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My bad. Didn't read that.
Here are the next 5 ideas:Amos Green Hero 5/2SA: Negate Evil Kings. Discard King Jeroboam II. Cannot be negated.Verse: Amos 7:11Manoah Gold Hero 5/5ID: DaniteSA: You may exchange Manoah with an O.T. angel or Samson in deck or discard pile. Your Judges cannot be ignored.Verse: Judges 13:8Bound Demon 12\12 MC Evil CharacterID: UniqueSA: If a Disciple is in play, this demon may only block every other turn. First Strike. If block is successful, capture a Disciple.Verse: Revelation 20:2Scarlet Line ArtifactID: May be activated on RahabSA: Upon activation, you may place a Hero from your hand face down in a site. When a Lost Soul would be rescued from that site you may shuffle a face down Hero into your deck instead. Limit twice per game.Verse: Joshua 2:187 Day March Teal/Gold TC Good EnhancementID: X=number of opponent's Evil fortressesSA: Place this in your territory for 7 turns. While in play negate opponent's evil fortresses. Any characters in those fortresses return to territories and are decreased by X. When this card leaves play after 7 turns discard opponent's evil fortresses. Cannot be negated if used by a teal priest or Joshua.Verse: Joshua 6:15,20
Here are the next 5 ideas:Amos Green Hero 5/2SA: Negate Evil Kings. Discard King Jeroboam II. Cannot be negated.Verse: Amos 7:11Green already has several Heroes that negate ECs so I think Amos is a little underwhelming. I think he could have a bit more creative of an ability.Manoah Gold Hero 5/5ID: DaniteSA: You may exchange Manoah with an O.T. angel or Samson in deck or discard pile. Your Judges cannot be ignored.Verse: Judges 13:8There isn't really a need to make the Judges set up faster. Perhaps he could be something like "Search deck or discard for a card with Samson in the title." There aren't a ton of evil ignore abilities so that second ability isn't going to do much.Bound Demon 12\12 MC Evil CharacterID: UniqueSA: If a Disciple is in play, this demon may only block every other turn. First Strike. If block is successful, capture a Disciple.Verse: Revelation 20:2I like the concept but the "every other turn" could be difficult to track and could cause confusion if the EC is sent to hand/deck and resets. Perhaps it could be "If a Disciple is in play, set this demon aside after battle for two turns."Scarlet Line ArtifactID: May be activated on RahabSA: Upon activation, you may place a Hero from your hand face down in a site. When a Lost Soul would be rescued from that site you may shuffle a face down Hero into your deck instead. Limit twice per game.Verse: Joshua 2:18I'm not a fan of a "Hero" artifact that stops Lost Souls from being rescued.7 Day March Teal/Gold TC Good EnhancementID: X=number of opponent's Evil fortressesSA: Place this in your territory for 7 turns. While in play negate opponent's evil fortresses. Any characters in those fortresses return to territories and are decreased by X. When this card leaves play after 7 turns discard opponent's evil fortresses. Cannot be negated if used by a teal priest or Joshua.Verse: Joshua 6:15,20I like this one, but Teal already has multiple ways to get rid of Fortresses--it's tempting to make it something like Witnesses to Creation (7 turn set aside with great benefit) but I'm not sure.