Cactus Game Design Message Boards

Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => New Card Ideas => Topic started by: Noah on June 20, 2017, 05:48:55 PM

Title: Seven Woes
Post by: Noah on June 20, 2017, 05:48:55 PM
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Title: Re: Seven Woes
Post by: Minister Polarius on June 20, 2017, 07:15:23 PM
I don't understand where the name comes from but permanent hand vision is probably a good level of power for a Dom. My only worry is it could make hand protection a little too expensive, but with the best hand protection being able to turn themselves off, nah. Bonus points for psychological uses!
Title: Re: Seven Woes
Post by: NathanW on June 20, 2017, 07:29:07 PM
I don't understand where the name comes from but permanent hand vision is probably a good level of power for a Dom. My only worry is it could make hand protection a little too expensive, but with the best hand protection being able to turn themselves off, nah. Bonus points for psychological uses!

(https://image.prntscr.com/image/aQOjpjqDQh6fTMQinrbr3g.png)
Title: Re: Seven Woes
Post by: Minister Polarius on June 20, 2017, 07:34:56 PM
Ooh extra bonus points for the name not coming specifically from the cited verse!
Title: Re: Seven Woes
Post by: Josh on June 21, 2017, 10:32:41 AM
To add strategy to its CBN-granting power (and because it hasn't really been done), it would be cool if it said something like "You may return a card in territory to hand" each upkeep as well.  That way, an ongoing ability (like a protect fort, TC character, site, etc) that had already activated could reactivate and become CBN.
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