Author Topic: Deacons/Martyrs  (Read 2831 times)

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Deacons/Martyrs
« on: September 04, 2009, 01:49:53 AM »
0
Red, Blue and Green are the last remaining Good Brigades without an O.T. and N.T. theme. I'm thinking Deacons in Blue, Martyrs in Red, and Apostles in Green. Sound good?

Stephen
7/7 Blue/Red Hero
-Deacon, Martyr-
"Draw a card. If Stephen is Discarded and Rescue Attempt failed, you may make an additional Rescue Attempt with an N.T. Hero."
-Acts 6:5

Philip the Evangelist
7/7 Blue/Red Hero
-Deacon, Martyr-
"Draw a card. May use any Enhancement that Converts an Evil Character. May band to a Converted Evil Character or Ethiopian Treasurer."
-Acts 6:5

Nicanor
7/7 Blue Hero
-Deacon-
"Draw a card. If your opponent has more Redeemed Souls than you, draw another card and reveal opponent's hand."
-Acts 6:5

Parmenas
7/7 Blue Hero
-Deacon-
"Draw a card. Once per game, you may search opponent's Discard Pile for an N.T. Good Enhancement and play it regardless of Brigade."
-Acts 6:5

Procorus
7/7 Blue Hero
-Deacon-
"Draw a card. You may search Deck or Discard Pile for an N.T. Blue Enhancement. Shuffle this card into that pile."
-Acts 6:5

Philippian Deacons
7/7 Blue Hero
-Deacon, Generic-
"Draw a card. You may Discard a card from hand to search deck for a Good Enhancement and add to hand or battle."
-Philippians 1:1

Calling of the Deacons
0/0 Blue Good Enhancement, TC
"Your Deacons gain ability to band with a deacon this turn. When your Deacon is blocked this turn, you may play a Good Enhancement regardless of Brigade."
-Acts 6:5

Stephen's Rhetoric
0/0 Blue Good Enhancement
-X=Number of cards in your hand-
"Hero Ignores Evil Characters with offense less than X. If used by a Deacon, you may Discard a card from hand. If you do, this card Cannot be Negated."
-Acts 6:9-10

Stephen's Condemnation
0/0 Blue Good Enhancement, TC
"Your N.T. Heroes Ignore Pharisees and Sadducees this turn. If used by a Deacon, Negate the Special Abilities on all N.T. Evil Enhancements this turn."
-Acts 7:51

Conversion of Samaria
0/0 Blue/Green Good Enhancement, TC
"If used by a Deacon or Apostle, take a Site from opponents territory, convert it to multicolor, and place in your territory to Convert an Evil Character."
-Acts 8:25

Stephen's Forgiveness
0/0 Red Good Enhancement
-X=Number of Human Heroes in Discard Piles-
"Interrupt the Battle. You may Discard a Martyr from your hand or territory to set up to X Evil Characters in play aside for X turns."
-Acts 7:60

Peter
10/10 Green/Red Hero
-Apostle, Martyr-
"If The Upper Room is in play, Peter may use N.T. Good Enhancements of any Brigade. Cannot be Negated."
~Same Verse

Simon the Zealot
10/10 Green/Red Hero, WC
-Apostle, Martyr-
"Hero Ignores Romans and Warrior Class Evil Characters."
~Same Verse

Martyrs under the Altar
0/0 Multicolor Hero
-Martyr, X=Number of Heroes in all Discard Piles-
"If not brought into battle by White Robes, Discard this card regardless of protection to search deck or discard pile for White Robes and add to hand. Cannot be Negated."
Revelation 6:9

White Robes
Artifact
"Protect your Discard Pile from opponent's cards. You may Discard this card during your battle phase to add a Martyr from Discard Pile to battle."
Revelation 6:11

Martyrdom of the Apostles
0/0 Red/Green Good Enhancement, TC
"Discard your Apostle (except John) from hand or territory to Search deck or Discard Pile for an N.T. Good Enhancement. Shuffle this card into that pile."

"To Die is Gain"
0/0 Red Good Enhancement
-X=Number of Human Heroes in Discard Piles-
"If used by a Martyr, Interrupt the Battle and Discard all Heroes in battle to Convert X N.T. Evil Characters to Green Heroes. If this causes you to lose a Rescue Attempt, you may make start an additional battle with a Green Hero."
« Last Edit: September 04, 2009, 12:57:18 PM by Minister Polarius »
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Smokey

  • Trade Count: (+2)
  • Hero Member
  • *****
  • Posts: 3216
    • -
    • Midwest Region
Re: Deacons/Martyrs
« Reply #1 on: September 04, 2009, 05:17:22 PM »
0
I don't think all Decons should draw a card, it seems too bland, and with all the banding they have its almost speed.

I think that Apostles in green brigade will be overpowered, alot of them are considered prophets.

