Author Topic: The Four Horseman and The Cage  (Read 1637 times)

Offline klance236

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The Four Horseman and The Cage
« on: December 23, 2012, 03:08:52 PM »
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I have an idea for 5 new cards.

1.  Death - Discard 2 hero's in play. Cannot be nagated.

2.  Famine - No artifacts can be activated for 7 turns. Cannot be negated.

3.  War - All special abilities on good characters do not work for 7 turns. Cannot be negated.

4.  Pestilence - All good characters are poisoned and lose 2/2 for 7 turns. Cannot be negated.

5.  The Cage - You can set aside The Four Horsemen in your prep phase and protect's The Four Horseman from discard.  (Works like Fishing Boat and TGT combined)

Tell me what you guy's think do you like these ideas or if you have any  suggestions on how to change any of these cards let me know.  Thanks
« Last Edit: December 23, 2012, 03:14:35 PM by klance236 »

Offline wmd1999

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Re: The Four Horseman and The Cage
« Reply #1 on: December 23, 2012, 04:28:12 PM »
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4.  Pestilence - All good characters are poisoned and lose 2/2 for 7 turns. Cannot be negated.

Does this mean decrease each hero is decreased 2/2 every turn for seven turns or each hero is decreased 2/2 only for 7 turns?
« Last Edit: December 23, 2012, 06:57:00 PM by wmd1999 »
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Offline Bobbert

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Re: The Four Horseman and The Cage
« Reply #2 on: December 23, 2012, 04:44:03 PM »
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The problem with Revelation cards is that they so often get immensely overpowered.

Case in point.

What type of cards are these? Evil enhancements? Artifacts? Characters? Doms? Curses?
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Offline klance236

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The Four Horseman and The Cage
« Reply #3 on: December 23, 2012, 04:49:48 PM »
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It mean's every turn each hero on the opponents team decreases 2/2 every turn for 7 turn's and The Four Horseman are evil characters and The Cage is a fortress.

Offline Red Wing

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Re: The Four Horseman and The Cage
« Reply #4 on: December 23, 2012, 05:25:49 PM »
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#3 would need to restrict players from using SAs on Heroes or something like that. Death and Pestilence are very OP.
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Offline klance236

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The Four Horseman and The Cage
« Reply #5 on: December 23, 2012, 05:51:02 PM »
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#3 would need to restrict players from using SAs on Heroes or something like that. Death and Pestilence are very OP.
What is SAs? And how would you make Death and Pestilence not super OP?

Offline jbeers285

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The Four Horseman and The Cage
« Reply #6 on: December 23, 2012, 07:55:46 PM »
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Hey man good first attempt are card making

Some questions you should probably ask yourself when making card ideas are

Do these cards seem to be of similar power with current printed cards?

What type of card will this be?

How will it play with already printed cards?

Is it strong enough to get used?

Is it so strong everyone will use it? (If so dial it down)

There are more but this is a good first attempt


SA is short hand for special ability.
JMM is a modern day prophet

Offline KingLeo

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Re: The Four Horseman and The Cage
« Reply #7 on: December 23, 2012, 08:03:41 PM »
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Death - If you have at least two of the three horsemen in the cage discard the top X (limit three) cards of opponants deck (X is number of birgades opponent has)

Pestilence - set aside X heroes in opponants territory every seven turns a Horsemen is in the Cage. (X is the number of birgades opponent has in play.)

The Cage should protect all horse men from harm and may be added to the battle from it. When a horsemen is placed into the cage after a battle their ability activates.... Theres an Idea...

KingLeo 8)
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Offline Iamalittleking

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Re: The Four Horseman and The Cage
« Reply #8 on: December 23, 2012, 08:11:01 PM »
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I have an idea for 5 new cards.

1.  Death - Discard 2 hero's in play. Cannot be nagated.

2.  Famine - No artifacts can be activated for 7 turns. Cannot be negated.

3.  War - All special abilities on good characters do not work for 7 turns. Cannot be negated.

4.  Pestilence - All good characters are poisoned and lose 2/2 for 7 turns. Cannot be negated.

5.  The Cage - You can set aside The Four Horsemen in your prep phase and protect's The Four Horseman from discard.  (Works like Fishing Boat and TGT combined)

Tell me what you guy's think do you like these ideas or if you have any  suggestions on how to change any of these cards let me know.  Thanks

Agree with what Jbeers285 says

also some specifics on death put a limit on how many times you can use the ability or when you can use it, EG may be used once per game, may be used if you have fewest redeemed lost souls. etc

Also to tone down the other three make it less then 7 turns. i am a huge studier of revelation and i get where 7 turns for 7 years of tribulation comes from but not all the horses/riders will last for seven years and the tribulation may go past the horse's we don't no because Revelation is  speaking of the future so make how many turns it is based on how many horses/riders are in play or something along that line.

I change cage and take out set them aside and just protect them from discard.
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Beefstew

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Re: The Four Horseman and The Cage
« Reply #9 on: December 24, 2012, 12:40:42 AM »
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I also look at Revelation a lot and the horsemen are to punish the evil in the world.
So I'd suggest


1. Horseman of Death 2/3- Discard 2 Human Evil Characters in play or decrease opponents Humans by 4/4 for remainder of battle.  Ability May be used Twice.  Has First Strike ability.  Protected from removal from the game.  Cannot be interrupted, negated, or prevented.  If all other horsemen are in play increase by 1/1 and abilities */* cannot be redirected to another character.  Discard if 4 Disciples are in play.  Unlimited use for second half of ability.
Orange/Gray
2. Horseman of Famine 3/3- Decrease all Humans by 2/2 during battle.  May band to Horseman of Pestilence.  Immune to angels and prophets except Michael, Gabriel, Captain of the Host, Elijah, Jeremiah, any prophet known as one of the 12 Disciples and Daniel.  Ignores side battle special abilities if a NT hero is in battle.  Cannot be interrupted or negated.
Orange/Pale Green
3.  Horseman of War 10/10- Immune to Red brigade.  May band to Horseman of Death.  You may search deck for a NT demon and add to hand.  May discard a third of the humans in opponents territory once in the game.  If you do immunity on this character is negated.  Cannot be interrupted, prevented or negated.  King's Sword has no effect on holder while this card is in play.
Orange/Crimson
4.  Horseman of Pestilence 4/2- Once in the game you may discard all Lost soul and fortress sites from revelation except for The Cage.  May band to Horseman of War.  If The Strong Angel is in play then this Character is 1/1.  Angel of the Lord has no effect on holders characters while this character is in battle unless Michael is in battle.  Ignores all Kings and Priests.  May only be removed from the game or defeated by numbers.  Cannot be prevented or negated.  If there are less than 150 cards in this deck you may only have 6 evil characters.  If more than 150 you may have a max of 9, Doubt counts as an Evil Character for this ability.
Orange/Black
5.  The Cage- Holders horsemen are protected from capture while this card is in play.  If holder has Satan's Seat in play this card is protected from negative effect.  This ability cannot be negated unless opponent plays Glory of the Lord.  Search draw pile for King of Tyrus.  May hold 1 horseman or King's Sword and direct King's Sword's ability on opponents.
« Last Edit: December 25, 2012, 02:02:50 PM by Beefstew »

 


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