Author Topic: Theme Decks  (Read 1449 times)

Offline Minister Polarius

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Theme Decks
« on: September 07, 2010, 04:10:03 AM »
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Here is the first of the two new theme decks I'm doing:

Deacons/ Assyrians

Lost Souls: 7

Lost Soul
Lost Soul
Lost Soul
Lost Soul
Lost Soul

Lost Soul (Rags)
“When this card is drawn, all players must draw a card. Cannot be Prevented.”
~Isaiah 64:6

Lost Soul (Hope)
“When this Lost Soul is rescued, search your Discard Pile for an N.T. human and place in territory (or battle if rescued while you are being attacked).”
~1 Thessalonians 4:13

Good Dominants: 2

Son of God
Angel of the Lord

Heroes: 8

Stephen
7/7 Blue Hero
-Deacon, Martyr, Provision 1-
"If Discarded by an opponent's Special Ability, search deck for a Silver card and place all Provisions on Stephen on another Deacon. If Rescue Attempt fails, you may begin another. Cannot be Interrupted."
~Acts 6:5

Philip the Evangelist
7/7 Blue Hero
-Deacon, Provision 1-
"You may remove a Provision to Convert an N.T. Evil Character following battle regardless of Protection or band to (The) Ethiopian Treasurer."
~Acts 6:5

Procorus
X/7 Blue Hero
-Deacon, Provision 1, X=Number of Provisions on this card-
"You may remove a Provision to grant a Deacon Protection from N.T. Evil Cards while he remains in play."
~Acts 6:5

Nicanor
7/7 Blue Hero
-Deacon, Provision 1-
"You may remove a Provision when your opponent has normal initiative in order to play an Enhancement."
~Acts 6:5

Timon
7/7 Blue Hero
-Deacon, Provision 1-
"You may remove a Provision to gain 1/1 and Negate the Special Abilities on all O.T. Evil Characters. Cannot be Interrupted.”
~Acts 6:5

Parmenas
7/7 Blue Hero, TC
-Deacon, Provision X, X=# of your Deacons in play-
"You may move a Provision from one Deacon to another."
~Acts 6:5

Nicholas of Antioch
7/7 Blue Hero, TC
-Deacon, Greek, Provision 2-
"You may Discard a Good Card from hand to place a Provision on your Deacon or remove 3 Provisions to search Deck or Discard Pile for a Good Convert Card."
~Acts 6:5

The Ethiopian Treasurer
5/4 Blue Hero
“You may play an N.T. Enhancement. Search Deck for a Blue Good Enhancement. If a Deacon was or is in battle this phase, Good Conversion Cannot be Interrupted.”
~Acts 8:27

Good Enhancements: 8

Commissioning of the Deacons
0/0 Blue Good Enhancement, TC
"You may search deck for any number of Deacons and play them or add a Provision to your Deacon."
~Acts 6:5

The Word Spreads
4/2 Blue Good Enhancement
“Convert an N.T. Evil Character. Cannot be Negated if you remove a Provision from your Deacon playing this card.”
~Acts 4:4

Baptism of the Ethiopian Treasurer
3/3 Blue Good Enhancement
“Convert a Male Evil Character. You may band that Character into battle to draw two cards.”
~Acts 6:36

Baptism of Cornelius
2/2 Blue/Red Good Enhancement
“Interrupt the Battle and Convert an Evil Character to Red Brigade.”
~Acts 10:48

One Wife
0/0 Blue Good Enhancement, TC
"If used by a Deacon, chose one N.T. Female Hero in play. Deacon gains ability to band to that Hero and Ignore all other Female Heroes."
I Timothy 3:12

Mourning Stephen
0/0 Blue Good Enhancement, TC
"Place in your territory. Your Deacons other than Stephen gain ability: 'You may Remove a Provision from this card to Band with an Acts Hero."
Acts 8:2

High Calling
0/0 Blue Good Enhancement, TC
"Place in your territory. Your Deacons may not use O.T. Enhancements and are Protected from Capture and Conversion."
I Timothy 3:13

Ananias Judged
5/0 Blue/Purple Good Enhancement
“Discard a Male Evil Character regardless of Protection. If used by an Apostle, Discard a Female Evil Character as well. Cannot be Prevented.”
~Acts 5:4-5

