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Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => New Card Ideas => Topic started by: Ironica on May 09, 2011, 12:11:59 PM

Title: locust from the pit
Post by: Ironica on May 09, 2011, 12:11:59 PM
Since the one we have doesn't quite fit what they actually do, I thought this would be a nice reprint.

Locust From The Pit
6/6
Black/Orange
Demon
"Once per game, you may poison all human evil characters regardless of protect. Evil characters are healed after five turns. While poisoned by this ability, characters may not leave territory."
Revelation 9:5

If I remember correctly, the locust poisoned everyone without the seal of God for a short while.  It also says that they cried out for death but they couldn't die (thus, they can't be discarded ("they can not leave their territory")).

Basically, is a fun demon version of Women As Snares :).
Title: Re: locust from the pit
Post by: Ironica on May 09, 2011, 12:13:12 PM
Change healing to healing abilities (so they can be "healed" after three turns).
Title: Re: locust from the pit
Post by: megamanlan on May 09, 2011, 12:17:59 PM
I made my own version of this card.

Locusts of the Pit
5/6 Orange Evil Character
Rev. 9:3, Pit Demon, Beast, Taunt Human EC (Place LS under Deck), May play up to 3 in a Deck.
Humans Cannot be Discarded while this card is in play, Every time a Human loses a Battle they lose 2/2 instead. Cannot be Negated. Enhancements played on this Card cannot affect Enhancements in Territory or Sites.
Title: Re: locust from the pit
Post by: SomeKittens on May 09, 2011, 12:43:28 PM
That's pretty OP.  It's like a Golgatha-less version of ignore.
Title: Re: locust from the pit
Post by: megamanlan on May 09, 2011, 12:47:22 PM
Which one?
Title: Re: locust from the pit
Post by: SomeKittens on May 09, 2011, 01:07:45 PM
The original post, not the hijack.
Title: Re: locust from the pit
Post by: megamanlan on May 09, 2011, 01:12:08 PM
Oh. I do agree w/ u that its kind OP'd...
Title: Re: locust from the pit
Post by: Ironica on May 09, 2011, 01:55:17 PM
They do stay in territory so all the "if so and so is in play", it wouldn't be used much with TGT since it doesn't get rid of them, and it hurts you as well (unless you have a pure demon defense), it teaches people to not always put all their EC down, it's multi so there's no T2 abuse, and I think it's weaker than a Women As Snares hit.

Also, it can be prevented/interupted/negated so a lot of good cards could stop it.
Title: Re: locust from the pit
Post by: SomeKittens on May 09, 2011, 01:58:42 PM
There's plenty of ways to pull it off successfully without your opponent being able to do anything.  I play pure demons, you can't block for three turns.  Three turns is all I need to win.
Title: Re: locust from the pit
Post by: Daniel TS RED on May 09, 2011, 02:10:33 PM
How about make it for human ECs in play.
Title: Re: locust from the pit
Post by: Minister Polarius on May 09, 2011, 07:48:59 PM
Make it all Humans, add once per game, and remove the protection from healing and you have a powerful, but not broken card.
Title: Re: locust from the pit
Post by: CJSports on May 09, 2011, 09:57:07 PM
Make it all Humans, add once per game, and remove the protection from healing and you have a powerful, but not broken card.
+1
Title: Re: locust from the pit
Post by: Ironica on May 10, 2011, 12:42:56 AM
If it was once per game, it should still be able to get around protection.
Title: Re: locust from the pit
Post by: Minister Polarius on May 10, 2011, 01:56:37 AM
I meant to get rid of the protection from healing, not the regardless of protection.
Title: Re: locust from the pit
Post by: Ironica on May 10, 2011, 11:46:53 AM
Read the verses again.  How about this:

"Regardless of protection, all human evil characters are poisoned and can not leave their territory for five turns. Can only be used once per game."

Is that better (since it suppose to last five months)?
Title: Re: locust from the pit
Post by: Daniel TS RED on May 10, 2011, 05:00:43 PM
If human ECs are pretty much ignored from hand too, then it's still OP'd. That's some easy LSs. 5 turns is pretty much the game.
Title: Re: locust from the pit
Post by: Ironica on May 10, 2011, 06:16:41 PM
It is just the ec in the territories at the time of activation.  Something people might be missing is that the ec effected by the poison can't be discarded (so no aocp/tgt threat).
Title: Re: locust from the pit
Post by: Minister Polarius on May 10, 2011, 10:35:37 PM
"Once per game, you may poison all humans regardless of protect. Humans are healed after five turns. While poisoned by this ability, characters may not enter battle."

I think that's the most concise way to have this do what you're wanting without doing anything you don't want it to do. The way you had it worded they have two separate effects happen to them.
Title: Re: locust from the pit
Post by: Ironica on May 10, 2011, 11:17:01 PM
The thing is, though, is I wanted it so they can't be discarded/shuffled/set aside as well (since in the verses it mentioned that they wanted to die but God didn't allow it).  It also cut the power down on territory destruction cards would have when the poison is at work.
Title: Re: locust from the pit
Post by: Minister Polarius on May 10, 2011, 11:19:18 PM
Ah, just change "enter battle" to "leave territory," then, and you've got your wording. Allowing them to be healed beforehand is more of a balance mechanic than scriptural accuracy.
Title: Re: locust from the pit
Post by: Ironica on May 11, 2011, 01:21:57 AM
Modified original post (not that I'm not using my phone right now :) ).

"Once per game, you may poison all humans regardless of protect. Humans are healed after five turns. While poisoned by this ability, characters may not enter battle."

I changed the "humans" to "evil characters" since the previous verse says they did not harm the people with the seal of God on them.
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