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The most usefull thing is the augment of 1 turn enchant.
Tiers 0 and 1 seem just like "free" minion grabbing, kill one turn, stay immune, run next.

Tiers 2 and 3 become considerably more dangerous, for preparing 2 simultaneous threats vs champions / king.

I agree it inspires fear, and causes aggresive matches (by the owner), but the problem with these categories is it either isn't full score on them or the score is just voided by unit being too OP :) .

Other than the categories of this contest, as general suggestion, I think the mechanic of free grabs is very (too ?) good, I don't know how to balance it. Personally I prefer other functional downside / drawback to it, not just higher cost.

I was thinking of two ways to fix that.

The first and, less creative was would be to just remove its ability to attack/move attack entirely. I'm not sure how this would be since the unit could never attack a champion but still allows free steals on minions.

The seconds would be making the enchant last 0.5 turns longer. The turn enchant is supposed to be so that it takes a guy and goes invincible on the opponents turn, then your turn comes around and it is still enchanted so you can't attack and therefore have no choice but to move away. I never saw that you could just leave it there and it would unenchant on your turn where you just take another guy and eventually ravage through the enemy line since it is fundamentally unkillable (this may require a 1.5 or 2 turn enchant and the 1 turn is just a wrong number). Adding 0.5 to the time would make the piece vulnerable on the opponents turn. This would make it actually able to be killed and serve the purpose of "rush in, kill, rush out" since it would need to leave in order to not be killed. This would also make it more strategic since you would need to convince the opponent that something else is in danger for them to not take their turn killing it.

What kind of functional downside did you have in mind, something like the reaper or the elementals?

I like that second suggestion, so I will pretend like that's already been incorporated when I leave my comment on the piece as it was an unintentional error to not have the enchant that way from the start.

 4 years ago (edited)

I'm a fan on this one. Maybe it's a bit OP but the idea is cool. 1 turn Immunity means that the effective way to counter is to strike back and create another major threat. Though, maybe it shouldn't be enchanted after killing a champion? And only have range 2 minion attack? Idk but it needs some kind of debuff.... balance isn't really part of this tournament and I don't think it's broken enough to kick it out of the tournament so it doesn't affect your score, but it's borderline broken.

Inspires fear from across the field - 7 It has a lot of power...
Breaks common chess intuition with a surprising move - 4 Not that surprising, but that enchant effect can surprise you
Causes aggressive matches - 10

This Tournament:

Points as I understand them:
Across Board: +(10)
No common Chess Logic: +(10)
Aggressive: +(10)
Abilities: -(5^1.5)
Custom Lines: N/A
Total: 18.8196601125 or roughly 18.8 Points

The actual unit:

Creativity: 4/5 (New Idea)
Theme: 4/5 (It strikes an enemy and then retreats)
Execution: 2/5 (A bit OP with the range on the unblockable minion attacks, not to mention it can kill a champion and get enchanted to escape avoiding having to trade pieces. I would suggest decreasing the range, increasing the cost, removing the ability to attack non-minions, and/or making the enchant only happen on minions.)