Color #5 idea (with cards)

Here is my idea for a 5th “color”: Urban (greyish).

It’s defensive with poor mobility and a high structure focus. It has poor land-control, no hard removal, poor giants, but good survivability and lots of ranged damage.
It’s intended to have a kind-of sootpunk feeling, although there’s a bit of medieval stuff (that could possibly be sootpunk’d). Maybe a Hexxus feel too.

It took about a day to make. The idea came from responding to Ramora.



CONTENTS:

  • Overview
  • Card List
  • Cards
  • Synergies
  • Image Credits
  • The End


OVERVIEW

Urban is grey, but possibly more black + white, like smeared ash. The tiles are called suburbs.
Don’t think about it as modern earth urban - suburbs exist in fantasy medieval cities too.

It should be seen as largely disconnected from the four current colors. For instance, there are no suburb + color cards, and cards like day of the dragons are unchanged.

In order to avoid creating havoc with balance, I attempted to make it very separate by having high land costs so that adding almost all urban cards to current decks is prohibitively expensive land-wise.

You could potentially usefully borrow dirt walls, buoys, farm, oil well, spy. However, these don’t drastically change anything.

Primarily urban decks could usefully borrow from other colors, but that does mean very high land costs.

It adds some new concepts:

  • Neutral entities - probably the biggest change, but pretty simple/obvious.
  • Manipulating enemy cards (destroying, increasing cost, shuffling into deck, viewing opponent’s hand).
  • Status Buffs: Pacify, Faeria Allergy (can’t harvest).
  • Structures that don’t trigger combat effects (walls).
  • Firing over friendlies.
  • Repair (healing up to base stats, but no more).
  • Plus a few unique single-unit effects.

It should work vs:

  • Giants: Block, use ghosts, shoot, bribe, bribe & shoot, artillery.
  • Burn: Walls, mines, arcane shield.
  • Yellow Rush: Block. Taunt. Yellow rush will have a hard time vs Urban.
  • Blue Jumper: Block. Taunt. Space-filling. Attack power reduction.
  • Greedy: Use urban greedy faeria structures, or just shoot collectors.

How to defeat?

  • Lots of high damage units to destroy all structures - more damage than health.
  • Stay in ranged blind spots.
  • Move land to create breaches.
  • Starve land by using aggressive prairie tiles.
  • Use ranged as buildings can’t move away.

Everything is up for debate - especially the names. I’m sure it’d need a lot of work to be balanced, fun, and suitable.
All criticism is appreciated. Questions welcome.



CARD LIST

There are 51 cards, which is about average.

  • Structures [15]:
    • Blocking [4]: Dirt Wall, Stone Wall, Tower, Arcane Shield.
    • Structure Assist [2]: Quarry, Builder’s Yard.
    • Offensive [2]: Artillery, Divine Exphulgator.
    • Faeria [5]: Secret Tunnel, Exofaerial Siphon, Oil Well, Farm, Bank.
    • Miscellaneous [4]: Smokestack, Tavern.
  • Neutral [2]: Minefield, Buoys.
  • Creatures [24]:
    • Ranged [4]: Catapult, Mangonel, Ballista, Heavy Cannon.
    • Normal-ish Melee [7]: Pikeman, Street Rat, Town Guard, Arachnoid Construct, Town Planner, Sootsilk Faerie, Colossus.
    • Special Melee [5]: Militia, Constable, Sergeant, Conquistador, Animated Rubble.
    • Special [5]: Saboteur, Ghost, Filth Dweller, Spy, Pacifist.
    • Legends [4]: Foreman Harroth, Resillina, Xuth, Naxxoh.
  • Events [10]:
    • Anti-God: [2]: Heresy, Smog.
    • Anti-Creature: [3]: Allergy, Bribe, Boiling Oil.
    • Friendly Effect: [4]: Maintenance, Reinforce, Earthworks, Forecast.
    • Miscellaneous: [1]. Ceasefire.

(My favorites are: Secret Tunnel, Animated Rubble, Spy, Ghost, Naxxoh, Boiling Oil).


CARDS

(The art is all just reuse-licensed placeholder images I found on the web (which are way harder to find than regular images). Pay little attention to it).

