Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => New Card Ideas => Topic started by: Xonathan on March 13, 2017, 04:34:36 PM
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You gotta have once per game it's too powerful otherwise
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like Asa? lol
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You gotta have once per game it's too powerful otherwise
Given the fact that sites continue to see less and less time, I think it looks pretty good as it. Plus if you have a curse and you see this guy, you can choose not to activate it.
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like Asa? lol
Right lol
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You gotta have once per game it's too powerful otherwise
Given the fact that sites continue to see less and less time, I think it looks pretty good as it. Plus if you have a curse and you see this guy, you can choose not to activate it.
Possibly but within three turns he's destroyed a site an evil Fortress and a curse. And if you have a curse activated the first time he comes out you can't deactivate it. So the next time he goes out he destroys the Fortress. Is a little OP
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I feel the same way as I do Gabriel (WA and Kings (to a lesser degree)). If you allow me to use this guy 3 times without blocking and killing me, you are doing something wrong!
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I feel like it would be fine without the CBI. With it, I agree it's a bit too powerful (if only because of the range of choices for the discard).
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it could lose the cbi i agree
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Looks fine to me. That's not a wide range of targets at all: you've got one that most decks have one or zero of (and that one is abusing Liner and deserves to be easily killed anyway), one that's excellent and really the thrust of the ability (but is still typically 1 or 2 per deck), and one that's a subset of Artifacts of which all but one of the commonly-used will prevent him anyway.
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One of the reasons we don't typically give this kind of multi-faceted ability to a Hero is what I'll call the "discretion" factor. If I'm playing against a deck and I suspect ASA is lurking, I can plan my attacks accordingly and if needed, I can wait until his ability is going to do the least damage. Yes, that might mean giving up some opportunities to rescue, but assuming I trust my defense to hold out, I can use my discretion in attacking. (i.e. My opponent has no other Assyrians on the table so I wait until I draw my Forsaken LS so he can't get two into battle to trigger ASA).
If this ability was on a Hero, that all goes out the window. I can choose not to attack (thereby denying my opponent the chance to use his ASA), but I can't decide for my opponent not to attack me.
I'm not say we would never put this ability on a Hero. In fact, something like could be the way to make a weaker theme viable if it had a boss Hero like this one to give it a boost that other themes don't have access to.
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Boss hero is going way too far IMO. This is a utility hero; boss heroes are good at rescuing souls, not doing random other stuff before giving up initiative. Maybe in T2 it's different but I don't play T2 so idc! :D
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I feel like maybe if it had a cost (like if Banded or Added to Battle by an effect or Return X Heroes in territory to Hand or something like that) that could be a balancing factor.
But overall, Angels need a way to break Fortresses and Sites. They just don't have it for some reason (even if it seems like it would make more sense for them to have those abilities)
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Angel with the Secret Name negates Sites.
The Destroyer negates protect Fortresses.
Burning Censer discards an Evil Fortress.
Balance can hit Evil Fortresses.
What more do you need? 8)
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I'm not say we would never put this ability on a Hero. In fact, something like could be the way to make a weaker theme viable if it had a boss Hero like this one to give it a boost that other themes don't have access to.
The thing is, Abram's Army has a similar (and stronger) ability, because it can hit characters. Territory Destruction still wins games. AA requires a captured hero in play; this card requires all your heroes to be Genesis (of which the best characters are Blue, not Silver) or Silver. I think the restrictions are enough that this characters is ok.
I could see it hitting evil enhancements instead of evil fortresses. Hitting sites and curses is fine.
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Angel with the Secret Name negates Sites.
The Destroyer negates protect Fortresses.
Burning Censer discards an Evil Fortress.
Balance can hit Evil Fortresses.
What more do you need? 8)
AwtSN really isn't used with Silver much. The Destroyer is cool, but when it comes to Forts that have effects besides just Protecting, Destroyer can't help anything there. Balance's Fortress Discard effect are just too hard to pull off effectively and Burning Censor is useful but limited.
Besides AwtSN, none of those are really that helpful to Angels in dealing with Fortresses or Sites that can cause real trouble. And on top of that AwtSN only negates Sites during Battle, not any other time either. So if your have issues with Nazzy or another Site or a Fortress like Tower of Thebez or need to get rid of a Fort like the Garden Tomb, Angels just can't, meanwhile I'm seeing other Brigades getting abilities to handle Sites and Fort's and Silver is still left behind.
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Angels aren't supposed to take out Good Fortresses like Garden Tomb. ::)
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Angels aren't supposed to take out Good Fortresses like Garden Tomb. ::)
I would argue giving them an ability to do so wouldn't hurt and besides Revelation again doesn't seem to be limited to only Evil locations.
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Well, I can assure you that we don't plan to make an Angel that can discard a Good Fortress.
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Well I would be fine with an Angel or a Silver Enhancement that can break Sites and/or Evil Fortresses in an effective way.
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Pretty sure you'll find a few options you like in the new set... ::)
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Can we get a peek at one option :laugh:
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I would argue giving them an ability to do so wouldn't hurt and besides Revelation again doesn't seem to be limited to only Evil locations.
In revelation the whole world is an evil location.
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Pretty sure you'll find a few options you like in the new set... ::)
I'm holding my hopes high. As while the Burning Censor is cool, I would like to see some more options as well. =)