Author Topic: N.T. cards! (Almost done)  (Read 2341 times)

Offline Master Q

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N.T. cards! (Almost done)
« on: February 22, 2017, 01:57:30 PM »
+3
Some more cards, all N.T. themed!

-Side note- When looking through my remaining cards I hadn't posted yet, I noticed a bunch of them could fit together, so I made a few more cards recently to fill out a tin's worth of cards (with a twist). So, that'll come a couple weeks after this, and then I'll leave you be. ;)

Lost Soul (Salvation)
Spoiler (hover to show)

Quarreling
Spoiler (hover to show)

Heavenly Realm
Spoiler (hover to show)

The Darkness
Spoiler (hover to show)

High Priest Caiaphas
Spoiler (hover to show)
« Last Edit: July 26, 2017, 09:38:48 PM by Master Q »
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Offline Ironisaac

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Re: N.T. cards! (Almost done)
« Reply #1 on: February 22, 2017, 03:38:47 PM »
0
Some more cards, all N.T. themed!

-Side note- When looking through my remaining cards I hadn't posted yet, I noticed a bunch of them could fit together, so I made a few more cards recently to fill out a tin's worth of cards (with a twist). So, that'll come a couple weeks after this, and then I'll leave you be. ;)

Lost Soul (Salvation)
Spoiler (hover to show)

Quarreling
Spoiler (hover to show)

Heavenly Realm
Spoiler (hover to show)

The Darkness
Spoiler (hover to show)

Made Clean
Spoiler (hover to show)

High Priest Caiaphas
Spoiler (hover to show)

Oh man, i love these cards! my favorite is definitely that sadducee. #makesadduceesplayable

couple things:
does sog follow the salvation soul if it is discarded/under or topdecked? also, why is Jesus keeping a soul from being rescued ;)
I'm not sure if you should have to banish a card to use the darkness. maybe just discard. although, cov with eden might see some play! 

cool cards, keep it up! :2cents:
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browarod

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Re: N.T. cards! (Almost done)
« Reply #2 on: February 22, 2017, 04:31:43 PM »
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I like these overall! Just some nitpicking below. :P

For Heavenly Realm, I'm not sure the Son of God instead would ever actually work since the fortress ability defaults to play and SoG is never in play (unless it's on your Lost Soul, but the Soul inherently protects SoG anyway).

For Made Clean, the "once per turn" is redundant with "on activation" as artifacts only activate once per turn.

I love the idea of The Darkness but I'm not really sure why anyone would willingly put a character in there if it meant their opponent would have access to block with it. Unless I'm missing something?

Offline wyatt_marcum

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Re: N.T. cards! (Almost done)
« Reply #3 on: February 22, 2017, 10:15:55 PM »
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seems like you'd be able to add the card after a battle winner, like unknown nations. so you could use it as a battle extender for yourself.
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Offline Master Q

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Re: N.T. cards! (Almost done)
« Reply #4 on: February 23, 2017, 05:13:51 PM »
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Oh man, i love these cards! my favorite is definitely that sadducee. #makesadduceesplayable
 
does sog follow the salvation soul if it is discarded/under or topdecked? also, why is Jesus keeping a soul from being rescued ;) 

Thanks much! I don't think Caiaphas alone would be enough to make Sadducees a formidable defense, but I do think it would be a start.

I believe if you were to bury/shuffle the soul with SoG on it, it would follow the soul, yes. Don't know why you would do that though. :scratch:

Don't think of it as Jesus preventing the soul from being rescued, think of it as Jesus ministering to the soul until he's called to reach out to another. ;)

I like these overall! Just some nitpicking below. :P

For Heavenly Realm, I'm not sure the Son of God instead would ever actually work since the fortress ability defaults to play and SoG is never in play (unless it's on your Lost Soul, but the Soul inherently protects SoG anyway).

For Made Clean, the "once per turn" is redundant with "on activation" as artifacts only activate once per turn.

I love the idea of The Darkness but I'm not really sure why anyone would willingly put a character in there if it meant their opponent would have access to block with it. Unless I'm missing something?

I made Realm with the assumption that angels discarded by Gates from deck go to Chamber o' Angels (which this card is clearly meant to replace). I'm fairly certain that's how it was a couple years ago. Would that not be the case?

