Tri-Mastery, concept for three discipline cards
03 Apr 2017 06:06 #81275
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.
Tri-Mastery, concept for three discipline cards was created by direwolf
Tri-Mastery
The Anarchs have the market cornered on versatility with basic disciplines. I am thinking in the other direction: specializing in something with superior disciplines.
Start with a card that can be used with one or more disciplines. Give it three abilities that require a superior discipline. It should cost 2 blood and be balanced on using two of the disciplines.
For my examples I am going to focus on cards that have three in-clan disciplines. You could make examples with two in-clan and one out-of-clan discipline. Combining three unrelated disciplines shouldn't necessarily be out of the question but are only accessible by a small set of vampires. However, I'm not saying it shouldn't be done.
I also stuck to the base 13 clans. Questionable whether this should be extended to Laibon and Bloodlines, I tend to think they don't need it. But post some ideas if you think they should get in on this.
WoD reference: These are not supposed to be "combined" powers like the dual discipline cards. Instead, they represent clever preparation or a complex sequence of actions taken by the vampire. Much like the anarch three-way cards that can use more than one discipline.
Game need: Game design has steered toward making big vampires more usable. (*cough* Villein.) The idea behind these cards is to give decks with big vampires more card efficiency. The blood cost is important because it is intended as an alternative to Villeining your fatty vampires. Card efficiency also helps Multiple Master Action decks, so the costs need to be balanced with that in mind as well.
Card ideas inside spoiler below:
Savant Mastery

2
More than one discipline can be used.
Bleed.
+2 bleed.
+1 stealth.
Gain a pool if successful.
Stealth Mastery

2
More than one discipline can be used.
+1 stealth.
+1 stealth.
+1 stealth.
Mental Mastery

2
More than one discipline can be used. Only usable as an action is announced.
Minions must burn a blood to attempt to block.
Allies and younger vampires have -1 intercept.
Tap an ally or younger vampire that is eligible to attempt a block.
Pack Mastery

2
More than one discipline can be used. Animal retainer with 1 life per discipline used.
This minion may strike for 1R damage.
Minions opposing this vampire at close range take 1 damage during the initial strike resolution.
This minion gets an optional maneuver each combat.
Political Mastery

2
More than one discipline can be used. Only usable during a political action.
Change the votes of a younger vampire to that of your choice.
This vampire gains 3 votes.
Usable by a tapped vampire. Untap this vampire.
Social Mastery

2
More than one discipline can be used.
Bleed.
+2 bleed.
If successful, add 2 blood to one of your younger uncontrolled vampires.
If successful, untap this vampire.
Minion Mastery

2
More than one discipline can be used. +3 stealth action.
Recruit a wraith or ghoul ally in your hand or ash heap.
Recruit a non-wraith non-ghoul ally in your hand or library.
This vampire gets +1 strength until your next untap phase and untaps.
Vigil Mastery

2
More than one discipline can be used.
+2 intercept.
Untap this vampire and attempt to block or do not tap to block. Only usable on an action directed at you or something you control.
This vampire has +1 strength in the resulting combat and can pay 1 less blood for a combat card.
Gorgon Mastery

2
More than one discipline can be used.
Give a minion a corruption counter. If the number of your corruption counters on the minion equals or exceeds the blood capacity of that vampire or the cost of that ally, you may burn all of your corruption counters on that minion to gain control of him or her.
This action is at +3 stealth.
Give a minion a corruption counter and tap the minion.
Duel Mastery

2
More than one discipline can be used. Strike: hand or melee weapon.
deals +2 with hand and melee strikes this round. Optional press.
with an additional strike and optional maneuver.
opposing minion deals 1 less damage with hands and weapons this round.
Fear Mastery

2
More than one discipline can be used. Only usable as an action is announced.
This vampire has +2 strength for the duration of this action.
Allies and Younger vampires have -1 intercept and burn a blood or life at the start of combat during this action.
Reaction cards cost an additional blood or life during this action.
Secret Mastery

