file Submission: Punitive expedition (POT rush/burn location)

15 Nov 2012 17:37 #41044 by ReverendRevolver
I like the original card,but I'd remove the stealth and flip the abilities. I was going to say make :POT: steal a location that costs 1 pool or less. but in the time it took to load the reply box, I realized it was better otherwise.

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15 Nov 2012 18:03 #41048 by Ankha
For my part, I like the +1 stealth original version. I think it should cost 1 blood, and I would remove the "tapped" condition at superior.
Or I would simply make it a [obf][pot] card with no cost, at 1 stealth, with no restriction at superior.

Something like

Punitive expedition
+1 stealth action
:pot::obf: (D) Burn a location.
:POT::obf: (D) Enter combat with a minion.

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15 Nov 2012 18:06 #41049 by Ohlmann

1Canine Horde and Wash are not at all comparable to Gremlins or the suggested Ambush with benefits. The former are actual silver bullets, the latter are utility cards that come with free silver bullets for no significant additional cost.


And ? they are used, so people have to expect see them. As far as deck building go, you don't really care all that much how the silver bullet work once it is actually used. The situation is the same as with ally on this regard : that people use very narrow card like Set's curse or very broad one like Entrancement.

Also, the card can only target tapped vampire to avoid people playing too many of them, like Entrancement being suboptimal on the non-silver bullet side to avoid people playing too many of them.

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15 Nov 2012 18:32 - 15 Nov 2012 18:32 #41050 by Suoli

And ? they are used, so people have to expect see them. As far as deck building go, you don't really care all that much how the silver bullet work once it is actually used. The situation is the same as with ally on this regard : that people use very narrow card like Set's curse or very broad one like Entrancement.


I can reasonably prepare against 1 or 2 Canine Hordes/Entrancements during the deck building phase or play around them during the actual game. I can't reasonably prepare against 8 Gremlins or play around them.

Also, the card can only target tapped vampire to avoid people playing too many of them, like Entrancement being suboptimal on the non-silver bullet side to avoid people playing too many of them.


Targeting a tapped vampire is not a big enough draw back. Dominate Kine, for example, is much more reasonable while being completely playable.
Last edit: 15 Nov 2012 18:32 by Suoli.

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15 Nov 2012 19:50 #41054 by Ohlmann

I can reasonably prepare against 1 or 2 Canine Hordes/Entrancements during the deck building phase or play around them during the actual game. I can't reasonably prepare against 8 Gremlins or play around them.


I am simply unconvinced both by the fact that people would play 8 of this rush and that you cannot build and play around it. Especially in the present case, where using the rush part may often became mandatory to bleed off combat card anyhow.

Targeting a tapped vampire is not a big enough draw back. Dominate Kine, for example, is much more reasonable while being completely playable.


Well, people don't exactly often play dominate kine, and in very sparse number. For me, Dominate Kine show why thoses card must be more polyvalent, not an example of balance.

Also, then again, the other use is a rush, and combat deck are notoriously prone to card jam by VtES design. Versatility is very much needed for them.

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16 Nov 2012 11:43 #41107 by Azel
I think there's just a better way to do this card. And yes, I don't like power creep utility unless theme is strongly supported and/or pred/prey dynamic is supported. So while I appreciate card multi-functionality, I like a few more restrictions so it isn't just strictly better. I want to add value, while appreciating the past card pool.

In this case, the previous main templates are Arson, Rampage, and Smash & Grab. Arson has no requirements, but no redraw until end of action. Smash & Grab needs pot & limits targeting for +1 stealth. Rampage just needs pot, but offers no superior discipline benefit.

Given the theme here is "Punitive" as in revenge, I think I'll go with S&G's pred/prey target limitation.

Bruise always has a problem with chump blocking. This is where people often find that it's not worth the bother. This is where I want the card to be special; this is where my power clause will be.

Having such a power clause might need a restriction to tamp it down. I reserve a "do not replace" clause here.

I want to add rush for card flexibility. The pool of Bum's Rush, Ambush, and Harass should be at least equalled. However, unless I'm adding more power to rush (which I don't want), I'm going to hold this rush effect at basic pot so as to be easier to cycle.

Bruise "power clauses" in consideration: 1) untap if blocked; 2) chump blocker "destruction" - 2a) outright minion dunk/burn before combat, 2b) burn through dunking, 2c) dunk triggers Meth pain, like pool loss; 3) action continues through blocker, and 4) other as yet determined. I kinda want it to go into combat, so 2a is out. Option 3, while strong, thematically removes the whole agonizing choice of bruise. I sorta like 1, but it might not be powerful enough... it still leaves chump blocking as not a painful choice. I'm going to start the card off strong with 1 & 2b for the power clause and tone down from there:

Punitive "Excursion" (not trying to step on author's toes here)
Action
Do not replace until end of turn.
Untap the acting minion if blocked (before combat). Blocking vampires with capacity 4 or less and blocking imbued are burned instead of going to torpor or incapacitated region this action.
:pot: (D) Enter combat with a ready minion controlled by another Methuselah.
:POT: (D) Burn a location controlled by your prey or predator.

The bruise clause is pretty strong -- but that's deliberate -- so I'm leaving out maneuver or press on the rush for now. The untap makes the choice to block weigh more on the blocker (not the actor), again deliberate, stressing the opponent's faustian decision. Further, bruise needs a way to recoup actions lost to blocks so as to stay relevant.

However, the clause is admittedly strong, so I DNR till end of turn. This way it doesn't replace other rush cards. Rush doesn't like hand anchors. Spamming it like Deep Song is not what I want to achieve. Playing it perhaps once or twice a turn though sounds fine. It serves a niche, with real strength, and still allows coexistence. Changing DNR to end of action or next untap would depend on playtesting it's strength.
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