...reads, "At long range, each round, this minion may strike for
2R damage each strike."
That appears to mean that Victor Tolliver with just a Blur card
could strike three times in the same round for 2R times three, no?
If so, I think a horrendously efficient short-chain combat
module could be created around Pursuits and Improvised
Tactics for any minion with pot/CEL disciplines. Throw in
Psyche!s, Tastes, Sideslips, etc. to taste. In a lot of ways,
I like this better than guns because you don't have to worry
getting the gun and you don't have to worry about losing the gun.
Fred
Frederick Scott wrote:
> ....reads, "At long range, each round, this minion may strike for> 2R damage each strike."
>
> That appears to mean that Victor Tolliver with just a Blur card
> could strike three times in the same round for 2R times three, no?
How does he get to long range with just a Blur?
But, yes, if he gets to long range after playing the Improvised Tactics, he can
strike for 2R then Blur and strike twice more for 2R each.
"LSJ" <vte...@white-wolf.com> wrote in message news:qewjj.39989$Pv2....@newssvr23.news.prodigy.net...
> Frederick Scott wrote:>> ....reads, "At long range, each round, this minion may strike for
>> 2R damage each strike."
>>
>> That appears to mean that Victor Tolliver with just a Blur card
>> could strike three times in the same round for 2R times three, no?>
> How does he get to long range with just a Blur?
Ah, good point. Those three little words, "At long range..."
Still, I think, good short chain combat with Pursuit if your vampire
has pot/CEL. If you wanted to, you could do a regular hand strike
and use the Pursuit for an extra strike (if, for instance, you saw
that your opponent was likely to outmaneuver you anyway). But not as
nice as being guranteed to hit for two at short range.
> But, yes, if he gets to long range after playing the Improvised Tactics, he can strike for 2R then Blur and strike twice more for
> 2R each.
Thanks. That was the piece I wanted reassurance about. I can't
think of another library card that grants a vampire the right to
do a specific ranged strike like that however often as it can
strike. (There might well be one but I can't think of it, right
off.)
Fred
On Jan 17, 10:26 am, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> "LSJ" <vtes...@white-wolf.com> wrote in messagenews:qewjj.39989$Pv2....@newssvr23.news.prodigy.net...[ quoted text not captured ]
A further, probably obvious, question to this is, does Increased
Strength work with the Potence version of Improvised Tactics?
I've got a deck that is nearly totally IT, Increased Strength, Flash
and Blur. It's idea is to Haven Uncover minons everywhere and rush
Improvised Tactics, Increased Strength a few times, flash to long and
strike for 6R (Thanks to Increased Strength and Improvised Tactics
providing a strike that requires Potence), Blur for 2 more 6R Press
with the Flash, Taste, repeat.
Does this work?
In article <7_vjj.30007$R92....@newsfe16.phx>,
"Frederick Scott" <nos...@no.spam.dot.com> wrote:
> ...reads, "At long range, each round, this minion may strike for
> 2R damage each strike."
>
> That appears to mean that Victor Tolliver with just a Blur card
> could strike three times in the same round for 2R times three, no?
Yep. I'm pretty sure I made this point in the Anarch tech discussion :-)
It is good, long range combat tech. But, ya know, you gotta be an
Anarch, which means a whole bunch of cards spent on going Anarch
(likely, all the cards you save from using Improvised Tactics instead of
Gates and Lids will be replaced by go anarch tech), or going anarch the
hard way, whichg means that when you get blocked, you can't hurt folks.
> If so, I think a horrendously efficient short-chain combat
> module could be created around Pursuits and Improvised
> Tactics for any minion with pot/CEL disciplines. Throw in
> Psyche!s, Tastes, Sideslips, etc. to taste. In a lot of ways,
> I like this better than guns because you don't have to worry
> getting the gun and you don't have to worry about losing the gun.
But you do have to worry about going anarch. And if you have 12 cards to
make you an anarch, is it really doing you any better than if those 12
cards and the Improvised Tactics were just lids and gates?
Peter D Bakija
pd...@lightlink.com
http://www.lightlink.com/pdb6/vtes.html
"Find hungry samurai."
