Author Topic: Orange Part II - and new card type "Buildings"  (Read 2077 times)

Offline Gohanick

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Orange Part II - and new card type "Buildings"
« on: February 12, 2009, 03:20:53 PM »
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Havoc
Orange Brigade Demon
12/1
Each player reveals the bottom 3 cards of their deck. Take the evil cards into hand and remove the rest from the game. Cannot be negated.

Fear
12/1
Orange Brigade Demon
Shuffle one good character back into deck who doesn't share a brigade with a hero already in play. Cannot be negated.

Pride
12/1
Orange Brigade Demon
Character has first strike unless an angel is in battle. Cannot be negated.

Evil Fortress
Any player who has a tleast 3 orange brigade demons in territory has no maximum hand size.

New Card Concept:
Evil Buildings
You place this card on a site with matching reference
Buildings have numbers in the form of 0/X (example 0/20)
In order for a hero to rescue a lost soul at that site, the hero must overcome the toughness
Buildings hold all damage after the battle has ended
Example: I have a 0/20 building on a site and just lost the battle to your Captain of the host
because the hero won, and assuming the defender chooses a rescue at that site, the building takes 10 damage and next turn if captain wins, he can destroy the building by overcoming the toughness and rescue the lost soul)



Offline Master KChief

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Re: Orange Part II - and new card type "Buildings"
« Reply #1 on: February 12, 2009, 03:39:24 PM »
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buildings = OP
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

Ironica

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Re: Orange Part II - and new card type "Buildings"
« Reply #2 on: February 12, 2009, 03:52:58 PM »
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Havoc
Orange Brigade Demon
12/1
Each player reveals the bottom 3 cards of their deck. Take the evil cards into hand and remove the rest from the game. Cannot be negated.

I would change it to remove from game to discard pile and put some limit on it (wither number of times per game, discard if such and such is not in play, or opponent can discard three cards from their hand to negate it).

Fear
12/1
Orange Brigade Demon
Shuffle one good character back into deck who doesn't share a brigade with a hero already in play. Cannot be negated.

What's up with the numbers?

Pride
12/1
Orange Brigade Demon
Character has first strike unless an angel is in battle. Cannot be negated.

You must want to outdue emperors with the numbers :P

Evil Fortress
Any player who has atleast 3 orange brigade demons in territory has no maximum hand size.

I'll make sure I have the LS that prevents rescue from anyone with ten or more cards in hand in all my decks :P.

New Card Concept:
Evil Buildings
You place this card on a site with matching reference
Buildings have numbers in the form of 0/X (example 0/20)
In order for a hero to rescue a lost soul at that site, the hero must overcome the toughness
Buildings hold all damage after the battle has ended
Example: I have a 0/20 building on a site and just lost the battle to your Captain of the host
because the hero won, and assuming the defender chooses a rescue at that site, the building takes 10 damage and next turn if captain wins, he can destroy the building by overcoming the toughness and rescue the lost soul)

1) Why not give the building some offense?  A stone/wood might fall on their heads when they are breaking through :P.

2) I can see a lot of abuse of this type (especially if it's that high).

Offline sk

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Re: Orange Part II - and new card type "Buildings"
« Reply #3 on: February 12, 2009, 03:56:37 PM »
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I'd rather the buildings themselves were some type of lost soul site.  Perhaps make it multicolored to make up for the special ability.
I like the idea, especially for Type 2, as it would be nice to have a couple delays that could give you a turn or two to draw some defense.
"I'm not cheating, I'm just awesome." - Luke Wolfe

Offline BubbleBoy

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Re: Orange Part II - and new card type "Buildings"
« Reply #4 on: February 12, 2009, 04:06:43 PM »
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Havoc
Orange Brigade Demon
12/1
Each player reveals the bottom 3 cards of their deck. Take the evil cards into hand and remove the rest from the game. Cannot be negated.
Hormah abuse, anyone? ::)

