Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => New Card Ideas => Topic started by: stefferweffer on June 14, 2010, 11:05:03 AM
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0/0 Rainbow colored Evil AND Good enhancement (like Philosophy).
Set your human aside for at least 2 turns. When they return to play, their special ability cannot be negated for the same number of turns that they were set aside for.
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I think it'd be better to be 4 turns and be a perm gain.
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0/0 Rainbow colored Evil AND Good enhancement (like Philosophy).
Set your human aside for at least 2 turns. When they return to play, their special ability cannot be negated for the same number of turns that they were set aside for.
I dont get it why for a strategy card would you have the SA make the characters SA nonnegateable?
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Planning strategies takes time. But it is time well spent, because it increases the odds of victory, because you anticipate how your opponent would respond and plan accordingly, thus negating their response. Does this make more sense?
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Planning strategies takes time. But it is time well spent, because it increases the odds of victory, because you anticipate how your opponent would respond and plan accordingly, thus negating their response. Does this make more sense?
A little bit.
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I had the second battle of Ai in mind, for the good side of the card. Any planned diversion or feint is based on anticipating the response of your enemy.
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Set aside Egyptian Warden. Win.
Set aside Philistine Garrison after AotL has been used. Activate Flee from Enemies. Win.
I love this card because it's balanced, but would help Evil a bit more than good.