-The Old Man
Benird <ben...@gmail.com> wrote:
> I've got a deck that is nearly totally IT, Increased Strength, Flash
> and Blur. It's idea is to Haven Uncover minons everywhere and rush
> Improvised Tactics, Increased Strength a few times, flash to long and
> strike for 6R (Thanks to Increased Strength and Improvised Tactics
> providing a strike that requires Potence), Blur for 2 more 6R Press
> with the Flash, Taste, repeat.
>
> Does this work?
No, since you have decked yourself after you have gone upstream and
downstream a few times, and now you're bleeding for 1 for the next 1.5
hours. ;)
Seriously, though, put up a decklist so we can see what you're talking
about.
Kevin M., Prince of Las Vegas
"Know your enemy, and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
"Peter D Bakija" <pd...@lightlink.com> wrote in message
news:pdb6-4885F9.2...@news-server.stny.rr.com...
[ quoted text not captured ]
I think you're right about the 12 Go Anarch cards. Looking at it from
this perspective, I would leave them out and just pay the blood and be
tapped. However, I would also include a healthy number of Resist
Earth's Grasps. It really is the perfect card for the deck.
Fred
Benird wrote:
> I've got a deck that is nearly totally IT, Increased Strength, Flash
> and Blur. It's idea is to Haven Uncover minons everywhere and rush
> Improvised Tactics, Increased Strength a few times, flash to long and
> strike for 6R (Thanks to Increased Strength and Improvised Tactics
> providing a strike that requires Potence), Blur for 2 more 6R Press
> with the Flash, Taste, repeat.
You need to press after you've just done 18R to your opponent?
--
salem
(replace 'hotmail' with 'yahoo' to email)
On Jan 16, 9:26 pm, "Frederick Scott" <nos...@no.spam.dot.com>
> Thanks. That was the piece I wanted reassurance about. I can't
> think of another library card that grants a vampire the right to
> do a specific ranged strike like that however often as it can
> strike. (There might well be one but I can't think of it, right
> off.)
>
> Fred
Watchtower: The Wolves Feed
Type: Master
Requires: seraph
Cost: 1 pool
Master: watchtower. Requires at least one Gehenna card in play and a
ready Seraph.
Black Hand vampires get +1 stealth and may strike for 2R damage. A
ready Black Hand vampire you control may tap to cancel a Gehenna card
as it is played. During your untap phase, burn X pool or burn this
card, where X is the number of Gehenna cards in play (minimum of 1).
Burn this card if another watchtower enters play. Burn option.
counting 8 black hand vampires with CEL in g 3-4 i think that you
could go that way easier.
"Mr_Wyrm (AKA Pentex)" <shaita...@gmail.com> wrote in message
news:45c6704d-bb5a-4074...@c23g2000hsa.googlegroups.com...
On Jan 16, 9:26 pm, "Frederick Scott" <nos...@no.spam.dot.com>
> > Thanks. That was the piece I wanted reassurance about. I can't
> > think of another library card that grants a vampire the right to
> > do a specific ranged strike like that however often as it can
> > strike. (There might well be one but I can't think of it, right
> > off.)
>> Watchtower: The Wolves Feed
> Type: Master
> Requires: seraph
> Cost: 1 pool
> Master: watchtower. Requires at least one Gehenna card in play and a
> ready Seraph.
> Black Hand vampires get +1 stealth and may strike for 2R damage. A
> ready Black Hand vampire you control may tap to cancel a Gehenna card
> as it is played. During your untap phase, burn X pool or burn this
> card, where X is the number of Gehenna cards in play (minimum of 1).
> Burn this card if another watchtower enters play. Burn option.
>
> counting 8 black hand vampires with CEL in g 3-4 i think that you
> could go that way easier.
Wow! True, that sounds pretty effective if you can draw and play the
key card. It doesn't have Anarch Revolt option for offense, though.
Have to find different pool reduction, like Dragonbound I suppose.
Fred
[ quoted text not captured ]
Here's the decklist.
It's not supposed to be a good deck more of a deck to pull out and
play occasionally to cause some mayhem.
The bleeds are in there to try and encourage a block, I don't much
care from who the block comes I just want to smash things.
