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sickofpalantirs |
Posted: Tue Nov 21, 2006 3:31 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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menace64 wrote:
Sound deadly enough?
 •Watcher in the Water, Guardian of the Sirannon
Minion • Creature
Strength-11
Vitality-4
Roaming-4
Lurker. To play, the current site must be a marsh. When you play this, you may play a tentacle from your draw deck.
Watcher in the Water is damage +1 for each tentacle you spot (limit +2).
Skirmish: Remove a threat to make a tentacle strength +2.
fine by me maybe give it another keyword like fierce
 Do Not Disturb the Water
Event • Maneuver
Spot 3 tentacles to add a threat for each companion.
way to good make each companion over 3
 Driven
Event • Shadow
The current site gains marsh until the end of the turn. At the end of your shadow phase, if you cannot spot a tentacle, discard your hand.
seems interesting. fine by moi.
 Flying Tentacle
Minion • Creature
Strength-6
Vitality-1
Roaming-4
Tentacle. To play, the current site must be a marsh.
While you can spot Watcher in the Water, this minion is not roaming.
again fine
 Foulest Approach
Event • Shadow
Remove a threat to play Watcher in the Water (or a tentacle) from your discard pile.
if i say fine one more time...
 Gaping Maw
Event • Response
If a companion is killed, spot 4 creatures to make all creatures fierce until the regroup phase.
here we go maybe make it 3 creatures and twilight cost 1
 Giant Tentacle
Minion • Creature
Strength-7
Vitality-2
Roaming-4
Tentacle. Damage +1. To play, the current site must be a marsh.
When you play this, you may play Watcher in the Water from your draw deck.
where have I seen this before huge tentacle maybe?
 Horde of Tentacles
Event • Skirmish
Spot X tentacles to make a tentacle strength +X.
good card maybe make it twilight cost 1
 Sinuous Tentacle
Minion • Creature
Strength-9
Vitality-2
Roaming-4
Tentacle. To play, the current site must be a marsh.
While you can spot Watcher in the Water, this minion is not roaming.
Response: If this is about to lose a skirmish, remove a threat to make a companion strength -2.
make it "if this minion" otherwise good
 Unnatural Damming
Condition • Support Area
Shadow: Spot 2  cards to transfer this from your support area to a site. That site gains marsh.
Regroup: Discard an  minion to transfer this from a site to your support area.
interesting not the best with tentacles though why not just splash evil smelling fens and gollum in expanded?
 Wild Tentacle
Minion • Creature
Strength-5
Vitality-1
Roaming-4
Tentacle. To play, the current site must be a marsh.
While you can spot Watcher in the Water, this minion is not roaming.
When you play this minion, you may play a tentacle from your draw deck.
Good card
overall nice DC’s |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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CarpeGuitarrem |
Posted: Tue Nov 21, 2006 3:42 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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menace64 wrote:
 •Watcher in the Water, Guardian of the Sirannon
Minion • Creature
Strength-11
Vitality-4
Roaming-4
Lurker. To play, the current site must be a marsh. When you play this, you may play a tentacle from your draw deck.
Watcher in the Water is damage +1 for each tentacle you spot (limit +2).
Skirmish: Remove a threat to make a tentacle strength +2.
Reword the first sentence thus: "While this minion is not at a marsh, discard it." This ensures that it can’t exist at a non-marsh, just like in FOTR block. He’s a mighty powerful minion for only , though. or , perhaps? I love his ability-kinda like threat overwhelming!
 Do Not Disturb the Water
Event • Maneuver
Spot 3 tentacles to add a threat for each companion.
Ouch! You might want to raise the cost a little. War Towers spots one minion to add a threat, and then an extra one for each companion over four, and it doesn’t seem very hard to be able to play three tentacles.
 Driven
Event • Shadow
The current site gains marsh until the end of the turn. At the end of your shadow phase, if you cannot spot a tentacle, discard your hand.
Nice...although perhaps increase the cost? And up the spotting requirement...perhaps "if you cannot spot three tentacles..."
 Flying Tentacle
Minion • Creature
Strength-6
Vitality-1
Roaming-4
Tentacle. To play, the current site must be a marsh.
