planeswalkers ability by level+description+cost - upd May 16

loroku
loroku Posts: 1,014 Chairperson of the Boards
edited January 2017 in MtGPQ Tips & Guides
Abilities by Level
All planeswalkers get abilities at level 2, and then every 6 levels after (until 50, when it just gets weird), like this:

2 - 1st power
8 - 1st power level 2
14 - 2nd power
20 - 2nd power level 2
26 - 3rd power
32 - 3rd power level 2
38 - 1st power level 3
44 - 2nd power level 3
50 - 3rd power level 3
51 - 1st power level 4
54 - 2nd power level 4
60 - 3rd power level 4

Powers with Cost and Description

1st Gen

manawhite.pngGideon
1: Sharp Eyes - cost: 9
1 - +1/+1 to creature
2 - flying & +1/+1 to creature
3 - vigilance, flying, & +1/+1 to creature
4 - vigilance, flying, regen 1, & +1/+1 to creature

2: Call to Arms - cost: 15
1 - +1/+1 to all your creatures
2 - +2/+2 to all your creatures
3 - +3/+3 to all your creatures
4 - +4/+4 to all your creatures

3: Champion - cost: 21
1 - +4/+4 & berserker to creature
2 - +4/+4, berserker, & defender to creature
3 - +4/+4, berserker, defender, & regenerate 3 to creature
4 - +6/+6, berserker, defender, & regenerate 5 to creature

Level 60 mana bonuses: +3 manawhite.png | +1 managreen.png | manared.png | manablack.png | +1 manablue.png
Level 60 HP: 104
Level 60 max Creatures: Spells: Supports:


managreen.pngNissa
1: Nature's Bounty - cost: 9
1 - draw 1
2 - draw 1, +3 mana
3 - draw 1, +3 mana & convert 3 gems to Green
4 - draw 1, +3 mana, +3 life, & convert 3 gems to Green

2: Nature's Gift - cost: 15
1 - +3/+3 to all your creatures until end of your turn
2 - +4/+4 to all your creatures until end of your turn
3 - +5/+5 to all your creatures until end of your turn
4 - +7/+7 to all your creatures until end of your turn

3: Nature's Regrowth - cost: 24
1 - convert 10 gems to green
2 - convert 15 gems to green
3 - convert 20 gems to green
4 - convert 25 gems to green

Level 60 mana bonuses: +1 manawhite.png | +3 managreen.png | +1 manared.png | manablack.png | manablue.png
Level 60 HP: 98
Level 60 max Creatures: Spells: Supports:


manared.pngChandra
1: Flameshot - cost: 3
1 - 2 damage to opponent
2 - 3 damage to opponent
3 - 3 damage to opponent & destroy random 3x3 area
4 - 4 damage to opponent & destroy random 3x3 area

2: Scorching Strike - cost: 9
1 - 2 damage to creature
2 - 3 damage to creature
3 - 3 damage to all opposing creatures
4 - 4 damage to all opposing creatures

3: Fireball - cost: 21
1 - 10 dam to opponent
2 - 15 dam to opponent & destroy 2 random 3x3 areas
3 - 20 dam to opponent & destroy 2 random 5x5 areas
4 - 25 dam to opponent & destroy 2 random 5x5 areas

Level 60 mana bonuses: manawhite.png | +1 managreen.png | +3 manared.png | +1 manablack.png | manablue.png
Level 60 HP: 82
Level 60 max Creatures: 10 Spells: 9 Supports: 5


manablack.pngLilliana
1: Corrupt - cost: 9
1 - you and your opponent discard your last card
2 - you discard your last two cards and your opponent discards their last 2
3 - you discard your last two cards and your opponent discards their first and last card
4 - you discard your last two cards and your opponent discards their first and last card - COST: 6

2: Grave Mist* - cost: 15
1 - activate 5: deal 1 damage to all creatures and players
2 - activate 5: deal 1 damage to you and your creatures & 2 damage to opponent and opponent's creatures
3 - activate 5: deal 1 damage to you and your creatures & 3 damage to opponent and opponent's creatures
4 - activate 5: deal 1 damage to you and your creatures & 5 damage to opponent and opponent's creatures
* "activate X" means it spits X number of special tiles on the board and when you match one it activates

3: Raise Dead** - cost: 18
1 - your last killed creature returns
2 - your last 2 killed creatures return
3 - your last 3 killed creatures return
4 - your last 3 killed creatures return - COST: 15
** doesn't work on tokens

