Author Topic: The Dermo Delux - New Card Ideas  (Read 18861 times)

Offline jbeers285

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The Dermo Delux - New Card Ideas
« Reply #50 on: September 22, 2012, 04:54:31 PM »
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I'm only finding one spiritual gift card in this thread and it adds 2/2 to a FBTN hero . . . Not too bad I mean it I'm not sure that adding a CBN 2/2 to a FBTN hero is worth 3 cards  but i like the idea as long as the spiritual gift abilities don't get OP
JMM is a modern day prophet

Offline dermo4christ

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Re: The Dermo Delux - New Card Ideas
« Reply #51 on: September 24, 2012, 05:54:15 PM »
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I'm only finding one spiritual gift card in this thread and it adds 2/2 to a FBTN hero . . . Not too bad I mean it I'm not sure that adding a CBN 2/2 to a FBTN hero is worth 3 cards  but i like the idea as long as the spiritual gift abilities don't get OP

Hey Josiah!  Yeah, there's more than one card.  I based these cards off of I Corinthians 12 the best I could.  Prophecy, Knowledge, discerment, etc etc etc.  They are all in this thread.  Does that clarify?
« Last Edit: September 25, 2012, 05:17:18 PM by dermo4christ »

Offline Master Q

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Re: The Dermo Delux - New Card Ideas
« Reply #52 on: September 25, 2012, 06:50:31 PM »
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Gifts o' Discernment and Miracle Hands are incredibly OP. The other gifts seem really under-powered. Unfortunately, I don't have any advice on how to fix them. :(
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Offline jbeers285

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The Dermo Delux - New Card Ideas
« Reply #53 on: September 25, 2012, 07:25:07 PM »
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I can't find the other cards through this to save my life
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Offline dermo4christ

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Re: The Dermo Delux - New Card Ideas
« Reply #54 on: September 25, 2012, 07:28:02 PM »
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Gifts o' Discernment and Miracle Hands are incredibly OP. The other gifts seem really under-powered. Unfortunately, I don't have any advice on how to fix them. :(

Not quite sure why you would think Gifts of Discern. would be op'd.  It's almost like Two Bears except it's CBN......now that I'm thinking about it....the CBN does make it OP'd.  I'll take the CBN out.  Miracle Hands can be an easy fix.  I'll just make the ability to search for only one hero and prevent the ring.  I really don't think the others are underpowered at all.  Some of the cards make an opponent discard cards and dominants from deck or hand.  If the person has a hand of gold when that card would come up, it would be a tough choice on which cards to discard.  I think it could work rather nicely.....but that's just an opinion....:)

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Re: The Dermo Delux - New Card Ideas
« Reply #55 on: September 25, 2012, 07:32:04 PM »
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I can't find the other cards through this to save my life

Page 2 of the topic there is a rather large posting with most of the spiritual gift cards.  Then after that there is one or two cards in separate posts, but most of them are on page 2, Josiah.  Sorry you're having trouble finding them.  Most of the cards are titled "Gift of.....".  Some of the titles are worded different.  The first spirit gift is Tongues of Worship (Gift of Tongues).  Miracle Hands is another one.... Is  your page blanking out or something? Let me know if you still can't find them.  I'll quote the posts in a pm to you.

Offline jbeers285

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Re: The Dermo Delux - New Card Ideas
« Reply #56 on: September 29, 2012, 11:19:33 PM »
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Title: Tongues of Worship
Type: Good enhancement
Brigade: White
Numbers: 1/1
Class: None
SA: All NT heroes in battle gain 2/2.  Opponent may discard a card from hand to negate this.  Cannot  be prevented.
Identifier: Spiritual Gift
gaining 2/2 is not really worth much even on an FBtN character not sure it would ever get played

Title: Gift of Wisdom
Type: Good Enhancement
Brigade: White/Purple
Numbers: None
Class: none
SA: If used on a NT hero, opponent must reveal hand.  Hero may withdraw from battle unharmed.  Opponent must discard an Evil Dominant from hand or deck to negate this card.
Identifier: Spiritual Gift
This card is decent i dont like the way you made it CBN though.  Pretty much no one will discard a dom to negate it.  If they dont wanna show their hand its because they most likely realize they cant win the battle so y would they risk losing and discarding a dom.  If they think they can win they dont care if you see what they have.  Good players will probably have an idea of what their opponent has any ways based on evil characters in play and such.

