Author Topic: Inheritance of the Meek  (Read 5073 times)

Offline theselfevident

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Inheritance of the Meek
« on: July 06, 2011, 11:38:27 AM »
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Type: Covenant (can be used as enhancement or artifact)
Brigade: Green
Abilities: 1/1
Special ability: All N.T. human heros without a special ability are protected from harm of special abilities on evil characters and evil enhancements. Discard after holder makes a sucessful rescue attempt. Opponent may discard all their evil characters with special abilities currently in play to remove this card from the game.
« Last Edit: July 06, 2011, 02:47:34 PM by theselfevident »

Offline Townsend

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Re: Inheritance of the Meek
« Reply #1 on: July 06, 2011, 11:57:05 AM »
+1
Way OP. If you made immune instead of ignore it would be better.

Offline Minister Polarius

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Re: Inheritance of the Meek
« Reply #2 on: July 06, 2011, 12:02:12 PM »
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I like the concept, but I'd make it N.T. Heroes and immunity.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline theselfevident

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Re: Inheritance of the Meek
« Reply #3 on: July 06, 2011, 12:05:27 PM »
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Way OP. If you made immune instead of ignore it would be better.

I think this brings back a concept of having to have Non-special abilitied characters. Immunity is too weak and easily over run

Offline theselfevident

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Re: Inheritance of the Meek
« Reply #4 on: July 06, 2011, 12:40:32 PM »
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I like the concept, but I'd make it N.T. Heroes and immunity.

Modified

Offline Nameless

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Re: Inheritance of the Meek
« Reply #5 on: July 06, 2011, 12:42:48 PM »
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Better but that SoG+NJ+AotL+this+Zeal or AOCP= game

Offline theselfevident

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Re: Inheritance of the Meek
« Reply #6 on: July 06, 2011, 12:54:34 PM »
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Better but that SoG+NJ+AotL+this+Zeal or AOCP= game

Counters: Using a non-special abilitied evil character, Christian Martyr, Unholy Writ, any card that discards an artifact, Plus the ability works against you
« Last Edit: July 06, 2011, 01:01:37 PM by theselfevident »

Offline Professoralstad

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Re: Inheritance of the Meek
« Reply #7 on: July 06, 2011, 01:03:35 PM »
+1
Immune would be fairly balanced (you could probably even take out the discard condition), but as an ignore it would be grossly OP'd. I put three of these in my T2 Disciples deck with Andrew, Bartholomew (Ap), John (Prophets), James Son of Alphaeus (Ap) and maybe even one copy of an Apostles Thaddeus or Philip, and if for some reason Thaddeus is getting stopped, I'll activate one of these. T1 certainly doesn't need anymore general target pre-block ignores either. Sure, some people may use no-SA EC's, but they would have to be few in number to be competitive in general, and those could be easily gotten rid of.

Immunity that can't be stopped by an ItB card is actually pretty useful, not as much for Heroes, but it could be worthwhile for some combos.
Press 1 for more options.

Offline theselfevident

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Re: Inheritance of the Meek
« Reply #8 on: July 06, 2011, 01:15:04 PM »
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Immune would be fairly balanced (you could probably even take out the discard condition), but as an ignore it would be grossly OP'd. I put three of these in my T2 Disciples deck with Andrew, Bartholomew (Ap), John (Prophets), James Son of Alphaeus (Ap) and maybe even one copy of an Apostles Thaddeus or Philip, and if for some reason Thaddeus is getting stopped, I'll activate one of these. T1 certainly doesn't need anymore general target pre-block ignores either. Sure, some people may use no-SA EC's, but they would have to be few in number to be competitive in general, and those could be easily gotten rid of.

Immunity that can't be stopped by an ItB card is actually pretty useful, not as much for Heroes, but it could be worthwhile for some combos.

Good point. Modified

Offline Townsend

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Re: Inheritance of the Meek
« Reply #9 on: July 06, 2011, 01:20:00 PM »
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Type: Covenant (can be used as enhancement or artifact)
Brigade: Green
Abilities: 1/1
Special ability: All N.T. heros without a special ability are immune to all evil characters with special abilities and protected from all special abilities on evil enhancements. Discard after holder makes a sucessful rescue attempt.
Why the protection from EEs? If your immune they can't do anything to you any ways so I see the protection kinda pointless...

Offline theselfevident

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Re: Inheritance of the Meek
« Reply #10 on: July 06, 2011, 01:21:23 PM »
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Type: Covenant (can be used as enhancement or artifact)
Brigade: Green
Abilities: 1/1
Special ability: All N.T. heros without a special ability are immune to all evil characters with special abilities and protected from all special abilities on evil enhancements. Discard after holder makes a sucessful rescue attempt.
Why the protection from EEs? If your immune they can't do anything to you any ways so I see the protection kinda pointless...

If blocking with a non-special abilitied evil character...

Offline Townsend

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Re: Inheritance of the Meek
« Reply #11 on: July 06, 2011, 01:25:48 PM »
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If blocking with a non-special abilitied evil character...
But it makes them practically indestructible with HT so dominants can't hurt you. The protection is just too much imo.