Level 60 mana bonuses: manawhite.png | managreen.png | +1 manared.png | +3 manablack.png | +1 manablue.png
Level 60 HP: 94
Level 60 max Creatures: Spells: Supports:


manablue.pngJace
1: Confusion - cost: 6
1 - -2/0 to creature until next turn
2 - -3/0 to creature until next turn
3 - -4/0 to creature until next turn
4 - -5/0 to creature until next turn

2: Ingenuity - cost: 12
1 - last spell cast goes to hand, -1 cost
2 - last spell cast goes to hand, -2 cost
3 - last spell cast goes to hand, -3 cost
4 - last spell cast goes to hand, -4 cost

3: Mind Sculpt*** - cost: 15
1 - trap 5: drain 3 mana from opponent
2 - trap 7: drain 3 mana from opponent
3 - trap 7: drain 6 mana from opponent
4 - trap 9: drain 6 mana from opponent
*** "trap X" means it spits X number of special tiles on the board and when your opponent matches one it activates

Level 60 mana bonuses: +1 manawhite.png | managreen.png | manared.png | +1 manablack.png | +3 manablue.png
Level 60 HP: 88
Level 60 max Creatures: Spells: Supports:


2nd Gen

manawhite.pngGideon, Ally of Zendikar (GideonZ)
1: Echo of Gideon - cost: 6
1 - summon a 2/2?? token with haste; it dies at the end of your turn
2 - summon a 3/3?? token with haste; it dies at the end of your turn
3 - summon a 4/4 token with haste; it dies at the end of your turn
4 - summon a 4/4 token with haste, vigilance; it dies at the beginning of your next turn

2: Conscription - cost: 9
1 - summon 1 2/2 Ally token
2 - summon 2 2/2 Ally tokens
3 - summon 3 2/2 Ally tokens
4 - summon 4 2/2 Ally tokens

3: Rally the Troops - cost: 12
1 - grants +2/+2 to each creature with the Ally keyword you control
2 - grants +3/+3 to each creature with the Ally keyword you control
3 - grants +4/+4 to each creature with the Ally keyword you control
4 - grants +5/+5 to each creature with the Ally keyword you control

Level 60 mana bonuses: +2 manawhite.png | +2 managreen.png | manared.png | manablack.png | +2 manablue.png
Level 60 HP: 104
Level 60 max Creatures: 5 Spells: 8 Supports: 5


managreen.pngGarruk
1: summon 1/1 tokens - cost: 6
1 - summon 1 1/1 plant token
2 - summon 2 1/1 plant tokens
3 - summon 3 1/1 plant tokens
4 - summon 4 1/1 plant tokens

2: summon 2/2 tokens - cost: 9
1 - summon 1 2/2 beast token
2 - summon 2 2/2 beast tokens
3 - summon 3 2/2 beast tokens
4 - summon 4 2/2 beast tokens

3: summon 3/3 tokens - cost: 15
1 - summon 1 3/3 elemental token
2 - summon 2 3/3 elemental tokens
3 - summon 3 3/3 elemental tokens
4 - summon 4 3/3 elemental tokens

Level 60 mana bonuses: +2 manawhite.png | +3 managreen.png | +2 manared.png | +1 manablack.png | manablue.png
Level 60 HP: 109
Level 60 max Creatures: 4 Spells: 8 Supports: 5


manared.pngKoth
1: Rage of the Mountain - cost: 9
1 - all your creatures get +1/0 & berserker until end of your turn
2 - all your creatures get +2/0 & berserker until end of your turn
3 - all your creatures get +3/0 & berserker until end of your turn
4 - all your creatures get +4/0 & berserker until end of your turn

2: Reshape the Land - cost: 15
1 - destroy 3 random non-red gems
2 - destroy ?? random non-red gems
3 - destroy ?? random non-red gems
4 - destroy 12 random non-red gems

3: Strength of the Mountain - cost: 30
1 - create Support (10 charges): when anyone matches red, all your creatures gain +1/+1
2 - create Support (10 charges): when anyone matches red, all your creatures gain +2/+2
3 - create Support (10 charges): when anyone matches red, all your creatures gain +3/+3
4 - create Support (10 charges): when anyone matches red, all your creatures gain +4/+4

Level 60 mana bonuses: -1 manawhite.png | -1 managreen.png | +7 manared.png | -1 manablack.png | -1 manablue.png
Level 60 HP: 111
Level 60 max Creatures: Spells: Supports:


manablack.pngOb Nixilis (sometimes known as "Jim")
1: Dark Pact - cost: 3
1 - lose ?? life to draw 1?? card
2 - lose ?? life to draw 1?? card
3 - lose 1 life to draw 1 card
4 - lose 1 life to draw 2 cards

