Welcome back Students! In this post we are going to take a look at one of Light Earth’s most powerful Abilities, Inertia. For those that don’t know, Inertia grants a minion one temporary Attack Dice whenever a card is cast from the Mind Pool and one temporary Defense Dice whenever a card is cast from the Soul Pool. Inertia not only allows the Earth cards to survive against the aggressive Dark Fire Cards but it also gives them a chance to kill them, even when the Light Earth appear to be so weak on the surface. The ability also forces players to play various cards, even if they may not be useful at the moment as it still enhances your minion.
Now that we have gotten that out of the way, let’s talk about what I really wanted to talk about. How did Inertia get created? To answer this, let’s go back to an earlier iteration of VoZ and look at a some of its abilities. First, we have Camaraderie, which for a number n creatures you control on the board which have Camaraderie, each will have an extra (n-1)A/(n-1)D dice. These are normal dice, not bonus dice, but they are gained or lost accordingly as Comrades are added or removed from the board to always match to total number of Comrades. Second we have Momentum, which upon casting Earth spells or enchantments, this creature gains a 1A bonus. Bonus dice are lost once used, and are used first before normal dice. Finally we have Hulking, which upon casting Earth spells or enchantments, this creature gains a 1D bonus. Bonus dice are lost once used, and are used first before normal dice. I think it is easy to understand that Inertia is a combination of Momentum and Hulking. Plain and simple right? So why did I bring up Camaraderie? Why combine the two in the first place?
As we playtested with Light Earth we found Camaraderie to be the most favored Ability in minions and decks were built specifically around that ability. It was to get three plus minions with this ability with one of them being the Paladin! We also had cards that enhanced the effects of Camaraderie making it the most overpowered ability in the game. The idea was to replace it with something powerful but harder to manipulate. We found Momentum and Hulking to be great abilities that provided fun combinations with Mind and Soul cards but they weren’t potent enough by themselves. Combining them into one ability added that sense of power Camaraderie had and the combinations of other card types Momentum and Hulking provided. And that is how Inertia was made!
Thanks for reading and we hope to see you this year at GenCon 2016 August 4th through the 7th! If you are new and would like to play the game yourself, click the link below and we will send you an Alpha Key! We are also currently running our IndieGoGo campaign and we are on Steam Greenlight! So if you like what you are seeing and want VoZ on Steam, vote yes in the link below!