file Making Aye and Orun Work

03 Nov 2013 18:58 #56183 by DeathInABottle
Here's an idea that would work within the existing rules to slightly alleviate the problem of deckjam in the late game:

Name: Laibon Something
Cardtype: Action
Requires a ready Laibon. Search your library or ash heap for 1 Aye or Orun and remove it from the game. Do something powerful.

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03 Nov 2013 20:36 #56190 by Juggernaut1981
The problem with Actions to either fetch or remove Aye/Orun is that you aren't getting them on your minions so you can use the Aye/Orun tech without more than a turn of setup.

Ditto for Master cards that drag them out. You have to wait for the next MPA to either fetch them or play them. Unless you're going to allow a Fetch & Play but at that point you're starting to basically have a 60 card deck with 40 cards to get your Aye/Oruns in play.

It probably needs to be either:

a) A default action like a Hunt Action
b) A freebie without an action for Laibons
c) Something completely different we haven't thought of...

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

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03 Nov 2013 21:57 #56196 by ReverendRevolver

The problem with Actions to either fetch or remove Aye/Orun is that you aren't getting them on your minions so you can use the Aye/Orun tech without more than a turn of setup.

Ditto for Master cards that drag them out. You have to wait for the next MPA to either fetch them or play them. Unless you're going to allow a Fetch & Play but at that point you're starting to basically have a 60 card deck with 40 cards to get your Aye/Oruns in play.

It probably needs to be either:

a) A default action like a Hunt Action
b) A freebie without an action for Laibons
c) Something completely different we haven't thought of...


What about a modifier that drags them out?

One for orun, one for aye, (hear me out, i hate these cards and concept but love kotek).

Only usable on a hunt action. If this axtion is successful, this vampire gains one (orun/aye) and untaps. If this vampire is a magagi or a laibon with capacity above 7, they may gain two ay or orun from your (hand/deck/heap) instead. A minion can only play one (cardname) each minion phase.

So, earth feeder/amaranth/lokis/whatever go with it, but its once a turn, cycles as a hunt for free, and sucks slightly less than fo anarch.

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03 Nov 2013 22:11 #56197 by Juggernaut1981
Because you're trading one kind of card-jam for another. An action modifier that does it won't alleviate card-jam.

The ideal answer is that almost as soon as you have a Laibon you have a way of putting an Aye or Orun on them. Either we REALLY mess with the rules and let players have a sideboard of Aye and Orun and a rules way to gain them... or we errata the card itself to function differently.

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

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04 Nov 2013 08:33 #56206 by Lönkka
Iäm not really convinced that Laibon NEED to have way easier access to Aye/Oron.

Grabnted the tech is pretty crappy at the moment but still...

Perhaps the best idea so far has been the ability to play these to minions in your uncontrolled region.

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04 Nov 2013 10:11 #56210 by wesile
Replied by wesile on topic Re: Making Aye and Orun Work
Static Virtue
Master.
Requires a ready Laibon. Choose a Laibon you control. If this Laibon was moved to your ready region during your last influence phase, then for every two capacity above 4 this Laibon has, you may move one Aye and one Orun from your hand or library to this Laibon. Otherwise, you may move one Aye or one Orun from your hand or library to this Laibon. Shuffle afterward.


Instead of complicating stuff why don't you just change this card to:

Requires a ready Laibon. Choose a Laibon you control. If this Laibon was moved to your ready region during your last influence phase, then for every two capacity above 4 this Laibon has, you may move one Aye and one Orun from your hand or library (or ash heap) to this Laibon. Otherwise, you may move one Aye or one Orun from your hand or library (or ash heap) to this Laibon. Shuffle afterward.

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