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Shadow Nature Spell: Hour of Reckoning


Eazay

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With Amii phantom and Amii paladins being the only 2 shadow nature cards yet, it seems like there is a dark religious theme going on with the faction, so I thought of a cool idea for a T3 spell that would serve that purpose but with a unique mechanic.

332862937_HourofReckoning.png.51d1ae46bc6b15335efeba14f20ca99a.png
 

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Horseman's Call: Summon one of the four horseman of the apocalypse. Each player may only control one copy of each horseman. The horsemen are summoned in the following order and any missing horsemen will be replaced before summoning the next:

-War

-Conquest

-Famine

-Death

Reusable every 15 seconds.

 

Below are the 4 different horsemen and their abilities in the order they are summoned. (sorry for recoloring, it would take so long to redraw each horseman T.T)

134948000_HorsemanofWarCard.png.22ab3c0fa162d3c538be7234a6f1b2b4.png957828161_HorsemanofConquestcard.png.2544af1c23a84d93fa012087d86508e2.png1893131623_HorsemanofFaminecard.png.25cfcda0d5fad90186a905c662278592.png1059821412_HorsemanofDeathCard.png.6f96cc939aad5a8d61403fa6de890da4.png

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Call of War: Your horsemen within 30m all regenerate 60 HP every second.

Glory of Conquest: Your horsemen within 30m all share their HP with one another, and cannot die unless all horsemen die together. Furthermore, horsemen become steadfast.

Cry of Famine: Your horsemen's attacks within 30m against enemy units will not allow them to use melee attacks or special abilities.

Silence of Death: Your horsemen within 30m apply Deathtouch to the enemy creature they attack, dealing 3000 damage after 10 seconds. Deathtouch has a cooldown of 20 seconds per target and cannot stack or be refreshed.

The strategy here is that all 4 horsemen act as the replacement for an XL counter unit that the Amii faction would have at T3. All 4 horsemen take 60 seconds in total to summon at max charges and 600 power. They can wreck bases with their combined HP, healing, and damage, but ultimately struggle to deal damage to buildings and cannot damage ranged troops. Not to mention if 1 horseman dies, it will have to be summoned first before bringing out the next horseman.

 

Please Tell me your thoughts on this card. Numbers are not set in stone but the idea here is what matters.

Metagross31 likes this
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