Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => New Card Ideas => Topic started by: Arrthoa on April 26, 2013, 06:11:09 PM
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Nebuzaradan
Crimson 9/10
WC, Babylonian Commander
May band to Babylonian Forces. Return all but one Hero to Territory. Cannot be Prevented.
II Kings 25:8
Babylonian Forces
Crimson 6/6
WC, Babylonian, Generic
You may search deck for Head Quarters at Riblah and put it in play. After battle, discard a fortress or neutral card (except lost soul cards) regardless of outcome.
II Kings 25:1
Arioch
Crimson 9/8
WC, Babylonian Commander
You may discard a male human in territory to protect all Lost Soul cards from good Dominants this turn. Cannot be Prevented.
Daniel 2:14
Headquarters at Riblah
Evil Fortress
X= # of cards here
You may add one Captured Character per turn to Headquarters of Riblah (limit 5). While occupied protect Babylonians from discard and conversion. Protect Captured Characters held here from Opponent's cards. You may discard this card to draw X.
Same Reference.
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As a Babs player I don't see these making it into my T1 defense... T2 much more useful.
With Nebuzaradan I'd use him if he left only one hero in battle. I realize this makes him a lot better but I'd use him if that was the case. I also would move the fortress discard to bab soldiers.
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Nebuzaradan can discard Lost Souls, yay for lockout! :P
Forces doesn't really need to negate protection since Iron Pan already does that, so maybe give him something more exciting?
I think you could get away with having Arioch only protect from good Doms so that you could still use Burial if you want. ;)
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:offtopic:
Browarod, when are you going to update your profile pic with the new album?
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:offtopic:
Browarod, when are you going to update your profile pic with the new album?
Lol, thanks for reminding me. Done and done. :P
Now, back to the cards!
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Neb now returns all but one Hero.
Forces gained the After Battle ability that Neb lost
Arioch only protects from good doms now.
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Me likey. :D
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Now those I would play in T1 :D
@Bro (looks good with the blue)
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They all were close to being useful so I improved them. Nebzard helps them against the thing they are weakest against: FBTN and FBTNB
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Not quite, zard needs to be CBP to handle FBTNB.
Which would be ok because Babs don't have much CBN/CBP
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The conditional clause is redundant on Neb.
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The conditional clause is redundant on Neb.
Fixed it.
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Kind of. Everything before "return" in the second sentence could be omitted without changing its meaning.
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Shortened it like you mentioned.
Anything else need fixing/condensing or anything at all?
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I like the idea of a good Babylonian site but it needs a bit of ummf, I mean they have the worst protection fort in the game,
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I like the idea of a good Babylonian site but it needs a bit of ummf, I mean they have the worst protection fort in the game,
Decided to improve their protect fort instead. It is probably OP as it is right now
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It's powerful but balance it with a cost,
If a captured yada, Must have 2+ Babs in play, think of something cool :)
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Kept the Protect, but tweaked the rest while keeping it related to captured heroes.
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Blanket protection is super-blah, but there's nothing specifically "wrong" with that.
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Blanket protection is super-blah, but there's nothing specifically "wrong" with that.
It only protects from discard, like it originally did, and conversion now
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I would never under deck a Babylonian to dc a hero I already captured.
What about this?
Headquarters of Riblah
Holds up to X (limit 5) Captured Characters.
You may add one Captured Character per round to Headquarters of Riblah. While occupied protect Babylonians from discard and conversion. Negate "The Hopper" lost soul. Protect Captured Characters held here from Opponent's cards (except Son of God). You may discard this card to draw a card per X.
Now we can shutdown soul gen and potentially create a lock out deck again. This may seem OP'd but you have to get the fort in play an capture a character (or have ur opponent capture one for you) before the fort even works
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I would never under deck a Babylonian to dc a hero I already captured.
What about this?
Headquarters of Riblah
Holds up to X (limit 5) Captured Characters.
You may add one Captured Character per round to Headquarters of Riblah. While occupied protect Babylonians from discard and conversion. Negate "The Hopper" lost soul. Protect Captured Characters held here from Opponent's cards (except Son of God). You may discard this card to draw a card per X.
Now we can shutdown soul gen and potentially create a lock out deck again. This may seem OP'd but you have to get the fort in play an capture a character (or have ur opponent capture one for you) before the fort even works
I changed it to this, only took out the Negate the Hopper, you could just use the FBTN soul to do that
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Using the FBTN LS hurts you if your trying to lock out. I like the idea of the cost and effect of this fort. The point is to shut down soul gen.
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If you want to stop soul gen, then put negate self-capture abilities. That way they are left with Hopper and HT for soul gen, and one of those require your opponent to have no souls in their LOB
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You want them to self capture so you can add the captured character to your fort
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I'm not sure how you run your Bab defense, but I do massive capture with Head of Gold and then have Charms and Captivity to capture three others.
Most people use the self capture for soul gen and without the self capture a majority of them would be useless in a way.
A Slave couldn't search for another Evil Character
Survivor would go strait to the discard pile after you used DoU
Cupbearer would be the same as A Slave
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I understand babs are a capture based defense. What I am saying is that self capture may help u get the fort occuppied quickly.
Side cupbearer is CBN so that soul gen still works
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Love the new headquarters! I'd just get rid of the identifier since the SA is what allows the captured characters to be placed there (put a "(limit 5)" in that part of the SA and put an "X=Number of cards here" identifier on). Per turn instead of per round, as that's always understood to mean your own turn for periodical ticks. You can get rid of the "except SoG" because they wouldn't be LS's anyway if they were in the Fort. Great example of more creativity than just power creeping!
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Agree with pol,
Headquarters is unique and valuable the way you have it.