Jay wrote:I sincerely hope those new magic items only last one turn before the magic fades. Otherwise Dollamancers are the most ridiculously overpowered (and underused) casters in Erfworld.
Because if a caster can craft multiple permanent magic items in a single turn, then any side with a dollamancer should have an arsenal of hundreds of magic items (in all different areas of magic), and every warlord would be armed to the teeth. Heck, even normal units would be armed to the teeth.
One possibility that nobody has mentioned yet is that magic items take not only juice, but also shmuckers to create.
I think though that what we've seen is that whether it's dollamancy, shockamancy, foolamancy, thinkamancy, turnamancy, dirtamancy, or whatever, magic in Erfworld is pretty game-changing. That's why casters are so rare and valuable. If a side could pop casters on purpose they would probably rule the world in short order. The effect dollamancers can have on any one specific turn is probably somewhat less than other casting types (creating a shockamancy item probably has a lower potential damage-to-juice ratio than
casting a shockamancy spell, I'd speculate). But the trade off is that their actions can continue to benefit their side many turns later. Seems fair.