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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
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.
I can't find the other cards through this to save my life
Title: Tongues of WorshipType: Good enhancementBrigade: WhiteNumbers: 1/1Class: NoneSA: 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 playedTitle: Gift of WisdomType: Good EnhancementBrigade: White/PurpleNumbers: NoneClass: noneSA: 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 GiftThis 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 KnowledgeType: Good EnhancementBrigade: White/PurpleNumbers: 1/1Class: noneSA: 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 GiftI 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 FaithType: Good EnhancementBrigade: White/PurpleNumbers: noneSA: 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 GiftI 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 HealingType: Good EnhancementBrigade: White/PurpleNumbers: 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 GiftNot 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 HandsType: ArtifactSA: 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 GiftI like this idea it seems pretty specialized and Gardensciples has a lot search but i like the prevent on Hezzy's ringProphecy, discernment, and Tongue Interpretation yet to come!!Title: Gift of ProphecyType: Good enhancementBrigade: Green/white/purpleClass: TerritoryNumbers: noneSA: 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 GiftI like this gets some soul gen and perhaps encourages people to play 54-56 cards instead of the 50-51Title: Gift of DiscernmentType: Good enhancement.Brigade: WhiteClass: noneNumbers: 2/2SA: 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 Giftthis 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
Quote from: dermo4christ on September 19, 2012, 11:34:16 PMTitle: Tongues of WorshipType: Good enhancementBrigade: WhiteNumbers: 1/1Class: NoneSA: 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 playedTitle: Gift of WisdomType: Good EnhancementBrigade: White/PurpleNumbers: NoneClass: noneSA: 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 GiftThis 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 KnowledgeType: Good EnhancementBrigade: White/PurpleNumbers: 1/1Class: noneSA: 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 GiftI 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 FaithType: Good EnhancementBrigade: White/PurpleNumbers: noneSA: 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 GiftI 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 HealingType: Good EnhancementBrigade: White/PurpleNumbers: 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 GiftNot 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 HandsType: ArtifactSA: 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 GiftI like this idea it seems pretty specialized and Gardensciples has a lot search but i like the prevent on Hezzy's ringProphecy, discernment, and Tongue Interpretation yet to come!!Title: Gift of ProphecyType: Good enhancementBrigade: Green/white/purpleClass: TerritoryNumbers: noneSA: 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 GiftI like this gets some soul gen and perhaps encourages people to play 54-56 cards instead of the 50-51Title: Gift of DiscernmentType: Good enhancement.Brigade: WhiteClass: noneNumbers: 2/2SA: 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 Giftthis 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
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.
For Jonah I would say something like thisIf 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.
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.)
It'd be a cooler name if you called it "Jettisoned" (just for flare, the cooler the name the better IMO).
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.
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.