rec.games.trading-cards.jyhad

[fanset] Complete 270+ set, Update 7/21/04

15 messages from 7 participants · 21 July 2004 – 28 July 2004
original thread on Google Groups

vermillian

*** 100 Vampires are coming soon. Please give me some advice on if you think these cards contain enough untap effects and whether you think the rarity scheme seems adequate (I'm thinking 1R 3V 3U 4C... weird, I know, but 2 vamps makes it too tough to draft). As always, comments on power levels and your own thoughts of cards that would fill anyholes I've missed in the stereotypical attributes of base sets are appreciated (specifically the indy disciplines and non-clan/discipline based stuff). I'm hoping to have this finished in time for an October Tournament for playtesting. :) *** Druidic Knowledge Action R 1 Blood Tap any card in play that is not a vampire. Ani: As above, but put this card on the acting minion, tapped. The minion with this card may tap this card and take a D action that costs one blood to tap any card in play that is not a minion. Burn this card if this vampire goes to torpor. ANI: As ani above, but the cost of the action allowed by this card is reduced by one blood. Rats in the Walls Action R +1 stealth D action. ani: Put this card on a location controlled by a methuselah. Each time that location becomes tapped, the controller of that location chooses a minion they control to burn one blood. ANI: As above, but controller burns one pool instead The Monster from the Woods Ally U ghoul 3 pool 2 life 2 strength 0 bleed. As a D action may enter combat with a minion. Has an optional maneuver OR press once per combat (decide before range is determined in a round of combat). ani: As above, but reduce the cost to play this card by one pool. ANI: As ani above, but has an optional additional strike, once per combat. The Beast in the Mind AM U ani: For the remainder of this action, any minion must burn one blood or life after they play their next card. Chi: For the remainder of this action this vampire may burn two blood when a minion card is played to cancel its effects, unless the minion playing the card burns two blood or life. Cat's Pounce Combat C Ani: Strike: Hand. Untap this striking minion if this strike was not dodged. ANI: As above, but hand +1. Swarming Vermin Combat C Only before range is determined. Only one [cn] may be played per combat. Ani: For the remainder of combat, the opposing minion takes one damage during strike resolution, if the range is close. ANI: As above, but once this combat, this vampire may burn one blood for a press or a maneuver. The Animal Within Combat U Play before range. This minion may burn one blood to return this card from your discard pile to your hand at the end of combat, if the opposing minion ends combat as a strike. Ani: This round of combat this vampire may strike: Hand. This strike may not be dodged. vis: This round of combat this vampire may strike: Hand. The damage done from that strike is unpreventable. Antagonizing the Beast reaction C Do not replace until end of action. ani: Reduce the amount of a bleed against you by one. ANI: +1 intercept. Feral Pack Retainer C animal 1 Life. Ani: +1 intercept against D actions choosing this minion, or any counters or cards on the minion. ANI: As above, but this minion may press once per combat. Flock of Predators Retainer C animal 1 Life. ani: After successfully blocking an action, inflict one damage to the opposing minion in that combat's strike resolution if range in that combat was long. ani: As above, and the vampire with this card may maneuver once during any combat. Future Sight Action R +1 stealth action. A minion may have only one Future Sight. Aus: put this card on the acting minion. This minion gets +1 intercept and -1 stealth on D actions. AUS: As above, but no stealth penalty. Pattern's of Eternity Action U 1 blood +1 stealth action. Put this card into play if you control no other Pattern's of Eternity. Tha: You may burn this card to cancel a combat card as played. Aus: You may burn this card to cancel an AM card as played. Tha Aus: As tha and aus above. Nuetral Form AM R Play as the action is anounced. Vis: For the remainder of this action, at the beginning of a round of combat, this acting vampire may burn one blood to make its strikes for that round undodgeable. Aus: Choose a minion. For the remainder of this action, the choosen minion may only play one card that gives it intercept. Apocalyptic Vision AM Reaction C Only useable after an action has been successfully blocked. Aus: At anytime while in combat, if any, you may look at the top three cards of the opposing minion's controller's deck, or their hand. AUS: As above, but untap this vampire at the end of the combat if both minions are still ready. Aura Track Reaction c aus: +1 intercept against a vampire with less blood than this reacting vampire. AUS: as above but if combat ensues, the acting vampire may not maneuver or press in the first round of combat. Fast Track Reaction C aus: +1 intercept AUS: As above but if the block is unsuccessful you may return this card to your hand. Prophet's Vision Reaction R Do not replace until end of the action. aus: +1 intercept. +2 if there is an Event card in play. AUS: As above but you may look at the top 2 cards of your library when played and put them back on top of your deck in any order. Sense Intent Reaction R aus: +1 intercept AUS: As above, but the acting minion may not untap for the remainder of the turn. The Future Is Now Reaction C 1 blood. Do not replace until your untap phase. +1 intercept against D action only. aus: +1 intercept. AUS: as aus above but you may move up to two other cards played during this action from your ashheap to your hand at the end of the action. The Path of the Immortal Reaction u2 aus: +1 intercept AUS: Useable by a tapped vampire. Untap this vampire. Hit and Run Action C cel: D action. Enter combat with a minion controlled by another methuselah. The acting minion gets an optional maneuver in the resulting combat. CEL: As above, if successful, you may untap this vampire if this action is successful. Everywhere at Once AM u 1 blood. Do not replace until your discard phase. Requires a 5+ capacity vampire. Untap this vampire after a successful non-bleed D action. cel: As above but reduce the cost to play this card by one. CEL: As above, but even if unsuccessful. Aggressive Speed Combat C Requires a 5+ cap. Press only to continue. Cel: Press. CEL: Play only when combat is about to end with both minions ready. This vampire burns one blood to start a new combat between this vampire and the opposing minion. In the next round of combat, you have an optional press to continue. Bullet Dodger Combat R Once per combat, if combat goes for another round beyond when this card was played, you may return it from your ashheap to your hand before range on that next round. Cel: Only at long. Strike: Dodge with an additional strike: dodge. This strike does not count against your additional strikes allocated for this round. CEL: As above, but useable at close. Quick and Restless Combat C 1 Blood If the opposing minion ends combat as a strike or dodges you may recover the costs to play this card and return it to your hand from the ashheap, at the end of combat. Cel: Maneuver with an optional press this round to continue. CEL: Prerange. This minion gets an optional maneuver and optional press to continue and an optional additional strike this round. Reckless Assault Combat U Prerange. Cel: This vampire gets an optional additional strike this round of combat. This minion takes one unpreventable damage during the press step, if range was close. CEL: As above, but with an optional maneuver and the damage is preventable. Rooftop Hot Shot Combat C Prerange; cel: For the remainder of combat while range is long, this vampire may strike: dodge each round. CEL: Play only after succesfully blocking. Range in the resulting combat, if any, is automatically at long for the first round of combat. Silent Speed Combat U Do not replace until end of combat. cel: Manuever or press. Qui: Prerange. This minion burns one blood to get first strike for the remainder of combat. Cel Qui: as qui above, but this vampire may burn one blood to make its strikes undodgeable. Too Fast Combat C You may return this card to your hand from your ashheap at the end of the combat if your opponent's strike was combat ends. cel: Maneuver. CEL: Strike: Dodge, with an optional maneuver. Tough to Touch Combat U Prerange. This vampire may strike: gain an optional additional strike, once this round of combat. cel: The opposing minion must burn one blood for each additional strike they use for the remainder of combat. CEL: This vampire gets an optional additional strike this round of combat. Disturbing Change Action U 1 blood chi: Choose a younger vampire or an ally controlled by another methuselah. That minion may not act or untap until your next untap phase. CHI: As above, but this action is at +1 stealth. Tunnel Vision Action R 3 blood chi: Put this card into play. Tapped non-acting allies may not play any cards, though allies in combat may. Discard this card at the beginning of your next untap phase. CHI: As above, but with vampires too. Illusionary Delusion AM C 1 blood chi: Tap a minion controlled by a methuselah attempting to block this action. CHI: Put on a minion attempting to block this action. It gets -1 stealth. In the Corner of Your Eye AM C chi: The blocking minion may must burn one blood or you gain +1 stealth. CHI: Untap and end the current action. Tap any minion that was attempting to block. Frightening Ghosts Combat C Requires a vampire cap greater than four. Strike: 1R. chi: Strike: The opposing minion burns two blood. Ranged. Only useable at long. With an optional manuever. CHI: as chi above and you may return this card to your hand from your ashheap at the end of a combat in which this strike was dodged or the opposing minion ends combat. Illusion of Threat Combat u 1 blood chi: Prerange. Search your hand or ashheap for a weapon and put it on this minion. Burn the weapon at the end of the round of combat. CHI: Prerange; Optional maneuver or press this round of combat and damage from this minion's weapon strikes inflict an additional point of damage. Return this card to your hand at the end of the round if your strike was with a weapon and it was dodged, or if the opposing minion ends combat as a strike. Concealed Interests Reaction C Do not replace until your untap phase. chi: A minion with less blood or life than this reacting minion gets -1 stealth. CHI: As above, but replace as normal. Lier Lier Reaction c 1 blood Play this card as combat is about to end between this ready blocking minion and an acting minion. Untap this minion. chi: As above, but it isn't neccesary that this minion is blocking nor ready. CHI: As chi above, and put this card on this minion. Any minion successfully blocking this minion must burn one blood. Augment Consciousness Action C 1 blood dem: Choose a minion with less blood or life than this acting minion. Tap or untap the choosen minion and that minion gains or burns a blood, respectively. DEM: As above, but this action is at +1 stealth. Draining the Mind Action C dem: Bleed and choose a minion controlled by your prey. If the bleed is successful that minion burns one blood or life. DEM: As above, but bleed +1. Exhaustion Action R 1 blood dem: Put this card, tapped, on a minion controlled by another methuselah. The minion with this card, untapped, must burn one blood for each card they play beyond the first in a given turn. During your untap phase, if the minion with this card has taken no action nor played any cards, burn this card. DEM: As above, but reduce the cost to play this card by one blood. Mutterings of a Maniac Action C Do not replace until the end of the turn. Dem: This minion gets +1 stealth until the end of the turn. Untap this minion after action. DEM: As above, and if this action was successful and this minion does not act again this turn may return this card from your ashheap to your hand during your discard phase. Reality of the Dead Brain Action U 1 blood dem: Put this card on a vampire controlled by your prey. While the vampire with this card is not acting, it has its capacity decreased by one. DEM: As above, but you may choose a vampire controlled by any methuselah. Spreading the Disease Action U dem: Place this card on a vampire with less blood or life than this acting vampire. A vampire with this card gains one level of dem, and when it announces an action, its controller must discard a card from their hand. DEM: As dem above, but this action is at +1 stealth. Seeding Sickness AM u2 1 blood Requires a vampire of capacity 5+. +1 bleed. No more bleed mods after playing this