Card Idea: Anarch Kamut
12 May 2013 23:17 - 12 May 2013 23:17 #48444
by brandonsantacruz
You clearly don't understand how I intended the card to work. Scout could not be a legal target target for more than one Foster the People.
Yes it is cool that the Convert can help bring out Scout more quickly and make her an anarch, saving future actions and transfers. Yes the +2 stealth makes the action harder to block. Because of the above limitation the card is often not usable. Is it better than Govern? No. It does not give the option to bleed or transfer down, plus it is two counters. A vampire can only be the target of *one* of these actions. Anarchs are inherently weak. Give em a break!
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
Scout has similar stupidity, as convert can come outcturn one if you go first, or if you go third be really strong. Cinvert flips, put 2 beads on Scout. Turn two, convert usez this action, whick probably cant be blocked reliably, So shes at 4, add 4 transfers, shes out.
You clearly don't understand how I intended the card to work. Scout could not be a legal target target for more than one Foster the People.
Yes it is cool that the Convert can help bring out Scout more quickly and make her an anarch, saving future actions and transfers. Yes the +2 stealth makes the action harder to block. Because of the above limitation the card is often not usable. Is it better than Govern? No. It does not give the option to bleed or transfer down, plus it is two counters. A vampire can only be the target of *one* of these actions. Anarchs are inherently weak. Give em a break!
Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche
brandonsantacruz.blogspot.com/
Last edit: 12 May 2013 23:17 by brandonsantacruz.
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13 May 2013 01:07 #48445
by Juggernaut1981




Baron of Sydney, Australia, 418
Replied by Juggernaut1981 on topic Re: Card Idea: Anarch Kamut
@Brandon:
Is your core idea of this card that it is like Founders of the Ebony Kingdom but for Anarchs (with the kicker being that they are made Anarch)?
Founders of the Ebony Kingdom
Type: Action
Requires: Guruhi
Cost: 1 blood
+1 stealth action.
Put this card on a younger Laibon in your uncontrolled region and move 4 blood from the blood bank to that vampire. (This card remains in play.) A vampire may have only one Founders of the Ebony Kingdom. Burn this card if the vampire leaves the uncontrolled region.
Is your core idea of this card that it is like Founders of the Ebony Kingdom but for Anarchs (with the kicker being that they are made Anarch)?
Founders of the Ebony Kingdom
Type: Action
Requires: Guruhi
Cost: 1 blood
+1 stealth action.
Put this card on a younger Laibon in your uncontrolled region and move 4 blood from the blood bank to that vampire. (This card remains in play.) A vampire may have only one Founders of the Ebony Kingdom. Burn this card if the vampire leaves the uncontrolled region.





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13 May 2013 02:11 #48446
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
@Juggernaut
It's in the same vein.
Advantages:
No cost
Makes anarch
Additional stealth
No "younger" requirement
No sect/trait requirement for valid targets
Disadvantages:
Half as many counters move down
Permanently on minion (i.e. if Banished, they can't be re-targeted)
It's in the same vein.
Advantages:
No cost
Makes anarch
Additional stealth
No "younger" requirement
No sect/trait requirement for valid targets
Disadvantages:
Half as many counters move down
Permanently on minion (i.e. if Banished, they can't be re-targeted)
Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche
brandonsantacruz.blogspot.com/
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13 May 2013 05:06 #48447
by Ohlmann
But why exactly ?
You don't answer to the arm race problem in stealth / intercept which already happen. In which obscure way should this be more stealthy than finding a gun ?
'cause, of course, nobody would use an anarch convert just to gain 8 pool total for 1 transfert and no other anarch card than thoses two.
Giving one very powerful card to anarch won't fix them, but will create heaps of trouble because it's so "easy" to get anarch. Reunion kamut is a lot more sensible because 1 - the black hand "weenie" tend to be bigger and 2 - it work only on other black hand, which mean you need a consistently black hand crypt to make it work.
The same thing exist for Founder. You can't forget that one of the most useful anarch, which is already played outside anarch deck, is a 1-cap.
Replied by Ohlmann on topic Re: Card Idea: Anarch Kamut
Yes the +2 stealth makes the action harder to block.
But why exactly ?
You don't answer to the arm race problem in stealth / intercept which already happen. In which obscure way should this be more stealthy than finding a gun ?
Anarchs are inherently weak. Give em a break!
'cause, of course, nobody would use an anarch convert just to gain 8 pool total for 1 transfert and no other anarch card than thoses two.
Giving one very powerful card to anarch won't fix them, but will create heaps of trouble because it's so "easy" to get anarch. Reunion kamut is a lot more sensible because 1 - the black hand "weenie" tend to be bigger and 2 - it work only on other black hand, which mean you need a consistently black hand crypt to make it work.
The same thing exist for Founder. You can't forget that one of the most useful anarch, which is already played outside anarch deck, is a 1-cap.
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