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 Post subject: Prince of Desolation
 Post Posted: Thu Sep 24, 2009 8:35 pm 
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Joined: Sat Feb 28, 2009 5:23 pm
Posts: 22
<Card>
<id>2272359109</id>
<rarity>3</rarity>
<name>Prince of Desolation</name>
<cost>6</cost>
<type>1</type>
<domain>Chaos</domain>
<domainLevel>CCX</domainLevel>
<imageSet>PrinceofDesolation</imageSet>
<text>{I,dim.png}: You win game.</text>
<flavor />
<script>ed1:PP:base</script>
<artist>Nuñez de Castro Torres</artist>
<edition>2</edition>
<Attrs>{A,Isolation,20}</Attrs>
</Card>

Interesting, can't wait to see if I'm reading this config file the way I think I am. Cause that card does not sound fun to defend against if so.


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 Post subject: Re: Prince of Desolation
 Post Posted: Thu Sep 24, 2009 8:39 pm 
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Posts: 22
Oh wait, it has an brutal isolation attribute. That's not terribly overpowered I suppose. Although I could definately forsee "Desolation" decks popping up as a gimmick deck. Will be pretty tough keeping the opponent from not placing anything though.

Soul Plague, Place Prince, Earthquake, Undim, and Win.


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 Post subject: Re: Prince of Desolation
 Post Posted: Thu Sep 24, 2009 8:49 pm 
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The Dark Platypus
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Joined: Fri Jun 12, 2009 12:48 am
Posts: 951
Uber and I thought of a way to do it with two domains rather than three. It would be a ******* to set up though.

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Prince of Desolation
 Post Posted: Thu Sep 24, 2009 9:08 pm 
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Posts: 348
Theohe wrote:
Oh wait, it has an brutal isolation attribute. That's not terribly overpowered I suppose. Although I could definately forsee "Desolation" decks popping up as a gimmick deck. Will be pretty tough keeping the opponent from not placing anything though.

Soul Plague, Place Prince, Earthquake, Undim, and Win.


Only problem with that is that as long as the other player has domain buildings, they can just play something after the earthquake and you don't win :P


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 Post subject: Re: Prince of Desolation
 Post Posted: Thu Sep 24, 2009 9:32 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
This guys ability is most likely going to change. I just haven't thought of what it should be yet. It seems that even though he is ok now I suspect there will be future cards that will combo with him to devastating effect.


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 Post subject: Re: Prince of Desolation
 Post Posted: Fri Sep 25, 2009 12:29 am 
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The Dark Platypus
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jed wrote:
This guys ability is most likely going to change. I just haven't thought of what it should be yet. It seems that even though he is ok now I suspect there will be future cards that will combo with him to devastating effect.



Prince of Desolation comes into play with 5 Desolation Counters. Remove one Desolation Token from Prince of Desolation at the beginning of your turn. If there are no Desolation Token on Prince of Desolation at the beginning of your turn, remove Prince of Desolation from the game.


Dim, remove all Desolation Counters from Prince of Desolation: Every Entity within sight of Prince of Desolation is removed from game. Prince of Desolation gets 5 Desolation counters.

If Prince of Desolation is removed from game or destroyed, return all entities that it removed from game and all entities that it destroyed.

_________________
Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Prince of Desolation
 Post Posted: Fri Sep 25, 2009 4:27 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
So using the new set lingo, basically you want the prince to have an AOE "taken" ability?


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 Post subject: Re: Prince of Desolation
 Post Posted: Sat Sep 26, 2009 10:37 am 
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Posts: 49
Keyser wrote:
jed wrote:
This guys ability is most likely going to change. I just haven't thought of what it should be yet. It seems that even though he is ok now I suspect there will be future cards that will combo with him to devastating effect.



Prince of Desolation comes into play with 5 Desolation Counters. Remove one Desolation Token from Prince of Desolation at the beginning of your turn. If there are no Desolation Token on Prince of Desolation at the beginning of your turn, remove Prince of Desolation from the game.


Dim, remove all Desolation Counters from Prince of Desolation: Every Entity within sight of Prince of Desolation is removed from game. Prince of Desolation gets 5 Desolation counters.

If Prince of Desolation is removed from game or destroyed, return all entities that it removed from game and all entities that it destroyed.


ever hear of owl familiar? I think that might be just a little too nuts.


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 Post subject: Re: Prince of Desolation
 Post Posted: Mon Sep 28, 2009 3:46 pm 
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The Dark Platypus
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Lysis, Ascent, Possession, Charm .... etc....

_________________
Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Prince of Desolation
 Post Posted: Tue Sep 29, 2009 12:18 pm 
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Joined: Sun Jun 07, 2009 10:35 pm
Posts: 51
Keyser wrote:
jed wrote:
This guys ability is most likely going to change. I just haven't thought of what it should be yet. It seems that even though he is ok now I suspect there will be future cards that will combo with him to devastating effect.



Prince of Desolation comes into play with 5 Desolation Counters. Remove one Desolation Token from Prince of Desolation at the beginning of your turn. If there are no Desolation Token on Prince of Desolation at the beginning of your turn, remove Prince of Desolation from the game.


Dim, remove all Desolation Counters from Prince of Desolation: Every Entity within sight of Prince of Desolation is removed from game. Prince of Desolation gets 5 Desolation counters.

If Prince of Desolation is removed from game or destroyed, return all entities that it removed from game and all entities that it destroyed.


Also there will be problems with where to return the entities if, like, two figures were removed from the same hex.


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