Card Idea - No History
19 Jul 2012 07:32 #33464
by Chaitan
Card Idea - No History was created by Chaitan
No History
Type: Master
Master: out-of-turn. Unique.
Only usable when another Methuselah move a card from any ash heap. Give this card to that Methuselah. Cards that would enter that methuselah's ash heap is instead removed from game. Any vampire may move this card to another Methuselah as a
action.
Basically a counter to the ash heap diving decks with a a few mechanics so it is not too easy to play.
Type: Master
Master: out-of-turn. Unique.
Only usable when another Methuselah move a card from any ash heap. Give this card to that Methuselah. Cards that would enter that methuselah's ash heap is instead removed from game. Any vampire may move this card to another Methuselah as a

Basically a counter to the ash heap diving decks with a a few mechanics so it is not too easy to play.
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19 Jul 2012 07:44 #33465
by Juggernaut1981




Baron of Sydney, Australia, 418
Replied by Juggernaut1981 on topic Re: Card Idea - No History
This is just another card in "Vtes: The Master Card"... Not a winner if you ask me. And it's fairly powerful. It shuts down Turbo Decks for starters instead of just shutting down stuff I assume its supposed to hit (e.g. Ashur Tablets Decks, Anthelios Decks)





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19 Jul 2012 11:03 #33474
by jamesatzephyr
It feels a bit too specific, making it hard to give up a master card slot for it.
Were I to want to create a card a bit like this, I might:
a) make it something other than a master card
b) give it an alternative use.
For example (and I'm not saying this would be a good card):
On top of that, as Juggernaut suggests, the collateral damage to decks with moderate recycling is quite harsh.
Replied by jamesatzephyr on topic Re: Card Idea - No History
No History
Type: Master
Master: out-of-turn. Unique.
Only usable when another Methuselah move a card from any ash heap. Give this card to that Methuselah. Cards that would enter that methuselah's ash heap is instead removed from game. Any vampire may move this card to another Methuselah as aaction.
It feels a bit too specific, making it hard to give up a master card slot for it.
Were I to want to create a card a bit like this, I might:
a) make it something other than a master card
b) give it an alternative use.
For example (and I'm not saying this would be a good card):
Card Name
Political Action
Requires a titled Sabbat vampire. If the referendum passes, put this card on the acting vampire.
This titled Sabbat vampire has +1 bleed. While this titled Sabbat vampire is ready, [prevent recycling somehow].
Political Action
Requires a titled Sabbat vampire. If the referendum passes, put this card on the acting vampire.
This titled Sabbat vampire has +1 bleed. While this titled Sabbat vampire is ready, [prevent recycling somehow].
On top of that, as Juggernaut suggests, the collateral damage to decks with moderate recycling is quite harsh.
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19 Jul 2012 12:34 #33480
by ReverendRevolver
Replied by ReverendRevolver on topic Re: Card Idea - No History
modifiers and non-tapping reactions are the easiest cards to play and justify playing as meta-choice cards. trochomancy @ little is great against girls decks, but if that deck is your prey, you're still probably going to get a bleed of 2 bounced to your grand prey if aksinya is out.
i think just having cards with other effects "incidentally" attacking ash heaps or preventing recursion is a far better angle than having cards that actually only exist to be garbage metagame slots that get discarded if not at a recursion deck's table. even adding burn option to a card that only exists as a meta hoser leaves you with a card you have to draw to make matter when your deck doesn't "need" it by itself, and its barely useful in most games anyway. so, having cards that ARE other things with auxillary effects that hurt recursion would be way more practical.
Closet of Skeletons costs 1 blood
Requires a ready Anarch. Enter combat with a minion controlled by another methuselah, and apply the following effect before range is chosen.
pot: before range is determined, you may remove 4 cards from the controller of the opposing minions ash heap. if those cards are all of the same type (master, action, reaction, etc.) the opposing minion cannot dodge as a strike or end combat as a strike during the first round of combat.
pre: if this minion is still ready at the end of the first round of combat, you may remove 4 cards in the opposing minions ash heap from the game. if those cards are all of the same type, the opposing minion is now tapped, and will not untap normally during thier next untap phase.
pro: this action is at +1 stealth, and v you may remove 4 cards in the opposing minions controllers ash heap form the game to get +1 strength anytime during this action. if those cards are all of the same type, you may also prevent one non aggravated damage during the first round of combat this action.
you get the idea. "taxing recursion" could be done as easily as burning discarded cards, or a card that taxes a vampires printed abilities (be it a built in bounce, extra masters, an inherent bleed action or a rush) by an extra pool or blood while also being something else (a shadow twin or horseshoes type of effect)
