Card Idea: Anarch Kamut
11 May 2013 18:39 #48385
by brandonsantacruz
Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche
brandonsantacruz.blogspot.com/
Card Idea: Anarch Kamut was created by brandonsantacruz
Foster the People
Action
+2 stealth
Requires an anarch
Move two blood from the blood bank and this card to one of your uncontrolled vampires. The vampire with this card is considered an anarch. A vampire may have only one Foster the People.
Dominate, Presence, and Black Hand already do this. This card makes anarchs more playable, which has to be a good thing.
Action
+2 stealth
Requires an anarch
Move two blood from the blood bank and this card to one of your uncontrolled vampires. The vampire with this card is considered an anarch. A vampire may have only one Foster the People.
Dominate, Presence, and Black Hand already do this. This card makes anarchs more playable, which has to be a good thing.
Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche
brandonsantacruz.blogspot.com/
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11 May 2013 19:20 - 11 May 2013 19:20 #48386
by Ohlmann
Replied by Ohlmann on topic Re: Card Idea: Anarch Kamut
With the current amount of anarch-transforming option, is adding any else wise ? In which way do you believe anarch are weak, and does this card help in this regard ? Why +2 stealth ?
You should remember that anarch are supposed to be young (small) vampires teaming up against the elder. This card is more or less the exact opposite, since it's yet another reason to only run anarch with big cap. Also, it remove from Black Hand one of the few unique thing it could do, which I don't like.
As far as side effect go, it help putting into play big cap with smallish helper, for example an anarch convert could use this to help put Enkidu in play. And non-sect title, like Zayyat, Young Wood or Mata Hari, stay with the vampire, so it can be used for voting shenanigans.
(to be honest, I believe that existing anarch stuff is extremely badly done and should be put apart until the mechanism could be completely overhauled, so it was not likely I would like the card)
You should remember that anarch are supposed to be young (small) vampires teaming up against the elder. This card is more or less the exact opposite, since it's yet another reason to only run anarch with big cap. Also, it remove from Black Hand one of the few unique thing it could do, which I don't like.
As far as side effect go, it help putting into play big cap with smallish helper, for example an anarch convert could use this to help put Enkidu in play. And non-sect title, like Zayyat, Young Wood or Mata Hari, stay with the vampire, so it can be used for voting shenanigans.
(to be honest, I believe that existing anarch stuff is extremely badly done and should be put apart until the mechanism could be completely overhauled, so it was not likely I would like the card)
Last edit: 11 May 2013 19:20 by Ohlmann.
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11 May 2013 20:06 #48389
by brandonsantacruz
Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche
brandonsantacruz.blogspot.com/
Replied by brandonsantacruz on topic Re: Card Idea: Anarch Kamut
The card is not great for bringing out big caps with small ones because it can only be played on a vampire once. Small to mid-cap vampires would be more likely anarchs because they would be maybe half cost (except the action has a sort of opportunity cost) and they would come into play *as anarchs*. This is if you don't just transfer back the two pool.
What does having a bunch of little anarchs allow you to do that was difficult before? Revolutionary Counsel and Club Illusion are a couple of nice cards in concept, but hard to get very much mileage out of, to name two. Why two stealth? You are most likely playing a deck without much stealth to begin with, so why make it very easy to block? Second Tradition still blocks it, as do a variety of other things.
Remember those anarch three-way cards? Maybe by encouraging decks that field a bunch of little anarchs they can be played at different levels like they were intended to be.
What does having a bunch of little anarchs allow you to do that was difficult before? Revolutionary Counsel and Club Illusion are a couple of nice cards in concept, but hard to get very much mileage out of, to name two. Why two stealth? You are most likely playing a deck without much stealth to begin with, so why make it very easy to block? Second Tradition still blocks it, as do a variety of other things.
Remember those anarch three-way cards? Maybe by encouraging decks that field a bunch of little anarchs they can be played at different levels like they were intended to be.
Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche
brandonsantacruz.blogspot.com/
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11 May 2013 20:33 #48392
by Ohlmann
I believe it's the part you get wrong : 2 transfers on a 10 cap is still 20% of the total, and still shave the third turn. Free transfer are far better for big cap that take time than for smallish to middle vampires that already come into play pretty easily.
