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/\ Jasper Phillips
/VVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz
j^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--.
* http://www.engr.orst.edu/~philljas/ "~"~'--`
Yes.
Multiple X really work where X is any card except Army of Rats
(which has explicit errata stating that it is non-cumulative).
Sometimes (like the case of Torn Signpost) it isn't very
interesting by virtue of card text, but it still "works".
--
L. Scott Johnson (vte...@wizards.com)
Official VtES Net.Rep for Wizards of the Coast.
(*) - Subject to review by Rules Team
> > Do multiple Anarch Revolts really work?
> Yes.
> Multiple X really work where X is any card except Army of Rats
> (which has explicit errata stating that it is non-cumulative).
Ok, I've gotta ask. Why in the world was AoR erratta'd and not
Anarch Revolt? They say essentially the same thing. Instead
of every meth burning 1 pool each turn for each Revolt, your prey
burns 1 pool each turn for each Army.
What's the deal?
Sorrow
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I think it is kinda obvious that you could pack a deck full of AoR and
have a pretty nasty deck. Your prey is left having to either block all
your +1 stealth actions or meet you action for action (thus killing any
deck concept they might have). Meanwhile you get in a very focused
attack. I think people quickly realized that cumulative AoR was just
broken (I believe it was one of the first errata)
Whereas 5 Anarch Revolts are deadly, but you also pay a very hefty
price, and you can not guarantee that your prey will be the first to
collapse.
The two cards are not really that comparable at all.
Anarch revolt targets every Methuselah. It tends to make games shorter by
making ALL methuselahs lose pool, but does not do too much to make any one
methuselah win. The main advantages are that 1) When you play Anarch
Revolt, you are the last to take damage from it, while your prey is the
first, meaning that, if everyone is ousted by the card, you have a greater
chance of being the last one standing, and 2) it helps if you are playing
a weenie deck, as the limited blood supply resulting prevents others from
bringing out the big minions. Except for the above considerations, Anarch
Revolt is almost as likely to help your enemies as it is to help the
Methuselah who plays it.
Compare Army of Rats
- It targets precisely the Methuselah you want to target, without damaging
yourself, or helping any other Methuselah oust his prey before you do.
- It costs a minion phase action instead of a master phase action. It is
playable by any minion with inferior animalism. With Rumours of Gehenna
and Parthenon in play, you can play at most 3 Anarch Revolts per turn.
However, with Navar McLaren and a horde of Animalism Weenies in play, one
can potentially play 8 or more Army of Rats per turn. Thus you can build
up astronomical levels of pool loss for your prey, without ever damaging
yourself. Once your first prey is out, the rats turn on the next victem.
Pretty soon you have the table swept.
At least with Anarch Revolt, the villain playing the card is damaging
himself as well, such that one still stands a chance against him. Were
Army of Rats not errata'd it would be a major ass kicker.
--
Lupus Australis
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