Author Topic: Acts Heroes [Part 1]  (Read 3026 times)

browarod

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Acts Heroes [Part 1]
« on: October 04, 2011, 11:11:28 AM »
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See Daniel's Card Gallery for some Acts hero/Deacon ideas of which the below are a supplement.

NOTE: The abilities (*/*) are generally what the old versions of the cards had, so they are most definitely changeable. Also, I didn't read the whole of Acts to find out if any of these were Deacons or whatever else identifiers, so I am more than willing to add whatever identifiers (or extra brigade colors as necessary) if someone can show me a verse. ^_^

Heroes from Acts 13:1 to come.

The Church
Good Fortress
-Plays to field of battle, Holds any # of enhancements from any player-
"If an Acts Hero is in battle, restrict players from playing enhancements except from here. Enhancements here can be played by their controller as if from hand during the battle phase. Cannot be negated."
~Acts 2:47

Mark
6/5 Blue Hero
-Apostle, X = # of Acts Heroes in battle-
"You may draw X (limit 3) or band to a blue Acts Hero. Good enhancements played from The Church cannot be negated."
~Acts 15:37

Barnabas
5/4 Blue Hero
-Apostle-
"Negate cards with "False" in the title. You may search discard pile for an Acts enhancement and place it in The Church. May band to Paul."
~Acts 11:25-26

Silas
3/3 Blue/Green Hero
-Greek, Prophet, Apostle-
"You may discard all your good enhancements from The Church (minimum 2) to draw a card, convert a human Evil Character to a Hero, and remove a Lost Soul from a Site. May band to Paul."
~Acts 15:22

Matthias
7/7 Blue Hero
-Apostle-
"You may select any two Evil Characters in territories to fight each other. Protect your Acts Heroes from opponent's cards during that battle. Hero has Site Access."
~Acts 1:26

See here for Part 2 of this set.
« Last Edit: October 04, 2011, 02:33:23 PM by browarod »

browarod

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Re: Acts Heroes [Part 1]
« Reply #1 on: October 05, 2011, 02:34:22 PM »
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*Le bump*

Offline CJSports

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Re: Acts Heroes [Part 1]
« Reply #2 on: October 05, 2011, 02:40:24 PM »
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Church is so OP, that means your opponent can't play enhancements in battle. All you do is stock up and they are screwed.
Life is not a promise but eternity is...

browarod

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Re: Acts Heroes [Part 1]
« Reply #3 on: October 05, 2011, 02:45:51 PM »
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Except The Church can hold any and all enhancements from any player, so all they have to do is stock it with their own evil enhancements on their turn and they can block all they want on your turn.

Offline Neil Da BOMB J

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Re: Acts Heroes [Part 1]
« Reply #4 on: October 05, 2011, 02:51:26 PM »
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Except The Church can hold any and all enhancements from any player, so all they have to do is stock it with their own evil enhancements on their turn and they can block all they want on your turn.
Still its one free and IMO lame rescue.
"Try to witness to at least one person every day"
Watchman Nee.

browarod

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Re: Acts Heroes [Part 1]
« Reply #5 on: October 05, 2011, 02:56:17 PM »
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People win blocks with character abilities and/or Dominants all the time. I don't think this is anywhere close to as bad as TGT is.

Offline CJSports

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Re: Acts Heroes [Part 1]
« Reply #6 on: October 05, 2011, 02:59:29 PM »
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Yeah I missed that, no it's fine. It's not hard to block one rescue without enhancements but unlimited....that's pushing it.
Life is not a promise but eternity is...

Offline Minister Polarius

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Re: Acts Heroes [Part 1]
« Reply #7 on: October 05, 2011, 03:14:03 PM »
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The Church is way too much. Plop it down, attack with anyone, laugh at your opponent's utter inability to play Enhancements, and take your soul. Then just AotL, SoG/NJ, and you only need one real rescue (with, say, AoCP or Zeal). Gets even worse when you use stuff like Lifting the Curse or Abe's Kids preblock.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

browarod

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Re: Acts Heroes [Part 1]
« Reply #8 on: October 05, 2011, 03:55:38 PM »
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I rarely see Lifting the Curse run, even in white offenses, and even if it was there's only 1 Acts hero you can play it on currently (of the reprint ideas in my threads and Daniel's thread). As for Abe's Kids, that would be fixed if the early church theme got the new brigade that has been suggested. Also, I really don't think any of the Acts heroes I've suggested would be that OP when attacking the first time after The Church is put in play. None of them have play abilities (purposefully), and none of them are protected (by anything I've designed yet) from Dominants or character abilities (or protected from anything, really).

