Etherlords: The four armies

Magic: The Gathering has five colors of magic:

Red is fire, chaos, and destruction. Red has a lot of direct-damage spells (things like fireballs and lightning bolts), as well as spells to destroy land cards and artifacts. Red creatures tend to be straigthforward melee machines like orcs and minotaurs, and stronger on attack than defense.

Green is the the color of growth and vegetation. Green creatures tend to be either wild animals or elfy stuff. Green has some of the strongest creatures in the game, but it also has good buffs, and can succeed by bringing out lots of small, cheap creatures and making the ones that survive stronger. Green is also a good color for getting extra mana.

Blue’s main theme is magic itself, and to a certain extent intelligence, air, and water. Blue spells specialize in metamagical trickery: spells that affect other spells tend to be blue, as are spells that let you draw extra cards and the like. Blue creatures tend to have special powers, and can often fly (which means they can’t normally be blocked by non-fliers).

Black has undead and demonic creatures, many of which have nasty combat side-effects — for example, growing stronger by killing creatures, or making the enemy discard cards when not blocked. Black is also notable for spells that have negative side-effects for the caster, and in particular has effects that require “sacrificing” one of the caster’s creatures.

White is the chivalry and holiness color, and features most of the healing and protection effects in the game. White creatures tend to be knights and other soldiery types, and there are some white effects that buff everything of a particular type, encouraging the player to create homogenous armies.

Now, you’ll notice that each color has both a theme in the game’s fiction and some tendencies in how it plays. These are separate things, and Etherlords demonstrates this by separating them.

The Chaots have Etherlords‘ version of red magic, with its orcs and kobolds and cheap direct-damage spells. Because of those direct-damage spells, it’s the one side that’s most faithful to M:tG. But it also has good defensive creatures, and it has the Kobold Shaman, which can “rest” 1Etherlords calls “rest” what M:tG calls “tap”. All it means is that this is an ability that a creature can use once per turn, and only if it hasn’t participated in an attack. to do 1 point of damage to any player or creature — which makes it equivalent to M:tG‘s Prodigal Sorcerer, a blue creature. Also, it has the best creature buffs in the game, which makes it more like green.

Green magic is represented by the Vitals. The elfy stuff has been dropped, leaving creatures like snakes and hornets and giant ticks. Where M:tG has green creatures that can grant you extra mana when tapped, Etherlords has spells that give you an instant mana boost, including the “Sacrifice” spell, which would definitely be black in M:tG. I have trouble discerning overall trends in the Vitals, though. It’s a versatile side.

Blue is replaced by the Kinets, which are described as creatures of icy logic and experts in rapid movement, although I don’t really see how this is reflected by the blue spells. Mainly what we have here is cheap flying creatures and defensive buffs, although, as with the Vitals, this can vary a lot depending on what sorts of creatures you put into your deck. Warrior Spirits, for example, seem like they could be a very effective basis for a Kinets deck, despite not flying, because of their Lifetap ability (which heals you as it damages the enemy), but I haven’t really been able to try it. Maybe on a more advanced map.

The Synthets take the place of black, and are definitely the one side that’s most changed: synthets are bizarre semi-mechanical beings. Apart from the heroes, they don’t even look like modified organisms; they just look like things that naturally have wheels and springs as components. Although it doesn’t have many sacrificial abilities, the overall theme of the Synthet side seems to be not caring whether your creatures live or die. Synthet creatures are disposable, and often have some form of innate ability to regenerate or return from the dead. There’s even a cheap Synthet resurrection spell that, as a bonus, does 1 point of damage to the enemy. Synthets also have a wide assortment of debuffs, as well as the spell “Twisted Enhancement”, an interesting enchantment that grants +2/+2 to a creature, but then lowers its stats by 1/1 every turn until it dies. This is obviously a way to get the most out of one of your disposable creatures, but in some situations it can also be cast on an opponent’s creatures to kill them off.

There is of course no white side. The healing and protection side of white seems to be mostly taken over by the Vitals, while the business of powering up everything of a given type is spread out through all the sides, mainly by means of “Elder” types of specific species (for example, an Aviak Elder powers up all Aviaks). Really, most abilities are spread out through all sides like this. That’s sort of true in M:tG as well, but it’s not as necessary there, because M:tG allows the possibility of making a multi-color deck. In Etherlords, each hero belongs to one and only one side, and can only obtain spells belonging to that side.

