Mtg stronghold
Changed names of stronghold creatures which were the same as classnames. Fixed message no resources for supply contract master of life gives regeneration instead of resurrection eternal crusade also boosts resurrections by 10% All artifacts that can be offered for creatures, give more creatures. Cornucopia ultimate item can be offered for a stack of phoenixes (mechanism existed but wasn't added to description), Ring of banishment has better description and can be offered for stack of manticores. Manticore,mummy & wolf specs give more creatures and don't require mage guilds Fixed dwarven set quest couldn not be completed at trading post. new skill 'armor spikes' uses icon of formerly excruciating strike. unstoppabble charge removed, critical strike uses unstoppable charge icon. Combat skill is revised and offers more useful buildups, former critikal strike skill is now the central perk and renamed 'martial arts'
Only a small selection of heroes start with those skills and this will be marked in the custom game menu. Stronghold might is also improved, Chieftains will actually offer more variation in gameplay then before because now you can not only choose between shouting or learning as starting skill but also choose to start with only bloodrage. The pile of skulls will boost their knowledge instead of rage.
#Mtg stronghold trial#
They gain extra defense bonuses from the Hall of Trial upgrades to make up for not having bloodrage. Spells from other schools can only be obtained from the adventure map or skills or enemy towns. They learn new spells from one selected school by leveling up.
Shamans & Witches play entirely without bloodrage & warcries so the gameplay is very different and creatures under their command have no urgency to move. To be honest this wasn't done to mimic H3 fortress, but because technical limitations do not allow the new magic classes to use melee animations and only the female model was suitable for a ranged attack. Vice versa all might heroes will be male (Chieftains). There will be 4 Shamans & 4 Witches and they are all female. Shamans will be focused on 'good' magic and witches on 'bad' magic. The 2 new classes will be Shamans and Witches. The hero roster is a bit different from other factions, Stronghold will have 12 might heroes and 8 magic heroes, so might remains the dominant path.
For the first time real magic heroes will be available for stronghold! In this new version the skillsystem can finally be considered complete since Stronghold will now really have 3 classes instead of 3 small variations of one class.
Though it's kinda excessive for what it does, it can be done if it's worth for you, yeah.RC8b will yet add another revolutionary modification to TOE. WolfishHat the "shroud from black" ability of Mercenary Informer doesn't apply while in the library, only when it's on the battlefield so yes, it can be fetched with Cateran Summons and brought back to life from the graveyard with Doomed Necromancer after being discarded by Mercenary Knight, without a single Orzhov land. I'll duplicate the deck into a budget version and remove the "budget" tag from here. I've got the deck on paper except for the lands Volrath's Stronghold which are not core at all. wow, damn! When I made this, cards like Imp's Mischief were less than a buck each (gotta sell them asap!). >.<' Thank you WizardsoftheCoast, we couldn't have asked for more.
#Mtg stronghold driver#
Never forget Phyrexian Driver our tribal lord. Pescyn my man, thanks again for the comments! Spineless Thug is a piece of marvel!