Making Aye and Orun Work
01 Nov 2013 22:14 - 01 Nov 2013 22:14 #56109
by AaronC
Let's be fair. It would also bairly help the deck-clogging issue since you would get to take an Orun/Aye out of your library each time you influenced a Laibon vampire.
Replied by AaronC on topic Re: Making Aye and Orun Work
That would barely help the speed issue without addressing the deck-clogging issue. Maybe as part of a full solution.
Let's be fair. It would also bairly help the deck-clogging issue since you would get to take an Orun/Aye out of your library each time you influenced a Laibon vampire.
Last edit: 01 Nov 2013 22:14 by AaronC.
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01 Nov 2013 22:40 #56112
by Dorrinal
Replied by Dorrinal on topic Re: Making Aye and Orun Work
Good point. It's still too little by itself. To answer you other question: a rules change might just be the best way to fix aye and orun.
They feel a little too much like land in Magic to me. They aren't very interesting on their own (3 aye is cool I guess), they take a lot of deck space, yet you need them to play certain cards.
They feel a little too much like land in Magic to me. They aren't very interesting on their own (3 aye is cool I guess), they take a lot of deck space, yet you need them to play certain cards.

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01 Nov 2013 22:51 - 01 Nov 2013 22:52 #56113
by jamesatzephyr
As "land" cards, that prompts the idea that - if you could go back in time and wave a magic wand - you might choose not to make them master cards. Instead, make them work more like Conviction cards. You can pull one from your hand, ash heap or library when a Laibon enters play. You can put one on each Laibon for free in your untap phase. So they cycle really quite easily. You typically burn Conviction cards to pay costs, but LaibonHumanityPath untap cards might not burn.
That might be a little too radical from where we are, though.
Replied by jamesatzephyr on topic Re: Making Aye and Orun Work
They feel a little too much like land in Magic to me. They aren't very interesting on their own (3 aye is cool I guess), they take a lot of deck space, yet you need them to play certain cards.
As "land" cards, that prompts the idea that - if you could go back in time and wave a magic wand - you might choose not to make them master cards. Instead, make them work more like Conviction cards. You can pull one from your hand, ash heap or library when a Laibon enters play. You can put one on each Laibon for free in your untap phase. So they cycle really quite easily. You typically burn Conviction cards to pay costs, but LaibonHumanityPath untap cards might not burn.
That might be a little too radical from where we are, though.
Last edit: 01 Nov 2013 22:52 by jamesatzephyr.
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02 Nov 2013 11:06 #56124
by Ashur
I don´t like this. When you are seated next to a Aus-weenie or similar fast dedicted block-deck, it sucks too much.
"My strategy? Luck is my strategy, of course."
Replied by Ashur on topic Re: Making Aye and Orun Work
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 vampireat 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.
I don´t like this. When you are seated next to a Aus-weenie or similar fast dedicted block-deck, it sucks too much.
"My strategy? Luck is my strategy, of course."
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02 Nov 2013 11:07 #56125
by Ashur
"My strategy? Luck is my strategy, of course."
Replied by Ashur on topic Re: Making Aye and Orun Work
This would be nice.5) Errata Aye/Orun so they can target uncontrolled vampires.
"My strategy? Luck is my strategy, of course."
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03 Nov 2013 04:57 #56150
by Juggernaut1981
Struggle in the Ebony Kingdom Rules Amendments
1. Aye and Orun are placed in a central pile, similar to a Blood Bank. This reserve is technically infinite.
2. Each Methuselah may choose Path of Orun or Path of Aye at the beginning of their game. Laibons controlled by that Methuselah may take a +1 stealth action costing X blood to put X of the corresponding card (Aye if they chose Path of Aye or vice versa) onto the acting vampire and then untap.
3. When a Laibon enters play or a minion becomes Laibon, they may automatically gain an Aye or Orun corresponding to the Path chosen by the Methuselah.
4. When a vampire takes a non-mandatory hunt action, they may reduce the amount of blood gained by 1 and gain 1 Aye or Orun instead as corresponding to the Path chosen by the Methuselah.
5. Any Aye or Orun that are burned are returned to the central pile.




Baron of Sydney, Australia, 418
Replied by Juggernaut1981 on topic Re: Making Aye and Orun Work
That actually sounds REALLY good.As "land" cards, that prompts the idea that - if you could go back in time and wave a magic wand - you might choose not to make them master cards. Instead, make them work more like Conviction cards.
Struggle in the Ebony Kingdom Rules Amendments
1. Aye and Orun are placed in a central pile, similar to a Blood Bank. This reserve is technically infinite.
2. Each Methuselah may choose Path of Orun or Path of Aye at the beginning of their game. Laibons controlled by that Methuselah may take a +1 stealth action costing X blood to put X of the corresponding card (Aye if they chose Path of Aye or vice versa) onto the acting vampire and then untap.
3. When a Laibon enters play or a minion becomes Laibon, they may automatically gain an Aye or Orun corresponding to the Path chosen by the Methuselah.
4. When a vampire takes a non-mandatory hunt action, they may reduce the amount of blood gained by 1 and gain 1 Aye or Orun instead as corresponding to the Path chosen by the Methuselah.
5. Any Aye or Orun that are burned are returned to the central pile.





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