Title: Gift of Knowledge
Type: Good Enhancement
Brigade: White/Purple
Numbers: 1/1
Class: none
SA: Reveal the top 5 cards of your deck.  If three out of the 5 cards are good cards you may place those cards into your hand and the rest back on top of your deck in any order.  Cannot be prevented.
Identifier: Spiritual Gift
I feel like speed is already so much of an issue and decks that would use this would be offensive heavy and it would speed them up repeatedly with ur retain spiritual gifts idea probably OP with the cbp ability as well.


More gifts to come!!

Gifts continued:

Title: Gift of Faith
Type: Good Enhancement
Brigade: White/Purple
Numbers: none
SA: Discard half the cards in your hand to make opponent do the same.  If rescue attempt is successful at the end of this battle, holder may not make a rescue attempt during next turn.  Cannot be negated.
Identifier: Spiritual Gift
I like this card its a really high cost for a really strong ability not sure it needs to be cbn though bc ur opponent would then have the option to use a negate or interrupt on a nonbattle winner.


Title: Gift of Healing
Type: Good Enhancement
Brigade: White/Purple
Numbers: Heal any white or purple brigade hero that is about to be discarded and increase their abilities by 1/1 for remainder of game. Cannot be interrupted.
Identifier: Spiritual Gift
Not sure i like this ability perhaps some like remove an evil card from one of your hero's or fortress from the game CBN (although disicples and white have passover hymn already)

Title: Miracle Hands
Type: Artifact
SA: Upon activation, search deck any NT hero and place them in your territory.  Prevents Hezekiah's Signet Ring.  May be used once per game. 
Identifier: May be activated on any NT hero, Spiritual Gift
I like this idea it seems pretty specialized and Gardensciples has a lot search but i like the prevent on Hezzy's ring

Prophecy, discernment, and Tongue Interpretation yet to come!!

Title: Gift of Prophecy
Type: Good enhancement
Brigade: Green/white/purple
Class: Territory
Numbers: none
SA: Place on your prophet or NT hero.  Reveal the top three cards of opponents' deck.  Place all revealed evil cards on the bottom of deck and all revealed Lost Souls in play.  Good enhancements may be placed back on top of deck.  Cannot be negated.
Identifier: Based on prophecy, Spiritual Gift
I like this gets some soul gen and perhaps encourages people to play 54-56 cards instead of the 50-51

Title: Gift of Discernment
Type: Good enhancement.
Brigade: White
Class: none
Numbers: 2/2
SA: Interrupt the battle and shuffle all evil characters in battle into owner's deck.  Cannot be negated if used by a NT hero.
Identifier: Spiritual Gift
this is OP'd battle winner that interrupts  . . . its too much to be honest . . . . . .  How about something with an optional withdraw ability for discernment not sure what but that would be my thought

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Offline dermo4christ

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Re: The Dermo Delux - New Card Ideas
« Reply #57 on: September 30, 2012, 09:29:34 PM »
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Title: Tongues of Worship
Type: Good enhancement
Brigade: White
Numbers: 1/1
Class: None
SA: All NT heroes in battle gain 2/2.  Opponent may discard a card from hand to negate this.  Cannot  be prevented.
Identifier: Spiritual Gift
gaining 2/2 is not really worth much even on an FBtN character not sure it would ever get played

Title: Gift of Wisdom
Type: Good Enhancement
Brigade: White/Purple
Numbers: None
Class: none
SA: If used on a NT hero, opponent must reveal hand.  Hero may withdraw from battle unharmed.  Opponent must discard an Evil Dominant from hand or deck to negate this card.
Identifier: Spiritual Gift
This card is decent i dont like the way you made it CBN though.  Pretty much no one will discard a dom to negate it.  If they dont wanna show their hand its because they most likely realize they cant win the battle so y would they risk losing and discarding a dom.  If they think they can win they dont care if you see what they have.  Good players will probably have an idea of what their opponent has any ways based on evil characters in play and such.

