file [submission] Take away

08 May 2015 22:03 - 08 May 2015 22:05 #70991 by direwolf
Replied by direwolf on topic Re: [submission] Take away
Liftoff
Combat
Requires flight ( :flight: .)
Grapple. Press. If combat ends, opponent takes two environmental damage. If combat continues, opponent takes two environmental damage and range is defaults to long during the maneuver phase. Edit: Opponent can cancel this card by playing a grapple.


It takes the concept of lifting your opponent and dropping them, but it takes place during the press step, and you either drop em and run or drop em and pounce :)

:tore: :pre: :tem: :aus: 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.
Last edit: 08 May 2015 22:05 by direwolf.

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11 May 2015 16:01 - 11 May 2015 16:01 #71032 by jamesatzephyr

Liftoff
Combat
Requires flight ( :flight: .)
Grapple. Press. If combat ends, opponent takes two environmental damage. If combat continues, opponent takes two environmental damage and range is defaults to long during the maneuver phase. Edit: Opponent can cancel this card by playing a grapple.


Technical problem: you probably want to make it more like "Opponent may discard a grapple card to cancel this card as it is played" to more closely follow the Target cards. They can't generally play grapples at this point.

I could see this being interesting in a combat-heavy metagame, where you might find yourself being opposed by a lot of damage prevention or something like that, so you can't easily play Disarm. But in a somewhat more sleaze-ridden tournament environment - with a healthy proportion of Dem stealth bleed, Obfuscate Ventrue, any sort of Presence vote, lots of S:CE etc. to offset some of the stick-men grinders and the like - I'd expect it mostly to be better to play IG+Disarm, with maybe one or two of these for spice. In general, why go to a second round if you don't need to?
Last edit: 11 May 2015 16:01 by jamesatzephyr.

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