New Card Concept:
Evil Buildings
You place this card on a site with matching reference
Buildings have numbers in the form of 0/X (example 0/20)
In order for a hero to rescue a lost soul at that site, the hero must overcome the toughness
Buildings hold all damage after the battle has ended
Example: I have a 0/20 building on a site and just lost the battle to your Captain of the host
because the hero won, and assuming the defender chooses a rescue at that site, the building takes 10 damage and next turn if captain wins, he can destroy the building by overcoming the toughness and rescue the lost soul)
Uh...no thanks. :-\
I'd rather the buildings themselves were some type of lost soul site.  Perhaps make it multicolored to make up for the special ability.
Multi-colored would be even worse, because then you could choose to use it any time you wanted. All in all...I just don't think something like this is necessary.
Use the Mad Bomber to rescue his Province.

Rawrlolsauce!

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Re: Orange Part II - and new card type "Buildings"
« Reply #5 on: February 12, 2009, 06:15:45 PM »
0
Havoc
Orange Brigade Demon
12/1
Each player reveals the bottom 3 cards of their deck. Take the evil cards into hand and remove the rest from the game. Cannot be negated.

Major Hormah abuse (or does Hormah go on the bottom? I don't know). If Hormah goes above the LS, kill your Human EC and use the Bronze Laver to put 2 Evil Enhancements under. Discard a LS and you get 2 cards.

Fear
12/1
Orange Brigade Demon
Shuffle one good character back into deck who doesn't share a brigade with a hero already in play. Cannot be negated.
I like it (Oh, and I play an orange deck... so... I am biased ;))

Pride
12/1
Orange Brigade Demon
Character has first strike unless an angel is in battle. Cannot be negated.
I like this one too. I just need to find a way to continually band him to KOT... ;)

Evil Fortress
Any player who has a tleast 3 orange brigade demons in territory has no maximum hand size.
This'll be OP'd after Orange fully develops, especially in large decks.

New Card Concept:
Evil Buildings
You place this card on a site with matching reference
Buildings have numbers in the form of 0/X (example 0/20)
In order for a hero to rescue a lost soul at that site, the hero must overcome the toughness
Buildings hold all damage after the battle has ended
Example: I have a 0/20 building on a site and just lost the battle to your Captain of the host
because the hero won, and assuming the defender chooses a rescue at that site, the building takes 10 damage and next turn if captain wins, he can destroy the building by overcoming the toughness and rescue the lost soul)
I don't like it.

Offline TheKarazyvicePresidentRR

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Re: Orange Part II - and new card type "Buildings"
« Reply #6 on: February 13, 2009, 02:27:52 AM »
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The first one is broken, There are a few combos I could use with that to remove 3 ls at least.

The second one I don't like due to the CBN. I have no issue if its normal or CBP.

YAY FIRST STRIKE. Maybe even add if a human ec is in battle you can play an orange enhancement from hand.

I like the idea of buildings but my only issue is you could spam them to the point of stalling.  Maybe make it so only heroes using sites have to hit the buildings?

Btw DR kills all buildings.
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Offline crustpope

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Re: Orange Part II - and new card type "Buildings"
« Reply #7 on: February 20, 2009, 01:06:17 PM »
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The first one is broken, There are a few combos I could use with that to remove 3 ls at least.

absolutely.  LS are becoming scarce anyway, no need to remove them from the game by manipulationg your deck with orange brigade cards

YAY FIRST STRIKE. Maybe even add if a human ec is in battle you can play an orange enhancement from hand.

First strike need some extra love.  I like the VP's addition of playing an enhancement from hand.  If falls in line with the first strike idea

I like the idea of buildings but my only issue is you could spam them to the point of stalling.  Maybe make it so only heroes using sites have to hit the buildings?

Btw DR kills all buildings.


I don't know that I like buildings, but what if sites were held within buildings?  that way DR couldn't d/c them?

Buildings are just like guards on sites so if this idea can improve on that concept then perhaps it needs a look


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