Hand of Heaven: Terra, creator of solidity

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He may look like a lazy hippy who can’t hold his own, but Terra is merely lulling you into a false sense of security. Terra is the creator of solidity. Without him nothing could take solid form. This leaves the poor guy pretty tired so he usually sleeps for a few millennia.

In battle though he puts immense emphasis on taking hits. He comes equipped with protection spells and increases the power of physical type cards and abilities. Terra wants to make sure he can just live though the damage he takes and crush his foes afterward. It might take him a little longer to win, but slow and steady wins the race, right?

Hand of Heaven: Bhagya, creator of destiny

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Our next god-like being is the one who controls fate itself. Bhagya, the creator of destiny is all about keeping control of the battlefield. She alters things to give her an advantage. Cheating you might say? Keep in mind, she has the power to change anyone’s lot in life. So are YOU going to get after her about it?

Bhagya can control how certain events play out giving her an amazing advantage. In this way she can completely ruin her opponent’s plans making it easier for her to win. Keep in mind though, that because of this she isn’t really a battle heavy god only having crowd controlling effects at her disposal. As much manipulation she may set forth even she can’t always escape destiny. Sometimes, no matter how powerful you are, you will succumb to a terrible fate.

Hand of Heaven: Maugos, the creator of the super natural

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Lets start looking at the individual characters themselves. We’ll start with the Creators and move on down the list.

Here we have Maugos, the creator of the super natural. He is a blue card which indicates that he is magical in nature. Goes without saying, I suppose. His special passive effect increases the power of other magically based cards as well as increasing the potency of attack spells.

Of course, this also means that many of his spells are going to be magical. What’s better is he is all about causing damage. He likes to send bolts of celestial wrath to ravage the land or create explosions of mystical energy. He also tends to enhance other magically based cards so that he can cause even more damage with his army. Maugos is all about punching the enemy until they can’t stands no more.

Hand of Heaven: Item Overview

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Your Aspects certainly have a lot going for them, but even in a real army you want to keep your soldiers well equipped. In your deck you can pull item cards as well that your Aspects can utilize by equipping. There are various items from healing potions to special weapons and armor. Each item has a different effect and use so you’re going to want to think hard before handing them out. The Aspect in question must be at your base before they can grab up the item. Also, keep in mind that some items are single use only and will disappear into the discard pile after being used once.

Hand of Heaven: Color Overview

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While everyone is throwing attacks and spells every which way remember that each card, spell, and ability is one of five colors. Each color represents a different type of power and so you’ll get different kinds of effects depending on what color something is.

Red – Physical – Cards connected to this color are connected to the physical world. Red effects will have a bit of an advantage over green effects but a weakness toward blue effects.

Blue – Magical – Cards of the blue hue are connected to all things super natural. Blue effects can overcome red effects but will tend to lose out to yellow effects.

Yellow – Spiritual – Cards that are yellow are connected to moral battle within oneself. Yellow effects will tend to win over blue effects but can have some trouble with purple effects.

Purple – Mental – Cards that come in purple involve the aspects of the mind. Purple effects trump yellow effects but will lose out to green effects.

Green – Natural – Cards decked in green represent the pure natural world. Green effects cause trouble for purple effects but will get creamed by red effects.

Keep in mind that it’s only the effects of cards that will have an advantage/weakness over another color and not the damage. Still, it’s important to keep in mind what kind of deck you decide to build. Should you go all one color or do you think having a variety might be more advantageous?

Hand of Heaven: Ability Overview

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The Creators may have powerful spells that they can fling every which way, but the Aspects also have a bit of their own original flavor. Each Aspect has three abilities they can utilize in battle… as long as you pull up the card. These abilities range from attacks, crowd control, heals, curative effects, and so on. As such, each Aspect has their own way of dealing with different situations. Some may be more about running down the enemy and destroying them out right. Others may want to stand back and support the others making them great for survival.

Every Aspect also has an ultimate ability that can only be activated as long as they have a Core. Cores are special pieces that only come into play once an Aspect has been able to use an ability successfully. But, just like ability cards the ultimate card must also be drawn in order to be used. This makes these cards harder to control as you have two major requirements in order to activate them.

Abilities are integral in keeping control of the map so always be wary of what your opponent is doing. You may have a nice ability in hand, but they might have something far more devastating waiting in the wings.

Hand of Heaven: Battle Mechanics

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Aspects and Minions go forth battling each other for their Creator’s glory. Lets talk a little about how they do that, shall we?

