Author Topic: Cave of Adullam  (Read 1966 times)

Offline stefferweffer

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Cave of Adullam
« on: October 12, 2010, 09:37:25 AM »
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Good Fortress
Protect your red brigade warrior-class heroes from capture abilities.

"David therefore departed from there and escaped to the cave of Adullam. So when his brothers and all his father’s house heard it, they went down there to him.  And everyone who was in distress, everyone who was in debt, and everyone who was discontented gathered to him. So he became captain over them. And there were about four hundred men with him."  I Samuel 22:1-2
« Last Edit: October 12, 2010, 11:16:17 AM by stefferweffer »

Offline BubbleBoy

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Re: Cave of Adullam
« Reply #1 on: October 12, 2010, 10:05:32 AM »
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Not nearly powerful enough. Add conversion and removal, and let it hold a temple artifact. THEN maybe it'll be usable. ;)
Use the Mad Bomber to rescue his Province.

Offline Minister Polarius

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Re: Cave of Adullam
« Reply #2 on: October 12, 2010, 12:53:31 PM »
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Agreed, super-bland, especially for such a cool verse.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline stefferweffer

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Re: Cave of Adullam
« Reply #3 on: October 12, 2010, 01:15:13 PM »
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I really don't want another standard protect fort  :P. I would make it like this:

-Holds any # of Red brigade Warrior-Class heroes, Plays to Set-aside-
"Your OT red heroes gain First Strike. If your Red brigade warrior would be captured, place it here instead. Heroes may only be added this way. While a hero is here, protect the cards in your hand, deck, and artifact pile from being taken or discarded by an opponent. You may release a hero held here to territory during your preparation phase to draw 2 cards."

It's kinda wordy that way, though. Just something other than basic, bland protection please.  :)

Yes, this is wordy, and none of it protects these guys from being captured.

I see the point about the "bland", but I didn't want it to be overpowered (like Z Temple).  So now we have (by Fortress) prophets protected from capture, Z temple priests protected from capture, all sorts of EC civilizations protected from capture, demons protected from capture, multiple heroes who individually are protected from capture - and not one red-warrior-class hero protected either by ability or their own fortress?  Red, the color which needs help the most, still gets decimated by Raider's Camp, Unholy Writ, Magic Charms, Go into Captivity, and so many other capture strategies, and the only thing they can do about it are "bland" artifacts that stop ALL heroes from being captured. 

I appreciate the help, and I don't care who comes up with the card, but I feel that Red really needs some encouragement to be played, and it needs a fortress that protects these warriors from capture.  After all, they are warriors, and I would think (especially David's men) the LEAST likely heroes to be captured.

browarod

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Re: Cave of Adullam
« Reply #4 on: October 12, 2010, 02:05:12 PM »
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Sort of similar to Master Q's idea (I snitched the release to draw 2 from his post) but maybe a little more useful?

Cave of Adullam
-Plays to set-aside, Holds up to 3 red brigade warrior-class heroes-
Protect your red brigade warrior-class heroes from capture, return to hand, and evil place abilities. If one would be discarded, place here instead. Each upkeep, you may release 1 hero here to territory to draw 2.

Warrior_Monk

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Re: Cave of Adullam
« Reply #5 on: October 12, 2010, 02:08:33 PM »
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Sort of similar to Master Q's idea (I snitched the release to draw 2 from his post) but maybe a little more useful?

Cave of Adullam
-Plays to set-aside, Holds up to 3 red brigade warrior-class heroes-
Protect your red brigade warrior-class heroes from capture, return to hand, and evil place abilities. If one would be discarded, place here instead. Each upkeep, you may release 1 hero here to territory to draw 2.

Cave of Adullam
-Plays to territory, Holds up to 3 red brigade warrior-class heroes-
You may hold a red brigade warrior-class hero here to protect your red brigade warrior-class heroes from capture abilities on evil cards, and withdraw abilities. At any time, you may release 1 hero here to territory to draw 2 or discard an evil enhancement. Cannot be Negated by an evil enhancement with "place" in the ability.

Offline stefferweffer

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Re: Cave of Adullam
« Reply #6 on: October 12, 2010, 02:57:08 PM »
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I like both of these ideas.  Are they good fortresses, or something else?

Warrior_Monk

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Re: Cave of Adullam
« Reply #7 on: October 12, 2010, 03:03:47 PM »
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Mine was a good fortress, and I'm guessing Browarod's is as well.

Warrior_Monk

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Re: Cave of Adullam
« Reply #8 on: October 12, 2010, 05:10:03 PM »
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Red also didn't have a chance of competing with TGT...

Warrior_Monk

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Re: Cave of Adullam
« Reply #9 on: October 12, 2010, 06:00:13 PM »
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Getting around Charms and Writ helps a LOT.

Offline Smokey

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Re: Cave of Adullam
« Reply #10 on: October 12, 2010, 06:04:17 PM »
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Getting around Charms and Writ helps a LOT.

Temple of Nisroch (Ki)
Type: Evil Enh. • Brigade: Pale Green • Ability: None • Class: None • Special Ability: Set aside any number of Assyrian Evil Characters for one turn. On return, characters cannot be converted or captured in battle.

The end all protect from capture.

Warrior_Monk

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Re: Cave of Adullam
« Reply #11 on: October 12, 2010, 06:18:51 PM »
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Getting around Charms and Writ helps a LOT.

Temple of Nisroch (Ki)
Type: Evil Enh. • Brigade: Pale Green • Ability: None • Class: None • Special Ability: Set aside any number of Assyrian Evil Characters for one turn. On return, characters cannot be converted or captured in battle.

The end all protect from capture.
The gods of Egypt is better.

 


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