Title: Gift of Knowledge
Type: Good Enhancement
Brigade: White/Purple
Numbers: 1/1
Class: none
SA: Reveal the top 5 cards of your deck.  If three out of the 5 cards are good cards you may place those cards into your hand and the rest back on top of your deck in any order.  Cannot be prevented.
Identifier: Spiritual Gift
I feel like speed is already so much of an issue and decks that would use this would be offensive heavy and it would speed them up repeatedly with ur retain spiritual gifts idea probably OP with the cbp ability as well.


More gifts to come!!

Gifts continued:

Title: Gift of Faith
Type: Good Enhancement
Brigade: White/Purple
Numbers: none
SA: Discard half the cards in your hand to make opponent do the same.  If rescue attempt is successful at the end of this battle, holder may not make a rescue attempt during next turn.  Cannot be negated.
Identifier: Spiritual Gift
I like this card its a really high cost for a really strong ability not sure it needs to be cbn though bc ur opponent would then have the option to use a negate or interrupt on a nonbattle winner.


Title: Gift of Healing
Type: Good Enhancement
Brigade: White/Purple
Numbers: Heal any white or purple brigade hero that is about to be discarded and increase their abilities by 1/1 for remainder of game. Cannot be interrupted.
Identifier: Spiritual Gift
Not sure i like this ability perhaps some like remove an evil card from one of your hero's or fortress from the game CBN (although disicples and white have passover hymn already)

Title: Miracle Hands
Type: Artifact
SA: Upon activation, search deck any NT hero and place them in your territory.  Prevents Hezekiah's Signet Ring.  May be used once per game. 
Identifier: May be activated on any NT hero, Spiritual Gift
I like this idea it seems pretty specialized and Gardensciples has a lot search but i like the prevent on Hezzy's ring

Prophecy, discernment, and Tongue Interpretation yet to come!!

Title: Gift of Prophecy
Type: Good enhancement
Brigade: Green/white/purple
Class: Territory
Numbers: none
SA: Place on your prophet or NT hero.  Reveal the top three cards of opponents' deck.  Place all revealed evil cards on the bottom of deck and all revealed Lost Souls in play.  Good enhancements may be placed back on top of deck.  Cannot be negated.
Identifier: Based on prophecy, Spiritual Gift
I like this gets some soul gen and perhaps encourages people to play 54-56 cards instead of the 50-51

Title: Gift of Discernment
Type: Good enhancement.
Brigade: White
Class: none
Numbers: 2/2
SA: Interrupt the battle and shuffle all evil characters in battle into owner's deck.  Cannot be negated if used by a NT hero.
Identifier: Spiritual Gift
this is OP'd battle winner that interrupts  . . . its too much to be honest . . . . . .  How about something with an optional withdraw ability for discernment not sure what but that would be my thought


Ok. Modified original post.  Thanks for the input, Josiah! 

Offline dermo4christ

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Re: The Dermo Delux - New Card Ideas
« Reply #58 on: September 30, 2012, 11:35:37 PM »
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Title: Jonah
Type: Hero
Brigade: Blue/Green
Numbers: 3/3
Class: None
SA: If Jonah enters battle as the lone hero set him aside for 3 turns. Upon return convert all Assyrians in play to a brigade color of holder's choice regardless of protection. If Jonah is discarded while set aside discard an evil fortress from opponents territory. 
Identifier: Prophet
Verse: But Jonah ran away from the LORD and headed for Tarshish. He went down to Joppa, where he found a ship bound for that port. After paying the fare, he went aboard and sailed for Tarshish to flee from the LORD. Jonah 1:3
Image: http://www.bing.com/images/search?q=biblical+jonah&view=detail&id=701A013F6E1F8C1C42F08FA08864CA91F61C3BF4&first=37
Border: Green
Size: Medium

