Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => New Card Ideas => Topic started by: Jmbeers on May 06, 2013, 11:09:09 AM
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Gates of destruction/Evil Fortress
Place all evil humans and lost souls being discarded here. If the number of cards here is greater than the number of redeemed souls Evil humans cannot be prevented.
Opposite side of card (think Saul/Paul)
The Narrow Gate/Good Fortress
Place all evil humans and lost souls being discarded here. If the number of cards here is less than or equal to the number of redeemed souls Good Capture, conversion, and healing abilities can not prevented.
Identifier: Only the active fortress is considered in play.
Verse: Matthew 7:13
I like this concept but could use some input on the narrow gate, I'm not a big fan of the ability right now.
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So the card is active as one side or the other based on the number of cards on the fortress?
Kirk
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Yes,
More cards than redeemed = evil fort
More redeemed than cards = good fort
Mainly that part is there for targeting reasons.
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I like the idea of an alignment hopping fortress, I just see this one being evil 90% of the time.
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Me too actually but that actually fulfills the verse.
To balance it some I could give ties to the good fortress.
"Enter through the narrow gate. For wide is the gate and broad is the road that leads to destruction, and many enter through it."
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I would not recommend having all discarded LS go to that fortress. There are ways to discard them from your deck, plus Burial, and this card would allow you to do that while stopping anyone from using return-from-discard abilities on the souls.
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I don't see placing souls in the fort as a big deal, I mean when is the last time you saw someone recur a soul?
Brow if you like the concept fell free to tweak it or make a few for your set. I'd love to feel like I helped in some little way.
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More cards than redeemed = evil fort
More redeemed than cards = good fort
What happens when the two are equal?
Can torment be used before a discarded EC hits the fort?
I like it, but it's really strong. Don't get me wrong, I would love all my humans to be CBP most of the game, but that is a great benefit to many defenses. This+CWD would be a pretty good combo.
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I'll change the wording to give ties to the good fort.
The Fort bonuses are also blanket.
With the wording it's not just your Evil Characters or Good Abilities that will get CBP. Your opponent will get it too.
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I understand that, but it is still very strong. Again, I'm not complaining much, but CBP Uzzah, TAS, etc. is a bit much.