<[==== STRUCTURES ====]>

<== Blocking ==>





(eg: If two creatures are adjacent to it during firestorm it takes 6 damage and they take none, even if it only has 1 life left).

<== Structure Assist ==>



(I had to put the “repairable” qualifier there because it’s too powerful on Gabrian Cisterns, Derelict Towers, Imperial Drains.

<== Offensive ==>


(doesn’t activate if you have 0 faeria)

(note: as production happens at the start you lose your entire turn when it fires)
(a slow way to win if you can hold out and spare the faeria)
(also, you can’t control it and your opponent can prepare)

<== Faeria ==>


(triggers the same events as common harvesting)




(very risky. very profitable)

<== Miscellaneous ==>


(creatures are still considered flying for things like Golden Aviary, Windborne Emmissary, Drakkar Skycaptain).


<[==== NEUTRAL ====]>
(neutral - doesn’t trigger combat effects or get considered as a friendly or opponent creature/structure).


(annoying during early stages, pretty useless later (which is why you can draw a card)).

(see “mine” below)

(from minefield, not available in decks/collections)


<[==== CREATURES ====]>

<== Ranged ==>




<== Normal-ish Melee ==>




(Life does not go below 1 when bonuses expire)


(urban equivalent of elementals)

<== Special Melee ==>





(Filth Dweller still takes damage like normal)

(Opponent has at least one turn to defend their land).

<== Non Combat ==>


(useful for moving opponents for delaying or so you can put structures up)
(switching is considered a move)
(on opponent’s turn, can only switch once with opponent’s creatures)

(effect can trigger during summoning turn)


(pacified pacifists can’t pacify)

<== Legends ==>



(see repair above)

(gift: if there are multiple most-expensive cards, randomly pick one)

(pollution monster, Hexxus’s BFF)


<[==== EVENTS ====]>

<== Anti-God ==>



(if you die from this, you lose before any life is taken from your opponent).

<== Anti-Creature ==>



<== Friendly Effect ==>


(Note, works on opponent lands too).


(Repair means healing is capped at base life, ie the result of healing is the minimum of [base life] and [current life + healing]).

(unlike maintenance, this can improve any building)

<== Miscellaneous ==>



SYNERGIES

I’ve looked at other cards to try to avoid major synergistic OP-ness.

Neutral:

  • Imperial Drain - OP if repairable. Pretty useful. (Fix: add non-repairable).
  • Imperial Engineer - There’s a few production entities but nothing to make this OP.
  • Famine & Plague bearer - These could be useful, but not OP.
  • Shimmering Statue - probably a good synergy - not OP.
  • Three wishes - this becomes pretty worthless when vs urban. You get info and life, but probably have unplayable cards. Possibly cast when holding 9 cards and just get info.

Blue:

  • Gabrian Cistern - This becomes OP even with its cost. (Fix: add non-repairable).
  • Gabrian Enchantment / enchantress - good on mayor.
  • Aurora’s trick - good on mayor.
  • Triton sanctuary - useful, not OP though as harvesting is hard and urban/blue is expensive.

Red:

  • Architect - if some structures aren’t able to be repaired, this guy still needs to be able to add life.
  • Combat (krog etc) - lots of structures to bash against. OK.
  • Derelict tower - slightly OP. (Fix: add non-repairable).
  • Bloodstone sprite - probably a good synergy with secret tunnel.
  • Devouring plant - not too bad.

Green:

  • Overgrown tower - slightly OP. (Fix: add non-repairable).
  • Faeria tree - IMHO OP anyway. Doesn’t synergize enormously though as base life is 1 so no repair.

Yellow:
Yellow rush is probably very hard vs urban.
Attacking an urban god is really tricky.

  • Celestial tower - probably not OP, as urban/yellow is expensive.
  • Wind gate - possibly useful. Probably not OP.
  • Soul pact + Ceasefire. Good, but not OP.
  • Doomsday - could be devastating vs urban. Not OP though.
  • Doomgate + reinforce: Good, but not OP.

