The other problem I see with the taunt attachment is that it is an auto discard if a treachery or shadow card forces you to ditch an attachment. I think that is anti-flavor. It should say something like "cannot be discarded from treachery or shadow effects". Once you poke the dragon he stays mad. I think that is a better use of text space than the extra shadow card thing, which personally feels like overkill so that basically you only use it with forest snare.
Creative artwork cards
Yea. If the enemy counts as two, you want it to kind of do double-duty somewhere. Because I like to over complicate things though, I'd rather Taunt be an event that you can use on an enemy in the staging area to pull them out. Then have Taunt attach as an attachment (like Treachery cards that turn into attachments) with the effect: Attached enemy's printed threat counts towards the staging area threat. When counting the number of enemies, the attached enemy counts as two.
Yes, it has to have a downside, theme-wise, because it is like you are engaged with a whole extra enemy so it should feel more dangerous somehow. Sloth's idea is complex but works well thematically I think.
Why is more dangerous? It doesnt do double attack neither double shadow card...
It makes the quest harder and could cause you to fail the quest.
The downside to this is that the extra threat in the staging area hurts everyone, while the benefit applies to only you.
Yea, the benefits you get from the attachment are strong so there needs to be a balance of cost+negative effect vs benefit. Otherwise the card is OP. Without any effective negative effect, you get the same benefits of engaging two enemies, having them attack you and the cost of two Forest Snares for the price of 1 Taunt and 1 forest snare. I'd almost say it is still to strong and maybe the enemy should get x2 threat or +X where X is the number of players in the game.
Hey! Look at this!!!
That would be so good. Instant 3 of in any Dunedain deck with Lore.
That works out great with Halbarad's ability to pull two at once really nicely too.
Edited by SlothgodfatherHey! Look at this!!!
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So Feint or Forest Snare would stop the entire attack? Or you could chump a single defender to keep others ready to attack. Interesting, but it should probably be non-unique enemies.
Sure, i see..., it needs some specifications and limitations.
The original idea is that feint doesn't work, because the final attack as a result of the event is not about a single enemy. And feint refers single enemies.
Snare would be the worst option: you don't stop the attack of the second enemy, and add the power (oh well, this maybe not) and the shadow from the snared enemy, lol.
Another example: shadows with immediate attacks, the idea would be only makes additional attack the enemy with that shadow.
Good idea to limit it for non-unique enemies.
Edited by MndelaThe first flipping player card! And the honor of it is for..... Beorn ally!!!
I good link that talks about card design, I think it can be useful:
http://archive.wizards.com/Magic/magazine/article.aspx?x=mtgcom/daily/mr68
I think it would be cool to have a hero card with an ability like: Response: when you would draw a card during the planning phase if you have 45 or more threat search your deck for any card and add it to your hand instead of drawing normally. I think this would be fun because it provides the cinematic feel of getting what you need at the last possible moment.
I also think it would be cool to have a hero with the ability: If this is the only hero you control ready it at the beginning of each phase. I think a card like this would be cool because it might encourage more single hero decks which would be interesting.
I thought it would be fun to design cards for use with single hero decks that embodied the ideas of a hero standing alone against overwhelming odds knowing they are probably going to die but still doing what needs to be done and protecting others. I put everything as spirit because I felt that that sphere encompassed these concepts. The Attachments are meant to represent the resolve and will of these heroes. The reason they are immune to encounter and shadow card effects is because this resolve cannot just betaken away.
The Bard the Bowman card is meant to represent Bard as he stands against Smaug attacking him again and again until he finally defeats him even as everyone else in the city flees and his city burns around him. The Boromir card is meant to be him when he fights at the last moments of his life, desperately trying to save Merry and Pippin alone. (Remember when readying Boromirs ability that a player can only declare one attack against each enemy every round. The Sam Gamgee card is meant to be him as he keeps trying even after he thinks Frodo has died. And last but not Least the Gandalf card is meant to be Gandalf as he faces the Balrog alone. I know the cards are powerful but that is because they are supposed to help make a single hero deck viable and fun. Let me know what you think.
Card name: Bard the Bowman
Card type: Hero
Sphere: Spirit
Threat cost: 11
Willpower: 2
Attack: 3
Defense: 2
Hit points: 4
Traits: Esgaroth. Warrior.
Card abilities: Ranged. Response: After Bard the Bowman attacks alone and fails to destroy an enemy, immediately perform another attack against the target of the original attack with Bard the Bowman as the only attacker. (Use this ability only if Bard the Bowman is the only hero you control.)
Card name: Boromir
Card type: Hero
Sphere: Spirit
Threat cost: 11
Willpower: 1
Attack: 3
Defense: 2
Hit points: 5
Traits: Gondor. Warrior. Noble.
Card abilities: Response: After Boromir receives damage while defending or deals damage while attacking alone, ready Boromir. (Use this ability only if Boromir is the only hero you control.)