While you can spot Watcher in the Water, this minion is not roaming.
Good card! Again, rephrase that first sentence like I advised above. You wouldn’t want the fellowship to be facing tentacles if they doubled into a plains, would you?
 Foulest Approach
Event • Shadow
Remove a threat to play Watcher in the Water (or a tentacle) from your discard pile.
Good.
 Gaping Maw
Event • Response
If a companion is killed, spot 4 creatures to make all creatures fierce until the regroup phase.
Oh, ouch!
 Giant Tentacle
Minion • Creature
Strength-7
Vitality-2
Roaming-4
Tentacle. Damage +1. To play, the current site must be a marsh.
When you play this, you may play Watcher in the Water from your draw deck.
Yeah, I sound like a broken record...but rephrase that sentence. I like the Huge Tentacle feel to this one.
 Horde of Tentacles
Event • Skirmish
Spot X tentacles to make a tentacle strength +X.
Hmm...very powerful...maybe too so? Where can you get a Strength 4-6 pump for free for minions?
 Sinuous Tentacle
Minion • Creature
Strength-9
Vitality-2
Roaming-4
Tentacle. To play, the current site must be a marsh.
While you can spot Watcher in the Water, this minion is not roaming.
Response: If this is about to lose a skirmish, remove a threat to make a companion strength -2.
Rephrase the sentence...wow, I sound so repetitive... I like the "vengeful tentacle" thing going on with the response action.
 Unnatural Damming
Condition • Support Area
Shadow: Spot 2  cards to transfer this from your support area to a site. That site gains marsh.
Regroup: Discard an  minion to transfer this from a site to your support area.
Eesh, drop the regroup action. That makes this card too powerful. You can just keep playing them on the next sites.
 Wild Tentacle
Minion • Creature
Strength-5
Vitality-1
Roaming-4
Tentacle. To play, the current site must be a marsh.
While you can spot Watcher in the Water, this minion is not roaming.
When you play this minion, you may play a tentacle from your draw deck.
Not bad...
Nice cards! I hated the fact that the tentacles were a puny force in LOTR to begin with...it’s interesting-did you realize that these cards are compatible with tentacles? |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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menace64 |
Posted: Tue Nov 21, 2006 4:14 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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I hadn’t considered the compatability with tentacles (that’s neat!).
I missed the double-moving loophole in the "To play" text on the tentacles. Whoops. I’ll fix that one.
Also, with regard to the power level of these guys... well, I just got carried away! I have an idea, though, which should help things out just a tad.
Here are the revisions:
•Watcher in the Water, Guardian of the Sirannon
Minion • Creature
Strength-11
Vitality-4
Roaming-4
Lurker. When you play this, you may play a tentacle from your draw deck.
While Watcher in the Water is not at a marsh, discard it.
Watcher in the Water is damage +1 for each tentacle you spot (limit +2).
Skirmish: Remove a threat to make a tentacle strength +2.
Fixed the to play text. Raised twilight cost to 5.
Do Not Disturb the Water
Event • Maneuver
Spot 3 tentacles to add a threat for each companion. Until the regroup phase, each time a creature is killed, remove a threat.
When I wrote this card initially, I wanted it to have the feel of immediate danger. I added another line of text, which might fit oddly with the card, but it accomplishes what I was going for.
Driven
Event • Shadow
The current site gains marsh until the end of the turn. At the end of your shadow phase, if you cannot spot 3 creatures, discard your hand.
Made it spot 3 creatures.
Flying Tentacle
Minion • Creature
Strength-6
Vitality-1
Roaming-4
Tentacle. While this minion is not at a marsh, discard it.
While you can spot Watcher in the Water, this minion is not roaming.
Changed to play text.
Foulest Approach
Event • Shadow
Remove a threat to play Watcher in the Water (or a tentacle) from your discard pile.
Changed nothing.
Gaping Maw
Event • Response
If a companion is killed, spot 4 creatures to make all creatures fierce until the regroup phase.
Changed nothing. Since a tentacle deck could be completely destroyed because of a double move, they should be seriously lethal when they’re out.
