The Choir is an attempt at making Angels work as an IS/KF theme. While not quite as fragile as Fae, the Choir are relitively weak defensively. They utilize a new set of abilities called Rhythms that grant certain abilities to other Angels. The catch is that the Choir can only ever have one Rhythm playing at a time. As soon as a new one is used it overrides the others.
Choir Cherub Art: A small fat cherub with a relatively large drum with wings entirely too small to logically allow flight. The angel flys anyway. Faction: IS/KF Race: Angel Class: Bard Rarity: Uncommon Size: 1x1 Flavor Text: Cost: 69 Dmg: 9 Rng: 1-2 Spd: 6 Def: 1 Hp: 45 Abilities- Attack: Sonic Flight Rhythm: Drum - [AP: 2, CD: 3] - This champion and champions that share a race with it gain Tempo for 4 turns or until a different Rhythm is used. U1- Distracting Blows - (Default) Ponderous Blows- (+0 Nora) U2- Amplify Sonic - (Default) Grant: Sonic Aura - (+0 Nora) ----------------------------------------------------------------------------- Choir Harpist Art: Faction: IS/KF Race: Angel Class: Bard Rarity: Common Size: 1x1 Flavor Text: Cost: Dmg: 10 Rng: 2-4 Spd: 6 Def: 0 Hp: 42 Abilities- Attack: Sonic Flight Rhythm: Harp - [AP: 2, CD: 3] - This champion and champions that share a race with it gain Empathy for 6 turns or until a different Rhythm is used. - 5 U1- Soothing Serenade Demoralizing Descant U2- Phase Shift Ethereal Vaporize
the mechanic and playstyle should fit into split theme bonus like all other split themes do (i think?) Oh and the rythms could be constant and make them adapt against certain decks? not for 4 turns, what do you think?
My main reason for the duration is that I want the theme to play by using multiple Rhythms throughout a game. Otherwise players will identify some Rhythms as being better than others and only use those ones. Having a duration attached means that players will have to switch between them.
Love this idea! Maybe a power turn spell that allows multiple rhythms to be used at once? Looking forward to seeing more runes!
Intresting, so its mechanic is a version of Sigil which i like alot but find weak compaired to all permanent global buffs. Think that rythm as an ability with cooldown is much more powerful/useful then Sigil triggering on deployment. The drummer should maybe be immobile while playing, like Sermon on Northern Cross cardianal? Tempo changing abilities, inspired by the italian mucial terms https://en.wikipedia.org/wiki/List_of_Italian_musical_terms_used_in_English#Tempo Largo - enemy speed is reduced to 5 (ok same as speed trap spell) Alla Marcia - Friendly champs get mobility/mountaineer (hmm if all angels can fly i guess mobility) Prestissimo - Friendly champs get +2spd Looking forward to more intresting runes/abilities
I'm bumping this for you, @Markoth - also got an idea of mine based on the Muse angel from Creature Quest: Herald of Tranquility Spoiler: Muse from Creature Quest Faction: KF/IS Race: Angel Class: Bard Rarity: Exotic Size: 1x1 Flavor Text: "Her word is peace, her notes a soothing balsam." - Bliss, the Muse. Nora Cost: 70-80 DMG: 8 RNG 2-4 SPD: 6 DEF: 0 HP: 44 Abilities: Attack: Sonic/Psychic Flight Rhytm: Tranquility - [AP: 5, CD: 5] - This champion and champions that share a race with it gain Mindwipe Aura 1 for 4 turns or until another Rhytm: X ability is used. Soothing Serenade U1: Distracting Blows Confuse Enduring Aura 3 U2: Amplify: Sonic Amplify: Psychic Empathy Will edit this later.
She actually looks similar to the Harpist that I have done at home. Ill post her when I get back so we can compare.
I really like the concept behind this theme. Also fixs nicely into the model that's already present within the two factions. Great work! How do you envision the them playing? Will it be like Kanen where you have 4-5 alphas or in this case rythym runes with the rest just being regular angels. Will this theme work like mirefolk where you time your deploys to recieve the specific buff you need.
Just wait till I get to the badass madmax-esque blindfolded angel with the electric guitar that just doesn't bother playing but just uses it as a melee weapon.
This is too strong. Having every friendly champion gain Mindwipe Aura for 4 turns is too aggressive. With 2 of these out plus 2 Reclaims, you could take an offensive for 6 turns or more.