file card ideas: more ado about the gangrel antitribu

23 Jan 2012 03:57 - 23 Jan 2012 04:30 #21496 by Molloy
Street Smarts
!gang!
Master: Pack Identity.
A methuselah may have only one Pack Identity. Put this card in play. While you control three or more ready Gangrel Antitribu, they get +1 intercept against (d) actions and during a bleed action they may play any card requiring Obfuscate from your hand as a +1 bleed action modifier that costs one blood.

Feral Ease
!gang!
Master: Pack Identity.
A methuselah may have only one Pack Identity. Put this card in play. While you control three or more ready Gangrel Antitribu, they get +1 stealth on recruit and employ actions and during a bleed action they may play any card requiring Animalism from your hand as a +1 bleed action modifier that costs one blood.

Unshakeable
!gang!
Master: Pack Identity.
A methuselah may have only one Pack Identity. Put this card in play. While you control three or more ready Gangrel Antitribu, they get +1 stealth on non-bleed (d) actions and during a bleed action they may play any card requiring Celerity from your hand as a +1 bleed action modifier that costs one blood.

:hosk: :ani: :chi: :for: :nec: :AUS: :cap6: Sabbat. Animals, Wraiths and Zombies Molloy recruits or employs get an additional life.
Last edit: 23 Jan 2012 04:30 by Molloy.
The following user(s) said Thank You: Ashur

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23 Jan 2012 15:41 #21526 by Miasmat
Is there a way to get rid of a Pack Identity once it's in play for you? Maybe add an option to burn it during your Untap phase.

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23 Jan 2012 20:35 #21560 by jamesatzephyr

Is there a way to get rid of a Pack Identity once it's in play for you? Maybe add an option to burn it during your Untap phase.


I was wondering if a Watchtower clause might be appropriate.

"Burn this card if you play (or gain control of) another Pack Identity."

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23 Jan 2012 20:53 #21561 by Ohlmann
The whole concept tie well with what I believe define !gangrel. Recycling of discipline card is also nice , especially given the discipline problems of the !gangrel.

In term of raw power, I think they should be fine, but the animalism one need some test / care, because mono animalism is already self suffisent, so the +1 bleed modifier may (or may not) be a bit too much.

The first one is the most attracting to me, because +1 intercept on every vampire is indeed a strong defensive advantage, without being added easily to auspex intercept.

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27 Jan 2012 14:43 #21835 by Molloy

Is there a way to get rid of a Pack Identity once it's in play for you? Maybe add an option to burn it during your Untap phase.


I was wondering if a Watchtower clause might be appropriate.

"Burn this card if you play (or gain control of) another Pack Identity."


Thematically, it mike make more sense if the character of the pack can only change when a new vampire joins.

"When a Gangrel Antitribu enters your ready region, you may burn this card and search your hand or library for another Pack Identity to put into play."

Then Pack Identities could conceivably be used to adjust your deck's strengths to match new predators or preys, and using enough to consistently draw one early enough wouldn't leave you with a bunch of dead cards.

:hosk: :ani: :chi: :for: :nec: :AUS: :cap6: Sabbat. Animals, Wraiths and Zombies Molloy recruits or employs get an additional life.

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27 Jan 2012 22:05 #21866 by Jerkface
When trying to balance a minion card, you can't look at any group of vampires and say what can make them competitive. You have to look at the "best" of the vampires that are able to play the card, and say what can be done to help others without making these vampires over powered. So in this case. You need to ask yourself WWED. What Would Enkidu Do? The answer is Too Much. These cards are too strong with Enkidu. The only way to help City Gangrel is to only allow new card effects to affect lower cap vampires, effect equipment/equip actions , or non-animal retainers.

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