Topic: War of Omens /
Thought on Jesmai & suggested change
In my humble opinion, Jesmai is not overpowered,
but her dominant strategy (flower+intercept) is either super strong in some match up or super weak in others.
This makes it unfun because win/lose is decided almost immediately depending on what you’re matched up with.
Why is flower+intercept the dominant strategy for Jesmai?
Let’s assume you play just 1 flower and it survives and you keep feeding it;
here is the amount of magic you’ll have at the start of each turn:
0, 1, 2, 4, 8, 16, 26, 36, 46, 56, …
It starts off with exponential growth then level off with +10/turn.
If you can play more flowers, the exponential trend can keep going.
If your wishing coin proc first turn, the growth can tremendously accelerated.
Why is this strategy strong?
According to above, your opponent usually die when you have 26 magic. That’s the 7th turn.
But let’s say you proc wishing coin 2 times on first turn and is holding a veil from your second turn on wards… your magic at the start of each turn (including that on veil) would be:
0, 4, 8, 15, 26, 37, 48, …
So it have an exponential growth and level off with +11/turn.
This time opponent would die around turn 5. That’s pretty damn quick!
Why is this strategy weak?
The following lists things that will shut the aforementioned Jesmai’s strategy down with almost no change of recovery
because Jesmai really struggle to win if her anima can not survive.
ignore intercept (waylay,catapult,)
high early damage (sofo,mogesh,…)
An example Jesmai deck
For the sake of discussion, I give my current Jesmai deck below so we have a concrete picture of the deck being talked about. Following () gives the cost.
Argoreth flower (1,2)
Warding circle (3)
Glided Warriors (3)
Poem of Blight (3)
Banishing Gust (3)
Underworld Barge (8)
Behold the veil (2)
You might notice I don’t use hedge guardian.
Gust and Barge goes well together.
Blight can prevent opponent from stocking skull/magic so my anima can survive when played.
Veil is as insurance way to get magic.
What’s your suggestion?
change Jesmai ability to:
When anima gain charge, gain +1 magic.
1. a single magic can burn through empowering seal.
2. holding anima in hand gives magic at the end of every turn.
3. holding yarakeen gives 2 magic per turn.
This is probably too strong. Let’s tune it down to the second alternative below.
Once per turn and once per anima, the first time each anima gain charge: gain +1 magic.
So the +1 magic is per turn per anima.
A bit harder to explain, but probably balanced.
Once per turn, the 1st ally you feed activate then gain a charge.
Since you can only do this once per turn, I think it’s not too strong.
It also provide a way to get immediate effect from anima.
The ability activated are those with ‘on turn’ condition.
1. It synergize really well with yarakeen.
2. Still need a way to generate some initial magic to feed your anima.
3. On golem, it heals when activated.
4. On underworld barge, this ability should just activate barge’s attack, but not summoning.
5. It would be nice if hedge guardian is buffed a little to have summon 1 flower on turn so Jesmai can also activate that.
This alternative is my current favorite.
Fourth alternative (From Visionmaster):
Every 2 magic you feed anima, it gains +1 permanent charge
Right, this is one natural alternative I forgot to mention.
Let’s try to calculate the magic you would have at the start of each turn if you keep a flower alive and keep feeding the flower:
0, 1, 2, 2, 3, 5, 7, 10, 18, 28, 38, 48, …
So, it’s now taking 10 turns to get above 20 magic.
The reason I skip this option is mainly:
I think this ability is too weak. I didn’t say the current Jesmai is OP (see the top), I said it’s unfun. This ability just make Jesmai weaker and nothing else.
5th alternative (From jeekev):
When Jesmai gain magic: x% chance a random ally anima gain +1 charge
This one could work. Though I find it a bit hard to analyze. I’ll just put here for now.
6th alternative (From jeekev):
On turn: a random ally anima gain +1 charge
This ability is so-so with smaller anima bacause they need to survive to get any benefit, but would go quite well with early golem or yarakeen.
7th alternative (From BuddyPharaoh):
On play: anima gain +1 charge
To clarify, this is not a one-time bonus. Every time an anima cycle back in play it gains a charge. As BuddyPharaoh put it: “kinda boring [ability], but not unbalanced”. The strategy would revolves around small anima that gain health with charge for sure; gilded warrior, scribe and hedge guardian would be key cards to have.