Sure Celerity guns and Votes will hurt it, that could easily be
countered with other options but like I said I just want to smash
things with this without worrying about winning. This is not a deck
that I would take to a tournament. I think it does need some tastes
and a few less Improvised Tactics and Diversion. I think I took some
out and replaced them with Tastes in the acutal deck.
Crypt: (12 cards, Min: 22, Max: 31, Avg: 6.58)
----------------------------------------------
1 Rigby aus pot CEL PRE 5 Brujah
Antitribu
2 Julian Sanders pot CEL PRE 6 Brujah
Antitribu
1 Jeremiah Noble obt pre CEL POT 6 Brujah
Antitribu
1 Steve Booth pot pre pro CEL 5 Brujah
3 Jacko obt CEL POT PRE 8 Brujah
Antitribu
1 Joshua Tarnopolski obf pot CEL PRE 7 Brujah
1 Richter for pre CEL POT 7 Brujah
Antitribu
1 Sir Ralph Hamilton cel ser POT PRE 6 Brujah
1 Miguel Santo Domingo cel for POT PRE 7 Brujah
Antitribu
Library: (90 cards)
-------------------
Master (19 cards)
2 Amusement Park Hunting Ground
2 Blood Doll
4 Haven Uncovered
2 Fame
2 Potence
1 Presence
6 Galaric`s Legacy
Action (21 cards)
8 Enchant Kindred
9 Social Charm
4 Ambush
Combat (48 cards)
13 Improvised Tactics
12 Diversion
10 Increased Strength
13 Flash
Equipment (2 cards)
2 IR Goggles
On Jan 17, 7:28 pm, Benird <ben...@gmail.com> wrote:
> Library: (90 cards)
> -------------------
> Master (19 cards)
> 2 Amusement Park Hunting Ground
> 2 Blood Doll
> 4 Haven Uncovered
> 2 Fame
> 2 Potence
> 1 Presence
> 6 Galaric`s Legacy
>
> Action (21 cards)
> 8 Enchant Kindred
> 9 Social Charm
> 4 Ambush
>
> Combat (48 cards)
> 13 Improvised Tactics
> 12 Diversion
> 10 Increased Strength
> 13 Flash
>
> Equipment (2 cards)
> 2 IR Goggles
Full well realizing that this isn't meant to be a "good" deck, it
still strikes me that it would even have trouble just 'causing mayhem.
19 masters means you are going to jam on masters in the middle of
combat. Only 6 ways to go anarch means you won't draw them early most
of the time, so they only exist to gum up deck flow. A reasonable
amount of bleed, but no one will block you if they realize that you
are going to kill them for doing it. Unless they are blocking your "go
anarch" actions, in which point you can't hurt them. Only 4 Rush
actions means spending a lot of time unable to rush. It could probably
get tweaked into a reasonably viable deck without much effort,
however, so feel free to ignore me :-)
-Peter
On Jan 16, 11:44 pm, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> I think you're right about the 12 Go Anarch cards. Looking at it from
> this perspective, I would leave them out and just pay the blood and be
> tapped. However, I would also include a healthy number of Resist
> Earth's Grasps. It really is the perfect card for the deck.
Yeah, that is probably a good plan (don't use any go anarch cards at
all, use some stealth instead). You could probably include 8 or so
Thrown Gates for extra manuever/damage if you get blocked going
anarch, too.
-Peter
On Jan 17, 5:54 am, "Mr_Wyrm (AKA Pentex)" <shaitan.ba...@gmail.com>
wrote:
> Watchtower: The Wolves Feed> counting 8 black hand vampires with CEL in g 3-4 i think that you
> could go that way easier.
The CEL/Watchtower deck isn't bad, really, especially as it isn't at
all hard to sideline in some dominate for bleed bounce. But there are
only so many Watchtowers you can have in the deck, and there is a lot
of setup (get a Seraph, get an Event, get a Watchtower) that can go
badly. But if it all comes together, the +1 stealth all the time and
2R damage all the time can pay off pretty well.
-Peter
"Peter D Bakija" <pd...@lightlink.com> wrote in message
news:57c82efe-1542-4339...@v29g2000hsf.googlegroups.com...