2: Torment - cost: 9
1 - lose 5?? life to destroy target creature with power 4 or less
2 - lose 5?? life to destroy target creature with power 6 or less
3 - lose 5 life to destroy target creature
4 - lose 3 life to destroy target creature

3: Forbidden Knowledge - cost: 18
1 - create Support: deal 2?? damage to your opponent every time a player draws a card
2 - create Support: deal 4 damage to your opponent every time a player draws a card
3 - create Support: deal 6?? damage to your opponent every time a player draws a card
4 - create Support: deal 8 damage to your opponent every time a player draws a card

Level 60 mana bonuses: manawhite.png | managreen.png | +1 manared.png | +3 manablack.png | +1 manablue.png
Level 60 HP: 119
Level 60 max Creatures: Spells: Supports:


manablue.pngTezzeret
1: Filigree Barrier - cost: 6
1 - 1 support gains +1 shield
2 - ?? supports gain +1 shield
3 - ?? supports gain +1 shield
4 - all supports gain +1 shield

2: Transmute - cost: 12
1 - fetch next support from library; it gains 4 mana
2 - fetch next support from library; it gains ?? mana
3 - fetch next support from library; it gains ?? mana
4 - fetch next support from library; it is played immediately

3: Artificer’s Skill - cost: 24
1 - give +X/+X to a creature until the end of your turn, where X = your supports times 3
2 - give +X/+X to a creature until the end of your turn, where X = your supports times 5??
3 - give +X/+X to a creature until the end of your turn, where X = your supports times 7
4 - give +X/+X to a creature until the end of your turn, where X = your supports times 10

Level 60 mana bonuses: +2 manawhite.png | managreen.png | manared.png | +2 manablack.png | +3 manablue.png
Level 60 HP: 99
Level 60 max Creatures: Spells: Supports:


Dual Color (2nd Gen)

managreen.pngmanablue.pngKiora
1: Crashing Waves - cost: 6
1 - drain ?? mana from opponent; gain ?? mana
2 - drain ?? mana from opponent; gain ?? mana
3 - drain ?? mana from opponent; gain ?? mana
4 - drain 6 mana from opponent; gain 6 mana

2: Swirling Waters - cost: 12
1 - fetch next creature from library; it gains 3 mana
2 - fetch next creature from library; it gains ?? mana
3 - fetch next creature from library; it gains ?? mana
4 - fetch next creature from library; it gains 16 mana

3: From the Depths - cost: 24
1 - summon 1 8/8 token with reach and trample
2 - summon 2 8/8 tokens with reach and trample
3 - summon 3 8/8 tokens with reach and trample
4 - summon 4 8/8 tokens with reach and trample

Level 60 mana bonuses: manawhite.png | +3 managreen.png | manared.png | manablack.png | +3 manablue.png
Level 60 HP: 105
Level 60 max Creatures: 5 Spells: 8 Supports: 6
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Comments

  • In the tips and guides section of this forum there is a sticky called something like "what you earn with ech PWs level".
    You have to scroll to the middle of the first page of it for most of these informations.

    Also you should take a closer look to blacks first and whites third abilities.
    Whites ability was changed in 1.3 with defender instead of lifelink.
    And blacks corruption works like this
    1st level you and your opponent lose last card in hand
    2nd level you lose your last card, you opponent loses his 2 last cards
    3rd level you lose your 2 last cards, your opponent hist first and last card
  • loroku
    loroku Posts: 1,014 Chairperson of the Boards
    edited February 2016
    Nerimos wrote:
    In the tips and guides section of this forum there is a sticky called something like "what you earn with ech PWs level".
    I know - but it is missing the one piece of information I want, hence this post.

    I'll fix the white ability though, thanks! (Already had the black ability as you said.)
  • I can fill in a few holes based on where my PWs are now.

    Black:
    Gravemist Lvl 2: Activate 3: Deal 1 damage to you and all your creatures and 2 damage to your opponent and its creatures; cost - 6


    Blue:
    Confusion Lvl 3: cost - 2

    Ingenuity Lvl 2: cost - 9

    Mind Sculpt Lvl 1: Activate 7: Drain 3 mana; cost - 15


    Green:
    Nature's Gift Lvl 2: cost - 9

    Nature's Regrowth Lvl 1: cost - 21


    Red:
    Fireball Lvl 1: cost - 21


    White:
    Call to Arms Lvl 2: cost - 12

    Champion Lvl 1: cost - 18
  • loroku
    loroku Posts: 1,014 Chairperson of the Boards
    Upstartes wrote:
    I can fill in a few holes based on where my PWs are now.
    Awesome, thanks so much!

