturally spreading order markers, which in my opinion is a positive aspect of the faction concept. Positioning is important for the group, and Posse only gets them halfway much of the time. Additionally, the Lawmen are too squishy to want to gamble all your order markers on one. It certainly helps that each of the group brings something to the posse (even cheap Guilty!), with none of them standing out as a clearly better turn than the others.

How strong are they? It's easy to try to think of the faction as getting three extra turns per round (split between movements and attacks), but that isn't quite right. Before-round movements are fantastic, as positioning is often a race. Having all the extra attacks at once is also especially good, as the sudden barrage of attacks can wreak havoc on enemy formations. This all comes at a price, though, as one has to predict when to activate Clayton for Shootout, while the Lawmen's normal offensive output is subpar and their defenses aren't very good. Raelin helps a lot, and newly-released Louis "Mad Dog" Malone fills out the group well as a rough-and-tumble way to hold off melee armies. Overall, more "fun" than "competitive," but that could change with future Lawmen.

Summary

This version of Clayton Pierce is the best version of Clayton Pierce. He maintains all the thematic and gameplay strengths that won me over the first time while trimming off the rougher bits that weighed it down. This version also addressed my prior concern about the statline. Despite my earlier misgivings, I'd now like to see a sheriff in Valhalla, and I want to see Clayton Pierce to take that position.

I vote Yea to induct Clayton Pierce into the SoV.
 
I would like to resubmit my Dwarven designs.

Great_Axes_of_Ironstone_V2.1.png


Submission 1:
Great Axes of Ironstone
Great_Axes_of_Ironstone_V2.1.png

Notable changes:
• Adrenaline Burst reworked. Previously it was a constant passive mobility boost as long as you were near an engaged ally. It is now a choice between mobility and attack power.
• Price increased to 90 points. Previously the Axes were slow to get out of the startzone, and easy to kite with range, especially if it could stay unengaged. It is now easier to reposition for a variety of situations, and significantly easier to get out of the startzone.


Dalmar-Stonewall_V2.1.png


Submission 2: Dalmar Stonewall
Dalmar-Stonewall_V2.2.png

Notable changes:
• Protector of Ironstone now affects all friendly Dwarves. Previously it affected all friendly common figures, which was odd, because that meant that none of the Unique Dwarf designs were affected. Dalmar now protects his fellow kin, and no one else.

Previous submission here
Original submission here

I hope you all enjoy these Dwarves as much as I do, if not more.
 
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I've been super excited for the dwarf resubmission. I did a game or two with the Great Axes when they were being reconsidered and am looking forward to doing more. Dalmar seems like a cool defender-type hero to use with the dwarves. I do worry about army building a little bit with him being the same point cost as Darrak (sub-incredible when one figure just never gets played because of an obvious better choice at the same point value, which would be unfortunate either way here) and would have preferred him either a bit higher or lower than Darrak, but I'm willing to put it under closer scrutiny in playtesting.

:up: to Great Axes of Ironstone
:up: to Dalmar Stonewall
 
I'm very happy with the changes to Dalmar, except the wording is unclear. Or at least, I don't think it does quite what you think it does. Is Protector of Ironstone supposed to protect Dalmar too? Because it does. If you don't intend it to, you need an "other" in there.

As for the Great Axes, I really like the changes to Adrenaline Burst, though I no longer like the name. "Adrenaline Burst," to me, doesn't suggest a weaker attack. The power is now a "Rush to Battle" or "Fast Over Short Distances" or something. Otherwise I'd vote to review, but I have severe reservations about the power level of Seasoned Veterans. In my last review I described that power as "borderline broken," and I suspect I can find broken builds. Stat boost are easy to come by.
 
I'm very happy with the changes to Dalmar, except the wording is unclear. Or at least, I don't think it does quite what you think it does. Is Protector of Ironstone supposed to protect Dalmar too? Because it does. If you don't intend it to, you need an "other" in there.
Ah, Good catch. Yeah, he's not supposed to affect himself. Should I upload a new card image with that change?
Scytale said:
As for the Great Axes, I really like the changes to Adrenaline Burst, though I no longer like the name. "Adrenaline Burst," to me, doesn't suggest a weaker attack. The power is now a "Rush to Battle" or "Fast Over Short Distances" or something.
Hmm... Well, I'm open to naming suggestions. At one point I think I had Adrenaline Rush named "Strategic Charge", Would that name work for you? Would that name work for the other judges?
Scytale said:
Otherwise I'd vote to review, but I have severe reservations about the power level of Seasoned Veterans. In my last review I described that power as "borderline broken," and I suspect I can find broken builds. Stat boost are easy to come by.
I'd also like to point out that the change to Adrenaline Burst is actually a nerf to Seasoned Veterans. Before they could use their boosted move without their lowering stats, and now they can't. Now those changes also made positioning them in various situations easier, but I did boost their price for that already, and I feel that they are balanced where they are.
 
Ah, Good catch. Yeah, he's not supposed to affect himself. Should I upload a new card image with that change?
Please do.

At one point I think I had Adrenaline Rush named "Strategic Charge", Would that name work for you? Would that name work for the other judges?
That's fine with me.

I'd also like to point out that the change to Adrenaline Burst is actually a nerf to Seasoned Veterans. Before they could use their boosted move without their lowering stats, and now they can't. Now those changes also made positioning them in various situations easier, but I did boost their price for that already, and I feel that they are balanced where they are.
Yeah, I know, and that does make a difference, but they will spend a lot of time in the middle of the fray.
 
@Leaf_It , is this a faction submission like before, or are they separate?
They are separate.

Also here's the updated cards with "Adrenaline Burst" changed to "Strategic Charge", and "other" added to Protector of Ironstone.
Spoiler Alert!
 
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