I don't understand how these cards are useful:

Calling of the Deacons
0/0 Blue Good Enhancement, TC
"Your Deacons gain ability to band with a deacon this turn. When your Deacon is blocked this turn, you may play a Good Enhancement regardless of Brigade."
-Acts 6:5

Martyrs under the Altar
0/0 Multicolor Hero
-Martyr, X=Number of Heroes in all Discard Piles-
"If not brought into battle by White Robes, Discard this card regardless of protection to search deck or discard pile for White Robes and add to hand. Cannot be Negated."
Revelation 6:9

Martyrs under the Altar is 0/0, it dies as soon as it enters play.


Other than that, I approve... nice job

Offline Sean

  • Trade Count: (+6)
  • Hero Member
  • *****
  • Posts: 4025
    • -
    • East Central Region
Re: Deacons/Martyrs
« Reply #2 on: September 04, 2009, 06:49:16 PM »
0
Quote
Red, Blue and Green are the last remaining Good Brigades without an O.T. and N.T. theme. I'm thinking Deacons in Blue, Martyrs in Red, and Apostles in Green. Sound good?
Sounds good to me.

I like how you play off of the number of Heroes in the discard pile for martyrs special abilities.

You've got a type-o in "To Die is Gain"
May you prosper greatly!
Daniel 4:1b

Offline lightningninja

  • Trade Count: (+19)
  • Hero Member
  • *****
  • Posts: 5397
  • I'm Watchful Servant, and I'm broken.
Re: Deacons/Martyrs
« Reply #3 on: September 05, 2009, 02:18:24 AM »
0
Smokey, if you place martyr right into battle he would live until the end of the battle phase. However, you are correct that if you put him in territory he would be dead.

I'm gonna be honest, I didn't read them all. I'll let you know some constructive criticism when I have time... or maybe it will be praise. Who knows.  :D
As a national champion, I support ReyZen deck pouches.

Offline Smokey

  • Trade Count: (+2)
  • Hero Member
  • *****
  • Posts: 3216
    • -
    • Midwest Region
Re: Deacons/Martyrs
« Reply #4 on: September 05, 2009, 09:09:48 AM »
0
Smokey, if you place martyr right into battle he would live until the end of the battle phase. However, you are correct that if you put him in territory he would be dead.

I'm gonna be honest, I didn't read them all. I'll let you know some constructive criticism when I have time... or maybe it will be praise. Who knows.  :D

What's more concerning is X is undefined...  :o

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Deacons/Martyrs
« Reply #5 on: September 06, 2009, 07:22:25 PM »
0
X is defined, it is just not used in the abilities (*/*) or special ability. Maybe he was intended to be X/0?
« Last Edit: September 06, 2009, 09:50:21 PM by Professoralstad »
Press 1 for more options.

Offline southpawami

  • Trade Count: (0)
  • New Member
  • *
  • Posts: 85
Re: Deacons/Martyrs
« Reply #6 on: September 06, 2009, 08:30:59 PM »
0
I think it's a neat idea.  Have you played it yet?

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Deacons/Martyrs
« Reply #7 on: September 07, 2009, 01:07:57 AM »
0
X is defined, it is just not used in the abilities (*/*) or special ability. Maybe he was intended to be X/0?
Yeah, it was supposed to be X/0.

All the deacons draw in addition to another SA. And it's a forced draw, so maybe some people would finally start using RBD if Deacons become popular.

Quote
I don't understand how these cards are useful:
Deacons can't really get initiative, so that card is designed to ameliorate that problem somewhat.

It's a Hero who always has initiative and can play any Enhancement, but you have to jump through hoops to get it in play safely. The extra stipulations are there so that 1. Experience Credit or Ambush won't be able to skirt the rules and 2. So that when you draw it, you can use it next turn if you so desire.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Smokey

  • Trade Count: (+2)
  • Hero Member
  • *****
  • Posts: 3216
    • -
    • Midwest Region
Re: Deacons/Martyrs
« Reply #8 on: September 07, 2009, 11:43:10 AM »
0
Quote
Deacons can't really get initiative, so that card is designed to ameliorate that problem somewhat.

It would have to be played before an EC is presented to do anything, but if you have a play first ability why not just use the card that it would let you play?

Quote
It's a Hero who always has initiative and can play any Enhancement, but you have to jump through hoops to get it in play safely. The extra stipulations are there so that 1. Experience Credit or Ambush won't be able to skirt the rules and 2. So that when you draw it, you can use it next turn if you so desire.

I see

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Deacons/Martyrs
« Reply #9 on: September 07, 2009, 04:07:03 PM »
0
Quote
It would have to be played before an EC is presented to do anything, but if you have a play first ability why not just use the card that it would let you play?
It's territory class.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Smokey

  • Trade Count: (+2)
  • Hero Member
  • *****
  • Posts: 3216
    • -
    • Midwest Region
Re: Deacons/Martyrs
« Reply #10 on: September 07, 2009, 04:31:29 PM »
0
Quote
It would have to be played before an EC is presented to do anything, but if you have a play first ability why not just use the card that it would let you play?
It's territory class.

Oh, I see... that makes a lot more sense  :D

 


SimplePortal 2.3.3 © 2008-2010, SimplePortal