Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => New Card Ideas => Topic started by: Minister Polarius on August 05, 2009, 06:58:46 PM
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Simon Magus
6/4 Pale Green Evil Character
-Magician, Samaritan-
"When blocking an N.T. Hero, Enhancements used by this character Cannot be Negated unless Peter is in play. While this Character remains in play, he cannot be ignored."
Elymus the Sorcerer
3/6 Pale Green Evil Character
-Magician-
"Discard or place beneath Deck a Demon from hand or play to do the same to a Hero. If Hero is in battle, remove this card from the game after battle."
Witch of Endor
8/6 Pale Green Evil Character
-Magician-
"You may exchange this card with a character in any Discard Pile. That character becomes a Pale Green/Orange Evil Character. If block is successful, remove Character from the game and shuffle this card into your deck."
Necromancer
6/6 Pale Green Evil Character
-Magician, Generic-
"You may remove a Demon from hand or territory from the Game to band to a Human Evil Character in your Discard Pile. Cannot be Negated."
Deut. 8:10-11
Charmer
6/0 Pale Green Evil Character
-Magician, Generic-
"Interrupt all Fortresses. You may exchange this card with an Evil Character in play, set-aside, or your deck. Cannot be Prevented if you have a Demon in play."
Deut. 8:10-11
Firewalking
3/3 Pale Green Evil Enhancement, TC
-Depicts False Religious Practice, Magic-
"If used by a Magician, Convert a Hero with abilities */4 or less to a Pale Green/Orange Evil Character. Character gains 'magician' identifier."
Deut. 8:10-11
Abomination
0/0 Pale Green Evil Enhancement, TC
-Magic, Depicts False Religious Practice, X=number of Magicians in play-
"Set X Characters aside. Heroes remain set aside until Son of God is played. Evil Characters remain set aside for X turns and on return gain 'Magician' identifier and their Special Abilities cannot be negated."
Deut. 8:10-11
Familiar Spirits
3/4 Orange Evil Character
-Demon, Generic-
"May band to a Magician to search Discard Pile for a Magic Enhancement."
Deut. 8:10-11
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Witch of Endor and Familiar Spirits are just too powerful IMO; they can recur characters and enhancements with little to no cost. Abomination is on the verge of brokenness as well. Firewalking might be a little UP due to limited targetablity. I really love everything else though, overall very balanced.
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Abomination + Familiar spirits = OP. You keep getting more characters to set aside and keep recuring it.
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Abomination should have a cost similar to Haman's Plot. ::)
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I love necromancer, but I agree with
Witch of Endor and Familiar Spirits are just too powerful IMO; they can recur characters and enhancements with little to no cost. Abomination is on the verge of brokenness as well. Firewalking might be a little UP due to limited targetablity. I really love everything else though, overall very balanced.
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Forgot to have Witch of Endor nix the searched-for character after one block, that should be fixed now.
As for Familiar Spirits, you have to give up initiative to do the search, there is no way to "play next" it with Magicians, and the only Enhancements it can search for are Abomination and Firewalking, both of which can be Negated unless you band to Simon Magus which gives you large numbers.
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I am sensing a wave of decks coming that all include a magician defense. With of Endor converts any discarded character to pale green or orange? AWESOME! How about a thomas or Michael?
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Pale Green/Orange for one block. Unfortunately, I think the game rule that Converted Heroes lose their SA's would still apply.
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I have to say that I find charmer brilliant.
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pol, please don't take this as a compliment but take it seriously:
you should work for cactus cause these special abilities look so balanced :)
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Wouldn't Charmer be dead as soon as he hits play?
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Not during the battle phase; you could block with him from hand, and then he would be discarded after battle, if he was still in play by then.