Gathering with Friends: Playing with Witchcraft Alpha Booster Box

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The Witchcraft Alpha Booster Box is an exciting product for fans and collectors of the Witchcraft trading card game. This booster box is filled with a selection of rare and powerful cards that can enhance any player's deck. The main idea and highlight of this booster box is that it contains exclusive and valuable cards that cannot be found anywhere else. These cards are highly sought after by players and collectors alike, making this booster box a must-have for anyone looking to improve their collection or deck. The Witchcraft Alpha Booster Box includes a randomized assortment of cards, ensuring that each box is unique. This adds an element of surprise and excitement for those opening the box, as they never know which rare cards they will receive.

Heritage spells 7

This adds an element of surprise and excitement for those opening the box, as they never know which rare cards they will receive. In addition to the rare cards, the Witchcraft Alpha Booster Box also includes a variety of other cards, including common and uncommon cards. This provides players with a wide range of options to choose from when building their decks and allows for a greater level of customization.

Eldritch Heritage and Variant Multiclassing Miniguide

I went through the options for Eldritch Heritage (EH) and the Sorcerer Variant Multiclassing (VMC), and listed the ones I thought worthwhile. Most of the bloodlines are left off either for not being worth it or being easier to achieve with UMD. These are brought in according to my personal tastes, and that includes an assumption that the game is going to go into high levels and stay there long enough to be worth the cost.

A quick rundown for those not familiar: The Eldritch Heritage feat line lets you take the 1st, 3rd OR 9th (You can take this feat twice), and 15th level bloodline powers of a sorcerer*. It costs a Skill Focus feat in the bloodline’s class skill and a heavy investment in Charisma (13 for EH , 15 for Improved , and 17 for Greater ).

*I say 15th because you could take IEH twice with a lower Cha tax, so there's not much reason to take GEH for a lower than 15th level power.

VMC costs you every other feat, but nets you the 1st-15th bloodline power and a feat from that bloodline's list.

Overall neither is “better.” The EH line costs a usually worthless Skill Focus and a high Cha, but if all you want if that sweet 3rd level buff from the Orc bloodline, you can stop there. If however you want the 3rd AND 9th power, and the bloodline’s feat list includes feats you might take anyway, VMC could be the better option.

On to the bloodlines . They're listed with their required Skill focus in parenthesis.

Arcane (any knowledge) EH for a bonded item or a familiar, IEH for metamagic feats not increasing casting time OR potentially some new spells known from the wizard list, GEH a +2 bonus to your DCs. Note that the spell bonus is mostly of use to spontaneous casters as it doesn't give access to spells not on your spell list ( source ). Still, a very good bloodline for EH or VMC.

Celestial (heal) EH gains a weak blast/heal, IEH gets a fly speed (this is probably where you should cut off), GEH gets a 1/day reroll any d20. Their feats are better than Skill Focus Heal but the missing ability is just some energy resistance, so don't VMC it or bump your Cha just for this.

Deep Earth (dungeoneering) EH gains a ranged trip, IEH gains Tremorsense 30ft and x-ray vision, GEH gains earthglide. Don’t recommend VMC here. The ability you miss is trash and their feats are underwhelming.

Draconic (perception) EH gains claws, IEH gains a breath weapon, GEH gains wings. Probably worthy of VMC to get some bonus AC and good options on the feat list. Oh hey Dragon Disciple, didn't see you there.

Ectoplasm (stealth) EH gains a Tanglefoot Bag that works on incorporeals, IEH gets bonus to your reach for touch attacks OR gaseous form, and GEH gets you a variation on Black Tentacles (to hold people in place so you can touch attack them). I recommend VMCing if you're gonna take it. The 3rd, 9th, and 15th level powers all work together well for a touch-focused caster.

Elemental (planes) EH gets a bad blast, IEH gets possibly worthwhile Energy resist OR a pretty good AoE centered on self, and GEH gets a bonus movement type/speed depending on your chosen bloodline. Might be worth a VMC, if Energy Resist might come up a lot in your campaign (Invasion of the Efreets, you say?), and their bonus feats aren't bad.

Fey (nature) EH gets a touch attack that no-save causes the target to only take move actions next turn, IEH gets Greater Invis that doesn't last as long, and GEH gets you a reroll to beat SR.

Ghoul (stealth) EH gains an ok claw attack with a slim chance to stunlock, IEH gains free Haste, and GEH gets you a burrow speed and fast healing 10 when underground. The last ability is situational, and I wouldn't VMC it, but Skill Focus Stealth isn't that bad and free Haste is free Haste.

Infernal (diplo) EH gains no-save Shaken on a touch attack, IEH gains a pretty good fire blast, GEH gains wings. Missed ability is just some energy resist and it has a not-great feat list. VMC only if you can’t afford the Cha.

Nanite (engineering) EH gains an over time debuff for martials, IEH gains a 1/day guaranteed success on a D20 roll OR powerful but pricey second wind at ¼ HP, and GEH gets you Light Fortification. I’m torn here. The first ability deals ability damage over time, which is potentially powerful but just as likely to take too long to be useful. The 3rd and 9th abilities are both solid things I might spend a feat on but they’re also situational and dubious. I would rather take IEH twice for those two than take GEH for the last one. It's not bad, but you can probably do better.