Giant Tentacle
Minion • Creature
Strength-7
Vitality-2
Roaming-4
Tentacle. Damage +1. While this minion is not at a marsh, discard it.
When you play this, you may play Watcher in the Water from your draw deck.
Forgot to mention that this guy is a revised form of the Huge Tentacle.
Horde of Tentacles
Event • Skirmish
Spot X tentacles to make a tentacle strength +X.
I didn’t change anything here, because a competent fellowship player will be able to cut down the number of tentacles to a manageable size. This pump would usually fetch only so much strength, I think.
Sinuous Tentacle
Minion • Creature
Strength-9
Vitality-2
Roaming-4
Tentacle. While this minion is not at a marsh, discard it.
While you can spot Watcher in the Water, this minion is not roaming.
Response: If this minion loses a skirmish, discard it to play a tentacle from your discard pile; it is damage +1 and fierce until the regroup phase.
To be honest, this was the first card I wrote for this batch, and looking back it’s my least favorite. That response action I had didn’t fit with the style of the others. Made up a new one, that (I think) personifies it better as a slithery, wily tentacle.
Unnatural Damming
Condition • Support Area
Shadow: Spot 2 cards to transfer this from your support area to a site. That site gains marsh.
Didn’t really think this one through, the first time around. I had the regroup action there so the shadow player could keep recycling it to different sites. In hindsight, I don’t think that’s very necessary. Four of these plus four of Driven should be enough for the deck to work. Opinions?
Wild Tentacle
Minion • Creature
Strength-5
Vitality-1
Roaming-4
Tentacle. While this minion is not at a marsh, discard it.
While you can spot Watcher in the Water, this minion is not roaming.
When you play this minion, you may play a tentacle from your draw deck.
Changed nothing.
Thanks for the reviews! |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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sickofpalantirs |
Posted: Tue Nov 21, 2006 4:35 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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they all look good now. |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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CarpeGuitarrem |
Posted: Tue Nov 21, 2006 4:43 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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menace64 wrote:
 •Watcher in the Water, Guardian of the Sirannon
Minion • Creature
Strength-11
Vitality-4
Roaming-4
Lurker. When you play this, you may play a tentacle from your draw deck.
While Watcher in the Water is not at a marsh, discard it.
Watcher in the Water is damage +1 for each tentacle you spot (limit +2).
Skirmish: Remove a threat to make a tentacle strength +2.
Fixed the to play text. Raised twilight cost to 5.
Much better. I like it.
 Do Not Disturb the Water
Event • Maneuver
Spot 3 tentacles to add a threat for each companion. Until the regroup phase, each time a creature is killed, remove a threat.
When I wrote this card initially, I wanted it to have the feel of immediate danger. I added another line of text, which might fit oddly with the card, but it accomplishes what I was going for.
That’s an excellent balance.
 Driven
Event • Shadow
The current site gains marsh until the end of the turn. At the end of your shadow phase, if you cannot spot 3 creatures, discard your hand.
Made it spot 3 creatures.
Good now.
 Flying Tentacle
Minion • Creature
Strength-6
Vitality-1
Roaming-4
Tentacle. While this minion is not at a marsh, discard it.
While you can spot Watcher in the Water, this minion is not roaming.
Changed to play text.
 Foulest Approach
Event • Shadow
Remove a threat to play Watcher in the Water (or a tentacle) from your discard pile.
Changed nothing.
 Gaping Maw
Event • Response
If a companion is killed, spot 4 creatures to make all creatures fierce until the regroup phase.
Changed nothing. Since a tentacle deck could be completely destroyed because of a double move, they should be seriously lethal when they’re out.
 Giant Tentacle
Minion • Creature
Strength-7
Vitality-2
Roaming-4
Tentacle. Damage +1. While this minion is not at a marsh, discard it.
When you play this, you may play Watcher in the Water from your draw deck.
Forgot to mention that this guy is a revised form of the Huge Tentacle.
 Horde of Tentacles
Event • Skirmish
Spot X tentacles to make a tentacle strength +X.