card. Dem: Put this card into play after this minion has successfully bled. During your next untap phase you may burn this card to have your prey burn one pool. DEM: As above, but the cost to play this card is reduced by one. Troubling Thoughts AM/Reaction C 1 blood Useable by an untapped minion other than the acting minion. Each methuselah may only play one Troubling Thoughts per action. Dem: An acting minion you control gets +1 bleed. No more bleed modifiers may be played this action. DEM: Give an acting minion you do not control +1 bleed. Subconscious Panic Combat U 1 blood. Requires a vampire of capacity 5+. Only play before range is determined on the first round of combat. The opposing vampire must burn one blood or the next combat card played this round of combat is canceled. Dem: The opposing minion must burn one blood or life when it plays its next combat card this round or it is canceled (recover the costs, if any). DEM: As above, but the opposing minion must burn two blood or life. Crafting the System Action U dom: d action, add or remove a counter from a card that is not a minion, controlled by another methuselah. DOM: As above, but it may be a card you control. Death Wish Action U dom: D action. Choose a younger vampire to tap and place this card on them. The vampire with this card must burn one blood in order to block older vampires with dom. Nec: Choose and tap a vampire with less blood than this acting vampire. Place this card on them. A vampire with this card gets -1 intercept against vampires with necromancy that have more blood than them. Impressionable Fledglings Action u2 Useable by a 5+ capacity vampire. Bleed at +1 bleed. dom: D action bleed +1. Choose a mortal ally or younger vampire to get -1 intercept when attempting to block this action. DOM: As above and move a blood from the blood bank to a younger uncontrolled minion in your uncontrolled region. Theft of Freedom Action C +1 stealth. Vampires not tap after blocking this. need 5+ vampire. D action. Gain control of location controlled by prey unless prey burns two pool. Dom: Take control of ally controlled by Meth. DOM: Choose a min. Move retainers and equip. to acting min Controlled Kine Ally C mortal 1 pool dom: 1 life 1 strength 1 bleed DOM: As above but you may use a master phase action give this minion +1 stealth until the end of your turn. Beurocratic Trap AM C dom: +1 bleed. No more bleed mods. DOM: Only useable during a bleed action. Younger vampires get -1 intercept when attempting to block this action. Imprint Design AM C 1 blood If this bleed fails, or if the target of this bleed changes, you may recover the cost to play this card, and return it from your ashheap to your hand at the end of the action. Dom: +1 bleed. You may not play any additional bleed modifiers for the remainder of this action. DOM: as above, but +2 bleed. Lies and Liers AM R Dom: Play during a bleed action as it is announced. If this action is blocked, untap this acting minion. DOM: As dom above, and cancel the resulting combat, if any. Impressive Stance Reaction U Dom: Play after you've declined to block. The acting minion may not play any action modifiers. Not useable while being bled. DOM: As above, but useable while being bled. Dark Servant Retainer U mage 1 blood 1 life. dom: Minions must burn one blood or life to attempt to block the minion with Dark Servant. Obt: Before range is determined on the first round of combat, the opposing minion burns one blood or life. Dom obt: as dom and obt above. Chisled Vigor Action R 1 blood Requires a vampire 5+. Put this card on the acting vampire. A vampire may have only one Chiseled Vigor. You may tap this card to prevent one damage from an opposing minion's strike. For: As above, but you may discard a card from your hand, not replacing until the end of the combat, to untap this card at the beginning of the first round of combat. FOR: As for above, but you may do this each round of combat. Dirt Nap Action C 1 blood +1 stealth. Useable by a vampire 5+ in torpor. This vampire burns one blood and leaves torpor. Untap this vampire if successful. For: as above, but useable by a tapped vampire. FOR: As for above, but reduce cost by one. Provisional Stanima AM U If you play no additional cards this action, you may return this card from your ashheap to your hand at the end of the action. For: For the duration of this action, you may reduce the cost of a combat card played by one blood. FOR: For the remainder of the action you may reduce the cost of a combat or AM card this vampire plays. Earthen Sheild Combat r2 Prerange. You may only play one copy of this card per combat. Pro: You may convernt up to one non-ag damage being dealt to this vampire to normal damage. Ths vampire gets an optional press to end. For: You may prevent one damage from an opposing minion's strike. Pro For: As pro and for above, but this vampire may turn one unpreventable damage during combat into preventable damage. Image of Enduring Health Combat U Do not replace until after combat. Prerange: You may play only one copy of this card per round. Chi: For this round of combat, each combat card, beyond the opposing minion's first, costs the opposing minion an additional blood or life to play. For: Opposing minion gets -1 strength for this round of combat. For Chi: as for and chi above. Inner Focus Combat C For: Strike: Untap this vampire with first strike. FOR: As for above, and you may prevent one damage in this round of combat. Reserve Endurance Combat C for: Prerange: Prevent one damage later this round or reduce the cost in blood to play a combat card this round. FOR: As above, but you may do both. Shrug off Combat C for: prevent one non-agg damage, with an optional press, useable only to continue. FOR: Cancel a manuever and prevent up to 2 non agg damage later this round or prevent up to two non-agg damage with an optional press, only to continue. Still Upright Combat U Only playable if you are being dealt damage that would send you to torpor. For: Prevent up to two of that damage. FOR: Prevent up to four of that damage. Walking Tall Combat C Do not replace until after combat. Requires a 5+ vampire. Prerange: If this vampire is ready at the end of combat, untap it. For: As above, but you may prevent up to one damage. FOR: As for above, but with an optional press. Knowledge from the Sleepers Action c +1 stealth. nec: Choose any number of vampires in torpor. They each gain one blood. NEC: This vampire gains an amount of blood equal to the amount of blood on all vampires in torpor. Lost Secrets Action C requires a vampire of capacity 5+. D action. Burn a location in play. nec: Name a card in your ashheap. This acting vampire gains blood equal to the number of cards of the named card that are in your ashheap. Take the named card and remove it from the game. nec: As above, but this action is at +1 stealth. Near Death Degradation Action u Vampire cap 5+. +1 stealth. D; Steal one blood from a vampire in torpor. nec: As above, but put this card on the choosen vampire. The vampire with this card has its capacity reduced by one. NEC: As nec above, but untap this vampire after successfully performing this action. Ambassador with the Dead Ally R Wraith 1 pool 1 life, 0 strength, 0 bleed. Immune to non-aggravated damage. May not strike in any combat. May not block. You may tap this minion to draw a card whenever a minion is burned or sent to torpor. nec: As above, but at +1 bleed. NEC: As nec and this minion may take a +1 stealth action to take a card from your discard pile to your hand. Untap after if successful. What is Dead cannot Die Combat c 1 blood Prerange: Nec: Prevent up to three non-aggravated damage dealt to this minion this round of combat. NEC: As above, and deal one unpreventable damage to the opposing minion if its strike was its hands. Whispers from Torpor Combat c Do not replace until the end of the action. If combat continues for a round beyond the one in which this card was played, you may return this card to your hand at the end of the combat. nec: Strike: Dodge. NEC: Strike: Dodge and deal one point of damage to the opposin minion. Dead Beasties Retainer u Ghoul 1 blood 1 life. You may tap dead beasties after this minion successfully blocks an action to do one damage to the acting minion. nec: As above, and this minion may maneuver once per combat. NEC: As nec above and you may increase your hand size by one in a combat resulting from a successful block. Tormentor from the Tempest Retainer c Wraith 1 blood 1 life. nec: Deal one point of damage during strike resoltuion to the opposing minion if range is long. NEC: As above, but the damage is unpreventable. One with the Night Action C 1 blood obf: This minion gets +1 stealth until the end of the turn or the end of its next action (whichever is first). Untap this minion if this action is successful. OBF: As above, but you may untap this vampire even if this action is not successful. Silent Rite Action R obf: d; Place this card on a minion. You may burn this card the next time that minion announces its action to give it +1 stealth until the end of the action. Burn this card durng your next untap phase. OBF: As above and untap this minion after successfully performing this action. Unseen Assailant Action U qui: +1 stealth D action. Enter combat with a vampire with less blood than this acting vampire. Obf: +1 stealth action. Place this card on the acting minion. This minion may burn this card during a combat to cancel a maneuver. Untap this minion after successfully performing this action. Qui Obf: +1 stealth D action. Enter combat with a minion controlled by another methuselah. Once that combat you may cancel a manuever. Unseen Distortion Action R 1 blood ser: Burn a Corruption counter you control on a minion in play to place two corrpution counters on a minion controlled by your predator or prey. obf: D; Choose a non-event card with up to two non-life, non-blood counters on it move those counters and put this card into play with those counters on it. Burn this card at any time to replace the counters. Encoded Behavior AM U 1 blood obf: Play this card as the action is announced. This action is at +1 stealth. dem: Play this card as your bleed action is announced. +1 bleed. Harmless Nothing AM c 1 blood Useable by a 5+ vampire. Only useable on a D action. Choose a minion controlled by the Methuselah at which your action is directed. That minion can not untap for the remainder of this action. Obf: As above, but this vampire gets +1 stealth. OBF: As obf above, but reduce the cost to play this card by one blood. Hidden Dance AM c obf: +1 stealth. OBF: As above but if this action is blocked you may return this card from your ashheap to your hand, recovering the cost to play this card, if any, at the end of the action. Mundane Guise AM c 1 blood Requires a vampire of capacity 5+. +1 stealth on a non-political, non-bleed action. obf: +2 stealth on a non-political, non-bleed action. OBF: As above but if this action is unsuccessful you may return this card from you ashheap to your hand at the end of the action, recovering the costs of this card, if any. New Face AM c You may return this card to your hand during your discard phase if this action blocked. Obf: Give a minion attempting to block -1 intercept. OBF: As above but -2. A Gun in my Pocket Combat u Prerange. Obf: Equip this vampire with a gun from your ashheap or hand onto this minion, paying half the costs, round down. Return this gun to your ashheap, or hand, at the end of this round of combat. If you strike with the gun this combat and it is dodged or if any of the damage is prevented you may recover the costs to get that gun, if any. OBF: As above, but you return the gun to your ashheap or hand at the end of combat. Curse of Darkness Action u obt: D action; Put this card on a vampire without Curse of Darkness, controlled by another meth. This vampire must burn one blood when it plays its next card, or the card has no effect. Burn this card either way. OBT: As above, but deal one damage to the choosen vampire after this action is successful. One with the Endless Void AM r 2 blood Only play as your action is announced. obt: If this action is blocked, cancel the resulting combat, if any. OBT: as obt above but return the card used for the action, if any, to your hand. This vampire may attempt that action again this turn. Penumbra' Comfort AM c 1 blood obt: +1 stealth. OBT: As above, but if this acton is blocked this minion regains the cost of this card at the end of the action. Shade Touched AM c Only useable by a 5+ vampire. A vampire with less blood or life than this acting minion gets -1 intercept. obt: As above, but choose any minion. OBT: +1 stealth. Shadows Veil Combat c 1 blood. Do not replace until the end of combat. obt: Strike: Combat ends, or Strike: Dodge. OBT: As above, but you may replace this card as normal. Tendrils of Nothing Combat c 1 blood Requires a 5+ cap. vampire. If the opposing minion strikes: dodge or if any damage from this strike is prevented you may return this card from your ashheap to your hand at the end of the combat. Strike: 1R. obt: Strike: 2R. OBT: Strike: 2R with an optional additional strike. Infamous Shadow Reaction c 1 blood obt: A minion with less blood or life than this reacting vampire gets -1 stealth. OBT: As above and if this action is blocked you may place this card into your hand from your ashheap at the end of the action. Null Vision Reaction u 1 blood obt: Play as an action is announced. If it is blocked this vampire gets an additional strike in the first round of the resulting combat. OBT: As above but this minion gets +1 intercept. Intimidating Rush Action c Requires a 5+ vampire. D; Enter combat with a minion with less blood or life than this acting minion. Pot: as above but any minion that successfully blocks burns one blood or life before combat begins. POT: As pot above, but in every combat during this action, before range is determined on the first round of combat, the opposing minion takes one damage. Rage of Hell Action R 1 pool A vampire may only have one Rage of Hell. Place this card on the acting vampire. pot: You may tap this card before range is determined in a round of a combat to give this vampire +1 strength for that round. Obt: You may tap this card and burn a blood from this vampire before range is determined in a round of a combat to give this vampire one optional additional strike for that round. Pot obt: as pot and obt above. The Hit Action u D; Do one point of damage to a minion with less blood or life than this acting minion. Pot: As above, but you may choose any minion. POT: as pot above, but you may return this card from your ashheap to your hand at the end of the action if the action is blocked. Strength from the Dead Action Combat U Pot: Prerange: This vampire gets +1 strength for its first strike in this round of combat. Nec: D; move a blood from a vampire with less blood than this acting vampire to this acting vampire. Pot Nec: As nec above, and put this card on the acting vampire. You may burn this card before range is determined in a round of combat to give this vampire +1 strength for the remainder of the combat. A vampire may only have one Strength from the Dead. Blatant Discouragement AM Reaction r Only useable by an untapped titled vampire you control. Pot: Subtract this vampires voting contribution, if any, and tap this vampire to deal one damage to a vampire that is voting in a referendum. Any vampire that is no longer ready as a result of this card has its votes removed from the referendum's total. This reacting vampire may not recontribute its votes to this referendum. POT: As above, but do two damage to that vampire. Asphalt Crush Combat c 1 blood Prerange: pot: This minion gets +1 strength in this round of combat. POT: as above and the opposing minion gets -1 strength on this round of combat. Brutish Blow Combat u2 If this strike is dodged you may replace this card in your hand during the press step. Pot: Burn one blood to Strike: Hand +1 with an optional press. POT: As above but stike: hand +2. Fearful Might Combat u 1 blood Do not replace this card until the end of the action. You may play only one copy of this card per combat. Prerange: pot: The opposing minion may not strike with a card in play for this round of combat. POT: The opposing minion may not strike with any card from their hand. Pole Shot Combat c Only useable by a vampire of capacity 5+. Prereange. Place this card on the acting minion and treat it as a melee weapon. Burn this card at the end of combat. You may burn this card to strike: 1R. Pot: As above, but you may burn this card to strike: strength +1 ranged. POT: As above, but you may burn this card to strike: strength +2 ranged. Too Furious Combat c Prerange: Pot: For the remainder of combat, minions without POT take one damage at the end of each round, if combat during that round was close. POT: As above, but the opposing minion takes damage even if it has POT. Crafting the Cult Action U pre: Bleed at +1. If the action is succesful you may discard a presence card from your hand to give this vampire one blood. Ser: Put this card on the acting vampire and choose a minion controlled by another methuselah. During any minion phase other than the chosen minion's controller's minion phase, this vampire may tap this card and burn three blood to take control of the chosen minion and untap it until the end of the turn, given that it has less blood or life than the vampire with this card. Deathly Beautiful Action u2 +1 stealth action. Put this card on the acting minion if it hasn't this card already. Pre: may burn this card before range during combat to be abe to end combat as a strike. PRE: As above, but untap this minion after this action is success. Serving the Purpose Action c 1 blood Useable by a vampire capacity 5+. D action. Tap a vampire controlled by your prey. pre: Bleed. Tap a vampire controlled by your prey if the action is successful. PRE: As above, but bleed +1. Supernatural Influence Action r 1 blood +1 stealth D action. Pre: Choose a non master card and place this card on it. The card with this card does not untap as normal. Burn this card during your next untap phase. PRE: As above but you may choose any card. In with the right society AM c 1 blood pre: +1 bleed. Reduce the cost to play this card if your prey does not control an independent vampire or mortal ally or retainer. No more bleed mods. PRE: As above but at +2 bleed. This Meeting Will Adjourn AM u Do not replace until after the referendum. Useable only by a titled vampire. Useable by a vampire other than the acting minion. Gain one vote in a referendum. Pre: As above, and tapped vampires that have yet to vote must burn one blood to do so. PRE: As pre above, but also for untapped vampires. Absentee Beauty AM/Reaction c Useable by a tapped or untapped vampire not voting in a referendum. Play only after a referendum was succesful. Pre: this vampire gains one blood. PRE: As above, and you gain one pool. Your Attedence is Most Welcome AM/Reaction r Useable after a referedum ends, in which this vampire voted in agreement with the way it passed. Pre: This vampire gains one blood and you may draw a card. PRE: Burn one blood and put this card on this vampire if it does not have [card name] on it already. The vampire with this card can tap this card to gain one vote in a referendum. Grace of Helena Combat c Do not replace until the next discard phase. Prerange. Pre: Once this combat, this minion may burn one blood to strike: end combat. Untap this vampire after strike resolution, if this is done. PRE: As above but you may replace this card immediately. Concert Groupies Retainer u mortal 1 pool 1 life. Pre: During a non-D action this vampire is doing, you may tap this card to give all minions with less blood or life than this acting minion -1 intercept. PRE: As pre above, but you do not need to tap this card. Earthen Cacoon Action R +1 stealth. Pro: Place this vampire in the uncontrolled region with this card with two counters on it. remove a counter from this card using two transfers. vampire with card no counters +1 strength. PRO and may prevent one. Metamorphosis Action c +1 stealth. pro: Put this card on the acting minion. Once each combat this minion may burn one blood or life for a maneuver or a press. PRO: As above and untap this vampire if this action is successful. Body of Wyrms AM C Play as action is announced. pro: Vampires with less blood or life than this acting minion get -1 intercept when attempting to block this action. PRO: As above, but any minions that attempt to block and fail, burn a blood. Dirt Tricks Combat c Requires a 5+ cap. Prerange. This vampire gains one blood during the press step this round of combat. Pro: This vampire may maneuver or press once this round of combat. PRO: As pro above and this vampire may prevent one damage in this round of combat. Etherial Grace Combat c pro: Strike: Dodge PRO: +1 stealth. If this action is blocked, this minion may dodge as a strike in the first round of the resulting combat. Layer of Terra Combat U Prerange, first round; pro: This vampire may prevent one non-agg damage in this round of combat. This vampire may prevent a non-ag in later rounds in which a card other than Layer of Terra was played. PRO: As above, and the damage may be ag. Primal Form Combat u 1 blood Prerange; pro: This vamire's hand strikes are aggravated for the remainder of this round. PRO: As above, but the cost to play this card is reduced by one. Sun Skin Combat r 2 blood If this strike is dodged or if the damage is prevented you may return this card to your hand at the end of the round of combat it was played and recover up to one blood of the cost. pro: strik: 1R agg. PRO: As pro, and after declaring this strike this vampire treats aggravated damage as normal until the end of the round. Vague Shift Combat c DNR until your untap phase. Requires a vampire of cap 5+. Strike: Untap this vampire. pro: Strike: Combat ends. PRO: Strike: Combat Ends and untap this vampire. Blood Rush Action c Requires a vampire 5+. Enter combat with a tapped minion controlled by another methuselah. qui: As above, and if this action is successful this vampire may burn one blood to strike: 1R agg only useable at long range, once in the first round of the resulting combat. QUI: As qui above and this action is at +1 stealth. The Strength Weakens Action u 1 blood qui: Place this card on a vampire controlled by another methuselah. While this card is untapped the vampire with this card has -1 strength. Tap this card whenever this vampire gains blood. QUI: As above, but untap this card whenever this vampire loses blood. Cursing the Blood Combat c Requires a vampire of capacity 5+. Strike: strength +1. qui: Strike: Hand. Place this card, tapped, on the opposing minion if this strike resolves. You may tap this card at any time to do one point of non-preventable damage to the minion with this card. The minion with this card may burn it as a +1 stealth D action. QUI: As qui above but the action to burn this card is not at stealth. Instilling the Desire to Feast Combat u qui: Strike: Place this card on the opposing vampire. The vampire with this card must hunt. Burn this card when the opposing minion gains any blood. QUI: As above, but only burn this card when the vampire with this card successfully hunts. Quit the Hit Combat r qui: Strike: Deal damage equal to the strength of this minion (not a hand strike). Unpreventable. If the opposing minion is in a contract with this striking minion, this strike may not be dodged. QUI: As above, but damage is +1. Slowing the Flow Combat c Requires a vampire of capacity 5+. Cancel a Manuever in this combat. qui: Maneuver or press. This card may be canceled if the opposing minion burns one blood. QUI: Additional strike. This card may be canceled if the opposing minion burns two blood. The Vitae is Mine Combat r qui: Only play if the opposing minion has less blood or life than this striking minion. Strike: Steal one blood or life. Ranged. QUI: Strike: Send a vampire with zero blood to torpor. This strike may not be dodged. Tugging the Vein Combat c 1 blood Prerange; qui: Once in the resulting combat this minion strike: 2R unpreventable. QUI: As above but if combat ends before the press step with both minions still ready you may return this card to your hand from your ashheap at the end of combat. Feeding Troubles Reaction c Do not replace until the end of the action. qui: Reduce the amount of a vampire's hunt by one. Consider the action a failure if the hunt resolves for zero or less. QUI: As above and place this card, tapped, on the acting vampire. You may tap this card to do one point of unpreventable damage to that vampire, while its not in combat. The vampire with this card may burn it after it successfully gains blood. A Convincing Arguement Action u ser: Burn the edge to place a corruption counter on a minion controlled by your prey. SER: As above at +1 stealth and when a minion has as many corruption counters on it equal or exceeding its life or capacity you may burn all of the corruption counters on it to take control of that minion. Coy Deployment Action c ser: Bleed +1. If your prey controlled a minion wth a corruption counter, you may burn the edge to untap this vampire at the end of the action. SER: As above, but you do not need to burn the edge, merely control it. The Cold Blooded will Gather Action c +1 stealth. ser: Burn the edge to move two blood from the blood bank to a ready younger uncontrolled