Lets start with Agility. This stat is important for making sure you can hit with your attacks or evade them if being attacked. The process is simple: Both players roll a dice for the Minion or Aspect and whoever gets the higher roll wins. If the evading player wins then the attack does nothing to them. If the attacking player wins then the attack causes damage. Even better, if the evading player rolls 3 points lower than the attacking player then the attacked performs a critical hit causing an extra point of damage. Keep in mind that some Aspects have a bonus to their agility making it easier for them to hit or evade attacks.

As for the amount of damage you cause that is determined by either the Minion or Aspect’s base attack power or the ability they’re using. All of these perimeters have a different number and work individually but sometimes can effect depending on the circumstances. Keep in mind that some Aspects have a longer range of attack and even melee style Aspects can throw themselves forward making them rather dangerous to approach.

All of this can be further altered by various other abilities, spells, and weather patterns. Always keep in mind what’s going on and what kinds of buffs and debuffs are affecting yours and your opponents characters and you’ll come out victorious.

Hand of Heaven: Spell Overview

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The Creators can’t move from their base, but that doesn’t mean their power isn’t far reaching. They can cast mighty spells that cause many different effects. Want to send a bolt of celestial lightning on your foes? Then you better draw the right card to cause some trouble. Maybe your troops need a boost of power. If you draw a buff card then you can raise their attributes. Maybe you just feel like causing some trouble in general and cause your opponent to flub up their attacks.

The Creators don’t just cast the same spells as each other though. All of them have a set of spells that only they can cast giving them each their own flavor of play. Feel like flinging magical attacks every which way thenĀ  maybe the Creator of the super natural, Maugos, is your kind of god. Maybe your more into bolstering your defenses but also having solid attack power. Terra, the Creator of Solidity is your guy then. Do you rely on the power of others to get your dirty work done? Then Tomorrow, the Creator of Thought, is the one you should rely on too.

Spells help the Creators keep control of the battlefield and help their Aspects and Minions to push forward. After all, every army needs a general and you’ve got plenty of orders to give.

Hand of Heaven: Minion Overview

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As awesome as the spells your casting are and as powerful as the Aspects you summon may be sometimes you need that little extra oomph to win. That’s where minions come in. They’re small and weak and can be easily taken out with a swift punch to the gut, but try doing that when you have a hundred of these little guys coming down on your fortress.

Minions exist for two reasons: First, to make sure that no stalemates happen and second, to ensure a game doesn’t go on for too long. Don’t wanna get bored because you and your opponent have been playing for five hours and neither of you can get a real foothold over the other.

Minions, like anything else, must be drawn from your deck in order to summon them. You can only summon one each time a Minion card is played but you can have as many on the board as long as you keep drawing Minion cards. Even when you have to reshuffle your deck after going through it all you can just keep using the Minion cards to summon even more of them. Even better, even if they get destroyed they will simply respawn the next turn and continue marching blindly forth.

Being small Minions can share the same space on the board as other allied Minions and even their allied Aspects. They simply move forward along the board’s spaces attacking any enemies that get too close. The idea is that you’ll eventually be able to flood the board with them hopefully pushing your enemies back and overtaking them.

Never underestimate Minions or you’ll find that big punches really do come in small packages… an army of small packages, that is.

Hand of Heaven: The Void Overview

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So, you’re giving orders to your Aspects and Minions, casting spells every which way, and you’ve created powerful items to aid you in your conquest. Then suddenly… a magical storm appears causing a huge amount of damage to everything on the map!

That’s the power of the Void. In each player’s deck will be void cards where, if drawn, will have you draw a card from the void deck. The cards here cause random effects.

You can have a monster appear on the map that begins wreaking havoc. The monster will attack both players’ teams alike so it’s best to deal with them as soon as possible. The monster will simply take over an entire side of the map having its card appear in one of the two void spots and attack both lanes that run by it. Any units in a lane next to the monster can attack during their turn. If you defeat a monster then your entire team will gain a powerful buff.

You can also draw a demi-god that will instantly become part of your team acting as an extra Aspect card. They come with their own abilities as well making them a great way to turn the tides or just plain trounce your foes. Keep in mind though that when a demi-god is defeated they’re gone for good.

Crazy weather effects can also be brought out causing various environmental problems. Raging thunderstorms will begin dropping lightning in random spaces causing damage to any units standing in them. Snow storms will lower visibility and slow everyone down. Volcanoes slowly destroy entire lanes and outright kill any who dare walk through.

Other effects like having your units returned to your hands, abilities simply not working for a turn, or gaining a health potion can also happen. The Void is crazy and will either help or hinder you. So, do you feel lucky?