file Play Dead

07 Jan 2017 06:30 #80036 by direwolf
Play Dead was created by direwolf
Play Dead
:combat:
1 :blood:
Requires an Anarch.
:nec: Strike: combat ends.
:for: Prevent all damage from a strike with an optional press to end combat.
:obf: Press to continue combat. On the next round, the opposing minion does not get an initial strike.

WoD reference: The anarchs are supposed to use unorthodox methods. In this case, each ability is not out of scope for the disciplines.
Game need: as I type this, I don't recall how many defensive anarch three way cards there are, but not many.

: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.

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07 Jan 2017 13:17 #80038 by jamesatzephyr
Replied by jamesatzephyr on topic Play Dead

Play Dead
:combat:
1 :blood:
Requires an Anarch.
:nec: Strike: combat ends.
:for: Prevent all damage from a strike with an optional press to end combat.
:obf: Press to continue combat. On the next round, the opposing minion does not get an initial strike.


Overall, I think I quite like it, though I'm somewhat unconvinced by the Obfuscate level.

If you're going to second round and want them not to have a strike, you presumably have something aggressive to use. But being a press, it doesn't help if you face S:CE and have to Psyche! or Telepathic Tracking etc., and against another bruising deck, you still have to deal with the first round of combat, being whacked with guns or IG or whatever. So assuming you've survived the first round, is whatever you're doing in the second round worthwhile? Assuming you want to play with more than one level if possible, Obf/For is obviously Samedi and there's nothing that significant they can do in the second round that they couldn't just do in the first - maybe a Disguised RPG launcher or something. Most of the times it turns up elsewhere, it's on reasonably big off-clan vampires in any numbers, except probably for a few midbie confused Gangrel antitribu, and the occasional Obfuscate Ventrue. !Gangrel can probably aggro-poke you just as well in the first round. If you wanted to tempt an Obfuscate-y combat-y clan to come straight for it, the Nosferatu would probably just whack you with IG to start with, and I'm not sure it's a big goer for the Assamites as their big Achilles heel was always wasting cards in the face of S:CE (pre-Sanguine Entrapment), and this card doesn't really help with that.

I think the other two levels are pretty solid, I'm just concerned that the Obfuscate level is a bit off.

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09 Jan 2017 05:24 #80052 by direwolf
Replied by direwolf on topic Play Dead
Bringing up what another player might do is a can of worms. We can play games coming up with scenarios where the obfuscate level will and will not work.

I don't think the Obfuscate ability is supposed to work against a combat deck. It's basically a weak "additional strike" as worded now.

If that's not good enough, you may be right. In which case how about this:

:obf: Play when the opposing minion ends combat prematurely. Untap this vampire.

: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.

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