[ quoted text not captured ]
One thing that struck me: you may actually want a fair number of
Watchtowers in the deck because the maintenance cost may cause you to
let them go from time to time. And, in fact, you could choose to play
new ones as your MPA to get them out of your hand for as little or
less than their maintenance. Only problem is that someone might have
a Sudden Reversal or a Wash and that would be a nasty surprise if you'd
counted on having one out on the upcoming turn. But the option is there
if you were getting hand-jammed. (You could also pay the maintenance
AND play the new Watchtower since it's not unique, but then you'd wind
up paying both costs.)
How to make sure you get your event early, I couldn't say. Certainly
seems worthwhile to include one or two Drop Point Networks, at least.
And it's one deck I'd throw in Black Hand Rituals for. An imbued
deck spitting out a Gehenna card every other turn could be a disaster!
Fred
On Jan 18, 9:56 am, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> One thing that struck me: you may actually want a fair number of
> Watchtowers in the deck because the maintenance cost may cause you to
> let them go from time to time. And, in fact, you could choose to play
> new ones as your MPA to get them out of your hand for as little or
> less than their maintenance. Only problem is that someone might have
> a Sudden Reversal or a Wash and that would be a nasty surprise if you'd
> counted on having one out on the upcoming turn. But the option is there
> if you were getting hand-jammed. (You could also pay the maintenance
> AND play the new Watchtower since it's not unique, but then you'd wind
> up paying both costs.)
I think I was using 5 of them. Which was all the ones I owned at the
time. The real issue is getting them early and get a couple in case of
an unfortunate Sudden, more than having too many of them, really.
> How to make sure you get your event early, I couldn't say. Certainly
> seems worthwhile to include one or two Drop Point Networks, at least.
Drop Point Network can't get master cards or events, which makes it
all a bit trickier. I think one version of the deck had me using Drop
Point Network to fetch a Sybil's Tounge to go get whichever card I
needed at the time. That was one of the less successful versions of
that deck :-)
> And it's one deck I'd throw in Black Hand Rituals for. An imbued
> deck spitting out a Gehenna card every other turn could be a disaster!
Oh, totally. You have a handful of benign Events (Break the Code if
you have enough of them), a Forschritt or two, and a handful of Black
Hand Rituals just in case. Lemme see if I can find a version of this
deck I posted at some point...
Crypt:
3x Yazid (8) CEL, dom BH Seraph
1x Reza (6) CEL, BH
1x Dominique (6) CEL, BH
2x Skryta (5) CEL, BH
3x Banjoko (5) DOM, BH Seraph
1x Mosfair (4) cel, dom, BH
1x Mariano (4) cel, BH
6x Black Hand Contract
4x Celerity
4x Blood Doll
4x Watchtower: The Wolves Feed
2x Corporal Reservoir
2x Shakar
1x Fame
1x Weirding Stone
8x Reunion Kamut
4x Rumble
2x Black Hand Ritual
1x Tatoo Signal
6x Redirection
4x Truth in Ink
4x Wake
2x On the Qui Vive
16x Pursuit
8x Psyche!
4x Side Strike
2x Sideslip
3x Anthelios the Red Star
1x Dragonbound
1x Seraph's Second
That version worked out ok--I think an extra Wolves made it in at some
point. Not fantastic, but I remember it not being completely awful
when I got all the necessary cards fairly early in the game.
-Peter
On Fri, 18 Jan 2008, Frederick Scott wrote:
> One thing that struck me: you may actually want a fair number of
> Watchtowers in the deck because the maintenance cost may cause you to
> let them go from time to time. And, in fact, you could choose to play
> new ones as your MPA to get them out of your hand for as little or
> less than their maintenance. Only problem is that someone might have
> a Sudden Reversal or a Wash and that would be a nasty surprise if you'd
> counted on having one out on the upcoming turn. But the option is there
> if you were getting hand-jammed. (You could also pay the maintenance
> AND play the new Watchtower since it's not unique, but then you'd wind
> up paying both costs.)
If you really need your master cards to end up in play,
Anthelios/Parthenon is a good way to make sure it happens.
> How to make sure you get your event early, I couldn't say. Certainly
> seems worthwhile to include one or two Drop Point Networks, at least.
Drop Point Network only searches for minion cards, so it won't find either
piece of your combo here. I'd suggest running The Colonel (Black Hand
!Malk with celerity) and some Sibyl's Tongues.
