I've played Jyhad since 95' and I've been in torpor for awhile. I have
to disagree on a few points the "rule gods " have to say on a few
things. Annoying Magic players have been trying to water down this game
by applying limits on EVERYTHING. This is a mean game, not for nice
little nerd wimps. OK? STAND UP AND PROTEST THE MIGHTY WOTC LOL!
1 Wake with evening freshness. This card is not that powerful that it
needs to be replaced on your next untap. Replacing it after combat is
fine, sheesh.
2. Card limits- NO WAY!! Those losers trying to push 4 card limits
<cough> MAGIC > makes the game boring by making stealth the dominate
winning deck. With no limits, bizarre and interesting new combinations
will always be created. If someone wants to use 6 or more of a certain
card. let them. It will probably slow him down in other areas.
3. Voting Procedure
Vote pushing is fine. Now there are a 1 political card burned limits.
BOLLOCKS. And you can't replace the original vote until its over???
Here is my argument:
The terms are NOT I repeat NOT set as soon as the card is laid.
The prey and predator both have a chance to intercept before the terms(
ex. who will become justicar or who will lose blood from their pools
etc) are stated. Why can't I draw back to 7 for more stealth to
counter their intercept? YOU SHOULD BE ABLE TO!! Then ......if not
blocked and all intercept and stealth are done, no cards can be
replaced. This is how originally we play and still do. Oh, action
modifiers and reactions played after terms are set should not be
replaced. This seems fair. We don't cry if a vote is toppled because
the other players throw in vote cards, the caller should have planned
the vote better.
3. Return to Innocence and Archon Investigation.- If someone wants to
suicide thier vampires and bleed you for 10, oh well you should have
blocked or deflected them. Here is your hanky, Mr. I wanna limit the
Game. And what Malkavian would care if Archons are out to kill him?
Hey you don't have to use the +3 on conditioning, there is a +2 on there
as well LOL. 4. Lastly , No Repeat Actions. Another rule thats come
out in the recent years. Why not? I know those gangrels untapping and
going back in again is VERY annoying ,Majesty too. Vote these jerks out
or bleed them. Don't cry about it and limit the game.
Please respond to these topics and let me know what you think
about them. Thanks
In article <26226-38...@storefull-143.iap.bryant.webtv.net>,
[ quoted text not captured ]
Hello Jeffrey,
Prior to my move to Germany, I had played Jyhad/V:TES in Omaha upon
it's inital release. When I did finally arrive in Germany, I was
tasked to locate and build a new gaming group within the area. Still
building and locating, but have succeeded in forming a group.
Wanting to set the group here on the right track insofar as playing I
started my investigation of the new Errata and Rulings that had cropped
up during my removal from the game (6 to 7 months). It too was a shock
to see the new Errata that had been set down. But in order to
participate within the Tournaments located throughout Europe I am
placed into a position of having to accept the rulings to allow the
players within my group a fighting chance within the V:TES community at
large.
To start, I do agree with you on the Wake with Evening's Freshness
(WwEF). However, I have already been around the bend on this and the
approach you are taking is bound to start a "Flame War" with some of
the more respected voices here within the Newsgroup... Peter Bakija,
James Coupe, Carl Pilhatsch, LSJ, just to name a few.
The WwEF ruling was determined to be viable change after the release of
Forced Awakening (Sabbat) which has a blood cost attached if the minion
being so awakened does not block the action. This in turn gave the
WwEF card too much capability for free. (The ability to cycle a card
for nothing except the loss of the Wake.)
Card limits has not been identified as the norm within the V:TES
community. The game was initially exempt from card limits and still
retains this ruling. This does not preclude the use of House Rules
that impose card limits, however. Talk of getting some tournaments
sanctioned by the DCI with card limits has been initiated and from my
understanding still being discussed. So do not worry about the card
limit issue.
On Voting, when a vote is initially played that card (the vote action)
may be replaced as the both predator and prey now have the option of
blocking the action. After the conditions of the vote are set down and
actual votes being tallied, no cards can be replaced. Additionally,
only one (1) political action card can be used by any Methuselah to use
in the vote. The inital political card used by the acting Methuselah
is only political action card that Methuselah can play. This does not
preclude the use of Action Modifers or Reaction cards being played,
just the political action cards.
On the issue of Return to Innocence, the card is banned with in DCI
tournaments and therefore a mute point. If you really wish to continue
using the card in it's printed capacity, do so. I personally do not
see anything wrong with the card. It is strong, yes, but constructed
deck tournaments tend to have a larger number of Deflections and
Telepathic Misdirections built in the decks than what I am use to
seeing. So I am not entirely sure as to why the card received errata
in the first place. But as I stated before, it is banned in DCI
tournaments.
The Archon Investigation still works as advertised, the last time I
looked. So, I am unsure as to where your complaint is on this card.
The No Repeat Action rule is something I have never investigated. I
currently work under the rule to better prepare my group for
tournaments. It was a welcome relief from the S:CE decks and repeat
bleed offenders. For local rules within your community, play as you
wish. But if you ever want to play in the tournaments that are
steadily increasing around the world :) swallowing your pride and
trying the new rulings is the only way to do it.
There are rulings that I do not agree with and my method of lobbying
has altered so the Newsgroups do not have to suffer with me. Find out
who are the Princes. Find out who are the dominate voices. And make
your inquiries with direct e-mail messages to help keep the wars down.
Sincerely,
Michael Eichler
Prince of Ramstein
Sent via Deja.com http://www.deja.com/
Before you buy.
In article <26226-38...@storefull-143.iap.bryant.webtv.net>,
Trut...@webtv.net (Jeffrey Moore) wrote:
> I've played Jyhad since 95' and I've been in torpor for awhile. I
have
> to disagree on a few points the "rule gods " have to say on a few
> things. Annoying Magic players have been trying to water down this
game
> by applying limits on EVERYTHING. This is a mean game, not for nice
> little nerd wimps. OK? STAND UP AND PROTEST THE MIGHTY WOTC LOL!
Sit down, shut up, and take notes, you muppet.
> 1 Wake with evening freshness. This card is not that powerful that it
> needs to be replaced on your next untap. Replacing it after combat is
> fine, sheesh.
Yes it was. It's one of these 'no downside' situations where there was
no reason to look at the other wake cards. Check Deja news circa 7/7
1998 for the whole arguement.
> 2. Card limits- NO WAY!! Those losers trying to push 4 card limits
> <cough> MAGIC > makes the game boring by making stealth the dominate
> winning deck. With no limits, bizarre and interesting new
combinations will always be created. If someone wants to use 6 or more
of a certain card. let them. It will probably slow him down in other
areas.
Most people on this group would agree, which you would know had you
taken the time to read it before posting, troll-boy. *note* further
posts dealing with this section should be ignored by all future posters.
I repeat, do not respond to this arguement.
> 3. Voting Procedure
> Vote pushing is fine. Now there are a 1 political card burned limits.
> BOLLOCKS. And you can't replace the original vote until its over???
> Here is my argument:
> The terms are NOT I repeat NOT set as soon as the card is laid.
> The prey and predator both have a chance to intercept before the
terms(
> ex. who will become justicar or who will lose blood from their pools
> etc) are stated. Why can't I draw back to 7 for more stealth to
> counter their intercept? YOU SHOULD BE ABLE TO!! Then ......if not
> blocked and all intercept and stealth are done, no cards can be
> replaced. This is how originally we play and still do. Oh, action
> modifiers and reactions played after terms are set should not be
> replaced. This seems fair. We don't cry if a vote is toppled because
> the other players throw in vote cards, the caller should have planned
> the vote better.
Do you actually smoke crack? Have the voices in your head told you to
post this? At christmas too, shame on you. Crux of arguement: My weenie
stealth vote-push deck should be able to win every tournament i enter,
and forget all those people who are not playing vote-push or dedicated
intercept. Incidently have you played V:TES recently? under the new
rulings? It is a very happy and diverse place thanks very much,
tournament attendances are up and deck creativity is running at an all
time high. We're in our happy place- are you?
> 3. Return to Innocence and Archon Investigation.- If someone wants to
> suicide thier vampires and bleed you for 10, oh well you should have
> blocked or deflected them. Here is your hanky, Mr. I wanna limit the
> Game. And what Malkavian would care if Archons are out to kill him?
> Hey you don't have to use the +3 on conditioning, there is a +2 on
there as well LOL.
not all people like playing with deflections? sounds kooky i know, but
hey there are people who enjoy playing the game with clans other than
Ventrue/Malkavian or assorted weenies (as most pre-7/7 tournament games
were). Failure to play with deflections should not warrant an 11 point
bleed.
4. Lastly , No Repeat Actions. Another rule thats come
> out in the recent years. Why not? I know those gangrels untapping
and
> going back in again is VERY annoying ,Majesty too. Vote these jerks
out
> or bleed them. Don't cry about it and limit the game.
That's it. one step too far. Pro vote-push is one thing but this is
randomness of the highest order. A cycling Gangrel deck is more than a
little annoying, it's essentially mastubation. HA-HA!! I crush you
little kid! see my vampires flash in and out of torpor.
Out of interest, why not go the whole entropic hog and revert the errata
on Fame and Tomb? Hell they weren't overpowered at all were they? Why
have you decided to pick and choose your rules beef troll-kid?
> Please respond to these topics and let me know what you think
> about them. Thanks
>
You love causing trouble don't you troll-wonder, I bet you're there
slapping your flange at all the outrage you've caused. On the off chance
that you are for real, please take the comments in the spirit they were
meant, and i hope you have calmed down a little since the posted. Read
some of the achives for this group and catch up on the arguements for
and against the points you have raised. I think this is probably the
wrong place to air these sorts of views as i think you will get more
abuse than you bargained for.
matt
Team Spike (yep M:TG player too)
[ quoted text not captured ]
In article <26226-38...@storefull-143.iap.bryant.webtv.net>,
Jeffrey Moore <Trut...@webtv.net> wrote:
>1 Wake with evening freshness. This card is not that powerful that it
>needs to be replaced on your next untap. Replacing it after combat is
>fine, sheesh.
Yes, it is.
(You did not provide any other justification as to why it was not that
powerful, so I will not provide any other justification as to why it is
not. Much justification exists in Deja News if you wish to read it.)
>2. Card limits- NO WAY!!
This is nothing to do with the rules, and not fitting in a rant of this
nature.
>3. Voting Procedure>Why can't I draw back to 7 for more stealth to
>counter their intercept? YOU SHOULD BE ABLE TO!! Then ......if not
>blocked and all intercept and stealth are done, no cards can be
>replaced. This is how originally we play and still do. Oh, action
>modifiers and reactions played after terms are set should not be
>replaced. This seems fair. We don't cry if a vote is toppled because
>the other players throw in vote cards, the caller should have planned
>the vote better.
They could plan their stealth better, too, and not need to replace.
>3. Return to Innocence and Archon Investigation.- If someone wants to
>suicide thier vampires and bleed you for 10, oh well you should have
>blocked or deflected them. Here is your hanky, Mr. I wanna limit the
>Game.
I would suggest you go and read the plays recounted on DejaNews. Many,
many problems exist with the card Return to Innocence. Not everyone is
playing decks which can bounce or intercept. Bounce is only for auspex
and dominate - so the Assamites, Brujah, Brujah Antitribu, Caitiff,
Gangrel, Gangrel Antitribu, Nosferatu, Nosferatu Antitribu, Ravnos, and
Followers of Set all get screwed. And anyone playing it would have
"planned the <action> better", as you noted with the votes, so that they
have plentiful ways to stop you blocking it - lots of stealth,
unblockable actions, Concoction of Vitality, tapping you out first with
decoy actions, Misdirection (so any previous actions you take require
some of the Wakes I'm hoarding to block, and have none for the RtoI),
Seduction, Blood Bond, Incriminating Video Tape, the Nosferatu blackmail
card (the name escapes me) and so forth.
And then you recycle the vampire with Possession. Get some reward with
Redeem the Lost Soul. Keep them alive with Soul Gem. Yay!
> 4. Lastly , No Repeat Actions. Another rule thats come
>out in the recent years. Why not? I know those gangrels untapping and
>going back in again is VERY annoying ,Majesty too.
Yes, next? Once they pull it off *once*, they keep going. You do not
get to have any actions to vote them out of the game.
Also, not exactly a recent ruling, but one which has been part of the
rules set for tournaments for quite some time.
--
James Coupe
It figures a Magic weenie would respond, it's always these nerds trying
to ruin it cause their game is so boring and predictable. The wake
argument is SO valid because you can't replace it until after combat,
Gnoll (d&d gamer too? lol). The forced awakening gives you the option
of waking and replacing, but at a cost of 1 blood if you fail. It's not
that hard to understand, really.
Jeff
Prince of Cleveland
In article <10877-38...@storefull-146.iap.bryant.webtv.net>,
Jeffrey Moore <Trut...@webtv.net> wrote:
>It figures a Magic weenie would respond
Confucius Say: Before making fool of yourself, find out who you are
calling "Magic weenie".
Hint: Matt Green may play Magic but he's done far more for V:TES than
most of us will ever be able to do.
--
James Coupe
James Coupe wrote:
> Hint: Matt Green may play Magic but he's done far more for V:TES than
> most of us will ever be able to do.
I guess I'm ignorant, but who is Matt Green and just what has he done?
Raille.
Jeffrey Moore wrote in message
<10877-38...@storefull-146.iap.bryant.webtv.net>...
>It figures a Magic weenie would respond, it's always these nerds trying
>to ruin it cause their game is so boring and predictable.
Now we all know _you_ don't know who you are responding to :-)
>The wake
>argument is SO valid because you can't replace it until after combat,
Which isn't a sufficient drawback to prevent free cycling of the card...
Most common example: Include high number of WWEF, when a +1 stealth
action is called (say a vote), drop as many as you need, refusing to block,
and replace when action is complete. Lather, rinse, repeat... waiting for
relevant actions to block.
The point is that WWEF had one of the lowest opportunity costs, making
other wake type cards (along with disciplineless cards in general)
non-competitive by comparison. It was suffficiently imbalacing to deck
construction as to warrant errata, by WotC standards...
