Author Topic: A magical boost  (Read 2636 times)

Offline JSB23

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A magical boost
« on: March 23, 2011, 05:35:04 PM »
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It's no secret magicians aren't particularly strong, they have good characters but they have trouble with initiative and very few useful enhancements. So without further ado here's a few of my ideas to give magicians a boost.

I've included some reasoning for the more interesting or powerful cards

Characters:

Workers with Familiar Spirits
4/4 Pale green
Identifiers: Enters play with 4 counters, generic, Magician, genderless
Ability:
You may remove a counter from this card to search discard pile for an evil enhancement and place it in territory, it becomes a no special ability evil character named "Familiar" with the identifiers generic, genderless and demon, limit once per turn. If Workers with Familiar Spirits is discarded discard all Familiars.

Art: same
Verse: same

Reasoning;
Right now we have two different magicians that rely on discarding evil characters, this would just give them more fodder to use. This may seem over powered but look at it this way, in order to get a familiar the character has to survive the battle and if the character dies the familiar goes with them, this makes it hard to abuse

Wizards
7/4 Pale green
Identifiers: magician, generic, male

Ability: If two of your magicians are in play you may discard a good card in play or set aside area. If you do remove this card from the game after battle. Cannot be interrupted by an evil card.

Verse: same
Art: same

Reasoning:
Give magicians a chance to take out good forts (specifically TGT) but the two magician clause is to prevent it from being splashed in as an auto-blocker


Witch
1/1 Pale green
Identifiers: Magician, Female, generic

You may discard a hero in territory, if you do discard after battle.

Art:http://upload.wikimedia.org/wikipedia/commons/thumb/1/1f/Endor.jpg/200px-Endor.jpg

Verse: Leviticus 20:27 A man or woman who is a medium or spiritist among you must be put to death. You are to stone them; their blood will be on their own heads.' "

Explanation:
Just another way for magicians to get initiative

Witch of Endor
8/7 Pale green
Identifiers: Female, Magician, X = number of your magicians in play

Ability: Search draw pile for House at Endor. You may Place X heroes from an opponent's discard pile into their land of bondage or you may capture a king

Art: Same
Verse: Same


Simon the Magician
4/6 Pale Green/Crimson
Identifiers: Male, Magician, heretic
Everything else: Same

Enhancements:

Magic trick
1/1 Pale green
Territory class
Identifiers: Related to magic
Ability:
Place this on your single colored magician( or Simon). When that character blocks name a card, if it is in your opponent's hand reveal the top card of your deck, you may discard it to protect all lost souls from rescue by heroes or you may add it to hand.

Art:  unknown

Verse: Acts 8:9 Now for some time a man named Simon had practiced sorcery in the city and amazed all the people of Samaria

Reasoning: This fits with the deck manipulation theme set up by astrologers and divination. It's place on a single color magician to prevent this from being paired with Damsel

Detestable
3/2 Pale green
Ability:
If used by a magician interrupt the battle and discard a hero cannot be prevented

Art: unknown

Verse: Deuteronomy 18:9 When you enter the land the LORD your God is giving you, do not learn to imitate the detestable ways of the nations there.

Deception
2/4 Pale Green
Ability;
If used by a magician protect all lost souls from rescue by a human cannot be interrupted

Art: unknown

Verse: Jeremiah 29:8 Yes, this is what the LORD Almighty, the God of Israel, says: "Do not let the prophets and diviners among you deceive you. Do not listen to the dreams you encourage them to have.

Forts:
House at Endor
Identifiers: Holds any number of magicians, protect cards here from discard  
If your magician is in battle you may negate all protect abilities. You may exchange a magician here with a magician in your draw pile

Art: http://upload.wikimedia.org/wikipedia/commons/thumb/2/22/Witch_of_Endor.jpg/800px-Witch_of_Endor.jpg

Verse: 1 Samuel 28:7 Saul then said to his attendants, "Find me a woman who is a medium, so I may go and inquire of her." "There is one in Endor," they said.    

Reasoning: Since PG is mostly capture based this allows Magicians to still function even if blue tassels or Obi's caves are out. It also acts as a wonderful counter to Thaddeus

« Last Edit: March 26, 2011, 01:25:35 AM by JSB23 »
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Offline Daniel TS RED

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Re: A magical boost
« Reply #1 on: March 23, 2011, 05:40:14 PM »
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Nice card ideas man. I'd be all for magicians getting a boost.  :thumbup:
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Offline Minister Polarius

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Re: A magical boost
« Reply #2 on: March 23, 2011, 06:22:48 PM »
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Some of the best card ideas I've seen in a while. Simon is a Heretic so he should be Crimson/PG, but otherwise amazing card ideas. I'd use House of Endor in all of my Herods defenses.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline JSB23

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Re: A magical boost
« Reply #3 on: March 23, 2011, 06:34:58 PM »
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Thanks for the support and Simon has been fixed
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Offline Carl deuty

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Re: A magical boost
« Reply #4 on: March 25, 2011, 10:56:22 PM »
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I like these cards. NOw, Make em!!

