W101 Spell Ideas:
Myth- Archetype [Card Petrify]
In 120 levels of Wizard 101 we have seen all kinds of effects: buffs and debuffs, heals and attacks-all of which contribute to the game we know and love. One of the few concepts that wizard 101 has yet to explore in depth is direct card manipulation. This is likely due to the fact that unlike other ccg games Wizard 101 has unlimited card draw mechanics. Wizards completely fill up their hand on the next round while also having access to a sideboard that is a 1 for 1 trade. As a result, reshuffle is the only direct card manipulation spell we have, something I hope this post will change.
In order to bring some new mechanics to the table I have invented a few spell archetypes for each school. Each of these Archetypes will augment a particular aspect of the school. I invented a school limited 4 pip attack, a school limited 6 pip attack and a pure manipulation spell that can be trained by other schools (given for free to that school and trainable by the other schools for one training point). Since direct card effects are not often felt immediately these cards will be at or slightly above dpp and/or leverage powerful effects for their cost.
A seven part series with a single school focus for each article. This article will focus on the Myth School and it’s Archetype [Card Petrify].
Archetype [Card Petrify]
The petrify mechanic works via directly limiting your opponent’s card options by affecting their sideboard and ability to draw from it. It also allows Myth to utilize their sideboard to greater effect. This takes the stun concept built into a lot of Myth spells to an entirely new level while also emphasizing the “multi hit/effect” philosophy of Myth.
Name: Book of Gates
Cost: 4 pips
Description: 420 Myth attack to one enemy and opponent cannot draw from sideboard next round.
Explanation: A powerful 4 pip attack for Myth that prevents the opponent from using their sideboard for a round. This constrains both the opponent’s offensive and defensive potential as valuable cards tend to be stored in the sideboard.
Name: Janus’s Whimsy
Cost: 6 pips
Description: 620 damage to one enemy and can play a move from sideboard AND hand next round.
Explanation: A spell that allows myth to play a card from their hand and their sideboard increasing the effectiveness of their turns. Playing a move from sideboard and hand works by allowing a player to select both moves and the move will play out in the order selected. You need to meet the TOTAL pip requirements for the spells selected. Once you select the first spell it will deduct from your pips then you can select the second spell. This creates huge potential situations such as a feint into a shadow enhanced or a shield and an attack.
Cost: 2 pips
Description: Discard all cards from the sideboard present in both players hands
Explanation: A pressure tool that is particularly potent from second. It is balanced by the fact that it discards any sideboard card from both player’s hand which means it requires careful timing and play.
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