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Legends - is comming!

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Titan said:


 

 

That's correct, your opponents are the ones that can't target your units. I'm not yet completely sold on destruction's legends being the most powerful, however. For one, I do not like Archaon's effect since you must risk him in combat to trigger it.  I guess we will know more as, hopefully, more cards are previewed.

 

I'm hoping that his ability, and all the other little things Chaos can do to avoid combat with other players will keep him safe enough.  He should also still be safe from attack proc'ed effects since he's not a unit, but ya it's probably still early to say.

Orc hero is absolutely awesome though! totally game changing!

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Here's a new update o n this product. Euroean distributors and publishers confirm that the game will be released on 27th May 2011. So a month after The Twin Tailed Comet hits stores.

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Has anyone considered the effect the Legends are going to have on potentially decking yourself?

Odds are by the time you get one in play, you'll already have a couple units/buildings in your Quest zone. Adding 2 or 3 more power symbols on top of that seems like it might become really easy to deck yourself.

Papa

 

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Legends are definitely cards you will have to build around, and I think that probably will include not decking yourself if you're playing a hammer-heavy one. Especially since you can't "turn off" the card draw by killing the legend, as you can with units or supports. And, none of the abilities so far have really have a "win the game" type of effect; they are more about settling in for the long haul. I guess Kairos Fateweaver could be a finisher (with Save Gors, etc.).

 

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Seriously,

Will we see any High Elf Legend before this expansion pack is available?

Some of the races have two legends revealed already from what I know, why won't you give us the High Elves?

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I guess the devs are trying to slowly adjust the game away from most decks trying to stick to the 50-cards-minimum. Legends and their quest zone hammers, an emphasis on developments and through it cards that put the top card(s) of your deck into play as developments ... maybe there'll be more incentives along these lines.

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I've always hoped they would come up with cards that would let you choose not to draw or draw less. I think that is another reason quests are not used too often. Because the best units to put on a quest will draw you out. I think Order can recycle well enough if they want to that they won't need to step over the 50 card minimum. I was playing Empire last night and I rarely used more than the top 15 cards of my deck. Between Order in Chaos and Voice of Command, Order has some good ways to keep their cards.

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I wonder if a rule revision granting the ability to draw "up to" your power in the Quest zone would be good for the game? Perhaps only if you have a Legend in play?

If I'm going to include more than 50 cards in a deck to accomodate a Legend, that Legend better have some extremely powerful effect.

Papa

 

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Silent Wolf said:

Well, it seems a bit strange, but the french edition of Legends is available already, and a full spoiler has been published here (in french, of course gui%C3%B1o.gif )

 

 

TRANSLATION PLEASE! PLEASE!

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 Awesome! Was not expecting spoilers this early. My initial thoughts after babelfishing the post:

Empire:
Volkmar the Severe One: Wow, I do not like the possibilities this guy opens up for never-ending games. Not sure it's really worth playing right now, but I just don't like it.

Priest of Verena: More Verena help; might not be worth it, but still probably not what was needed.

High Elf:
Teclis - Not a bad effect for 5. No non-Epic restriction? Hmmmm....

Jedgment of Loec - Wow. Looks like it will go in pretty much every HE deck.

Master of the Ground (?) - Decent.


Chaos:

Dogs of War - A solid 2-cost/1-loyalty unit for mono-Chaos. I like it.

"Petty Thief Chief" ?  :) - Another quality 3-cost, 1-loyalty guy for Chaos. Awesome turn two play after a Bray Shaman. 

Bloodthirst Man Demon - If this applies to everybody, it seems pretty good.

DE

"Gasoline Robber" :) (Stealer of Souls?) - Pretty boring unit, I just enjoyed the translation. Mad Max artwork?

"Illusion of Seduction" - Better than Cloying Quagmire by quite a bit, and that was already borderline playable.

Wind of Blades - Looks decent on paper.

Neutral

Knight Dragon of Blood - looks pretty solid. Probably better than the Varghulf in any deck that doesn't have corruption effects or something.

"Cloud of Bald Person Mouse" - As the poster says, good for Raise Dead.

General Thoughts:

I'm not really sure why they chose to make all of the "while you control a legend" effects total garbage. None of them would be overpowered, or even good, *without* the restriction. 

I hope some of the Legends turn out to be playable (just not Volkmar...). Malekith and Kairos seem like the most bang for the buck, but getting to six is tough for DE and Chaos. Grom Grosse is pretty solid just for the stats... making sure you are generating five and drawing three for the rest of the game is pretty good. And, as I said, Teclis looks interesting, with HE's expensive tactics and good resources acceleration. We'll see.