Offline theselfevident

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Re: Inheritance of the Meek
« Reply #12 on: July 06, 2011, 01:27:20 PM »
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If blocking with a non-special abilitied evil character...
But it makes them practically indestructible with HT so dominants can't hurt you. The protection is just too much imo.

HT?

Offline Townsend

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Re: Inheritance of the Meek
« Reply #13 on: July 06, 2011, 01:29:52 PM »
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Herod's Temple (Di)
Type: Fortress • Brigade: None • Ability: None • Class: None • Special Ability: If your N.T. human is discarded by a special ability used by an opponent, you may discard a card of matching brigade from hand and the top X cards of your deck instead. Put Lost Souls in play instead. • Identifiers: None • Verse: Mark 13:1 • Availability: Disciples booster packs ()

Offline theselfevident

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Re: Inheritance of the Meek
« Reply #14 on: July 06, 2011, 01:32:42 PM »
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Herod's Temple (Di)
Type: Fortress • Brigade: None • Ability: None • Class: None • Special Ability: If your N.T. human is discarded by a special ability used by an opponent, you may discard a card of matching brigade from hand and the top X cards of your deck instead. Put Lost Souls in play instead. • Identifiers: None • Verse: Mark 13:1 • Availability: Disciples booster packs ()

but this would not stop standard abilities from being an important factor. Just trying to create an actual battle phase.

Offline theselfevident

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Re: Inheritance of the Meek
« Reply #15 on: July 06, 2011, 02:02:20 PM »
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Modified

Offline theselfevident

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Re: Inheritance of the Meek
« Reply #16 on: July 06, 2011, 02:47:12 PM »
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Modified

I believe my most recent modification makes this card not over powering and makes cards from the original, prophets, womens, & appostles expansions relevant finally.

browarod

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Re: Inheritance of the Meek
« Reply #17 on: July 06, 2011, 03:34:01 PM »
+1
The "opponent may discard" part makes it easier than cake to get rid of. Oh, I have 0 special ability ECs in play? Okay, I discard all 0 of them to discard this covenant.

Offline theselfevident

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Re: Inheritance of the Meek
« Reply #18 on: July 06, 2011, 03:45:45 PM »
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The "opponent may discard" part makes it easier than cake to get rid of. Oh, I have 0 special ability ECs in play? Okay, I discard all 0 of them to discard this covenant.

You just don't activate it unless there is a special abilitied evil character in play.

1st it's too powerful and now its not. Make up your minds people.

Offline YourMathTeacher

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Re: Inheritance of the Meek
« Reply #19 on: July 06, 2011, 03:46:30 PM »
+1
The "opponent may discard" part makes it easier than cake to get rid of. Oh, I have 0 special ability ECs in play? Okay, I discard all 0 of them to discard this covenant.

If this card was used in a TGT deck, then that would be a less likely scenario. There are versions of John and Joanna that have no SA.
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Re: Inheritance of the Meek
« Reply #20 on: July 06, 2011, 03:52:35 PM »
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The "opponent may discard" part makes it easier than cake to get rid of. Oh, I have 0 special ability ECs in play? Okay, I discard all 0 of them to discard this covenant.

If this card was used in a TGT deck, then that would be a less likely scenario. There are versions of John and Joanna that have no SA.

TGT?

Offline YourMathTeacher

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Re: Inheritance of the Meek
« Reply #21 on: July 06, 2011, 03:55:32 PM »
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The Garden Tomb (RA)
Type: Fortress • Brigade: None • Ability: None • Class: None • Special Ability: If opponent has a redeemed Lost Soul, then Salome, Mary Magdalene, Joanna, Peter, John, and Mary the mother of James ignore all evil brigades that do not have at least two Characters in play. • Identifiers: Empty! • Verse: Mark 16:1 • Availability: Rock of Ages booster packs (None)

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Offline Townsend

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Re: Inheritance of the Meek
« Reply #22 on: July 06, 2011, 03:56:33 PM »
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The Garden Tomb (RA)
Type: Fortress • Brigade: None • Ability: None • Class: None • Special Ability: If opponent has a redeemed Lost Soul, then Salome, Mary Magdalene, Joanna, Peter, John, and Mary the mother of James ignore all evil brigades that do not have at least two Characters in play. • Identifiers: Empty! • Verse: Mark 16:1 • Availability: Rock of Ages booster packs (None)

If this card was used in a TGT deck, then that would be a less likely scenario. There are versions of John and Joanna that have no SA.
There is a Joanna with no SA?

EDIT: Instaposted

Offline YourMathTeacher

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Re: Inheritance of the Meek
« Reply #23 on: July 06, 2011, 03:58:47 PM »
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There is a Joanna with no SA?

Maybe not.... I was thinking the green one had no SA.
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Offline Townsend

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Re: Inheritance of the Meek
« Reply #24 on: July 06, 2011, 03:59:55 PM »
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Maybe not.... I was thinking the green one had no SA.
It be better with no SA  ;)

 


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