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 Post subject: Red Non-Poison Workshop
PostPosted: Sun Oct 16, 2005 04:27 
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Joined: Mon Mar 15, 2004 04:57
Posts: 3912
Location: Sacramento, Ca
Okay, I am going to break the non-poison card development into seperate threads for our expansion. Remember that at minimum we need

- a red, sorcery speed, artifact kill spell
- a red, instant speed, direct damage spell
- at least one red land destruction card

Feel free to suggest reprints and new cards. If you are suggestiong a reprint or a variation of a previous card, please post what you are reprinting or making a variation of. There are a couple rules though.

A) No keywords that only appear in one block. This means no dredge, madness, flanking, etc.

B) No humans. In order to develop humans as a seperate theme (ala purple mana) I want all of the normal mana races to be non-humans.

C) Try to keep the following in mind when dealing with assigning races to specific cards

-Dwarfs (Dwarfs) = Red Combat skills, Lots of Role parts that improve all Dwards
-Greenskins (Orcs + Goblins) = Difficulty blocking and being blocked
-Stonebreaks (Giants) = Power
-Lizardfolk (Lizardfolk) = Red Spell Effects (such as Volcanic Hammer, Stone Rain, Threaten, Panic Attack)

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PS. Thanks to LUF for making me this imaginary daughter avatar.


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