I didn’t change anything here, because a competent fellowship player will be able to cut down the number of tentacles to a manageable size. This pump would usually fetch only so much strength, I think.
Okay, I see your point. After all, Massing Strength can get really huge, too.
 Sinuous Tentacle
Minion • Creature
Strength-9
Vitality-2
Roaming-4
Tentacle. While this minion is not at a marsh, discard it.
While you can spot Watcher in the Water, this minion is not roaming.
Response: If this minion loses a skirmish, discard it to play a tentacle from your discard pile; it is damage +1 and fierce until the regroup phase.
To be honest, this was the first card I wrote for this batch, and looking back it’s my least favorite. That response action I had didn’t fit with the style of the others. Made up a new one, that (I think) personifies it better as a slithery, wily tentacle.
Now that is an awesome action.
 Unnatural Damming
Condition • Support Area
Shadow: Spot 2  cards to transfer this from your support area to a site. That site gains marsh.
Didn’t really think this one through, the first time around. I had the regroup action there so the shadow player could keep recycling it to different sites. In hindsight, I don’t think that’s very necessary. Four of these plus four of Driven should be enough for the deck to work. Opinions?
Yeah, that’s better. You don’t need to keep transferring it around.
 Wild Tentacle
Minion • Creature
Strength-5
Vitality-1
Roaming-4
Tentacle. While this minion is not at a marsh, discard it.
While you can spot Watcher in the Water, this minion is not roaming.
When you play this minion, you may play a tentacle from your draw deck.
Changed nothing.
Thanks for the reviews! |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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menace64 |
Posted: Tue Nov 21, 2006 8:10 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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In my last segment, I proposed that the Creature race be unable to bear possessions. In that spirit, allow me to bring the once-loved Wargs into the current format.
These wargs are all about surprises and ferocity. They can be absolute killers once they get out, and they can leap at the fellowship from many different angles (by playing in different phases and from different places).
The cost? Well, the wargs have to "eat" their riders. Or, you could look at it as the rider hopping on the warg and becoming "one" minion.
Ambushing Warg
Minion • Creature
Strength-9
Vitality-2
Roaming-4
Warg. Fierce.
At the start of the maneuver phase, the archery phase, or the assignment phase, you may discard a warg-rider to play this minion from your discard pile.
Darting Rider
Minion • Orc
Strength-6
Vitality-2
Roaming-4
Warg-rider.
Response: If this minion is about to be discarded (except during the regroup phase), exert it to return it to your hand.
Deadly Warg
Minion • Creature
Strength-10
Vitality-2
Roaming-4
Warg. Fierce. To play, discard a warg-rider.
Encroaching Rider
Minion • Orc
Strength-5
Vitality-1
Roaming-4
Warg-rider.
When you play this minion, you may take a warg into hand from your discard pile.
Hunting Warg
Minion • Creature
Strength-9
Vitality-3
Roaming-4
Warg. Hunter 3.
When you play this minion, you may discard a warg-rider to make it twilight cost -2.
Killing Frenzy
Event • Response
If a warg wins a skirmish, make it fierce until the regroup phase.
Leaping Strike
Event • Skirmish
Make a warg strength +2 (or +3 if skirmishing a wounded companion).
Send Out Your Warg-riders
Condition • Support Area
At the end of your turn, if there are no cards stacked here, discard this condition.
Response: If your warg-rider is about to be discarded (except during the regroup phase), remove to stack it here.
Shadow: Play a warg-rider here as if from hand.
•Sharku, Leader of the Pack
Minion • Orc
Strength-7
Vitality-2
Roaming-4
Warg-rider.
Each time your warg-rider would be discarded, you may return it to your hand instead.
Shadow: Discard Sharku to play a warg from your draw deck. That warg is damage +1 and fierce until the regroup phase.
•Sharku’s Warg, Leader of the Pack
Minion • Creature
Strength-13
Vitality-3
Roaming-4
Warg. Fierce.
Shadow: Discard a warg-rider to play Sharku’s Warg and another warg from your hand.
Maneuver: Discard a warg-rider to play Sharku’s Warg (at strength +3 until the regroup phase) from your discard pile.