Would it help if The Church had "Protect contents from other effects." ?
« Last Edit: October 05, 2011, 04:02:27 PM by browarod »

Offline Neil Da BOMB J

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Re: Acts Heroes [Part 1]
« Reply #9 on: October 05, 2011, 04:09:20 PM »
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The Church is way too much. Plop it down, attack with anyone, laugh at your opponent's utter inability to play Enhancements, and take your soul. Then just AotL, SoG/NJ, and you only need one real rescue (with, say, AoCP or Zeal). Gets even worse when you use stuff like Lifting the Curse or Abe's Kids preblock.
Games that go this way make me think that NJ should be banned and the should't make anymore CBN stuff. 
"Try to witness to at least one person every day"
Watchman Nee.

browarod

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Re: Acts Heroes [Part 1]
« Reply #10 on: October 05, 2011, 04:16:04 PM »
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I am perfectly willing to remove the CBN from The Church if that would help. I put it on there to prevent weird scenarios, but I don't know of any that could happen if it was negated (since negation doesn't kick out contents) so I don't think it necessarily needs to be there.

Offline Neil Da BOMB J

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Re: Acts Heroes [Part 1]
« Reply #11 on: October 05, 2011, 04:20:26 PM »
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I am perfectly willing to remove the CBN from The Church if that would help. I put it on there to prevent weird scenarios, but I don't know of any that could happen if it was negated (since negation doesn't kick out contents) so I don't think it necessarily needs to be there.
No I mean't like Joseph and Benjamin and Uriah get on my nerves.  But I believe that people should have to 'work' for their won battles.  Not just whip down a fortress and get one easy soul.
"Try to witness to at least one person every day"
Watchman Nee.

Offline Minister Polarius

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Re: Acts Heroes [Part 1]
« Reply #12 on: October 05, 2011, 04:22:25 PM »
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The Church is just too powerful period. I'd run TGT/Church in every single deck. IF you get to block, you only get to use whatever Enhancements are in The Church and already known to me, and that's after my Lifting the Curse and Abe's Kids on Claudia or Mary Mag takes one out. Making them protected would help a bit, but make the SA too long. I just don't think it's a feasibly balancable concept.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

browarod

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Re: Acts Heroes [Part 1]
« Reply #13 on: October 05, 2011, 04:30:50 PM »
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Are any of the TGT females from Acts? I meant for it to only be the early church Acts theme heroes so as not to provide abuse with TGT (or at least try to reduce the abuse).

Offline Minister Polarius

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Re: Acts Heroes [Part 1]
« Reply #14 on: October 05, 2011, 05:37:47 PM »
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No, but they don't have to be. If they don't have 2 down, attack TGT. If they do, get rid of their defensive enhancements and attack Acts.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

browarod

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Re: Acts Heroes [Part 1]
« Reply #15 on: October 05, 2011, 06:40:15 PM »
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I suppose adding "and all your Heroes are Acts heroes" wouldn't be any shorter than adding "Protect contents from other effects", lol.

Offline Drrek

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Re: Acts Heroes [Part 1]
« Reply #16 on: October 05, 2011, 08:44:27 PM »
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I can't get behind the Church card, because it seems far too easy to break and would have to be very wordy to try to prevent that.
The user formerly known as Easty.

browarod

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Re: Acts Heroes [Part 1]
« Reply #17 on: October 05, 2011, 09:04:32 PM »
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I can't get behind the Church card, because it seems far too easy to break and would have to be very wordy to try to prevent that.
I like the mechanic behind it (otherwise I wouldn't have devoted all these cards to it, lol), but yeah you are most definitely correct about it being wordy.

Offline SomeKittens

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Re: Acts Heroes [Part 1]
« Reply #18 on: October 05, 2011, 09:20:16 PM »
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Would this work?

When a hero begins an attack, each player may reveal any number of enhancements from hand.  Restrict players from playing any other enhancements.
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
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browarod

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Re: Acts Heroes [Part 1]
« Reply #19 on: October 05, 2011, 09:42:52 PM »
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That could, yeah. The mechanic wasn't supposed to be so much about just knowing what enhancements each other could use as just generally restricting the choices and options that each player has. You can empty your hand and increase your options by throwing things into the fort, yet they are vulnerable there (as Pol pointed out) so you may end up losing them.

browarod

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Re: Acts Heroes [Part 1]
« Reply #20 on: October 06, 2011, 12:25:16 AM »
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-Apollos and The Church could get nasty. I suggest that he make you discard a good enhancement to make the opponent discard an evil enhancement, so there's at least some cost.
-But yeah, I agree w/ others that The Church needs toning down somehow.
-I also think it's funny that "The Church" can hold evil enhancements.
-I can fix Apollos to add a cost, that's fine, assuming it's even worth keeping the whole Church idea.
-Any thoughts on how to do so?
-Well, even churches have sin and evil. :P

Also, you seem to have "Ax" misspelled all over the place. I would also recommend changing the title from Part 1 and Part 2 to Act 1 and Act 2 ;)
Um, lol? Not really sure what this is a reference to....

 


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