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Bound Demon is interesting. Having all seven brigades in your territory is a huge liability, and that combined with his alternate blocking under certain conditions help to balance him. For him to work the way you want, he'd have to read like this:"First Strike. If a Disciple is in play, may not block next round. If block is successful, capture a Disciple."Performing Demon is very powerful, and probably too powerful since he gains a CBN protection from Discard and can band to a King (most importantly, Manasseh). Since he has to discard or reveal your hand every block, he's probably not broken, but very powerful nonetheless.Ungodly Gathering should be Pale Green/Brown thematically (not sure where you got the Black from). Regardless, it's ludicrous powerful with Manasseh who would gain a branched band to a wide pool of amazing characters to band to. Perhaps it would be balanced if it read like this:"Set your Evil King and Demon aside for one (or two if it would cause overbalance) turn(s). While they remain set aside, your Evil Kings may band with a Demon."That way you'd have to have Manasseh and another King and two Demons at the same time in order to utilize it.
Apocryphal cards are generally frowned upon strongly. Also, as a general note, you go way overboard with UR's, those should only be for major features in the Bible, like Noah and whatnot.Anyway, Judith is pretty nice. Having a strong female snipe in Red would be very beneficial to it. I'd like it better if the restriction were to be on Human, or Human O.T. rather than Warrior-Class so she could snipe chump blockers before they even become an issue.General Holofernes is just a variation on ASA with banding and without CBN. I don't like the idea of a Fort discarder being about to band to a second fort discarder. Also, anything that has carte blance to band to an Assyrian is going to be very powerful, especially in T2. A more creative ability is probably in order.
Second, I only choose UR because I enjoy the border....I chose UR for these two because these are characters that are unfamiliar to most of us, I'm sure.
Quote from: dermo4christ on October 26, 2012, 11:12:40 AMSecond, I only choose UR because I enjoy the border....I chose UR for these two because these are characters that are unfamiliar to most of us, I'm sure.UR should be reserved for the strongest / rarest cards, rather than being used because it's the coolest looking border.
Josephus isn't in the Catholic Bible, he's a Jewish historian. The reason he's used as references on some cards is that they were in the Bible, but not named. The reason the Apocrypha is not used in Redemption is because Rob doesn't want to alienate Protestants as we do not believe those books to be divinely authored. Of course, you're free to make card ideas about ponies, so don't let that stop you from making ideas, just know they would never be printed.
You may be thinking of I and II Maccabees.I like Holofernes a lot better now.
Title: Mark of The BeastType: CurseCurse Brigade: OrangeSA: Place in an opponent's territory for six turns. During each upkeep phase, opponent must roll a 6 sided die and discard X cards from hand. Opponent may reveal and underdeck Son of God to remove this card from the game. Cannot be prevented.Identifier: Based on prophecy, X=number of die roll
Quote from: dermo4christ on October 26, 2012, 10:07:23 PMTitle: Mark of The BeastType: CurseCurse Brigade: OrangeSA: Place in an opponent's territory for six turns. During each upkeep phase, opponent must roll a 6 sided die and discard X cards from hand. Opponent may reveal and underdeck Son of God to remove this card from the game. Cannot be prevented.Identifier: Based on prophecy, X=number of die rollUnfortunately, this card is overpowered. The CBP doesn't really do anything for it, since it is a curse and can be activated via your artifact pile. This will discard an average of 3.5 cards from opponent's hand per turn for 6 turns. And if it lands a big number, like 5 or 6, your opponent is probably crippled beyond repair. I would suggest finding a way to lighten the discard ability, possibly without involving dice.
Chance is bad for card games. If you want to keep the roll in there, it's your call, but adding chance to a game robs both sides of any possible satisfaction. I'd never feel I deserved a win that I got through lucky coin flips and die rolls, and I'd feel cheated if I were on the other side of the table.