Darklight Timelord: Now that's an interesting card! Some interesting resource pile plays could be made with this one.
Darklight Timelord: Now that's an interesting card! Some interesting resource pile plays could be made with this one.
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What you think new cards can change the game?
Well hell yes they can! Nice! Most of these seem to be game changers as they all effect your hand or your opponents! That's gonna take a while for the players to really maximize how to use them, with what hero and what deck. That's how to keep SE going!
I can't wait to get them and try them out! (Btw thanks for linking this to the preview thread. That's where I found it. Nice SE board of directors. Or BoD. Very nice! )
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Poisoned Well - 1cc Neutral Artifact
At the start of your turn, take 1 poison damage for each item you control and Poisoned Well is destroyed.
2: Target player takes control of Poisoned Well and takes 1 poison damage
Question?
Am I reading this wrong or does it sound strange?
At the start of your turn take 1 poison damage. (Great so I cast this and next turn I take 1 poison damage.)
for each item you control (even better I'll cast it when I've got 3 items out)
and poison well is destroyed. Ok that's over.
2cc target player takes control of Poison Well and takes 1 poison damage ( Great if this thing survives maybe my opponent will wanna take it off my hands and take a point of damage as well)
I mean , I get the intention, but the wording makes it seem like I'm using it against myself.
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That's because you're supposed to play it when you have 3 resources to give it to the opposing player, thus it is destroyed on their turn. If you don't do this (or remove it by some other means, say Spitfire Hound), you're taking damage for no reason since it will destroy itself at the start of your turn. It basically prevents you from keeping it around, but more importantly, your opponent from keeping it around.
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Makes sence, but would your description fit on the card, makes more sence than how it's written.
At least to my dumb ass.
I think if it were a spell it would be better, like the first ever spell card that hung out for turn or two. Until it isn't passed around like a hot potato
It would be funny if it were destroyed only at the end of the controllers turn, then he would have a chance to spend 2cc and throw it back on the other guy!
Tennis for SE,
Last edited by Kip thorp; 11-12-2017 at 04:19 AM.
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There were a couple of cards designed like that waaaay back that could never justify their room in a set and I think they would be cool, but the point of this variant of Poisoned Well is that opponent can do absolutely nothing but wait for their turn and take that damage, in the same way that BF or empty deck might kill them on their turn.
It did originally just go under their control when summoned but then I thought play to your side first opened up some combos like Ravagers blowing it up if desperate for an item to do that on. Also 1cc would be too cheap for the whole cost and splitting it can make resource renewal cards like Jeweler's Dream more useful too.
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Higher Ground - 2cc Neutral Support Ability - Duration 3.
Friendly allies with defender have +1 attack. 2: Target opposing ally attacks target friendly ally if able.
Last edited by Gondorian; 11-20-2017 at 08:43 PM.
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How to Claim Top 10 Prizes for Best Score
Hall of Fame
Higher Ground: "It's over Anakin! I have the high(er) ground!" lol. So basically a sort of roundabout way to potentially give your ally two attacks, and of course if your guy is a defender he hits first with this effect. Seems interesting.
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