Pandora:

  • The World’s Tear: Slightly easy with so much range. OK, though. (Mangonel can’t attack god because of this card).
  • Equinox Automaton: Killing the enemy one with Ceasefire on is a good idea. Still OK, though.
  • Magda’s Rose: Fun on a newly summoned Spy with protection maybe. Still OK.
  • Jeweled Magpie: Very hard to use vs urban.

Partly because of the maintenance synergies I added the repair concept, so that I could ban some action=damage structures from being endlessly repaired.
(Repair heals a structure whose HP is less than its base by X, but cannot repair past it’s base value).
Changes: Gabrian Cistern, Derelict Tower, Overgrown Tower, Imperial drain need to add the text “cannot be repaired”.
Reinforce and (red) Architect still work on them normally.



PICTURE LICENSES

(Disclaimer - all art is other peoples and the licenses are listed below - no promises it’s 100% accurate).

Structures:

Neutral

Creatures

Events



The End!.

Tell me what you think.
Does it sound workable?
Does it sound fun?
Any questions?

All criticism is appreciated.

5 Likes

You invested so much time into this i had to at least leave a comment. Lots of great ideas, however implementing a new color with 50 new cards and a spectre of new mechanics is close to impossible and i dont see it happening in the near future. Especially one that kinda stands for itself. The current fire-water-earth-air composition is well rounded with neutral in the middle. I think a lot of your cards could be implemented as neutral cards. Both mechanically and lore supporting. You should definitely continue sharing your cards, and im glad we have a very creative soul in our community. Cheers :slight_smile:

2 Likes

Joining the opinion before me, this post is amazing, but I find implementing it as a new Color quite impossible as well. The Neutral “faction” is quite urban imo, but the mechanics you’ve suggested are, in fact, really good. The cards you made could be added to Neutral, and with some artstyle changes to any of the existing Colors. I think the devs will eventually have to think on a new Color, but that’s far into the future. Once again, I support the new mechanics, and thank you for the post, it’s always good to see that the player base is still working on new stuff to share. Keep up the good work!

[quote=“Eufrat, post:2, topic:6141”]
You invested so much time into this i had to at least leave a comment.
[/quote]It’s fun, as good as playing.

I’m working on my own thing but it’s all so far away before I get to design and test mechanics and stuff, so I need to keep up practice :slight_smile:

[quote=“Eufrat, post:2, topic:6141”]
however implementing a new color with 50 new cards and a spectre of new mechanics is close to impossible and i dont see it happening in the near future.
[/quote]Well, they’re about to add a pile of major new mechanics (co-op, even) and cards next month.

[quote=“Eufrat, post:2, topic:6141”]
Especially one that kinda stands for itself. … The current fire-water-earth-air composition is well rounded with neutral in the middle
[/quote]If the colors are a wheel with neutral at the center, mine’s at the end of the axle sticking out.

[quote=“Sinnerman, post:3, topic:6141”]
The Neutral “faction” is quite urban imo,
[/quote]Yeah, I found that. Engineers, royalty, soldiers. But going with a building focus I couldn’t think of another style.
I thought the soot/smog flavor could be a distinguishing factor, like an evil encroachment on nature, similar to Ferngully & Hexxus. So you could make a good campaign out of it.

[quote=“Sinnerman, post:3, topic:6141”]
The cards you made could be added to Neutral, and with some artstyle changes to any of the existing Colors.
[/quote]Yeah, I agree. The spy was going to be my neutral card for that competition, but I only found out as it was closing/closed. Smokestack, Forecast, Ceasefire, Constable, Pikeman, Conquistador, Tavern would be my other picks.


Just reread that and I should add - I’m sure they have plenty of ideas, I have no expectations of anything. This was just for fun.

In any case, great job man, be sure to go for the next contest, if there will be more.

Woooow, amazing work sir!
The cards seem well thought-out. I like how you have considered new strength ideas, and various counters.

I do have to agree with previous posts that the grey human-centric ‘faction’ is already rather urbane with its steampunk technology, and a lot of your cards would be thematically better suited there… if you look at the Faeria map and existing lore, I’m not sure another heavy-industry power exists anyway.

But perhaps there could be a way to have some sort of grey+ system where you play as the emperor with tech cards like yours. Ive always liked to see a viable neutral-only deck.