Regards,
R. David Zopf
Atom Weaver
V:EKN Prince of Charlotte, NC
Screw the card rewritings,
1. Wake - worthless fix, not every card has to have a downside. You're
right don't use the other wake cards. If you want that many wakes in your
hand as to be ridiculous well then, you'll wake and then what (no room for
other cards, but you are waking like a champ).
2. Card limits - This subject has been beaten to death
3. Vote push - Push all you want, shame on you for playing a weenie vote
push deck. This is also what max deck size is for. Exactly how was deck
creativity measured?
4. RTI and AI - Intercept / deflect / reduce the bleed or die (no
problems). Why, shouldn't you be bled for 11? Keep you pool high, rush
your predators big guns, make a deal with someone to bash his 10 point
vampire, play with the ravnos and reduce that stealth on the bleed and or do
the afore mentioned deflections, etc. Creativity is at an all time high
....... hmmm.
5. No repeat actions - repeat until you pass out. Same point as before,
stacking a deck as to become too specialized makes the deck weak in other
areas -- that's the trade off. Too much rush not enough intercept, I'm
sorry (thanks for playing), to much defense not enough attack, I'm sorry no
victory points for you (thanks for playing) ..... etc, etc
This is the perfect place to air these views, that is what this board is for
... someone doesn't like the point, who cares. What abuse? A differing
opinion? ..... that is why I post.
-Chris
PS Never had a problem with Fame and or the Tomb in its original writing.
They both work fine (and I have read the arguments, simply don't agree).
This game is meant to be a bit more social than magic .... not every problem
has to be conquered predator to prey, use the table and the other players to
your advantage.
Any concept can be bent as far as to seem broken, that's not a card issue
it's the player. This is a strategy game, not a lawyers exercise on rule
interpretation, bending and exploitation.
Flame away.
[ quoted text not captured ]
In article <3867A679...@id4.telecom.fedex.com>, Christopher Chew
<c...@id4.telecom.fedex.com> wrote:
>5. No repeat actions - repeat until you pass out. Same point as before,
>stacking a deck as to become too specialized makes the deck weak in other
>areas -- that's the trade off.
How about the non-trade off of "Pull off one bleed action, pull off 20",
as the Gangrel loop decks did?
--
James Coupe
In article <386757...@mich.com>, Raille <rai...@mich.com> wrote:
>I guess I'm ignorant, but who is Matt Green and just what has he done?
A great deal within Wizards of the Coast for the profile of V:TES when
he worked for them, keeping it alive at EuroGenCon 97 and 98, providing
prize support to those who needed it and so forth, when no-one else in
the UK branch of WotC really even knows what it is. Kind of like people
like Eric and Jennifer, within WotC US.
--
James Coupe
James Coupe wrote:
>
> In article <3867A679...@id4.telecom.fedex.com>, Christopher Chew
> <c...@id4.telecom.fedex.com> wrote:> >5. No repeat actions - repeat until you pass out. Same point as before,
> >stacking a deck as to become too specialized makes the deck weak in other
> >areas -- that's the trade off.
>> How about the non-trade off of "Pull off one bleed action, pull off 20",
> as the Gangrel loop decks did?
>
> --
> James Coupe
I really have to agree with James on this.
Having the opportunity to take a single turn, before my gangrel opponent
went through his deck and ousted the remaining 3 players.
Raille.
Hey I want a turn!
Christopher Chew wrote in message
<3867A679...@id4.telecom.fedex.com>...
>Screw the card rewritings,
>
>1. Wake - worthless fix, not every card has to have a downside.
True, not every card has to have a down side, but every card should have
some opportunity cost. Wkae lacked one pre-errata.
>3. Vote push - Push all you want, shame on you for playing a weenie vote
>push deck. This is also what max deck size is for. Exactly how was deck
>creativity measured?
>
By observing the increase in diversity of tactics used to win tournaments,
for one. "Shame on you" is not a viable tactic in tournament play ;-) nor
is it at all relevant to arguments here...
>4. RTI and AI - Intercept / deflect / reduce the bleed or die (no
>problems). Why, shouldn't you be bled for 11?
No one said that you shouldn't.. It should just cost you _something_...
again, this goes back to opportunity cost. It was ridiculously easy to have
Arika bleed unblockably for 16 after being MT'ed for minimum cost. Lather,
rinse, repeat, yawn... game over four iterations later.
>Keep you pool high, rush
>your predators big guns, make a deal with someone to bash his 10 point
>vampire, play with the ravnos and reduce that stealth on the bleed and or
do
>the afore mentioned deflections, etc. Creativity is at an all time high
>....... hmmm.
None of these address the singular imbalancing impact of RTI on table
dynamic...
>
>5. No repeat actions - repeat until you pass out. Same point as before,
>stacking a deck as to become too specialized makes the deck weak in other
>areas -- that's the trade off. Too much rush not enough intercept, I'm
>sorry (thanks for playing), to much defense not enough attack, I'm sorry no
>victory points for you (thanks for playing) ..... etc, etc
>
Ever play against a Gangrel Loop deck? It was actually worse than a Ventrue
RTI deck, in that ousting two or three players a turn, each at 10-20 pool
wasn't uncommon in my old play group (pre NRA)...
Your defocused deck suggestions have some merit... Asoften as not,
though, a deck like this succeeds in doing not much against a variety of
tactics, and not doing any single thing well enough to win against focused
decks. Your local play group may allow for that sort of strategy, but most
others don't...
>This is the perfect place to air these views, that is what this board is
for
>... someone doesn't like the point, who cares. What abuse? A differing
>opinion? ..... that is why I post.
>
Abuse is when the poster rants, as the originator did, apparently without
reviewing archives of old arguments, and offers nothing new but his own
particular....idiom, to those old arguments. Differing opinions are fine,
so long as they aren't dripping with flame bait, and followed up by insults
responding to insults. The original post was obviously meant to be
inflammatory by its wording, and there's where the abuse lies...
>-Chris
>
>PS Never had a problem with Fame and or the Tomb in its original writing.
>They both work fine (and I have read the arguments, simply don't agree).
Personally, I agree with you on the ToRIII, but didn't like Fame in its
execution (place on one of your own and Yoyo into torpor and back...)
>This game is meant to be a bit more social than magic .... not every
problem
>has to be conquered predator to prey, use the table and the other players
to
>your advantage.
>
Too much of that, though, and you might as well play Diplomacy :-)
>Any concept can be bent as far as to seem broken, that's not a card issue
>it's the player.
If that were true, it'd be as easy to abuse Concealed Weapon as it is
Return to Innocence....
[ quoted text not captured ]
James:
>>How about the non-trade off of "Pull off one bleed action, pull off 20", as the Gangrel loop decks did?<<
For the uninitiated, how did the Gangrel untap so as to pull off 20
bleeds? How did they gather the permanent stealth so as to pull of 20
bleeds?
Enquiring minds want to know.
Thanks,
Madman
--
Free audio & video emails, greeting cards and forums
Talkway - http://www.talkway.com - Talk more ways (sm)
In article <3867B4...@mich.com>, Raille <rai...@mich.com> wrote:
>Having the opportunity to take a single turn, before my gangrel opponent
>went through his deck and ousted the remaining 3 players.
I've had similarly awkward situations with Precognisant Mobility thrown
in for fun aswell. One vamp who can bleed for *huge* amounts, and a
couple of AUS weenies.
--
James Coupe
In article <TFO94.20048$Mg.3...@c01read03-admin.service.talkway.com>,
Madman2001 <Mad...@madman.com> wrote:
>For the uninitiated, how did the Gangrel untap so as to pull off 20
>bleeds? How did they gather the permanent stealth so as to pull of 20
>bleeds?
>
>Enquiring minds want to know.
I suggest checking a few deck archives for Gangrel loop decks.
--
James Coupe
On Mon, 27 Dec 1999 11:48:44 -0600, Christopher Chew
<c...@id4.telecom.fedex.com> wrote:
>Screw the card rewritings,
>
>1. Wake - worthless fix, not every card has to have a downside. You're
The only card with no downside is Ascendance. One pool = one slot in
your deck = one master action. Even that's not quite accurate - in
practice, Ascendance has nothing BUT downsides. It's just that every
other master card's downsides are larger, but more specific, so you
build a deck to work around those downsides and take advantage of the
increased benefits. (Hunting Ground - costs two pool, but will
eventually gain more than Ascendance. True cost is time.)
>right don't use the other wake cards. If you want that many wakes in your
>hand as to be ridiculous well then, you'll wake and then what (no room for
>other cards, but you are waking like a champ).
This actually isn't true - if you have 25 wakes in your deck, you have
65 empty slots - PLENTY of room for other cards, and a lot of them can
be actions. Since you have 25 wakes, you have lots of actions
available to acquire things like intercept permanents, bleed
permanents, etc. Since you can freely cycle wakes, if you're screwed
at the end of your grandpredator's turn, you can Wake all your
vampires at once for his last action, fail to use Eagle's Sight and
block, reload your hand like a champ, and then deal with the NEXT
action with your handful of newly useful cards.
>2. Card limits - This subject has been beaten to death
Yes.
>3. Vote push - Push all you want, shame on you for playing a weenie vote
>push deck. This is also what max deck size is for. Exactly how was deck
>creativity measured?
Easy, all sorts of crazy shit has been either winning tournaments
and/or getting to the finals. I had an intercept deck in the finals
of the last tournament, and basically got hosed by seating position -
the two decks I didn't want to sit next to sat down before me, and the
two decks i *did* want to sit next to both deliberately sat away from
me. Shit happens, but when was the last time an intercept deck did
even THAT well? Rush decks have been consistently getting to the
finals in tournaments, and THAT is reasonably rare.
"Shame on you" is not a functional solution for tournaments. Some
people don't care. It's not REALLY functional for playgroups either
(decreases the size of the playgroup), but some people will anyway.
Max deck size? 90 cards? You only have to push 5 or 6 at a time for
the first few votes - after that you HAVE all the table votes you
need, and you only push votes when you run out of damage votes in your
hand. Too, TOO, too easy.
>4. RTI and AI - Intercept / deflect / reduce the bleed or die (no
>problems). Why, shouldn't you be bled for 11? Keep you pool high, rush
>your predators big guns, make a deal with someone to bash his 10 point
>vampire, play with the ravnos and reduce that stealth on the bleed and or do
>the afore mentioned deflections, etc. Creativity is at an all time high
>....... hmmm.
Intercept is worthless against Day Op.
Reduce the bleed is worthless against a bleed of 16. (Arika's cap and
+2 bleed and a +3 Conditioning.)
Keep your pool high is worthless against a bleed of 16.
Rush is worthless against Arika - Obedience owns you HARD, or Skin of
Steel if you like - she has both.
Make a deal is worthless because Rush is worthless.
Ravnos have only one vampire who can deflect, and there is no stealth
on a Day Opped bleed. This leaves:
10 Deflections, 10 Telepathic Misdirections, or Archon Investigation.
This means I have to play with Dominate, SUPERIOR Auspex, or 6 empty
master card slots - since I must make sure I have at least ONE by the
fourth or fifth turn, when the Big Kaboom goes off. I also need Wakes
for Deflection or TM, since you can bet Misdirection will be used.
Creativity is at an all time high *because* we no longer have to fear
a Day Opped bleed of 16 coming down the pipe. The intercept deck I
used contained zero Deflections and zero TM's - I was slightly afraid
of unblockables, but I figured I would always have enough pool to
survive one or two direct hits of 6 or so - and I knew that no vampire
who Day Opped themselves could get out of torpor again if I were still
alive. As it turned out, no deck ever Day Opped against me. One deck
generated +6 stealth on a +1 bleed action (against my +5 intercept),
but it was only a bleed for 2. I was REGULARLY stopping inferior
Night Moves.
>5. No repeat actions - repeat until you pass out. Same point as before,
>stacking a deck as to become too specialized makes the deck weak in other
>areas -- that's the trade off. Too much rush not enough intercept, I'm
>sorry (thanks for playing), to much defense not enough attack, I'm sorry no
>victory points for you (thanks for playing) ..... etc, etc
You obviously have never seen a Gangrel Loop deck. Computer Hack,
Force of Will, Freak Drive, Rapid Healing. Repeat until you win, add
just enough Earth Controls and Earth Meld/Form of Mists so that if
anyone blocks you, you either get past or just untap and do again.
With Sabbat, now you can use Regeneration and an extra Freak Drive
when your vampire gets low. And look, Camille Deveraux has all the
necessarily skills you need. Twelve of her in the deck... presto.
>PS Never had a problem with Fame and or the Tomb in its original writing.
>They both work fine (and I have read the arguments, simply don't agree).
>This game is meant to be a bit more social than magic .... not every problem
>has to be conquered predator to prey, use the table and the other players to
>your advantage.
Gangrel loop deck again, except put Fame on your own vampire. Bleed
for 3 with Force of will, Day Op/Form of Mist/Earth Meld it, and get
an additional bleed of 3 for the Fame. Freak Drive, Rapid Heal
yourself, Force of Will *again* since the Rapid Healing action taps
you. Bleed of 6. Repeat until you have ousted everyone or until your
vampire runs low on blood - now take a Restoration action, or take a
Regeneration action sometime while you're in torpor.
>Any concept can be bent as far as to seem broken, that's not a card issue
>it's the player. This is a strategy game, not a lawyers exercise on rule
>interpretation, bending and exploitation.
If you leave broken concepts in the game, you will have no players. I
certainly don't want to play against someone who uses broken shit over
and over again just because they can. Shaming them may work in your
local playgroup, but when you have a tournament with actual prizes,
it's ridiculous to expect that someone will be too embarrassed to play
this sort of thing.
-- Derek
Deafness never kept composers from hearing the music.
It only stopped them hearing the distractions.
ja...@obeah.demon.co.uk (James Coupe) wrote in
<nXfixrB7...@moodog.demon.co.uk>:
[ quoted text not captured ]
A shaynem dank dir im pupik
--
Gary J. Weiner
webm...@hatrack.net
Christopher Chew <c...@id4.telecom.fedex.com> writes:
>2. Card limits - This subject has been beaten to death
>
>3. Vote push - Push all you want, shame on you for playing a weenie vote
>push deck.
