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Pullen

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Nov 21, 2009, 5:24:10 AM11/21/09
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Down the Food Chain
Type: Combat
Requires: Animalism
Only usable at the end of a round of combat in which this vampire
successfully inflicted more damage than the opposing minion. Not
usable by a vampire being burned or going into torpor.
[ani]This vampire gains 3 blood from the blood bank
[ANI]This acting vampire can burn a blood to enter combat with an ally
or vampire with capacity under 6 controlled by the same Methuselah.
If this acting vampire is not ready at the end of the action, you burn
1 pool.Only one Down the Food Chain may be played at superior each
turn.

I think large combat vamps could use something like this to help deal
with wennie swarms, also cycles well enough and could help Gangrel
poke agg at inf.

Wraith of the True Believers
Type: Action
Requires: cardinal,regent
Put this card on a vampire controlled by your predator or prey and
gain a blood. When a vote called by the acting minions controller
passes you may burn this card to deal 2 damage to this Vampire. A
vampire can only have one Wraith of the true Believers.

The name is kinda lame but it goes well with the whole intimidation
tactics of the Sabbat. I also like the Zillah's Tears template so
cards similar to it for the Sabbat might be nice.

Favored Pet
Type: Retainer
Requires: titled
Cost: 1 blood
Ghoul with 1 life
When this Favored Pet enters play, move a master: Discipline card to
it from your hand or burn this Favored Pet. The vampire with this card
can reduce the cost of a card that require this discipline once each
turn. This vampire may move put this card into play as a 1 capacity
vampire that must hunt this turn as a 1 stealth action.

I think this would just be cool.

Matthew T. Morgan

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Nov 21, 2009, 9:28:54 AM11/21/09
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On Sat, 21 Nov 2009, Pullen wrote:

> Down the Food Chain
> Type: Combat
> Requires: Animalism
> Only usable at the end of a round of combat in which this vampire
> successfully inflicted more damage than the opposing minion. Not
> usable by a vampire being burned or going into torpor.
> [ani]This vampire gains 3 blood from the blood bank
> [ANI]This acting vampire can burn a blood to enter combat with an ally
> or vampire with capacity under 6 controlled by the same Methuselah.
> If this acting vampire is not ready at the end of the action, you burn
> 1 pool.Only one Down the Food Chain may be played at superior each
> turn.

Really good idea here. A way for a fatty to beat up two weenies in one
action would be a great addition to the game!

Blooded Sand

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Nov 21, 2009, 12:35:40 PM11/21/09
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This could also be one hell of a boost for ani walls.

Pullen

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Nov 22, 2009, 4:48:58 AM11/22/09
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Well I made the distinction og only being usable by an acting vamp but
that could be droped

Pullen

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Nov 22, 2009, 4:56:59 AM11/22/09
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Blooded Sands post got me thinking that ANI walls could use a little
help so I thought of this.

Seeing Red Again
Type: Reaction
Requires: Animalism
Cost: 1 blood
Frenzy.
[ani]Cancel an action modifier as it played that would prevent this
vampire from blocking. If combat occurs this vampire cannot maneuver
to long or end combat as a strike, in that combat their is a press to
continue on the first round. This vampire can no longer gain intercept
on this action.
[ANI]As above, and this vampire get's +1 strength on the first round
of combat.

Izaak

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Nov 22, 2009, 7:24:07 AM11/22/09
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"Pullen" <matt...@yahoo.com> schreef in bericht
news:c2bfd5d1-d19c-4643...@37g2000yqm.googlegroups.com...

I don't think ani walls need help and neither do I think Blooded Sand's post
implied that.


Frederick Scott

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Nov 22, 2009, 1:36:46 PM11/22/09
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"Pullen" <matt...@yahoo.com> wrote in message
news:c2bfd5d1-d19c-4643...@37g2000yqm.googlegroups.com...

> Blooded Sands post got me thinking that ANI walls could use a little
> help so I thought of this.

HUH? Since when?

