Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => New Card Ideas => Topic started by: ArmedKevin117 on May 14, 2012, 07:44:08 PM
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Opinions?
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The image is broken.
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Should be fixed.
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Couple of things:
First, you can negate this fortress, which could lead to messiness. If you were intending for it to not be stopped, you may need to add that in.
Second, this card would protect your cards from your ANB as well (except for the character it was played on, you cannot be protected from yourself) and thus could help to again break the card (worse than it currently is). Actually...it would break it for all players, now that I think about it.
Third, this card is too powerful. I understand the size of the cost, but think of these restrictions it places on your opponent:
1. It completely stops all banding (good or evil).
2. It makes all artifacts untouchable by your opponents.
3. It stops them from playing SoG.
4. It could do other things I cannot even think about because they haven't been tried (are sites protected from being placed in battle for site access, for instance).
All of these (especially #3) make this card way too powerful and unable to be stopped. It also protects itself from opponents (and if it becomes CBN like I think was intended, you just can't stop it).
I like the thought behind it, but this drastic change to the game would not go over well, and would break things considerably. Would like to see continued discussion on this type of fortress, however :)
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I think it would be better to have it maybe work more towards a Revelation setup or maybe just for Heroes and just totally drop the ANB Protect.
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I agree with Redoubter, it's too powerful. But I'm sure STAMP will love it.
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How's this?
And Redoubter, of course it protects cards from holder's ANB as well. This is the city of New Jerusalem we're talking about. Once it's here, it's here to stay.
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Still far too powerful, just limiting the effects to LS and NT cards (note that this includes NT artifacts and fortresses still) doesn't solve the OP problem. This much protection, especially when it cannot be stopped, is too much for that many cards.
It may solve some problems (like stopping SoG), but the unstoppable nature added to the amount of protection this offers is still a bit over the top. Restricted a bit of course from the original, but I'm not thinking it's balanced.
Like I said, I like the idea of placing NJ somewhere. :D I just don't like this particular ability.
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I think the artwork is fantastic!
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I think the artwork is fantastic!
That I can agree on, too ;) Really like it.
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I'd take out Permentantly in the effect. Maybe have another limitation like when a Revelation Hero is in Battle or maybe have it do something that has to do w/ the # of Redeemed souls, (Like Protect X Cards from Effects.' still I don't see any need to Protect from ANB, but if it's Protect from Opponents then its protected from opponents ANB.
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Does this satisfy the Nerf corporation yet?
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Does this satisfy the Nerf corporation yet?
Don't think of it as nerfing, but as balance.
And...actually I really like it now. It kind of combines several different cards (J-Temple, a beefed-up good-version CP, and a LS protector) and has a hefty cost, plus you have to get them both out.
...This is a good card, as far as I'm concerned :) Looks good! :D
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No! It protects TGT!
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No! It protects TGT!
Oh, no, I make you have two characters of the same brigade at the same time. What a nightmare.
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No! It protects TGT!
Oh, no, I make you have two characters of the same brigade at the same time. What a nightmare.
You haven't been around here long, have you?
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No! It protects TGT!
Oh, no, I make you have two characters of the same brigade at the same time. What a nightmare.
Hahahahahahahahahahahaha.
That reminds me of what we heard from the PtB when TGT first came out. Thanks for the trip down memory lane.
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Is it just me, or does this protect all lost souls in play from opponent's SoG, NJ, and Burial? It says "...protect from harm..." which is defined as being targeted by an alignment not that of the targeted card. Lost souls are neutral, so this protects them from good and evil cards... Am I missing something?
Actually, I just looked up the definition of harm in the REG, and harm only has meaning in regards to characters. So protecting lost souls from harm apparently doesn't mean anything.
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Is it just me, or does this protect all lost souls in play from opponent's SoG, NJ, and Burial? It says "...protect from harm..." which is defined as being targeted by an alignment not that of the targeted card. Lost souls are neutral, so this protects them from good and evil cards... Am I missing something?
Actually, I just looked up the definition of harm in the REG, and harm only has meaning in regards to characters. So protecting lost souls from harm apparently doesn't mean anything.
Is logic truly dead? Think about it. Harm would be things like discard, shuffle, and possibly having cards (like angry travelers) placed on it.
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That's not what "harm" means in Redemption, and I doubt any cards will use that terminology in the future.