risque rushes or high risk ambushes
20 Mar 2015 06:16 #69967
by direwolf
Independent Futurist. Contrarian (titled, X votes where X is the number of votes as the acting minion.) Target Vitals is always the better combat card.
risque rushes or high risk ambushes was created by direwolf
"The Best Defense..."
Action.
Requires a vampire.
Enter combat with a minion controlled by your predator and move this card to that minion. That minion's controller may with this card may burn this card for +1 bleed. Your minion has an optional maneuver and press.
"Belligerence"
Action.
1
Requires a vampire.
Enter combat with a minion controlled by your prey with an optional maneuver or press. Your prey may cancel this card by paying 1 pool. If this card is cancelled, this vampire gains two blood.
Action.
Requires a vampire.

"Belligerence"
Action.
1

Requires a vampire.





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20 Mar 2015 13:00 #69969
by jamesatzephyr
Conceptually, I quite like it. I would worry, however, that the restriction of only going for your predator is quite high, even when you remove a DNR clause and give a press. And while you would probably make sure you had - so far as possible - the right cards to dunk the vampire there and then, that might jam your hand for an action or two while you were waiting to redraw an Immortal Grapple or Psyche! or similar. So it feels like not much gain overall given the fairly sizable cost of predator only.
I could imagine something with a similar concept working in a discipline, so that you had a usable but slightly awkward inferior, and a better superior. What discipline? Not sure. None of the mainstream disciplines feel quite right, but I could see something conceptually along this line of thought working for Valeren or Abombwe, maybe.
So, either you get into combat and have maneuver or press for a pool, or you pay two blood for a 'bleed' for one. Hmmm. The 'bleed' option probably isn't the worst trade in the world, but giving so much of the power to your prey also feels a bit angst inducing - if you have cards for a combat, you probably want to be in a combat. But if it's successful, that does feel quite annoying - many combat decks don't have that much pool gain (compared to other decks) so paying for even two or three of these in a game could pinch quite quickly.
Replied by jamesatzephyr on topic Re: risque rushes or high risk ambushes
"The Best Defense..."
Action.
Requires a vampire.Enter combat with a minion controlled by your predator and move this card to that minion. That minion's controller may with this card may burn this card for +1 bleed. Your minion has an optional maneuver and press.
Conceptually, I quite like it. I would worry, however, that the restriction of only going for your predator is quite high, even when you remove a DNR clause and give a press. And while you would probably make sure you had - so far as possible - the right cards to dunk the vampire there and then, that might jam your hand for an action or two while you were waiting to redraw an Immortal Grapple or Psyche! or similar. So it feels like not much gain overall given the fairly sizable cost of predator only.
I could imagine something with a similar concept working in a discipline, so that you had a usable but slightly awkward inferior, and a better superior. What discipline? Not sure. None of the mainstream disciplines feel quite right, but I could see something conceptually along this line of thought working for Valeren or Abombwe, maybe.
"Belligerence"
Action.
1
Requires a vampire.Enter combat with a minion controlled by your prey with an optional maneuver or press. Your prey may cancel this card by paying 1 pool. If this card is cancelled, this vampire gains two blood.
So, either you get into combat and have maneuver or press for a pool, or you pay two blood for a 'bleed' for one. Hmmm. The 'bleed' option probably isn't the worst trade in the world, but giving so much of the power to your prey also feels a bit angst inducing - if you have cards for a combat, you probably want to be in a combat. But if it's successful, that does feel quite annoying - many combat decks don't have that much pool gain (compared to other decks) so paying for even two or three of these in a game could pinch quite quickly.
The following user(s) said Thank You: direwolf
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25 Mar 2015 03:41 #70049
by direwolf
Independent Futurist. Contrarian (titled, X votes where X is the number of votes as the acting minion.) Target Vitals is always the better combat card.
Replied by direwolf on topic Re: risque rushes or high risk ambushes
"Malkavian did what?"
Action.
Requires a
or 
Enter combat with a vampire controlled by your predator or prey. Combat cards cost this vampire 1 less blood. If this vampire goes to torpor or is burned, burn 2 pool.
Game need: Entering combat isn't something Malkavians normally do. The only reason to do this if you are disguising weapons and/or using Coma. This gives Malk combat decks some more options with the blood cost reduction. (this card inspired by the look on Ben Peal's face when I announced "Normal Bum's Rush's (Ben's) the Great Beast." (Normal lost.)
"Kindred Hold'em"
Requires a vampire.
Enter combat with another vampire. At the start of each round of combat each vampire's controller places a card from the top of his or her deck face down on the table. The vampire that loses the least blood this combat, her controller draws all of the cards set aside (discard down to hand size.) If tied, discard the cards.
"Murder"
Requires a vampire.
Enter combat with a non-vampire. If the target minion is ready at the end of combat place this card on the acting vampire. Any vampire may enter combat with this vampire. You may use a master phase action to burn this card.
"Blood Addiction"
Requires a ghoul or mortal ally.
Enter combat with a vampire. This minion has an additional press. If the opposing vampire is sent to torpor or burned, put this card on the acting minion refill it's life. This minion has + 1 life and is a ghoul.
Action.
Requires a


Enter combat with a vampire controlled by your predator or prey. Combat cards cost this vampire 1 less blood. If this vampire goes to torpor or is burned, burn 2 pool.
Game need: Entering combat isn't something Malkavians normally do. The only reason to do this if you are disguising weapons and/or using Coma. This gives Malk combat decks some more options with the blood cost reduction. (this card inspired by the look on Ben Peal's face when I announced "Normal Bum's Rush's (Ben's) the Great Beast." (Normal lost.)
"Kindred Hold'em"
Requires a vampire.
Enter combat with another vampire. At the start of each round of combat each vampire's controller places a card from the top of his or her deck face down on the table. The vampire that loses the least blood this combat, her controller draws all of the cards set aside (discard down to hand size.) If tied, discard the cards.
"Murder"
Requires a vampire.
Enter combat with a non-vampire. If the target minion is ready at the end of combat place this card on the acting vampire. Any vampire may enter combat with this vampire. You may use a master phase action to burn this card.
"Blood Addiction"
Requires a ghoul or mortal ally.
Enter combat with a vampire. This minion has an additional press. If the opposing vampire is sent to torpor or burned, put this card on the acting minion refill it's life. This minion has + 1 life and is a ghoul.




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