Author Topic: Arrthoa's Card Ideas  (Read 5243 times)

Offline Arrthoa

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Re: Arrthoa's Card Ideas
« Reply #25 on: October 10, 2012, 12:21:21 PM »
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Posted two new cards, and  let the critiqueing start now

Offline Josh

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Re: Arrthoa's Card Ideas
« Reply #26 on: October 10, 2012, 12:55:36 PM »
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Herod Antipas
Gold 7/6
Warrior Class
May band to Herodias. Capture abilities gain regardless of protection if Herod's Dungeon is in play.

Fisher of Men
Purple X/X
If Fishing Boat is Set-Aside, Interrupt the battle and capture X Evil Charracters. Cannot be prevented.
X= number of sons of Jonah in battle

note: Peter and Andrew are mentioned as sons of Jonah (not the Prophet)

I'd make Herod Antipas CBP.  There's too many ways to negate ECs, plus Herods are the premier CBP defense.

I know that all of the disciples (sans one) have big numbers, and thus bad initiative, but nearly every single disciple-themed enhancement is an "interrupt" or "negate".  "The Deck" and Sam seem to have made everyone forget that a Disciples offense can roll most defenses simply with large two-character bands and holding negates in hand (and enough drawing to get these out quickly).
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If You gave Your life to love them so will I

Offline Minister Polarius

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Re: Arrthoa's Card Ideas
« Reply #27 on: October 10, 2012, 06:25:58 PM »
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I'd make it Evil capture abilities. Giving Dungeon a complete workaround for Prophets and Priests (the only offenses that can truly best Herods speed notwithstanding) is quite a lot.

For Fishers of Men, I like the idea, but I have a couple of qualms. First, more than just the sons of Jonah were fishermen by trade (the Sons of Zebedee were as well) so the "thematic" stipulation seems a bit forced. Second, as Hartz said, giving Disciples yet another interrupt+win is pretty rough. I think the overall power level on the card is fine, so perhaps if you were to restructure it it'd work better. My suggestion:

Fishers of Men
X/X
-X=Number of Fishermen in battle-
"You may interrupt the battle and return all characters in your Fishing Boat to territory and remove it from the game to capture up to X Human Characters to your opponent's Land of Bondage."

Keeps the power and the thematic element intact, but rebalances it for Disciples. The theme's even stronger since when they became fishers of men they stopped fishing for fish.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Arrthoa

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Re: Arrthoa's Card Ideas
« Reply #28 on: October 10, 2012, 08:16:41 PM »
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Updated the cards and thanks for the idea Polaris

Offline Arrthoa

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Re: Arrthoa's Card Ideas
« Reply #29 on: October 11, 2012, 08:50:14 AM »
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Walking the Narrow Pass
Multics Color
If there are more Evil Characters in battle than Heroes, the abilities (*/*) on evil enhancements are worth zero.

Silver Platter
Artifact
Anytime you discard a captured character, you may remove that Hero from the game instead.
Limited to three removals per game.

Ordained as a Disciple
Purple TC
Place on a
Convert a N.T. human Hero to Purple Brigade and place this on that Hero. Hero is treated as a Disciple. While in battle Hero has Site Access, negates Lost Souls, and negate evil protect abilities.

Crucify Him
Gold/Gray 2/2
If you control a Herod or a Roman, Set aside all NT hero's in opponents territory for 3 turns. Opponent may not start a rescue attempt when they return but still redeems a lost soul that turn. Cannot be Negated.
« Last Edit: October 16, 2012, 06:19:01 PM by Arrthoa »

Offline Arrthoa

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Re: Arrthoa's Card Ideas
« Reply #30 on: October 11, 2012, 09:58:56 AM »
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Here is my second try at Ordained as a Disciple and also some other ideas. Hope you like them

Offline Bobbert

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Re: Arrthoa's Card Ideas
« Reply #31 on: October 11, 2012, 11:05:27 AM »
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Walking the Narrow Pass would actually help evil. It could give them infinite initiative.
ANB is good. Change my mind.

Offline Minister Polarius

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Re: Arrthoa's Card Ideas
« Reply #32 on: October 11, 2012, 12:06:04 PM »
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Narrow Pass doesn't really make much sense. It's one of those cards that would be better with no SA, because at least then it wouldn't hurt you if you played it.

Was it silver in the Bible? Regardless, I like it, but it's a bit specific. Perhaps, "If a prisoner or captive would be Discarded, Remove him instead?"

Ordained is no longer OP, but now it's kind of boring. Not to hijack, but I always imagined Ordained converting a N.T. Hero to Purple and adding the "Disciple" identifier (since the card deals with the ordination).

Crucify Him is really bland for such a powerful moment in the Bible.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline jbeers285

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Arrthoa's Card Ideas
« Reply #33 on: October 11, 2012, 12:16:19 PM »
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What if crucify him was like this

Set aside all NT hero's in opponents territory for 3 turns. Opponent may not start a rescue attempt when they return but still redeems a lost soul that turn. CBN
JMM is a modern day prophet

Offline Arrthoa

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Re: Arrthoa's Card Ideas
« Reply #34 on: October 11, 2012, 12:23:23 PM »
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Changed ordained and I'll insert that when I get the chance.

Offline Arrthoa

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Re: Arrthoa's Card Ideas
« Reply #35 on: October 11, 2012, 02:29:07 PM »
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fixed.

Offline Arrthoa

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Re: Arrthoa's Card Ideas
« Reply #36 on: October 18, 2012, 10:02:07 AM »
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Dance of Death
Gold 2/1
Discard a human in play or set aside area. Cannot be negated if used by a female.

Matthais
Purple 6/5
Ignore a Evil Character with toughness greater than or equal to the number of cards in your hand.

 


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