The Darkness is basically a battle extender, like Wyatt said. As for why anyone can use any character from it, that's the big risk for such a powerful ability. Also it was designed with multiplayer formats in mind. Potentially 4 characters to look at? What if your opponent put something worthless in there, just so you'd waste your card that you threw out (assuming you don't have a character you want to use)? It's all about the mind games. 8)
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Offline The Schaefer

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Re: N.T. cards! (Almost done)
« Reply #5 on: February 23, 2017, 05:42:57 PM »
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The darkness shouldn't play to field of battle.The main issue with it being in battle is cards that affect all cards in battle. There are plenty of effects like this that are very good in multiplayer that would take out this fortress because of that and thus would probably make this very unplayed.

I like the ideas on the cards. Though the Lost Soul seems weird. It's definitely an interesting mechanic but I'm not sure that protecting the soul should be a part of it. Just seems like an evil effect no matter how you try to spin it. Maybe give it a good effect when it leaves play or is rescued or something? Nice job overall. I really like Quarreling.(I think the "or during a battle challenge" phrase is not necessary though since a hero has to be in battle for that. And you probably won't ever use this during your own battle challenge.)

Offline Master Q

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Re: N.T. cards! (Almost done)
« Reply #6 on: February 26, 2017, 02:54:59 PM »
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Playing to battle was the only way I could think of making it so it could affect all players. I don't really know how often those remove all cards in battle cards are played in multiplayer.
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Offline Watchman

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Re: N.T. cards! (Almost done)
« Reply #7 on: February 26, 2017, 04:22:13 PM »
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Pretty cool concepts.  But what's up with this Banish word?  This game does NOT need another word that requires an extensive definition and discussion!  :o
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Offline Master Q

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Re: N.T. cards! (Almost done)
« Reply #8 on: February 26, 2017, 06:30:10 PM »
+2
Pretty cool concepts.  But what's up with this Banish word?  This game does NOT need another word that requires an extensive definition and discussion!  :o

It's like people don't read anymore...

what does Banish mean again??????????????????

It's going to be the new name for remove from the game.

...and remove from the game is now called Banish.

Technically that hasn't happened...yet.

And that's just really sad.

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Offline Watchman

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Re: N.T. cards! (Almost done)
« Reply #9 on: February 26, 2017, 11:20:20 PM »
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Pretty cool concepts.  But what's up with this Banish word?  This game does NOT need another word that requires an extensive definition and discussion!  :o

It's like people don't read anymore...

what does Banish mean again??????????????????

It's going to be the new name for remove from the game.

...and remove from the game is now called Banish.

Technically that hasn't happened...yet.

And that's just really sad.



It's probably because those posts were made three months ago and some people (such as me) did not see them.

At any rate, I'm not trying to be or sound negative but based upon my experience in learning the game and teaching it to others, as well as feedback from former players getting back into the game, some folks who have been playing a while, and new players it's additions like these new words and the subsequent changes to the REG defining what Banish is that's only going to create yet another term/rule a player has to learn and remember, as well as create more unnecessary confusion. I don't see what's wrong with just leaving the wording as "remove from the game" for simplicity and clarity's sake for new and returning players other than using one word instead of four to describe the same thing, which is probably the reason (or one of the reasons) why it's being changed. 
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Offline Minister Polarius

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Re: N.T. cards! (Almost done)
« Reply #10 on: February 27, 2017, 09:33:23 AM »
+3
Saves oodles of space for other cool things when designing cards.
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browarod

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Re: N.T. cards! (Almost done)
« Reply #11 on: February 27, 2017, 01:21:34 PM »
+3
Honestly, you don't really find card games that don't update their wording as time goes on and with new sets. MtG and YGO have updated their keywords/OCG (card grammar) almost yearly (if not with each set) since their inceptions. MtG specifically has oftentimes created keywords to replace longer effects if they like the idea and want to include it on more new cards.

Redemption is probably the smoothest learning curve in terms of new/changed keywords/abilities. Redemption only has 1 new set a year (as opposed to 3+) and each set seems to only introduce 1, maybe 2, new things. Ex: TexP-Territory class; I/J/Tin 25-Toss and new card frame; TEC-Clay brigade; CoW-Icons.

Sure there will be an adjustment period but "banish means remove from the game" is one of the simpler things to explain in Redemption. :P

Offline Master Q

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Re: N.T. cards! (Almost done)
« Reply #12 on: February 27, 2017, 01:39:34 PM »
+2
I don't see what's wrong with just leaving the wording as "remove from the game" for simplicity and clarity's sake for new and returning players other than using one word instead of four to describe the same thing, which is probably the reason (or one of the reasons) why it's being changed.

