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Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => New Card Ideas => Topic started by: browarod on April 17, 2014, 03:34:14 PM

Title: Doubt reprint
Post by: browarod on April 17, 2014, 03:34:14 PM
Since there's that thread in Strategies about how useless Doubt is I thought I'd make a spruced up version to try and be more useful.

Doubt
Evil Dominant | Generic, Genderless, Not human or demon
"If an opponent is making a rescue attempt, blocker may add this to battle as an orange 0/12 Evil Character that cannot be ignored and may use enhancements of any evil brigade. Discard Doubt at end of turn to discard a fortress from each player."
~Deuteronomy 28:66
Title: Re: Doubt reprint
Post by: jbeers285 on April 17, 2014, 05:34:41 PM
It's interesting but I still don't think it would make Dom cuts in t1 unless played in a specialized deck.
Title: Re: Doubt reprint
Post by: browarod on April 17, 2014, 07:28:00 PM
What would it need to have additionally, or differently, for you to consider using a slot for it in more than niche decks?
Title: Re: Doubt reprint
Post by: TheJaylor on April 17, 2014, 08:24:32 PM
What would it need to have additionally, or differently, for you to consider using a slot for it in more than niche decks?
"Each player must shuffle hand into deck to draw six."
Title: Re: Doubt reprint
Post by: jbeers285 on April 17, 2014, 10:05:20 PM
Perhaps

When played  place in a territory as a 6/12 orange evil character.  When placed in territory no evil characters can be ignored until this evil character enters battle. When doubt enters battle discard a good fortress from your territory to discard one from an opponents territory or set aside area. Evil character may play OT Enhancments of any brigade.

Seems a little convoluted but maybe someone could clean up the idea.
Title: Re: Doubt reprint
Post by: TheJaylor on April 18, 2014, 12:18:25 AM
On a semi-serious note, I think it would be cool of it said:

If opponent is making a rescue attempt they may discard all of their sites, fortresses, and artifacts to rescue a Lost Soul. Battle continues as a battle challenge.

I basically took part of jbeers' idea but took out the whole weird EC part.
Title: Re: Doubt reprint
Post by: TheKarazyvicePresidentRR on April 18, 2014, 12:34:57 AM
I doubt this will be made ;)
Title: Re: Doubt reprint
Post by: EmJayBee83 on April 18, 2014, 08:00:27 AM
How about...

Doubt
Evil Dominant | Generic, Genderless, Not human or demon
"When an opponent is making a rescue attempt, you may place this card in battle as an orange 0/12 Evil Character. It cannot be ignored and may use enhancements of any evil brigade. Discard Doubt at the end of the turn."
~Deuteronomy 28:66

This makes the card Dom-worthy in a power sense, but prevents the hijinks the last poster (I'm looking at you, RedRocks) was famous for n TEAMS (when they used to allow Doubt to be played directly to battle).
Title: Re: Doubt reprint
Post by: browarod on April 18, 2014, 09:28:07 AM
Alright I updated it with some suggestions from people. Tried to throw a little bit of everything in, not sure if that makes it OP.
Title: Re: Doubt reprint
Post by: Redoubter on April 18, 2014, 06:27:22 PM
Doubt
Evil Dominant | Generic, Genderless, Not human or demon
"When an opponent is making a rescue attempt, you may place this card in battle as an orange 0/12 Evil Character. It cannot be ignored and may use enhancements of any evil brigade. Discard Doubt at the end of the turn."
~Deuteronomy 28:66

In case it matters, this version would not be able to be used to block anything that wasn't coming at you.
Title: Re: Doubt reprint
Post by: EmJayBee83 on April 18, 2014, 07:17:03 PM
Doubt
Evil Dominant | Generic, Genderless, Not human or demon
"When an opponent is making a rescue attempt, you may place this card in battle as an orange 0/12 Evil Character. It cannot be ignored and may use enhancements of any evil brigade. Discard Doubt at the end of the turn."
~Deuteronomy 28:66

In case it matters, this version would not be able to be used to block anything that wasn't coming at you.
For two player events, this is obviously true, but I do not see why it is necessarily so in a multi-player game.
Title: Re: Doubt reprint
Post by: Redoubter on April 18, 2014, 07:47:57 PM
For two player events, this is obviously true, but I do not see why it is necessarily so in a multi-player game.

You may only put cards into battles that you are involved in.  This is why you cannot discard Gates to put your demon in someone else's battle, but the blocker can use The Darkness to block with the revealed character, because they choose.
Title: Re: Doubt reprint
Post by: browarod on April 19, 2014, 12:27:59 AM
I don't know where that is in the rules but I fixed the ability regardless.
Title: Re: Doubt reprint
Post by: EmJayBee83 on April 19, 2014, 09:05:13 AM
For two player events, this is obviously true, but I do not see why it is necessarily so in a multi-player game.

You may only put cards into battles that you are involved in.  This is why you cannot discard Gates to put your demon in someone else's battle, but the blocker can use The Darkness to block with the revealed character, because they choose.
If someday this reprint were ever to be made, I am sure we could have a discussion as to whether or not this general rule of thumb applies to dominants. Since I am not, in general, allowed to play cards into someone else's battle but non-involved bystanders feel perfectly free to play any number of dominants when given the chance, I think an argument could be made there. Of we could just change the wording as so...

"When an opponent is making a rescue attempt, you may play this card and it becomes an orange 0/12 Evil Character in battle. Doubt cannot be ignored and may use enhancements of any evil brigade. Discard Doubt at the end of the turn."

Title: Re: Doubt reprint
Post by: Redoubter on April 19, 2014, 03:44:48 PM
If someday this reprint were ever to be made, I am sure we could have a discussion as to whether or not this general rule of thumb applies to dominants.

That doesn't make any sense, as I am referring to adding Characters, which Doubt is at that point.  Playing dominants is one thing, adding characters to a side of the battle you do not control is another.

I don't know why this question does keep coming up, but the rule is that you can only add characters to your side of a battle, unless you use specific abilities that explicitly do that: CTB, CTR, Side-Battle.  The only reason that The Darkness works any differently is because it allows the blocker to choose, but it is very clear otherwise.
Title: Re: Doubt reprint
Post by: EmJayBee83 on April 19, 2014, 04:07:33 PM
If someday this reprint were ever to be made, I am sure we could have a discussion as to whether or not this general rule of thumb applies to dominants.

That doesn't make any sense, as I am referring to adding Characters, which Doubt is at that point.  Playing dominants is one thing, adding characters to a side of the battle you do not control is another.
And following the proposed rewrite--which followed the statement you quoted--Doubt gets played as a dominant. The playing of the dominant creates a character in the battle. In this case it falls much more on the "one thing" side of the fence as opposed to the "another" side.
Title: Re: Doubt reprint
Post by: browarod on April 20, 2014, 07:36:28 PM
There's no reason to get nit picky about it, I already changed the ability to give the blocker a choice (like Darkness, if I worded it correctly, lol) so that should solve that particular issue. :P
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