Card Idea: Ill-gotten Gains
Seems like a valid call.
Amended Version
Ill-Gotten Gains
1 blood



Only usable when a minion controlled by another Methuselah will leave the ready region.
Put this card in play with counters equal to the cost of the ally or half the capacity of the vampire which is leaving the ready region. You may burn counters on this card to give an acting minion you control +1 bleed. You may also burn X counters from this card to reduce a bleed against you by X. If there is an Ill-Gotten Gains in play, when you play this card add the counters you could gain from this card to the card already in play.
"Well look guvna, it just fell off the back of the lorry..."





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- Juggernaut1981
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- Antediluvian
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Ill-Gotten Gains
1 blood



Only usable when a minion controlled by another Methuselah leaves the ready region.
Put this card in play with gain counters equal to the cost of the ally or half the capacity (round up) of the vampire which is leaving the ready region. You may tap this card and burn a counter to give an acting minion you control +1 bleed when the action is announced. You may tap this card and burn X gain counters from this card to reduce a bleed against you by X. Burn this card when it has no more gain counters.
"Well look guvna, it just fell off the back of the lorry..."
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Fixed typo, changed text to be more in line with cards that use similar text and removed the stacking part with tap to use mechanics.
Ill-Gotten Gains
1 blood
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Only usable when a minion controlled by another Methuselah leaves the ready region.
Put this card in play with gain counters equal to the cost of the ally or half the capacity (round up) of the vampire which is leaving the ready region. You may tap this card and burn a counter to give an acting minion you control +1 bleed when the action is announced. You may tap this card and burn X gain counters from this card to reduce a bleed against you by X. Burn this card when it has no more gain counters.
"Well look guvna, it just fell off the back of the lorry..."
I would remove the ally part (doesn't fit thematically) and also "gain" in "gain counters" (just use counters like 99% of the cards.)
Then, I'll make the +bleed or -bleed only work against the methuselah whose minion has been dunked. It's already polyvalent, either you go backwards to survive, or forward to oust (but not forward to survive, it may be too easy).
Name: Ill-Gotten Gains
Cost: 1 blood
Cardtype: Combat/Action modifier
Only usable when a vampire controlled by another Methuselah leaves the ready region.
Put this card in play with counters equal to half the capacity of that vampire (round up). You may tap this card and burn a counter to give an acting minion you control +1 bleed against that vampire's controller. You may tap this card and burn X counters to reduce a bleed against you performed by a minion controlled by that vampire's controller by X. Burn this card when it has no counters.
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Name: Ill-Gotten Gains
Cost: 1 blood
Cardtype: Combat/Action modifier
Only usable when a vampire controlled by another Methuselah leaves the ready region.
Put this card in play with counters equal to half the capacity of that vampire (round up). You may tap this card and burn a counter to give an acting minion you control +1 bleed against that vampire's controller. You may tap this card and burn X counters to reduce a bleed against you performed by a minion controlled by that vampire's controller by X. Burn this card when it has no counters.
This needs an "Only one can be played per action" or "Only one can be played per burned vampire" clause.
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The entire point was to give versatility to a more combat oriented deck.
The biggest complaints people have with combat decks is:
- You bleed them for more than about 3 over 3 turns and they come up-river hard until the predator is ousted.
- If they obliterate a players minions, they can't seal the deal and oust.
Plenty of others have said that for more dedicated combat to become viable they need:
- Non-rush defence
- Benefits for rushing forwards
So to help this card was intended to give you additional bleed or bleed reduce for taking out minions from the ready region. No incentive for eating, incentives for taking out potential support minions (e.g. Carlton, Mylan, Jake Washington) as well as vampires. No tapping requirement on using the card (since that would then limit you to either lunge or defence each time) and no additional paperwork of 'which counters came from whom'... just a pile of Ill-Gotten Loot to be expended when needed.
I can see the argument for "Once per combat" or "Once per minion". I was also thinking of allowing them all to be in play at once, but I thought it may open the floor to other possible abuses.
I'm not trying to make Combat decks the all-singing all-dancing golden-gods... but since putting minions in torpor is already difficult, this would address the issues that many have brought up about the viability of combat as a primary mechanic (instead of

@Chaitan:
The actual typo was that it didn't say "You may burn X counters to give an acting minion +X bleed". I don't mind encouraging people to take their minion's safety into their own hands by taunting the Archons.
*****
If people feel the cost is too low for this card, then increasing it to a few blood or even 1 pool would increase the variety of decks found in tournaments as well.





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- Juggernaut1981
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- Antediluvian
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- Posts: 2376
- Thank you received: 326
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