Warg-pits
Condition • Support Area
At the end of your turn, if there are no cards stacked here, discard this condition.
Regroup: Remove to stack your warg here.
Shadow: Remove to play a warg here as if from hand.
This might of ended up too complicated to work. What to do you think? |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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CarpeGuitarrem |
Posted: Wed Nov 22, 2006 6:16 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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menace64 wrote: In my last segment, I proposed that the Creature race be unable to bear possessions. In that spirit, allow me to bring the once-loved Wargs into the current format.
These wargs are all about surprises and ferocity. They can be absolute killers once they get out, and they can leap at the fellowship from many different angles (by playing in different phases and from different places).
The cost? Well, the wargs have to "eat" their riders. Or, you could look at it as the rider hopping on the warg and becoming "one" minion.
 Ambushing Warg
Minion • Creature
Strength-9
Vitality-2
Roaming-4
Warg. Fierce.
At the start of the maneuver phase, the archery phase, or the assignment phase, you may discard a warg-rider to play this minion from your discard pile.
Very interesting. And sneaky! So the longer the warg-riders stick around, the healthier the wargs are when they come into action!
 Darting Rider
Minion • Orc
Strength-6
Vitality-2
Roaming-4
Warg-rider.
Response: If this minion is about to be discarded (except during the regroup phase), exert it to return it to your hand.
Good.
 Deadly Warg
Minion • Creature
Strength-10
Vitality-2
Roaming-4
Warg. Fierce. To play, discard a warg-rider.
Nice and powerful...and I like the cost. Reminds me of how Desolation Orc is so powerful, and seemingly cheap.
 Encroaching Rider
Minion • Orc
Strength-5
Vitality-1
Roaming-4
Warg-rider.
When you play this minion, you may take a warg into hand from your discard pile.
Good card. Recursion!
 Hunting Warg
Minion • Creature
Strength-9
Vitality-3
Roaming-4
Warg. Hunter 3.
When you play this minion, you may discard a warg-rider to make it twilight cost -2.
A nice Toil-ish gametext. Although increase his twilight cost, since he’s got Hunter 3.
 Killing Frenzy
Event • Response
If a warg wins a skirmish, make it fierce until the regroup phase.
Ouch! Uruk-Hai Rampage requires the removal of twilight...maybe give this event a cost?
 Leaping Strike
Event • Skirmish
Make a warg strength +2 (or +3 if skirmishing a wounded companion).
Good, your basic strength boost.
 Send Out Your Warg-riders
Condition • Support Area
At the end of your turn, if there are no cards stacked here, discard this condition.
Response: If your warg-rider is about to be discarded (except during the regroup phase), remove  to stack it here.
Shadow: Play a warg-rider here as if from hand.
Ahh...nice!
 •Sharku, Leader of the Pack
Minion • Orc
Strength-7
Vitality-2
Roaming-4
Warg-rider.
Each time your warg-rider would be discarded, you may return it to your hand instead.
Shadow: Discard Sharku to play a warg from your draw deck. That warg is damage +1 and fierce until the regroup phase.
Now we’re getting a bit powerful...that first bit of gametext requires, perhaps, a twilight cost?
 •Sharku’s Warg, Leader of the Pack
Minion • Creature
Strength-13
Vitality-3
Roaming-4
Warg. Fierce.
Shadow: Discard a warg-rider to play Sharku’s Warg and another warg from your hand.
Maneuver: Discard a warg-rider to play Sharku’s Warg (at strength +3 until the regroup phase) from your discard pile.
Reword these. The Shadow ability isn’t useful at all. Why discard a warg-rider to play Sharku’s Warg when you can play Sharku’s Warg without discarding the Warg-rider? The Maneuver ability should go like this: "Discard a warg-rider to play Sharku’s Warg from your discard pile. It is strength +3 until the start of the regroup phase."
 Warg-pits
Condition • Support Area
At the end of your turn, if there are no cards stacked here, discard this condition.
Regroup: Remove  to stack your warg here.
Shadow: Remove  to play a warg here as if from hand.
Pretty good.
This might of ended up too complicated to work. What to do you think? |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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