And would be a bad thing if wall decks were disadvantaged? I've never
looked at this game and thought, "Gee, we need more players to play
decks that just sit there like a lump on a log and cause the whole
game to be more static by punishing people for trying to actually
do something to move the game along."

Fred


Pullen

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Nov 22, 2009, 2:52:32 PM11/22/09
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On Nov 22, 1:36 pm, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> "Pullen" <mattp3...@yahoo.com> wrote in message

Well first, wall deck are a part of the game and some of us players
prefer a wall strategy over boring ass stealth and blah, so your
opinion on that matter just shows what you like to play and not what
the game could use. I do agree that walls tend to be to stationary and
need to be able to oust their prey, Auspex can eagle sight to block
pool gain and torp Famed vamps. If an animalism wall get a prey in
front of it that just goes forward with (D) actions it often "sits
like a lump" and cause's it's prey to just runaway with the table, so
yes ANI based walls could use the help ( and I don't like the idea of
it having an Eagle Sight of it's own), but I was thinking mainly of
how the Nos and !Nos have a lot of 7cap and above that are bad because
of their in clan discipline spread and need some support, the card I
proposed might not be the way to do it ( and looking at it it
doesn't), but I was trying to come up with ideas to help the game
instead of just logging on to a forum or group and bitching about how
this or that sucks.

Izaak

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Nov 22, 2009, 3:11:24 PM11/22/09
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> Well first, wall deck are a part of the game and some of us players
> prefer a wall strategy over boring ass stealth and blah, so your
> opinion on that matter just shows what you like to play and not what
> the game could use.

The game could use more ways to oust other than dominate, deflections and
votes.
It doesn't need more ways to stop people. The goal should be to oust. Not to
defend forever and hoping you can somehow oust your prey.

> I do agree that walls tend to be to stationary and
> need to be able to oust their prey, Auspex can eagle sight to block
> pool gain and torp Famed vamps. If an animalism wall get a prey in
> front of it that just goes forward with (D) actions it often "sits
> like a lump" and cause's it's prey to just runaway with the table, so
> yes ANI based walls could use the help ( and I don't like the idea of
> it having an Eagle Sight of it's own), but I was thinking mainly of

Relying on Eagle's Sight to oust a prey that moves forward is fragile at
best. Wall decks tend to be the best predators of pretty much any deck that
actually tries to oust its prey, bar vote decks. Those are royally screwed
and will generally just try and play for a timeout. Thank the wall deck for
those games.

> how the Nos and !Nos have a lot of 7cap and above that are bad because
>of their in clan discipline spread and need some support, the card I
> proposed might not be the way to do it ( and looking at it it
> doesn't), but I was trying to come up with ideas to help the game
> instead of just logging on to a forum or group and bitching about how
> this or that sucks.

He isn't bitching. He's stating the fact that wall decks tend to sit like a
lump because either their prey doesn't act because he's going to get blocked
anyway or act because they can't block their prey.
Retarded decks like Anneke/2nd, Tzimi Breath Walls or !Nos BH tech with 15
untaps Walls tend to do nothing but stall tables forever.

The game doesn't need more of those decks and any cards encouraging it
should not get printed :)


Juggernaut1981

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Nov 22, 2009, 5:01:50 PM11/22/09
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> Down the Food Chain
> Type: Combat
> Requires: Animalism
> Only usable at the end of a round of combat in which this vampire
> successfully inflicted more damage than the opposing minion. Not
> usable by a vampire being burned or going into torpor.
> [ani]This vampire gains 3 blood from the blood bank
> [ANI]This acting vampire can burn a blood to enter combat with an ally
> or vampire with capacity under 6 controlled by the same Methuselah.
> If this acting vampire is not ready at the end of the action, you burn
> 1 pool.Only one Down the Food Chain may be played at superior each
> turn.

Chased into the Open
Action
Requires: Animalism
[ani] Enter combat with a minion controlled by your prey. If the
target minion is not ready, transfer 1 blood from this vamp to your
pool.
[ANI] Only usable by a vampire with capacity 7 or greater. Choose two
minions. You enter combat with each of them, in turn, if this vampire
is ready. At the end of each combat if the opposing minion is not
ready, gain 1 pool.

