Anarch card
11 May 2012 05:19 #29975
by Ashur
"My strategy? Luck is my strategy, of course."
Replied by Ashur on topic Re: Anarch card
Yes, of course, it´s a reasonable house rule. I like it and have used it. But Ohlmann is wrong.
"My strategy? Luck is my strategy, of course."
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11 May 2012 13:42 #30031
by Azel
Replied by Azel on topic Re: Anarch card
Sanguine Instruction, though it requires same clan, is more powerful because it allows learning up to the superior of discipline. This one as initially made only goes up to basic level discipline.
That and Agent of Power already exists.
Now, I like the concept. Pushing AoP out from the master slots into the minion slots sounds like a good idea. And, as much as hosing Sanguine Instruction may seem to be a concern, SI already wasn't a card that most people worried about (and Trophy: Discipline is almost roundly ignored). So you could go for a more powerful effect.
But if you want to shoot for a balance you can try something that has the short lasting effect of AoP and doesn't allows building up to superior, then you can safely ignores clan requirements and add untaps like Go Anarch. In fact, that still may be weak, so let's see if we can work a little cascading action...
Vitae Party

X blood
+1 stealth action. Requires a ready Anarch vampire.
Choose a Discipline this vampire has and choose X number of Anarch vampires you control. The chosen vampires gain only up to the basic level of the chosen Discipline until the end of your turn. Untap this vampire at the end of the action.
Hey, if someone can show how this'll be the coming of the apocalypse through Summon History and/or Tangle Atropos Hand, cool. But with all the discipline tech we have floating around, we haven't yet exploded. Granted, if everyone got superior Obeah and Renewed Vigor forever, then we'd have a problem. But as of yet we don't have that sort of crises.
That and Agent of Power already exists.
Now, I like the concept. Pushing AoP out from the master slots into the minion slots sounds like a good idea. And, as much as hosing Sanguine Instruction may seem to be a concern, SI already wasn't a card that most people worried about (and Trophy: Discipline is almost roundly ignored). So you could go for a more powerful effect.
But if you want to shoot for a balance you can try something that has the short lasting effect of AoP and doesn't allows building up to superior, then you can safely ignores clan requirements and add untaps like Go Anarch. In fact, that still may be weak, so let's see if we can work a little cascading action...
Vitae Party
X blood
+1 stealth action. Requires a ready Anarch vampire.
Choose a Discipline this vampire has and choose X number of Anarch vampires you control. The chosen vampires gain only up to the basic level of the chosen Discipline until the end of your turn. Untap this vampire at the end of the action.
Hey, if someone can show how this'll be the coming of the apocalypse through Summon History and/or Tangle Atropos Hand, cool. But with all the discipline tech we have floating around, we haven't yet exploded. Granted, if everyone got superior Obeah and Renewed Vigor forever, then we'd have a problem. But as of yet we don't have that sort of crises.
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11 May 2012 14:13 - 11 May 2012 14:16 #30033
by jamesatzephyr
Replied by jamesatzephyr on topic Re: Anarch card
Vitae Party made me think a bit of Tremere Convocation, a bit of Brujah Debate. I end up with something like:
Can be used to pass out some Bloodlines disciplines, but requires tapping a vampire who has it, or can be done temporarily with (e.g.) Agent of Power.
Works differently to most other ways of passing out disciplines, which caters to my personal foible of making different sects/traits work differently.
Rabble Rousing
Unique Master
Put this card in play and choose a discipline possessed by a ready Anarch you control; tap that Anarch and, during every subsequent master phase, tap a ready Anarch you control who has the chosen discipline. (During your turn - all the time, maybe?), Anarchs you control can play cards that require the chosen discipline as if they had the basic level.
Burn this card if none of your ready Anarchs have the chosen discipline. You may burn this card during your untap phase.