    So blue's 1st power goes DOWN in cost for the 3rd level?? Also, do you not know the 3rd power's 2nd cost, if you have the 1st power's 3rd cost?

    And can anyone explain what "activate 7" and "activate 3" mean? Does that mean you ALSO pay a mana cost of some kind in addition to the normal charge-token cost? (Whatever those planeswalker tiles are called, I don't know.) Or can you pay a higher cost to activate them at another time (which seems impossible)?

    Anyone else with a level 50 PW have some data to share?
  • loroku
    loroku Posts: 1,014 Chairperson of the Boards
    Side question: has anyone ever seen the AI use anything other than the first power, even when they have enough charge for the 2nd one?
  • Meto5000
    Meto5000 Posts: 583
    Lilliana

    Corrupt: Level 3 (Cost - 9)
    Destroys the last 2 cards in your hand and your opponent destroys the first and last card in hand

    Grave Mist: Level 3 (Cost - 12)
    Activate 3: Deal 1 damage to you and all your creatures and 3 damage to your opponent and its creatures. (Wow this is ridiculously terrible)

    Raise Dead: Level 3 (Cost - 21)
    The last 3 creatures you controlled that were destroyed are returned to the battlefield. (Unless they were zombie or demon tokens in which case, you just wasted a lot of mana, lulz on you!)

    Chandra

    Flameshot: Level 3 (Cost - 6)
    Deal 3 damage to your opponent and destroy one block of 3x3 gems

    Scorching Strike: Level 3 (Cost - 9)
    Deal 3 damage to all of your opponent's creatures

    Fireball: Level 3 (Cost - 21)
    Deal 10 damage to your opponent and destroy 2 blocks of 5x5 gems (Or cast the first ability 3.5 times for greater effect - seriously devs, what the hell are you thinking?)

    Gideon (The only Planeswalker more dangerous at level 8 than at level 50)
    Sharp Eyes: Level 3 (Cost - 9)
    Gives +1/+1, Vigilance and Flying to target creature. (The level 4 version costs 3 more and gives the creature Reach...even though it already has vigilance and flying, the devs assure us that this upgrade is "totally worth it")

    Call to Arms: Level 3 (Cost - 15)
    All creatures gain +3/+3

    Champion: Level 3 (Cost - 24)
    Gives +4/+4, Berserker, Defender and Regenerate 3 to target creature (Why Berserker when it already has Defender, doesn't that make the creature worse? Because screw you, that's why. This ability isn't even as good as Gideon's level 2 Sharp Eyes Ability because Berserker is that terrible)

    Nissa

    Nature's Bounty: Level 3 (Cost - 6)
    Draw 1 Card, gain 3 mana and convert 3 gems to Green

    Nature's Gift: Level 3 (Cost - 9)
    Each of your creatures gains +5/+5 until the beginning of your next turn

    Nature's Regrowth: (Cost - 24)
    Convert 20 gems to green

    Jace
    Confusion: Level 3 (Cost - 2)
    Gives -6/-0 to target creature until the beginning of your next turn (Bucking the trend of raising the cost of Planewalker abilities as you level, the devs reduced the cost by 33% and increased the effectiveness of this ability by 100% compared to the previous level. They want to make it completely obvious who their favorite Planeswalker is)

    Ingenuity: Level 3 (Cost 12)
    The last spell you cast is moved into your hand and has its cost reduced to 0 (I can't believe how many spelling errors and inconsitencies there are just in the Planeswalker ability texts - The QA girl needs to be...not fired, because I'm being positive!)

    Mind Sculpt: Level 3 (Cost 18)
    Activate 7: Drain 6 mana (This doesn't actually drain mana, because drain in MtG means that they lose mana and you get it - this is not the case. This ability destroys 6 mana from your opponents hands, which still means that your opponent can kiss their ability to ever again cast a spell goodbye)
  • loroku
    loroku Posts: 1,014 Chairperson of the Boards
    Meto5000 wrote:
    ...
    Oh wow, thanks a bunch! Your pain at having all 5 PWs leveled to max is our gain! icon_e_smile.gif
    Meto5000 wrote:
    Gideon (The only Planeswalker more dangerous at level 8 than at level 50)
    That was obviously part of why I was doing this - to find the best "breakpoints" for the different characters.