Card name: Sam Gamgee
Card type: Hero
Sphere: Spirit
Threat cost: 8
Willpower: 3
Attack: 1
Defense: 1
Hit points: 3
Traits: Hobbit
Card abilities: If Sam Gamgee is the only hero you control ready him at the beginning of each phase.
Card name: Gandalf
Card type: Hero
Sphere: Spirit
Willpower: 3
Attack: 3
Defense: 3
Hit points: 5
Traits: Istari
Card ability: Gandalf does not exhaust to defend. Reduce the attack of the first enemy Gandalf defends against each round to 0. Force: When you control another hero discard Gandalf from play.
Card name: Need to Survive
Card type: Attachment
Sphere: Spirit
Card cost: 1
Traits: Resolve
Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Response: After attached hero readies heal one damage from attached hero. Forced: when you control more than one hero discard Need to Survive from play.
Card name: Endurance of the Last
Card type: Attachment
Sphere: Spirit
Card cost: 1
Traits: Resolve
Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Attached hero gets +3 hit points. Forced: when you control more than one hero discard Need to Survive from play.
Card name: Strength of the Last
Card type: Attachment
Sphere: Spirit
Card cost: 1
Traits: Resolve
Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Attached hero gets +2 attack. Forced: when you control more than one hero discard Need to Survive from play.
Card name: Will of the Last
Card type: Attachment
Sphere: Spirit
Card cost: 1
Traits: Resolve
Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Attached hero gets +3 willpower. Forced: when you control more than one hero discard Need to Survive from play.
Card name: Need to Last
Card type: Attachment
Sphere: Spirit
Card cost: 1
Traits: Resolve
Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Action: Exhaust need to last, ready attached hero. Forced: when you control more than one hero discard Need to Survive from play.
Card name: The Last Standing
Card type: Attachment
Sphere: Spirit
Card cost: 1
Traits: Resolve
Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Response: After attached hero is damaged, cancel the damage and instead raise your threat by the amount of damage the attached hero would have received. Forced: when you control more than one hero discard Need to Survive from play.
Card name: Resolve
Card type: Event
Sphere: Spirit
Card cost: 1
Traits: Resolve
Card abilities: Search your deck for one card with the resolve trait and add it to your hand.
Card name: Hope of the Last
Card type: Event
Sphere: Spirit
Card cost: 0
Traits: Resolve.
Card Abilities: Action if you control only one hero reduce your threat by 5.
Card name: Last Stand
Card type: Event
Sphere: Spirit
Card cost: 0
Traits: Resolve
Card abilities: Limit one per game. Response: After your last hero is destroyed, put that hero back into play with all resolve attachments that were attached to it when it was destroyed attached to it.
The first flipping player card! And the honor of it is for..... Beorn ally!!!
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Nice idea, but how do you shuffle such a playercard into your deck? .. a double-sided hero will work, but an ally? And .. if this Beorn Ally is in your Hand, which side do you play?
Play the one you can play, the spirit side.
What happens to damage tokens on Beorn when he is flipped? He would also require a card like ranger summons to be put into play (as he is double sided). Apart from that he looks good
The original idea (i can change the design and the text, of course) is:
1. Yes, in your deck you can see the position of Beorn card. I think it is thematic, because all characters in the history of lotr keep in mind Beorn always. They know if he is far or near. So player can know where is Beorn in his deck. In this case, i'm thinking if limit Beorn card 1 per deck, however.
2. As Durinvoronwe answered, you only can play the spirit side, and after, during the game, Beorn can be flipped to tactics side.
Then, if you have Vilya in game, take care about get Beorn in top deck, with the spirit side in your deck ^^.
3. Damage tokens keep always, doesn't matter how many times Beorn is flipped. He keeps his tokens, and attachments (if he has).
Edited by MndelaWhat stops you from shuffling until Beorn is on the top?
Good conscience, I guess.
Regardless, if you want something like this to be present in a deck, you'll need an additional sideboard card, like with the Ranger Summons and Ranger of the North.
The question why it is ally and not hero is because: if Beorn lose his last progress token (in tactics side) it must be discarded from game, and it is too much hurting.
I shall make a hero version with other text...
Ok, there are.... i like them more than ally version, and they make more sense even:
Ok, there are.... i like them more than ally version, and they make more sense even:
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I like the idea of flipping a hero. I think 2 resources might be a lot, even with his exhausting. Also, the trigger for flipping Beorn might be difficult to plan around. Maybe something a bit easier to trigger, like:
Spirit Beorn:
Response: After you quest successfully, you may flip Beorn.
Tactics Beorn:
Response: After Beorn participates in an attack that destroys an enemy, flip Beorn.
I don't think he needs a secondary ability, being able to have access to two spheres is huge, and it makes it more straight forward, without putting additional counters on him.
For a countdown effect, I would use the Timed keyword since it is already established as well.