[submission] Take away
08 May 2015 22:03 - 08 May 2015 22:05 #70991
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: [submission] Take away
Liftoff
Combat
Requires 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
Combat
Requires 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





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
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?
Replied by jamesatzephyr on topic Re: [submission] Take away
Liftoff
Combat
Requires 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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