> I think large combat vamps could use something like this to help deal
> with wennie swarms, also cycles well enough and could help Gangrel
> poke agg at inf.
>
> Wraith of the True Believers
> Type: Action
> Requires: cardinal,regent
> Put this card on a vampire controlled by your predator or prey and
> gain a blood. When a vote called by the acting minions controller
> passes you may burn this card to deal 2 damage to this Vampire.  A
> vampire can only have one Wraith of the true Believers.

Trusted Spy
Retainer
1 blood
Ghoul. 1 life. Immune to non-aggravated damage.
Requires a Sabbat vampire.
When your predator calls a vote which successfully deals you pool
damage, this retainer burns 1 blood from the acting minion and puts 1
blood on the minion with this retainer after the action resolves.

Vocal Minority
Ally
1 blood
Requires an Archbishop, Priscus, Cardinal or Regent.
Ghoul. 2 life. 1 strength. 0 bleed
Immune to non-aggravated damage.
When your predator calls a political action, you may tap this ally to
cause a vampire, other than the acting vampire, to abstain. This may
be done during the referendum, after terms are declared. This can
change a vampire's votes.

Violent Protest
Reaction
1 blood
Requires Sabbat Vampire capacity 6 or greater.
Only usable when a vampire attempts a political action, before it
resolves.
This reacting vampire enters combat with the acting minion. If this
minion deals more damage to the acting minion, this minion gains 2
votes in the referendum.

Eliseu Angelo

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Nov 22, 2009, 6:38:05 PM11/22/09
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Have you ever noticed that there is no way to pass a retainer from a
ally to other, or from a minion to an ally?

What about a card to do that?

And we can also have new hunting grounds for the bloodlines... (maybe
on the Heirs...)...

And new fee stakes... the really big fault that I found in TR was the
fee stakes. And cards to improve the voting power of the independent
decks...

But what I found most dreadful is the lack of reprints... its always
hard to tell the new players that they cannot have beast meld,
baltimore purge, etc,etc.

There are good cards for everything, but some of them are really hard
to come by.

Frederick Scott

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Nov 22, 2009, 10:46:24 PM11/22/09
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"Pullen" <matt...@yahoo.com> wrote in message
news:9a9c71c6-42ec-4952...@p23g2000vbl.googlegroups.com...

> On Nov 22, 1:36 pm, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> > "Pullen" <mattp3...@yahoo.com> wrote in message
> >
> > news:c2bfd5d1-d19c-4643...@37g2000yqm.googlegroups.com...
> >
> > > Blooded Sands post got me thinking that ANI walls could use a little
> > > help so I thought of this.
> >
> > HUH? Since when?
> >
> > And would be a bad thing if wall decks were disadvantaged? I've never
> > looked at this game and thought, "Gee, we need more players to play
> > decks that just sit there like a lump on a log and cause the whole
> > game to be more static by punishing people for trying to actually
> > do something to move the game along."
>
> Well first, wall deck are a part of the game and some of us players
> prefer a wall strategy over boring ass stealth and blah, so your
> opinion on that matter just shows what you like to play and not what
> the game could use.

Sure, I don't like them for personal taste reasons. But even so, I
still maintain the game has no particular use for them. I don't really
like rush combat decks either, for instance, but they have an important
role stopping decks which don't allocate enough resources to combat
defense, particularly hated high speed stealth-bleed decks. I haven't
seen any such redeeming features in wall decks. MHO. If you see any,
I'd be happy to hear what they are because I just never have.