Good Covenants: 1

Tongues of Flame
7/0 Blue Covenant
“If an N.T. Hero is in battle, Negate the Special Abilities on all Lost Souls and Demons.”
~Acts 2:3

Good Fortresses: 1

Upper Room
-Holds any number of N.T. Heroes-
“Protect contents from Discard. While Son of God is the only Good Dominant in your Discard Pile and this Fortress is occupied, your N.T. Heroes’ Special Abilities Cannot be Negated.”
~Acts 2:1-2
« Last Edit: September 07, 2010, 12:12:53 PM by Minister Polarius »
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Minister Polarius

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Re: I/J Starters
« Reply #1 on: September 07, 2010, 04:10:35 AM »
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Evil Dominants: 1

Burial

Evil Characters: 7

King Nimrod
10/10 Pale Green/Crimson Evil Character, WC
-Assyrian and Babylonian King-
“Search deck or Discard Pile for Tower of Babel or an Assyrian or Babylonian Site and play it. Cannot be Prevented.”
~Genesis 10:8-11

King Shalmaneser V
9/9 Pale Green Evil Character, WC
-Assyrian King-
“Capture an O.T. King. Owner may allow you to search deck for any card instead.”
~II Kings 17:4

Assyrian Horsemen
4/5 Pale Green Evil Character, WC
-Army, Generic-
“Search deck or Discard Pile for a Pale Green Weapon. If no Warrior-Class Hero is in battle, you may exchange this Evil Character with an Assyrian in your territory.”
~Ezekiel 23:23

Assyrian Governors
2/2 Pale Green Evil Character
“Capture a character with more than one Brigade regardless of Protection.”
~Ezekiel 23:23

The Rabshakeh
8/9 Pale Green Evil Character, WC
-Assyrian Commander, Taunt: search Discard Pile for a Pale Green Evil Enhancement-
“If an Enhancement has been or is played from hand this turn when there is not both a Hero and Evil Character in battle, Discard all cards in battle. Cannot be Negated.”
~II Kings 18:19

Assyrian Invaders
6/4 Pale Green Evil Character, WC
-Army-
“Negate the Special Ability on a Site. If you win the battle, you may take a Site from an opponent.”
~Micah 5:5

Oholah
3/3 Brown Evil Character
-Samarian-
“May band with an Egyptian or Assyrian.”
~Ezekiel 23:4

Evil Enhancements: 7

Glittering Spear
4/1 Pale Green Evil Enhancement, WC
“Decrease all Heroes by 1/1. You may Discard this card to Capture a Human in a territory.”
~Nahum 3:3

Treachery Discovered
0/0 Pale Green Evil Enhancement
-X=Number of Kings in the field of battle-
“Cause two Evil Characters to fight. The loser is Captured and placed in the winner’s Land of Bondage. If played in a side-battle, Capture a X Humans.”
~II Kings 17:4

Resettlement
0/0 Pale Green Evil Enhancement
“If used by an Assyrian King, interrupt the battle and exchange a Human Hero in Battle with another Human Hero.”
~II Kings 17:24

Assyria Comes
2/2 Pale Green Evil Enhancement, TC
“Search deck for an Assyrian Commander and a Pale Green Weapon.”
~II Kings 18:17

Hezekiah’s Weakness
0/3 Pale Green Evil Enhancement, TC
“If opponent has an Artifact active on his Temple, take an Artifact from his Artifact Pile and add to yours.”
~II Kings 18:16

Sennacherib Defies God
2/2 Pale Green Evil Enhancement
“Assyrians are Immune to all Good Brigades.”
~II Kings 19:21

Sword of Assassination
3/2 Pale Green Evil Enhancement, WC
-X=Defense of all withdrawn Evil Characters-
“You may Discard this card to Discard a King and Withdraw all Evil Characters. Opponent may Discard X cards from his deck to present a new Rescuer.”
~II Kings 19:37

Evil Curses: 1

Stillborn
1/5 Pale Green Curse
“Once per game, you may Remove this curse from the game when opponent plays a Hero from hand to Remove that Hero from the game.”
~II Kings 19:3