?? :o ??

simplify
[sim-pluh-fahy]

verb (used with object), simplified, simplifying.
1. to make less complex or complicated; make plainer or easier: to simplify a problem.

efficient
[ih-fish-uh nt]

adjective
1. performing or functioning in the best possible manner with the least waste of time and effort; having and using requisite knowledge, skill, and industry; competent; capable: a reliable, efficient assistant.


As Browa and Pol said, it's not a radical change at all, and saves space more than anything. The same thing happened not too long ago when "place under deck" was replaced with "underdeck". I just can't understand how making "remove from the game" one word would result in anything for the game other than coming closer to achieving the definitions I've conveniently posted.

Sure there will be an adjustment period but "banish means remove from the game" is one of the simpler things to explain in Redemption. :P

I'm not seeing how it wouldn't be as simple as this ^^. Immune now equals protect, and that seems harder to explain than this change would be. :scratch:
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Offline Josh

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Re: N.T. cards! (Almost done)
« Reply #13 on: February 27, 2017, 02:23:00 PM »
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For Heavenly Realm, I'm not sure the Son of God instead would ever actually work since the fortress ability defaults to play and SoG is never in play (unless it's on your Lost Soul, but the Soul inherently protects SoG anyway).

Instead abilities (such as Dust and Ashes, Chamber of Angels, and Rain Becomes Dust) work on cards that are out of play because they target abilities, not cards.  I believe Heavenly Realm would work the same.
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browarod

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Re: N.T. cards! (Almost done)
« Reply #14 on: February 27, 2017, 02:54:17 PM »
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For Heavenly Realm, I'm not sure the Son of God instead would ever actually work since the fortress ability defaults to play and SoG is never in play (unless it's on your Lost Soul, but the Soul inherently protects SoG anyway).

Instead abilities (such as Dust and Ashes, Chamber of Angels, and Rain Becomes Dust) work on cards that are out of play because they target abilities, not cards.  I believe Heavenly Realm would work the same.
Thanks, I had forgotten about that oddity of instead.

Offline megamanlan

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Re: N.T. cards! (Almost done)
« Reply #15 on: February 28, 2017, 01:07:13 PM »
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The issue that I see with Heavenly Realm is that besides that it defaults to play, but its kinda just a weaker Chamber. Chamber basically guarantees you'll see the Angel when it goes on top, Realm doesn't. That and I feel that it should have some kind of protection at least to compensate. Although I wouldn't bother trying to replace Chamber, I'd just use it to give Angels other support like a way to Protect Chamber or just Angels in general.

The others I kinda like though.
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Offline Josh

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Re: N.T. cards! (Almost done)
« Reply #16 on: February 28, 2017, 01:21:00 PM »
+1
The issue that I see with Heavenly Realm is that besides that it defaults to play, but its kinda just a weaker Chamber. Chamber basically guarantees you'll see the Angel when it goes on top, Realm doesn't. That and I feel that it should have some kind of protection at least to compensate. Although I wouldn't bother trying to replace Chamber, I'd just use it to give Angels other support like a way to Protect Chamber or just Angels in general.

The others I kinda like though.

Chamber of Angels doesn't protect your Son of God from Confusion, High Priest's Plot, Desecrate the Temple, Gibeonite Curse, etc. 
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Offline megamanlan

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Re: N.T. cards! (Almost done)
« Reply #17 on: February 28, 2017, 01:32:00 PM »
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The issue that I see with Heavenly Realm is that besides that it defaults to play, but its kinda just a weaker Chamber. Chamber basically guarantees you'll see the Angel when it goes on top, Realm doesn't. That and I feel that it should have some kind of protection at least to compensate. Although I wouldn't bother trying to replace Chamber, I'd just use it to give Angels other support like a way to Protect Chamber or just Angels in general.

The others I kinda like though.

Chamber of Angels doesn't protect your Son of God from Confusion, High Priest's Plot, Desecrate the Temple, Gibeonite Curse, etc. 

How that's worded, it wouldn't anyway. Chamber last I checked defaults to play because if an Angel is Discarded from Hand/Deck/Chamber it goes to Discard. (At least that's the wording that I've known) and as such SoG is equally vulnerable in the Deck.
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: N.T. cards! (Almost done)
« Reply #18 on: February 28, 2017, 04:30:33 PM »
-1
How that's worded, it wouldn't anyway. Chamber last I checked defaults to play because if an Angel is Discarded from Hand/Deck/Chamber it goes to Discard. (At least that's the wording that I've known) and as such SoG is equally vulnerable in the Deck.