2
More than one discipline can be used. +2 stealth action.
Draw 3 cards and move 3 cards to the bottom of your library heap.
Draw 2 crypt cards and move one uncontrolled vampire to the bottom of your crypt.
Look at the top card of your predator and prey's libraries. You may move one or both to the bottom of their deck.
Survival Mastery

2
More than one discipline can be used. A minion may only play 1 Survival Mastery each combat.
Prevent 1 damage each round of combat.
Prevent 1 damage each round of combat.
Prevent 1 damage each round of combat.
Other things I was thinking about:
Blood cost. If you wanted to design the cards with a higher opportunity cost you could make the blood cost variable. If each card costs "the number of disciplines used" -1, it would make the cards more usable by mid-cap vampires, and some of the low cap vampires with superior disciplines. The simplest design solution would be to make a blood cost symbol that represents that cost. (I am thinking the blood symbol with the superior discipline symbol with an "X -1")
An archetype might be nice. Would work for a deck that uses a lot of them rather than splashing a few in.
Discipline Mastery (yeah, confusing name. I love it.)
Master. Archetype.
Put this card a vampire you control above 7 capacity. This vampire pays 1 less blood for Mastery cards. A vampire may only have one archetype.
The Anarchs have the market cornered on versatility with basic disciplines. I am thinking in the other direction: specializing in something with superior disciplines.
Start with a card that can be used with one or more disciplines. Give it three abilities that require a superior discipline. It should cost 2 blood and be balanced on using two of the disciplines.
For my examples I am going to focus on cards that have three in-clan disciplines. You could make examples with two in-clan and one out-of-clan discipline. Combining three unrelated disciplines shouldn't necessarily be out of the question but are only accessible by a small set of vampires. However, I'm not saying it shouldn't be done.
I also stuck to the base 13 clans. Questionable whether this should be extended to Laibon and Bloodlines, I tend to think they don't need it. But post some ideas if you think they should get in on this.
WoD reference: These are not supposed to be "combined" powers like the dual discipline cards. Instead, they represent clever preparation or a complex sequence of actions taken by the vampire. Much like the anarch three-way cards that can use more than one discipline.
Game need: Game design has steered toward making big vampires more usable. (*cough* Villein.) The idea behind these cards is to give decks with big vampires more card efficiency. The blood cost is important because it is intended as an alternative to Villeining your fatty vampires. Card efficiency also helps Multiple Master Action decks, so the costs need to be balanced with that in mind as well.
Card ideas inside spoiler below:
Warning: Spoiler!
Savant Mastery

2

More than one discipline can be used.




Stealth Mastery

2

More than one discipline can be used.



Mental Mastery

2

More than one discipline can be used. Only usable as an action is announced.



Pack Mastery

2

More than one discipline can be used. Animal retainer with 1 life per discipline used.



Political Mastery


2

More than one discipline can be used. Only usable during a political action.



Social Mastery

2

More than one discipline can be used.




Minion Mastery

2

More than one discipline can be used. +3 stealth action.



Vigil Mastery

2

More than one discipline can be used.



Gorgon Mastery

2

More than one discipline can be used.



Duel Mastery

2

More than one discipline can be used. Strike: hand or melee weapon.



Fear Mastery

2

More than one discipline can be used. Only usable as an action is announced.



Secret Mastery

2

More than one discipline can be used. +2 stealth action.



Survival Mastery

2

More than one discipline can be used. A minion may only play 1 Survival Mastery each combat.



Other things I was thinking about:
Blood cost. If you wanted to design the cards with a higher opportunity cost you could make the blood cost variable. If each card costs "the number of disciplines used" -1, it would make the cards more usable by mid-cap vampires, and some of the low cap vampires with superior disciplines. The simplest design solution would be to make a blood cost symbol that represents that cost. (I am thinking the blood symbol with the superior discipline symbol with an "X -1")
An archetype might be nice. Would work for a deck that uses a lot of them rather than splashing a few in.
Discipline Mastery (yeah, confusing name. I love it.)
Master. Archetype.
Put this card a vampire you control above 7 capacity. This vampire pays 1 less blood for Mastery cards. A vampire may only have one archetype.




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