Wednesday, August 8, 2012

Expansion Spoiler 4: The Warrior’s March

Welcome to the 4th part of our first expansion spoiler series. Last time, we looked at the two factions of Shadow Era, exploring their distinguishing features and what new cards you might see for them in the expansion. Now, with that foundation in place, we can start focusing on individual classes, finding out what makes them tick and which direction(s) the forthcoming cards will take them in. With seven classes to choose from, we've arbitrarily chosen to start with Warriors, based on the card numbering for Call of the Crystals - although we're sure they would be the first to volunteer to bravely march into uncharted territory if they could! Let us start our tour by taking a closer look at the heroes leading the charge.


Field Generals: - (Basic Profile of the Heroes)

Staring over the hills into the vast armies of their foes, these four heroes lead the way for their armies into battle. Each is a commander deserving the utmost respect and fear in their own way, and none shy away from a battle, or wipe the blood from their hands once it is through.



 
Boris Skullcrusher

Since the Last War, a few Gaderi tribes have kept small forces in the borders of Layar, as part of a test for their passage into manhood.
  Boris proudly led a sizeable group of these men in raids against unsuspecting caravans and the like for years without any type of incident.  When the Shadow began appearing in his homeland, his raids started against them as well, earning him the powerful weapon they called a ‘Shadow Crystal’.  With it, he gained notoriety and respect, eventually guiding him to be a field-commander against the armies invading Balor.





 
Amber Rain

When the Shadow first began its attack on the people of Balor, no village was safe. Everyone within miles of their rapidly growing territory was either taken as a slave or outright killed by the marauding monstrosities.
 It wasn’t until they came across the small village of Reeph that a lone housewife took up weapons against them to save the people she could.  Her natural mindset proved an ally in combat; an ally that improved dramatically as she sharpened her skills on foe after foe.





 
Ter Adun

The denizens of Thriss are known for only two things: their brutality and
  their destruction of everything they come across.  When they first came into the world of Balor, the fury of their assaults quickly earned them the nickname of ‘Ravagers’, a name they adopted as their actual name once they joined forces with the Shadow.  Few warriors among the ranks of any army epitomise the Ravager’s traits more than Ter Adun.







 
Logan Stonebreaker

When the first Shadow Gates appeared in Tinnal, the minotaur had no hesitation in moving through to escape their Wulven captors, who had enslaved them for generations.
  Their raw physical power made them an undeniable asset to the forming might of the Shadow; a brokered deal granted them freedom and access to Shadow Crystals of their very own.  Logan, leader of the newly formed Minotaur Army, has no qualms with slaughtering any who would pose a threat to his people or their new allies.





Each of these four champions evoke fear wherever they go, but they all do it in their own way. Logan Stonebreaker brings his mighty axe down hard on foes, killing them in a single blow; Boris Skullcrusher sweeps away lesser combatants with his mace; Amber Rain wields her blades swiftly and skillfully, dispatching of enemies as she fights; Ter Adun uses his prowess to dictate the terms of war and leave his opponents unarmed for the fight.
 

When played to these strengths, two distinct battle styles emerge, each of which is favored by one hero from each faction. Amber Rain and Logan Stonebreaker impact their battles immediately, through their uses of weapons and direct attacks on opposing allies; neither is comfortable dictating the terms of battle by any other means other than the sharp edges of their swords and axes. Boris Skullcrusher and Ter Adun, meanwhile, differ from Amber and Logan by controlling the ebb and flow of battle like the true generals they are, dictating battles through strategy, and out-maneuvering their opponents with their armies. None of these heroes, however, would be anywhere near as feared without the support around them.



First Charge: - (State of the Class in the Core Set)

In Call of the Crystals, each hero discovers their crystal and chooses to embrace its power in different ways to help their cause. With 10 Class exclusive cards at their disposal, as well as 8 different armors and 6 weapons, each hero has a bevy of options to choose from to help decide how they're to dispatch of their enemies. One of the ways that Warriors shine is using their card pool to help enrich their prowess on the battlefield directly. This use has enabled them to become stronger leaders, and rally their armies into ferocious forces. Let's look at a few ways that was demonstrated in the first set:


War Banner is a prime example of the warrior spirit and tenacity. Marching into battle shedding all fear, they strike with fervor and determination, using their powers and numbers to take down their opponents. Crippling Blow is also another example of their might. Reducing the offensive capabilities of a combatant in a single blow, few can really stand tall against the armies that these warriors bring to the fight.

