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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).
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.
I think Evil Spirit should be an enhancement. It would be kinda weird to have aneec placed on a hero imo
Wizards6/7 Palegreen Evil CharacterCopy the special ability of an Evil Character in a discard pile. Cannot be negated if that Evil Character is a demon.
Spiritist5/5 Palegreen Evil CharacterYou may remove an evil Enhancement in your hand from the game to add an evil Enhancement from any discard pile to the battle.
Magic Arts3/3 Palegreen Evil EnhancementIf 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.
Is the copying ability CBN, or is the ability being copied CBN...or both?
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.
Unless this had a "Play the next enhancement" after it, I don't think it would be used effectively.
QuoteThis 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.
QuoteUnless 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.
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.
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.
I do like though how on one hand you say one is too powerful and then the other is too weak. Very funny.
There are 11 Magicians that I count in Redemption. 4 of them are 6/7.