Author Topic: Magician/Evil Judah Ideas  (Read 1684 times)

Offline Sean

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Magician/Evil Judah Ideas
« on: November 08, 2009, 11:32:57 AM »
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Interpretation of Omens
Palegreen Territory Class Enhancement
"Reveal the top six cards of opponent's deck.  Return them in any order.  Cannot be negated by a good card."
Deuteronomy 18:10

Medium
1/X Palegreen/Orange Evil Character
"Cannot be converted while a demon is in play.  Cannot be negated."
Identifier: Human magician.  May have 2 per 50 cards in deck.  X=number of holder's demons.
Deuteronomy 18:11

King Manasseh
5/8 Brown Evil Character
"You may take Ashera Pole from your discard pile and activate it in your Solomon's Temple.  Ashera Pole must remain active while Manasseh remains in play.  Cannot be negated."
Identifier: Magician, King of Judah
II Kings 21:3

Rebuilding the High Places
Brown Territory Class Enhancement
"If used by a king of Judah, search discard pile for High Places and put it in play."
II Kings 21:3

Atlar to Baal
Artifact
"Negate the special ability of good cards played while no Evil Character is in battle."
Identifier: Depicts an Idol
II Kings 21:3

Erecting Altars
Brown Enhancement
"You may search draw pile for an evil altar and place in hand.  Cannot be negated if use by a king of Judah."
II Kings 21:3

Consulting Mediums
Brown/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."
II Kings 21:6

Sorcery
X/X Palegreen Enhancement
"If strength is greater than toughness of all Evil Characters in battle, they gain first strike.  If the opposite is true, they gain immunity to all Heroes.  If used by a magician, you may redistribute the abilities of this card."
Identifier: X=Number of magicians in play.
Deuteronomy 18:10

Casting Spells
2/4 Palegreen Curse
"If a magician is in play, you may interrupt the battle and play an Enhancement based on magic."
Deuteronomy 18:11
« Last Edit: November 08, 2009, 11:35:02 AM by Sean »
May you prosper greatly!
Daniel 4:1b

drb1200

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Re: Magician/Evil Judah Ideas
« Reply #1 on: November 08, 2009, 11:39:23 AM »
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SCREAMS

I like them.

Offline 3-Liner And Bags Of Chips

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Re: Magician/Evil Judah Ideas
« Reply #2 on: November 08, 2009, 12:44:03 PM »
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They boost orange and pale green pretty good. I really like your artifact. Stops a lot of op cards
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Lamborghini_diablo

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Re: Magician/Evil Judah Ideas
« Reply #3 on: November 09, 2009, 03:57:36 PM »
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Doesnt the artifact stop good forts and covenants as well?

That card would make storehouse useless.

Offline Sean

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Re: Magician/Evil Judah Ideas
« Reply #4 on: November 09, 2009, 04:07:10 PM »
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Doesnt the artifact stop good forts and covenants as well?

That card would make storehouse useless.
You are correct based on my understanding of what "played" means.  Fortresses played while it is active would not work.  However, I believe that when it was deactivated, the Fortresses would then be able to be used because they are no longer being negated.  Fortresses played prior to it being active would also work because they have already been played.
May you prosper greatly!
Daniel 4:1b

 


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