FWIW I think the next color they are planning will be white – ice elemental. Just look at the centre of the Faeria map they put out.

On closer inspection I have to lay on additional praise for some of the mechanics you’ve introduced here:

-Earthworks – manipulating the landscape in interesting ways
-Street Rat – using the landscape in interesting ways

Faeria definitely needs more ways to influence and use the tiles like this, and I can definitely appreciate how fitting it is for an industrial-style power to have an advantage here.

I also like the emphasis on buildings, although I think you have a few too many-- if the board got clogged up with too many immoveable units I think that would harm the dynamism of the board.
But I like the ideas in Builder’s Yard, Artillery, and Boiling Oil.

It would be cool to have strong Neutral cards with a big (maybe triple that of Special lands) Prairie :basic: requirement.

Here are my thoughts on the cards (P.S. Woah I underestimated this):

Dirt Wall: I bet you mean place two other Dirt Walls! I think it’s too inexpensive, but a nice idea. I’d cost it at 2.

Stone Wall: A good stat line, I would also increase the cost by 1.

Tower: That’s crazy, there’s nothing a rush deck can do if you put it in front of your orb. I veto this card!

Arcane Shield: A really good idea. I would probably increase the cost by 2.

Builder’s Yard: I love it.

Quarry: It seems OK. I don’t think the “non repairable” thing is worth doing. Architect doesn’t need that caveat, so nor does Quarry imo.

Artillery: Seems like a really well thought out card.

Divine Exphulgator: I suppose it seems harmless enough.

Tunnel Secret: I would really like this one if it took it at the start of the enemy turn.

Exofaerial Siphon: Seems super weak, which I don’t mind. Often cards are cooler that way.

Farm: Seems fair. Great concept.

Bank: Another probably very underpowered but very fun card.

Oil Well: Good stats, would seem fair if next to friendly land. As is, I would say a very bad investment ~100% of the time.

Smokestack: Too strong when the enemy already has for instance, a flying double collector that can’t make it to land. It can potentially destroy a lot of fliers, so I would cost it at probably over 10 Faeria. One way to take the cost down could be to have it remove the Flying keyword from all creatures, but replace it with Aquatic for those that are above Ocean.

Tavern: Nice idea, seems like a reasonable cost.

Buoys: Seems like too many. I’d make it 3.

Minefield: I would cost it at more than 15.

Mine: Is it possible to teleport my ranged creature with Protection? I thought explosions normally send you the other way!

Catapult: I like it.

Mangonel: Why Haste? That’s OP and siege weapons are supposed to be slow!

Ballista: Same as above.

Heavy Cannon: Seems fair.

Pikeman: It’s more expensive to deal with than Master Swordsman, so I don’t think it should cost less Faeria.

Street Rat: I think it would be fair without the +!+!.

Town Guard: I would make it for each adjacent friendly Structure. That way it can really defend the “town”, to justify the high land cost.

Arachnoid Terror: Seems fair.

Town Planner: 3 Faeria 3-5 packaged with land ramp, Seems slightly too good. I would remove one Life.

Sootsilk Faeria: Seems in-line with the other Faeries.

Colossus, good stats, nice theme. I think it’s decent.

Militia: Seems fair.

Constable: Moving an enemy creature costs 3 Faeria, so Constable is a very strong creature. I would give it a higher Faeria cost and a higher stat-line. Also of note, in medieval times, a constable was not a police officer, but the supreme military commander of a country, commanding the armies of the sovereign. In this light, it would make sense for the card to be Legendary.

Sergeant: I think the effect is too strong.

Filth Dweller: Seems too strong, especially against low-curve decks. I would lower the land cost, the Life and the Haste.

Conquistador: I think the cost is probably fair. Definitely a fun card with lots of combos like Wind Gate, Conquistador, Soul Drain… move Wind Gate, new Conquistador, new Soul Drain or Mistral Guide and Flash Wind. Putting it all in a Dream/Wishes deck with Egg of Wonders and Aurora’s Creation for bonus points.

Animated Rubble: Absolutely crazy with those wall cards, but ignoring the suggested structures, fairly fair.

Ghost: This walks into the Ocean, then kills an enemy creature with the old switcheroo, while placing an aggressive land. No.

