rec.games.trading-cards.jyhad

Preview card - Forger's Hammer

35 messages from 24 participants · 16 August 2006 – 18 August 2006
original thread on Google Groups

tobiasopdenbr...@notsocoldmail.com

Forger's Hammer Action modifier, Potence Only usable when this vampire successfully equips with a non-unique melee weapon from your hand pot: Put this card on the weapon. This weapon inflicts +1 damage each strike. POT: As above, and the cost of this weapon is reduced by 1 blood or 1 pool DRAFT/cel: as pot above.

Orpheus

[ quoted text not captured ] Nice !! Maybe we'll see again some forgotten weapons... Should be possible even with Concealed, right ? -- Orpheus ------------------------- "You'll regret being so damn abusive when the electric UFO gods transphase in from dimension ten to appoint me manager of the universe". The Drummer, in Planetary.

Alias

Orpheus wrote: > > Forger's Hammer > > Action modifier, > > Potence > > Only usable when this vampire successfully equips with a non-unique > > melee weapon from your hand > > pot: Put this card on the weapon. This weapon inflicts +1 damage each > > strike. > > POT: As above, and the cost of this weapon is reduced by 1 blood or 1 > > pool > > DRAFT/cel: as pot above. > > Nice !! > > Maybe we'll see again some forgotten weapons... > > Should be possible even with Concealed, right ? I am no rulemonger, but during combat you can't play action modifiers? [ quoted text not captured ]

tobiasopdenbr...@notsocoldmail.com

Orpheus wrote: > Nice !! > > Maybe we'll see again some forgotten weapons... > > Should be possible even with Concealed, right ? I guess, and with WWS, and Black cat will probably get a forger's workshop on Pier 13... :)

Gregory Stuart Pettigrew

Orpheus wrote: > > Forger's Hammer > > Action modifier, > > Potence > > Only usable when this vampire successfully equips with a non-unique > > melee weapon from your hand > > pot: Put this card on the weapon. This weapon inflicts +1 damage each > > strike. > > POT: As above, and the cost of this weapon is reduced by 1 blood or 1 > > pool > > DRAFT/cel: as pot above. > > Nice !! > > Maybe we'll see again some forgotten weapons... > > Should be possible even with Concealed, right ? No, this is not a Combat card. -- - Gregory Stuart Pettigrew

LSJ

Alias wrote: > Orpheus wrote: > > > Forger's Hammer > > > Action modifier, > > Should be possible even with Concealed, right ? > > I am no rulemonger, but during combat you can't play action modifiers? Correct. Forger's Hammer cannot be played in combat.

John P.

"tobiasopdenbr...@notsocoldmail.com" <tobiasop...@hotmail.com> wrote in message news:1155732118.0...@b28g2000cwb.googlegroups.com... > I guess, and with WWS, and Black cat will probably get a forger's > workshop on Pier 13... :) Not sure what you mean. Using Forge when getting the Pier 13 (non-weapon, unique -> not legal) or using Forge when using Pier 13 (not played from hand, not an action that can be modified -> no effect) -JTP

tobiasopdenbr...@notsocoldmail.com

[ quoted text not captured ] I meant that last impossible thing. Ah well. :)

Jozxyqk

[ quoted text not captured ] Generally speaking, why would a vampire with potence waste an action equipping a melee weapon? Only thing I can think of, maybe, is using this with Kerrie...?

antero

Jozxyqk wrote: > tobiasopdenbr...@notsocoldmail.com <tobiasop...@hotmail.com> wrote: > > Forger's Hammer > > Action modifier, > > Potence > > Only usable when this vampire successfully equips with a non-unique > > melee weapon from your hand > > pot: Put this card on the weapon. This weapon inflicts +1 damage each > > strike. > > POT: As above, and the cost of this weapon is reduced by 1 blood or 1 > > pool > > DRAFT/cel: as pot above. > > Generally speaking, why would a vampire with potence waste an action > equipping a melee weapon? Hm, Baldesar Rossellini could forge a free Bang Nakh that does strength +3 damage once during your turn. Maybe they could then be Heidelberged to Fortitude weenies?

adam....@gmail.com

Kerrie is a good one. Also, for example: Meat cleavers(Bastard swords) become that much better with Pot/Cel. Now Pursuit is even more worth it then Blur IMHO. [ quoted text not captured ]

pd...@lightlink.com

Jozxyqk wrote: > Generally speaking, why would a vampire with potence waste an action > equipping a melee weapon? 'Cause now they can use Forger's Hammer... -Peter

jeff...@pacbell.net

Jozxyqk wrote: > tobiasopdenbr...@notsocoldmail.com <tobiasop...@hotmail.com> wrote: > > Forger's Hammer > > Action modifier, > > Potence > > Only usable when this vampire successfully equips with a non-unique > > melee weapon from your hand > > pot: Put this card on the weapon. This weapon inflicts +1 damage each > > strike. > > POT: As above, and the cost of this weapon is reduced by 1 blood or 1 > > pool > > DRAFT/cel: as pot above. > > Generally speaking, why would a vampire with potence waste an action > equipping a melee weapon? I hear Jaroslav Pascek likes 'em, not to mention Elihu and Antonio Veradas.

