It's working, I didn't understand the card. Thought it stopped an opponent from moving, now I see it's more of an answer to wind of war or whirlwind effects.
As worded, it sounded like it should Halt opponents. Maybe mention on the card that it can only be used on allies?
Okay, Sparkling Cloth Armor is totally overpowered. Right now the best defensive card in the basic set is Hard To Pin Down. SCA moves you the same distance, is reusable, and never fails; that should make it two quality levels higher than HtPD, but it's actually the same. But that's not all. It also triggers from ally damage! I was bored at work today, so I thought up some names for insane SCA combos: trigger with Firestorm for Echoing Team Run trigger with Force Cannon for Linear Accelerator trigger with Charge for Billiard Dwarves
SCA+Firestorm is basically the single thing I am most excited about in the expansion. I will be so sad if they change this.
As worded it sounds to me like Lockdown should work on enemies as a halt effect. Attach to target. While attached, target cannot be moved to or placed in a new location by enemy cards. Duration 3. If I use ctrl to attach to this an opponent, I still own the attachment. So I'd expect that the attachment reads enemy cards as those played by my opponent. Meaning they couldn't play move cards or any other cards that would relocate that character so long as the attachment remained. Are there any other attachments that work similar to this?
Regardless of whether we find current effects to be WAI or buggy, a general thought on this card's balance. • If it works on enemies as a Halt 3 effect, it's way too good. • If it only works on allies as a targetable Immovable, it's never worth a card. :\
I'd assume they put a targetable immovable in the set as a way to deal with the umberhulk (what's the monster's actual name?) ability that moves you where they want. Not that it's critical, but hey why not? A duration 3 halt would be very good, but there are a lot of ways to deal with attachments in the game. There just aren't many attachments worth the bother. The new mindflenser attachments being probably the nastiest we've seen so far.
Would it even stop Maze of the Mind? I thought Maze of the Mind just let your opponent control your own move card.
Is that the build currently on the test server, or the next one? I was playing around with several of these cards today, and discovered that if you cast Lockdown Blessing on an enemy then Bash them, they won't move. Also, this card would be slightly less pathetic if it could self target. Quickness Aura: stacks with itself triggers on Dodge triggers on Dynamic Armor and Thick Hide Armor triggers on Healing Dash triggers on Elven Trickery does not trigger for Pressing Bash does not trigger for Sparkling Cloth Armor I guess the last two count as Step moves (which I fully approve of), even though they don't say so. If you Bash someone with Sparkling Cloth Armor, the Slide Back direction determined from starting positions, but resolves after SCA move. Something to keep in mind if you're planning on using Force Cannon to fling allies across the board. Triple Heals can't self target (other people have reported this). It can target three chars if you include enemies. Bloodied Block failed with a final roll of 4, even though I was way below max health (3/25). Twice. When I was one point below max it succeeded with a roll of 5. Resistant Hide trumps Hot Flames. Hot Flames seems to bypass all other armor (though SCA will still trigger from the damage).
Lockdown Blessing is indeed intended to stop the character you cast it on being moved by cards controlled by that character's enemies, i.e., it's an Assist card. Not sure if there is ever a reason to cast it on enemies. I'll clarify the rules on the card. I think it probably should be self-target, so I'll add that to it. Is it playable? Not sure, but consider that it has Duration 3 and protects you from Whirlwind, Bash, Winds of War, etc.
And here I was planning on throwing a bunch at the cats in Brain Teaser. I guess I'll just stick with Wings of Faith instead.
I think these are all issues with Rushing Aura. Neither Aura should trigger on any triggered move, only played (non-step) move cards. So Dodge, etc, are all bugs. I'll fix both.
I'm trying to remember why we worded the cards that way ("Whenever you play a Move card"). I think it might have been to stop them triggering from things like Team Run, etc.
Because the game has no sideboarding and no global card filtration mechanism right now, it is hard to run niche/answer cards in a PvP build. Immovable Blessing might be playable in some extreme SP modules, but for it to be playable in PvP it needs to either have a bigger effect when relevant (e.g. have it affect all allies) or come with some small extra benefit (like 3 hp healed or something). Of course, not every card needs to be playable in PvP. But this looks like a card designed to be an answer and to problem cards in the environment, and it's not really an answer if it can't be played.
Yeah, I was thinking it would be a lot more interesting as a Team Immovable with duration 2. And maybe reduce the number of copies on some items.
I'd like this card to be a useful answer to board control (through movement effects) but obviously we need to tread carefully. A team Immovable would probably be overkill, I think. I'm definitely interested in hearing any ideas about how we might make this into a playable card in PvP though.