I think the concept of enforcing play-balance by crying "shame on you"
has been beaten to death as well.
Shame on you for thinking "shame on you" is an argument. That and $2.75
will buy you a Vente Mocha at Starbucks.
>This is also what max deck size is for.
Deck size? Doesn't matter if you've inevitably won the game before you
run out of deck.
Fred
In article <848d01$246$1...@nntp9.atl.mindspring.net>,
"R. David Zopf" <guenh...@mindspring.com> wrote:
>
> Christopher Chew wrote in message
> <3867A679...@id4.telecom.fedex.com>...> >Screw the card rewritings,
> >
> >1. Wake - worthless fix, not every card has to have a downside.> True, not every card has to have a down side, but every card should
have
> some opportunity cost. Wkae lacked one pre-errata.
[snip]
> Regards,
> R. David Zopf
> Atom Weaver
> V:EKN Prince of Charlotte, NC
I've always disliked this ruling on WWEF. It came out unexpected and
without discussion.
The main reason I dislike it? Newbies with only Jyhad boosters are
very much impaired. Instead of "fixing" the card to only be replaced
at the acting players end of turn, it was crippled to be almost
unusable. For the rest of us, we can answer with the Sabbat's Forced
Awakenings. For the newbies, they're hosed beyond belief. [See other
posts on the rarity of Sabbat boosters.]
In my games, I always have a house rule that WWEFs can be proxies to
FAs, but that's ruled out in tournaments.
BTW, I also agree that not every card must have a bad effect. If you
put 20 WWEFs in your deck, how will be that much of a advantage?
That's 20 card slots that could've gone to offensive instead of
defense. Note that this aspect was only debated after the ruling,
never before. I remember it well because my jaw dropped with disbelief.
On the bright side, I have more wallpaper now.....
(For what it's worth, I'm ignoring the rest of the original post on
purpose.)
--
Best regards,
Merlisk
V:EKN Prince of Dallas
[ quoted text not captured ]
Merlisk <mer...@my-deja.com> writes:
>I've always disliked this ruling on WWEF. It came out unexpected and
>without discussion.
>
>The main reason I dislike it? Newbies with only Jyhad boosters are
>very much impaired. Instead of "fixing" the card to only be replaced
>at the acting players end of turn, it was crippled to be almost
>unusable. For the rest of us, we can answer with the Sabbat's Forced
>Awakenings. For the newbies, they're hosed beyond belief. [See other
>posts on the rarity of Sabbat boosters.]
Man, this seems like an overstatement about the ruling. "Hosed beyond
belief"?!? Just because you have to wait until untap phase to redraw
it? Hardly - IMHO, of course. I understand peoples' complaints about
the need (or lack thereof) for certain errata and the damage they feel
does to the game. But if the game could be reprinted from the ground up,
the errata on Wakeys are pretty much exactly how I'd redo the card. It's
well-balanced with Forced Awakenings now - to the point that I deliberately
used WWeF in some decks and FAs in others, depending on the type of deck.
This is exactly what you want.
I've found that in decks which don't have a lot of intercept in them and
don't stock a lot of combat cards, Wakeys are better than Forced Awakenings.
Your hand just doesn't miss the redraws before your next turn anyway.
(In such decks, most of the cards are used during *my* turn.) And you don't
want to wind up paying the extra blood if you fail to intercept or if you're
trying to do something besides intercept (e.g. Telepathic Counter or
Telepathic Misdirection). If you have intercept and combat, then yes,
the advantages of Forced Awakening start to become (somewhat) important
and its disadvantage disappears almost completely.
>BTW, I also agree that not every card must have a bad effect. If you
>put 20 WWEFs in your deck, how will be that much of a advantage?
>That's 20 card slots that could've gone to offensive instead of
>defense.
Actually, WWeF is more of an offensive card as long as your whole deck
isn't WWeF. This is because you're much freer to tap out and do something
to advance your position if you're holding one or two of them. Since there's
almost no drawback to the card *except* opportunity cost, I think it's
reasonable to make sure the opportunity cost lasts longer than to the end
of combat. Or even the end of an opponent's turn.
Fred
Frederick Scott wrote:
>
> Merlisk <mer...@my-deja.com> writes:
>
> >I've always disliked this ruling on WWEF. It came out unexpected and
> >without discussion.
> >
> >The main reason I dislike it? Newbies with only Jyhad boosters are
> >very much impaired. Instead of "fixing" the card to only be replaced
> >at the acting players end of turn, it was crippled to be almost
> >unusable. For the rest of us, we can answer with the Sabbat's Forced
> >Awakenings. For the newbies, they're hosed beyond belief. [See other
> >posts on the rarity of Sabbat boosters.]
>
> Man, this seems like an overstatement about the ruling. "Hosed beyond
> belief"?!? Just because you have to wait until untap phase to redraw
> it? Hardly - IMHO, of course. I understand peoples' complaints about
> the need (or lack thereof) for certain errata and the damage they feel
> does to the game. But if the game could be reprinted from the ground up,
> the errata on Wakeys are pretty much exactly how I'd redo the card. It's
> well-balanced with Forced Awakenings now - to the point that I deliberately
> used WWeF in some decks and FAs in others, depending on the type of deck.
> This is exactly what you want.
Yes, and if my grandmother had wheels she'd be a wagon.
Look, if everyone could get as many FAs as they need, then this wouldn't
be such a big deal. But FA is a sabbat card and, especially if you're a
new player, sabbat can be hard to come by. But the TPTB have decided
that, since they have as many FAs as *they* need, everyone else can just
go pound sand.
And yes, I would say that WWEF is "hosed beyond belief", because you
can't really use it to block anyone except your predator, otherwise
you're just sitting out there for a turn or two with six or five card in
your hand.
I left the game when the rulings that included the WWEF change came out,
because it seemed to me that some people decided that the house rules
they liked to play with were just peachy and heck, shouldn't everyone
play with them. I never saw any complaints about WWEF before those
rulings came down the pike.
If the intent was to clamp down on rampant WWEF card cycling, they could
have thought of a better way to do it that kept the basic utility of the
card intact.
I'm back in the game now, because it's just too much fun to stay away
from, but I'm still pretty unhappy about the way things turned out.
--
Gary J. Weiner - webm...@hatrack.net
http://www.hatrack.net
HatRack Web Design & Hosting - Hang your web with us
-----
"And so he says I don't like the cut of your jib. And I go I says, IT'S
THE ONLY JIB I GOT, BABY!" - The Evil Midnite Bomber what bombs at
Midnite
Gary Weiner <webm...@hatrack.net> writes:
>Frederick Scott wrote:>>
>> Merlisk <mer...@my-deja.com> writes:
>>
>> >I've always disliked this ruling on WWEF. It came out unexpected and
>> >without discussion.
>> >
>> >The main reason I dislike it? Newbies with only Jyhad boosters are
>> >very much impaired. Instead of "fixing" the card to only be replaced
>> >at the acting players end of turn, it was crippled to be almost
>> >unusable. For the rest of us, we can answer with the Sabbat's Forced
>> >Awakenings. For the newbies, they're hosed beyond belief. [See other
>> >posts on the rarity of Sabbat boosters.]
>>
>> Man, this seems like an overstatement about the ruling. "Hosed beyond
>> belief"?!? Just because you have to wait until untap phase to redraw
>> it? Hardly - IMHO, of course. I understand peoples' complaints about
>> the need (or lack thereof) for certain errata and the damage they feel
>> does to the game. But if the game could be reprinted from the ground up,
>> the errata on Wakeys are pretty much exactly how I'd redo the card. It's
>> well-balanced with Forced Awakenings now - to the point that I deliberately
>> used WWeF in some decks and FAs in others, depending on the type of deck.
>> This is exactly what you want.>
>Yes, and if my grandmother had wheels she'd be a wagon.
The point is: it's *balanced*.
>Look, if everyone could get as many FAs as they need, then this wouldn't
>be such a big deal. But FA is a sabbat card and, especially if you're a
>new player, sabbat can be hard to come by. But the TPTB have decided
>that, since they have as many FAs as *they* need, everyone else can just
>go pound sand.
There's no way to fix the problem of getting the cards you need. Sorry,
V:tES is just out of print and that affects a whole lot of other cards
besides Forced Awakening a whole lot worse. Being able to get a card or
not has absolutely nothing to do with whether that or any other card is
balanced.
>And yes, I would say that WWEF is "hosed beyond belief", because you
>can't really use it to block anyone except your predator, otherwise
>you're just sitting out there for a turn or two with six or five card in
>your hand.
So here's my brilliant solution to that problem: Sit out there for a turn
or two with six or five cards in your hand. Really. It's not that hard.
I do it all the time in games. (Granted, I don't play many combat decks.)
I can't fathom why you're making such a big deal out of this.
>I never saw any complaints about WWEF before those rulings came down the
>pike.
Well, I'd say you weren't looking very hard. The question of whether
Wakeys were overpowered or not has been debated on r.g.t-c.jyhad since
day 1.
Fred
Wow... heated debate here.
The issue on the Wake with Evening's Freshness (WwEF) has been
discussed previously. I can recount the time I came back into the game
after my down time for moving. I too issued a statement on the Wakes
and Immortal Grapples. I received a reception much the same as this
subject has developed.
I do play combat decks a lot, as it is a personal issue for me to try
and bring combat decks into the winner's circle at tournaments. The
change in how Wakes and grapples are handled forced me to reorganize
all my combat-related decks to compensate.
The change to the Wake can make a difference in your current style of
play. However, if you and your play group sit down and work the ruling
into your area then eventually the change will be adjusted through all
your decks.
The ability to use the Wake as a cycling method can still be applied as
it was in the original text, just be sure to use it during your
predator's turn on the last minion being used (or what you think is the
last minion to perform an action). At your untap, you cycle the
cards. Here the adjustment comes down to discipline on your part.
My 2 pool.
Michael Eichler
[ quoted text not captured ]
Frederick Scott wrote:
> There's no way to fix the problem of getting the cards you need. Sorry,
> V:tES is just out of print and that affects a whole lot of other cards
> besides Forced Awakening a whole lot worse. Being able to get a card or
> not has absolutely nothing to do with whether that or any other card is
> balanced.
So what you are saying is that forced rarity, or the rarity of cards in
general, has no bearing on the balanced of a card.
> >And yes, I would say that WWEF is "hosed beyond belief", because you
> >can't really use it to block anyone except your predator, otherwise
> >you're just sitting out there for a turn or two with six or five card in
> >your hand.
>
> So here's my brilliant solution to that problem: Sit out there for a turn
> or two with six or five cards in your hand. Really. It's not that hard.
> I do it all the time in games. (Granted, I don't play many combat decks.)
> I can't fathom why you're making such a big deal out of this.
>
> >I never saw any complaints about WWEF before those rulings came down the
> >pike.
>
> Well, I'd say you weren't looking very hard. The question of whether
> Wakeys were overpowered or not has been debated on r.g.t-c.jyhad since
> day 1.
>
> Fred
Day 1, long time ago, when few people really knew how to play. I
remember them well. Question, like "Do I get pool for ousting my
prey.?" "Do I have to draw replacement cards immediantly?" etc etc.
The wake debate basically died years ago after the bulk of the players
figured out how to play. Pull out that old NG arguement make your case
weak. Don't you have anything current, other than the resent errata.
Raille.
ramst...@my-deja.com wrote:
> The ability to use the Wake as a cycling method can still be applied as
> it was in the original text, just be sure to use it during your
> predator's turn on the last minion being used (or what you think is the
> last minion to perform an action). At your untap, you cycle the
> cards. Here the adjustment comes down to discipline on your part.
>
Thanks Mike.
This is a viable addaption, not quite the same, but does help those
trying to addapt the new rules into their play.
Raille.
In article <84q356$2nv$1...@nnrp1.deja.com>,
ramst...@my-deja.com wrote:
[snip good stuff]
>
> The ability to use the Wake as a cycling method can still be applied
as
> it was in the original text, just be sure to use it during your
> predator's turn on the last minion being used (or what you think is
the
> last minion to perform an action). At your untap, you cycle the
> cards. Here the adjustment comes down to discipline on your part.
I understand what you're saying. WWEF hasn't been totally eliminated
from the useful cards, but its opportunity vs. usefulness ratio is near
zero with this ruling.
Since I started this debate, I'd like to summarize my opinions on why I
believe WWEF is "hosed beyond belief." (If I'm allowed to quote
myself. :)
1) Forced Awakenings are only available in the Sabbat set which are
mostly unavailable to newbies, who usually only have access to the
Jyhad set. (Correct me if I'm wrong here. My cards are at home. :)
2) Proxies of FA are not allowed in tournament play.
3) Rather than being banned, WWEF was drastically altered. This
causes confusion when teaching newbies. (Me teaching a newbie: "Forget
about what it says. It really does this.")
3.5) Side note: since I was here (online and actively gaming), I
hereby do attest that indeed virtually no discussion on this topic on
this newsgroup took place *before* the ruling. Feel free to check out
DejanNews to contradict me.
4) For decks relying of card refresh, WWEF is fairly useless as it
really should only be played during your predator's turn. A case in
particular is combat decks - reducing your hand size *drastically*
decreases your ability to respond to or pose a threat.
5) If played as is, or the modification "can't be replaced until end
of acting player's turn", the opportunity cost will balance its
effectiveness.
I was somewhat surprised to see a previous post belittle the
"opportunity cost" aspect of the game. It's my opinion that the
majority of the game *IS* the opportunity cost of cards - with the
remaining being a player's sequence of events and the metagame.
>
> My 2 pool.
>
> Michael Eichler
Thank you for your thoughtful reply.
These opinions in this post are just that - opinions by me.