vampire in your uncontrolled region. SER: As above, but you don't need to burn the edge, just control it. The Taint Burrows Deeper Action c Useable by a 5+ cap. D action: Burn one blood of life from a minion with less blood or life than this acting minion. ser: As above and place a corruption counter on the choosen minion f it was controlled by your prey. When a minion has as many corruptions counters on it equal or exceeding its life or capacity you may burn all of the corruption counters on it to take control of that minion. SER: Burn three blood or life from a minin with a corruption counter. Scale's Protection Combat c Useble by a 5+ cap. Prevent one non-strike damage being dealt to this minion. ser: Cancel a Press, or prevent one damage from a minions strike with the ability to cancel a press this round. SER: As ser above, but its a press, not the canceling there of. If there was any unpreventable damage successsfully inflicted on this minion, you may return this card from your ashheap to your hand at the end of the round. Serpent's Chilling Touch Combat u 1 blood ser: Strike: Place one corruption counter on the opposing minion. When a minion has as many corruptions counters on it equal or exceeding its life or capacity you may burn all of the corruption counters on it to take control of that minion. SER: Strike: Dodge. Place a corruption counter on the opposing minion when this strike is declared. Toungue Twister Combat R ser: Strike: Strength +1. If the opposing minion has a corruption counter on it, strength +2. SER: As above, but with an optional maneuver (and an optional press if the opposing minion has a corruption counter). An Apple to the Victor Reaction c 1 blood ser: Play when a methuselah is about to gain control of the edge. Control of the edge does not change. SER: As above, but that methuselah burns one pool. Arcane Ward Action c 1 blood tha: D; put this card on a minion. Any master card played on this minion costs an additional pool, or any D; action choosing this minion, or any card or counters on that minion, costs an additional blood. THA: As above, but this action is at +1 stealth. Reverse Sheild Action r 1 blood tha: D; Choose a minion and place this card on it. Any Minion's controller may burn this card by discarding a master card and taking a D action. Minion's opposing a minion with this card get an optional press and maneuver in combat. THA: As above but the minion with this card must pay one blood to strike. Spirit Security AM u Play only as this action is announced. Tha: If this action is blocked, during combat, if any, skip the strike resolution of the first round of combat. THA: As above, but you'll have an optional press in the resulting combat. A Curse on your Essence Combat c Do not replace until end of combat. prerange; tha: This vampire may strike: Steal one blood or life, ranged, in this round of combat. THA: as above, but if the opposing vampire has no blood prior to the press step after strike resolution, skip this rounds press step and either end combat after doing so, or begin a new round of combat. Bits and Bolts Combat u2 Do not replace until end of combat. Only useable by a vampire of capacity 5+. Maneuver. Tha: Strike: 1R with an optional press. THA: as tha above, but if another round of combat begins the opposing minion takes one unpreventable damage before range is determined in that round. Conjured from Nothing Combat c tha: You may return this card from your ashheap to your hand at the end of the round if this strike is dodged or if the opposing minion strikes: Combat ends, during the round this strike was declared. Only not first round of combat. Stike: 2R with an optional maneuver. THA: As above, but this damage is unpreventable. Fierce Winds Combat u 1 Blood Useable by a vampire of capacity 5+. Prerange; the opposing minion burns one blood or life. You may not maneuver this round of combat. Tha: Useable by an untapped vampire other than the acting minion. Play this card before range is determined, not on the first round of combat. Tap this vampire to do one point of damage to both minions. THA: As tha above, and you may choose to end combat at any time during that round of combat. Mana in the Blood Combat c tha: Strike: Hand. If this damage was successfully inflicted the opposing minion burns one blood or life. THA: As above, and move the blood burned to this striking vampire. Unnatural Sun Combat r 1 blood Prerange not on first round. tha: Send all vampires involved in combat to torpor. THA: As above, but this vampire untaps. Demonic Wings Action c 1 blood +1 stealth: vis: Put this card on the acting minion. You may tap this card for a maneuver in combat. VIS: As above and you may tap this card and burn one blood for +1 stealth until the end of the action. Borrowed Flesh Combat c vis: Strike: Hand. Put this card on the acting minion and put any blood lost from damage dealt by this strike on this card. This minion may burn one blood from this card for a maneuver or press. Burn one counter during your discard phase, and burn this card when there are no counters on it. VIS: As above but put an additional counter on this card. Fluid Pose Combat c Requires a 5+ cap vampire. Strike: Dodge. Vis: Strike: Dodge. If another round of combat starts, this vampire gains one blood before range is determined in that round. VIS: As above, but if another round of combat does not begin you may return this card to your hand from your ashheap at the end of combat. Me in You Combat c 1 blood Vis: strike: Hand. If this damage was successfully inflicted and this striking minion is ready send the opposing minion to torpor during the press step. VIS: As above, but the opposing vampire goes to torpor even if this striking vampire isn't ready. Poisoning of the Flesh Combat r 1 blood Only one Poisoning of the Flesh may be played by this minon per combat. vis: Prerange; Place this card on the opposing minion. The minion with this card may choose not to strike with its hand this round. If it does it must burn one blood or life for each strength its hand strike is at. Burn this card when the minion with this card gains any blood or life. VIS: As vis above, but it takes damage instead or burning blood or life. Spine Graft Combat R 1 blood vis: Prerange; Prevent up to one damage from a hand strike each round of this combat. VIS: As above and one point of damage from this minion's hand strikes are aggravated for the remainder of combat. Stance of a New Form Combat C vis: Strike: Hand. Untap both minion's during strike resolution. VIS: As above, but untap this vampire while declaring this strike (do not untap the opposing minion). The Thing and Me Retainer u Ghoul 1 blood 3 life. Once per round of combat, you may burn one life from The Thing and Me for a manuever. vis: You may burn one life from the thing to strike: 1R aggravated damage. If this damage is prevented, this vampire takes one unpreventable damage. VIS: As vis above, but when an opposing vampire is sent to torpor or burned in combat, you may place a life on The Thing and Me. Cornered and Covered Action U Do not replace until the end of the combat. D; Enter combat with a vampire or minion with less blood or life than the acting minion. In any combat during this action the controller of the opposing vampire may not replace cards played in the combat until the end of each round of combat. Exotic Prey Action C This vampire hunts and it gains an additional blood if this action is successful. If this vampire is independent, you gain one pool instead of the additional blood. Liscence to Kill Action U Contract 1 pool D; put this card on a minion controlled by another methuselah. This acting minion may enter combat with the minion with this card as a +1 stealth d; action. If the acting minion is assamite, this card costs one less pool. If the acting assamite is capacity 5+, untap this vampire at the end of this action. Metro Pass Action C +1 stealth. Put card on minion. Next turn +, the minion with card may burn card after successful action to untap. At the end of your turn you may return this card from your ashheap to your hand, the turn it was played. Rite of Honor Action U Requires a titled vampire. Place this card on the acting vampire. During another methuselah's minion's action a vampire with this card may tap this card and burn one blood to untap or tap this card to gain +1 intercept. If the acting vampire is an archbishop this vampire may burn one blood to untap this card. The Prince Disapproves Action R Requires a titled vampire. D; Choose a vampire of the same sect as the acting vampire. Place this card on the vampire and X counters on this card, where X is the number of votes this vampire has (+1 if the acting vampire is a prince). When the acting vampire hunts or bleeds, you may tap this card and remove a counter as the action is announced to burn an amount of blood from the vampire equal to the number of counters that were on this card, prior to tapping. Apprentice Mage Ally r Mage 1 Pool 2 Life, 1 Strength, 0 Bleed. Once per combat may either maneuver or Strike: Dodge. If recruited by a Tremere or !Tremere has +1 bleed. Grotto Thugs Ally r Mortal 2 Pool 2 Life, 2 Strength, 0 Bleed. If recruited by Brujah or !Brujah may enter combat with a minion controlled by another Methuselah as a D action. Gtynoln, Old Sage Ally R Unique, Mummy 3 Pool 3 Life, 2 Strength, 1 bleed. May prevent one damage once per combat, if range is close. If recruited by a FoS or Giovanni, may maneuver once per combat. If Gtynoln is burned you may place him in your hand or library. Highway Patrol Unit Ally u Mortal 1 Pool 2 Life, 1 strength, 0 bleed, may strike for 1R once per combat with an optional maneuver. +1 intercept. May not block vampires unless there is a Gehenna card in play. You may discard a master card from your hand as a master phase action to allow Highway patrol unit to block vampires until your next untap phase. Hroun, The Darkling Ally R Unique, Wraith 2 Pool 1 Life, 1 Strength, 1 Bleed. Damage from Hroun's strikes can not be prevented. Is immune to non-aggravated damage during combat. If recruited by a Lasombra has +1 strength. Jason McClintoff, Supernatural Investigator Ally R Unique Mortal 1 Pool 2 Life, 1 Strength, 1 Bleed. Comes into play tapped. Once during your minion phase, a minion you control may enter combat with a vampire controlled by your prey, while Jason McClintoff is ready and untapped. Any vampire may take a D action to enter combat with McClintoff while he is untapped. Mutant Spawn Ally r2 Ghoul 1 Pool 3 Life 2 strength 0 bleed. May rush as a +1 stealth D action with a manuever and press if succesful. Does not untap as normal. Use a master phase action to untap it. If a Nos, !Nos recruited this ally, it untaps as normal. A Game of Status and Rank AM R DNR until end of action. Requires a titled vampire. Only useable when a vampire with fewer votes than this acting vampire attempts to block. The blocking minion gets -1 intercept. If this vampire is a Primogin you may replace this card immediately. Hunting Spree AM U Play as this vampire announces a hunt. It hunts at +1 and untaps if successful. If there is a prince in play, the prince may burn one blood after this action, and place this card on the acting vampire. Any Camerilla vampire may enter combat with the minion with this card as a D; action. The controller of the vampire with this card may burn it by burning the edge. Clothes Line Combat U 1 blood. Do not replace until the end of the combat. Prerange on first round. Burn one blood from the opposing minion. If this combat is a result of the opposing minion succesfully blocking, deal one point of damage, instead. Aluminum Slugger Equipment U Weapon, Melee Strike: Strength +1 damage each strike. Vampire may heal two points of this damage by burning one blood. Armoured Plating Equipment U The minion with this equipment may prevent one damage once per combat if it has not maneuvered, and may not maneuver in a combat if it has prevented with this card. A minion may only have one armoured plating. Big Ass Knife Equipment U Weapon, Melee 1 Pool In one round of combat may Strike: Strength +1 damage each strike. May cancel a manuever once per combat. Blades of That Scary Ancient Guy Equipment R Unique, Weapon, Melee 1 Pool May burn one blood to Strike: strength aggravated once per combat. Herse Equipment U Vehicle 1 Pool You may tap this card to give one blood to the vampire with this card. If the bearer is Gio, you may tap this card to let the gio take an action to gain you one pool and untap. Personal Limo Equipment r Vehicle 1 pool +1 stealth when equipping, recruiting, or employing. Cost to recruit or employ is one less. Tap for a maneuver. Personal Relic Equipment C Untap this vampire after