Posted: Wed Feb 18, 2009 10:38 pm
Why should it belong in sideboard? in case of what?
The main reason to make this card, if I understood Marcos' proposal, is to simply represent the powerful threat of those that dwell in the mountain (with kind permission of Lord Elrond) and to honour their part in the story. Then next we're trying to invent a cool purpose for them.
Thus, first off, it should be a creature I suppose keyable to the sites mentioned. Does it really matter whether it's a perm that creates an auto, or a creature playable at those sites? Generally yes that would matter, but since the sites are so limited, we'll have to give it an alter anyway otherwise the card is useless, and thus it will be played as perm in 99% of the cases, only to be revived when necessary. Then I'd rather it be a creature, so you can get it back with Uvatha, or with Exhalation, should opponent marvel it.
Next, whether you let it attack from perm state like Shelob or return it to hand like Spider O Morlat, I don't think it matters that much, only that the latter gives you more options in case of backfiring, and it seems more elegant and thematically just to me when you want to play it hunting a minion as a Gorn player.
As for the scary effect, I would say the perm has to simulate the fact that Men in the Gondorian regions were at the same time scared by the dead to the point of paralisis, but also reminded of the result of being unfaithful and siding with the forces of evil. Men are complicated creatures, they are constantly put to the test by the Dark, and liable to fail that test out of fear, but when they do pass it they get strenght renewed and vigour and fight even more fiercely against evil.
So, what does this amount to? Maybe we can let men make a rather big cc, but if they fail they are tapped, and if they pass they may untap?
Or, a big minus on bringing into play man factions in Gondor, but if you do get them they are worth +1 mp.
Sending back home if failing a mind check is nice too, but then also some benefit if passing, like untapping maybe.
My Arda version of Stone of Erech lets men pass a test, and if they pass they get bonus vs. undead and on corruption. This could also be an idea, as the obvious thing would be to combine Ghosts V with undead strategy, so you can help your own characters if you are prepared.
Ghosts (V):
Creature/ Permanent-event - (6) (18/7)
Unique. As a creature, playable at Vale of Erech or Pukel-deeps. If Army of the Dead is in play, also playable against overt companies keyed to the site where Aragorn II is, or region containing that site. Undead: 1@18/7. Attacker may opt to add strikes to Ghosts, with each extra strike reducing its prowess by 2 and body by 1.
As a permanent-event: each Man or Dunadan character moving through Rohan, Gap of Isen, Old Pukel-land, Lamedon or Lebennin, or at a site in these regions, must make a corruption check at the end of movement/hazard phase, modified by -5. If failing this check: character must tap, if passing this check: character may untap.
So, just a shot. The mechanism is interesting, since it can be a blessing and curse to yourself, as you're probably bound to play Gorn deck, you will include at least 1 Dunadan, but a chance to untap Gorn is always nice...
Ideally we could say sites in Gondor, but unfortunately that bigger Territory isn't officially defined for meccg yet.
Perhaps certain Fallen Saruman players won't like the adding of Gap of Isen to the list, hehe.
The main reason to make this card, if I understood Marcos' proposal, is to simply represent the powerful threat of those that dwell in the mountain (with kind permission of Lord Elrond) and to honour their part in the story. Then next we're trying to invent a cool purpose for them.
Thus, first off, it should be a creature I suppose keyable to the sites mentioned. Does it really matter whether it's a perm that creates an auto, or a creature playable at those sites? Generally yes that would matter, but since the sites are so limited, we'll have to give it an alter anyway otherwise the card is useless, and thus it will be played as perm in 99% of the cases, only to be revived when necessary. Then I'd rather it be a creature, so you can get it back with Uvatha, or with Exhalation, should opponent marvel it.
Next, whether you let it attack from perm state like Shelob or return it to hand like Spider O Morlat, I don't think it matters that much, only that the latter gives you more options in case of backfiring, and it seems more elegant and thematically just to me when you want to play it hunting a minion as a Gorn player.
As for the scary effect, I would say the perm has to simulate the fact that Men in the Gondorian regions were at the same time scared by the dead to the point of paralisis, but also reminded of the result of being unfaithful and siding with the forces of evil. Men are complicated creatures, they are constantly put to the test by the Dark, and liable to fail that test out of fear, but when they do pass it they get strenght renewed and vigour and fight even more fiercely against evil.
So, what does this amount to? Maybe we can let men make a rather big cc, but if they fail they are tapped, and if they pass they may untap?
Or, a big minus on bringing into play man factions in Gondor, but if you do get them they are worth +1 mp.
Sending back home if failing a mind check is nice too, but then also some benefit if passing, like untapping maybe.
My Arda version of Stone of Erech lets men pass a test, and if they pass they get bonus vs. undead and on corruption. This could also be an idea, as the obvious thing would be to combine Ghosts V with undead strategy, so you can help your own characters if you are prepared.
Ghosts (V):
Creature/ Permanent-event - (6) (18/7)
Unique. As a creature, playable at Vale of Erech or Pukel-deeps. If Army of the Dead is in play, also playable against overt companies keyed to the site where Aragorn II is, or region containing that site. Undead: 1@18/7. Attacker may opt to add strikes to Ghosts, with each extra strike reducing its prowess by 2 and body by 1.
As a permanent-event: each Man or Dunadan character moving through Rohan, Gap of Isen, Old Pukel-land, Lamedon or Lebennin, or at a site in these regions, must make a corruption check at the end of movement/hazard phase, modified by -5. If failing this check: character must tap, if passing this check: character may untap.
So, just a shot. The mechanism is interesting, since it can be a blessing and curse to yourself, as you're probably bound to play Gorn deck, you will include at least 1 Dunadan, but a chance to untap Gorn is always nice...
Ideally we could say sites in Gondor, but unfortunately that bigger Territory isn't officially defined for meccg yet.
Perhaps certain Fallen Saruman players won't like the adding of Gap of Isen to the list, hehe.