Merlin

[ quoted text not captured ] Jaroslav Pascek, Elihu? +4 strength strikes from free Meat Cleavers? Undodgeable in the case of Elihu. I hear permanents are strong. Merlin

Andreas Nusser - Privat

Merlin schrieb: [ quoted text not captured ] Not to forget Lazverinus, Forger愀 Hammer and Meat Claever. It is five damage!

Fred Scott

"tobiasopdenbr...@notsocoldmail.com" <tobiasop...@hotmail.com> wrote in message news:1155731175....@m73g2000cwd.googlegroups.com... > Forger's Hammer ... > DRAFT/cel: as pot above. Oh, cool! I notice from looking at the preview card that the drafterior text is nicely offset with white text on a grey background. That seems unlikely to be mistaken for constructed effects. Seems like the draft effect idea should be mainly upside and only a very negligible downside. Art department did an excellent job! Fred

Orpheus

> > DRAFT/cel: as pot above. > > Oh, cool! I notice from looking at the preview card that the drafterior > text is nicely offset with white text on a grey background. That seems > unlikely to be mistaken for constructed effects. Seems like the draft > effect idea should be mainly upside and only a very negligible downside. > > Art department did an excellent job! > > Fred I'm totally with you on that one. :-) Orpheus

atomweaver

"tobiasopdenbr...@notsocoldmail.com" <tobiasop...@hotmail.com> wrote in news:1155731175....@m73g2000cwd.googlegroups.com: [ quoted text not captured ] Like it. Deck Name : Jack Hammer go Bang Bang Nakh Nakh Author : R. David Zopf Description : Tiger Claws Fun with Forger's Hammer and Jack of Both Sides Crypt [12 vampires] Capacity min: 2 max: 3 average: 2.84 ------------------------------------------------------------ 2x Darva Felispa 3 ani pot Nosferatu:3 2x Raziya Samater 3 ani pot Brujah:2 2x Tommy 3 ani pot !Nosferatu:2 1x David Morgan, The 3 aus pot Malkavian:3 1x Erinyi 3 pot vis Gargoyle:2 1x Hester Reed 3 obt pot Lasombra:3 1x Mario Giovanni 3 nec pot Giovanni:2 1x Arnold Simpson 2 pot Brujah:3 1x Paul DiCarlo, The 2 pot Giovanni:2 Library [84 cards] ------------------------------------------------------------ Action [19] 1x Arson 7x Bum's Rush 5x Computer Hacking 6x Jack of Both Sides Action Modifier [6] 6x FOrger's Hammer Combat [32] 6x Carrion Crows 3x Disarm 6x Immortal Grapple 8x Taste of Vitae 9x Undead Strength Equipment [6] 6x Bang Nakh -- Tiger's Claws Master [10] 1x Barrens, The 3x Blood Doll 1x Channel 10 1x Fragment of the Book of Nod 3x Haven Uncovered 1x KRCG News Radio Reaction [7] 7x Rat's Warning Retainer [4] 1x Mr. Winthrop 3x Raven Spy Crafted with : Anarch Revolt Deck Builder. [Wed Aug 16 13:55:59 2006] Regards, DaveZ Atom Weaver

quickbeam

[ quoted text not captured ] Am I missing something here? I thought this was a deck that used weapons. [ quoted text not captured ]

Thrall of Arika

[ quoted text not captured ] > > 8x Taste of Vitae > > 9x Undead Strength > > Am I missing something here? I thought this was a deck that used > weapons. > Agreed. If you're going to grapple and punch, why bother with weapons? I can see having a couple included as contingency, but this many grapples and undead strengths makes it more the focus of the combat. I would think maneuvers would be more paramount for a melee weapon deck. > > > > Equipment [6] > > 6x Bang Nakh -- Tiger's Claws > > > > Master [10] > > 1x Barrens, The > > 3x Blood Doll > > 1x Channel 10 > > 1x Fragment of the Book of Nod > > 3x Haven Uncovered > > 1x KRCG News Radio > > Why not add some Potence masters and get the full use out of Forger's Hammer? You're running a near full deck as it is, so adding them certainly won't dilute things much. Get better use out of your potence combat, save pool on your Bang Nakhs ... Chris, Thrall of Arika