succesfully equipping. When this card comes into play choose a Vampire. While the minion with this equipment is acting you may tap this card to make the chosen vampire burn one blood if it attempts to block. When a non-vampire you control gets this card you must pay one pool or burn this card. Sattelite Video Phone Equipment C This minion may bleed as an action at +1 bleed. During this action you may not replace cards played until the end of the action. Staff of Ravnos Equipment R Unique, Weapon, Melee While untapped may Strike: Strength Ranged. Only if the opposing minion has less blood or life. Tap this card if strike is used at long. If the bearer is Ravnos may strike regardless and if the strike was at long and was not dodged, the bearer gains one blood from the blood bank. Steel Whip Equipment U Weapon, Melee Once per round, while untapped may Strike: 1R damage, may not be dodged. Tap this card if this strike was at long range. Switch Blade Equipment U Weapon, Melee 1 Blood Once per round this minion may strike: Hand +1 damage. Syringe Equipment R Once per combat, before range is determined on not the first round of combat the bearer may pay one pool to Strike: Wound the opposing vampire, or burn an opposing ally. If this strike is dodged or this minion generates any additional strikes, burn this equipment. The Aggressor Equipment R Weapon, Gun 4 Pool Strike: 2R with an optional additional strike (which must be with this gun) and optional maneuver. The Defender Equipment u2 Weapon, Gun 1 Pool During one round of combat, may strike: 1R each strike with an optional maneuver to long and press to end. The Mangler Equipment U Weapon, Gun 3 Pool Strike: 3R each strike with a manuever to long, and once per combat if damage was successfully inflicted, a press to continue. The Menacer Equipment u Weapon, Gun 2 Pool Strike: 2R with an optional maneuver to close. Cannot be dodged if at close. The Stryker Equipment U Weapon, Gun 2 Pool Strike: 2R with two maneuvers. Pay one pool if the action to equip this weapon is blocked, or if equipped or placed on this minion without an action. Wireless Internet Link Equipment U +1 intercept when attempting to block non-D actions. Depreciation of Memories Event R If a vampire did not act during its controller's turn, it burns one blood at the end of its controllers minion phase. Inconvenience of the Third Tradition Event R Any vampire capacity 5+ may take a +1 stealth action that costs one pool and two blood to take the top card of their deck and put it into play as a two capacity vampire. The controller may attach a card from their hand that requires a discipline to that vampire. That vampire has one level of one discipline that the card attached requires. This vampire must hunt this turn. The Demons Arise Event R During your untap phase you may discard your hand and burn one pool to give all vampires you control and all vampires your predator control 1 stealth on all of their actions that were normally at zero stealth, until your next untap phase. United against the Kuljin Event r2 During every Methuselah's untap phase, vampires may trade equipment, retainers and locations they have on them amongst any vampire whose controller is consenting. Vampires Anonymous Event R While this card is in play any vampire may take a +1 stealth action and receive a support counter. Any vampire with a support counter may gain a blood from the blood bank during its controller's untap phase. Vampires with support counters must burn one blood when attempting to hunt. Vampires with support counters get +1 intercept when blocking other vampires with support counters. A vampire with a support counter may burn this card by taking a D action that costs two blood. Burn all support counters if this card is burned. Abandonned Hunting Grounds Master U Hunting Ground, Location 1 pool Play only if a vampire has left the ready region since your last master phase. Put this card into play. During your untap phase you may choose a vampire you control to gain one blood from the blood bank. You may tap this card after an anarch you control successfully hunts to give it one blood from the blood bank. Age Beyond Years Master u Trifle Put this card on a vampire. It gains +1 capacity. Amnesia Master R Choose a vampire. That vampire loses its title and all cards and counters on it are burned. If the vampire is Malkavian or !Malk, you may choose which cards and/or counters are burned. Ancient Temple Master R Unique Location, Hunting Ground 1 Pool Put this card into play. Tap this card to choose a Methuselah contesting a card with you. The choosen Methuselah burns one pool. You may tap this card during your discard phase to give a blood to a ready untapped Lasombra you control. Biobank Master R 1 Pool Put this card into play with five counters. Once per action you may remove a counter from this card to reduce the cost to play a Vis card by one blood. Once per turn you may remove a counter from this card to give any vampire you control one blood from the blood bank. You may use a master phase action to place a counter on this card. Blood Cursed Master R Put this card on a vampire. The vampire with this card may no comit diablerie. Cache of Weapons Master R Location 1 Pool Put this card into play. During your discard phase you may tap this card using a discard phase action and pay one pool to put a card from the top of your library face down with the VTES icon oriented to the right or the left on an untapped ready minion you control. Treat one of these cards with the icon to the left as a melee weapon with which the bearer may strike: strength +1. Treat one of these cards with the icon to the right as a gun weapon with which the bearer may strike: 1R. Called to Duty Master c2 Out of Turn Not useable during your turn. Untap a minion you control. Chosen of Caine Master R Unique 1 Pool Put this card on a vampire you control. The vampire with this card gets +1 strength and +1 stealth. You must use a discard action and discard your hand during your discard phase or the vampire with this card is placed in your uncontrolled region. Complications of Slumber Master U Choose a vampire in torpor. Tap that vampire, or burn two blood from that vampire. Conflicts in Vows Master U Out of Turn Useable during your turn. Play as a vampire announces an action. The acting vampire must burn one blood or the action fails. Untap the vampire if it is independent. Consolidated Persuasion Master u2 Put this card on a vampire you control. You may use transfers to move blood to this vampire as if it were uncontrolled. Enabled Minions Master R Put this card into play. A vampire you control of capacity 5+ may take a +1 stealth action that costs a blood to place a counter on this card. During your master phase you may tap this card and burn a counter off of it to gain an additional master phase action. Burn this card during you untap phase if it has no counters. Escalation War Master R Choose a card that is not a minion in play. Each Methuselah bids pool for its destruction or its salvation. If Methuselah bid more pool for its destruction than the number of pool bid for its salvation, the card is burned. Other wise, each Methuselah bidding for its salvation may draw up to one card for each pool bid. Extended Persuasions Master U Put this card into play. Tap this card and spend a transfer to gain 3 additional transfers, useable only to move pool to uncontrolled vampires. Fallen Angel Master R Unique Master 1 Pool Put this card on a vampire. The vampire with this card may take an action to bleed at +1 bleed. Burn this card if this vampire goes to torpor. Fionna's Psychic Caravan Master R Unique Put this card into play. You may tap this card to give a Minion +1 intercept when attempting to block a D action. Give control of this card to the acting minion's controller at the end of the action. Any Methuselah may burn this card as a D action that costs one pool if succesful. Focused Discipline Master C Discipline Put this card, tapped, on a vampire you control. While this card is untapped, the choosen vampire gains one level of a discipline that it already has at least one level of. Friend of Caine Master R Choose a vampire you control. Until the end of the turn, any vampire opposing the choosen vampire burns one blood before range is determined on the first round of combat, but gets an optional press. Ghetto Hang Out Master u2 Location, Hunting Ground 1 Pool Put this card into play. Tap this card to give a minion you control in combat a press. During your discard phase you may tap this card to move a blood from the blood bank to a ready untapped Brujah, !Brujah you control. Howl to the Heavens Master u Trifle Tap a vampire you control to burn up to two blood from a tapped vampire controlled by your predator or prey with less blood than the tapped vampire. Icconu Influences Master r Put this card into play. While this card is in play master cards cost one additional pool. During your minion phase next turn, if none of your minions acted the turn this card came into play and you used no master phase actions or discard phase actions since playing this card, burn this card and gain two pool. At the end of your turn, if this card was in play during your untap phase, burn it. l33t skillz Master C Put this card on a vampire with capacity 5+ you control, tapped. This vampire may tap and burn this card to return a card it used to perform an action that failed to your hand, at the end of the action. Laboratory Test Zone Master U Unique Location, Hunting Ground 1 Pool Tap this card, discard a card requiring a discipline, and burn one blood from a vampire you control to give that vampire one level of a discipline that the card discarded requires until the end of the turn. You may tap this card to give a blood from the blood bank to a ready untapped Tremere or !Tremere you control. Ley Lines Nexus Master r Location Put this card into play. When a vampire comes into play you may tap this card to gain one pool. While this card is tapped Methuselah may only use one master phase action per turn. Making Do Master R 1 Pool Put this card on a vampire you control and a card from your hand on this card. The vampire with these cards gains one level of each discipline that the card requires that this vampire does not already have. You may pay one additional pool when you play this card to allow this card to gain that vampire levels of discipline they already have. Marishka's Dance Hall Master U 1 Pool Put this card into play. You may tap this card when a minion attempted to block, after the action. That minion may untap. You may tap this card during your discard phase to give one blood to a ready untapped assamite you control. Meddling in the Mire Master R2 Out of Turn 1 pool Play at anytime. Discard your hand to tap or untap a card in play. Modern Security Devices Master R Out of Turn 1 Pool When you are being bled by more than two, fail the bleed. If the bleed was for more than four, or you were being bled by a minion controlled by a Methuselah other than your predator you may return this card to your hand at the end of the turn, or untap the bleeding minion, respectively. Natural Health Food Store Master R Location, Hunting Ground 1 Pool Tap this card and spend one transfer to put a blood on this card. You may tap this card to move the blood from this card to a ready vampire you control during your untap phase. You may tap this card and use a discard phase action to untap a Gangrel or !Gangrel you control. Any Ventrue or !Ventrue may take a D action to move any blood on this card to their controller's pool. Past Life Master U 1 pool You may tap this card to put one blood on that vampire from the blood bank or you may tap this card to move one blood from that vampire to your pool. Pit Stop Master c Trifle Choose a vampire you control. The vampre must hunt, but if successful gains an additional blood from the blood bank and untaps at the end of the action. Plays Harder Master C Put this card on a vampire you control. You may use a discard phase action and tap this card to untap this minion. When this vampire taps, you may tap this card and move a blood from your pool to it. Powerbase: Some Goth City Master u Unique Location 2 Pool Put this card into play. When you play this card, choose a sect. You may place X counters on this card, when played, where X is the number of vampires of the choosen sect you control, ready. During your untap phase you may move a counter from this card to your pool or a vampire of that sect, or from a vampire of that sect to this card. Predictable Strategy Master r Out of Turn 1 Pool Play this card after at the end of an action of another Methuselah's minion. Put this card into play with the card used to perform the action on this