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I had to laugh at the High Elf Unit "Dominique Strauss-Kahn". Nice gag.

It took me a minute to figure out what statement stood for, but I gathered it was hit points.

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Here's the spoiler according to google translate:
~~~~

Here is the list of cards in the Legends (text in French since I have it in French) with the passage first: not a single quest!

DWARFS:

Legends:

Grombrindal
Cost: 6DDDD
Hammers: 2 per box
PV: 4
Chaque2 unit you control gets a hammer if an area is in flames

Thorgrim Grudgebearer
Cost: 7DDDDD
Hammers: 3 per box
PV: 4
Action: When at least one dwarf unit that you control leaves play, inflict 3 points of damage to a target unit.

Units:

Veteran killer
Killer
Cost: 2DD
Hammer: 1
PV: 2
Action: Sacrifice this unit for your units gain 2 Stamina until end of turn.

Wrangler veteran
Prowler
Cost: 3D
Hammer: 1
PV: 3
Action: When this area is attacked, inflict 1 point of damage to target attacking unit ..

Arquebusier dwarf
Warrior. Elite
Cost: 4DD
Hammers: 2
PV: 4
If you control a legend, this unit gains Endurance 2.

Supports:

Rune sharp
Attachment. Rune.
Cost: 2DD
Attach to a target unit that you control.
The attached unit wins 2 hammers.
If the unit attached leaves play, you can spend 2 resources to return that card to its owner's hand

Tactics:

Explosive charge
Cost: 3DD
Choose an area. Destroy up to 3 developments in that area. Then each player takes 3 damage indirectly.


EMPIRE:

Legends:

Karl Franz
Cost: 6EEEEE
Hammers: 2 per box
PV: 4
Action: Sacrifice a development to move a target unit that you control to its current area to another of your zones.
(Indeed, it is normal that the griffin Karl Franz has teeth image ?!?!)

Volkmar the severe
Cost: 5EEEE
Hammer: 1 per box
PV: 4
If a unit was going into the discard pile to its owner or was to be returned to its owner's hand from play, you can instead put it at the bottom of the deck of the owner.

Units:

The Black Watch
Knight. Elite
Cost: 3E
Hammer: 1
PV: 3
If you control a legend, this unit can defend any area.

Wizard combat
Magus
Cost: 3EE
Hammer: 1
PV: 3
If the unit survives the battle and defends, return all attacking units in the owner's hand.

Priest of Verena (gasp! Vade retro advance !!!!)
Priest
Cost: 2EE
Hammer: 1
PV: 1
Action: At the beginning of your turn, move a targeted expansion of its current area to another area controlled by the same player.

Supports:

Blessed Hammer
Attachment.
Cost: 2EE
Attach to a target unit that you control.
The attached unit wins Counterstrike 2.
If the unit attached leaves play, you can spend 2 resources to return that card to its owner's hand

Tactics:

Call for reservations
Cost: 2EEE
Action: Return a target unit that you control to its owner's hand. Then put into play from your hand a unit with a printed cost of 3 or less.

High Elf:

Legends:

Tyrion
Cost: 6HHHHH
Hammers: 2 per box
PV: 4
Each unit you control gets "Redirect the first point of damage done to this unit at each turn to a target unit in a corresponding area.

Teclis
Cost: 5HHHH
Hammer: 1 per box
PV: 3
Action: At the beginning of your turn, reveal the top 5 cards of your deck. You can play a tactical map and proved without paying the cost (in accordance with any restrictions). Then shuffle your deck.

Dominique Strauss-Kahn
Cost: 3500 € per night
Hammer: 1 large for the 3 areas of the maid
PV: 62
Each unit with respect to "Pro-DSK" you control are sacrificed. If your opponent is called Martine Aubry or François Hollande, these units are placed under the control of a player.

Units:

Knight Ellyrien
Warrior. Cavalry
Cost: 3H
Hammer: 1
PV: 3
If you control a legend, this unit gains Counterstrike 2.

Peerless master of swords
Warrior. Elite
Cost: 5HH
Hammers: 2
PV: 3
Action: When this unit is an opposition in battle, inflict damage on X a targeted enemy unit. X is the number of enemy units.

Supports:

Elven steed
Attachment.
Cost: 1HH
Attach to a target unit that you control.
The attached unit gets +3 PV.
If the unit attached leaves play, you can spend 2 resources to return that card to its owner's hand

Judgement of LOEC
Attachment
Cost: 1HHH
Attach to a unit or a targeted development.
The map attached is considered to have a blank text box, it loses all its power and it becomes a development.

Tactics:

Lord of the earth
Cost: 3HHH
Action: X inflict indirect damage to target player. X is the number of developments that you control.

ORC:

Legends:

Azhag the slaughterer
Cost: 7OOOOO
Hammers: 3 per box
PV: 5
Each unit damaged you control can not be targeted by opposing card effects.

