Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => New Card Ideas => Topic started by: Sean on November 25, 2009, 11:47:55 PM
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Evil Spirit
0/6 Orange Evil Character
Place on a male human Hero. That Hero cannot rescue a Lost Soul while this demon remains.
I Samuel 16:15
Workers with Familiar Spirits
4/4 Palegreen/Orange Evil Character
If a demon is in play, negate an Artifact. Take a generic demon from discard pile or Tartaros and add to battle, may be used once per game.
Identifier: Human
Wizards
6/7 Palegreen Evil Character
Copy the special ability of an Evil Character in a discard pile. Cannot be negated if that Evil Character is a demon.
Spiritist
5/5 Palegreen Evil Character
You may remove an evil Enhancement in your hand from the game to add an evil Enhancement from any discard pile to the battle.
Satan Released
Orange Territory Class Enhancement
Take a demon from discard pile or Tartaros and add to territory or battle.
Consulting Mediums
Palegreen Enhancement
Add one magician and/or one demon to the battle. Return this card to hand if an Evil Character is discarded or converted this turn. Cannot be negated.
Ashtaroth Worship
Palegreen Enhancement
Place on a Hero. Negate Hero’s special ability and return it to territory. Hero may not make rescue attempts.
Magic Arts
3/3 Palegreen Evil Enhancement
If used by a magician, look at the top 6 cards of your deck and exchange up to 3 of them with cards in your hand.
Witchcraft
Palegreen Enhancement
Convert a human Hero to a palegreen Evil Character.
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Great cards all around. I like the way you have magicians feeding off the discard pile. Very fitting.
The only problem that stands out to me at first glance is Ashtaroth Worship. Five of those in the same T2 deck would be brutal. Winning the battle and paralyzing the character puts it a step above any of the paralyze cards we already have (some of which got a boost with High Places).
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The only problem that stands out to me at first glance is Ashtaroth Worship. Five of those in the same T2 deck would be brutal. Winning the battle and paralyzing the character puts it a step above any of the paralyze cards we already have (some of which got a boost with High Places).
I wouldn't worry about it that much because it can easily be interrupted. There are way too many interrupt + I Win cards for this to be a problem as a battle winner in T2. I only added the return to territory part in order to add a little oomph to it. Otherwise it would just be a copy of Fear of Danger. Basically, I tried to combine Fear of Danger and Consumed by Doubt into one card.
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Wow, these are awesome.
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Wizards seems a little OP too - Copy Prince of this world anybody? HHI+Wizards = ouchy... only 2 or 3 ways to get around that without getting rid of HHI.
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I think Evil Spirit should be an enhancement. It would be kinda weird to have aneec placed on a hero imo
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Wizards seems a little OP too - Copy Prince of this world anybody? HHI+Wizards = ouchy... only 2 or 3 ways to get around that without getting rid of HHI.
Oh noes, you have to band.
I think Evil Spirit should be an enhancement. It would be kinda weird to have aneec placed on a hero imo
Palegreen Panic Demon
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Wizards
6/7 Palegreen Evil Character
Copy the special ability of an Evil Character in a discard pile. Cannot be negated if that Evil Character is a demon.
Is the copying ability CBN, or is the ability being copied CBN...or both?
Spiritist
5/5 Palegreen Evil Character
You may remove an evil Enhancement in your hand from the game to add an evil Enhancement from any discard pile to the battle.
This seems a little OP to me. I'm usually cautious about characters that allow you to play enhancements, and this one has very little cost. The possibility of infinite usage of Forgotten History scares me.
Magic Arts
3/3 Palegreen Evil Enhancement
If used by a magician, look at the top 6 cards of your deck and exchange up to 3 of them with cards in your hand.
Unless this had a "Play the next enhancement" after it, I don't think it would be used effectively.
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Is the copying ability CBN, or is the ability being copied CBN...or both?
Just the copying.
This seems a little OP to me. I'm usually cautious about characters that allow you to play enhancements, and this one has very little cost. The possibility of infinite usage of Forgotten History scares me.
You have to remove a card. You don't have infinite cards and you can't get them back in any way.
Unless this had a "Play the next enhancement" after it, I don't think it would be used effectively.
Disagree, not everything has to say play next to be used effectively. Heaven forbid people actually use their brain.
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This seems a little OP to me. I'm usually cautious about characters that allow you to play enhancements, and this one has very little cost. The possibility of infinite usage of Forgotten History scares me.
You have to remove a card. You don't have infinite cards and you can't get them back in any way.
Infinite is only a slight overstatement. You could just put lots of CBN battle-enders in your deck and have a big banding chain, with some healing cards and other protection, and you would be unstoppable. It's way too powerful.
Unless this had a "Play the next enhancement" after it, I don't think it would be used effectively.
Disagree, not everything has to say play next to be used effectively. Heaven forbid people actually use their brain.
Almost all the magicians are 6/7, so it's hard enough for them to get initiative. If they ever even get a chance to play that enhancement, then they'll be 9/10, in which case they will almost certainly not have initiative. Death.
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Infinite is only a slight overstatement. You could just put lots of CBN battle-enders in your deck and have a big banding chain, with some healing cards and other protection, and you would be unstoppable. It's way too powerful.
Still disagree. There are way too many cards that can easily get past this one card.
Almost all the magicians are 6/7, so it's hard enough for them to get initiative. If they ever even get a chance to play that enhancement, then they'll be 9/10, in which case they will almost certainly not have initiative. Death.
There are 11 Magicians that I count in Redemption. 4 of them are 6/7.
I do like though how on one hand you say one is too powerful and then the other is too weak. Very funny.
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I do like though how on one hand you say one is too powerful and then the other is too weak. Very funny.
I'm afraid I don't understand the humor here.
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There are 11 Magicians that I count in Redemption. 4 of them are 6/7.
Aye, but the question is how many Pale Green magicians there are, not how may there are in Redemption.