Rehlow

[ quoted text not captured ] Ah, yes. Today is the first time a lot of people actually saw what the draftferiors looked like on the cards. Did I mention that I love GenCon? Later, ~Rehlow

atomweaver

"quickbeam" <dcqui...@yahoo.com> wrote in news:1155751370.8...@h48g2000cwc.googlegroups.com: [ quoted text not captured ] Mostly, I was just goofin' on a theme, but... weapons still do jack- diddly against S:CE. Even as a contingency, I thought 6 would be prudent backup... End of turn discard (no Events), Barrens and/or Fragment can clear them if they're found to be redundant in a given game. DZ AW

atomweaver

"Thrall of Arika" <christoph...@amec.com> wrote in news:1155752716.4...@75g2000cwc.googlegroups.com: [ quoted text not captured ] >> > 6x Forger's Hammer >> > >> > Combat [32] >> > 6x Carrion Crows >> > 3x Disarm >> > 6x Immortal Grapple >> > 8x Taste of Vitae >> > 9x Undead Strength >> >> Am I missing something here? I thought this was a deck that used >> weapons. >> > Agreed. If you're going to grapple and punch, why bother with weapons? > I can see having a couple included as contingency, but this many > grapples and undead strengths makes it more the focus of the combat. I > would think maneuvers would be more paramount for a melee weapon deck. > Naah. IG is the only contingency card (backup combat for S:CE/dodge). Undead Strengths stack with Bang Nakh strikes, and thus serve a dual purpose. I don't need an IG to play an Undead Strength... You're right about needing maneuvers, though... What to use/where to get 'em? >> > >> > Equipment [6] >> > 6x Bang Nakh -- Tiger's Claws >> > >> > Master [10] >> > 1x Barrens, The >> > 3x Blood Doll >> > 1x Channel 10 >> > 1x Fragment of the Book of Nod >> > 3x Haven Uncovered >> > 1x KRCG News Radio >> > > Why not add some Potence masters and get the full use out of Forger's > Hammer? You're running a near full deck as it is, so adding them > certainly won't dilute things much. Get better use out of your potence > combat, save pool on your Bang Nakhs ... > True, that. Add 4 Potence, drop the Fragment (can't honestly protect it, anyways) a Raven Spy and KRCG. DZ AW

Jozxyqk

atomweaver <atomw...@hotmail.com> wrote: > >> > 2x Darva Felispa 3 ani pot Nosferatu:3 > >> > 2x Raziya Samater 3 ani pot Brujah:2 > >> > 2x Tommy 3 ani pot !Nosferatu:2 > You're right about needing maneuvers, though... What to use/where to get > 'em? Half your crypt has ani. What about Drawing out the Beast?

Orpheus

> >> 6x Immortal Grapple > > > > Am I missing something here? I thought this was a deck that used > > weapons. > > > Mostly, I was just goofin' on a theme, but... weapons still do jack- > diddly against S:CE. Even as a contingency, I thought 6 would be > prudent backup... End of turn discard (no Events), Barrens and/or > Fragment can clear them if they're found to be redundant in a given > game. So maybe the way to go would with Psyche ? Or Telepathic Tracking ? -- Orpheus ----------------------- I'm dead serious ! Well, mostly dead...

Dasein

> Mostly, I was just goofin' on a theme, but... weapons still do jack- > diddly against S:CE. Even as a contingency, I thought 6 would be > prudent backup... End of turn discard (no Events), Barrens and/or > Fragment can clear them if they're found to be redundant in a given game. I hear NSA Trio stops people ending combat. only works if they block of course, so you'd probably want to reduce the rushes and increase the computer hacks. There are a bunch of other ways to beat S:CE as well; hidden lurker / fast reaction, thoughts betrayed, jones, etc. You just have to think outside the box.

SPORE

Jozxyqk wrote: > tobiasopdenbr...@notsocoldmail.com <tobiasop...@hotmail.com> wrote: > > Forger's Hammer > > Action modifier, > > Potence > > Only usable when this vampire successfully equips with a non-unique > > melee weapon from your hand > > pot: Put this card on the weapon. This weapon inflicts +1 damage each > > strike. > > POT: As above, and the cost of this weapon is reduced by 1 blood or 1 > > pool > > DRAFT/cel: as pot above. > > Generally speaking, why would a vampire with potence waste an action > equipping a melee weapon? > in addition to the vamps with specials revolving around melee weapons, this card seems to suggest both wooden stake and especially garrotte. garrotte becomes free and does an extra point, so you can burn it to take out a vamp without committing diablerie... depending on which combo of potence with fortitude (freak drive,) celerity (blur/psyche,) or others, it could be effective. -spore, mage

RocketEddy

Orpheus wrote: > > So maybe the way to go would with Psyche ? Or Telepathic Tracking ? > -- Which would be an entirely different concept to an ani pot weenie deck. IG is more than adequate for the purpose.