Grom Big Panse
Cost: 5OOOO
Hammers: 2 per box
PV: 4
Action: Sacrifice development to reduce the cost of a unit quevous play this next round (to a minimum of 1).

Units:

Goblin Blind River
Goblin
Cost: 2O
Hammer: 1
PV: 2
If you control a legend, this unit gains a hammer.

Kosto rabid
Warrior
Cost: 3OO
Hammer: 1
PV: 3
Battlefield: each damaged unit you control gets a hammer.

Red Orc tet
Warrior. Elite
Cost: 5OO
Hammers: 2
PV: 4
Action: When the unit comes into play, inflict 1 point of damage each unit with a printed cost of 3 or less.

Supports:

Tank Killer
Attachment. Cavalry
Cost: 2OO
Attach to a target unit that you control.
Action: When the unit attached attack, the damage can not be canceled until the end of turn.
If the unit attached leaves play, you can spend 2 resources to return that card to its owner's hand

Tactics:

Armed Jusko Dens
Cost: 2O
Action: Take up to 2 cards support "attachment" of your discard pile and attach them to a target unit that you control (in accordance with any restrictions).

CHAOS:

Legends:

Archaon
Cost: 7CCCCC
Hammers: 3 per box
PV: 5
Action: When Archaon attack, spend X X resources to inflict damage to a target unit.

Kairos weaver of destinies
Cost: 6CCCC
Hammers: 2 per box
PV: 3
Every development that you control becomes a unit with 2 PV and 2 hammers. It still counts as development.

Units:

Dogs of Chaos
Creature
Cost: 2C
Hammer: 1
PV: 2
Action: When the unit comes into play, reveal a legend or a unit Chaos of your hand. If you do, inflict 2 points of damage to a target unit in a box.

Rogue Leader
Warrior
Cost: 3C
Hammer: 1
PV: 3
Action: At the beginning of your turn, inflict 1 point of damage to a targeted capital (you choose the area). (Oh well I love this card!)

Bloodthirsty
Demon
Cost: 4CC
Hammers: 3
PV: 3
Double all damage assigned to units when they are assigned.

Supports:

Oozing eye
Attachment. Disease
Cost: 1CC
Attach to a target unit.
The attached unit can not attack.
If the unit attached leaves play, you can spend 2 resources to return that card to its owner's hand

Tactics:

Illusion of Seduction
Cost: 2CC
Action: Select a target unit. Corrupt this unit. Then, this unit deals that much damage that his power to another target unit.

DARK ELVES:

Legends:

Malekith
Cost: 6DDDDD
Hammers: 2 per box
PV: 4
Action: At the beginning of your turn, each opponent must sacrifice a unit.

Morathi
Cost: 5DDDD
Hammer: 1 per box
PV: 3
Action: Spend 2 resources to choose a target unit. This unit loses all power until end of turn.

Units:

Gas thief
Thief
Cost: 2DD
Hammer: 1
PV: 1
Action: When at least one unit leaves play, draw a card.

Dark Elf Assassin
Warrior
Cost: 3DD
Hammer: 1
PV: 3
If you control a legend, this unit gains "Action: When cetet unit attacks, destroy target damaged unit.

Monster from the depths
Creature
Cost: 6DDD
Hammers: 3
PV: 4
Action: corrupt this unit and choose up to two units targeted. These units can not attack or defend until the end of turn.

Tactics:

Horeur black
Cost: 2DD
Fate
Action: Select a target unit with a printed cost of 2 or less. Put this at the bottom of the unit owner's deck

Wind Blade
Cost: 1DD
Fate
Action: Target opponent discards a card from his hand. Then, draw a card.

NEUTRAL:

All factions:

Watchtower
Support
Building
Cost 2
Hammer: 1
Limited
Action: At the beginning of your turn, a target opponent reveals his hand.

Order only:

Units:

Kroxigor
Lizard Man. Warrior
Cost: 6
Hammers: 3
PV: 4
Savagery 2
What: Spend a resource and discard uen card from your hand to cancel the next point of damage inflicted on this unit.

Rider Terradonis
Lizard Man.
Cost: 4
Hammer: 1
PV: 3
This unit wins as many hammers as the number of units Lizardmen in this area.

Sentinel of the shadow
Sylvan elf. Warrior
Cost: 2
Hammer: 1
PV: 2
Action: When at least one unit controlled by your opponent leaves the game, put the top card of your deck face down in this area as development.

Wild Rider
Sylvan elf. Warrior
Cost: 3
Hammer: 1
PV: 3
If you have at least 5 developments in this area, this unit gains 4 hammers. (OUCH!)

Supports:

Goblins guards
Sylvan elf. Attachment

Attach to a target unit that you control.
This card comes into play with 3 pawns resources above.
If the attached unit receives one point of damage, remove a piece of this resource card instead.

Tactics:

Stalking the prey
Cost: 2
Lizard Man
Action: A target unit you control gets savage X, where X is its power printed

Destruction only:

Units:

Stormvermin
Skaven. Warrior
Cost: 4
Hammers: 2
PV: 4
What: Spend a resource to redirect the next 2 points of damage to a target unit that you control to that unit.