> If an animalism wall get a prey in
> front of it that just goes forward with (D) actions it often "sits
> like a lump" and cause's it's prey to just runaway with the table, so
> yes ANI based walls could use the help ( and I don't like the idea of
> it having an Eagle Sight of it's own),

It depends on what you mean. The strength of ANI walls is that they're
hard to oust and they prevent both predator and prey develop their
positions, generally also to the benefit of grandpredator and grandprey.
Now if you want to help an Animalism-based deck to go forward while
forcing it to accept a hole in its defense in the process, I'd be all
for it. If you just want to give them some forward momentum ALONG with
their defensive advantages, I can't see how that would be a positive
thing. Letting their prey runaway with the table - if the prey happens
to play a deck based on directed actions and they don't need their
undirected actions (if any) to get ousts is exactly one the wall deck's
big vulnerabilities. And it's not that big of one, IMO. All decks need
such vulnerabilities for balance.

> but I was thinking mainly of
> how the Nos and !Nos have a lot of 7cap and above that are bad because
> of their in clan discipline spread and need some support, the card I
> proposed might not be the way to do it ( and looking at it it
> doesn't),

Well, honestly, I was more challenging the general statements you made
about wall decks needing help and not so much looking at the card you
proposed. In fact, the card is probably reasonable enough and looks
to me like it just gives wall decks an extra surprise option on defense.
It doesn't look like it makes them any stronger on the whole. I actually
wouldn't be opposed to printing that card.

> ...but I was trying to come up with ideas to help the game


> instead of just logging on to a forum or group and bitching about how
> this or that sucks.

It sort of sounds to me like you were coming up with idea to help a
type of deck you like to play. I mean, you like what you like, I don't
have a problem with that. I just don't see the argument for saying they
don't work well enough so ergo they need to be given something. There's
a TON of deck types I'd love to play that don't work well enough to win -
at least, not in tournaments. I don't think that's an argument to give
them something. It's just an argument that it would be OK (that is, it
wouldn't hurt the game) if they were given something.

Fred


Orpheus

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Nov 22, 2009, 10:46:14 PM11/22/09
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> Wraith of the True Believers
> Type: Action
> Requires: cardinal,regent
> Put this card on a vampire controlled by your predator or prey and
> gain a blood. When a vote called by the acting minions controller
> passes you may burn this card to deal 2 damage to this Vampire. A
> vampire can only have one Wraith of the true Believers.

That would be "Wrath". Believe me, Wraiths are a whole different thing... ;)


Aaron Clark

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Nov 22, 2009, 11:46:46 PM11/22/09
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Black Friday
Type: Event
All equip actions cost one less pool or blood (but never less than
zero blood or pool). All equip actions receive -1 stealth.
"There was already a line when Anastasia got to the store at 3:30 AM
for their special "Beat the Dawn" sale on laptops. This was going to
get nasty."

echia...@yahoo.com

unread,
Nov 23, 2009, 12:16:06 AM11/23/09
to
I agree with several of the other posters that Animalism Wall is
strong enough that it really doesn't need added help.

Auspex wall can generate more intercept, but Animalism wall is far
more resilient when it comes to combat. 3-cap Isabel can maybe Conceal
out a .44 Magnum at the worst. But 3-cap Stick plays Carrion Crows,
and torporizes you with successive Aid from Bats (maneuver to long,
press, play another one). Pack Alpha, Drawing out the Beast, Terror
Frenzy, and Song of Serenity are additional options that Auspex wall
doesn't have. I think the main benefits to the Auspex build is a
better crypt selection, Eagle's Sight, and bounce. But Animalism can
certainly hold its own.


On Nov 22, 5:38 pm, Eliseu Angelo <eang...@gmail.com> wrote:

> Have you ever noticed that there is no way to pass a retainer from a
> ally to other, or from a minion to an ally?
>
> What about a card to do that?


There are a few ways, but it's quite hard:

Obviously the main way is normally Heidelberg Castle but that doesn't
work with allies.

Shepherd's Innocence is probably the best option for Animalism. Let's
you steal other people's retainers too.

You can also rely on "steal retainer" effects like Far Mastery, Lure
of the Serpent, Putrescent Servitude, or Resurrection.


Retainers are defined as "henchmen, attendants or animals commanded
into the service of the minion," so they're not going to be readily
passed around like equipment. Then again, there are far fewer "burn/
steal retainer" effects compared to "burn/steal equipment" cards. (And
retainers rarely get targeted in combat).

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