    For example, managreen.png seems pretty good up to at least level 31, and probably even 49 or 50 (once we figure out the level 3 power's 2nd level cost we'll know - but then again that power is so insanely overcosted it probably doesn't matter since you'll never use it). Meanwhile, manawhite.png is probably ok through 37, since you'll never use the 2nd or 3rd abilities anyway. manared.png is MUCH better at 20 than she is at lower levels, but she doesn't need to go higher - and you absolutely DO NOT want to make her go past 37, either. manablue.png can get all the way to 43 - in fact, 38 is definitely better than a lot of the lower levels. manablack.png is like red and white - 37 seems like a hard cap once again.


    Thanks again to the contributors! Now we just need someone who hasn't leveled anyone, along with a few more of the 2nd tier of the level 3 powers.
  • loroku
    loroku Posts: 1,014 Chairperson of the Boards
    I ran through the tutorial again just to get the first level of the first powers. It's amazing how many of them go up.
  • loroku wrote:
    That was obviously part of why I was doing this - to find the best "breakpoints" for the different characters.

    For example, managreen.png seems pretty good up to at least level 31, and probably even 49 or 50 (once we figure out the level 3 power's 2nd level cost we'll know - but then again that power is so insanely overcosted it probably doesn't matter since you'll never use it). Meanwhile, manawhite.png is probably ok through 37, since you'll never use the 2nd or 3rd abilities anyway. manared.png is MUCH better at 20 than she is at lower levels, but she doesn't need to go higher - and you absolutely DO NOT want to make her go past 37, either. manablue.png can get all the way to 43 - in fact, 38 is definitely better than a lot of the lower levels. manablack.png is like red and white - 37 seems like a hard cap once again.

    Of cause it's interesting to know what you get with each ability level. But that doesn't mean that only the costs indicate if it's good to level a PW or not (as it is indicated by coloring the costs green and red).

    For quick battle it's always better to keep them low at the moment. Nissa for example benefits greatly from leveling her, at least her ability power/cost ratio. But I can ensure you that no high level Nissa kills faster then my level 8 Nissa.
  • loroku
    loroku Posts: 1,014 Chairperson of the Boards
    Nerimos wrote:
    Of cause it's interesting to know what you get with each ability level. But that doesn't mean that only the costs indicate if it's good to level a PW or not (as it is indicated by coloring the costs green and red).

    For quick battle it's always better to keep them low at the moment. Nissa for example benefits greatly from leveling her, at least her ability power/cost ratio. But I can ensure you that no high level Nissa kills faster then my level 8 Nissa.
    All PWs are better at low level for PvP, yeah. But the green/red is there just to emphasize the changes. Although most of the time red=trap as well.

    Where it really matters is when you feel like leveling your PW anyway, despite the disadvantage in PvP. For example, with red, you really do not want to ever go above level 37. She is objectively worse at 38. Highlighting this can help people make better decisions, but also hopefully it will let the devs know how we feel about the powers at the moment.
  • loroku wrote:
    For example, with red, you really do not want to ever go above level 37. She is objectively worse at 38. Highlighting this can help people make better decisions, but also hopefully it will let the devs know how we feel about the powers at the moment.

    I disagree. I neither think that leveling reds abilities is a bad thing to what level ever. Nor do I think that highlighting the changes in the costs alone helps anybody because it leads to poor decisions. In most cases you get good value out of the higher costs.

    Blacks 1st ability is a good example that costs doesn't matter that much compared to what the ability does. At it's first rank it doesn't do anything good for you. The 2nd rank is one of the better ways to win a game with black. The 3rd Rank is more like a downgrade from the 2nd rank. The costs of the ability are more secondary

    In my opinion only a few abilities are over- or underpriced.
  • Meto5000
    Meto5000 Posts: 583
    edited February 2016
    loroku wrote:
    manablue.pngJace

    3: Mind Sculpt
    1 - activate 5***: destroy3 mana from opponent; cost - 15
    2 - ??; cost - ??
    3 - activate 7***: destroy 6 mana from opponent; cost - 18
    ***what does this mean?

    Activate is a keyword meaning that you are empowering 'X' tiles. If the ability says "Activate {Color} 5", 5 {Color} tiles will be empowered. The Activate ability with no color keyword means that the empowered tiles could be any color. Once a tile is empowered you need to match it to trigger the ability text.

    So, when Jace fires off a level 3 Mind Sculpt he will empower 7 random tiles and for each tile that _you_ match you will destroy 6 mana from your opponents cards; Note: opponent matches do not trigger the ability.