The two card you cite are pretty different.
Revolutionary council is flat out too powerful, even if it's not too powerful. An action that by itself do 10+ pool damage is alway mightily annoying for other players, so maybe not encouraging that kind of thing is best.
Club Illusion is not a reason to play anarch right now, but like Pentex Love You it's a good support card, and like Pentex love You I see it often enough for a support card. I can agree with you that it's not a stellar card.
It's a good argument against giving it +2 stealth and for nerfing intercept card. Action with more than innate +1 stealth are very rare, and all action that have an effect similar to this one have +1 stealth.
Like for Club Illusion, the problem is not that going anarch is too hard. It's that three-way discipline card often plain suck, and for the one which don't, there is no coherent crypt. Also, three-way are almost never enough by themselves, so you will need sup' disciplines to support them ; that's one of the reasons for which anarch deck don't bother with weenie.
It does help with making bishop and primogen anarch, which is a recurring problem when trying to round people with the good discipline spread and which aren't 8-cap, true.
Replied by Ohlmann on topic Re: Card Idea: Anarch Kamut
The card is not great for bringing out big caps with small ones because it can only be played on a vampire once. Small to mid-cap vampires would be more likely anarchs because they would be maybe half cost (except the action has a sort of opportunity cost) and they would come into play *as anarchs*. This is if you don't just transfer back the two pool.
I believe it's the part you get wrong : 2 transfers on a 10 cap is still 20% of the total, and still shave the third turn. Free transfer are far better for big cap that take time than for smallish to middle vampires that already come into play pretty easily.
What does having a bunch of little anarchs allow you to do that was difficult before? Revolutionary Counsel and Club Illusion are a couple of nice cards in concept, but hard to get very much mileage out of, to name two.
The two card you cite are pretty different.
Revolutionary council is flat out too powerful, even if it's not too powerful. An action that by itself do 10+ pool damage is alway mightily annoying for other players, so maybe not encouraging that kind of thing is best.
Club Illusion is not a reason to play anarch right now, but like Pentex Love You it's a good support card, and like Pentex love You I see it often enough for a support card. I can agree with you that it's not a stellar card.
Why two stealth? You are most likely playing a deck without much stealth to begin with, so why make it very easy to block? Second Tradition still blocks it, as do a variety of other things.
It's a good argument against giving it +2 stealth and for nerfing intercept card. Action with more than innate +1 stealth are very rare, and all action that have an effect similar to this one have +1 stealth.
Remember those anarch three-way cards? Maybe by encouraging decks that field a bunch of little anarchs they can be played at different levels like they were intended to be.
Like for Club Illusion, the problem is not that going anarch is too hard. It's that three-way discipline card often plain suck, and for the one which don't, there is no coherent crypt. Also, three-way are almost never enough by themselves, so you will need sup' disciplines to support them ; that's one of the reasons for which anarch deck don't bother with weenie.
It does help with making bishop and primogen anarch, which is a recurring problem when trying to round people with the good discipline spread and which aren't 8-cap, true.
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12 May 2013 01:37 - 12 May 2013 01:37 #48397
by DeathInABottle
Replied by DeathInABottle on topic Re: Card Idea: Anarch Kamut
Come again?Revolutionary council is flat out too powerful, even if it's not too powerful.
Speaking from experience, it's really difficult to pull off. I'd like to see it get a bit easier.An action that by itself do 10+ pool damage is alway mightily annoying for other players, so maybe not encouraging that kind of thing is best.
Last edit: 12 May 2013 01:37 by DeathInABottle.
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12 May 2013 01:56 - 12 May 2013 01:57 #48398
by TorranceCircle
Replied by TorranceCircle on topic Re: Card Idea: Anarch Kamut
I agree, it seems like everyone will see it coming and no one wants it to pass.
Speaking from experience, it's really difficult to pull off. I'd like to see it get a bit easier.An action that by itself do 10+ pool damage is alway mightily annoying for other players, so maybe not encouraging that kind of thing is best.
Last edit: 12 May 2013 01:57 by TorranceCircle.
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