file Card submission: Dark Horse

12 Jan 2014 15:22 #58516 by Ashur

More generally, I don't think the reason that the poor vampires aren't played is that they're slow to get out. It's more that they're poor vampires. It'd probably make a few of the borderline ones better but if you've got a crappy 10 cap vampire out a turn early, you've still paid 10 pool for a crappy 10 cap vampire. And yeah, you get to take an extra action with the 10 cap vampire or whatever, but if you'd played a better vampire you might well do better overall. For example, you'd rather have that 9 cap Prince who can call Parity Shift, or the 9 cap Archbishop who can play Eternal Vigilance, or whatever. The better quality of abilities could potentially make up the one turn deficit fairly quickly.

I kind of agree, even though I think crypt acceleration seem to be severely underplayed in many metas.

I will be adressing what you mention in future card submissions. Stay tuned.

"My strategy? Luck is my strategy, of course."

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12 Jan 2014 15:29 - 12 Jan 2014 15:34 #58517 by Pendargon

So, back to the drawing board ...

Why so upset? Easy fix: "Only one Dark Horse can be played each turn." (I think that would be enough)

Another thing I thought about was that the card could be stuck on the vamp after played, and be unique. But that is kind of bad, so it could give tha vamp a perk, +1 bleed or something like that.


So how does " only one dark horse can be played each turn" solves the issue of : Dark horse, Zillahs Valley, 3 transfers, ooh LOOK! Lucian the Perfect and my prey is doomed to die before he started infulencing .

(substitute Lucian the Perfect with Cybelle, Hutzilopochtli, Gerald Windham, or Guillaume Giovanni at your preference)

:QUI: :POT: :OBE: :CEL: :OBF: :tore: :assa:
Last edit: 12 Jan 2014 15:34 by Pendargon.

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12 Jan 2014 15:44 #58518 by jamesatzephyr

I kind of agree, even though I think crypt acceleration seem to be severely underplayed in many metas.


For accelerators like Zillah's, one problem is the classic issue that hits so many master cards people design. It's absolutely great if it turns up in turn one, turn two, maybe turn three. You go "Aaargh" when you draw it in turn 10 when you really wanted it to be Villein. But if you want to actually semi-rely on it, you need multiple of them in a deck.

Info Highway slightly avoids this by having some use in the end-game, such as improving your ability to Govern down, or to draw a vampire from your crypt and transfer to them a little more quickly. Eternals of Sirius can turn into a poor man's Ascendance in the late game.

Almost all the really great master cards are playable early, mid or late game - Blood Doll, Villein, Dreams are all solid whenever more or less whenever you draw them. The few that people hold on to until the late game (meaning, amongst other things, that they can get away with fewer of them in their deck) tend to be things like Pentex or Week of Nightmares, which are usually lunge cards or game changers.

Basically: if the card is basically wanted for turn one or two, I'd look at the copies you draw on turns six, eight and eleven too. Give it some sort of longevity, so you think "Oh yeah, that's not too bad if I draw it now." That may require slightly toning done its power for its "main" purpose.

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12 Jan 2014 16:51 #58519 by ReverendRevolver
Make the card go on the vampire.

Then make the vampire take X amount of damage when he becomes ready, where x is like capacity derived, to prevent uber bloat.

Still strong though.

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12 Jan 2014 18:02 #58522 by agzocgud
How about making this a sabbat card? (almost no sabbat vampires on the gasp-list)

Oliver Thrace
Gillaume Giovanni
Izhim Abd Azrael
Gerald Windham
Gotsdam, Tired warrior

Going second (two transfers)

Cybelle (GASP)
Goratrix
Huitzilopochtli
Karsh (to be merged later, if needed)
Nergal (double gasp)
Ayo Igoli
Thucimia

Going third (3 transfers)
Enkidu
Saulot
Lucian the perfect (triple gasp)


Overkill is highly underrated. You know, like in computor games and such.

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13 Jan 2014 03:06 #58530 by Suoli

Basically: if the card is basically wanted for turn one or two, I'd look at the copies you draw on turns six, eight and eleven too. Give it some sort of longevity, so you think "Oh yeah, that's not too bad if I draw it now." That may require slightly toning done its power for its "main" purpose.


Or you let Zillah's Valley be a dead card on turn six and give the deck builder a subtle problem with multiple (and hopefully interesting) possible solutions.

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