> And it's one deck I'd throw in Black Hand Rituals for. An imbued
> deck spitting out a Gehenna card every other turn could be a disaster!
Watchtower: The Wolves Feed can be used to stop Gehenna cards from being
played. Magic card text!
Matt Morgan
"Matthew T. Morgan" <far...@io.com> wrote in message news:2008011809...@fnord.io.com...
> Watchtower: The Wolves Feed can be used to stop Gehenna cards from being played. Magic card text!
OK, good point. Although I think people wait for you to tap out and/or
conspire to do things that would require you to tap out. (Maybe you
want to play Piotr Andreikov just to leave sit there and stop Gehenna
cards? :-) )
Fred
On Jan 18, 10:27 am, Peter D Bakija <p...@lightlink.com> wrote:
> Drop Point Network can't get master cards or events, which makes it
> all a bit trickier. I think one version of the deck had me using Drop
> Point Network to fetch a Sybil's Tounge to go get whichever card I
> needed at the time. That was one of the less successful versions of
> that deck :-)
Greg Pettigrew has a Black Hand Wolves Feed deck (though not one based
around CEL). I suggested using Inconnu Tutelege to him, since it can
allow you to grab either an event or Wolves Feed - whichever part of
the combo you're currently missing. I'll go ahead and suggest it to
you, too. :)
John Eno
In article <2008011809...@fnord.io.com>,
"Matthew T. Morgan" <far...@io.com> wrote:
> Watchtower: The Wolves Feed can be used to stop Gehenna cards from being
> played. Magic card text!
Yes, but if they get a couple events in play *before* you play the
Watchtower, you are screwzord. Being able to prune a couple events can
be a life saver.
[ quoted text not captured ]
[ quoted text not captured ]
Don't put 12 Galaric's in your deck, put 6 plus 1 Seattle Committee.
With 7 become anarch cards in your 90 card deck, you have a ~45%
chance of having one in your opening hand. The average to get 1 will
be card ~11.5.
I don't believe the actual math matches Peter's complaining about the
hardships of going anarch and all the wasted card slots.
That said, for this particular discussion, I think Improvised Tactics
is nearly wallpaper, because if you're going to bother going Anarch,
you might as well play something strong like Diversion. If you want
to play Improvised Tactics, just use a .44 instead, which comes with a
manuever, doesn't require Anarch, and can be used at close. Or use
Lids and Gates, for the same reason.
I won't defend Improvised Tactics, but I will defend the use of ~7
become anarch cards in a 90 card anarch deck.
Ira
[ quoted text not captured ]
it sounds like it would, but often in practice it's really not. that
whole "at long range" thing tends to kill so much utility. i mean, if
you're already at long, and you want to keep things to 1 round, why
aren't you using Lids or Sport Bikes? to keep your deck smaller for
additional oust elsewhere? fighting for the range becomes very tiresome,
something you don't have to fight so hard for when using a .44.
and if you're using Increased Strength you need to find a way to
continually stay at long and go multiple rounds, vomit forth multiple
copies of IS, or lots of add strikes, to get the most out of this. and
even then, a simple Manstopper Rounds on your .44 can often net you the
same w/o fighting so hard, and after strikes so you don't lose it to S:CE.
it does seem interesting for loosely binded pot decks w/ or w/o cel,
since IR Goggles and Groundfighting is available. in fact, a few pot
cel decks w/ just IT, Diversions, and Flash could be interesting. i was
thinking of pot pro decks to at least squeeze out some further utility;
Zach North and Badger makes a good start on such a crypt. throw in some
Carrion Crows, Tastes, and presses and there might be something worth
fielding on a casual night. throw in Street Creds and it might already
be good to go.
but honestly i think the card should be errataed. the effects are just
too weak for all the effort. i've already offered my take on how it
should be errataed elsewhere on this board. the template is really
interesting and i think it should be attempted again. it's technically
the only 3-way where you can get more than 1 discipline effect out of a
single card, let alone repeatedly over multiple rounds (which is why i'm
thinking about Carrion Crows for my next attempt w/ it. CC is one of the
best reasons to go multiple rounds). that alone should hold some promise
for the designers of any new anarch toys. but as it stands... it
definitely needs support.
there's always Improvised Tactics and a bucket of Mighty Grapples. but
for that i'd likely use Owls or Auras to check for S:CE before i bother.
and i'd run Havens Uncovered or other dogpile rush card (a
Prince/Archbishop calling Blood Hunts/War Parties?). shakey, but
possibly entertaining. maybe for a wacky Anarch Revolt w/ Anathema or
something.
