Agree it would be nice to have a Mythic tier human, though traditionally Mythics tend to be demigods, daemons, mega dragons, primal things with excess wings, spikes and claws, so it’s tricky to see a human Mythic fitting in.
King Arthur ideas have come up before, and agree it’s a nice candidate for the Mythic human spot. This game’s mythos tends to spin its own fantasy with light inspiration from various mythologies and tales, so again not sure a straight King Arthur repeat character is the best way to have it fit. A ‘king of kings’ role might work - unclear how that fits Krystara’s decidedly patchy political geography.
For your troop design:
- as @lyya says the spell is weird - unintuitive, over-costed and likely to backfire. I like how you strive to make ideas different to the existing - this feels gimmicky and different for the sake of it. Explode is a known mechanic, writing nearly variants on it will confuse players. I get the nuances on mana collection, but tbh the 70% hardly hampers exploder teams, and typically more mana comes from resulting cascades.
- the traits could be more than just a few number gains
- I’d really like to see a design with more clever synergy with itself and with other humans (and /or knights, I take the point these are sometimes hard to separate in-game). Your colour combo clashes with QY who has to be one of the most obvious/interesting troops to design a role with. I might say go blue/brown/yellow, at least leaving QY to collect green.
(You’ve also not set it to a kingdom - minor point, but I’m guessing Swords Edge is the obvious one)
If I had a go, I might rework this as:
High King Arthrus
SwordsEdge Mythic Human Knight
Spell Excalibur 20 Blue/Brown/Yellow mana
Deal [magic+numbers tbc] damage to the first and last enemies, boosted by all allies’ Armour stat [ratio 4:1 tbc]. Deal double damage to Purple enemies.
Trait 1: Human Shield: ally humans gain 2 Armour
Trait 2: Holy Armour: reduce skull damage by 40% (could put Stoneskin here)
Trait 3: King Of Kings: ally humans restore 2-3 lost Armour per turn (so only if damaged), and ally knights restore 2-3 lost Armour per turn (repeat, so Human-knights get double effect)
Just the first set of ideas that comes to mind. I’d always leave actual numbers to devs for tuning. I’ve deliberately avoided board mod / control, as I think spells shouldn’t do that and high damage hits.
Combining this with QY and a few humans (Alchemist? Gwayne?) might make some fun builds. Stacking the Armour gain/repair from him and QY, and/or multiples of both, leads to something v hard to kill with AoE, but easily countered with true damage.
@Shinnanigens I like how your recent arrival here has brought new energy to creative / new idea threads - don’t mean to appear always to reject your stuff, but many of us have been here kicking similar things around for three years. Keep it up and maybe we can learn from / inspire each other and the devs