Saboteur: Seems fair or almost fair.

Spy: Wow, that’s so intense.

Pacifist: If Pacify does what I think it does, that’s absurd. If it doesn’t, Charge 3, Jump and Flying for 4 Faeria is still a bit much.

Resillina, Mayor of Stonetown: Seems fine.

Foreman Harroth: Seems fine.

Xuth, Exemplary Machine: Nice Pandora Treasure, not so nice normal card. 6-Faeria 6/6 with bonus keywords + Last Nightmare. Blegh.

Naxxoh: Interesting effects, I like the design and the cost seems reasonable.

Heresy: Seems OK. Nowhere near as good as Dream Reaver, but that card shouldn’t exist, so this is a step in the right direction.

Smog: It’s like the orphaned child of Flame Burst and Blood Song. I’d adopt it!

Allergy: Much too strong. At least 5 Faeria imo.

Bribe: See Flash Wind. This card is over the top and should cost at least twice that.

Boiling Oil: Seems more than fair.

Earthworks: Seems OK.

Forecast: Seems OK.

Maintainance: I guess that can’t be too crazy.

Reinforce: Seems OK.

Ceasefire: Kind of fun turn of blocking for the opponent… though usually in a ceasefire, you stop invading!

~

Some less developed faction ideas just for fun:

White: Theme of transience and attrition. Snowfield lands return to their previous type a turn after touching another type of coloured land and white creatures can’t survive for more than a turn on on other lands. Spells focus on temporarily overwriting enemy lands and delaying movement, production and land placement. Non-flying creatures can’t Haste or Charge over Snowfields.

Black: Theme of secrets and surprises. Cavern lands need to be connected to meet Black card requirements. Creatures are invisible when on Cavern lands. Black can make invisible structures on any friendly land. The opponent’s cursor is also invisible when hovering over Caverns and while casting a Black spell. Black spells are only revealed upon certain triggers. Creatures can’t fly over Caverns.

[quote=“Zoat, post:6, topic:6141”]
Just look at the centre of the Faeria map they put out.
[/quote]Thanks, I hadn’t seen this.

I actually imagined this clogging up would be intentional. Another reason I made land costs so high (other than avoiding OP synergies with existing stuff) was to try to shrink an Urban player’s land percentage, so that it would be hard to block off too much land - because you can put a lot of buildings down, especially walls. The ghost was initially an idea to help you move creatures around in your clogged area.

Aesthetically, clogging up wouldn’t be great (although clogging definitely feels Urban). Perhaps some entities, like walls and the neutral objects could be (purely aesthetically) considered minor, and have smaller icons.

All responses to Amaznazaz replies in one post.


[quote=“Amaznazaz, post:8, topic:6141”]
I bet you mean place two other Dirt Walls!
[/quote]Wups. Yep.

[quote=“Amaznazaz, post:8, topic:6141”]
Tower: That’s crazy, there’s nothing a rush deck can do if you put it in front of your orb. I veto this card!
[/quote]Yeah, I imagine you’re right - it might need a reduction.
It’s high-life because the opponent loses no faeria when destroying it (and cost-proportional to Vine Wall). However, rush decks can setup harvesting while they bash it down. I expected rushing to be bad (or different - beating on structures instead of a god), but not necessarily rush decks, because they’re building up blocked rush units while you’re just putting up blockers that cost but deal no damage.

[quote=“Amaznazaz, post:8, topic:6141”]
Quarry: It seems OK. I don’t think the “non repairable” thing is worth doing. Architect doesn’t need that caveat, so nor does Quarry imo.
[/quote]Imagine 2 quarries - with every cistern get 8 more faeria, with every derelict tower get 2 more falcon dives. Seems OP to me.

Repair is just one mechanic and I used it in lots of places, so I didn’t think it was too complicated. Just another keyword like “production”.

[quote=“Amaznazaz, post:8, topic:6141”]
Tunnel Secret: I would really like this one if it took it at the start of the enemy turn.
[/quote]That’s a cool idea. It’d need a rebalance though.

