Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => New Card Ideas => Topic started by: Soundman2 on March 18, 2012, 05:33:28 PM
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Time of need
Multicolor
Territory class
Take all cards set aside and shuffle them back in to owner's draw pile
Hebrews 5:12
Or
Blue
Territory
Take all cards set aside by opponents and shuffle them back into draw pile
Genesis 41:35
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This would kill my Samaritan jar!! *dislike* ;-)
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yes yes it would :P
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It's pretty under powered and would probably never be used.
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It's pretty under powered and would probably never be used.
Spoken like a true T1 player... :o
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It's pretty under powered and would probably never be used.
Spoken like a true T1 player... :o
Yup. I don't intend to fall to the dark side anytime soon. ;)
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It's pretty under powered and would probably never be used.
well it could say all cards set aside but I thought it'd be to O.P. then
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The only UP thing about the card is that it's non-Genesis Blue. If it were Multicolor, it would be a staple in many T2 decks.
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I was thinking Genesis but I couldn't find a verse for it.
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Can I ask why Blue for a Hebrews card? At this point, it seems Blue is going to be Genesis-only.
But yes, it would be useful, I think. And no, it would not be OP if used on your own stuff, too, because I cannot think of any benefit for that. I like the concept :)
Also: Don't forget that this would shuffle some Disciples ;) Definite plus.
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I'd reword it to "Shuffle all cards set aside [by opponent] into draw pile." Small functional difference, but oh well.
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I'd reword it to "Shuffle all cards set aside [by opponent] into draw pile." Small functional difference, but oh well.
I actually like "Shuffle all cards in set aside into owner's draw pile", just because I cannot see abuse from shuffling cards you yourself had set aside (normally you get a benefit while they are there or when they come back), and it actually balances it to have to do it to yourself as well.
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Why the hard counter to Disciples? They aren't the dominating force they used to be.
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As a T1 player to the bone, I don't really see a point to this card.
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As a T1 player to the bone, I don't really see a point to this card.
It's clearly a T2 card, since SWJ is deadly in T2.
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Why the hard counter to Disciples? They aren't the dominating force they used to be.
It's not to counter Disciples It's to counter Water Jar
As a T1 player to the bone, I don't really see a point to this card.
To get back cards set aside by Water Jar, to send all the heroes set aside by your opponent back to the draw pile, or to send the cards in store house to the draw pile
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The thing is, if my opponent is counting on water jar to win in T1 I've already won.
Ergo there is no need for this card.
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The thing is, if my opponent is counting on water jar to win in T1 I've already won.
Ergo there is no need for this card.
Water Jar can be nasty in T1. It's even worse in T2.
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I'm not saying that it's not hurtful in T1, it is. But if they are using SWJ it means they are using A) a turtle, B) a Samaritan splash or, C) Luke/Samaritans
Any of the meta offenses should trounce those offenses. Additionally the meta defense should be able to hold out quite well against those offenses.
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Not against WaterGarden, which took 2nd place at 2011 Nats, and just got a boost with the new rules.
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I still disagree.
Genesis, Gardendiciples, and Sam, are all far better than water-garden decks. I'm not saying water/garden is bad, just that Sam is a lot better.
But who knows, maybe with these new rule changes water/garden decks got a boost...
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Can we think beyond water jar its worded the way it is for a reason.
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With the new rules, Watertomb is on par with Gardenciples and Genesis at the very least. Perhaps even Sam.
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Can we think beyond water jar its worded the way it is for a reason.
I'm trying to think of convoluted and bad combo, but I don't know how to protect cards in my set aside area from shuffle.
EDIT: I guess it could be usable with HSR if your opponent and you are playing identical decks? Lol. I can't think of anything.
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It would shuffle your opponents heros that are set aside and reset them.
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My Revamped Water Garden deck is undefeated since the recent rule changes.
SWJ has always been one of my favorite cards in both T1 and T2.
It has won me more games than I can count. I don't need it to win, but lets be honest: The psychological effect of seeing your SoG sitting in set-aside can throw you completely off your game. Additionally, knowing 9 cards that you can't play with makes my job about 10X easier on offence.
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SWJ
>:(
My Revamped Water Garden deck is undefeated since the recent rule changes.
Not sure what revampments you made to it, but the 2011 version (minus John Earley) is like 2-3 vs. super turtles in games I've used it. So there's that. And no, I will not admit to you being a better player; I don't care what the Redemption BCS says... ::)
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It's actually changed fairly significantly from that version, but yes, I suspect that Super Turtles will give it some issues.
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Can we think beyond water jar its worded the way it is for a reason.
I'm trying to think of convoluted and bad combo, but I don't know how to protect cards in my set aside area from shuffle.
EDIT: I guess it could be usable with HSR if your opponent and you are playing identical decks? Lol. I can't think of anything.
Anything that protects from Shuffle will be unaffected by it. Unless the protection has to go to Set-Aside too. I made up a card idea that kicks all Characters out of Set-aside too. I like the idea of hurting SWJ and Di's because mostly a Gardensiples deck seems to focus more on Disciples for Site Access, this would throw Boat back in Deck and harm Angels too, kicking Chamber and all Angels back into deck. I kinda like the idea.
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Can we think beyond water jar its worded the way it is for a reason.
I'm trying to think of convoluted and bad combo, but I don't know how to protect cards in my set aside area from shuffle.
EDIT: I guess it could be usable with HSR if your opponent and you are playing identical decks? Lol. I can't think of anything.
Anything that protects from Shuffle will be unaffected by it. Unless the protection has to go to Set-Aside too. I made up a card idea that kicks all Characters out of Set-aside too. I like the idea of hurting SWJ and Di's because mostly a Gardensiples deck seems to focus more on Disciples for Site Access, this would throw Boat back in Deck and harm Angels too, kicking Chamber and all Angels back into deck. I kinda like the idea.
Would it also put all the cards in store house back as will?
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Anything that protects from Shuffle will be unaffected by it.
No, that is not true.