Blood Dragon Knight
Undead. Vampire
Cost: 4
Hammers: 2
PV: 4
Action: When this unit attacks, inflict as much damage as its power to a target unit in the defense area.

Swarm of bats.
Undead. Creature
Cost: 2
Hammer: 1
PV: 1
Action: When this unit attacks, discard the top 4 cards of your deck. This unit earns as much power as the number of units and discarded until end of turn. (Ideal for self-grinding in decks Raise Dead)

Supports:

Curse of the years
Dead Alive. Attachment. Fate
Cost: 2
Attach to a target unit.
The attached unit gets -1 VP for each pin resource on this map.
Action: At the beginning of your turn, its controller, put a marker on this map resource.

Howling bells
Ckaven. War machine
Cost 3
Hammer: 1
Each unit Skaven attacking you control gets a hammer.

Tactics:

Experiments on warpstone
Cost: 1
Skaven
Action: Select a target unit that you control.
This unit wins 3 hammers until end of turn. Sacrifice this unit at the end of turn.

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 I rly apreciate the new chaos legends and cards, the same goes for HE and DE. I'm a bit disappointed about Dwarfs I tought they would bring better cards.

Anyway today we got the proof that Lukas's son plays empire the priest of verena and the new tactic are far from being balanced cards...

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The new wood elfs are a perfect match for my deck.

Verena Priest is a totally bad way.
The tactic seems to be incredible with recalling huntsmen and then defending any zone.

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 Actualy you can bouncer during enemy combat phase, w/o having your blocking units take dmg and put in game another one with some nasty effects like rodriks for exemple and keep on destroying his supports cards.

 

Verena/quest is going to be ever worse with these cards around.

 

 

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 Priest of Verena seems pretty marginal to me. He's another 2-cost guy, he's two loyalty, he has to stay on the table a turn to do his thing... I dunno, just doesn't seem great to me. The Judgment package is already nine cards, and I dunno that you really want to go for another three. 

The Judgment plan is looking like it's going to take a pretty big hit. If any deck can consistently get a legend to the table. Even if you wipe Kingdom/Quest, they are still making five and drawing three. I think Empire is going to have to emphasize Haunted City and find something else to do with the rest of their deck. 

"Call the Reserves" doesn't really seem good at all. Combat tricks just aren't that great unless the meta is all rush. Sigmar's Intervention, Chain Lightning, Gryphon Legionnaire... people are not playing that stuff. I can't see that the plan of playing Reserves on a guy that's dying is really that good... you're getting a 3-cost guy for 2 and not gaining any card advantage. 

All in all,  think Empire is getting a lot less than most of the factions. Volkmar seems like the biggest addition... just one copy goes a long way to avoiding a decking loss. And he makes Pilgrimage/Called back a little better.

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Could anyone tell me why FFG releases such a crapy cards like Morathi, Bloodcall Sorceress and other which actions removes power from target units until the end of turn??? Are they planning to release something which uses this ability or they've released those cards for pure fun???

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 I suppose that they are planning to release a unit or a support that will destroy target unit without power.
 Or they will make a 3 cost tactic that will destroy all units without power.

 

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 @cyber   maybe you're right, but take into consideration the fact that most of the legends costo 5 plus 5 loyalty. Ok you can gather 5 resourses on turn 2 but what about 5 loyalty? You know that an Orc reanimator with a strong support removal component or even a verena/quest with the same strong support removal component can easyly prevent you from farming that many resourses. and can keep you wiped out preventing you even to farm loyalty. Plus all the legends with the lowest cost (5+++++) provides just 1Power Icon for zone so not that big deal.

Anyway once they gonna get out here in my country, we'll start the testing phase and we'll let you know what we think about it. I'm planning to build around Kairos a strong control-chaos deck splashed with some orcs.

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