--
Best regards,
Merlisk
V:EKN Prince of Dallas
[ quoted text not captured ]
rai...@mich.com writes:
>Frederick Scott wrote:>> There's no way to fix the problem of getting the cards you need. Sorry,
>> V:tES is just out of print and that affects a whole lot of other cards
>> besides Forced Awakening a whole lot worse. Being able to get a card or
>> not has absolutely nothing to do with whether that or any other card is
>> balanced.>
>So what you are saying is that forced rarity, or the rarity of cards in
>general, has no bearing on the balanced of a card.
That's what I'm saying, yes. In practice this may or may not be true, but
since it's impossible to quantify (for instance, it can change on a moments
notice in your local area if a dozen "Mr. Suitcases" suddenly move into
town) so why bother? Play the game with all proxies (or on the net, using
JOL or whatever) to decide how balanced a card. Otherwise, trying to talk
to anyone else about it will just cause disputes over perception-based
differences.
>> >I never saw any complaints about WWEF before those rulings came down the
>> >pike.
>>
>> Well, I'd say you weren't looking very hard. The question of whether
>> Wakeys were overpowered or not has been debated on r.g.t-c.jyhad since
>> day 1.>>Day 1, long time ago, when few people really knew how to play. I
>remember them well. Question, like "Do I get pool for ousting my
>prey.?" "Do I have to draw replacement cards immediantly?" etc etc.
>
>The wake debate basically died years ago after the bulk of the players
>figured out how to play. Pull out that old NG arguement make your case
>weak.
Hey, I never said there was any consensus that Wake was overpowered, even
at the start. And I agree, people seemed to make there peace with it over
time. But to suggest it hasn't been at least controversial is just wrong.
Fred
In article <38709C...@mich.com>, Raille <rai...@mich.com> writes
>The wake debate basically died years ago after the bulk of the players
>figured out how to play. Pull out that old NG arguement make your case>weak. Don't you have anything current, other than the resent errata.
Many people have argued the reasons why the Wake errata is balanced
since the recent errata. Even if LSJ were to retract it, seeing that
there were no arguments in favour of it just prior to its issue, he
could then re-issue it with those arguments, if the recentness of the
arguments is your only concern.
--
James Coupe (Prince of Mercia, England)
Vampire: Elder Kindred Network
http://madnessnetwork.hexagon.nethttp://www.obeah.demon.co.uk
> Old style:
> Thinks "Ok, he's going to bleed me this turn with so-and-so, most
> likely. I need to get a good card for Agatha to hit him with then.
> Okay, so on that forced hunting there, Dimple will throw a wake. Now I
> pick up a new card. Now I get to pound him when I block the bleed."
> New style:
> ".... so on that forced hunting there, Dimple will throw a wake. D'oh, I
> can't pick up a new card."
> The card cycling, as you note, if you just want to ditch the card from
> your hand before your go, is still there. However, if you need to get
> cards mid flow, that ability is neutered.
Old .v New has been hotly debated around the time of 7/7 and
do not want to go more into that.
> The rightness or wrongness of its being neutered is another matter.
I agree with the point that said this card is now really only useful
on your predator's turn and that has been my problem with the
errata since day 1 (other than the fact I didn't really see that it
needed to be errata'd, but that's another issue). If you want to
be able to react to your prey, you either leave a minion untapped
or go an entire *turn* around the table with one fewer cards in
your hand. But if you want to react to your predator, while you
have the same option of leaving a minion untapped, if you do
use the Wake, you have much shorter time for having a reduced
hand than you had using it on your prey's turn. And this amount
of time gets reduced as play goes around the table.
Why is it that the card should have heavier cost at one end of
the table yet have a far greater reduced (to almost nothing if
used at the very last action of the pred's turn) cost at the other
end of the table? For the *exact same opportunity*?!? That
seems wholely unfair and I can't see that there is any other card
that has this kind of cost. And this has been my issue with is
since day 1.
If the card *needed* to be errata'd (and again, I do not feel
that it did, but that's another issue), I think it would have been
far fairer to change it to:
"Do not replace until the end of current turn"
to match the template for the referendum's which say Do not
replace until after voting or somesuch. Not being able to
replace until your next untap is overly severe a cost, IMO.
Sorrow
---
I don't want to be alone | I hurt, therefore I am
anymore |--------------------------------
I don't want to be anyone | "What are you looking at...?
anymore | you never seen anyone try to
I don't need a reason to kill myself | commit suicide before?" - Anon
------------------------------------------------------------------------
In article <84q356$2nv$1...@nnrp1.deja.com>, ramst...@my-deja.com writes
>The ability to use the Wake as a cycling method can still be applied as
>it was in the original text, just be sure to use it during your
>predator's turn on the last minion being used (or what you think is the
>last minion to perform an action).
However, that is not quite the same as it was in the original text. One
of the benefits of the previous text was the ability to chuck additional
cards during *any* action, and replace.
Old style:
Thinks "Ok, he's going to bleed me this turn with so-and-so, most
likely. I need to get a good card for Agatha to hit him with then.
Okay, so on that forced hunting there, Dimple will throw a wake. Now I
pick up a new card. Now I get to pound him when I block the bleed."
New style:
".... so on that forced hunting there, Dimple will throw a wake. D'oh, I
can't pick up a new card."
The card cycling, as you note, if you just want to ditch the card from
your hand before your go, is still there. However, if you need to get
cards mid flow, that ability is neutered.
The rightness or wrongness of its being neutered is another matter.
My personal opinion is one of "It's definitely now balanced, no
questions asked. There were cards though, in my opinion, more deserving
of errata that Wake may not have been top of my priority list, and it is
another piece of errata. However, as an erratum, it is a good one."
[ quoted text not captured ]
In article <84r4mf$r97$1...@nnrp1.deja.com>, Merlisk <mer...@my-deja.com>
writes
> 3.5) Side note: since I was here (online and actively gaming), I
>hereby do attest that indeed virtually no discussion on this topic on
>this newsgroup took place *before* the ruling.
Define your time-scale.
[ quoted text not captured ]
In article <8zcc4.3638$Jy4....@dfw-read.news.verio.net>, Sorrow
<cbo...@apdi.net> writes
>Old .v New has been hotly debated around the time of 7/7 and
>do not want to go more into that.
I was not debating it, merely clarifying what could be mis-interpreted.
[ quoted text not captured ]
On Mon, 03 Jan 2000 21:35:12 GMT, Merlisk <mer...@my-deja.com> wrote:
>In article <84q356$2nv$1...@nnrp1.deja.com>,
> ramst...@my-deja.com wrote:
>[snip good stuff]>>
>> The ability to use the Wake as a cycling method can still be applied>as>> it was in the original text, just be sure to use it during your
>> predator's turn on the last minion being used (or what you think is>the>> last minion to perform an action). At your untap, you cycle the
>> cards. Here the adjustment comes down to discipline on your part.>
>I understand what you're saying. WWEF hasn't been totally eliminated
>from the useful cards, but its opportunity vs. usefulness ratio is near
>zero with this ruling.
Wake/Deflection. Nuff said. You do NOT use Forced Awakening with
this combination, and it's one of THE most common reasons to Wake in
the game. Opportunity v. usefulness? Not HARDLY zero.
>Since I started this debate, I'd like to summarize my opinions on why I
>believe WWEF is "hosed beyond belief." (If I'm allowed to quote
>myself. :)
>
>1) Forced Awakenings are only available in the Sabbat set which are
>mostly unavailable to newbies, who usually only have access to the
>Jyhad set. (Correct me if I'm wrong here. My cards are at home. :)
Accurate, but FA is not better than Wake - only different.
>2) Proxies of FA are not allowed in tournament play.
Accurate.
>3) Rather than being banned, WWEF was drastically altered. This
>causes confusion when teaching newbies. (Me teaching a newbie: "Forget
>about what it says. It really does this.")
Not drastically, since only the "when you replace" was altered. "next
untap" and "end of combat" do not alter the PRIMARY purpose of the
card - to allow a tapped vampire to react as if untapped.
> 3.5) Side note: since I was here (online and actively gaming), I
>hereby do attest that indeed virtually no discussion on this topic on>this newsgroup took place *before* the ruling. Feel free to check out
>DejanNews to contradict me.
>
>4) For decks relying of card refresh, WWEF is fairly useless as it
>really should only be played during your predator's turn. A case in
>particular is combat decks - reducing your hand size *drastically*
>decreases your ability to respond to or pose a threat.
Combat decks typically play with no Wakes and no FA's, as their
ability to survive depends directly on being pro-active. A combat
deck with enough intercept to block +2 stealth actions (one bleed + a
Lost in Crowds) probably hasn't got enough combat to kill things. A
combat deck with some Wakes thrown in can't stop anything at +1
stealth. The obvious solution is pack more Bum's Rush and quit
pretending that Wake, in ANY form, is useful in a combat deck. Ashes
take no actions.
In other situations, WWEF is hardly useless. Assuming it may only be
played during your predator's turn (not true, but)... this is a
problem why? 80% of the actions you wish to react to are going to
take place during your predator's turn. Using a FA instead of a Wake
may let you redraw, but you're still burning your untap-card like
crazy in the process. And that's assuming you successfully block and
don't cost yourself a blood.
>5) If played as is, or the modification "can't be replaced until end
>of acting player's turn", the opportunity cost will balance its
>effectiveness.
I have twenty-five Wakes in my deck, and through crappy draw, i have
five in my hand. On my grand-predator's turn, I pick an action at
random and spend four Wakes, one per vampire I possess, to find some
useful shit in my deck. What opportunity cost? ZERO! that's right,
ZERO. I just had to pick an action I couldn't block, which was
anything my grand-predator did. And I'm left with one Wakey and
probably five, maybe six useful cards. No no no no no no NO! Broken.
>I was somewhat surprised to see a previous post belittle the
>"opportunity cost" aspect of the game. It's my opinion that the
>majority of the game *IS* the opportunity cost of cards - with the
>remaining being a player's sequence of events and the metagame.
Correct. Wake, unerrata'd, has no opportunity cost.
[ quoted text not captured ]
Merlisk <mer...@my-deja.com> wrote:
> 3.5) Side note: since I was here (online and actively gaming), I
> hereby do attest that indeed virtually no discussion on this topic on
> this newsgroup took place *before* the ruling. Feel free to check out
> DejanNews to contradict me.
The topic was debated and exhaustively analyzed by the likes
of Curt Adams, Corrupter, et. al.
DejaNews doesn't have all of the articles, unfortunately, since its
archives do not go back far enough. Most of the "major" article are
not archived (the debate was near its end around the time that
the DejaNews archives begin). But here are some of the later
articles that are in the archives which show that the issue had
been discussed significantly before:
http://www.deja.com/getdoc.xp?AN=171113148 (Thomas Doehne, 30 Jul 1996)
http://www.deja.com/getdoc.xp?AN=134721092 (Corrupter, 10 Jan 1996)
http://www.deja.com/getdoc.xp?AN=109501678 (Curt Adams, 05 Sep 1995)
http://www.deja.com/getdoc.xp?AN=101532199 (Shane Travis, 26 Apr 1995)
--
L. Scott Johnson (sjoh...@math.sc.edu) | "Better shake off the
http://www.math.sc.edu/~sjohnson | picnic blanket," Tom
Graphics Specialist and V:TES Rulemonger | said flippantly.
[ quoted text not captured ]
Wow, I guess it never hurts to have some activity in here but, talk about
flogging a dead horse. For those of you that really hate Wakes now please
send them to me I still need about 20 of them for decks. :)
I guess when people "Occasionally" check this group to see if people still
play this game, topics like this let them know that Vampire is alive and
well. Maybe if there was even more activity by a wider range of people
Wizards would wake up and take action like start playtesting the new set. I
guess we will find out how much support we will gain when the new brand
manager takes Vampire over in mid-January.
Mike
Merlisk <mer...@my-deja.com> wrote in message
news:84ge4b$2np$1...@nnrp1.deja.com...
> In article <848d01$246$1...@nntp9.atl.mindspring.net>,
> "R. David Zopf" <guenh...@mindspring.com> wrote:
> >
> > Christopher Chew wrote in message
> > <3867A679...@id4.telecom.fedex.com>...
> > >Screw the card rewritings,
> > >
> > >1. Wake - worthless fix, not every card has to have a downside.
> > True, not every card has to have a down side, but every card should
> have
> > some opportunity cost. Wkae lacked one pre-errata.
>
> [snip]
>
> > Regards,
> > R. David Zopf
> > Atom Weaver
> > V:EKN Prince of Charlotte, NC
>> I've always disliked this ruling on WWEF. It came out unexpected and
> without discussion.
>
> The main reason I dislike it? Newbies with only Jyhad boosters are
> very much impaired. Instead of "fixing" the card to only be replaced
> at the acting players end of turn, it was crippled to be almost
> unusable. For the rest of us, we can answer with the Sabbat's Forced
> Awakenings. For the newbies, they're hosed beyond belief. [See other
> posts on the rarity of Sabbat boosters.]
>> In my games, I always have a house rule that WWEFs can be proxies to
> FAs, but that's ruled out in tournaments.
>> BTW, I also agree that not every card must have a bad effect. If you
> put 20 WWEFs in your deck, how will be that much of a advantage?
> That's 20 card slots that could've gone to offensive instead of> defense. Note that this aspect was only debated after the ruling,
> never before. I remember it well because my jaw dropped with disbelief.
>
> On the bright side, I have more wallpaper now.....
>
> (For what it's worth, I'm ignoring the rest of the original post on
> purpose.)
>> --
> Best regards,
> Merlisk
> V:EKN Prince of Dallas
>
>[ quoted text not captured ]
L. Scott Johnson wrote:
>
> Merlisk <mer...@my-deja.com> wrote:
> > 3.5) Side note: since I was here (online and actively gaming), I
> > hereby do attest that indeed virtually no discussion on this topic on
> > this newsgroup took place *before* the ruling. Feel free to check out
> > DejanNews to contradict me.
>
> The topic was debated and exhaustively analyzed by the likes
> of Curt Adams, Corrupter, et. al.