Offline RTSmaniac

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Re: A magical boost
« Reply #5 on: March 25, 2011, 11:42:20 PM »
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Workers with Familiar Spirits
4/4 Pale green
Identifiers: Starts game Enters play with 4 counters, generic, Magician, genderless
Ability:
You may remove a counter from this card to search discard pile for an evil enhancement and place it in territory, it becomes a no special ability evil character named "Familiar" with the identifiers generic, genderless and demon, limit once per turn. If Workers with Familiar Spirits is discarded discard all Familiars.

ahh there better. Does it work if converted? and you said fodder... :-X

Great Cards BTW
« Last Edit: March 25, 2011, 11:47:23 PM by RTSmaniac »
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Offline JSB23

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Re: A magical boost
« Reply #6 on: March 26, 2011, 01:26:44 AM »
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Had to move to a new post because I went over count  :P
I also updated the wording on a few cards

Diviner
3/2 Pale green
Identifiers: Magician, generic
Ability: Regardless of protection you may search draw or discard pile for an enhancement related to magic

Verse: Deuteronomy 18:14 The nations you will dispossess listen to those who practice sorcery or divination. But as for you, the LORD your God has not permitted you to do so.

Curse
0/6 Pale green curse
Ability: Set one of you magicians aside. While set aside negate the special abilities on all sites, fortresses and artifacts of one opponent. Discard if angel of the lord is played. Cannot be negated

Verse: Numbers 21:6a "Now come and put a curse on these people, because they are too powerful for me."

Strange Fire
Artifact
Identifiers: Depicts an Idol
Ability: You may exchange one of your evil characters with a magician or card related to magic in the discard pile, may be used twice.

Art: Same
Verse: Same

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browarod

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Re: A magical boost
« Reply #7 on: March 26, 2011, 09:53:28 AM »
+2
Tiny nit-picking: the familiars should probably be orange brigade just to prevent confusion.

Otherwise, I love this whole set! I like the Magician theme and I wish they were stronger, so I'm pleased that you've made ideas to give them a boost. :)

Offline The M

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Re: A magical boost
« Reply #8 on: March 26, 2011, 10:39:17 AM »
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Love it. Keep up the good work.
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Offline JSB23

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Re: A magical boost
« Reply #9 on: March 26, 2011, 01:04:28 PM »
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Tiny nit-picking: the familiars should probably be orange brigade just to prevent confusion.
the familiars have the brigade and numbers of the enhancement that it originally was
EX:
2K horses is turned into a familiar, it is now a 2/2 pale green demon
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Offline Townsend

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Re: A magical boost
« Reply #10 on: March 26, 2011, 01:09:05 PM »
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IMO if Diviner searches deck it should't be shuffled to be like a foreseeing ability.
« Last Edit: March 26, 2011, 01:12:21 PM by mjwaree5 »

drb1200

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Re: A magical boost
« Reply #11 on: March 30, 2011, 08:29:34 AM »
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The artwork you suggested is a bit rough.

Offline megamanlan

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Re: A magical boost
« Reply #12 on: March 30, 2011, 01:50:24 PM »
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Cool!
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Offline SomeKittens

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Re: A magical boost
« Reply #13 on: March 30, 2011, 02:10:56 PM »
+1
The artwork you suggested is a bit rough.
Possible alternate for the witch:
http://www.cobrabrigade.com/images/endor-po.jpg
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Offline Josh

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Re: A magical boost
« Reply #14 on: March 31, 2011, 08:15:35 AM »
+2
Forts:
House at Endor
Identifiers: Holds any number of magicians, protect cards here from discard  
If your magician is in battle you may negate all protect abilities. You may exchange a magician here with a magician in your draw pile

Art: http://upload.wikimedia.org/wikipedia/commons/thumb/2/22/Witch_of_Endor.jpg/800px-Witch_of_Endor.jpg

Verse: 1 Samuel 28:7 Saul then said to his attendants, "Find me a woman who is a medium, so I may go and inquire of her." "There is one in Endor," they said.    

Reasoning: Since PG is mostly capture based this allows Magicians to still function even if blue tassels or Obi's caves are out. It also acts as a wonderful counter to Thaddeus
The problem with how House at Endor is worded is that you need a magician in battle to negate protect abilities.  Chances are Thaddeus entered battle before your magician, and his protect ability is CBI, so...  Perhaps "If this fortress is occupied..." as the stipulation to negate protect abilities?
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Offline JonathanW

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Re: A magical boost
« Reply #15 on: March 31, 2011, 06:16:40 PM »
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 +1
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