ResurrectioN

[ quoted text not captured ] NSA Trio Type: Event Government. During the first combat between an acting vampire and a blocking vampire each turn, neither combatant may end combat as a strike in the first round. A Methuselah may use a discard phase action to burn this card if his or her minions attempted no actions in the current turn. It works if you blok. It doesn't say who has to act or block. Either combatant could end combat if they ended up in it by (unblocked)rush/ambush/etc..

atomweaver

"Dasein" <dasei...@hotmail.com> wrote in news:1155772228.8...@m79g2000cwm.googlegroups.com: >> Mostly, I was just goofin' on a theme, but... weapons still do jack- >> diddly against S:CE. Even as a contingency, I thought 6 would be >> prudent backup... End of turn discard (no Events), Barrens and/or >> Fragment can clear them if they're found to be redundant in a given >> game. > > I hear NSA Trio stops people ending combat. > Synergistic with ani-pot weapons combat, too. Added. > only works if they block of course, so you'd probably want to reduce > the rushes and increase the computer hacks. > There are a bunch of other ways to beat S:CE as well; hidden lurker / > fast reaction, thoughts betrayed, jones, etc. You just have to think > outside the box. > Yeah... what with Potence on every minion, what's inside the box works perfectly well. DZ AW

witness1

atomweaver wrote: > "Dasein" <dasei...@hotmail.com> wrote in > news:1155772228.8...@m79g2000cwm.googlegroups.com: > > >> Mostly, I was just goofin' on a theme, but... weapons still do jack- > >> diddly against S:CE. Even as a contingency, I thought 6 would be > >> prudent backup... End of turn discard (no Events), Barrens and/or > >> Fragment can clear them if they're found to be redundant in a given > >> game. > > > > I hear NSA Trio stops people ending combat. > > > > Synergistic with ani-pot weapons combat, too. Added. > Might want to consider the new NRA PAC as well for free untap on all those equips. Witness1 -ItE

Thrall of Arika

[ quoted text not captured ] I was thinking about those two weapons, having a look at what other melee weapons Forger's Hammer could be used for. While it makes staking easier, you're also potentially giving a +1 strength weapon that will send someone to torpor with a successful hit to your victim. A bit dangerous that. Can also give you a pretty nasty chainsaw! Also, unfortunately, I don't believe that Forger's Hammer will affect Garrote. I had the same thought. But Garrote grants you a Strike: hand strike. Most other weapons read Strength +X damage each strike. The Garrote doesn't grant you any damage in itself, just an effect for your base hand strike. Compare wording: Garrote: "Strike: strength damage" Wooden Stake: "Strength damage each strike." I could be wrong, of course, but just the difference in wording suggests that the Garrote just grants a strength-based hand strike with a special effect. Even if the Garrote gained +1 damage, using the Garrote grants you a strike with hands, not with the garotte itself, which is confusing really. Though that could be because Garrote is from Final Nights, the text just hasn't migrated to the form used by most melee weapons. Perhaps we can get a more learned interpretation from someone? Chris, Thrall of Arika

LSJ

Thrall of Arika wrote: > Also, unfortunately, I don't believe that Forger's Hammer will affect > Garrote. I had the same thought. But Garrote grants you a Strike: hand > strike. Most other weapons read Strength +X damage each strike. The > Garrote doesn't grant you any damage in itself, just an effect for your > base hand strike. Compare wording: > > Garrote: > "Strike: strength damage" > > Wooden Stake: > "Strength damage each strike." > > I could be wrong, of course, but just the difference in wording > suggests that the Garrote just grants a strength-based hand strike with > a special effect. No. It is a strength-based weapon strike. > Even if the Garrote gained +1 damage, using the > Garrote grants you a strike with hands, not with the garotte itself, > which is confusing really. Weapon strikes are not hand strikes.

quickbeam

atomweaver wrote: > > Am I missing something here? I thought this was a deck that used > > weapons. > > > Mostly, I was just goofin' on a theme, but... weapons still do jack- > diddly against S:CE. Even as a contingency, I thought 6 would be > prudent backup... End of turn discard (no Events), Barrens and/or > Fragment can clear them if they're found to be redundant in a given > game. > > DZ > AW Fair enough. 6 grapple isn't going to screw you. I can't think of a better idea offhand for S:CE except maybe NSA trio (which I've never seen put to good use.) -Dave Clooney

ASBa...@gmail.com

> Fair enough. 6 grapple isn't going to screw you. I can't think of a > better idea offhand for S:CE except maybe NSA trio (which I've never > seen put to good use.) > > -Dave Clooney Since NSA Trio only requires doing nothing (as opposed to doing something) to get rid of it, it' s very hard to rely on it staying in play. That and the one per game rule on events makes the card very tough to cash in on, but it's certainly worth trying.