card, if any. When any of that Methuselah's minion's performs the same action you may burn this card to allow one of you minions, tapped or untapped, to attempt to block that action with +1 intercept. Private Club Master r2 Location, Hunting Ground Put this card on a vampire. Tap this card to untap after succesffully hunting. A Ventrue or !Ventrue with this card gain one blood from the blood bank during your discard phase. Reconstructing the Masquerade Master R Unique Master Put this card into play. Tap this card to shuffle your crypt. Tap this card to look at the top card of your crypt and if it is a Camerilla vampire of capacity 5+ you may untap this card. You may tap this card and spend four transfers to move the top vampire of your crypt to your uncontrolled region. Renfest Caravan Master R Unique Location 1 Pool Put this card into play. During your discard phase you may tap this card to move a piece of non-unique equipment in your ashheap to a ready untapped minion you control, paying half the cost, round up. You may tap this card during your discard phase to give one blood to an untapped ready Ravnos you control. Senator's Estate Master R Unique Location 2 Pool Put this card into play. Tap this card to gain 2 votes in a referendum. You may tap this card to give a ready untapped titled vampire you control one blood from the blood bank at the end of a referendum in which that vampire abstained. Sensei Master R Put this card on a vampire you control. This vampire may tap this card and take a +1 stealth D action to give a vampire one level of a discipline that this vampire has at superior. That vampire loses the given level when this card untaps or is not in play. Burn this card when this vampire goes to torpor. Sins of the Pack Master R Do not replace until the end of your turn. Choose a vampire. Until the end of the turn, blood hunts may not be called against this vampire. If the choosen vampire was sabbat, you may use a discard phase action to return this card to your hand the turn it was played. Special Interest Group Master R Out of Turn Play this card during the beginning of a referendum. You may only cast votes all in favour, or all against in this referendum. If the referendum passes the way you and your minions voted, put this card into play. Burn this card the next time you call a referendum to automatically pass it. Speed of the Blessed Master R Unique Master 1 Pool Put this card on a vampire you control. The vampire with this card gains First Strike. Reduce the cost to play this card by one if the vampire with this card is Assamite. STN Realtor's Master R Unique Location 1 Pool Tap this card to give a minion of capacity 5+ +1 intercept against a D action. May not be tapped if the cotroller of the choosen minion controls a tapped location. Supernatural Leech Master U Put this card on a vampire you control. Tap this card to move up to four blood from this vampire to your pool. Burn this card during your untap phase if this vampire has capacity 4 or less. Supernatural Lobbyists Master R Unique Master Put this card into play. During a political action any vampire may choose to allocate its votes for this card instead of for or against the referendum. If this card has more votes allocated to it than the number of vampires voting for and against the PA cancel the PA (returning the card used to play it to the controller of the acting minion's hand) and tap this card. Any vampires allocating votes to this card gain one blood. Tatoo Parlor Master u2 Location, Hunting Ground Put this card on a vampire you control. During your untap phase you may tap this card to give the vampire with this card one blood from the blood bank. This card does not untap as normal. During your master phase you may discard a master card from your hand as a master phase action to untap this card and move it to any vampire you control. If you control a Tzimisce, doing this does not require a Master Phase Action. The Farlands Master U Unique Location, Hunting Ground 1 Pool Tap this card and burn one blood or life from a minion you control to give a minion +1 intercept. Tap this card to give one blood to an untapped ready Tor, or !Tor you control. The Head Huntee Master u2 Contract Place this card tapped on a minion controlled by another Methuselah. Choose a minion you control. The choosen minion may enter combat with the minion with this untapped card as a D action. Burn this card when the opposing minion is burned or goes to torpor and burn one pool from the controller of the minion with this card. The Pawn Shop Master R Location During your influence phase tap this card and pay two transfers to burn a counter from a card that is not a minion or an event. If this is done, you may spend an additional transfer to move a blood to a ready FoS you control. The Yes Man Master R Put this card on a vampire you control. It gains one vote and becomes titled, if it were not already titled. This vampire must vote in each referendum called. If it votes for or against a referendum that failed or passed, respectively, burn this card and the vampire burns one blood. Thorn in their Side Master r Place this card on a minion controlled by another Methuselah. When the minion with this card is burned or sent to torpor you gain one pool and the controller of the minion loses one pool. Trash Compacting Zone Master u2 Location, Hunting Ground 1 Pool Put this card into play. Tap this card to look at the top card of any library. You may burn that card. Tap this card during your discard phase to give a blood to untapped ready Nos or !Nos you control. Underground Library Master C Trifle You may play this card and increase you hand size by three for the remainder of the turn, or you may play this card and choose a vampire you control. Until your next untap phase that minion may not be the target of a D action. Valuable Resource Master c Place this card on any minion. When the minion with this card is in torpor the controller of the minion loses one pool during their untap phase. War of Attrition Master R Out of Turn 1 Pool Play this card as a vampire you control announces a D action. Put this card into play if the action is successful (recover the cost to play this card otherwise). You may use a discard phase action to cause your prey to discard the top three cards of their deck, or burn one pool if unable. Any Methuselah may take control of this card by discard a master card from their hand as a master phase action. WMCC AvantRock'N Radio Master R Unique Location, Hunting Ground 1 Pool Tap this card and reveal your hand to give a vampire you control +1 intercept. You may tap this card during your discard phase to give one blood to a ready untapped Malk or !Malk you control. Works Hard Master C Put this card on a minion you control. You may tap this card and pay one pool to untap this minion. You may tap this card and the minion to move one blood or life from the minion to your pool. A test of the reserves PA U +1 stealth. Cards played may not be replaced during this action (other than this card). All Methuselah lose five pool. Each Methuselah may discard up to five cards from their hand to reduce this pool loss by one for each card discarded. Aggressive Lobbying PA c2 Not worth a vote during this PA. +1 stealth. Allocate three points amongst any number of Methuselah. Successful referendum means each Methuselah loses one pool for each point allocated. Ancient Threats PA U +1 stealth. Name a Methuselah and give this card to them. You may tap this card at the end of that methuselah's turn if none of its vampires acted this turn. Arbitrary Banning PA U +1 stealth. Name a type of library card. All Methuselah burn one pool for each card of the chosen type named that they control. Art Gala PA R Not worth a vote during this PA. +1 stealth. You may choose two methuselah. All methuselah name a clan. Each choosen methuselah loses pool equal to the number of vampires they control of that clan. If this acing minion is Toreador, every other Methuselah gain pool equal to the number of vampires they control from their chosen clan. Burn the City PA r +1 stealth. Requires a Sabbat vampire. Name a city or a vampire with a title based off or a city. Successful referendum means the acting vampire becomes Archbishop of that city or the vampire named burns two blood. Councel Bias PA C +1 steath. Name any number of methuselah. Each named Methuselah burns X pool, each other methuselah gains X pool. X is the number of titled vampires each individual methuselah control. Dividing the Feeding Grounds PA r2 +1 stealth. Put this card into play. When a ready non-anarch vampire gains blood from the blood bank, you may tap this card to burn one pool from the vampire's controller. Any vampire may take a +1 stealth action to call a referendum to burn this card. Emergency Plan PA r2 Boon Not worth vote in this referendum. +1 stealth. Put card into play if you do not nor have not controlled [cn]. As a meth. is about to be ousted due to pool loss as a result of an action, or when 2+ meth. are switching seats as a result of an action, you may burn card to end current minion phase (ending the action as a result, ending any pool loss or seat switching as a result of that). Filling Positions PA C Not worth a vote during this PA. +1 stealth. Chose a titled vampire controlled by another Methuselah and place this card on the acting vampire. While the chosen vampire is not ready, the vampire with this card has that vampire's title. Fiscal Debate PA U 1 Pool Not worth a vote during this PA unles called by a Ven. +1 stealth. Name a Methuselah. The named Methuselah burns four pool and all other methuselah gain one pool. This effect may be canceled by each Methuselah other than you burning one pool. This card may not be canceled if !Ven or Las called this vote. Hostile Edicts PA R 1 Pool +1 stealth. Put this card into play. While card untapped, during a Meth's discard you may discard a PA from hand cause that Meth to burn one pool. Vampire take +1 stealth action call refendum to burn card, in which anarch vampires get additional vote. New Order PA R +1 stealth. Requires an independent vampire. Titled vampires may not vote in this action. All non-independent vampires the same age or older than this acting vampire burn one blood if this referendum passes. Paint the Town Red PA R +1 stealth. Requires a Camerilla vampire. Name a city or a vampire with a title based off of a city. Successful referendum means the acting vampire becomes Prince of that city or the vampire named burns two blood. Property Tithe PA r2 Not worth a vote during this PA. +1 stealth. Name two Methuselah, at least one of which is consenting (if not, you must consent). Exchange control of a location, ally, equipment or retainer controlled by one of those Methuselah to the other. Reallocation of Resources PA C +1 stealth. Choose two other Methuselah. If this referendum is successful move up to two pool from one to the other. Recruiting Season PA c +1 stealth. Choose a titled vampire controlled by each Methuselah, if able. If the referendum passes, each chosen vampire loses one blood. The controller of each chosen vampire may move up to two blood from the blood bank to an uncontrolled vampire younger than their chosen vampire. Revamped Protocol PA U +1 stealth. Put card into play. May discard card during PA to cancel action. acting minion may not call another PA, minion's of meth. no call same PA. Untap if this referendum is success. Selective Councel PA R +1 stealth. Put this card into play. While this card is in play, only titled vampires may call referendum or take Political Actions. This card may be burned by any anarch vampire as a D action. Upwards Mobility PA R Burn Option +1 stealth. Useable by a bishop or primogin. Name a city. If there is an archbishop or prince of that city iwith more than zero blood, that vampire burns two blood. Otherwise this acting vampire becomes archbishop, or prince, of that city, respectively. Defense Plan Reaction u Only use after this minion has successfully blocked a D action. This reacting minion may dodge as a strike, once each round of the resulting combat. Evidence to the Contrary Reaction R Choose a titled voting vampire during a Referendum to allow that vampire to change its vote. If it does not, the chosen vampire must burn two blood. Unexpected Reaction Reaction c2 Do not replace until end of action Useable by a tapped minion you control. This tapped minion may attempt to block the acting minion as though it were untapped. Ghoul Slave Retainer r Ghoul 1 blood 2 Life. Bearer may burn one blood from ghoul slave and tap it to get +1 bleed or +1 intercept. Bearer may take a +1 stealth action that costs a blood to give ghoul slave one life (no more above its starting life total). ~SV

