Duel Deck: Dungeon Keepers: Recent Activity
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Mechanics |
Recent updates to Duel Deck: Dungeon Keepers: (Generated at 2024-04-30 01:15:20)
Duel Deck: Dungeon Keepers: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Recent updates to Duel Deck: Dungeon Keepers: (Generated at 2024-04-30 01:15:20)
Rename Trap Respawn (was Trap Manifest)
Proposal:
Each Duel Deck shall contain:
Prizes will be converted to Scenes.
Successfully coded into Forge:
Todo:
Flavorwise it seems like a Trap should be conditional, though I can see how this is mechanically taxing. On the other hand this version of the trap seems already thematically weird like it can stay around indefinitely being a creature.
The card text on most of your cards is formatted incorrectly due to too many line breaks.
I like this use of an attackable permanent.
The reminder text length of respawn means that these cards that are not french vanillas should be redflagged at common.
The reminder text of respawn uses another keyword action to explain what it does and then explains the keyword action... so why not cut out the middle man? Either commit to manifest or respawn.
This card shows the flavor problem of the (super?)type prize: Flying creatures. I think it's mechanically sound to just ignore that discrepancy in flavor, but thematically creatures without flying should have an issue attacking this one.
Blocking rules don't change. like if anybody attacks your planeswalkers. It can block any attacker as long as it's untapped.
Kinda like bosses or quest bounties.
So, Heroe's Reward? Creatures that can be challenged for a reward are an intersting idea here.
If I attack this with a Goblin Piker, does it take damage if nothing blocks it? Can this creature block things attacking itself?
Odd that this mechanic shows up in a duel deck. I feel like it's better suited for a Horde or Archenemy set.