Author Topic: Prophets and Magicians  (Read 2194 times)

Offline Arrthoa

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Prophets and Magicians
« on: February 13, 2013, 10:32:04 AM »
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Malachi
Green 4/5 Prophet
Negate the ability of the first evil enhancement played in battle. If Malachi is discarded, placed in opponent's Land of Bondage. Cannot be Negated if opponent has more than two evil brigades in play.
Malachi 1:12

Zephaniah
Green 3/3 Prophet, X= # of Opponent's Evil Brigades
Reveal the top X cards of deck (Limit 3). Add a good enhancement to hand and topdeck the rest. May band to Jeremiah.
Same Verse


Prophets of Baal
Brown/Pale Green 6/6 Magician
Immune to human Prophets, except Elijah. Holder may remove a evil card from discard pile to convert a human Hero to a pale green Evil Character. Cannot be Prevented.
Same Verse

Witch of Endor
Brown/ Pale Green 8/7 Magician
If blocked by two or more Heroes, Holder may underdeck a opponent's male Hero. Cannot be Prevented.
Same Verse


 
« Last Edit: April 25, 2013, 10:44:26 PM by Arrthoa »

Offline Josh

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Re: Prophets and Magicians
« Reply #1 on: February 13, 2013, 12:30:18 PM »
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Malachi
Green 4/5 Prophet
Negate the ability of the first evil enhancement played in battle. If Malachi is discarded, placed in opponent's Land of Bondage. Cannot be Negated.
Malachi 1:12

Cool way to stop the DoU/Failed Objective chump blocks.  This ability is very powerful though.  If the blocker wants inish, he/she needs a CBP or CBN enhancement.  If the blocker gives away inish, except through stalemate, Malachi can CBN soul-gen.  I'm not sure if Prophets need another CBN hero.  They have plenty if you ask me. 

Zephaniah
Green 3/3 Prophet, X= # of Opponent's Evil Brigades
Look at the top X cards of deck (Limit 3). Add good cards to hand and topdeck the rest. If opponent has more cards in hand, play a good enhancement.
Same Verse

Play abilities on Green heroes are overpowered because of Hidden Treasures.  The condition for playing first is easy to meet as well, since your opponent can take very little (beneficial) action to reduce handsize on an opponent's turn, and you get to play out cards before attacking.

Also, his Look ability is very powerful in an offense-heavy deck, because it is basically extra cards that get around RBD and Nazareth.  But if the play ability goes away, maybe it won't be so bad.  You never actually see pure Prophet offenses these days...

Prohets of Baal
Pale Green/Brown 6/6 Magician
Immune to human Prophets, except Elijah. Holder may remove a evil card from discard pile to convert a Hero to a pale green Evil Character. Cannot be Prevent.
Same Verse

Probably should only work against human heroes.  Why Brown?  Is that the brigade that false prophets should go in?

All in all, I like them, as they are not cookie-cutter abilities.
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Offline Arrthoa

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Re: Prophets and Magicians
« Reply #2 on: February 13, 2013, 01:08:52 PM »
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Made Prophets of Baal brown due to them being associated with Ahab and Jezebel who are both brown.

Updated Malachi and Zeph. No problems with Jonah or the Witch?
« Last Edit: February 13, 2013, 01:23:53 PM by Arrthoa »

Offline Drrek

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Re: Prophets and Magicians
« Reply #3 on: February 13, 2013, 02:09:48 PM »
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Made Prophets of Baal brown due to them being associated with Ahab and Jezebel who are both brown.

Updated Malachi and Zeph. No problems with Jonah or the Witch?

Prophets of Baal should not be brown.  Ahab and Jezebel are brown because they are evil royalty.  Prophets of Baal should just be pale green.  An ability that works with Ahab and Jezebel would be good, but they shouldn't get the color of a theme they don't belong in.
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Offline JSB23

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Re: Prophets and Magicians
« Reply #4 on: February 13, 2013, 05:02:28 PM »
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Prophets of Baal should not be brown.  Ahab and Jezebel are brown because they are evil royalty.  Prophets of Baal should just be pale green.  An ability that works with Ahab and Jezebel would be good, but they shouldn't get the color of a theme they don't belong in.

Brown is for rebellious Israelites (Korah, Dathan, Uzzah, Complainers, etc.), evil royalty is a sub-class of that theme.
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Offline Arrthoa

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Re: Prophets and Magicians
« Reply #5 on: February 13, 2013, 05:29:01 PM »
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Zechariah
Green/Teal 5/6 Prophet, Z-Temple Priest, X= # of your Z-Temple Priests or O.T. Prophets
Prevent special abilities on evil characters of X/* or less. Twice per game you may shuffle up to three cards from hand into deck to draw the same.
Same Verse

Haggai
Green 6/5 Prophet
May band to a Zerubbabel Temple Priest to search deck for Zerubbabel's Temple and place in territory. If all of your Heroes are O.T., Opponent must discard a evil card and You may draw a card.
Same Verse

Obadiah
Green 7/5 Prophet
Search deck for Obadiah's Caves. May select an Opponent's warrior-class Evil Character to block. If discarded from battle, set-aside a warrior-class Evil Character for two-turns.
Same Verse
« Last Edit: April 25, 2013, 10:41:19 PM by Arrthoa »

Offline TheJaylor

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Re: Prophets and Magicians
« Reply #6 on: February 13, 2013, 05:31:40 PM »
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For Jonah, I'd suggest rewording it so that Jonah isn't set aside for three turns every time he enters battle, otherwise he really wouldn't be that great and also you could just say "any number of good enhancements from hand to convert the same number of evil characters because the "X" really isn't necessary in this case.

Otherwise I like these ideas a lot. The ECs create a good way to combat the Jacob/Simeon to Moses combo that's so popular. Also, the heroes give prophets a good boost since they're not that great all by themselves anymore in Type 1.

Offline Arrthoa

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Re: Prophets and Magicians
« Reply #7 on: February 14, 2013, 09:50:14 AM »
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I guess there are no problems with my three new prophets? They aren't OP or UP? Just curious is all.

Offline TheJaylor

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Re: Prophets and Magicians
« Reply #8 on: February 14, 2013, 06:00:14 PM »
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They look pretty solid. If anything they are a little UP. Also, you didn't finish Zechariah's identifier so it just says "X=# of".

Offline Arrthoa

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Re: Prophets and Magicians
« Reply #9 on: February 14, 2013, 10:19:27 PM »
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They look pretty solid. If anything they are a little UP. Also, you didn't finish Zechariah's identifier so it just says "X=# of".
fixed it. He will work well in any Z-temple or prophet deck

 


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