Blood Frenzy provides another way for these mighty generals to lead by example. Being the tip of the spear for their troops, they rally more to their cause, and help you draw more cards from your deck. Being the first into the battle also puts you at the most risk, and these warriors not only lead by example, but they fight with little regard for their own health.




In a final push to gain an advantage over their opponents, all 4 heroes look to heavy armors that help support their comrades against opposing tactics and trickery and high powered weapons that get stronger with every swing. Legion United and Berserker's Edge are prime examples of both. Legion United helps support and unite friendly allies, while Berserker's Edge demonstrates the heroes slugging it out in the fight with their allies, and getting stronger with each swing



Second Wave: - (Upcoming additions to the Class in the Expansion)




As a continuation of the escalating war, in the upcoming expansion, these heroes reach into their forgeries for stronger, more commanding weapons, more allies join the cause, and new abilities. This amounts to 10 new class cards to assist in the fight, as well as new armors and weapons.


Out of these 10 new class cards, a good number of them are class-exclusive allies that come to the direct aid of these 4 warrior heroes. These allies will be usable by all four heroes, regardless of their faction, and each lends their sword in their own way. This means that decks can use these allies as main focal points, and advantages to be leveraged over opposing classes. They will be their to assist in the early game, as well as in the late game to put away opponents with hammering final blows. New friends have been made, and they are indeed the kind that command attention when entering the field.


Outside of exclusive class allies, more class abilities have been added as well. These abilities both help to strengthen the Warrior class in areas where it faltered, and shore up areas where it shined. As Logan Stonebreaker and Amber Rain are heroes who love to get their hands dirty, several new abilities will help them do just that, and make them enjoy the process all the more. Knowing that both Ter Adun and Boris Skullcrusher are more strategically minded, cards have been added that help rally their armies in the early game and the late.


Lastly, as mentioned before, commanding new weapons and armors are being unleashed. These weapons are not to be trifled with, and let their impact be known immediately. While not always known as weapon experts, both Boris and Ter Adun are swinging for the fences with these new toys, just as Logan and Amber will surely be. The new armors are no different. With these game-changers, crushing their foes has never been so simple, or easy. Donning these new armors, all four heroes have never looked so formidable, or fearsome!


Until next time, this is soothslyr signing out. Stay tuned for our next post in the series, where we will tempt the hunters out of the forest and find out what makes them tick.

Wednesday, August 1, 2012

Characters in Profile 4: Fire Snake


Nope, you're not reading the title wrong.  In this week's post, hot off the press, I bring to you the truth behind the inflamous Fire Snake!
-Nachyo/Kev



About the Card:
Ah, Fire Snake. Thanks to Top-3 forum-poster, N3rd4Christ, this card can barely be mentioned without near hysterics from most players. There's no way I can possibly write a troll nearly as good as the ones everyone else creates, so I'm going to do something unique, unexpected, and entirely out of character for myself (and the Fire Snake).
I'm going to be completely serious.
Cost: 1
Faction: Shadow
Ability:  (blank)
Flavor:  ’Quick and deadly'



Background: When the first Shadow Gates opened in the country of Layar, they did not open in the middle of cities. Nor did they open in the temples, the homes, or in the schools. These first few doorways to other worlds opened in scarcely visited areas of the countryside and could go months without being seen by any traveler. This fact was not true just in Balor, but in the worlds these Gates connected to.  
Due to the seclusion of these magical forces, the first beings to travel between worlds were simple animals; well, simple where they come from.
    The first of these animals to be captured was a snake with four eyes and the ability to breathe fire. These unique traits caused few explorers to risk travel to these new worlds. One lucky expedition made it to a place so terrible that the researchers who survived long enough to actually describe it referred to it as hell. The only survivor from that trip managed to gain the name of this world from the denizens; the world of Emore.  A molten world of pain and fire.
     More of the snakes were captured over time, and series after series of experiments were ran.  At least attempted at being run, since the creatures proved themselves clever enough to escape many of these facilities and no shortage of researchers were harmed in these escapes. Some information was gathered though, even if the cost was more than most believed worth it.
     This information was carefully recorded in massive texts of cryptozoology. As time passed and more intelligent beasts came, these books were often updated to reflect the dangers of the growing army calling themselves the Shadow. Ironically, it wasn't until this army controlled most of Layar, and thus its libraries, when the information correctly had the beast labeled as coming from Rackack; the world of the Snake.