Was Unweave - Destroy tgt art/ench; gain life=charge on it. Will move to Green.
2010-11-28 07:41:25:
Chris
commented on the cardset Arcunda
You're right, and I was actually thinking of putting a Fate Transfer "reprint" (except for colour, obviously) in Black. Perhaps I need to loosen my restrictions.
Unweave would fit in Green, incidentally, but White does probably need some kind of lifegain spell.
2010-11-28 07:41:25:
Chris
commented on the cardset Arcunda
2010-11-28 07:41:25:
Chris
commented on the cardset Arcunda
2010-11-26 17:23:50:
Alex
commented on the cardset Arcunda
2010-11-26 17:23:50:
Alex
commented on the cardset Arcunda
2010-11-26 17:23:50:
Alex
commented on the cardset Arcunda
There's also something of a hole whereby no colours currently get to remove counters from the opponents' stuff. Offensive uses of Fate Transfer, Ferropede and Leech Bonder are memorable moments, and seem natural in a heavy charge counter environment. OTOH, there's something to be said for avoiding certain types of trick in order to sculpt the play experience you're after.
I note that currently in Arcunda, the effect of Power Conduit could exist on a blue or black card, and Energy Chamber could exist on a blue or white card.
2010-11-25 10:58:14:
Chris
commented on the cardset Arcunda
Of course, I've just realised I've already broken those guidelines: Unweave effectively counts your counters, not mine.
2010-11-25 10:58:14:
Chris
commented on the cardset Arcunda
2010-11-25 10:58:14:
Chris
commented on the cardset Arcunda
2010-11-24 17:23:34:
Alex
commented on the cardset Arcunda
Very nice idea to have each colour allowed to do two kinds of interaction with counters. The categories are probably subtle enough that many players won't realise those precise guidelines are in effect, but they'll still pick up something of the feel, which is no bad thing.
Was Unweave - Destroy tgt art/ench; gain life=charge on it. Will move to Green.
You're right, and I was actually thinking of putting a Fate Transfer "reprint" (except for colour, obviously) in Black. Perhaps I need to loosen my restrictions.
Unweave would fit in Green, incidentally, but White does probably need some kind of lifegain spell.
There's also something of a hole whereby no colours currently get to remove counters from the opponents' stuff. Offensive uses of Fate Transfer, Ferropede and Leech Bonder are memorable moments, and seem natural in a heavy charge counter environment. OTOH, there's something to be said for avoiding certain types of trick in order to sculpt the play experience you're after.
I note that currently in Arcunda, the effect of Power Conduit could exist on a blue or black card, and Energy Chamber could exist on a blue or white card.
Of course, I've just realised I've already broken those guidelines: Unweave effectively counts your counters, not mine.
Very nice idea to have each colour allowed to do two kinds of interaction with counters. The categories are probably subtle enough that many players won't realise those precise guidelines are in effect, but they'll still pick up something of the feel, which is no bad thing.