Evil Fortresses: 2

Tower of Babel
Evil Fortress
“Protect O.T. Evil Characters in territory from Conversion and Capture. If your lone Evil Character blocks, you may Discard this card to add an O.T. Human Evil Character to battle.”
~Genesis 11:4

Temple of Nisroch
Evil Fortress
“Prevent banding abilities on characters. When your Weapon is Discarded from play, you may draw a card or reveal opponent’s hand and Capture a Human there.”
~II Kings 19:37
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Minister Polarius

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Re: I/J Starters
« Reply #2 on: September 07, 2010, 04:10:56 AM »
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Sites: 2

Halah
Purple Site
-Assyrian-
“If a Lost Soul is Rescued from this Site, you may Capture a Human and place here.”
~II Kings 17:6

Perezuzza
White Site
“Once per game, when a Lost Soul is placed in this Site, you may activate Ark of the Covenant here for 3 turns. While it remains, draw a card each upkeep.”
~II Samuel 6:8

Artifacts: 3

Treasurer’s Scroll
Artifact
“Discard this card to search deck for an Acts Hero or a Good Convert card.”
~Acts 8:30-31

Sennacherib’s Letter
Artifact
-May be activated on an Assyrian King-
“Negate all Protect abilities.”
~II Kings 19:14

Anvil
Artifact
“You may exchange an Enhancement in hand with a Weapon of matching Brigade and Alignment in deck or Discard Pile.”
~Isaiah 41:7
----------------------------------------------------------------
Notes:
Bryon has hinted that "early church" may be in a new Brigade. If so, just change the Deacons stuff over to that and replace "Blue" with whatever the new Brigade may be. But I would prefer to see it in Blue so everything can have viable N.T. and O.T.

Provisions are counters, and these decks would come packaged with 10 or 15 special counters (although anything from pennies to Mancala stones can be used). Identifiers that say "Provisions" and a number indicate how many Provisions you place on a card when it enters play. In addition to what the Special Abilities say to do with Provisions, they can also be removed once during battle to D1.

You'll notice that some of the cards here reference cards not found in the starter deck itself. This is intentional, as it will encourage new players to go out and try to obtain more cards so they can fully utilize the starter deck cards. All of the cards are still useful even without the extra cards, though (Perezuzza is still a White Site for hiding Souls from the Purple Heroes in the other deck, for example).
« Last Edit: September 07, 2010, 04:27:03 AM by Minister Polarius »
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline YourMathTeacher

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Re: I/J Starters
« Reply #3 on: September 07, 2010, 04:18:01 AM »
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Just as an aside, I do not think we can have a starter deck called "I" since the symbol in the lower left of the card would look like the Roman Numeral for "one," which we already have. I would guess that means the next starters would have to be J/K (and I'm not kidding).
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Offline Master KChief

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Re: I/J Starters
« Reply #4 on: September 07, 2010, 04:19:00 AM »
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way too wordy for starter decks.
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Offline Minister Polarius

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Re: I/J Starters
« Reply #5 on: September 07, 2010, 04:24:27 AM »
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I'm not sure if "starter deck" would be the best way to describe these. Any convert to Redemption from other card games would appreciate these over fluffy, watered down starters, older players would easily be able to learn the game all at once (since the "wordy" starters introduce all aspects of the game instead of playing in a fake bubble barely resembling the real game), and they could also be used as intermediate decks for new, young players after they master and get sick of the powder puff decks.

These are basically two decks, designed to balance against each other, not overly-complicated without being fluffy, that can be used for people older than 10 to learn the game.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Master KChief

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Re: J/K Starters (srs)
« Reply #6 on: September 07, 2010, 05:48:50 AM »
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what you describe pretty much defeats the purpose of a starter deck. starter decks arent especially geared for ccg vets, older players, or intermediate players. you'd be better off calling these theme decks instead. great design, poor execution as far as starter decks go.
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Offline BubbleBoy

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Re: J/K Starters (srs)
« Reply #7 on: September 07, 2010, 10:08:09 AM »
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Yay theme decks!
Use the Mad Bomber to rescue his Province.

Offline Alex_Olijar

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Re: J/K Starters (srs)
« Reply #8 on: September 07, 2010, 10:31:10 AM »
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Lol @ the rags soul.

 


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