>
> DejaNews doesn't have all of the articles, unfortunately, since its
> archives do not go back far enough. Most of the "major" article are
> not archived (the debate was near its end around the time that
> the DejaNews archives begin). But here are some of the later
> articles that are in the archives which show that the issue had
> been discussed significantly before:
>
> http://www.deja.com/getdoc.xp?AN=171113148 (Thomas Doehne, 30 Jul 1996)
> http://www.deja.com/getdoc.xp?AN=134721092 (Corrupter, 10 Jan 1996)
> http://www.deja.com/getdoc.xp?AN=109501678 (Curt Adams, 05 Sep 1995)
> http://www.deja.com/getdoc.xp?AN=101532199 (Shane Travis, 26 Apr 1995)
>
And this is precisly what he meant. The earliest article prior to the
ruling was 3 years.
I do this that qualifies for not being discussed prior to issuing a
ruling.
In that three years the game dynamics had changes dramatically and the
people involved in the NG and game had changed. As a result the
discussion should of been reopened. With a new body of involved people
the results of that discussion could have been 100% different.
Raille.
James Coupe wrote:
> could then re-issue it with those arguments, if the recentness of the
> arguments is your only concern.
>
For me. Yes. exactly.
Raille
In article <38733C...@mich.com>, Raille <rai...@mich.com> writes
>For me. Yes. exactly.
Then you have no problems. There have been many articles since the
implementation of the errata supporting it, such that it could be re-
implemented easily with "recent" comment.
[ quoted text not captured ]
In article <38733B...@mich.com>, Raille <rai...@mich.com> writes
>And this is precisly what he meant. The earliest article prior to the
>ruling was 3 years.
And? Just because the previous Rules Teams never implemented something
doesn't mean that it shouldn't be implemented.
[ quoted text not captured ]
This kinda reminds me of Stalin, Hitler or Castro IMHO. Rise up from
your parents basements and revolt!!!!!
Take it as you will...
Jeff
Prince of Cleveland
In article <15225-38...@storefull-146.iap.bryant.webtv.net>,
Jeffrey Moore <Trut...@webtv.net> writes
>This kinda reminds me of Stalin, Hitler or Castro IMHO.
I invoke Godwin's Law. You lose any participation you have in the rest
of this discussion for the first gratuitous use of comparisons with
Hitler.
[ quoted text not captured ]
In article <38733B...@mich.com>,
rai...@mich.com wrote:
> L. Scott Johnson wrote:
> >
> > Merlisk <mer...@my-deja.com> wrote:
> > > 3.5) Side note: since I was here (online and actively gaming), I
> > > hereby do attest that indeed virtually no discussion on this
topic on
> > > this newsgroup took place *before* the ruling. Feel free to
check out
> > > DejanNews to contradict me.
> >
> > The topic was debated and exhaustively analyzed by the likes
> > of Curt Adams, Corrupter, et. al.
> >
> > DejaNews doesn't have all of the articles, unfortunately, since its
> > archives do not go back far enough. Most of the "major" article are
> > not archived (the debate was near its end around the time that
> > the DejaNews archives begin). But here are some of the later
> > articles that are in the archives which show that the issue had
> > been discussed significantly before:
> >
> > http://www.deja.com/getdoc.xp?AN=171113148 (Thomas Doehne, 30 Jul
1996)
> > http://www.deja.com/getdoc.xp?AN=134721092 (Corrupter, 10 Jan 1996)
> > http://www.deja.com/getdoc.xp?AN=109501678 (Curt Adams, 05 Sep 1995)
> > http://www.deja.com/getdoc.xp?AN=101532199 (Shane Travis, 26 Apr
1995)
> >
>> And this is precisly what he meant. The earliest article prior to the
> ruling was 3 years.
>> I do this that qualifies for not being discussed prior to issuing a
> ruling.
>
> In that three years the game dynamics had changes dramatically and the
> people involved in the NG and game had changed. As a result the
> discussion should of been reopened. With a new body of involved
people
> the results of that discussion could have been 100% different.
>
> Raille.
I agree here. For about 3 years there has been no discussion or I must
have missed it. In these years, the game has undergone some changes,
and it's not the same as at the time the discussion started. And then
suddenly, with no warning prior the errata to wake came. Nobody said,
hey it might be changed, it will be looked at by the RT, nothing!
Yes, there has been a discussion, years ago, and *after* the errata,
not recently before the issue of the errata.
[ quoted text not captured ]
carlos_...@my-deja.com wrote:
> rai...@mich.com wrote:
> > L. Scott Johnson wrote:
> > > Merlisk <mer...@my-deja.com> wrote:> > > > virtually no discussion on this topic [Wakey] on> > > > this newsgroup took place *before* the ruling. Feel free to
> > > > check out DejanNews to contradict me.
> > >
> > > The topic was debated and exhaustively analyzed by the likes
> > > of Curt Adams, Corrupter, et. al.
> > >
> > > DejaNews doesn't have all of the articles, unfortunately, since
> > > its archives do not go back far enough. Most of the "major"
> > > article are not archived (the debate was near its end around
> > > the time that the DejaNews archives begin). But here are
> > > some of the later articles that are in the archives which
> > > show that the issue had been discussed significantly before:
> > >> > > www.deja.com/getdoc.xp?AN=171113148 (Thomas Doehne, 30 Jul 1996)> > > www.deja.com/getdoc.xp?AN=134721092 (Corrupter, 10 Jan 1996)> > > www.deja.com/getdoc.xp?AN=109501678 (Curt Adams, 05 Sep 1995)> > > www.deja.com/getdoc.xp?AN=101532199 (Shane Travis, 26 Apr 1995)
> > >
> >
> > And this is precisly what he meant.
> > The earliest article prior to the ruling was 3 years.
> >> > I do [think] that qualifies for not being discussed prior
> > to issuing a ruling.
(The fact that it was discussed 3 years ago doesn't imply that it
wasn't discussed more recently - I'm not sure how that leap was made)
Merlisk posited that "virtually no discussion ... took place *before*
the ruling." He invited evidence to refute that claim. I gave that
evidence. He did not ask for examples of discussion *immediately*
preceding the errata - but rather of discussion at all prior to the
errata. 3 years prior to the ruling *is* prior to the ruling.
> > In that three years the game dynamics had changes
> > dramatically and the people involved in the NG and
> > game had changed. As a result the discussion should
> > of been reopened. With a new body of involved people
> > the results of that discussion could have been 100%
> > different.
>> I agree here. For about 3 years there has been no discussion
> or I must have missed it.
"For 3 years or you must've missed it"?
Even with the assumption that the list I gave above is
exhaustive, that statement is already refuted.
> In these years, the game has undergone some changes,
> and it's not the same as at the time the discussion started. And then
> suddenly, with no warning prior the errata to wake came. Nobody said,
> hey it might be changed, it will be looked at by the RT, nothing!
> Yes, there has been a discussion, years ago, and *after* the errata,
> not recently before the issue of the errata.
Untrue.
The list above is not exhaustive, it just reflects a time when most
of the points on the subject were made. Like the CL debate, once the
points had been made, further posts on the subject were not that
numerous, although they still occasionally surfaced.
Problems with waking in general were discussed (on this newsgroup)
in the month preceding the errata was issued, for example.
Even with all the points that have gone before, no one is prohibited
from discussing it again, with or without the errata. A constructive
discussion would be preferred to a simple "this sucks" discussion,
but this is a free forum. (Just as with Card Limits - the floor is
always open).
--
LSJ (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/rules.asp[ quoted text not captured ]
[ quoted text not captured ]
My two cents is that the current errata seems to work fine and once
newbies learn it, it becomes a accepted game mechanism. There is
another cards which allow you to repeatedly block with the same minion:
Cat's Guidence. So if you really wanted to block with the same vamp all
the time use animalism. But, WWEF is a great card and any vampire can
use it, which is at the heart of this arguement. Just how much should a
methuselah be able to use it without it being subjectively abusive? I
think that if you put 20 of these in your deck that there should be a
rather expensive opportunity cost to use them, hense I tend to agree
with current errata. How abusive is it to use it to untap constantly?
[ quoted text not captured ]
X_Ze...@email.msn.com wrote:
> > If the card *needed* to be errata'd (and again, I do not feel
> > that it did, but that's another issue), I think it would have been
> > far fairer to change it to:
> >
> > "Do not replace until the end of current turn"
> >
> > to match the template for the referendum's which say Do not
> > replace until after voting or somesuch. Not being able to
> > replace until your next untap is overly severe a cost, IMO.
>
> My two cents is that the current errata seems to work fine and once
> newbies learn it, it becomes a accepted game mechanism. There is
> another cards which allow you to repeatedly block with the same minion:
> Cat's Guidence. So if you really wanted to block with the same vamp all
> the time use animalism. But, WWEF is a great card and any vampire can
> use it, which is at the heart of this arguement. Just how much should a
> methuselah be able to use it without it being subjectively abusive? I
> think that if you put 20 of these in your deck that there should be a
> rather expensive opportunity cost to use them, hense I tend to agree
> with current errata. How abusive is it to use it to untap constantly?
>
I've been thinking about this the last day or so.
While I can acknowledge that the replace after combat is weak and needed
to be fixed, the Replace at your next turn goes to far.
The replace at end of current turn, still allows virtually unlimted card
dumping. Although, I must admit the card dumping only occurs
occasionally in play and only when the player feels letting the wake go
is cost effective to getting a new card.
So What we have is a card that needs something inbetween, and within the
game constrains, there is no easy solution.
However, the though can to me that WWEF could simply be errata'd to the
same text as Forced Awakening. This allows the people with out access
to FA to play on an even board.
The changes of errata and such is that this change could be viewed as
rather minor, when compared to some of the other wholesale card text
changes seen in the past.
Comments and suggestions encouraged.
Raille.
On Fri, 07 Jan 2000 12:25:09 -0500, Raille <rai...@mich.com> wrote:
>I've been thinking about this the last day or so.
>
>While I can acknowledge that the replace after combat is weak and needed
>to be fixed, the Replace at your next turn goes to far.
It does make Wake significantly trickier to play with, but read on.
>The replace at end of current turn, still allows virtually unlimted card
>dumping. Although, I must admit the card dumping only occurs
>occasionally in play and only when the player feels letting the wake go
>is cost effective to getting a new card.
Right. When I play with Wake, I don't USUALLY put that many in a deck
- seeing one in my hand is a Good Thing, since it permits me to appear
defenseless while actually having a defense. (Or just to take more
actions, even if only "bleed for 1".) If I end up with two, I start
tapping out completely (taking stupid actions if necessary), hoping to
burn one as a reaction and move my hand some. If I end up with three,
I start waking multiple vampires for the same action just to get them
gone. But there is a cost for this - I don't get it back 'til my turn
starts. So the current errata is functional, at least - I can't just
toss too many Wakes in and get away with it.
>So What we have is a card that needs something inbetween, and within the
>game constrains, there is no easy solution.
>
>However, the though can to me that WWEF could simply be errata'd to the
>same text as Forced Awakening. This allows the people with out access
>to FA to play on an even board.
What do you do about Wake/Deflect, which under your proposed errata
costs 2 blood? And all the other reaction cards that don't involve a
block? (There are approximately 20-25 of those - i just went and took
a rough count via ELDB.) These cards now all effectively cost 1 extra
blood each, because of FA's no-block clause.
Also, Forced Awakening is NOT that good a card, unless you both (a)
intend to block and (b) intend to be CAPABLE of blocking. When I
build decks with only light ('opportunistic') intercept (a few Sports
Bikes, a KRCG, and a Rumor Mill), I prefer to use Wake instead of FA,
because one Forgotten Labyrinth on an equip action or vote will
totally smother anything but a dedicated intercept deck - and while
I'd like to be able to intercept some things, I certainly don't want
to have to burn a blood just for trying and failing. So Wake serves
me better here.
>The changes of errata and such is that this change could be viewed as
>rather minor, when compared to some of the other wholesale card text
>changes seen in the past.
It isn't exactly a minor change, since the text is not very similar at
all (Wake mentions nothing about 'burn blood for failing'). If a
group doesn't have any FA's they may not realize why the card was
altered. Whereas the current errata changes "after combat" to "your
next untap phase", and that's only four words.
>Comments and suggestions encouraged.
...And please redirect all mindless flames to /dev/null. =)
[ quoted text not captured ]
Derek S. Ray wrote:
> >The changes of errata and such is that this change could be viewed as
> >rather minor, when compared to some of the other wholesale card text
> >changes seen in the past.
>
> It isn't exactly a minor change, since the text is not very similar at
> all (Wake mentions nothing about 'burn blood for failing'). If a
> group doesn't have any FA's they may not realize why the card was
> altered. Whereas the current errata changes "after combat" to "your
> next untap phase", and that's only four words.
Thats partly true. The cost for failing is only paid after you fail to
block. A vampire with 1 blood can use FW, deflect, the ignore the burn
blood cost of FW.
With FW, you can wake as many times as you wish, even with a vampire
with 0 blood and keep cycling the cards out of your hand.
If I have 7 FWs in may hand due to bad luck, I can wake the same 0 blood
vampire repeatedly and get them all gone, redraw and carry one. Cost is
zero.
With Wake the cost is hand reduction to zero, until play returns back to
you.
So compare these. Wake reduces your hand size, FW will reduce your
vampires blood by 1, and if you have any small vamps, or 0 blood vamps
the cost is simply zero.
Raille.
more later I'm sure
On Fri, 07 Jan 2000 21:38:41 -0500, Raille <rai...@mich.com> wrote:
>Derek S. Ray wrote:>> It isn't exactly a minor change, since the text is not very similar at
>> all (Wake mentions nothing about 'burn blood for failing'). If a
>> group doesn't have any FA's they may not realize why the card was
>> altered. Whereas the current errata changes "after combat" to "your
>> next untap phase", and that's only four words.>
>Thats partly true. The cost for failing is only paid after you fail to
>block. A vampire with 1 blood can use FW, deflect, the ignore the burn
>blood cost of FW.
(Not sure how the burn-blood loophole at 1 blood makes the statement
above "partly true", since I was dealing with card text. no biggie.)
I don't know about you, but I keep my vampires ABOVE 1 blood if I can
help it. =) One of my vamps with only 1 blood is fast approaching
the "disposable" classification, unless he's got a way to get blood
back on him quickly in some form or other. Once they start the
take-an-action-for-1, hunt, take-an-action-for-1 sequence, I usually
assume they're going to be intercept targets, and plan my strategy
around the other vamps accordingly.
