file Card Idea: Anarch Kamut

12 May 2013 02:03 #48399 by TorranceCircle

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.

IMHO, I think +1 stealth would be better. Of course, the +2 stealth might come from the "Pumped-up Kicks" the Anarchs like to wear. They have to run faster than the bullet from Madame Guil's Alastor-ed Assault Rifle!

Also, maybe this is too much text, but what about adding this ? - "can only be played on a vampire of 6 or less capacity."

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12 May 2013 11:16 #48410 by Azel
Replied by Azel on topic Re: Card Idea: Anarch Kamut
One of the bigger issues with Anarchs is how their deck construction often deviates sharply from standard ways. Sure you can build according to clan, or focus on one-to-two disciplines, and then run Anarch tech that isn't crucial to make the deck run. But often if working around some anarch 3-ways and mid-caps you get into frustration when you draw Anarch tech without having each vampire out being able to play it.

Those decks are far more dependent on becoming fully anarch quickly.

However, I think there's already enough tech out there to switch into an anarch. A 'govern down' option, though strong, doesn't really add much except speed up the conversion race. That'll just end up wallpapering cards in a power creep.

Instead, why don't we try to deal with making Anarch tech not dead draws. Include the expectation that you must control an Anarch, and pay a bit more, to have a non-anarch use Anarch toys. That way feeds the temptation angle of Anarchs subverting other sects, while also mitigating the dead-draw effect (and the resulting speed race in response).

For example, what if there was another "Status Perfectus" for non-anarchs to dabble?

Trial Sample
+1 stealth action. Requires a ready anarch.
Put this card in play. During your master phase, you may move 1 blood from a ready anarch you control to another ready anarch. If a methuselah controls an anarch, you may tap this card and allow a non-anarch minion they control to play a card that requires an anarch.

Or perhaps a rule?:

"As long as a methuselah controls an anarch, their non-anarch vampires may pay a blood and discard a card that requires an anarch to play a card that require an anarch."

Or perhaps take the above and include it as a clause on all newly printed anarch cards?

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12 May 2013 11:42 #48411 by kombainas
How about adding burn option for all "Requires anarch" cards?

!malk! :OBF: :DEM: :cel: :cap6: Sabbat. If this vampire's bleed is successful, he laughs manicly and untaps.

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12 May 2013 11:47 #48412 by Ohlmann
Replied by Ohlmann on topic Re: Card Idea: Anarch Kamut

Come again?


Sorry for the brainfart. I wanted to say that the cost is high enough for what it do, but the raw power of the thing is too high. It's not undercosted, but it's too powerful an effect even when appropriately costed.

Speaking from experience, it's really difficult to pull off. I'd like to see it get a bit easier.


I agree that it's hard to pull 10+ rev council. Why exactly you would want to see more often a single action oust one or three player at once is lost to me.

I think you forget you play with other player. VtES is most of the time a game of small effect and not nuclear weaponry, and after one hour of play seeing your grandpredator ousting his prey and you at once is both very rare and infuriatingly frustrating. Making that happen more often is a problem, not a goal.

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12 May 2013 12:17 - 12 May 2013 15:01 #48413 by Boris The Blade
There is no reason for +2 Stealth, and the card should be usable on untitled vampires only. Apart from that, why not? I do not think it fills a compelling game need, though: Anarch Convert already solved the problem of going anarch, what they really need now is 3-way cards that do not suck.
Last edit: 12 May 2013 15:01 by Boris The Blade.

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12 May 2013 12:51 #48414 by ReverendRevolver
Im up in the air on this. Using anarch blackhand tech becomes viable with this card, since it allows two minor sets of binuses to combine, and the last time i saw minor benefits crammed into one deck, girls de ks happened.

Also, Zayyat using anarch secession comes out with a strong Zayyat, but because the deck needs craptastic AS, its a weak concept. Making a titled vamp with that knind of spread anarch complicates things. He has mad synergy with undue influence, and can by himself with 3 actions pull out a 7 cap to act during your current minion phase. He can ay crimethINC @ tham for perma untap and or just freakdrive free with it at pro.

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. She can then enchant down to Hillenvale or Harlan, freakdrive, convert usez this action, and then she can undue influence to flip either of them. And, then there are enough transfers to set up the 4th crypt card. If its Janet instead of the other two that you flip turn three, convert uses this card, Scoutcuses undue influence, Janet is on deck, janet uses this card, and you have out 4 anarch vamps on turn 3. More if you use freakdrives, enchants, and effective management.

But i like the basic concept. Id just need to see plenty of playtesting to decide. My bigfest problem is with titled vamps and black hand combining with anarchs. Especially the bh assamites. The fact that they could use this card and kamut, multiqxt with seraphs second, and use undue influence to act with more minions than normal, and use boot hill to freak or forced to use kamut, this, and undue in one turn with one minion, i worry.
I had a weenie-mid cap diversion tool up forced march dexk that would become playable in tournaments if tbis carx existed, i just worry about imbalancing things.

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