i just don't see it being practical to run a master slot for a meta choice, so i don't see why a card like that would need to exist.
i think just having cards with other effects "incidentally" attacking ash heaps or preventing recursion is a far better angle than having cards that actually only exist to be garbage metagame slots that get discarded if not at a recursion deck's table. even adding burn option to a card that only exists as a meta hoser leaves you with a card you have to draw to make matter when your deck doesn't "need" it by itself, and its barely useful in most games anyway. so, having cards that ARE other things with auxillary effects that hurt recursion would be way more practical.
Closet of Skeletons costs 1 blood
Requires a ready Anarch. Enter combat with a minion controlled by another methuselah, and apply the following effect before range is chosen.
pot: before range is determined, you may remove 4 cards from the controller of the opposing minions ash heap. if those cards are all of the same type (master, action, reaction, etc.) the opposing minion cannot dodge as a strike or end combat as a strike during the first round of combat.
pre: if this minion is still ready at the end of the first round of combat, you may remove 4 cards in the opposing minions ash heap from the game. if those cards are all of the same type, the opposing minion is now tapped, and will not untap normally during thier next untap phase.
pro: this action is at +1 stealth, and v you may remove 4 cards in the opposing minions controllers ash heap form the game to get +1 strength anytime during this action. if those cards are all of the same type, you may also prevent one non aggravated damage during the first round of combat this action.
you get the idea. "taxing recursion" could be done as easily as burning discarded cards, or a card that taxes a vampires printed abilities (be it a built in bounce, extra masters, an inherent bleed action or a rush) by an extra pool or blood while also being something else (a shadow twin or horseshoes type of effect)
i just don't see it being practical to run a master slot for a meta choice, so i don't see why a card like that would need to exist.
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19 Jul 2012 13:23 #33483
by jamesatzephyr
Requiring a microscope to read the card text would make it very hard to use.
The "same type" mechanic is a bit awkard with combo cards, but meh.
I think this carries much of the same flavour, though.
Replied by jamesatzephyr on topic Re: Card Idea - No History
Closet of Skeletons costs 1 blood
Requires a ready Anarch. Enter combat with a minion controlled by another methuselah, and apply the following effect before range is chosen.
pot: before range is determined, you may remove 4 cards from the controller of the opposing minions ash heap. if those cards are all of the same type (master, action, reaction, etc.) the opposing minion cannot dodge as a strike or end combat as a strike during the first round of combat.
pre: if this minion is still ready at the end of the first round of combat, you may remove 4 cards in the opposing minions ash heap from the game. if those cards are all of the same type, the opposing minion is now tapped, and will not untap normally during thier next untap phase.
pro: this action is at +1 stealth, and v you may remove 4 cards in the opposing minions controllers ash heap form the game to get +1 strength anytime during this action. if those cards are all of the same type, you may also prevent one non aggravated damage during the first round of combat this action.
Requiring a microscope to read the card text would make it very hard to use.
Card Name
Action
Requires a ready Anarch with
,
or
.
Enter combat with a minion controlled by another Methuselah. Before range is determined, remove up to 4 cards from the opponent's ash heap from the game. If all four share one card type, apply one of the effects below (chosen when this card is played):
This Anarch has +2 strength this round and the opponent cannot choose Dodge strikes.
This Anarch has an optional maneuver and may prevent up to 1 damage this round.
Each of the opponent's strike(s) inflicts 2 less damage thsi round.
Action
Requires a ready Anarch with







The "same type" mechanic is a bit awkard with combo cards, but meh.
I think this carries much of the same flavour, though.
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19 Jul 2012 14:18 - 19 Jul 2012 14:22 #33484
by finbury
Replied by finbury on topic Re: Card Idea - No History
This could be much simpler:
Know Your Enemy
Combat
Play before range is chosen on the first round of combat. Requires an Anarch with [for],
Know Your Enemy
Combat
Play before range is chosen on the first round of combat. Requires an Anarch with [for],
, or [pro].
Remove 4 cards in opposing minion's ash heap from the game.
If this vampire has [for] and you removed a card that prevents damage, opposing vampire may not prevent damage this round.
If this vampire hasand you removed a card that ends combat, opposing vampire may not strike to end combat this round.
If this vampire has [pro] and you removed a card that allows a minion to inflict aggravated damage, this vampire treats aggravated damage as normal this round.
Last edit: 19 Jul 2012 14:22 by finbury.
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