Card idea: Trust no One
Chair of Hades
Entombment
Entrancement
Force of Personality
Mercy for Seth
Sensory Deprivation
Skin Trap
Still the Mortal Flesh
Target Vitals
Tenebrous Form
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Is it effective? If it survives, it gets table wins. It's generally a 3VP or 0VP kind of deck (a bit like combat decks really).
Would it be completely pantsed and hosed by most of the votes people are talking about? YOU BET YOUR DAMNED LIFE.
Is the card proposed balanced? NOT ON YOUR LIFE. That thing is basically designed to single-shot oust a particular deck type. Its terrible design, its not promoting diversity and its a hamfisted way to solve a problem that I doubt is really there.





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- Juggernaut1981
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- Antediluvian
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This is completely untrue. See the list of ally related cards posted elsewhere in this topic.The thing is, there are only two efficient ways to deal with allies.
Or, if you're not playing a combat deck, you either play with enough stealth to be able to pass actions, enough combat defense to be able to survive fights, enough bloat to be able to keep going if you lose a minion or two, or any of the other ways you would normally design a deck to get around light combat.So in the deck building phase you either decide you want to play Crows or Presence, or you don't. If you choose to do so, allies are trivial to deal with. If you don't, you're going to get your game randomly destroyed every few games.
The thing is, ignoring the fact that they're allies is frequently the correct call. Treat them like any other minion with a similar ability, and decide how you're going to get around them that way.This is not neccesarily bad or anything, but I think it's pretty silly there are so few playable (playable meaning it's actually usable when there are no allies) cards that mess up allies. I'm thinking of stuff like:
<snip>
You get the idea. At least give decks the option to deal with allies. As is, you're pretty much forced to ignore allies because there's just no viable options (ya know, outside of Entrancement and fighty stuff).
Setup required to make people anarch, plenty of solutions to deal with this.FYI, you cannot block Piper.
He can fetch one useful ally with his ability. That ally has no intrinsic stealth or intercept.You cannot block Antonio's special.
Since there are exactly two vampires in the game who can recruit Renegade Garou and can play Form of Mist at superior on turn 2, it's not something I'm going to get overly concerned about.Good luck blocking a turn 2 Garou between Form of Mist and Earth Control
Any wall deck should be able to block that action all day, most toolbox style decks would also be able to (though not as reliably).and good luck blocking a summoned Remnant with Tangle and some random stealth card.
You really are, as often as you want to if playing a wall deck. Alternatively, if he's putting in all that stealth to get his allies recruited, there's not so much space left for actually doing anything useful with them.You're just not going to block someone playing a dedicated ally deck.
On a related matter, if you don't think ally decks are too strong, why do you think the game needs more ally hosers? Particularly one like this.
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I can't think of any practical solutions to prevent Anarch Convert
Setup required to make people anarch, plenty of solutions to deal with this.FYI, you cannot block Piper.
+1 intercept from Unmasking
He can fetch one useful ally with his ability. That ally has no intrinsic stealth or intercept.You cannot block Antonio's special.
sixteen vampires with Info Hwy or Zillah's valley. twenty more if you play a protean discipline card on turn 2.
Since there are exactly two vampires in the game who can recruit Renegade Garou and can play Form of Mist at superior on turn 2, it's not something I'm going to get overly concerned about.Good luck blocking a turn 2 Garou between Form of Mist and Earth Control
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It's not a "need", except maybe for the new options it brings. Likewise, was there a "need" for Neonate Breach?why do you think the game needs more ally hosers?
At the expense of losing your vampire too. Shambling are supposed to come back anyway, not to stay long.Both Renegade Garou and Shambling Hordes get pretty well wrecked by discplineless Target Vitals that any chump can play.
Yeah, until you do not have any anti-combat left, or a Trap hits the table. They're not instant kill, but will get you in the end (try to resist 3 WG rush per turn).War Ghoul is considerably more durable, but is fairly expensive and has no built-in manuever or additionals or anything like that so pretty much ANY kind of combat defense works against them
It's called a hoser, and there's plenty of them (Ancilla Empowerment, Break the Code, Scourge of Enochians, Recalled to the Founder). Or just Kindred Segregation, if it were more playable (meaning it should work against all allies, not only pool-costing allies). Does it prevent you from playing Nephandus? Apparently not.That thing is basically designed to single-shot oust a particular deck type. Its terrible design
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