I am going to start and end with a huge thank you to the few of you that have provided some very valuable and much needed feedback!
I have revisited the drawing board. The faction was originally Zerg (Starcraft, both 1 and 2) inspired. Initially it was named the Zurg Collection. I have changed the first word to Zurk (eg Zurklings)… and am still chewing on “Collection” vs “Collective” vs something else entirely. It is a race/species that assimilates others into its collective hive mind, thus the current name.
I drew upon a lot of the inspiration from @EricF’s post above to almost completely rework the Brown starter deck.
Per @zhavier’s suggestion, I may still consider taking the Zurkling out of the starter deck, but that may have an adverse interaction with the Evolution Tech 1 card, the way it is in the current draft. Zagara can still summon Zurklings, as can the starter deck spell, but if someone were playing multicolor with Evolution, the Tech 1 would be useless if you did not also use either the Swarm spec or use the brown starter deck. Now that I am thinking about it, the Evolution spec in its current iteration is almost married to the Brown starter deck. I guess it could be splashed with 2 other color/specs for Abathur’s spells / hero abilities / tech 2 & 3… it just would be challenging to do well (I feel like that line just triggered someone into wanting to find a way to do just that).
@zhavier If you do me the honor of another review, I would be curious to hear if you still think the Zurkling unit should be removed from the starter deck as it currently is. As far as haste goes, in SC2, the “Zergling Speed” upgrade combined with creep spread from creep tumors allows Lings to get into almost any fight very very quickly (short build time compared to all other units, balanced by them being weak / slow early game without upgrades and creep spread). I kind of think as the current Creep Tumor card (ongoing spell in starter deck) as representing that level-up process.
Addressing the feedback from @Nopethebard, The started deck only had 5 units, which was supported by Zagara’s ability to summon a 1/1 (like Garth). However, the units available were a bit cheap and squishy and the starter deck has been completely revamped. Baneline has been reworked into a Tech 1 within Evolution. I am not 100% sure about the mechanic yet, but I like the idea, especially for the theme of that spec. Lastly, Abathur’s spells were all tuned down slightly. Changelog on page 2 of document.
@feathers Can you share a link to the spec you proposed? I would be interested in perusing.
@charnel_mouse Thanks so much for your interest in wanting to test this out, once we get past some of the obvious balance tweaks needed! Starter deck has been reworked… Abathur’s spells have been reworked… Dehaka as a combat hero has been reworked into a unique place (I am not sure how he will fare as is, but has been tuned down from his previous). I added to the text of spells which I was thinking should be targeted.
The 3 specs are: Evolution, Primal, Swarm
The Evolution hero, Abathur, Genetic Sequencer
Abathur is a spellcaster like Argagarg Garg. He is focused on the evolution of the species and continual enhancement and empowering. I have revisited and toned down the power of his spells slightly. The Symbiote spell likely needs a slight tweak as it is currently just “Rampant Growth”. I have contemplated lowering the cost and keeping the effect, or boosting the effect (more akin to Dinosize).
The Primal hero, Dehaka, Apex Predator
Dehaka is all about aggression and has naturally drawn to his side the most robust and physically impressive specimens. His previous version was a bit too powerful, so I took away swiftstrike completely and changed around his stats. He starts off the game very strong with a 2/4 body like Rook, but as he advances he only grows to a 3/4 then a 4/4. He is an aggressive hero, encouraged to attack through Readiness (mid band) and Overpower (max band), and has the option to make up for his lack of health through his spells, particularly Adapt Mutation (which has been slightly reworked from he previous version).
The Swarm hero, Zagara, Queen Broodmother
Zagara believes that every species plays a role in enhancing the overall power of the collective. She is first and foremost a queen, however she has evolved beyond the majority of her kind and is a paragon of their kind. She too is a caster, but of a different sort. Her spells mimic several of the standard queen abilities, but at an enhanced level. She has a top band ability like Garth to summon 1/1 tokens (same as before), but she starts as a fragile 2/2 that grows to a 2/4 and then a 2/6. My one concern with that currently is that the queen unit in the starter deck is a 1/3. So Zagara should probably be changed to a 1/3 or 2/3. I will need to revisit that before the final version I print to test. The swarm spec contains several of the most powerful spellcasting units from the collective.
Other Stuff:
The new document linked here has 3 pages.
- Page 1 is the new faction in my standard format. (I have this in an Excel Doc)
- Page 2 hides some fields to make room for:
- Comparable Cards (where applicable)
- Changes from previous version.
- Page 3 is the original I had shared.
Thank you all so much for feedback! It may not yet be in its current form, but I feel a lot better about it now than in its previous version.
Without further ado, here is the revised Faction: Zurk Collective
(hopefully I got the shareable link right this time)
Edit: 1st try at fixing link