Title: Thrown Overboard
Type: Dual enhancement
Brigade: Green/Pale Green
Numbers: none
Class: none
SA: Set aside an opponent's male human character for the remainder of game. Cannot be negated.
Identifier: none
Verse: Then they took Jonah and threw him overboard, and the raging sea grew calm. Jonah 1:15
Image: http://www.bing.com/images/search?q=jonah+thrown+overboard&view=detail&id=ED830F70D19EDB25DB1813D834BC496EE36673D0
Border: UR/Green
Size: medium
« Last Edit: October 01, 2012, 09:07:36 PM by dermo4christ »

Offline Minister Polarius

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Re: The Dermo Delux - New Card Ideas
« Reply #59 on: October 01, 2012, 12:51:50 AM »
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Far too underwhelming for one of the most famous major prophets, and not nearly cool enough for his story. Also no reason for him to be Blue, which is ironically the only thing that would have let him see play.

Thrown Overboard seems to be doing the exact opposite of what it did in the Bible.
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Offline jbeers285

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Re: The Dermo Delux - New Card Ideas
« Reply #60 on: October 01, 2012, 01:58:24 AM »
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For Jonah I would say something like this

If Jonah enters battle as the lone hero set him aside for 3 turns.
Upon return convert all Assyrians in play to (whatever color) brigade hero's regardless of protection.
If Jonah is discarded while set aside discard an evil fortress from opponents territory.
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Offline dermo4christ

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Re: The Dermo Delux - New Card Ideas
« Reply #61 on: October 01, 2012, 06:37:15 PM »
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Far too underwhelming for one of the most famous major prophets, and not nearly cool enough for his story. Also no reason for him to be Blue, which is ironically the only thing that would have let him see play.

Thrown Overboard seems to be doing the exact opposite of what it did in the Bible.


Well, I chose blue because the original Jonah card was a blue brigade. I added the green because most of the prophets are green brigade.  But Josiah brought a cool ability to my attention; so I may use that one and credit it to Josiah.  What would be your suggestion for the ability for "Thrown Overboard"?  That one was a hard one to work out.  I was going to make it an evil enhancement but in all actuality God used that for Jonah's good.  So, I'm not quite sure how to work that one. 

Offline dermo4christ

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Re: The Dermo Delux - New Card Ideas
« Reply #62 on: October 01, 2012, 06:39:54 PM »
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For Jonah I would say something like this

If Jonah enters battle as the lone hero set him aside for 3 turns.
Upon return convert all Assyrians in play to (whatever color) brigade hero's regardless of protection.
If Jonah is discarded while set aside discard an evil fortress from opponents territory.

Sorry, Josiah.  I tried to insert your quote into my last reply to Pol but my work computer was being goofy and wouldn't let me.  Anyway, I like your idea here.  Being set aside for 3 turns is like being inside the belly of the whale for three days and then he returns and goes to ninevah and converts the whole city. Very nice! When I post this on Lambo's page I'll credit the ability to you. I asked Pol what his suggestion would be for Thrown Overboard.  I'll ask you too.  Thoughts?

Offline jbeers285

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The Dermo Delux - New Card Ideas
« Reply #63 on: October 01, 2012, 08:19:59 PM »
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It could be a duel card evil and good probably green/ pale green so it works for Assyrians

Perhaps as simple as set aside an opponents human character for the remainder of the game. 

(I know this wouldn't be a huge deal in type 1 but in t-2 u could set aside an opponents most powerful offensive or defense character making it impossible for them to put a second copy in play.)
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Offline dermo4christ

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Re: The Dermo Delux - New Card Ideas
« Reply #64 on: October 01, 2012, 08:51:47 PM »
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It could be a duel card evil and good probably green/ pale green so it works for Assyrians

Perhaps as simple as set aside an opponents human character for the remainder of the game. 

