file [submission] Aerial scouts

06 Jun 2015 04:39 - 06 Jun 2015 04:56 #71495 by GreyB
Name: Aerial scouts
Cardtype: Master
Clan: Gargoyle
Cost: 2 pool
Put this card into play. Tap to give a Gargoyle +1 intercept.
Any minion with flight can tap to give a Gargoyle +1 intercept.

Art notes:
Dark profiles of flying gargoyles against a lightning lit sky.

How does this card address a compelling game need?:
Gargoyles have too many moving parts and a dependency on Tremere’s to actually be somewhat good in intercept.
Slave decks can benefit a bit more from intercept, don’t think it will be overpowered due to the many moving parts required.
Independent gargoyles really require some interception love without tremere dependency.
Combines nicely with “Hatchlings” and “Create Gargoyle”.

Created by:
Ben Gerrissen

:garg: :VIS: :POT: :FOR: :flight: -1 Strength
Last edit: 06 Jun 2015 04:56 by GreyB. Reason: Removed redundant wording

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08 Jun 2015 00:37 #71532 by ReverendRevolver
They have intercept, they need pool. Razor bat and media locations accomish what this does without tapping blockers.

Maybe a location that lets you tap fliers to reduce bleeds or pool cost on retainers, but intercept is findable.

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08 Jun 2015 17:45 #71560 by GreyB

They have intercept, they need pool. Razor bat and media locations accomish what this does without tapping blockers.

Maybe a location that lets you tap fliers to reduce bleeds or pool cost on retainers, but intercept is findable.


Intercept prevents most sources of pool loss, going for razor bats and media locations is too expensive to achieve similar amounts of intercept. Stacking up expensive permanent intercept isn't really a good option and Gargoyles could use some help on this.

Theme wise Gargoyles are also quite weak on the mind, so more bleed reduction isn't really thematically appropriate. I also can't find a good thematically solution to reduction of retainer/ally costs without (!)Tremere.

I am trying to approach a good solution through Gargoyle strengths, being combat, blocking and breeding. We could copy/paste what works for other clans, but again, would not be thematically correct and better solved by simply playing another clan :laugh:

I will keep throwing out ideas to gather feedback and hopefully I will come to a good roundup of ideas. If not used, then at least it has been a nice creative journey ;)

:garg: :VIS: :POT: :FOR: :flight: -1 Strength

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08 Jun 2015 18:23 #71564 by Nac
Replied by Nac on topic Re: [submission] Aerial scouts
what about a castle or something along that allows you to pay less from clan allies and retainers, with some restriction for tupdogs?

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08 Jun 2015 19:24 - 10 Jun 2015 19:33 #71567 by jamesatzephyr

what about a castle or something along that allows you to pay less from clan allies and retainers, with some restriction for tupdogs?


Those sorts of location thing have a tendency to be beaten by just playing decent pool gain instead. They're generally unique - and often masters - for understandable reasons, mostly that you don't want them to stack to hell. But that causes massive cramps for a deck - you can't easily justify more than 1-2 in the deck, but that means in a lot of games, you aren't drawing it early, if at all. And then you get cards like Tower of London which looks superficially attractive for all of the seven seconds it takes you to remember that you need to take 3 actions over three turns just to turn a profit, and why weren't you just playing Villein like everyone else? (Also, Charisma, being tied to one vampire.)

Sunset Strip is more niche (mortals) but not useless, and has an attractive alternative option. You might do something along those lines reasonably. Tap to reduce the cost by blah, or tap to do something else.

You'd potentially get a lot more mileage out of something more transient, such as something along the lines of Ravnos Cache Carnival. Alternatively, a minion card that's multi-functional. e.g.
Cobbled Together
Action Modifier / Combat
[vis] [for] [combat] Prevent one damage, or prevent two non-aggravated damage.
[VIS] [for] [act mod] Play when successfully resolving a recruit or employ action; the cost is reduced by 1 pool, and this acting vampire untaps.

(Fortitude excludes Tupdogs.)
Last edit: 10 Jun 2015 19:33 by jamesatzephyr.

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