LSJ

"vermillian" <vermil...@yahoo.com> wrote in message news:f987c6cd.04072...@posting.google.com... > *** 100 Vampires are coming soon. Please give me some advice on if you > think these cards contain enough untap effects and whether you think > the rarity scheme seems adequate (I'm thinking 1R 3V 3U 4C... weird, I > know, but 2 vamps makes it too tough to draft). 12 card crypt and a 54 card library works out to 2V in an 11 card pack. 3 of 11 means you only have 32 library cards per 12 crypt cards. The former seems to more closely approximate expected deck construction ratios in draft. -- LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc. Links to V:TES news, rules, cards, utilities, and tournament calendar: http://www.white-wolf.com/vtes/

Joshua Duffin

"LSJ" <vte...@white-wolf.com> wrote in message news:2m7qq9F...@uni-berlin.de... > "vermillian" <vermil...@yahoo.com> wrote in message news:f987c6cd.04072...@posting.google.com... > > *** 100 Vampires are coming soon. Please give me some advice on if you > > think these cards contain enough untap effects and whether you think > > the rarity scheme seems adequate (I'm thinking 1R 3V 3U 4C... weird, I > > know, but 2 vamps makes it too tough to draft). > > 12 card crypt and a 54 card library works out to 2V in an 11 card pack. > > 3 of 11 means you only have 32 library cards per 12 crypt cards. > > The former seems to more closely approximate expected deck construction > ratios in draft. Maybe, although both library and crypt selection vary quite a bit in my draft experience depending on how many good vampires/good library cards you end up with. For example, I often play rather less than a 54 card library, maybe more like 40 to 45, unless I have an awful lot of good library cards for some reason. Vampire-wise, with existing White Wolf packs (which are 3 vamps out of 11 cards typically) we do usually end up with a lot more than 12 vampires to choose our crypt from (25-30 on average, I'd say), but this seems somewhat necessary because of the many vampires that will turn out not to be optimal for the deck you end up with. That is, the broadness of a set (or sets) in draft seems to lead to the need for more vampires to choose from, since the vampires cover X disciplines which you're only going to be able to use Y of. 2.5 vampires a pack might be more optimal in some sense, but it seems tricky to do unless you mix vampires and library cards on the same sheet(s)... All that said, 1R/3V/2U/5C would make uncommons a little less common-seeming. That's assuming you don't want to do what some of the recent WW sets have done and have 1R/3V/7C with no library-card uncommons. Josh draft maven

