file Making Aye and Orun Work

01 Nov 2013 03:35 #56065 by Juggernaut1981
The problems...
Aye and Orun tech have similar problems to Black Hand and Anarch.

1) Aye & Orun need a ready vampire.
2) To get the cards in hand for when you get the vampires you need to load the deck.
3) If you load the deck early, you load it for the end of the game too.

The Big Aye/Orun problem:

None of the tech is much good with just one of them you need multiples[/u]

The Possible Solutions
Anarch and BH tech give you insights into how to fix these problems.

Anarch Tech

- Anarch Convert Based -
You create a crypt card that dumps the needed trait and disposes of itself.

++ Crypt Card which removes itself effectively from your crypt as if it was not there
++ One Convert supplies all the needed tech/setup
++ Does not stall other mechanics

-- Not a solution to Orun/Aye because only one card is provided.
-- A Crypt solution would need to stack the crypt with so many you could easily draw four of the 'solution' and none of valid targets for your tech.
-- No additional speed to the Orun/Ayes

- Twilight Camp Based -
You create a master that dumps the needed trait and has an alternative.

++ Can be played early.
++ Dumps the mechanic
++ Has an alternative use

-- Not a solution to Orun/Aye because it hits the problem of jamming on Orun/Aye in hand deck.
-- Unless you can dump multiples it adds no speed.
-- What alternative uses can you have??

- Cadet -
Dumps a keyword but nothing else and doesn't exist while the minion is not in play.

++ Is playable on a non-ready minion.
++ Gives the needed tech.

-- Handjam or deckjam from loading the library
-- Unless you can drop multiples it adds no speed.


Alternative Ideas

1) Multiples at once.
2) Minion A can put Orun on Minion B and untap
3) Put them on an uncontrolled minion.
4) Dedicated Orun/Aye minions or Archetypes.
5) Errata Aye/Orun so they can target uncontrolled vampires.

Proposals
Guided Meditation
Action
+1 stealth. Requires a Laibon.
Put up to 2 Orun or Aye on the acting minion and untap the acting minion. Instead, you may put up to 2 Orun or Aye on an uncontrolled Laibon minion.

Steve-Dave The African Vampire
(cap & skills)
Steve-Dave may gain an Orun/Aye from your ashheap, library or hand during your untap phase if has less Aye & Orun than his capacity.

Sacred Grove
Master: Location
Laibon vampires you control may take a +1 stealth action costing X blood to gain X Orun or X Aye from your library, hand and ashheap. If the acting vampire is older than capacity 7, they untap after this action.

:bruj::CEL::POT::PRE::tha: Baron of Sydney, Australia, 418

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01 Nov 2013 06:54 #56070 by kombainas
What about making Aye/Orun playable from ash heap as if from the hand? Not only you somewhat solve hand jamming, but also need less of them in the deck (please recall, that they have usually significant burn clauses).

!malk! :OBF: :DEM: :cel: :cap6: Sabbat. If this vampire's bleed is successful, he laughs manicly and untaps.

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01 Nov 2013 08:45 #56072 by Juggernaut1981
Because that's about the same as having to play them on the ready vampire. There is so much setup time you can't get into the game because of the time it takes to get them onto the minion.

:bruj::CEL::POT::PRE::tha: Baron of Sydney, Australia, 418

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01 Nov 2013 14:26 #56091 by ICL
Replied by ICL on topic Re: Making Aye and Orun Work
Not to derail from your card ideas, but I would note:

1. Aye/Orun isn't remotely like Black Hand/Anarch

Neither Black Hand nor Anarch (as requirements) require any library cards. Even prior to Anarch Convert, the cardless anarchness action existed. The pain of Aye/Orun is that they take up a ton of library slots and mostly give effects not worth the effort.

Sure, one could make vampires Black Hand using library slots, but that's not how most BH decks work.

2. Aye/Orun is not where I'd focus attention

I realize it's using what has been provided, but what has been provided by WW published sets with respect to Aye/Orun is garbage. What Laibon need is not more ways to come up with convoluted combinations of cards but mostly more vampires, some easy to play cards for sect/clan/discipline combinations, and for Abombwe to be more meaningful.

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01 Nov 2013 15:05 #56092 by agzocgud

Sacred Grove
Master: Location
Laibon vampires you control may take a +1 stealth action costing X blood to gain X Orun or X Aye from your library, hand and ashheap. If the acting vampire is older than capacity 7, they untap after this action.


How about making this a rule instead, like the default action to become anarch.

"Any laibon vampire you control can take an +1 stealth undirected action to search your library for an aye or orun card card. This actions costs x blood, where x is the number of such cards on the vampire. If succesful, untap the acting vampire at the end of turn."

Needs tweaking, but I like the idea.

Overkill is highly underrated. You know, like in computor games and such.

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01 Nov 2013 15:19 #56093 by kombainas
I'd make it:

"Once each turn, any laibon vampire you control can take a +1 stealth undirected action to search your library for an aye or orun card. This actions costs x blood, where x is the number of such cards on the vampire. If succesful, untap the acting vampire at the end of turn."

This removes the slowdown (having to actually take an action with potentially high blood cost is enough given the lack of stealth on main Laibon bloodlines). Untaping at the end is not as useful, because not every Laibon deck plays multitude of reactions.

!malk! :OBF: :DEM: :cel: :cap6: Sabbat. If this vampire's bleed is successful, he laughs manicly and untaps.

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