Deck for House of Nobles
Posted: Sat Oct 29, 2016 17:51
As promised I tried creating a deck for the House of Nobles. Since didn't have the possibility to playtest yet, it will propably be horribly unbalanced, but I hope it can be a starting point.
I wanted to expand the current stock of cards to other possible win conditions right away, so I created a mill deck (for everyone not familiar with MtG, a mill deck tries to remove cards from the opponents deck until he has an empty deck and is killed by the rules). I tried a balance between cards that mill and cards that somewhat hinder the opponent and delay him, allowing the mill plan to do its thing.
So here is the list I came up with (new cards are explained below):
3 Residence of Administration (the mill city. I wanted the possibility for more mill, so I went away from the classic just 3 cities template)
1 Tomb of Nobles
1 Fair Trading Port
3 Diplomatic Pact
3 Corrupt Archivist
3 Esteemed Duelist
3 Banish
3 Benevolent Baron
3 Binding Contract
3 Smuggler
3 City council
3 Carpe Diem
3 Return to Sender
3 Recession
2 Merchant Ship
2 Reliable Guard
Following are the new cards I came up with, or the ones I would change from existing ones (because the previous discussion of these cards referred to them as obsolete or outdated). The things I had the most problems with were the creature names and the costs. The latter can be adapted in the course of development. The names however could/should be changed right away. I chose them because I think they illustrate the flavor of the creatures, but like they are now they contradict the LLD, because they are not entirely functional (mostly because of the many adjectives). I am open to suggestions. Anyway, here are the cards:
Residence of Administration
6-3
City
Level 5: Target player puts the top card of his/her deck into his/her graveyard.
Level 6: Draw a card.
Level 8: Whenever a creature attacks this city it doesn't unmark during it's controllers next unmark phase.
Corrupt Archivist
3-2
Creature - Human
Whenever I am marked put the top card of each players deck into his/her graveyard.
1/3
Esteemed Duelist
2-1
Creature - Human
Blood Vengeance
4: I gain First Strike until end of turn.
1/1
Benevolent Baron
4-1
Creature - Human
When I come into play, each player draws a card.
When I leave play, each player draws a card.
2/3
Smuggler
3-2
Creature - Human
M: Target player puts the top card of his/her deck into his/her graveyard.
3: Target player puts the top card of his/her deck into his/her graveyard.
1/2
Reliable Guard
4-1
Creature - Dwarf
Bodyguard 3
3/3
Diplomatic Pact
3-2
Creature Enchantment
When I come into play choose a city you control.
As long as target creature is marked, its loyalty counts towards the chosen city's devotion. (Advantages still trigger only in your tactics phase.)
Banish
5-3
Magic
Remove target creature from the game.
Binding Contract
2-1
Creature Enchantment
Whenever target creature is marked mark all other creatures in the same city or army.
Recession (modified from an earlier Recession, which was an Enchantment)
4-2
Event
Choose one: Target player can't draw cards this turn or target player can't play resource cards this turn.
So I hope his inspires you, or that some of these could even see play. Also if that maybe is the complete wrong direction I would ask you to inform me, as I am still just trying to figure the factions and the card creation process out.
I wanted to expand the current stock of cards to other possible win conditions right away, so I created a mill deck (for everyone not familiar with MtG, a mill deck tries to remove cards from the opponents deck until he has an empty deck and is killed by the rules). I tried a balance between cards that mill and cards that somewhat hinder the opponent and delay him, allowing the mill plan to do its thing.
So here is the list I came up with (new cards are explained below):
3 Residence of Administration (the mill city. I wanted the possibility for more mill, so I went away from the classic just 3 cities template)
1 Tomb of Nobles
1 Fair Trading Port
3 Diplomatic Pact
3 Corrupt Archivist
3 Esteemed Duelist
3 Banish
3 Benevolent Baron
3 Binding Contract
3 Smuggler
3 City council
3 Carpe Diem
3 Return to Sender
3 Recession
2 Merchant Ship
2 Reliable Guard
Following are the new cards I came up with, or the ones I would change from existing ones (because the previous discussion of these cards referred to them as obsolete or outdated). The things I had the most problems with were the creature names and the costs. The latter can be adapted in the course of development. The names however could/should be changed right away. I chose them because I think they illustrate the flavor of the creatures, but like they are now they contradict the LLD, because they are not entirely functional (mostly because of the many adjectives). I am open to suggestions. Anyway, here are the cards:
Residence of Administration
6-3
City
Level 5: Target player puts the top card of his/her deck into his/her graveyard.
Level 6: Draw a card.
Level 8: Whenever a creature attacks this city it doesn't unmark during it's controllers next unmark phase.
Corrupt Archivist
3-2
Creature - Human
Whenever I am marked put the top card of each players deck into his/her graveyard.
1/3
Esteemed Duelist
2-1
Creature - Human
Blood Vengeance
4: I gain First Strike until end of turn.
1/1
Benevolent Baron
4-1
Creature - Human
When I come into play, each player draws a card.
When I leave play, each player draws a card.
2/3
Smuggler
3-2
Creature - Human
M: Target player puts the top card of his/her deck into his/her graveyard.
3: Target player puts the top card of his/her deck into his/her graveyard.
1/2
Reliable Guard
4-1
Creature - Dwarf
Bodyguard 3
3/3
Diplomatic Pact
3-2
Creature Enchantment
When I come into play choose a city you control.
As long as target creature is marked, its loyalty counts towards the chosen city's devotion. (Advantages still trigger only in your tactics phase.)
Banish
5-3
Magic
Remove target creature from the game.
Binding Contract
2-1
Creature Enchantment
Whenever target creature is marked mark all other creatures in the same city or army.
Recession (modified from an earlier Recession, which was an Enchantment)
4-2
Event
Choose one: Target player can't draw cards this turn or target player can't play resource cards this turn.
So I hope his inspires you, or that some of these could even see play. Also if that maybe is the complete wrong direction I would ask you to inform me, as I am still just trying to figure the factions and the card creation process out.