Since AlexO called out the lack of recent creativity on the boards, I thought I'd post a few "Thinking Outside the Box" ideas that have been floating around in my head.
This first one is a new ability called "detain". I'm not to keen on the name, but right now, just about every possible "action" within the defined realm of a Redemption game has been printed and used. I'm trying to be creative and find something new.
Detain, like Capture, can only target characters. There is always a "detainer" (doing the detaining) and a "detainee" (being detained). The detainee is placed on the detainer, just like a weapon, Isaiah's Call, etc. The detainee is out of play, and thus cannot be targeted by cards that default to play. There is a limit of 1 detainee per detainer.
Anytime an opponent's ability targets a detainer, the owner of the detainer can choose to have the detainee "Instead" the targeting ability. This would result in basically a once-per-game use where you can use the detained character to protect your character doing the detaining. Example using a made-up card:
Captain of the Temple Guard
6/5 Black WC Sadducee
"If a Black high priest is in play, detain a hero in a territory. Evil capture and detain abilities cannot be negated."
My opponent attacks with AUTO exchanged to territory with Moses. I have High Priest Ananias in play and block with CotTG. I detain my opponent's AUTO and place it on CotTG. I ask for initiative, but my opponent immediately plays Grapes on CotTG. I choose to have AUTO be the target of Grapes instead of CotTG. AUTO is discarded instead of CotTG. And since Grapes' cost was not paid, the benefit of shuffling does not happen.
That's all I've come up with so far with this. I welcome feedback, suggestions on name changes, etc.