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I've been reading the book of Nehemiah recently and I thought about maybe a exclusive theme for him where the objective of the offense is to "build the gates" to achieve an alternate win condition or simply set up a supreme offense. Since there are ten gates he and others build, I thought about having all the gates mandatorily start in the reserve thus part of the sacrifice for this offense. I'm thinking that a Nehemiah reprint can start with a special ability where he gets to grab a gate when he first gets down on the table and on each upkeep after. Thoughts?
A Nehemiah mini-theme would be cool, but I'm not a huge fan of the concept of AWCs.
Quote from: Red Wing on May 09, 2018, 10:38:53 AMA Nehemiah mini-theme would be cool, but I'm not a huge fan of the concept of AWCs.I'm thinking more of an Alternate rescue condition now. For example, "if all tens gates are in your territory, rescue a Nehemiah hero in battle or territory."
Interaction is a major consideration in terms of awc. This was why Greek God's and Coney were both on the receiving end of heavy nerfing through rule changes and new card counters. They were determined to be too one sided in terms of interaction, but do kind of have awc.What kind of abilities are you thinking for the Gates? 10 turns is totally reasonable because most decks don't need 10 turns to win in t1.
Red for most of them, but I'm more interested in what a Zerubbabel reprint could look like. I like his current ability, but his brigades just do not work with the other guys in that theme.
Quote from: Ironisaac on May 09, 2018, 01:02:31 PMRed for most of them, but I'm more interested in what a Zerubbabel reprint could look like. I like his current ability, but his brigades just do not work with the other guys in that theme. I love the Z Temple theme's strat of having your guys protected from a long list of things once you're set up and I hope it gets some love next set.
Nehemiah X/10 (Red Brigade TC Warrior)Identifier: X equals the number of Nehemiah forts in play "Now and each upkeep, you may take a Nehemiah fort from reserve. Once per game, If there are 10 Nehemiah forts in your territory, rescue a Nehemiah hero.
Quote from: Xonathan on May 09, 2018, 09:47:35 AMNehemiah X/10 (Red Brigade TC Warrior)Identifier: X equals the number of Nehemiah forts in play "Now and each upkeep, you may take a Nehemiah fort from reserve. Once per game, If there are 10 Nehemiah forts in your territory, rescue a Nehemiah hero. you can have 3 copies of Jerusalem tower in your deck in t2...
Quote from: Ironisaac on May 09, 2018, 02:42:27 PMQuote from: Xonathan on May 09, 2018, 09:47:35 AMNehemiah X/10 (Red Brigade TC Warrior)Identifier: X equals the number of Nehemiah forts in play "Now and each upkeep, you may take a Nehemiah fort from reserve. Once per game, If there are 10 Nehemiah forts in your territory, rescue a Nehemiah hero. you can have 3 copies of Jerusalem tower in your deck in t2... Doesn't T2 Reserve still have to be alignment balanced? Unless you're planning to make half the forts evil, you won't be able to play it in T2 anyway.
I'm really liking what you are coming up with. Keep them coming! I'd suggest unity on some things to prevent splashing. Nehemiah should be cbn and have some kind of discard condition. Possibly "if discarded return to territory""Each upkeep, you may play a Nehemiah fortress from reserve. If discarded, return to territory. Cannot be negated."As intended, this deck is playing out the game to turn 10.. Nehemiah needs some serious instead and protect to be able to survive the entire time.
Forts are by definition unique.
Quote from: Bobbert on May 09, 2018, 03:01:04 PMQuote from: Ironisaac on May 09, 2018, 02:42:27 PMQuote from: Xonathan on May 09, 2018, 09:47:35 AMNehemiah X/10 (Red Brigade TC Warrior)Identifier: X equals the number of Nehemiah forts in play "Now and each upkeep, you may take a Nehemiah fort from reserve. Once per game, If there are 10 Nehemiah forts in your territory, rescue a Nehemiah hero. you can have 3 copies of Jerusalem tower in your deck in t2... Doesn't T2 Reserve still have to be alignment balanced? Unless you're planning to make half the forts evil, you won't be able to play it in T2 anyway.Not to mention only being able to have one of them in play at a time...I like the idea but it would definitely have to be playtested a lot. My first thought is that it's pretty underwhelming since you have to wait 10 turns and protect both Nehemiah and all the fortresses in the meantime. Fortress recursion is nearly none-existent so a Shipwreck can pretty much stop it all (unless you use Jerusalem Tower as well which isn't necessarily a bad thing). On the other hand, it could also be fairly powerful if you combine Covenant of Prayer, Gain + Imitate, and a few other cards that could potentially get them out of Reserve. But all that for 1 Lost Soul is sorta underwhelming.If this does happen, however, we should definitely take this opportunity to print Jadon the Meronothite who helped build part of the wall. Nehemiah 3:7Next to them Melatiah the Gibeonite and Jadon the Meronothite, the men of Gibeon and of Mizpah, also made repairs for the official seat of the governor of the province beyond the River.
You could turn the gates into sites. It's not 100% accurate to what they were, but A) they would be neutral and therefore playable in T2; B) you would have a couple more ways to grab them from discard; and C) since there are 9 good brigades you could have one in each brigade and a multicolor (or 8 and 2 MC, because clay). It's a bit more disruptible, since there's more site than fort destruction and your opponent can steal them in a couple ways, but it's a thought.