file Card submissions for library card to indy discplines

27 Nov 2013 23:38 #57183 by jamesatzephyr

Name: Coils of the Serpent
Cardtype: Combat
Cost: None
Discipline: Serpentis
Clan: None
:ser: Press.
:SER: Only usable before range is determined. This vampire gains +1 strength for the remainder of combat, once this round, this vampire can burn a blood to get a press, only usable to continue combat. A vampire can play only one Coils of the Serpent at superior each round.


Overall, I'd say a bit weak. (I don't think the concept of more Serpentis combat is bad. Just this isn't it.)

Going to a second round is just quite poor, so the Press at inferior isn't great. Going to a second round gives your opponent another chance to hit you for hand damage, so if you think of it as costing another blood, it's not wonderful. And the Setites lack much by way of anti-S:CE, or additional strikes. So for what it's doing that's good for a deck, it's not doing much more for me than just playing Target Vitals or Target Head - might as well get 2 extra damage this round.

If you want to go with coiled tentacle ideas, that sounds pretty awesome. And a Grapple flavour, you could do some fun things. Maybe make the inferior a bread-and-butter strike, and the superior something a little more unusual or innovative. How long are the tentacles? How strong?
Cobra Coils
Combat. Grapple.
[ser] Decent combat strike, or +damage.
[SER] Play before range is determined. For the remainder of combat, this vampire's hand strikes are effective at long range.
[SER] Play before range is determined, no more than once per round. This round, maneuvers and dodges cost your opponent an additional blood or life.
[SER] Play before range is determined, no more than once per round. This vampire inflicts 2 additional damage on the opposing minion during the press step.
[SER] Play before range is determined, no more than once per round. Burn a blood to set range to close this round (skip the determine range step). Any equipment possessed by your opponent is ineffective this round.

Name: Secrets of the Dead.
Cardtype: Action
Cost: 1 blood
Discipline: Necromancy
Clan: None
+1 Stealth Action.
:nec: Remove up to 2 minion cards from your ash heap from the game to search your library for another copy of each removed card and move them to your hand, discard down to your hand size and shuffle your library afterwards.
:NEC: Remove 5 cards in your ash heap from the game to gain 2 pool.
...
How does this card address a compelling game need?: While the Giovanni might not find overly much use to this, due to them having govern the unaligned and sudario refraction already, it should help the other necromancy clans, samedi and harbingers with some recursion and pool gain.


It offers pool gain and a relatively weak tutor effect. But no recursion. You're not getting any extra cards back into your library or hand, or anywhere else you could use them again from.

I am not sure if it should cost a blood or not, but gave it blood cost to be safe, it can always be removed if it would seem too weak with it in playtesting.


Even without the blood cost, the inferior would probably feel quite weak to me. At superior, it's not great with the cost (compare Art Scam, Reunion Kamut),fairly decent without it.

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28 Nov 2013 00:35 #57185 by Juggernaut1981
Coils of the Serpent The Combat-Avoidance Crippler
Combat
1 blood
[ser] Strike: hand strength, ranged.
[SER] Only playable before range is chosen once per combat. Gain one Maneuver each round and Strike: Dodge and Strike: Combat Ends cost the opposing minion one additional blood if the range is close.

Coils of the Serpent Long-Combat Punishing Card
Combat
1 blood
Only usable after range is chosen and is close on the first round of combat. Grapple.
[ser] Range for all rounds of this combat will be close, skip the determine range step. In addition, the opposing minion cannot press to end.
[SER] As above, but this minion deals 1 damage to the opposing minion before strikes are chosen in every round after the first.

:bruj::CEL::POT::PRE::tha: Baron of Sydney, Australia, 418

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28 Nov 2013 02:25 - 28 Nov 2013 02:37 #57186 by self biased

Coils of the Serpent The Combat-Avoidance Crippler
Combat
1 blood
[ser] Strike: hand strength, ranged.
[SER] Only playable before range is chosen once per combat. Gain one Maneuver each round and Strike: Dodge and Strike: Combat Ends cost the opposing minion one additional blood if the range is close.


i really like this idea, but... templating issues.

Coils of the Serpent
Combat
1 blood
[ser] Strike: hand strength, ranged.
[SER] Only playable before range is chosen once per combat. Optional Maneuver each round of combat. Strike: Dodge and Strike: Combat Ends cost the opposing minion one additional blood if the range is close. a minion may only play one Coils of the Serpent at superior each combat.

with a once per combat clause, i might even eliminate the range restriction for the additional blood effect.
Last edit: 28 Nov 2013 02:37 by self biased.

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28 Nov 2013 04:17 #57187 by Juggernaut1981

with a once per combat clause, i might even eliminate the range restriction for the additional blood effect.

Actually I was thinking of that being a very thematic application. The idea behind it being that Coils of the Serpent shouldn't work at long like that due to 'reach' problems.

:bruj::CEL::POT::PRE::tha: Baron of Sydney, Australia, 418

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28 Nov 2013 09:37 #57194 by Klaital
My goal with Coils of the Serpent was for it to have good synergy with Skin of the Adder (which is about the best serpentis combat card currently) which supports press combat since it gives you prevent each round, so you could get a nice short chain combat using one of each to do similar damage to crows + bats, (h3, press, h3, while preventing 1 each round). And its usable once per round to simulate the squeeze just getting stronger and stronger the longer it goes on (aka second round you could play another to hit for 4 that round, and so on). I was thinking about making the press at superior free also, but was concerned it would be too strong then.

Could also make it instead of +strength to just be hand strikes do 1 additional damage similar to the wording in skin of the adder to make it more thematic since having constrictor snake type tentacles shouldn't make you any better in swinging a baseball bat, or alternatively add a 'cannot use weapons during this combat' clause to simulate the same thing. But I wanted to keep it simple, as overly long and complicated card texts are just a headache.

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28 Nov 2013 15:53 #57206 by ReverendRevolver
I like the origional idea, because setites withiut potence lack the only ser combat good enough to rely on, currently.making just serpentis have this optiin makes it better. Or we could add presses and more damage to skin of the adder via errata ;)

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