(I know this wouldn't be a huge deal in type 1 but in t-2 u could set aside an opponents most powerful offensive or defense character making it impossible for them to put a second copy in play.)

ah yes!  True because you can't have two copies of the same character on the table at a time.  I didn't think about that.  Abilities are modified.
« Last Edit: October 01, 2012, 09:08:03 PM by dermo4christ »

Offline Minister Polarius

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Re: The Dermo Delux - New Card Ideas
« Reply #65 on: October 01, 2012, 10:37:00 PM »
+1
It'd be a cooler name if you called it "Jettisoned" (just for flare, the cooler the name the better IMO).
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline dermo4christ

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Re: The Dermo Delux - New Card Ideas
« Reply #66 on: October 01, 2012, 10:50:37 PM »
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It'd be a cooler name if you called it "Jettisoned" (just for flare, the cooler the name the better IMO).

lol...nice.

Offline TheJaylor

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Re: The Dermo Delux - New Card Ideas
« Reply #67 on: October 02, 2012, 10:23:47 PM »
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Yeah, name has a lot to do with a card and you want to chose the best name possible as Pol suggested. Example 1: "Defenestrated" > "Thrown Out of a Window" Example 2: "Suicidal Swine Stampede" > "Big Pig Death" (well, that one cuts it close so maybe "Bunch of Suicidal Pigs" :P)

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Re: The Dermo Delux - New Card Ideas
« Reply #68 on: October 02, 2012, 11:04:14 PM »
+1
Swine Flew!
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline dermo4christ

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Re: The Dermo Delux - New Card Ideas
« Reply #69 on: October 02, 2012, 11:12:17 PM »
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OK  so.... how about "Thrown Overboard" to "Jonah's Big Swim"? :)

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Re: The Dermo Delux - New Card Ideas
« Reply #70 on: October 05, 2012, 07:34:36 PM »
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Title: King  Esarhaddon
Type: Evil Character
Brigade: Pale Green
Class: Warrior
Numbers: 9/5
SA: Search deck for Nimrud Palace and put it in play. Remove this character from the game to add a Babylonian from discard pile to battle. Identifier: Assyrian King, Fought in an earthly battle
Verse: they came to Zerubbabel and to the heads of the families and said, “Let us help you build because, like you, we seek your God and have been sacrificing to him since the time of Esarhaddon king of Assyria, who brought us here.” Ezra 4:2
Image: http://www.bing.com/images/search?q=King+of+Assyria&view=detail&id=846DEDA436DDD6C77A4A23FDDCFE1E2ACF6EC841
Border: UR
Size: medium

Note: I researched this character and my research led me to understand that he conquered Egypt and restored Babylon. He also built Nimrud palace which housed many Assyrian Kings including the rare character King Sargon II.  Hence, his ability.

Title: Nimrud Palace
Type: Evil Fortress
SA: If your Assyrian King is about to be removed from the game, place him here instead.  During upkeep phase, shuffle a King placed here into deck.  While an Assyrian King is in play, protect your evil fortresses from opponents.
Identifier: Holds any number of Assyrian Kings, Unique Fortress
Verse: and Resen, which is between Nineveh and Calah [Nimrud]—which is the great city... Genesis 10:12
Image: http://www.bing.com/images/search?q=ancient+palaces&view=detail&id=7AACC0C120E205098098F0E82AF434667319E519
Border: UR
Size: medium

Title: King Xerxes
Type: Good/Evil Character
Brigade: Brown/Purple
Class: Warrior
Numbers: 8/6
SA: If Xerxes fails to make a successful block, he repents and becomes a purple hero.  If Xerxes repents, you may remove an evil dominant in your hand, deck, or territory from the game to discard an evil character from opponent's hand, deck, or territory.  Cannot be interrupted.
Identifier: Persian King
Verse: King Xerxes replied to Queen Esther and to Mordecai the Jew, “Because Haman attacked the Jews, I have given his estate to Esther, and they have impaled him on the pole he set up. Esther 8:7
Image: http://www.bing.com/images/search?q=King+Xerxes&view=detail&id=AD7444DA6159A3D6AC09A749C5BF5321308510D0
Border: UR
Size: Medium

