Author Topic: Hand Control Cards  (Read 3873 times)

Offline ChristianSoldier

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Hand Control Cards
« on: July 20, 2009, 12:22:19 AM »
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I love the idea of Hand control, which is starting to come into Redemption, but I think there are a few abilities that could help.

Hero (I don't know which one yet, but probably Genesis)
Special Ability: Each time your opponent plays an enhancement, your opponent discards an Evil Card from hand.

Seven Years of Plenty: Blue/White
Special Ability: Each player with Storehouse draws 7 cards.  You may play Seven Years of Famine.

Seven Years of Famine: Blue/White
Special Ability: Both players discard 7 cards from their hands.

Evil Character, Grey(I again don't know what character, but probably a Roman)
Special Ability: Each time your opponent plays and enhancement, discard a random card from your opponent's hand.

Pestering Demon: Orange, 4/5
Special Ability: This character may play Grey enhancements.  Cannot be negated. If a human evil character is in your territory discard a random face down artifact.  If blocking you may play Persistent Pestering from your discard pile.

Evil Enhancement
Special Ability: Interrupt the battle and look at your opponent's hand and discard one card in that hand.  Your opponent may withdraw all heroes in battle instead.  Cannot be interrupted.

I like the idea of the ones that discard card for Enhancements your opponent plays, because they weaken the "Draw 3 play next" a bunch of times, and the Grey False Peace-Momentum Change-Bearing Bad News.

In general I like hand control, but it has to be useful enough to actually get played to make the strategy worthwhile.
« Last Edit: July 20, 2009, 12:29:22 AM by ChristianSoldier »
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Offline BubbleBoy

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Re: Hand Control Cards
« Reply #1 on: July 20, 2009, 01:06:14 AM »
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The hand control that already exists is enough! No more!
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Re: Hand Control Cards
« Reply #2 on: July 20, 2009, 09:14:23 AM »
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+ 1 to sir Bubbleboy.

Offline LukeSnyder

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Re: Hand Control Cards
« Reply #3 on: July 20, 2009, 11:01:13 AM »
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I also agree, 7 years famine + zebulon = broken. Those two cards together would be able to pretty much end the game.

Offline TimMierz

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Re: Hand Control Cards
« Reply #4 on: July 20, 2009, 11:02:22 PM »
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In general I like hand control, but it has to be useful enough to actually get played to make the strategy worthwhile.

It is useful enough to actually get played already.
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Offline LukeSnyder

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Re: Hand Control Cards
« Reply #5 on: July 20, 2009, 11:07:01 PM »
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In general I like hand control, but it has to be useful enough to actually get played to make the strategy worthwhile.

It is useful enough to actually get played already.

You're joking. Surely it couldn't win in tournament play, certainly not in the upper levels. Whatever could posses you with such an idea?

Offline Tsavong Lah

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Re: Hand Control Cards
« Reply #6 on: July 20, 2009, 11:11:38 PM »
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In general I like hand control, but it has to be useful enough to actually get played to make the strategy worthwhile.
It is useful enough to actually get played already.
You're joking. Surely it couldn't win in tournament play, certainly not in the upper levels. Whatever could posses you with such an idea?

bahahahahahaha... :laugh:
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Offline The Guardian

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Re: Hand Control Cards
« Reply #7 on: July 20, 2009, 11:13:40 PM »
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Only RLKs play hand control...seriously...whatever... ::)
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Offline Alex_Olijar

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Re: Hand Control Cards
« Reply #8 on: July 20, 2009, 11:24:15 PM »
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If he had said that to anyone else......

Offline D-man

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Re: Hand Control Cards
« Reply #9 on: July 24, 2009, 11:34:14 AM »
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In general I like hand control, but it has to be useful enough to actually get played to make the strategy worthwhile.

It is useful enough to actually get played already.

You're joking. Surely it couldn't win in tournament play, certainly not in the upper levels. Whatever could posses you with such an idea?
A smiley would have been a good idea.  That way we would interpret your post as sarcastic...Ex: Hand Control will never win Natz...  :) ;) ;D :D ::)

Offline LukeSnyder

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Re: Hand Control Cards
« Reply #10 on: July 24, 2009, 11:50:40 AM »
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Hehe. I had hoped that it would be blatant enough... Especially considering who I was saying it to :D

FresnoRedemption

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Re: Hand Control Cards
« Reply #11 on: July 27, 2009, 01:43:45 PM »
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Hero (I don't know which one yet, but probably Genesis)
Special Ability: Each time your opponent plays an enhancement, your opponent discards an Evil Card from hand.

Evil Character, Grey(I again don't know what character, but probably a Roman)
Special Ability: Each time your opponent plays and enhancement, discard a random card from your opponent's hand.

I think cards like these are a bit overpowered. They would work in Magic:The Gathering, since any creature can use Enhancements (provided their color matches), but in Redemption I think it's a little different since you have separate enhancements that have to be used for Heroes and Evil Characters. I think it might be a little better if say the ability read "the first time opponent plays an Enhancement, discard a reandom card from opponent's hand (or discards an evil card from hand)." It would just be too rough if they had to discard one every time they played an Enhancement.