Orc (survival) EH gains a powerful buff for allies, IEH gains an inherent scaling Str bonus OR fear immunity and some AC, GEH gains Enlarge Person but better. This is excellent both with the EH line or as VMC, and no Str-based character is going to regret having it.

Serpentine (diplo) EH gains a bite attack dealing modest Con damage with a decent save based on your own Con, upgrades to “pretty good” con damage later, IEH gains some AC and saves vs poison, GEH gets a Summon Swarm that Entangles and might potentially deal some Con damage if the stars align. Barely makes the list but hey, if the Fighter has all the feats he could ever want and more, go for it.

Shadow (stealth) EH gets you a profoundly worthless touch attack, IEH gets you Hide in Plain Sight and the ability to swap places with an ally if you’re both in shadows, GEH gets you 1/day Deeper Darkness that you can see through, and that entangles people.

Stormborn (nature) EH lets you give a weapon the Shock property, IEH gives you a pretty good blast, GEH lets you TURN INTO LIGHTNING, which is only kinda useful but really cool.

Undead (religion) EH gets you a no-save Shaken with a touch attack and Frightened if you stack it onto a creature weaker than yourself, IEH is both a good AoE AND a likely lost turn for anyone with a bad Ref save, GEH gets you the ability to become incorporeal. A possible VMC, as the feats this bloodline offers are all better than Skill Focus Knowledge Religion, but the 3rd level ability is underwhelming.

New Catagory: Honorable Mentions. These are those that have a single potentially great ability but the cost is too steep, or that are too situational to benifit most builds/campaigns. Credit to Oiml for pointing them out.

Aberrant (dungeoneering) EH grabs a weak acid blast, IEH gets an improving reach with touch attacks (up to 15 feet, which is nothing to sneeze at), and GEH nets you SR 10+Lvl. SR can be bought with gold and you've already paid two feats for a bad Skill Focus and a bad acid blast, but the reach on this makes it potentially tempting anyway.

Aquatic (swim) EH for a touch attack that's a special kind of worthless, IEH for a swim speed and aquatic blindsense OR the ability to talk to fish, GEH gets Raise the Deep, allowing you to summon a shitton of water at will. If you're expecting to do a lot of stuff on ships you could be Aquaman in the water, if not you'll be Aquaman in every other situation.

Impossible (engineering) EH gets you sicken on a touch attack, IEH gets you Craft Wondrous Item (maybe. ask your GM) OR what is basically Blur with a Stealth bonus, GEH to walk on walls.

Imperious (oratory) EH gets History, Local, Nobility, Diplomacy, and Linguistics as class skills, plus a Cha bonus to use them on info on humans, IEH gets you a bonus on morale and competence bonuses that you can share with allies OR the ability to Intimidate someone when you pass a save, GEH gets you Inspire Heroics/Greatness as a bard. This seems good for Paladins who could use the skill bonuses, would love to share their bonuses, will pass every save forever, and free Inspires isn't bad.

Edits: said 3rd and 7th were available in VMC, fixed. Arcane bloodline only mentioned bonded item and not familiar, fixed. There were a ton of typos, fixed. Arcane bloodline new spells known rules clarification. Please point out further. Added Honorable Mentions, moved Aquatic into same. Added Elemental, Fey to main list.

Formula: (0.25 * log(1 + x) ^ 0.95), where x is gems owned.
Witchcraft alpha booster box

The Witchcraft Alpha Booster Box is also a great investment for collectors, as the value of the cards included in this booster box can increase over time. Many rare and valuable cards from previous Witchcraft sets have become highly sought after, often selling for a significant amount of money. By purchasing a booster box, collectors have the opportunity to acquire these cards and potentially see their value increase in the future. Overall, the Witchcraft Alpha Booster Box is a must-have for fans and collectors of the Witchcraft trading card game. Its exclusive and valuable cards, along with the element of surprise and potential for future value, make it a worthwhile investment. Whether you're looking to improve your deck or expand your collection, this booster box is sure to deliver a thrilling and rewarding experience..

Reviews for "The Magic of Witchcraft Alpha Booster Box: A Collector's Dream"

1. Laura - 1 star - I was really excited to try out the Witchcraft alpha booster box, but I was thoroughly disappointed. The cards in the box were such low quality, with blurry images and flimsy paper. The selection of cards was also quite lackluster and not worth the money. I expected more variety and unique cards, but it seemed like the same few cards were repeated multiple times. Overall, I won't be recommending this booster box to any fellow card game enthusiasts.
2. Mark - 2 stars - As an avid collector of card game sets, I was excited to get my hands on the Witchcraft alpha booster box. However, I was left underwhelmed by the whole experience. The box contained a lot of random cards, many of which were not appealing or useful for gameplay. The quality of the cards was also subpar, with some of them having noticeable printing errors or damage upon arrival. I expected better quality control and a more exciting selection of cards. I hope Witchcraft improves their future booster box releases.
3. Sarah - 2 stars - I have mixed feelings about the Witchcraft alpha booster box. While it did offer a decent number of cards, the overall quality was disappointing. The cardstock felt flimsy, and the printing quality was below average. Additionally, the card distribution seemed uneven, with some types of cards being overly abundant while others were almost nonexistent. Overall, it was not the best value for money, and I've had far better experiences with other booster boxes from different card game brands.

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