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Post by wardemonx327 on Oct 19, 2015 10:37:55 GMT -6
I feel lacked a bit of the classic nastiness we've all come to know and love. Poisoning an opponent is back in the form of Curse of Death - utilizing poison counters. This adds a new element of indirect pressure on your opponent but can be removed via a few existing spells in the game. You could easily use a d8 to track progress. Dark Favor gives your PW a boost offensively/defensively at the cost of some health, classic strategy. And was also notorious for summoning your dead creatures to use against you. Strands of Undeath hopes to fill this void. Here are the cards: I have no clue about cost determination, so I just used arbitrary values there. Let me know if you have any wording suggestions. To playtest these, simply print them out and increase your spell deck to 15 cards, screw the cost.
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Post by Targanth on Oct 19, 2015 20:54:43 GMT -6
These are very interesting! I am wondering about Strands of Death, since the Planeswalker that gains the creature will not have an army card with which to ever activate the creature. One possible way to overcome this would be to allow the opponent's squad figure to be placed within x sight spaces, but place the resurrected figure adjacent to an enemy squad figure and make an immediate attack, then return the resurrected figure to the original owner's graveyard. I'm sure there are other options as well.
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Post by wardemonx327 on Oct 19, 2015 23:02:41 GMT -6
Maybe word it so that this card becomes a copy of the army card that figure belongs to?
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Post by Targanth on Oct 20, 2015 8:57:03 GMT -6
Maybe word it so that this card becomes a copy of the army card that figure belongs to? That would be a good way to help this. Part of my original comment was that the player will not have the stats (Life, Move, Attack, Defense) from the original card at hand, and might need to keep passing the squad card back and forth between players. Since some powers allow a player to return a squad figure from their own graveyard, perhaps this would move the squad figure from the the original owner's graveyard and place it in the player's graveyard. My earlier comment suggested returning it to the original owner graveyard. I really like the idea of this card, just trying to make sure it will implement well during game play.
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Post by wardemonx327 on Oct 20, 2015 13:29:12 GMT -6
I got the idea for this from the Spell Talent of the Telepath. One other option would be to include basic stats for a slightly tougher Zombie right on the card and use those... hmmm.... gonna have to sit on this one for a while but I, too, would really love to see this implemented. It's a classic tactic. Kill your creature and summon it to undeath to do my bidding....
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Post by wardemonx327 on Oct 20, 2015 13:31:03 GMT -6
Maybe: Kill off the squad, sending the army card to the army card graveyard, then take posession of the army card and include the zombie sub-type on the squad creatures when you summon them!!!
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Post by Targanth on Oct 20, 2015 18:26:44 GMT -6
Maybe: Kill off the squad, sending the army card to the army card graveyard, then take posession of the army card and include the zombie sub-type on the squad creatures when you summon them!!! This would be quite interesting! My earlier concern about not having the stats - something mentioned in the post previous to the one quoted suggested giving the newly created Zombie a standard set of stats as printed on the spell card. Perhaps another option would be to assign the new figure to one of 's existing squads of Zombies. A PW that is not taking any Zombie creatures would probably build their spell deck without this card.
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Post by wardemonx327 on Oct 25, 2015 11:02:06 GMT -6
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Post by wardemonx327 on Nov 12, 2015 15:22:11 GMT -6
v.1.1.a UPDATE
Changed Curse of Death (AGAIN). Too many people were complaining about set death clocks. Personally, I like the feel of this now. Makes you think twice about selecting your Planeswalker.... NASTY. Let me know if the wording seems a bit off.
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Post by Targanth on Nov 12, 2015 21:18:24 GMT -6
I think the wording is appropriate. The card is a very strong enchantment. Perhaps this wording for Curse of Death would be a reason to make a change to your Healing Circle card - and include the option to remove one Damage Marker or one Poison Marker when Healing Circle is played.
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Post by wardemonx327 on Nov 13, 2015 17:52:10 GMT -6
I think the wording is appropriate. The card is a very strong enchantment. Perhaps this wording for Curse of Death would be a reason to make a change to your Healing Circle card - and include the option to remove one Damage Marker or one Poison Marker when Healing Circle is played. In the next set of spells, I plan on giving a Remove Enchantment spell of sorts. At some point, you want to be able to counter all effects but the question is, do I have the card in my hand to pull it off? Great suggestion, though! Thanks!
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Post by junazaru on Jan 20, 2016 7:59:02 GMT -6
The Curse of death card still seems pretty strong, maybe you increase the cost of the card to 40 instead of 25. Just a suggestion, thanks for the work.
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Post by Karn2017 on Jan 23, 2018 13:33:05 GMT -6
I agree that Curse of Death is way too overpowered. In my opinion, Dark Favor is too powerful. I would use that card on an opponent's plainswalker that is down to two life. I see this card as a burn spell. I think that the card would be more balanced if you edit the text to say "Enchant a planeswalker you control."
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Post by Karn2017 on Jan 23, 2018 13:42:59 GMT -6
Version 1.1 Cards:
If Strands seems a bit OP, I may change it so that they lose all abilities. But for now, this seems like a good start. Note, that if an ability names a specific PW, those abilities obviously don't work. I would change it so they lose all abilities. I would also change the text to "Return target Squad figure in an opponent's figure graveyard to play adjacent to a planeswalker you control. It gains the zombie sub-type and loses all previous abilities." I don't like the idea of taking a hero from an opponent. It seems too strong. I also would not allow a player to take an opponent's entire squad. That would be too powerful. Think about how good Mind control is for . I would not want to make the new powerhouse color to play. I also fall on the side of under powering a card rather than making it too powerful. This is just my opinion.
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