Offline Captain Kirk

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Re: Hand Control Cards
« Reply #12 on: July 27, 2009, 01:52:02 PM »
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Seven Years of Plenty and Seven Years of Famine should both be changed.  Otherwise, you give more set aside drawing power to speed decks and that is just too powerful to make your opponent discard all but one card from his hand.  There are little to no counters to stop it, as it is a set aside enhancement.

Actually, I think you could make it a dual sided card.  You could make it start off as Seven Years of Plenty to set aside any 2 characters for a few turns, to allow each player to draw 1 card each turn while set aside, and then the card becomes Seven Years of Famine to keep the characters set aside to make each player discard one card each turn while set aside.  Obviously, 7 turns each way is way too long.  I'd propose 2-3 turns for each side of the card.  That'd be a fun card to play.

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FresnoRedemption

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Re: Hand Control Cards
« Reply #13 on: July 27, 2009, 01:58:08 PM »
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Seven Years of Plenty and Seven Years of Famine should both be changed.  Otherwise, you give more set aside drawing power to speed decks and that is just too powerful to make your opponent discard all but one card from his hand.  There are little to no counters to stop it, as it is a set aside enhancement.

Actually, I think you could make it a dual sided card.  You could make it start off as Seven Years of Plenty to set aside any 2 characters for a few turns, to allow each player to draw 1 card each turn while set aside, and then the card becomes Seven Years of Famine to keep the characters set aside to make each player discard one card each turn while set aside.  Obviously, 7 turns each way is way too long.  I'd propose 2-3 turns for each side of the card.  That'd be a fun card to play.

Kirk

Or maybe to keep with the theme of "seven" because of the card title, the first two turns the characters are set-aside, each player draws two cards, then the third turn each player draws three cards. Then when it's flipped over, the first two turns each player discards two cards and the third turn they discard three cards? Just a thought.

Offline LukeSnyder

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Re: Hand Control Cards
« Reply #14 on: July 27, 2009, 02:11:44 PM »
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Seven Years of Plenty and Seven Years of Famine should both be changed.  Otherwise, you give more set aside drawing power to speed decks and that is just too powerful to make your opponent discard all but one card from his hand.  There are little to no counters to stop it, as it is a set aside enhancement.

Actually, I think you could make it a dual sided card.  You could make it start off as Seven Years of Plenty to set aside any 2 characters for a few turns, to allow each player to draw 1 card each turn while set aside, and then the card becomes Seven Years of Famine to keep the characters set aside to make each player discard one card each turn while set aside.  Obviously, 7 turns each way is way too long.  I'd propose 2-3 turns for each side of the card.  That'd be a fun card to play.

Kirk

Now THAT is a sick card idea. I would like to see that card made.

Offline Captain Kirk

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Re: Hand Control Cards
« Reply #15 on: July 27, 2009, 02:14:10 PM »
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Or maybe to keep with the theme of "seven" because of the card title, the first two turns the characters are set-aside, each player draws two cards, then the third turn each player draws three cards. Then when it's flipped over, the first two turns each player discards two cards and the third turn they discard three cards? Just a thought.

That could work well.  I think it should be a forced draw ability.  That way, although they get to draw 7 cards over three turns, the opponent has the opportunity to flip up Rain Becomes Dust for 3 turns to force the player who used the Seven Years card to discard the 7 cards that they draw with the ability.  Also, as there are 3 turns before the discards start, the opponent has time to prepare for discarding.  I do feel that there needs to be a restriction on the discard side, such as, "while cards remain in draw pile, each player must discard...".  Otherwise, it would be way to powerful as an end game card to clear your opponent's hand of everything but one card.

*edit*
I came up with the card.  It is very verbose.  I would be obliged if someone could reduce/change the ability to bring about the same or a similar result.

Seven Years of Plenty/Seven Years of Famine – Blue Good Enhancement
[Plenty]“This card enters play as Seven Years of Plenty. Set aside 3 characters for 7 turns. During the first and second upkeep phases, each player must draw 2 cards. The following upkeep phase, each player must draw three cards. Nothing happens during the fourth upkeep phase and then this card becomes Seven Years of Famine.” [Famine] “During the three turns of Famine, each player follows the ability while cards remain in his draw pile. During the fifth and sixth upkeep phases, each player must discard 2 cards from hand. The following upkeep phase, each player must discard three cards from hand. ”

Kirk
« Last Edit: July 27, 2009, 02:30:24 PM by Captain Kirk »
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Offline The Warrior

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Re: Hand Control Cards
« Reply #16 on: July 27, 2009, 02:25:52 PM »
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Seven Years of Plenty: Blue/White
Special Ability: Each player with Storehouse draws 7 cards.  You may play Seven Years of Famine.
can u say gifts of the magi?
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Offline ChristianSoldier