In message <j63kj.755$ov5...@newsfe15.phx>, Frederick Scott
<nos...@no.spam.dot.com> writes:
>And it's one deck I'd throw in Black Hand Rituals for. An imbued
>deck spitting out a Gehenna card every other turn could be a disaster!
Given you're going Black Hand, Norm's "Magic, the Darkest Kind"
discussion made me think of suggesting Guarded Rubric as a defensive
measure.
Yeah, if it came up early and you felt you had to play it then (rather
than hold it or discard it), you'd pay one extra for your Gehenna event.
But that might be preferable to seeing 5 events come from some horror.
Who knows? Still, just tossing that out there.
It's also not a bad card.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
In article
<414decbd-32a0-439d...@u10g2000prn.googlegroups.com>,
"ira...@gmail.com" <ira...@gmail.com> wrote:
> Don't put 12 Galaric's in your deck, put 6 plus 1 Seattle Committee.
> With 7 become anarch cards in your 90 card deck, you have a ~45%
> chance of having one in your opening hand. The average to get 1 will
> be card ~11.5.
Which is nice and all, as previously noted, but still not a good enough
chance to draw the cards you need as soon as you need them. Especially
when you need all of your minions to be anarchs (such as in a CEL/pot
Improvised Tactics deck--having 1 anarch doesn't help. You need everyone
an anarch.)
> I don't believe the actual math matches Peter's complaining about the
> hardships of going anarch and all the wasted card slots.
Last night I played a completely non anarch related deck, a
fortitude/auspex deck. I was sitting in front of a bleedzooka !Malk
deck. I wasn't real worried, as I was packing 10 bleed bounce cards.
Except after I got ousted, having not drawn a single bleed bounce card,
I looked in my thoroughly shuffled deck and found that all 10 of my
bounce cards were in the bottom 45 cards of my deck. I suspect that I
had a very reasonable chance of drawing them regularly and often. And
yet that didn't happen. 'Cause things like this happen all the time in
games like this (i.e. card games).
> I won't defend Improvised Tactics, but I will defend the use of ~7
> become anarch cards in a 90 card anarch deck.
If you need to go anarch to make the deck work, and you need all of your
minions anarchs? It simply isn't enough. Even remotely. Which is why
throwing out all the go anarch tech and just going anarch the hard is a
better plan most of the time. And that is still not that great of a plan.
[ quoted text not captured ]
<ira...@gmail.com> wrote in message news:414decbd-32a0-439d...@u10g2000prn.googlegroups.com...
> On Jan 18, 5:30 am, Peter D Bakija <p...@lightlink.com> wrote:>> On Jan 16, 11:44 pm, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
>> > I think you're right about the 12 Go Anarch cards. Looking at it from
>> > this perspective, I would leave them out and just pay the blood and be
>> > tapped.>> Don't put 12 Galaric's in your deck, put 6 plus 1 Seattle Committee.
> With 7 become anarch cards in your 90 card deck, you have a ~45%
> chance of having one in your opening hand. The average to get 1 will
> be card ~11.5.
I wouldn't want to put _any_ cards in the deck for this purpose, I don't
care the percentage chance of drawing one at the beginning. There's a
100% chance they'll have a really bad effect on combat card flow. That's
the point. You're looking at the wrong statistic.
Fred
On Jan 19, 5:31 pm, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> <ira...@gmail.com> wrote in messagenews:414decbd-32a0-439d...@u10g2000prn.googlegroups.com...[ quoted text not captured ]
I'd still play the Galaric's Legacy and add a few Infernal Pursuit to
help with the combat jam. They can be used to flush excess Galaric's,
Improvised Tactics, or whatever other garbage is messing up your
combat card flow. Since you're looking to play only 2-3 cards per
combat you won't hemorrhage useful cards, either.
--
Dorrinal Blackmantle
Chantry Elder of Salt Lake City