The Doctor

[ quoted text not captured ] What's the fixation on 11 cards? Jyhad had 19 cards... 1 rare, 3 uncommon, 4 vamps, 11 commons. Works out fine. //Doc. -- "Wees jezelf, er zijn al zoveel anderen" - Loesje begin Your_MS_program_incorrectly_interprets_this_as_an_attachment.txt

LSJ

The Doctor wrote: > What's the fixation on 11 cards? No fixation. It was just the number at hand. The ratios can be worked out for different sizes, of course. [ quoted text not captured ]

The Doctor

The Doctor wrote: > > Jyhad had 19 cards... > > 1 rare, 3 uncommon, 4 vamps, 11 commons. > > Works out fine. Must add this: the one minor problem drafting/sealed with Jyhad is the fat some people get library cards (political) from the vampire slots. That is usually not amusing when you are in a tournament, since you want as many vamps to choose from as possible. I strongly recommend NOT putting library cards in vamp slots. The other way around is probably not too bad if it's just occasionally. [ quoted text not captured ]

vermillian

"LSJ" <vte...@white-wolf.com> wrote in message news:<2m7qq9F...@uni-berlin.de>... > "vermillian" <vermil...@yahoo.com> wrote in message news:f987c6cd.04072...@posting.google.com... > > *** 100 Vampires are coming soon. Please give me some advice on if you > > think these cards contain enough untap effects and whether you think > > the rarity scheme seems adequate (I'm thinking 1R 3V 3U 4C... weird, I > > know, but 2 vamps makes it too tough to draft). > > 12 card crypt and a 54 card library works out to 2V in an 11 card pack. > > 3 of 11 means you only have 32 library cards per 12 crypt cards. > > The former seems to more closely approximate expected deck construction > ratios in draft. What is your opinion and/or the companies opinion on the expected deck construction ratios for drafting? Thank you for the comment. We'll have to get some opinions and/or some data on which of these two approaches satisfies the following properties in the most satisfactory way (bit vague, I know). 1) Draftability 2) Collectability 3) Profitability 4) Limiting Wackiness (eg. 1R4V4U2C) I was of course assuming 11 card packs, as this is, and has been standard for VTES, and many other 'big' CCGs, for quite a while. More comments on whether one thinks this particular set needs or would benefit from one particular rarity scheme over another would be most appreciated. Personally I prefer 1.3.X.(7-X) over 1.2.Y.(8-Y). I'm still buying Cam packs for vampires... though I guess from a marketting stand point thats a good thing. ~SV

vermillian

"Joshua Duffin" <duff...@bls.gov> wrote in message news:<2m7snbF...@uni-berlin.de>... > Maybe, although both library and crypt selection vary quite a bit in my > draft experience depending on how many good vampires/good library cards > you end up with. > > For example, I often play rather less than a 54 card library, maybe more > like 40 to 45, unless I have an awful lot of good library cards for some > reason. Vampire-wise, with existing White Wolf packs (which are 3 vamps > out of 11 cards typically) we do usually end up with a lot more than 12 > vampires to choose our crypt from (25-30 on average, I'd say), but this > seems somewhat necessary because of the many vampires that will turn out > not to be optimal for the deck you end up with. That is, the broadness > of a set (or sets) in draft seems to lead to the need for more vampires > to choose from, since the vampires cover X disciplines which you're only > going to be able to use Y of. This is exactly what I was thinking about. I'm at kind of a toss up on what is more important. Better vampire variety or better library variety... And then you factor in this particular set (with the nulls and incidentals...)... Blargh. Head hurt. :) > 2.5 vampires a pack might be more optimal in some sense, but it seems > tricky to do unless you mix vampires and library cards on the same > sheet(s)... Hmmm... In sheets of 100, 30 Common vampires, 40 Uncommon Vampires, 40 Rare vampires? Decrease the over all size of the set or add another common sheet, or what? Thoughts on this approach? Is it feasible from a printing stand point? What's the monetary downside? > All that said, 1R/3V/2U/5C would make uncommons a little less > common-seeming. That's assuming you don't want to do what some of the > recent WW sets have done and have 1R/3V/7C with no library-card > uncommons. Yeah, well, no BASE set has done that... I'm thinking 1.3.2.6 and have a lot of U2's. That'd make Uncommons not so rare, but not so common. > draft maven Then would you care to give me suggestions on my card selection, the rarity scheme and so forth? Specific comments on the master cards would be nice. ~SV

LSJ

"vermillian" <vermil...@yahoo.com> wrote in message news:f987c6cd.04072...@posting.google.com... > "LSJ" <vte...@white-wolf.com> wrote in message news:<2m7qq9F...@uni-berlin.de>... > > "vermillian" <vermil...@yahoo.com> wrote in message news:f987c6cd.04072...@posting.google.com... > > > *** 100 Vampires are coming soon. Please give me some advice on if you > > > think these cards contain enough untap effects and whether you think > > > the rarity scheme seems adequate (I'm thinking 1R 3V 3U 4C... weird, I > > > know, but 2 vamps makes it too tough to draft). > > > > 12 card crypt and a 54 card library works out to 2V in an 11 card pack. > > > > 3 of 11 means you only have 32 library cards per 12 crypt cards. > > > > The former seems to more closely approximate expected deck construction > > ratios in draft. > > What is your opinion and/or the companies opinion on the expected deck > construction ratios for drafting? I expect smaller libraries in drafting, but not at the 32 size. [ quoted text not captured ]

Joshua Duffin

"The Doctor" <D...@freemail.nl> wrote in message news:40FF392A...@freemail.nl... > What's the fixation on 11 cards? > > Jyhad had 19 cards... > > 1 rare, 3 uncommon, 4 vamps, 11 commons. > > Works out fine. Sure, and Dark Sovereigns had 15 cards a pack. But that was a long time ago. It seems that in the modern age, boosters have to retail for about $0.25 per card, which makes the 11-card modern packs retail at $2.75. A 19-card pack would now retail for perhaps $4.75, which would be a little on the expensive side. :-) Besides, people are used to 11-card packs (now). Josh at least, most people ;-)

Antoni Ten Monrós

What's wrong with 15 card boosters? 1R+3U+3V+8C...

Curevei

>What's wrong with 15 card boosters? >1R+3U+3V+8C... It's better to have packs all be the same size. Want people to be drafting the same number of cards for instance, and you have drafts where people don't all draft identical boosters. For trading, it can help keep rarity consistent. Etc.

vermillian

"LSJ" <vte...@white-wolf.com> wrote in message news:<2ma659F...@uni-berlin.de>... > "vermillian" <vermil...@yahoo.com> wrote in message news:f987c6cd.04072...@posting.google.com... > > "LSJ" <vte...@white-wolf.com> wrote in message news:<2m7qq9F...@uni-berlin.de>... > > > 12 card crypt and a 54 card library works out to 2V in an 11 card pack. > > > > > > 3 of 11 means you only have 32 library cards per 12 crypt cards. > > > > > > The former seems to more closely approximate expected deck construction > > > ratios in draft. > > > > What is your opinion and/or the companies opinion on the expected deck > > construction ratios for drafting? > > I expect smaller libraries in drafting, but not at the 32 size. Thank you for that. with the 1.3.X.(7-X) method Packs----------Crypt---------Library 5 15 40 6 18 48 with the 1.2.Y.(7-Y) method Packs----------Crypt---------Library 5 10 45 6 12 54 'Your' method requires a purchase of six packs. Better for sales, perhaps, and of course better for drafting, but the more cards the better, of course. You're also cutting vampires close, which seems ok, as you're probably only going to see half of them, but when you get the one or two that suck a whole lot in your opening crypt hand, its not like you can use a discard phase action to move on to another vampire (well... its called four transfers and a pool). 'My' method seems to give extra vampires and not a whole ton of library cards, but it is at least feasible at the 5 booster pack level. Cheaper, but really, another three bucks isn't that huge of a shift. Insert a few Vampire slot library cards to kick the level down a notch and you're talking business (though the set seems to be lacking room for anything much less than 98 vampires due to the multitude of clans contained). I suppose at this point its pretty much a draw. Some actually marketting research and drafting playtesting would determine which one is better. However, if the rules for drafting were changed to 40 card library min. and 8 card cypt min... :) ~SV

Chris Shorb

Curevei wrote: [ quoted text not captured ] I am not sure in what way a 15 card booster (1.3.3.8) goes against any of your points above. I think I missed something. best - chris -- chris shorb prince of torrance, where the 5th tradition rules.

vermillian

Chris Shorb <chr...@vtesinla.org> wrote in message news:<41073B14...@vtesinla.org>... > I am not sure in what way a 15 card booster (1.3.3.8) goes against any of your > points above. I think I missed something. Though this isn't one of the main goals I declared earlier, we want consistency and draftability with other sets as well. Drafting 15 card packs with 11 card packs in the draft later seems funny. But really there is not reason why it couldn't be done. Its just a reason why it shouldn't be done. ~SV PS Thank you, everyone, for all of your inciteful comments on the actual content of the fanbase set.