>With FW, you can wake as many times as you wish, even with a vampire
>with 0 blood and keep cycling the cards out of your hand.
Once per action per vampire, though. You better have a lot of vamps
with 0 blood or a lot of actions to toss 'em on.
>If I have 7 FWs in may hand due to bad luck, I can wake the same 0 blood
>vampire repeatedly and get them all gone, redraw and carry one. Cost is
>zero.
Again, you need 7 actions *and* a 0 blood vampire to do that with.
Not directly a problem for the 7 actions since you can assume that, at
a 4 player table, 3 other people will take at least 7 actions, but
what if you block your predator's first action and draw up multiple
FAs? You may only have 2 of his actions left to burn three or four of
the cards on... And if you have no 0 blood vampires, d'oh!
>With Wake the cost is hand reduction to zero, until play returns back to
>you.
Right. Encouraging people to not just stuff decksful of Wake, since
you can't go card-dumping and IMMEDIATELY help yourself. You can
card-dump and help yourself next turn, of course, but it's a turn in
which you mostly sit and look amusing.
>So compare these. Wake reduces your hand size, FW will reduce your
>vampires blood by 1, and if you have any small vamps, or 0 blood vamps
>the cost is simply zero.
Only 0 blood vamps. If you have small vamps, FA/Delaying Tactics will
still cost them a blood. This is a good reason to Wake/DT. =)
[ quoted text not captured ]
In article
<6E6E642C10583995.818CF796...@lp.airnews.net>,
lor...@yahoo.com (Derek S. Ray) wrote:
> On Mon, 03 Jan 2000 21:35:12 GMT, Merlisk <mer...@my-deja.com> wrote:
>
[snip]
> >4) For decks relying of card refresh, WWEF is fairly useless as it
> >really should only be played during your predator's turn. A case in
> >particular is combat decks - reducing your hand size *drastically*
> >decreases your ability to respond to or pose a threat.
>
> Combat decks typically play with no Wakes and no FA's, as their
> ability to survive depends directly on being pro-active. A combat
> deck with enough intercept to block +2 stealth actions (one bleed + a
> Lost in Crowds) probably hasn't got enough combat to kill things. A
> combat deck with some Wakes thrown in can't stop anything at +1
> stealth. The obvious solution is pack more Bum's Rush and quit
> pretending that Wake, in ANY form, is useful in a combat deck. Ashes
> take no actions.
Hmm....I guess I've been playing combat decks wrong all these years. I
was under the impression that a combat deck that can Wake and intercept
its prey's hunt is extrememly useful. Or, perhaps, Wake and intercept
a rescue from torpor.
Thanks for your enlightenment and in such a gentle tone.
[snip]
> >5) If played as is, or the modification "can't be replaced until end
> >of acting player's turn", the opportunity cost will balance its
> >effectiveness.
>
> I have twenty-five Wakes in my deck, and through crappy draw, i have
> five in my hand. On my grand-predator's turn, I pick an action at
> random and spend four Wakes, one per vampire I possess, to find some
> useful shit in my deck. What opportunity cost? ZERO! that's right,
> ZERO. I just had to pick an action I couldn't block, which was
> anything my grand-predator did. And I'm left with one Wakey and
> probably five, maybe six useful cards. No no no no no no NO! Broken.
>
> >I was somewhat surprised to see a previous post belittle the
> >"opportunity cost" aspect of the game. It's my opinion that the
> >majority of the game *IS* the opportunity cost of cards - with the
> >remaining being a player's sequence of events and the metagame.
>
> Correct. Wake, unerrata'd, has no opportunity cost.
Wrong. The opportunity cost is the slot in your deck and the "hole"
left in your hand until the acting person's turn is over.
Honestly, listen to your logic: I have 7 cards and 5 are Wakes. I get
to throw away 5. Wow! Uh...doesn't that mean you only have 2 useful
cards left in your hand that are playable? In addition, you're unable
to draw to replace the 5 so that further actions by the acting player
are only met with 2 cards? Suppose your predator deflects/misdirects
your grandpredator's bleed. Wouldn't those 25 slots been better put to
use on an appropriate reaction? (Assuming you're not playing one of
your combat-without-any-intercept decks.) I was under the impression
that the skill in creating a deck was balancing useful cards vs. card
slots. Of course, you seem to think that I know nothing of deck
creation, so I'll leave you to your logic.
Perhaps, despite your condescending tone, I can give you the benefit of
the doubt and think that you meant to say that the opportunity cost of
taking a card place in a deck and leaving a hole in your hand for 1
turn isn't enough. Well, that would be have been a more useful debate.
I'd still disagreed with it, but at least you would've added to the
debate.
> -- Derek
--
Best regards,
Merlisk
V:EKN Prince of Dallas
[ quoted text not captured ]
In article <854oro$l0v$1...@nnrp1.deja.com>,
sjoh...@math.sc.edu (L. Scott Johnson) wrote:
[snip]
> Even with all the points that have gone before, no one is prohibited
> from discussing it again, with or without the errata. A constructive
> discussion would be preferred to a simple "this sucks" discussion,
> but this is a free forum. (Just as with Card Limits - the floor is
> always open).
>
> --
> LSJ (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Thank you LSJ. You should know by now that I think you've a great job
taking over for WOTC when support for our game was at low spot.
I simply disagree with this particular ruling. I hope I've done so
with an intelligent discussion of my opinions without an irrational
tone as displayed by some who've responded.
Keep up the good work.
(BTW, for the record, I'm usually in the "ban a card" camp vs. "word
change" camp.)
[ quoted text not captured ]
On Mon, 10 Jan 2000 21:33:01 GMT, Merlisk <mer...@my-deja.com> wrote:
>In article
><6E6E642C10583995.818CF796...@lp.airnews.net>,
> lor...@yahoo.com (Derek S. Ray) wrote:>> On Mon, 03 Jan 2000 21:35:12 GMT, Merlisk <mer...@my-deja.com> wrote:
>>
>> Combat decks typically play with no Wakes and no FA's, as their
>> ability to survive depends directly on being pro-active. A combat
>> deck with enough intercept to block +2 stealth actions (one bleed + a
>> Lost in Crowds) probably hasn't got enough combat to kill things. A
>> combat deck with some Wakes thrown in can't stop anything at +1
>> stealth. The obvious solution is pack more Bum's Rush and quit
>> pretending that Wake, in ANY form, is useful in a combat deck. Ashes
>> take no actions.>
>Hmm....I guess I've been playing combat decks wrong all these years. I
>was under the impression that a combat deck that can Wake and intercept
>its prey's hunt is extrememly useful. Or, perhaps, Wake and intercept
>a rescue from torpor.
But even more useful is a combat deck that has vaporized all its
prey's minions before they can take any actions - meaning that nobody
is hunting, and nobody is rescuing from torpor. This lets you include
more Rush actions and beat-things-up cards, and less Wake and
intercept in your combat deck, increasing the chance that you'll have
what you need when you need it, as opposed to a handful of Wake and +1
intercept when the OBF deck is hunting and fishing its guys out of
torpor.
>Thanks for your enlightenment and in such a gentle tone.
That *is* gentle, for me. :P
>> >5) If played as is, or the modification "can't be replaced until end
>> >of acting player's turn", the opportunity cost will balance its
>> >effectiveness.
>>
>> I have twenty-five Wakes in my deck, and through crappy draw, i have
>> five in my hand. On my grand-predator's turn, I pick an action at
>> random and spend four Wakes, one per vampire I possess, to find some
>> useful shit in my deck. What opportunity cost? ZERO! that's right,
>> ZERO. I just had to pick an action I couldn't block, which was
>> anything my grand-predator did. And I'm left with one Wakey and
>> probably five, maybe six useful cards. No no no no no no NO! Broken.
>>
>> >I was somewhat surprised to see a previous post belittle the
>> >"opportunity cost" aspect of the game. It's my opinion that the
>> >majority of the game *IS* the opportunity cost of cards - with the
>> >remaining being a player's sequence of events and the metagame.
>>
>> Correct. Wake, unerrata'd, has no opportunity cost.>
>Wrong. The opportunity cost is the slot in your deck and the "hole"
>left in your hand until the acting person's turn is over.
Wrong. Unerrata'd, it is "don't replace til after combat", and since
there is no combat, it is effectively "replace immediately", which is
zero opportunity cost - very bad.
Your proposal involves alternate errata, "don't replace 'til end of
acting player's turn", which is not what I was referring to - most of
the ranting has been about leaving it totally unerrata'd.
>Honestly, listen to your logic: I have 7 cards and 5 are Wakes. I get
>to throw away 5. Wow! Uh...doesn't that mean you only have 2 useful
>cards left in your hand that are playable? In addition, you're unable
And how many cards exactly did you have in your hand that were useful
BEFORE you threw away the 5? Sitting on useless crud does not make it
any less useless, and under your errata burning Wakes against harmless
actions by your predator is worthless - you would not get to replace
'til your OWN untap.
>to draw to replace the 5 so that further actions by the acting player
>are only met with 2 cards? Suppose your predator deflects/misdirects
>your grandpredator's bleed. Wouldn't those 25 slots been better put to
These things happen. It's a win/win situation for your predator if he
deflects anyway - he gets a Wake out of your hand with minimal effort
to him, and still gets to take his turn against you. My point is, if
you have a hand that will be no good against what your predator will
do, dumping multiple cards and replacing on your predator's untap is a
MINIMAL risk compared to what you could GAIN, considering your
grandpredator is not going to intentionally do anything to harm you
until you are actually his prey.
>use on an appropriate reaction? (Assuming you're not playing one of
>your combat-without-any-intercept decks.) I was under the impression
If you're playing a 25-wake deck, I assume the deck has plenty of
reaction cards anyway - specifically, at least 25. Just lobbing 25
wakes into a deck would be a total waste of time.
>that the skill in creating a deck was balancing useful cards vs. card
>slots. Of course, you seem to think that I know nothing of deck
>creation, so I'll leave you to your logic.
Rampant hyperbole. But it seems to be your style. =)
>Perhaps, despite your condescending tone, I can give you the benefit of
>the doubt and think that you meant to say that the opportunity cost of
>taking a card place in a deck and leaving a hole in your hand for 1
>turn isn't enough. Well, that would be have been a more useful debate.
>I'd still disagreed with it, but at least you would've added to the
>debate.
Oh, get off your high horse. It's as if nobody ever disagreed with
you before - sheesh. I was merely trying to provide an EXAMPLE, which
provides some substance to debate over, as opposed to just shouting
"WAKE WAS FINE THE WAY IT WAS", as some others have done. My point
remains: leaving a hole in your hand 'til the end of the acting
player's turn is insufficient, as it's only required to cycle
everything on one of your grandpredator's actions, at minimal cost to
yourself (except that you're down a few Wakes in your deck. Most 90
card decks do not run out of their libraries during a normal game).
[ quoted text not captured ]
Merlisk wrote:
>>Hmm....I guess I've been playing combat decks wrong all these years. I
was under the impression that a combat deck that can Wake and intercept
its prey's hunt is extrememly useful. Or, perhaps, Wake and intercept
a rescue from torpor.
Thanks for your enlightenment and in such a gentle tone.>>
While I can't speak for Derek's tone (which seemed perfectly friendly to
me...), he is pretty much correct--if you want to get anywhere with a rush
deck, you really want to be leaving the WWEF out of the deck for the following
reasons:
A. Clogs your deck. A viable Rush deck is incredibly card intensive, using 4-8
cards per action, on average (Bum's Rush, Torn Signpost, IG, Undead Strength at
very minimum; add manuvers, Tastes, presses, additional strikes to taste).
Drawing a Wake does not help you in combat, and does not help you kill someone.
Thus, it is pretty much dead weight.
B. You can't intercept anyone anyway. As a good Rush deck is incredibly card
intensive, there really isn't any room for intercept (for the same reasons
mentioned above), so having the ability to Wake and block zero stealth actions
will get you nowhere. At all.
Sure, every once and a while, having a few Wakes and a few intercept cards in a
given Rush deck *might* be a helpful surprise now and then, but more often than
not, it'll clog your hand and get you nowhere.
As the Rush deck lives and dies by its ability to pre-emptively kill stuff, you
are better off just leaving out Wakes and intercept, and focusing on killing
better.
You don't have to intercept your prey's "rescue from torpor" actions if all of
his vampires are in torpor...
>>Honestly, listen to your logic: I have 7 cards and 5 are Wakes. I get
to throw away 5. Wow! Uh...doesn't that mean you only have 2 useful
cards left in your hand that are playable? In addition, you're unable
to draw to replace the 5 so that further actions by the acting player
are only met with 2 cards?>>
Just in response to this point--Assuming an un-errattaed Wake (replace after
combat). You have 5 Wakes in your hand. You want to get rid of them. You wait
until your Prey (or grand prey or anyone at the table) performs an action that
you can't legally block or are incapable of blocking (Hunting? Calling a vote?
Equipping? Bum's Rushing their prey? Taking a directed action at someone other
than you?). You then Wake every vampire you own, neglect to block or react.
There is no combat. You redraw every Wake you played pretty much immideately.
Zero cost, except for the deck space (which may or may not be significant).
>>Suppose your predator deflects/misdirects
your grandpredator's bleed. Wouldn't those 25 slots been better put to
use on an appropriate reaction? (Assuming you're not playing one of
your combat-without-any-intercept decks.) I was under the impression
that the skill in creating a deck was balancing useful cards vs. card
slots. Of course, you seem to think that I know nothing of deck
creation, so I'll leave you to your logic.>>>
Assming you are building a deck,and you are under the impresison that having
Wakes are important, you could put in as many as you want (pre-errata) without
having to worry about hand jamming on them, unlike *every other card in the
game*. They flow like water. Yeah, 25 is probably excessive, but 12 is a
perfectly reasonable number of Wakes for a deck that needs Wakes. Pre errata,
the opportunity cost of the Wake was nothing--if you didn't need them (say your
predator is playing an intercept deck), you can toss them freely, unlike every
other card in the game, which has a play requirement (being in combat, needing
intercept/stealth, calling a vote, taking an action, whatever). Wake cycled
absolutely freely, if you needed to do so. Not good. Thus, errata.