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Re: Hand Control Cards
« Reply #17 on: July 27, 2009, 03:45:37 PM »
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Seven Years of Plenty/Seven Years of Famine – Blue Good Enhancement
[Plenty]“This card enters play as Seven Years of Plenty. Set aside 3 characters for 7 turns. During the first and second upkeep phases, each player must draw 2 cards. The following upkeep phase, each player must draw three cards. Nothing happens during the fourth upkeep phase and then this card becomes Seven Years of Famine.” [Famine] “During the three turns of Famine, each player follows the ability while cards remain in his draw pile. During the fifth and sixth upkeep phases, each player must discard 2 cards from hand. The following upkeep phase, each player must discard three cards from hand. ”

I like that idea, I new those cards were a little overpowered cards, but I didn't know what to do.  Thanks for the input.

Also the "each time your opponent plays an enhancement" characters were designed to combat something like spamming False Peaces and Draw 3 play next cards.  In one battle usually after 1 or 2 enhancements (except in the case of mass drawing or chain searching) the battle is over so thats only 1 or 2 cards.
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Offline Minister Polarius

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Re: Hand Control Cards
« Reply #18 on: July 28, 2009, 12:51:25 AM »
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Seven Years of Plenty
0/0 Blue Good Enhancement
"Set aside 3 Egyptians or Genesis characters for 4 turns. While Heroes are set aside, Negate your Gifts of the Magi and each player draws two cards each upkeep. On the fourth turn, each player draws one card and this card becomes Seven Years of Famine."
/
Seven Years of Famine
0/0 Gold Evil Enhancement
"If played from hand, becomes Seven Years of Plenty. If flipped, characters remain set aside for three additional turns. Each turn, all players must Discard two cards from hand or Storehouse. On return, each player Discards a card from hand."

How about that? It still equates a forced draw of seven and forced Discard of seven, has a balancing mechanism in that only Genesis and Egyptians can use it, prevents Gifts abuse to draw an additional seven cards, lets you play it on any eligible character, and cuts down on text.
« Last Edit: July 28, 2009, 01:07:41 AM by Minister Polarius »
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Offline Red Dragon Thorn

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Re: Hand Control Cards
« Reply #19 on: July 28, 2009, 12:54:04 AM »
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That seems eerily similar to a card back on the EZ boards, only I think that one said something about storehouse...
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Offline Smokey

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Re: Hand Control Cards
« Reply #20 on: July 28, 2009, 12:59:48 AM »
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Seven Years of Plenty
0/0 Blue Good Enhancement
"Set aside 3 Egyptians or Genesis characters for 4 turns. While Heroes are set aside, Negate your Gifts of the Magi and each player draws two cards each upkeep. On the fourth turn, each player draws one card and this card becomes Seven Years of Famine."
/
Seven Years of Famine
0/0 Gold Evil Enhancement
"If played from hand, becomes Seven Years of Plenty. If flipped, characters remain set aside for three additional turns. Each turn, all players must Discard two cards from hand. On return, each player Discards a card from hand."

How about that? It still equates a forced draw of seven and forced Discard of seven, has a balancing mechanism in that only Genesis and Egyptians can use it, prevents Gifts abuse to draw an additional seven cards, lets you play it on any eligible character, and cuts down on text.
I like the idea, My thoughts are that 6 turns is a long time, maybe 2 characters would be better... and you should be able to immediatly add the drawn cards to storehouse or discard cards from your storehouse

Offline Minister Polarius

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Re: Hand Control Cards
« Reply #21 on: July 28, 2009, 01:07:24 AM »
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During the years of plenty, it won't be needed as each player draws on his own upkeep, but I'll add it to famine.
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Offline Captain Kirk

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Re: Hand Control Cards
« Reply #22 on: July 28, 2009, 09:28:46 AM »
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Seven Years of Plenty
0/0 Blue Good Enhancement
"Set aside 3 Egyptians or Genesis characters for 4 turns. While Heroes are set aside, Negate your Gifts of the Magi and each player draws two cards each upkeep. On the fourth turn, each player draws one card and this card becomes Seven Years of Famine."
/
Seven Years of Famine
0/0 Gold Evil Enhancement
"If played from hand, becomes Seven Years of Plenty. If flipped, characters remain set aside for three additional turns. Each turn, all players must Discard two cards from hand or Storehouse. On return, each player Discards a card from hand."

I like the negating Gifts part and limiting it to Genesis/Egyptians.  Plus I had a hard time making it concise so that works well.  I'm confused why you need the "If played from hand, becomes Seven Years of Plenty. If flipped.....".  You should put "This card enters play as Seven Years of Plenty" in the beginning text of the Plenty side.  That is the format Banks of the Nile and Saul/Paul take.

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Offline Minister Polarius

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Re: Hand Control Cards
« Reply #23 on: July 28, 2009, 06:33:30 PM »
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I know it is, but then you wouldn't be able to play it on a Gold Evil Character.
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