[quote=“Amaznazaz, post:8, topic:6141”]
Smokestack: Too strong when the enemy already has for instance, a flying double collector that can’t make it to land. It can potentially destroy a lot of fliers, so I would cost it at probably over 10 Faeria.
[/quote]It’s pretty hard to be totally unable to make it to land - you’d need to be over 3 tiles from friendly territory otherwise you can just rescue with prairies + move. And that’s close to the best-case scenario. Usually it’ll just sit in your hand when you fight vs no air. It’s also 1 faeria for a free block - but that’s one of the color’s main strengths. For this one I’m unconvinced it’s OP.

[quote=“Amaznazaz, post:8, topic:6141”]
Minefield: I would cost it at more than 15.
[/quote]The idea was you could just walk around them so they shouldn’t be too expensive. But I also meant to change it to 2 mines. Oops. And yeah, perhaps up the cost a bit, too.

[quote=“Amaznazaz, post:8, topic:6141”]
Mine: Is it possible to teleport my ranged creature with Protection? I thought explosions normally send you the other way!
[/quote]Ah yeah, didn’t think of that. So no :slight_smile:

[quote=“Amaznazaz, post:8, topic:6141”]
Mangonel [& Ballista]: Why Haste? That’s OP and siege weapons are supposed to be slow!
[/quote]It was partly me imagining building time vs training time, and also just thinking on gameplay. It’s easy to avoid making a good splash-only AoE target along its firing line. For the Ballista it’s the reason for the steep cost. But maybe you’re right - haste sounds more like a unit speed thing rather than a creation-time thing.

[quote=“Amaznazaz, post:8, topic:6141”]
Constable [& Sergeant]: Moving an enemy creature costs 3 Faeria, so Constable is a very strong creature.
[/quote]Urban needs ways to push besiegers out, and to create delay. Flash wind is yellow, so its cost is because a yellow deck can use it to hit a god. It’s also instant, and doesn’t require an attack with a low-attack-power unit that will lose life.

A different-color player could use constables to gain access to gods, but with a 2 land cost I don’t think it’s OP. Urban isn’t good at melee-ing gods so a bit of help is fine IMHO.

[quote=“Amaznazaz, post:8, topic:6141”]
Animated Rubble: Absolutely crazy with those wall cards
[/quote]+1/+3 for 1 faeria per turn on a stone wall. +1/+1 on a dirt wall. Yeah, with the attack power gain it’s a bit high. Maybe (extra complexity) only gets +1/+0 if the structure triggers combat effects.

[quote=“Amaznazaz, post:8, topic:6141”]
Pacifist: If Pacify does what I think it does, that’s absurd. If it doesn’t, Charge 3, Jump and Flying for 4 Faeria is still a bit much.
[/quote]Oops, I meant to add the pacify card - it’s a 1 turn cannot attack debuff. Were you imagining that?
The balance was that always dies if attacked without dealing any damage. Maybe it needs a life reduction to 4 it can be double-siphoned or firebombed.

[quote=“Amaznazaz, post:8, topic:6141”]
Xuth, Exemplary Machine: Nice Pandora Treasure, not so nice normal card. 6-Faeria 6/6 with bonus keywords + Last Nightmare.
[/quote]It’s not last nightmare. It destroys a card in the hand - so the opponent loses no faeria directly or indirectly.

[quote=“Amaznazaz, post:8, topic:6141”]
Bribe: See Flash Wind. This card is over the top and should cost at least twice that.
[/quote]Like the constable & sergeant, it’s an Urban card, so it’s balanced around what Urban gets out of it. However, when used with range it is OP, yes. Maybe the target should become invulnerable during that turn - and maybe it should have a higher land cost so other colors can’t borrow it easily.


Thanks, many good points there.

As for your other factions:

  • White: Interesting idea - rush might make land placement almost impossible though if the enemy focuses on strategically planting scattered prairies in contact with as many tiles as possible that they can upgrade to snow-killing special lands later. But I guess there are many ways you could mitigate this. Snowbeasts that cause the tile under them to remain as snow as long as they sit there.

  • Black: Is there a way to see enemy units - like letting units see adjacent units on cavern? And, are you saying cavern tiles block flying? This would seem to mostly affect black/yellow matchups. The invisibilty idea is interesting, but there’s a lot of UI clues you’d need to mask. Would you still see the cards being played? Perhaps you could have cards like a blinding structure that hides your faeria and cards played for a few turns while its life decreases.