Peter D Bakija
PD...@aol.com
"You said that love's never kind.
I memorize these lines, practice them every night."
-Sleater/Kinney
> >What if I want to use vamps that don't have animalsm? Just
> >don't expect to block?
> You could always leave someone untapped, that is what
> most people do
This is true. And for the most part, you do usually leave one
vamp untapped. However, you still have to have some sort
of defense going on because unless you leave all your vamps
untapped, you won't be able to fully defend against your pred.
This secondary defense is usually in the form of some kind of
untap/wake ability.
> Thanks for the sarcasm, it actually brghtens my day, but
I try. You know it makes me feel all warm and gushy inside
when I do.
> I will address your point. If you think that a card slot is that big of a
> deal( especially how you like high combat decks),
I'm talking about in general, for any kind of deck.
> then you should either not use WWEF to block your prey when
> your prey is using non-directed actions.
Either not use WWEF or do what? You didn't complete your point.
> I actually agree with what you are saying, but the difference between
> one blood and a card slot is a signifigant difference and you should build
> your strategy around it.
That is what you have to do. I'm not arguing strategy. At all. Period.
I full well realize that with the current errata, if you are using an
Intercept
Block deck, it is much better to use FA to Wake. What I'm arguing is
the cost differences and the unfairness of the errata to Wake when compared
to the card that it was meant to brought in line with - FA.
> I, personally, would choose WWEF to use with smaller vamps, because of
> the no blood cost, and use FA with the bigger ones, just in case there was
> stealth involved.
This is what you are *forced* to do right now with the current errata. I am
making the argument that it is unfair and am pointing out why.
> >> > Why is it that the card should have heavier cost at one end of
> >> > the table yet have a far greater reduced (to almost nothing if
> >> > used at the very last action of the pred's turn) cost at
> >> > the other
> >> > end of the table? For the *exact same opportunity*?!?> They reason it should have a higher cost at one end of the
> table rather than the other is that it is the only cost you pay for
> using the card. It is disciplineless, therefore you do not have to
> specialize with a specific discipline(i.e. Fortitude, Animalism, Auspex,
> etc.). It doesn't cost any blood (i.e. Forced Awakening or Freak
> Drive) It does not require a untapped vampire( i.e. Telepathic
> Counter, Telepathic Misdirection, Deflection, etc.). It is a great
> card that is useful for giving you extra action (in that you do not have
> to leave as many minions untapped) but it costs nothing. The errata
> gives it a weighted cost. It is extremely inexpensive if you use it to
> defend against your predator, but very expensive to attack your prey
> by blocking an action.
You know, I thought about this for a while. And I *almost* thought
that you were right. However, one thing doesn't wash and it's the
thing you didn't take into consideration - Forced Awakening. It
does the exact same thing that Wake does - allow your vamp to
block as if untapped and is disciplineless. However, it doesn't have
the same kind of revolving cost as Wake now does. It doesn't cost
you 2 blood (or more) to attempt block your prey and fail. It costs
you one blood no matter what. So this whole argument that it should
cost you more to block your prey than your pred is bull.
> As above, it should cost more to do proactive blocks that
> help your position on the table, rather than reactive blocks
> that defend your current position.
This makes no sense. Blocking either your predator or your
prey helps your position. So you are saying that it helps your
position more to, say, block your prey from Hunting or from
performing the 5thTrad than it does from blocking your pred
from bleeding you for X?
> Blocking across the table is difficult under the best of
> circumstances. Only two cards allow you to do it so to
> include that here is an extreme corner case.
Not the point. If you can and do, Waking costs you less
for this than it does against your prey. That's the point.
> See above about predator vs. prey and pro-active vs. reactive
> blocking
See my point that this argument isn't valid.
> Exactly, why it should cost more. It helps you to block your prey by
> denying him/her actions that benifit them, this weakens your prey and
> helps you: therefore it should cost more.
Then why doesn't FA cost more to block your prey? Your point is
bogus.
> >I'm sorry, but all of the above does not equal 1 blood on a vampire
> >by *any* stretch of the imagination. No other card in the game has
> >this kind of "revolving" cost. And please don't point out that in my
> >above examples, you should use FA instead of Wake. My point is
> >that the cost of Wake does not equal the cost of FA (and is in fact
> >significantly more expensive), which Wake was errata'd to bring more
> >in line with.
> Actually depending on how you intend to use it the costs are
> roughly the same. In fact, judicious use of WWEF will cost you virtually
> nothing, which is the reason for the errata.
I still don't agree with this. It costs you a card slot, just like any
other card
in your deck. Any card you put in your deck, you are putting it in there
because you can and want to use it. If you just throw away the Wake on
nothing, it's a waste of a card slot. But this has been debated and argued
for an eternity and don't really want to dredge it up again.
> Assming you are building a deck,and you are under the impresison that
having
> Wakes are important, you could put in as many as you want (pre-errata)
without
> having to worry about hand jamming on them, unlike *every other card in
the
> game*. They flow like water. Yeah, 25 is probably excessive, but 12 is a
> perfectly reasonable number of Wakes for a deck that needs Wakes. Pre
errata,
> the opportunity cost of the Wake was nothing--if you didn't need them (say
your
> predator is playing an intercept deck), you can toss them freely, unlike
every
> other card in the game, which has a play requirement (being in combat,
needing
> intercept/stealth, calling a vote, taking an action, whatever). Wake
cycled
> absolutely freely, if you needed to do so. Not good. Thus, errata.
Quick point here: you can do the exact same thing with FA. Got a weenie
and
need to dump your hand really quicky? Use the weenie to FA actions you
cannot
block. When the weenie gets to 0 blood, you don't have to burn anything and
can
still use (and dump) FA. You just got to dump your entire hand for the cost
of
a couple of blood. If you have a HG in play, you don't even have to hunt
with
that Weenie. Playing a 5th Trad deck and need one? Dump all your FAs and
pull that 5th you really need. So you can "abuse" FA just as easily as you
could
pre-errata Wake for only a *marginal* cost (and one that isn't even that
marginal
if you already have a vamp at 0 blood). Because of this loophole, do you
feel
that FA should be errata'd, too? Other cards have been errata'd because of
loopholes, why not this one too?
Sorrow
---
I told the priest - don't count on any second coming. God got his
ass kicked the first time he came down here slumming. He had the
balls to come, the gall to die and then forgive us. No, I don't
wonder why, I wonder what he thought it would get us
-- Concrete Blonde
Sorrow wrote:
> What I'm arguing is
> the cost differences and the unfairness of the errata to Wake when compared
> to the card that it was meant to brought in line with - FA.
It was meant to balance the cost of Wakey with its own effect, FA
notwithstanding. Most of the "fixes" that did this (that were being
used/tested as house rules before FA was printed) truly turned
WwEF into wallpaper once FA was finally added to the mix. For instance,
the first proposed fix for WwEF was: "costs 1 blood" (in addition to the
printed Do Not Replace text) [Curt Adams]. While that may have brought
WwEF's cost into line with its effect, it was obviously not a workable
solution after FA was printed.
So a lesser cost (do not replace until your next untap, initially
proposed by the Corruptor) was adopted by the RT. While it didn't
restrict the WwEF as much as the one blood cost did, the strengthened
WwEF didn't seem overly strong (unbalanced).
> > I, personally, would choose WWEF to use with smaller vamps, because of
> > the no blood cost, and use FA with the bigger ones, just in case there was
> > stealth involved.
>
> This is what you are *forced* to do right now with the current errata. I am
> making the argument that it is unfair and am pointing out why.
You are not forced to used WwEF on the smaller vamps, nor are you forced
to use FA with the larger ones. Both are very strong cards (for their
costs), so a question about "fairness" should be asking why they aren't
more restricted than they are now.
> > >> > Why is it that the card should have heavier cost at one end of
> > >> > the table yet have a far greater reduced (to almost nothing if
> > >> > used at the very last action of the pred's turn) cost at
> > >> > the other end of the table? For the *exact same opportunity*?!?> [huge snip]
> Waking costs you less for [use against your predator] than it does> against your prey. That's the point.
The "Do not replace until the end of the turn" alternative that some have
proposed would have a similar "problem": a heavier cost at the start of
a player's minion phase (her first action) than at the end (her last
action). Which would be the "*exact same opportunity*" by the above
usage. Why should *that* be?
(Answer: because it's a card game, and the "ideal world of darkness"
sometimes has to give way to the mechanics/abstractions of the game)
As an alternative, since the card is already higher on the effect/cost
scale than the average, a more "balanced" solution that doesn't
suffer from the "predator-prey sliding scale cost" that some players
apparently find distasteful would be "Do Not Replace Until the Acting
Minion's Controller's Next Untap Phase".
But, while possibly more balanced, such a solution is more difficult
to remember - which probably outweighs the gain in balance.
[snip]
--
LSJ (vte...@wizards.com) V:TES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.wizards.com/VTES/rules.asp
Sorrow wrote:
>>Quick point here: you can do the exact same thing with FA. Got a weenie
and need to dump your hand really quicky? Use the weenie to FA actions you
cannot block. When the weenie gets to 0 blood, you don't have to burn anything
and
can still use (and dump) FA.>>
People keep bringing this up, and I really don't think it is all that
significant a loophole. You need to be willing to have a vampire at zero
blood--if you don't have a vampire at zero blood, you need to burn the blood
off of him until he reaches zero, which is a significant cost. Yeah, after you
burn off the blood he has, you can cycle the FA freely, but you need either to
have a vampire at zero blood (which takes effort of some sort) to react with,
or burn some blood off of one of them, which very well could be blood you are
putting into your pool instead (via something like Blood Doll). Thus, there is
a cost, even if it is a minimal one. Pretty similar to the current Wake. A
cost.
>>You just got to dump your entire hand for the cost of
a couple of blood.>>
Yes. This is a cost. Those couple points of blood you burn off is
significant--that blood could instead be pulled off your vamp and moved to your
pool, or used to deflect someone, or something. Instead, you are burning it to
cycle some cards out of your hand. A reasonable cost.
>>If you have a HG in play, you don't even have to hunt
with that Weenie. Playing a 5th Trad deck and need one? Dump all your FAs and
pull that 5th you really need.>>
And the blood you burned looking for that 5th could have been better utilized
in your pool via a minion tap. A cost is a cost.
>>So you can "abuse" FA just as easily as you could pre-errata Wake for only a
*marginal* cost (and one that isn't even that marginal if you already have a
vamp at 0 blood).>>
A marginal cost is a cost. And the cost is only marginal if you build a deck to
make the cost marginal. If you are playing a deck that uses mid-sized (and
consequently fewer) vampires, having one of them at zero blood is significant.
WWEF was not "abused" in its original form. It was a card that had no
significant cost, unlike every other card in the game. As Jyhad is a game of
cost/effect and resource management, this is not acceptable. The current
version of WWEF has a reasonable cost that justifies its powerful effect. Many
would argue that the current Wake is wallpaper when compared to FA. I would
not.
>>Because of this loophole, do you feel that FA should be errata'd, too? Other
cards have been errata'd because of loopholes, why not this one too?>>
I do not believe that FA has a significant "loophole" effect. The card, as
printed, has a significant cost--burn a blood if you do not block an action.
This means you need to be willing (and able) to A) Block an action B) Burn a
blood to use it for a reaction card (which when combined with Deflection
becomes a *very* significant cost) or C) Have a vampire with zero blood, who is
tapped, lying around doing nothing so you can cycle the card for "free" (you'll
note my use of sarcastic quote marks...). This is a legitimate and significant
cost.
Pre errata Wake had no such costs. Nada. Nothing. You had it in your hand you
either used it for something good, or tossed it for free with no restriction.
The only other cards that had such unrestricted cycleability were pre rules
change vote cards--and they errataed that rule too.
[ quoted text not captured ]
Peter D Bakija wrote:
> >>Because of this loophole, do you feel that FA should be errata'd, too? Other
> cards have been errata'd because of loopholes, why not this one too?>>
Yes.
Perhaps addition of: If cost cannot be paid reacting vampire goes to
torpor.
> I do not believe that FA has a significant "loophole" effect. The card, as
> printed, has a significant cost--burn a blood if you do not block an action.
This means you need to be willing (and able) to A) Block an action
B) Burn a blood to use it for a reaction card (which when combined with
Deflection becomes a *very* significant cost) or C) Have a vampire with
zero blood, who is
> tapped, lying around doing nothing so you can cycle the card for "free" (you'll
> note my use of sarcastic quote marks...). This is a legitimate and significant
> cost.
What I have found in play. Yes I really do play. Is that both Wake and
FA don't get dumped unless the player has a defined reason to do so.
Usually they either need a card to ousted their prey for the next turn
or they need to stop a bleed with will oust them.
It is during these situation when the rapid card cycling comes into
play. If I have a vampire with any amount of blood, it will be
sacraficed via FA to draw a deflect or intercept card. Any amount! Its
burn the vampire blood or die, what will you do.
With Wake there is no longer a hope to draw a card to deflct or block,
with FA their is a heavy cost in terms of blood.
With Wake, you can only cycle as many cards as you have in your hand,
and you better to is at the end of your predators turn or your S.O.L
(and thats not Serpents of Light.) :)
Now it is rare that a player needs to cycle that many FA or wakes. What
I have found is while this is annoying to watch a player dump some cards
then pull his a** out of the fire at the last second, these same players
have 100% of the time have had poorly designed decks. With one of two
playings they end up taking extra wake/FA out of their deck.
> Pre errata Wake had no such costs. Nada. Nothing. You had it in your hand you
> either used it for something good, or tossed it for free with no restriction.
> The only other cards that had such unrestricted cycleability were pre rules
> change vote cards--and they errataed that rule too.
I guess the card to add now is deal with the Devil. Toss in a few dozen
of those into a crappily designed deck so you can cycle an extra 7 cards
at the begining of your turn. Better write up some errata for that too.