    Trap Tiles work similarly to Activate tiles except that they are hidden from the opponent who cast the Trap spell. Your Trap tiles are only activated when your opponent matches them; if you match them they are destroyed.

    Hope this explanation helps, and let me know if you need me to elaborate on anything!
  • Meto5000
    Meto5000 Posts: 583
    Nerimos wrote:
    I disagree. I neither think that leveling reds abilities is a bad thing to what level ever. Nor do I think that highlighting the changes in the costs alone helps anybody because it leads to poor decisions. In most cases you get good value out of the higher costs..

    He's highlighting the costs, ability description, and level at which abilities get updated. This is immensely helpful information. You may not share his opinions of what is a good or bad upgrade but at least you now have the information to make your own informed decisions.
  • Meto5000
    Meto5000 Posts: 583
    loroku wrote:
    Oh wow, thanks a bunch! Your pain at having all 5 PWs leveled to max is our gain! icon_e_smile.gif

    I only have Nissa leveled to 50 actually icon_e_smile.gif The final Heroic encounters have all Planeswalkers at level 50 so I just ran through them quick and noted all the powers.

    Currently sitting on 180k runes and rising.
  • Morphis
    Morphis Posts: 975
    I strongly disagree on Chandra lvl... I leveled her to 38 on purpose to get the flameshot lvl 3 skill...
    Do not know why you are so worried about the gem destroy I find it really useful on average.
    Yes sometimes it screws me up but you know what? Sometimes nissa animist spell(10 hem green) screws me up even more but it is still a great spell nonetheless.
    So if you just check if the current board is good before using the skill you should be fine.
    Scorching strike to lvl 3 though I think can be penalizing most of the time cause opponent usually do not have more than 1 creaturw out against my Chandra.
  • loroku
    loroku Posts: 1,014 Chairperson of the Boards
    Morphis wrote:
    I strongly disagree on Chandra lvl... I leveled her to 38 on purpose to get the flameshot lvl 3 skill...
    Sure, that's fair. I overstated my case with "you do not ever" and "objectively worse." Personally I wouldn't do it but others may choose otherwise - fair enough!

    This quote says what I'm trying to do better than I said it!
    Meto5000 wrote:
    He's highlighting the costs, ability description, and level at which abilities get updated. This is immensely helpful information. You may not share his opinions of what is a good or bad upgrade but at least you now have the information to make your own informed decisions.

    Also:
    Meto5000 wrote:
    Activate is a keyword meaning that you are empowering 'X' tiles.
    Thanks a TON for that information! I definitely was not picking up on that - so those abilities give you the chance to have their effects, and the higher numbers are better (more chances), although the opponent may also match them away, or you may match none of them, or you may match like 3 at once and waste them. Good to know how this works! Thanks again!
  • loroku wrote:
    1: Confusion
    1 - -2/0 to creature until next turn; cost - 3
    2 - -3/0 to creature until next turn; cost - 3
    3 - -6/0 to creature until next turn; cost - 2**
    **Yes this is awesome
    Rank 3 does also cost 3 but is still awesome (OP even)
    loroku wrote:
    3: Mind Sculpt
    1 - activate 5***: destroy3 mana from opponent; cost - 15
    2 - ??; cost - ??
    3 - activate 7***: destroy 6 mana from opponent; cost - 18
    ***what does this mean?
    Rank 2 - activate 7: destroy 3 mana; cost 15
    Someone already explained what this means
    loroku wrote:
    3: Fireball
    1 - 10 dam to opponent; cost - 21
    2 - 10 dam to opponent & destroy 2 3x3 areas****; cost - ??
    3 - 10 dam to opponent & destroy 2 5x5 areas****; cost - 21
    ****random?
    Rank 2 costs also 21
  • loroku
    loroku Posts: 1,014 Chairperson of the Boards
    Thanks! I updated the OP. There are two reports that Jace's 1st ability costs 2 at level 3, so I left it as open until more can confirm either way. We're pretty close to covered, with just a few more to go that can probably be caught from PvP matches. Except no one wants to level black past 37, so that might take a while to figure out.
  • I assure you that it's 3 mana. I was certain and still looked in-game.
    Also, if you need to reed it in forum from someone else,: the forum is full of threads just about this ability being too powerful for 3 mana icon_e_wink.gif
  • loroku
    loroku Posts: 1,014 Chairperson of the Boards
    Fair enough!

    Thanks for all the help so far, we're down to just a few things left for black and white.