Title: Susa
Type: Site
Brigade: Gold
SA: Protect your Persian Evil Characters from discard abilities on opponents' cards. When you place a Lost Soul in this site, you may search deck for up to three Evil Characters and place them here face down.  When an opponent makes a rescue attempt at this site, rescuer randomly chooses a face down evil character to block his attempt.  Holder then must reveal the other two characters and place them under deck.
Identifier: Persian Site
Verse: At that time King Xerxes reigned from his royal throne in the citadel of Susa Esther 1:2
Image: http://www.bing.com/images/searchq=Citadel+at+Susa&view=detail&id=0D8BC8757E5E6436F85E83303F53D8A28E259C24&first=77
Border: UR/Blue
Size: Medium

Title: Xerxes' Banquet
Type: Evil Enhancement
Brigade: Pale Green/Brown
Numbers: none
SA: Set your Persian aside for X turns.  The next time that character blocks, he may set aside the rescuing hero for X turns and choose a new rescuer.
Identifier: X=number of opponent's Redeemed Souls
Verse: This is what happened during the time of Xerxes, the Xerxes who ruled over 127 provinces stretching from India to Cush: At that time King Xerxes reigned from his royal throne in the citadel of Susa, and in the third year of his reign he gave a banquet for all his nobles and officials. The military leaders of Persia and Media, the princes, and the nobles of the provinces were present. Esther 1:1-3
Image:http://www.bing.com/images/search?q=xerxes%27+banquet&view=detail&id=348301C0B9BDECA5D72A71D6A639886DF5B81046&qpvt=xerxes%27+banquet
Border: purple
Size: Medium

Title: Nimrod the Hunter
Type: Evil Character
Brigade: Crimson/Pale Green
Class: Warrior
Numbers: X/X
SA: If another warrior-class evil character is in play, draw X (limit 3).  Cannot be prevented.
Identifier: Assyrian, Babylonian  X=number of warrior-class Assyrians and Babylonians in play
Verse: Cush was the father of Nimrod, who became a mighty warrior on the earth. He was a mighty hunter before the Lord; The first centers of his kingdom were Babylon, Uruk, Akkad and Kalneh, in Shinar. From that land he went to Assyria, where he built Nineveh, Rehoboth Ir,  Calah and Resen, which is between Nineveh and Calah—which is the great city. Genesis 10:8-12
Image:http://www.bing.com/images/search?q=nimrod+the+hunter&view=detail&id=73178AA26D2F4C4FF1810A00555931A095C1FEB3&first=81
Border: UR
Size: Medium

 
   
« Last Edit: October 08, 2012, 10:03:47 PM by dermo4christ »

Offline Arrthoa

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Re: The Dermo Delux - New Card Ideas
« Reply #71 on: October 06, 2012, 08:48:16 AM »
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With banquet I would make X something like number opponent's redeemed souls or along the lines of that. Also band to a warrior class is kinda bland and wouldn't be used much. Here's my suggestion for after the character returns: on return character gains ability to set aside a hero in battle and choose the rescuer. Cannot be negated if a Persian is in play.

That will make Persians a bit stronger.

Offline dermo4christ

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Re: The Dermo Delux - New Card Ideas
« Reply #72 on: October 06, 2012, 12:53:37 PM »
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With banquet I would make X something like number opponent's redeemed souls or along the lines of that. Also band to a warrior class is kinda bland and wouldn't be used much. Here's my suggestion for after the character returns: on return character gains ability to set aside a hero in battle and choose the rescuer. Cannot be negated if a Persian is in play.

That will make Persians a bit stronger.

Ability modified.  Thanks, friend!