Vote cards. Uhm, wrong conversation. Don't want to start that argument
here.
> Peter D Bakija
> PD...@aol.com
Raille
Raille wrote:
<<Yes. Perhaps addition of: If cost cannot be paid reacting vampire goes to
torpor.>>
(Dave, this is a response to something Sorow wrote, not me--I wasn't stating
that FA should be errataed in any way, shape, or form :-)
<<What I have found in play. Yes I really do play. Is that both Wake and
FA don't get dumped unless the player has a defined reason to do so.
Usually they either need a card to ousted their prey for the next turn
or they need to stop a bleed with will oust them.>>
Ok.
<<It is during these situation when the rapid card cycling comes into
play. If I have a vampire with any amount of blood, it will be
sacraficed via FA to draw a deflect or intercept card. Any amount! Its
burn the vampire blood or die, what will you do.>>
Yup. To cycle the FA, it costs blood. I have no issue with the fact that you
can cycle FA. It has a cost to do so. My issue was with pre-errata Wake, which
had a very powerful effect (untap a vampire--giving you extra actions) and zero
cost. The free cycling aspect of pre-errata Wake was a side effect of its lack
of cost. FA has a cost--burn a blood if you don't block. This means that if you
want to cycle it without blocking, you need to play a blood. This is a
significant cost.
<<With Wake there is no longer a hope to draw a card to deflct or block,
with FA their is a heavy cost in terms of blood.>>
Yes, a significant cost. If you want to toss a Wake, it costs you a card slot.
If you want to toss a FA, it costs you a blood. I would claim that it is a
compareable cost.
<<I guess the card to add now is deal with the Devil. Toss in a few dozen
of those into a crappily designed deck so you can cycle an extra 7 cards
at the begining of your turn. Better write up some errata for that too.>>
That is so not the point. Wake needed errata because it had a very significant
effect (it gave you extra actions) and had *zero* cost. Unlike every other card
in the game. As a result of its complete lack of cost, it could be cycled like
water--this was bad, but a result of its lack of cost. The only reason that the
free cycling was a problem was because Wake was a powerful card in and of
itself--it is always useful to be able to untap, but as opposed to all other
powerful but conditional use cards, it would never clog your hand, as you could
cycle it freely if you didn't need it, as it had no cost. If Wake had no other
function (like Deal with the Devil), who would care? If Wake's card text was
"Discard Wake to draw a new card", and it had no other use or cost, it would be
perfectly fine, although a complete coaster (unless 40 cards was too many for a
particular deck you have in mind...). That was not Wake's effect, however. It
had a very powerful effect, zero cost, and never clogged up your hand if you
didn't need it. Thus, too good.
Please compare pre errata Wake to Surprise Influence. Both are no discipline
reaction cards with no blood cost. Wake has a very commonly useful, powerful
effect. Surprise Influence has a occasionally useful, minimal effect.
Logically, Wake should be harder to use (i.e. have a higher cost) than SI, due
to the disparity in their effects for a similar card type. This is not the
case--Wake can be used and cycled freely, where SI has a very high conditional
cost (there needs to be a vote that someone else has called). This disparity of
cost indicates that something was wrong with Wake.
As to Deal with the Devil, DwtD has a perfectly reasonable cost (a master phase
*and* your entire hand) and its only effect is to allow you to redraw your
hand. It doesn't do anything else. It doesn't allow you to surgically cycle
your hand during your opponents turn as a side effect of its lack of cost. Wake
had a very useful effect, no cost, *and* the ability to be cycled for free.
Just too much. Hand cycling was not the problem with pre-errata Wake. It was
the complete lack of cost for a card with a powerful effect. The free hand
cycling was an added benefit and a symptom of somthing being amiss.
>>Vote cards. Uhm, wrong conversation. Don't want to start that argument
here.>>
Not that different of a conversation. Both effects were changed due to lack of
appropriate cost.
[ quoted text not captured ]
Peter D Bakija wrote:
> That is so not the point. Wake needed errata because it had a very significant
> effect (it gave you extra actions) and had *zero* cost. Unlike every other card
> in the game. As a result of its complete lack of cost, it could be cycled like
> water--this was bad, but a result of its lack of cost. The only reason that the
> free cycling was a problem was because Wake was a powerful card in and of
> itself--it is always useful to be able to untap, but as opposed to all other
> powerful but conditional use cards, it would never clog your hand, as you could
> cycle it freely if you didn't need it, as it had no cost. If Wake had no other
> function (like Deal with the Devil), who would care? If Wake's card text was
> "Discard Wake to draw a new card", and it had no other use or cost, it would be
> perfectly fine, although a complete coaster (unless 40 cards was too many for a
> particular deck you have in mind...). That was not Wake's effect, however. It
> had a very powerful effect, zero cost, and never clogged up your hand if you
> didn't need it. Thus, too good.
the cost was insignificant. But the errata cost is too much.
This is what most of us who argue against this will agree on.
The current loss of the card slot for a full cycle of the table is too
great. I currently use Zero wakes in any of my decks. The decks I have
do not depend on vampire blood to win the game. The loss of a card out
of my hand is critical, and even with an average deck that card slot can
be the make of break of a game.
Since I cannot come up with a intermediant cost for wake, I prefer to
error on the side of caution and am happy to let it lie with out errata.
Pre errata = too weak cost
Post errata = too great a cost.
Until something else is devized I suspect that this conversation will
keep cropping up, like dandelions. It just doesn't look as pretty.
Maybe I should start in on Pulled fangs again. :)
Raille
On Mon, 10 Jan 2000, Merlisk wrote:
> > Combat decks typically play with no Wakes and no FA's, as their
> > ability to survive depends directly on being pro-active. A combat
> > deck with enough intercept to block +2 stealth actions (one bleed + a
> > Lost in Crowds) probably hasn't got enough combat to kill things. A
> > combat deck with some Wakes thrown in can't stop anything at +1
> > stealth. The obvious solution is pack more Bum's Rush and quit
> > pretending that Wake, in ANY form, is useful in a combat deck. Ashes
> > take no actions.
>> Hmm....I guess I've been playing combat decks wrong all these years. I
> was under the impression that a combat deck that can Wake and intercept
> its prey's hunt is extrememly useful. Or, perhaps, Wake and intercept
> a rescue from torpor.
Note the use of the word "typically". Also note that one strongly held
theory with combat decks is to pro-actively stop all actions - you cannot
hunt if you're dead, you cannot rescue if you're dead, you cannot come out
of torpor if you're dead (no blood, or preferably burned).
--
James Coupe
Raille wrote:
>>the cost was insignificant. But the errata cost is too much.
This is what most of us who argue against this will agree on.>>
I'll accept that, but then just as many people agree that the current cost is
not too steep.
>>The current loss of the card slot for a full cycle of the table is too
great. I currently use Zero wakes in any of my decks. The decks I have
do not depend on vampire blood to win the game. The loss of a card out
of my hand is critical, and even with an average deck that card slot can
be the make of break of a game.>>
I have simply not found the cost of the eratted Wake to be all that
significant--I currently have two decks that use untapping cards. One uses a
lot of deflections and Delaying tactics. It uses 9 Wakes and no FA, because I
don't want to spend the blood. It is a very effective deck (it is an all DOM
bonding deck--unless it is sitting next to a dedicated intercept deck, it tends
to do *very* well). The other is a weenie Pro deck with light intercept, lots
of Earth Melds (allowing untap after a block), and reaction cards, and also 9
Wakes. It is also a very effective deck (it was the leader going into the
finals in the second Origins tourney this past summer). Neither deck uses FA,
as I don't want to spend the blood, and react just as often as I attempt to
block. Both decks are very effective. Neither deck finds the current cost of
Wake too much to handle.
>>Since I cannot come up with a intermediant cost for wake, I prefer to
error on the side of caution and am happy to let it lie with out errata.>>
Which is understandable if you belive that the current cost is too high. I do
not.
>>Maybe I should start in on Pulled fangs again. :)>>
Post errata Pulled Fangs: KoKo torporizes all of your vampires.
Pre errata Pulled Fangs. KoKo burns all your vampires.
You do the math :-)
[ quoted text not captured ]
Peter D Bakija wrote:
> >>Maybe I should start in on Pulled fangs again. :)>>
>
> Post errata Pulled Fangs: KoKo torporizes all of your vampires.
> Pre errata Pulled Fangs. KoKo burns all your vampires.
>
> You do the math :-)
>
> Peter D Bakija
> PD...@aol.com
What about a real solution.
Pull Fangs. Only one playable per combat. Leave it as agravated rules.
This means that a Pot deck can still burn you, but what the hay, errata
to PFs never stopped that any how. This will Stop Julius the catiff
from burning his opponents, and that enough for me.
Raille
[ quoted text not captured ]
Actually, I have a hell of a difficult time making a POT deck that
*burns* vampires, because I only have two Decapitates. Burning Wrath
is funny on the face of it, and making POT/pro is a lot trickier than
it sounds.
Do you really want to bring Lucky Blow/PF/Amaranth back, though? =)
[ quoted text not captured ]
Raille wrote:
>>What about a real solution.>>
I don't really understand that statement--if you are going to errata it, you
are going to errata it. The fix you have suggested requires just as much
verbiage as the current one, is errata (as opposed to not errata), and still
leaves the card too powerful.
>>Pull Fangs. Only one playable per combat. Leave it as agravated rules.>>
Still allows potence decks to burn opponents with impunity and for nothing.
Still leaves non combat clans with a *very* powerful combat card that costs
almost nothing. "Look! I have Fortitude! You go to Torpor!"; "Look! I have
Lucky Blow! You go to Torpor!"
>>This means that a Pot deck can still burn you, but what the hay, errata
to PFs never stopped that any how.>>
Wha? Before the errata, every PF played by a Potence deck resulted in a burnt
vampire, with no blood cost and no need for superior potence. Now, PF does not
burn anyone. If you mean because of Decapitate, I can tell you that Decapitate
isn't all that easy to use--it takes superior Potence (requiring bigger
vampires than you would like or skill cards), two blood (requiring damage
prevention or lots of tastes), and the inferior version is pretty much
worthless. As it isn't that easy to play, it is a bad idea to have more than 4
or 5 in a deck. With 4 or 5, it doesn't come up that often. As PF was always
playable and by any vampire, you could easily have, like, 10 in a Rush deck and
never notice a problem.
>>This will Stop Julius the catiff from burning his opponents, and that enough
for me.>>
I'll accept that it is enough for you, but I assure you--Pulled Fangs that did
aggro damage was simply too powerful. It was a zero discipline card with no
blood cost that did aggrivated damage. What else did aggro damage in the
original set:
-Wolf Claws/CotD: Required a discipline. Cost a blood.
-Walk of Flame: Required a Discipline. Only worked second round.
-Burst of Sunlight: Required a Discipline. Did damage to you as well.
-Ivory Bow: Weapon. Fragile. Unique. Cost a pool. Required an action to equip.
Could be stolen/acquired.
-Sengir Dagger: Same as above, but cost 2 pool.
-Flame Thrower: Same as above. Cost 4 pool, but not unique.
-Dragon's Breath Rounds: Required a gun (see above). Destroyed that gun. Was
too good with Zip Gun. Thus, Zip Gun errataed.
-Body of Sun: Sucks plain and simple.
These are the cards that PF was built to be in line with. Even with the 1st
edition Aggro rules, it was too powerful when compared to these (and other
similar cost) cards.
PF was printed when a single point of aggrivated damage *could not burn a
vampire, ever*. When PF was printed, playing 8 of them on one vampire had
almost no greater effect than 1 (you still just went to Torpor--you just had to
grow back your fangs 8 times...). When the aggro rules changed, PF suddenly
became an unholy nightmare of a card, and far, far more powerful than
originally intended or designed. It needed to be fixed. Saying you could only
play one of them at a time simply does not fix the card. It is still too
powerful.
What possible justification can you come up with for a zero discipline, zero
cost card with low opportunity cost for being that powerful? Lucky Blow is also
a zero discipline, zero cost combat card. As is Dodge. The "Don't Redraw" and
"Do more damage" aspects of PF and Lucky Blow are a wash (and according to many
in the recent thread discussion, a single card slot is *very* valuable, making
the disadvantage of Lucky Blow an arguably more severe cost than the minimal
opportunity cost of PF...). What can possibly justify the fact that pre errata
PF is that much more powerful than Lucky Blow? That it is rare?
[ quoted text not captured ]
On Sat, 15 Jan 2000, Derek S. Ray wrote:
> Do you really want to bring Lucky Blow/PF/Amaranth back, though? =)
ITYM "Ventrue Steam-roller deck of Skin of Steel/PF/Amaranth"
That's the scary one, when it comes to it being abused, I find.
--
James Coupe
[ quoted text not captured ]
Well, yeah, THAT one is just ugly. but i was actually thinking more
"first turn, I bring out Nik, Igo, Antoinette, and Smudge. Next turn,
Smudge rushes you, plays Lucky Blow, pulls your fangs, and Amaranth.
Darn... Smudge gets burned too. He could've done it without the LB
next time."
[ quoted text not captured ]
Peter D Bakija wrote:
> What possible justification can you come up with for a zero discipline, zero
> cost card with low opportunity cost for being that powerful? Lucky Blow is also
> a zero discipline, zero cost combat card. As is Dodge. The "Don't Redraw" and
> "Do more damage" aspects of PF and Lucky Blow are a wash (and according to many
> in the recent thread discussion, a single card slot is *very* valuable, making
> the disadvantage of Lucky Blow an arguably more severe cost than the minimal
> opportunity cost of PF...). What can possibly justify the fact that pre errata
> PF is that much more powerful than Lucky Blow? That it is rare?
>
> Peter D Bakija
> PD...@aol.com
Very good argument. I can offer no justification for a zero cost
disciplineless cost.
And for that reason, I cannot continue this thread further. Suffice it
to say, that I do not favor adding errate to the game in most cases.
Including this one. I however to do not have the vestided power to
change this, and even if I did, I like LSJ would have to submit to the
players.
Raille.