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[Approved] Card: Angels of the Fleet

PostPosted: Wed Mar 27, 2013 7:12 pm
by MAjesty
Cost 3

Target fleet and Angels of the Fleet cannot be targeted by any curse.

Duration 86 hours.
You pay extra turns equal to the cost of any curses prevented or removed in this way.

Re: Card: Angels of the Fleet

PostPosted: Wed Mar 27, 2013 7:15 pm
by Xepshunall
So if your turns run out of turns, the protection is null.

Re: Card: Angels of the Fleet

PostPosted: Wed Mar 27, 2013 8:10 pm
by Captain Blue
86 seems like a long time.... 48 hrs or so is enough also have this either as rare or uncommon

but i like the idea. Once you run out of turn the card still exist however it cannot protect you since there is no turn

Re: Card: Angels of the Fleet

PostPosted: Wed Mar 27, 2013 8:48 pm
by Captain Jack
I like it ;)
The name sounds good but if we were looking for something else, what would you all think?

Re: Card: Angels of the Fleet

PostPosted: Wed Mar 27, 2013 9:06 pm
by MAjesty
i think the central idea of this suggestion is that...

1st of all: there should be more Fleet Enchantments, like Bless/Drums/Disfavor

2nd: Putting in a back-swing mechanic like paying more turns even after casting builds the card overall, because it can be tweaked later in the name of balance...

Having a Rare version of this concept would either fall under Incredible

Offensive Strength.. like an Ultra-Bless,

DR manipulation: less danger per attack for a brief period, or fleets targeted by this fleet gets -9 instead of 18... call it Frenzied Rout

All of these ideas pale in favor of shield-ish rares like the one i suggested... Solid uncommons could temporarily boost hitpoints extremely. but a rare would most likely be the leviathan repellent mentioned in another thread..

Defense modifiers are safer to implement because a bunch of new players won't get boned before balance issues are resorted.

more then anything, a diversified group of fleet modifiers would improve the voodoo-game, encourage creative attack options... etc

and yea. that name is bom as hell. i spent like 45 whole seconds perfecting that. with that kinda extra effort it's bound to be good.

Re: Card: Angels of the Fleet

PostPosted: Wed Mar 27, 2013 9:52 pm
by Hawk
I am more in favor of cards that require skill to use rather than Mindbar type cards. It is fine for players with more voodoo to have an advantage, even a large one. But cards like this that offer total protection make the game rather boring for players like me.

Re: Card: Angels of the Fleet

PostPosted: Wed Mar 27, 2013 10:20 pm
by MAjesty
there's skill involved in having an array of possible enchants to set up which change the battelfield in interacting ways... u shud suggest a Skill based version of the concept rather then using that as a generic reason to say the idea isn't good enough

Re: Card: Angels of the Fleet

PostPosted: Fri Mar 29, 2013 8:25 pm
by Hawk
Maybe if it targeted a single ship for 48 hours rather then a fleet it would be better, and instead of being invincible it could have 50% resistance. If this was the case I don't think the turn cost would even be needed.