Offline Minister Polarius

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Re: The Dermo Delux - New Card Ideas
« Reply #73 on: October 06, 2012, 01:25:18 PM »
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None of the cards you designated UR would be even close in their current forms.

Esarhaddon would never be used because he automatically loses the block for almost no gain. If he were to add the Babylonian from Discard to battle, then you'd be in business. Actually, it'd be a pretty baller card. Also, great find on another Assyrian king.

Nimrud is ok, and if you adopted my proposed change to the King would set up a nice engine, but it's too specific to a single character. Perhaps: "If your Assyrian King would be Removed, place him here instead. While an Assyrian King is in play, Protect your Evil Fortresses from opponents." That way you get some protection on Assyrian Camp too, which would be very nice in T2.

Xerxes is just way too weak and specific. Cards that depend on your opponent's deck are not preferable, and especially when they depend on your opponent having specific, weak cards that nobody would ever use. Beyond that, a negatable band to weak cards and a so-so Discard ability with an insane cost further cripple the card. I'd go back to the drawing board.

Susa is a gem. Works great in a Demon deck or a Persian deck, is powerful without being too powerful, and has a unique ability.

Military Banquet Meeting has a goofy name (and not like SSS). Xerxes' Banquet would probably be fine. For it to do what you meant it to do, it'd have to be worded like this: "Set [a Persian] aside for X turns. The next time that character blocks, he may set aside the rescuing Hero for X turns and choose the rescuer." The CBN is redundant because it's a set-aside. I like the idea of it getting diminishing returns as the game goes on; if you get it early, it's very effective, but later in the game the cost is too high to be worth it.

Nimrod's just underwhelming for such a cool figure, and starting at 1/1 isn't ok even if he does gain somewhat quickly. Bear in mind, Nimrod should be Crimson/PG as he founded Nineveh (the capitol of the Assyrian empire). There's debate as to what nationality identifiers he should have, but they would either be both Babylonian and Assyrian or neither.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline dermo4christ

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Re: The Dermo Delux - New Card Ideas
« Reply #74 on: October 08, 2012, 06:14:54 PM »
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None of the cards you designated UR would be even close in their current forms.

Esarhaddon would never be used because he automatically loses the block for almost no gain. If he were to add the Babylonian from Discard to battle, then you'd be in business. Actually, it'd be a pretty baller card. Also, great find on another Assyrian king.

Nimrud is ok, and if you adopted my proposed change to the King would set up a nice engine, but it's too specific to a single character. Perhaps: "If your Assyrian King would be Removed, place him here instead. While an Assyrian King is in play, Protect your Evil Fortresses from opponents." That way you get some protection on Assyrian Camp too, which would be very nice in T2.

Xerxes is just way too weak and specific. Cards that depend on your opponent's deck are not preferable, and especially when they depend on your opponent having specific, weak cards that nobody would ever use. Beyond that, a negatable band to weak cards and a so-so Discard ability with an insane cost further cripple the card. I'd go back to the drawing board.

Susa is a gem. Works great in a Demon deck or a Persian deck, is powerful without being too powerful, and has a unique ability.

Military Banquet Meeting has a goofy name (and not like SSS). Xerxes' Banquet would probably be fine. For it to do what you meant it to do, it'd have to be worded like this: "Set [a Persian] aside for X turns. The next time that character blocks, he may set aside the rescuing Hero for X turns and choose the rescuer." The CBN is redundant because it's a set-aside. I like the idea of it getting diminishing returns as the game goes on; if you get it early, it's very effective, but later in the game the cost is too high to be worth it.

Nimrod's just underwhelming for such a cool figure, and starting at 1/1 isn't ok even if he does gain somewhat quickly. Bear in mind, Nimrod should be Crimson/PG as he founded Nineveh (the capitol of the Assyrian empire). There's debate as to what nationality identifiers he should have, but they would either be both Babylonian and Assyrian or neither.

Ok. Original post modiefied.  What do you think?

 


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