References
1 Etherlords calls “rest” what M:tG calls “tap”. All it means is that this is an ability that a creature can use once per turn, and only if it hasn’t participated in an attack.

Etherlords

etherlords-aviaksI recently mentioned that the magic system in Puzzle Quest was reminiscent of Magic: the Gathering, but here’s a game that takes that to an extreme. Etherlords is basically a turn-based strategy game with mechanics on the large scale derived from Warlords and Heroes of Might and Magic, but combat mode is very specifically patterned after the mechanics of M:tG. Both sides have a hand of spells chosen at random from your “library” (or deck); spells in hand are used up when cast, but you automatically draw one new one every turn. Some of those spells summon creatures, which are characterized chiefly by two numbers, attack rating and health. The summoned creatures can be sent to attack the opponent, but can be blocked by your opponent’s creatures, and so forth. Concepts like “summoning sickness” are imported without alteration.

In fact, the combat mechanics are so close to M:tG that it’s more instructive to list the ways in which they differ. Things are tuned so matches generally end faster than in M:tG, as is reasonable for the context. Attackers hit before blockers, rather than both damaging eath other simultaneously. And, in general, Etherlords takes advantage of the fact that it’s not a direct adaptation of a card game by discarding some of the more literal points of simulation. Spells are not drawn without replacement, like cards from a deck: you have exactly fifteen spell slots, and when you draw, each has a 1 in 15 chance of coming up, even if you already have another copy of it in your hand. (If you want a spell to come up more frequently, you can assign it to multiple slots.) Also, there are no “land cards”: the mana you need to cast spells comes from “mana channels”, which automatically increase in number over the course of combat, at a rate determined by the hero’s experience level. Thus, more powerful characters are able to cast more powerful spells earlier.

There are no “colors” of mana, but the four armies in the story, and the sorts of spells they get, clearly correspond to the red, green, blue, and black magic in M:tG — but with the interesting alteration that black creatures, instead of undead, are primarily cyborgs. (White magic is left out: as the intro cutscene makes clear, there are no good guys in this story. Everyone involved is motivated solely by lust for power.) As a result, it feels a little strange that the spells are all so different. For example, if you have a primarily green deck in M:tG, you’re likely to spend your first turn summoning Llanowar Elves (1/1, tap for 1 green mana). 1At least, that’s how it went when I last spent time playing M:tG, many years ago. It might all be different now. Llanowar Elves are almost essential to what it means to have a green deck, and Etherlords doesn’t even provide a close analog to them. Instead, your basic low-level green summon is Spitting Fingus (0/2, can’t attack, sacrifice to do 1 damage to target hero or creature) — something that M:tG would probably make blue or black. It’s like a version of M:tG from an alternate universe where some early design decisions went differently.

As in Warlords and HOMM, there are basically two sorts of things you fight: enemy heroes, and “wild” creatures not allied with any side (and typically set on crucial choke points on the map or guarding valuable resources). But even the wild encounters have heroes, because that’s essential to how M:tG-style combat works. If you encounter a giant rat on the road, the combat will be against a rat spellcaster that summons other sorts of rats, smaller versions of itself. There generally seem to be three or four versions of every summonable creature type to support this kind of specialization.

The first time I tried playing Etherlords, back in 2001 or 2002, I found myself unable to make headway on the third map of the campaign, and eventually gave up. (Frustration with long loading times was also a factor. I think my system at the time didn’t really have enough memory for all the graphics, and had to swap even as it loaded. Anyway, moot now.) I think my main problem, as is usually the case for me in games of this sort, was timidity: I didn’t want to commit to invading enemy territory until I knew my heroes were tough enough, when I should have been out there stealing resources before the enemy could get to them. I’m thinking now that the key is to be clever enough in your choice of spells that your hero can take on enemy heroes that are nominally more powerful. We’ll see how that pans out.

References
1 At least, that’s how it went when I last spent time playing M:tG, many years ago. It might all be different now.

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