Unique Master
Put this card in play and choose a discipline possessed by a ready Anarch you control; tap that Anarch and, during every subsequent master phase, tap a ready Anarch you control who has the chosen discipline. (During your turn - all the time, maybe?), Anarchs you control can play cards that require the chosen discipline as if they had the basic level.
Burn this card if none of your ready Anarchs have the chosen discipline. You may burn this card during your untap phase.
Can be used to pass out some Bloodlines disciplines, but requires tapping a vampire who has it, or can be done temporarily with (e.g.) Agent of Power.
Works differently to most other ways of passing out disciplines, which caters to my personal foible of making different sects/traits work differently.
Last edit: 11 May 2012 14:16 by jamesatzephyr.
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14 May 2012 05:15 #30209
by Tomas
I would say as my OP that it would be for anarchs so you can gear your minions to better utilize the versatility of the anarch cards. As my original design had neither blood cost nor cap increase and should imho have an untap (would say the minion being taught the discipline cause ...well it seems more fun) then I would include it in some anarch decks ´since it would be a free action like abbot and it would (hopefully) permanently increase your boardpresence (like abbot) since you now can display a wider arrange of potential threats from more minions and oputting a few restrictions in it as to not wallpaper other cards (Sanguine instruction) and hopefully gearing it towards designer intent.
Replied by Tomas on topic Re: Anarch card
I still don't see why you would want to play this card. An action and a blood to get an inferior discipline? Really?
Sanguine Instruction is free, can give a superior discipline AND increases the capacity of the receiving vampure. Sanguine Instruction doesn't see play because it's not worth the action and cardslot.
With an untap, *maybe*. But even then it's probably more efficient just to play a better crypt.
I would say as my OP that it would be for anarchs so you can gear your minions to better utilize the versatility of the anarch cards. As my original design had neither blood cost nor cap increase and should imho have an untap (would say the minion being taught the discipline cause ...well it seems more fun) then I would include it in some anarch decks ´since it would be a free action like abbot and it would (hopefully) permanently increase your boardpresence (like abbot) since you now can display a wider arrange of potential threats from more minions and oputting a few restrictions in it as to not wallpaper other cards (Sanguine instruction) and hopefully gearing it towards designer intent.
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14 May 2012 05:27 #30214
by Tomas
Hmm, I would say that IF you play a clan based deck SI is more powerful, but if you play an anarch deck this is the card I would choose. And that is exactly the intent of the card.
The comparison with agent of power is of course something that should be made. With agent of power you can choose any discipline for any vampire (alot stronger) it doesnt take an action, but is a master card and those slots are valuable and you have it for one turn instead of for the rest of the game (weaker). Just like a card should be imo: Stronger in some areas and weaker in some others so you have to choose depending on what kind of deck you want to build, not just "I include this card because it´s better in all situations which is a no-brainer. In my original post the card was capped for basic level and as far as the temporis thing I would say it´s done adn with either of these cards my OP or your suggestion. You would need a vampire with temporis or an AoP and then pray noone blocks your action when you try to teach others that super kewl discipline and getting that right balance wise for deck building purposes.
What I don´t personally like with your card is the blood cost. I think it would be needed if the card constructed would look like yours, but teaching disciplines among anarchs has nothing to do with sharing blood. Giving disciplines to multiple minions though is something that needs a cost. Then I would say the anarchs per se needs alot more permanent boosters, not saomething that goes away after a turn, but these are my highly personal opinions.
Replied by Tomas on topic Re: Anarch card
Sanguine Instruction, though it requires same clan, is more powerful because it allows learning up to the superior of discipline. This one as initially made only goes up to basic level discipline.
That and Agent of Power already exists.
Now, I like the concept. Pushing AoP out from the master slots into the minion slots sounds like a good idea. And, as much as hosing Sanguine Instruction may seem to be a concern, SI already wasn't a card that most people worried about (and Trophy: Discipline is almost roundly ignored). So you could go for a more powerful effect.
