Author Topic: The First Seals, Horsemen, and Judgements!  (Read 1036 times)

Offline megamanlan

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The First Seals, Horsemen, and Judgements!
« on: April 21, 2011, 12:38:53 PM »
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Here's a couple more idea's I got, and making the Seals a bit better. Lmk what u all think!

Opening the Seals
4/5 Silver Good Enhancement
Territory Class
Rev. 6:1, Involves Judgement
Place in Territory. While holder has a Revelation Angel in Battle, 'Seal' Cards Cannot be Negated.

"Come and See"
1/6 Silver Good Enhancement
Rev. 6:1
Select 1 Horseman or Apostle in play, and add it to battle regardless of Character type. If used by a Living Creature, Draw 2.

The First Seal
1/3 Silver Good Enhancement
Rev. 6:2, Involves Judgement
Immune to Humans. Negate Evil Banding. Discard a WC human in territory.

The Second Seal
0/0 Silver Good Enhancement
Rev. 6:4, Invovles Judgement, X = The number of Evil Characters in Battle
Discard X Evil Enhancements. Band all Heroes in your Territory into Battle. Your Opponent must band all Evil Characters in their territory into battle.

The Third Seal
3/1 Silver Good Enhancement
Territory Class
Rev. 6:5, Involves Judgement
Place in Territory, Each time a a player plays an Enhancement (except Set-Aside) on a Human, that player must Discard 1 Card from their hand. Discard this Card during the Discard Phase of your next turn.

The Fourth Seal
0/0 Silver Good Enhancement
Rev. 6:8, Involves Judgement, X = One fourth of All Characters in play. (Round up)
All Evil Characters lose 4/4 until the end of the turn. Discard X Characters that have an Enhancement on it.

The Fifth Seal
2/3 Silver Good Enhancement
Rev. 6:9, Involves Judgement
Search all Discard Piles for all Human Heroes and Band them into Battle. After Battle Set-aside all Banded Heroes for 5 turns and then return them to Owners Territory. If a Martyr was banded into Battle, Protect Humans in Battle from Discard and Conversion.

The Sixth Seal
3/5 Good Silver Enhancement
Rev. 6:12, Involves Judgement
Negate all OT Evil Cards regardless of Anti-Negation. Discard a Site in play. Negate all Protect and 'Instead' Abilities on Heroes and Fortress in play.

Day of God's Wrath
4/4 Silver Good Enhancement
Rev. 6:17, Involves Judgement
Reveal a Good Dominant in Hand to Negate all Fortresses, Artifacts, Sites, Humans and Lost Souls effects. Opponent must Discard 1 Weapon or Artifact they control, if they cannot Discard the top 2 Cards of their Deck.

Moving Mountains
0/0 Silver/Purple Good Enhancement
Rev. 6:14, Involves Judgement
Remove all Lost Souls in Sites except from Cities and Nations. Discard 1 of those Sites.

The First Horseman
9/10 Crimson/Orange Evil Character
Warrior Class
Rev. 6:2, Horseman, Archer
May band to a Warrior Class Human. Discard the Top Card of your Deck to Convert a Warrior Class Human Hero in a Territory to an Evil Character.

The Second Horseman
8/7 Crimson/Orange Evil Character
Rev. 6:4, Demon, Horseman
May band to a EC who has fought in an Earthly Battle. Discard Abilities cannot be Negated except by an Angel. Negate all Cards that would 'Instead' an effect of a Discard.

The Third Horseman
5/7 Pale Green/Orange Evil Character
Rev. 6:6, Horseman, Demon
May play a Place Card, regardless of Brigade. Negate all Cards that would Heal Heroes. May Discard 1 Card to Reduce 1 Hero in play to 2/2. Cannot be Negated.

Death
6/9 Crimson/Orange Evil Character
Rev. 6:8, Horseman, Judge, Demon
May band to Hades. Discard Abilities cannot be Negated except by a Demon. Negate Healing Abilities. Negate Effects on Purple Brigade Heroes.

Hades
4/8 Orange Evil Character
Rev. 6:8, Horseman, Judge, Demon
Reduce the Hand limit for each Opponent by 1. Each Opponent with more Cards in Territory (excluding Lost Souls) than in their Hand must Discard 1 Card in territory (Except a Lost Soul). Cannot be Negated by a Card that Negates all Cards in play.

Conquering the World
2/4 Crimson Evil Enhancement
Rev. 6:2, Involves Judgement, X = The number of Warrior Class Evil Characters in Battle.
Discard X Heroes in play. Opponent must Draw X Cards.

Removing Peace
1/1 Crimson/Orange Evil Enhancement
Rev. 6:4, Involves Judgement
Discard all Enhancements in Territory to place this Card in your Territory. While this Card is in your Territory all Enhancements that do not have an effect or make a Hero retreat or Returned to a players hand change to Discard a Character in play.

Rising Food Prices
3/5 Pale Green/Crimson Evil Enhancement
Rev. 6:6, Involves Judgement
Return a Human to the Owner's Hand. Discard 1 Enhancement in Battle and Negate all Drawing Abilities this round.

Power to Kill
2/3 Orange Evil Enhancement
Rev. 6:8, Involves Judgement
Discard 1/4th of all Humans in play. (Round up) Negate all Healing Cards and Good Fortresses. If used by a Horseman, Discard a Fortress in play or Set-Aside area and Cannot be Negated.
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Offline megamanlan

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Re: The First Seals, Horsemen, and Judgements!
« Reply #1 on: May 08, 2011, 10:25:57 PM »
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Anyone got any ideas on this set of card ideas?
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Offline ACe

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Re: The First Seals, Horsemen, and Judgements!
« Reply #2 on: May 08, 2011, 11:01:09 PM »
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was this just your revamp of the original seals like the horseman cards!
You will never feel as alive as you are when you're on fire for God. (Unknown)

Offline megamanlan

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Re: The First Seals, Horsemen, and Judgements!
« Reply #3 on: May 09, 2011, 12:28:06 AM »
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Yep, and a couple more cards. I want to see what everyone thinks on them.
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

 


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