A yet to be unpopular "fix" for MMPA
20 May 2013 15:45 - 20 May 2013 15:46 #48791
by jamesatzephyr
For most non-many-master decks, your master phase is quite precious, and I'd be concerned that a purely hoser card like this would be annoyingly detrimental. Yes, you've hurt your wildly master card playing prey, but you lost the ability to play some other master card that was going to let you defend against your predator etc.
Also, though - and this applies to both the original idea and the card I suggested - a unique master card is, perhaps, easy enough for a many-master deck to contest itself. You play Credibility Issues against me. During my master phase, I play it against you (contesting your copy as I do so). Perhaps a piece of unique equipment or a retainer would be interesting.
(The idea of stealable equipment taken from Kaymakli Fragment.)
The idea (hope) would be that this is possibly less easily contestable by the many-master deck - you get the option of blocking the action, say.
Replied by jamesatzephyr on topic Re: A yet to be unpopular "fix" for MMPA
How about temporary punishing someone with extra master phase actions?
Credibility Issues
Type: Unique Master
Master: trifle.
Give this card to any Metusaleah. You still control this card. Metusaleah with this card pays one extra pool for a master card he plays after the first while this card is in play. Burn this card during your untap phase.
For most non-many-master decks, your master phase is quite precious, and I'd be concerned that a purely hoser card like this would be annoyingly detrimental. Yes, you've hurt your wildly master card playing prey, but you lost the ability to play some other master card that was going to let you defend against your predator etc.
Also, though - and this applies to both the original idea and the card I suggested - a unique master card is, perhaps, easy enough for a many-master deck to contest itself. You play Credibility Issues against me. During my master phase, I play it against you (contesting your copy as I do so). Perhaps a piece of unique equipment or a retainer would be interesting.
Mystical Artifact of Doom
Unique Equipment, 2 pool
This vampire has +1 strength and may prevent one damage per combat. When this vampire is ready, if a vampire has a special ability that provides additional master phase actions, that abiilty is ignored. Any minion opposing this vampire in combat may steal the Mystical Artifact of Doom as a strike.
Unique Equipment, 2 pool
This vampire has +1 strength and may prevent one damage per combat. When this vampire is ready, if a vampire has a special ability that provides additional master phase actions, that abiilty is ignored. Any minion opposing this vampire in combat may steal the Mystical Artifact of Doom as a strike.
(The idea of stealable equipment taken from Kaymakli Fragment.)
The idea (hope) would be that this is possibly less easily contestable by the many-master deck - you get the option of blocking the action, say.
Last edit: 20 May 2013 15:46 by jamesatzephyr.
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20 May 2013 16:48 #48799
by Boris The Blade
- is free,
- has no effect in combat,
- has requirements to use.
The MAoD is a much more tempting target to steal, and much more difficult to use without risking it stolen. It would take Immortal Grapple or dedicated long range combat to play safely.
Replied by Boris The Blade on topic Re: A yet to be unpopular "fix" for MMPA
But contrary to your proposal, Kaymakli Fragment:(The idea of stealable equipment taken from Kaymakli Fragment.)
- is free,
- has no effect in combat,
- has requirements to use.
The MAoD is a much more tempting target to steal, and much more difficult to use without risking it stolen. It would take Immortal Grapple or dedicated long range combat to play safely.
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20 May 2013 19:44 #48808
by jamesatzephyr
Yeah, true. I threw the ability together in about 30 seconds.
But could the principle of a piece of unique equipment or a unique retainer (or something similar) that gives you +1 awesome and anti-MMPA tech work better than a unique master? I think possibly yes - if a decent positive effect can be found.
Replied by jamesatzephyr on topic Re: A yet to be unpopular "fix" for MMPA
But contrary to your proposal, Kaymakli Fragment:
- is free,
- has no effect in combat,
- has requirements to use.
Yeah, true. I threw the ability together in about 30 seconds.
But could the principle of a piece of unique equipment or a unique retainer (or something similar) that gives you +1 awesome and anti-MMPA tech work better than a unique master? I think possibly yes - if a decent positive effect can be found.
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20 May 2013 20:26 #48815
by Ohlmann
Replied by Ohlmann on topic Re: A yet to be unpopular "fix" for MMPA
A vote that reveal the hand of target player and make him burn one pool, plus one pool per master ?
MMPA deck have a lot of master, so it work like a Neonate Breach on them, but against other deck it's still an half decent damage vote and a way to see their hand.
MMPA deck have a lot of master, so it work like a Neonate Breach on them, but against other deck it's still an half decent damage vote and a way to see their hand.
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21 May 2013 00:01 #48816
by ReverendRevolver
And to really screw someone whos deck has alreqdy crapped too many green cards into thier hands.
Could be done tho, i suppose.
Replied by ReverendRevolver on topic Re: A yet to be unpopular "fix" for MMPA
A vote that reveal the hand of target player and make him burn one pool, plus one pool per master ?
MMPA deck have a lot of master, so it work like a Neonate Breach on them, but against other deck it's still an half decent damage vote and a way to see their hand.
And to really screw someone whos deck has alreqdy crapped too many green cards into thier hands.
Could be done tho, i suppose.
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21 May 2013 10:53 - 21 May 2013 11:01 #48846
by jamesatzephyr
It feels a bit too hosery and silver bullet-ish. I like the "put this on a vampire / if they are ready" sort of card, because it instantly opens up options for interaction - "I'll rush him if you...", "I'll Banish him if you...", as well as the MMPA deck being able to diversify a little into that sort of tech itself. It's also relatively weak against other decks.
So maybe make it a little more powerful against other decks, and a little less powerful against many master decks. Say:
2 damage + reveal feels less awful compared to 3 damage from KRC (+1 that might be going somewhere else), while the card can't do 7 or 8 damage in one go.
It still feels a bit "off" to me, though.
Replied by jamesatzephyr on topic Re: A yet to be unpopular "fix" for MMPA
A vote that reveal the hand of target player and make him burn one pool, plus one pool per master ?
It feels a bit too hosery and silver bullet-ish. I like the "put this on a vampire / if they are ready" sort of card, because it instantly opens up options for interaction - "I'll rush him if you...", "I'll Banish him if you...", as well as the MMPA deck being able to diversify a little into that sort of tech itself. It's also relatively weak against other decks.
So maybe make it a little more powerful against other decks, and a little less powerful against many master decks. Say:
Some Name
Political Action, Requires a titled vampire
Choose a Methuselah. If this referendum is successful, that Methuselah burns 2 pool and reveals the contents of their hand to all players. If that Methuselah has X (4? 3?) or more master cards in their hand, you may then choose to have that player burn X (2? 1?) additional pool or, alternatively, discard X (2? 3?) cards at random (other Methuselahs do not see the replacements). Only one Some Name may be played per turn.
Political Action, Requires a titled vampire
Choose a Methuselah. If this referendum is successful, that Methuselah burns 2 pool and reveals the contents of their hand to all players. If that Methuselah has X (4? 3?) or more master cards in their hand, you may then choose to have that player burn X (2? 1?) additional pool or, alternatively, discard X (2? 3?) cards at random (other Methuselahs do not see the replacements). Only one Some Name may be played per turn.
2 damage + reveal feels less awful compared to 3 damage from KRC (+1 that might be going somewhere else), while the card can't do 7 or 8 damage in one go.
It still feels a bit "off" to me, though.
Last edit: 21 May 2013 11:01 by jamesatzephyr.
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