1 Like

Their ability to be far from the side on which you are building lands is a fairly major point of flying creatures.

If the enemy has a land (or aquatic creature? I can’t remember how that works) between, you can’t rescue with Prairies and if forcing the enemy to evacuate all of their flying creatures from the Ocean is going to take their whole mid to late-game turn, including their Wheel pick, I think that’s close to an order of magnitude stronger than a 1-drop, even if it doesn’t kill anything.

People often make the excuse for hard removal that it just sits in the hand, as if that detracts heavily from its value. All cards sit in the hand until they’re better off being played and hard removal has the big advantage that sitting in the hand is the way in which it generates value. If the only risk in playing a card is that you might need it again later, it’s probably a pretty good card. If the situation for the card is infrequent, don’t put it in your deck until the meta changes to make it viable, rather than asking for it to be buffed so that it’s always good and sometimes insane. /rant

Nope, based on your footnote, I thought you meant "turns into a Pacifist that can’t pacify! Charge 3 + Jump + Flying does make it too hard to stop it from making aggressive lands.

Yeah and if disappearing were a production effect, it could be delayed by halting production effects (part of the theme), as well as by preventing land placement (another part). You could also protect your vital lands with your own Prairies, maybe even building a rush opening and then falling back and closing it off.

There could be a Black spell to reveal part of a Cavern. The idea is stumbling around in the dark though, so in general you would have to bump into something to know that it’s there, though for creatures (other than those summoned by spells), you’d see them enter or enter play into the Cavern system. For spells, you’d just see that a Black spell was played and the amount of Faeria that was spent.

The “no flying” thing is partly thematic (silence, bats, silence!), mostly to make it harder to get an early footing on Black territory to play a land movement and break the Cavern chain. I don’t think that should be impossible, but it’s just a bit too easy with Flying creatures. Maybe a smarter way to do it would be to prevent creatures from entering Caverns from Ocean tiles, which maybe still sort of makes sense.

I didn’t intend for it to be a flying unit destroyer so I suppose your aquatic-until-land or aquatic-if-flying change could work, although it’s kinda complex.

Actually, you could also say it removes flying from all units on land. That’s probably the simplest way to phrase it. Flying units then couldn’t fly onto water.

[quote=“Amaznazaz, post:11, topic:6141”]
People often make the excuse for hard removal that it just sits in the hand, as if that detracts heavily from its value. All cards sit in the hand
[/quote]There’s not many cards that have zero use against probably half of all decks.

[quote=“Amaznazaz, post:11, topic:6141”]
Charge 3 + Jump + Flying does make it too hard to stop it from making aggressive lands.
[/quote]I have to admit I wasn’t actually considering its land-creation ability, so I agree that it is OP. I wonder if adding “doesn’t enable land placement” on some cards would be overly complex.


Some other responses to the OP response - I think some got eaten earlier:

[quote=“Amaznazaz, post:8, topic:6141”]
Ghost: This walks into the Ocean, then kills an enemy creature with the old switcheroo, while placing an aggressive land. No.
[/quote]Again I wasn’t really thinking of the land placement so it might need a fix - does not enable land placement. As for switching a unit into the ocean - I intended that both creatures had to be able to legally move there, perhaps that needs clarification. It’s getting pretty wordy though.

[quote=“Amaznazaz, post:8, topic:6141”]
Also of note, in medieval times, a constable was not a police officer, but the supreme military commander of a country, commanding the armies of the sovereign. In this light, it would make sense for the card to be Legendary.
[/quote]I did not know that. It was meant to be just two different police ranks that sounded fitting.

[quote=“Amaznazaz, post:8, topic:6141”]
Town Guard: I would make it for each adjacent friendly Structure. That way it can really defend the “town”, to justify the high land cost.[/quote]If it were done per structure then you could just place walls around it before it attacks.

Urban land costs don’t compare well to other color costs, because it can otherwise make slightly better use of land (blocking it up with buildings). Forcing more special tiles means less prairies means less land. I tried to balance it around that so when adjusting balance the higher land costs should stay.

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