But if you want to shoot for a balance you can try something that has the short lasting effect of AoP and doesn't allows building up to superior, then you can safely ignores clan requirements and add untaps like Go Anarch. In fact, that still may be weak, so let's see if we can work a little cascading action...
Vitae Party
X blood
+1 stealth action. Requires a ready Anarch vampire.
Choose a Discipline this vampire has and choose X number of Anarch vampires you control. The chosen vampires gain only up to the basic level of the chosen Discipline until the end of your turn. Untap this vampire at the end of the action.
Hey, if someone can show how this'll be the coming of the apocalypse through Summon History and/or Tangle Atropos Hand, cool. But with all the discipline tech we have floating around, we haven't yet exploded. Granted, if everyone got superior Obeah and Renewed Vigor forever, then we'd have a problem. But as of yet we don't have that sort of crises.
Hmm, I would say that IF you play a clan based deck SI is more powerful, but if you play an anarch deck this is the card I would choose. And that is exactly the intent of the card.
The comparison with agent of power is of course something that should be made. With agent of power you can choose any discipline for any vampire (alot stronger) it doesnt take an action, but is a master card and those slots are valuable and you have it for one turn instead of for the rest of the game (weaker). Just like a card should be imo: Stronger in some areas and weaker in some others so you have to choose depending on what kind of deck you want to build, not just "I include this card because it´s better in all situations which is a no-brainer. In my original post the card was capped for basic level and as far as the temporis thing I would say it´s done adn with either of these cards my OP or your suggestion. You would need a vampire with temporis or an AoP and then pray noone blocks your action when you try to teach others that super kewl discipline and getting that right balance wise for deck building purposes.
What I don´t personally like with your card is the blood cost. I think it would be needed if the card constructed would look like yours, but teaching disciplines among anarchs has nothing to do with sharing blood. Giving disciplines to multiple minions though is something that needs a cost. Then I would say the anarchs per se needs alot more permanent boosters, not saomething that goes away after a turn, but these are my highly personal opinions.
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14 May 2012 05:47 #30217
by Tomas
Why make it unique?
you would need to have 5+ minions in play to have the upside outweigh the downside imo, you could play it with CrimetInc tha/qui, but i would still say there would be less decks that could use this card to it´s advantage, where as my first card (imho) could be an autoinclude ala abbot in any anarch deck with mid cap-low cap vampires and since mid caps are atm imo the worst segment of vampires to play now, cards should be geared towards boosting them especially.
Whats the thought about tapping one vampire to make others remeber something he/she taught them. I kind like the mechanic, but think it could be more thematically correct used for another sect.
Replied by Tomas on topic Re: Anarch card
Vitae Party made me think a bit of Tremere Convocation, a bit of Brujah Debate. I end up with something like:
Rabble Rousing
Unique Master
Put this card in play and choose a discipline possessed by a ready Anarch you control; tap that Anarch and, during every subsequent master phase, tap a ready Anarch you control who has the chosen discipline. (During your turn - all the time, maybe?), Anarchs you control can play cards that require the chosen discipline as if they had the basic level.
Burn this card if none of your ready Anarchs have the chosen discipline. You may burn this card during your untap phase.
Can be used to pass out some Bloodlines disciplines, but requires tapping a vampire who has it, or can be done temporarily with (e.g.) Agent of Power.
Works differently to most other ways of passing out disciplines, which caters to my personal foible of making different sects/traits work differently.
Why make it unique?
you would need to have 5+ minions in play to have the upside outweigh the downside imo, you could play it with CrimetInc tha/qui, but i would still say there would be less decks that could use this card to it´s advantage, where as my first card (imho) could be an autoinclude ala abbot in any anarch deck with mid cap-low cap vampires and since mid caps are atm imo the worst segment of vampires to play now, cards should be geared towards boosting them especially.
Whats the thought about tapping one vampire to make others remeber something he/she taught them. I kind like the mechanic, but think it could be more thematically correct used for another sect.
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