It's like people don't read anymore...

For Heavenly Realm, I'm not sure the Son of God instead would ever actually work since the fortress ability defaults to play and SoG is never in play (unless it's on your Lost Soul, but the Soul inherently protects SoG anyway).

Instead abilities (such as Dust and Ashes, Chamber of Angels, and Rain Becomes Dust) work on cards that are out of play because they target abilities, not cards.  I believe Heavenly Realm would work the same.

And that's just really sad.



To answer your original comment, I really don't see a reason to play Chamber right now unless you're playing Gates o' Hell. Chamber's instead isn't optional, so it basically tacks on a CBI to every evil discard ability. That's pretty bad. Angels need no protection, as they already have Wheel for dominants and are untargetable by most capture abilities as-is.

Um, I play angels and unless the rule recently changed, the Instead doesn't kick in until the effect resolves. Chamber never made any Discard's CBI that I've ever known of because Chamber has been ruled that its a Continuous effect, i.e. it's always resolving.

Also, ruling stated that Chamber can't use its effect on Angels in Chamber, so they will die.
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Offline Josh

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Re: N.T. cards! (Almost done)
« Reply #19 on: February 28, 2017, 04:34:30 PM »
+1
To answer your original comment, I really don't see a reason to play Chamber right now unless you're playing Gates o' Hell. Chamber's instead isn't optional, so it basically tacks on a CBI to every evil discard ability. That's pretty bad. Angels need no protection, as they already have Wheel for dominants and are untargetable by most capture abilities as-is.

The current definition of Special Initiative I believe would allow an interrupt or negate to be played before Chamber's "instead" ability kicks in. 

Also, ruling stated that Chamber can't use its effect on Angels in Chamber, so they will die.

Can you provide a link for this?  Chamber works on Angels that are discarded from hand (I Am Holy) or deck (Gates of Hell), so I think it would work for angels discarded in set-aside, including those in Chamber.
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Offline megamanlan

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Re: N.T. cards! (Almost done)
« Reply #20 on: February 28, 2017, 04:54:30 PM »
0
To answer your original comment, I really don't see a reason to play Chamber right now unless you're playing Gates o' Hell. Chamber's instead isn't optional, so it basically tacks on a CBI to every evil discard ability. That's pretty bad. Angels need no protection, as they already have Wheel for dominants and are untargetable by most capture abilities as-is.

The current definition of Special Initiative I believe would allow an interrupt or negate to be played before Chamber's "instead" ability kicks in. 

Also, ruling stated that Chamber can't use its effect on Angels in Chamber, so they will die.

Can you provide a link for this?  Chamber works on Angels that are discarded from hand (I Am Holy) or deck (Gates of Hell), so I think it would work for angels discarded in set-aside, including those in Chamber.

It is a ruling from years ago, so it may no longer be accurate, but it could also have to do with some weird ruling about not being able to replace an angel in it that's already there... Im forgetting honestly and probably would just be easier if you can instead Angels in it.
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Offline Watchman

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Re: N.T. cards! (Almost done)
« Reply #21 on: March 03, 2017, 03:48:35 PM »
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Honestly, you don't really find card games that don't update their wording as time goes on and with new sets. MtG and YGO have updated their keywords/OCG (card grammar) almost yearly (if not with each set) since their inceptions. MtG specifically has oftentimes created keywords to replace longer effects if they like the idea and want to include it on more new cards.

Redemption is probably the smoothest learning curve in terms of new/changed keywords/abilities. Redemption only has 1 new set a year (as opposed to 3+) and each set seems to only introduce 1, maybe 2, new things. Ex: TexP-Territory class; I/J/Tin 25-Toss and new card frame; TEC-Clay brigade; CoW-Icons.

Sure there will be an adjustment period but "banish means remove from the game" is one of the simpler things to explain in Redemption. :P

Good points for sure. I'm just speaking in a broader sense that's there's a lot to learn and remember in this game: rules, abilities, terms, what wording on old cards mean, etc. Taken within this context Banish just adds one more thing to have to learn/teach, which is fine for those who really love the game and want to continue in it, as well as cleaning up wording on future cards, but for some newer and/or returning players I've noticed that they tend to be discouraged some and overwhelmed. But yes, I understand why new words like Banish are added and yes I'm ultimately for the benefit of what it's supposed to do, even if it takes some explaining.
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