rec.games.trading-cards.jyhad

?: Illusions of the Kindred

11 messages from 6 participants · 01 October 1997 – 07 October 1997
original thread on Google Groups

Steve Wampler

OK, a rule question. The traditional use for Illusions of the Kindred is to get out an 100% expendable vampire to pay for the Horrid Reality and take your opponents damage in combat. However, it recently occured to me that it might also be the ultimate strike combat ends. You play it before range and it isn't technically a S:CE, so it cant be stopped (well, TB and DI counter it, but those're cheesy, and Watenda could counter it, but WHY?). Get out of combat for 2 blood. Pretty useful for my Ravnos deck, which gets into a number of fights equal to the sum of the number of actions taken by people I can block... Whether or not you can use the card effectively for this purpose depends on whether or not you can play it if you have no crypt. If you need to have a vampire there to be the illusion, then the number of possible uses is reduced to about 8 per game, which isn't quite enough. As far as I can tell, the arguments pro and con go like this: 1) The wording is "Play before range is chosen. Combat ends. [get a vampire for free]." When you play the card, you do each step at a time until you find one you can't do, so combat ends and nothing else happens. 2) You cant play a card unless it can all happen. (No sup. bonding if you don't need stealth) 3) The intent of the card is obviously to get the vamp, so you should have to have a crypt. 4) Whether or not a combat begins with the new expendable vampire has very little game effect, because few people bother to fight when they cant get ahead (the vamp is doomed anyway) and no one is going to work to save the "good as burned already" vampire. 5) The "real world" idea of the card is to make an illusion of someone for the guy who's about to kick your ass to fight instead. Using the card as just a S:CE fits this idea. 6) If you REALLY want to pay 2 for a S:CE, we're gonna let you. What do people think? -- Steve "I Bled Someone for 14 Pool in One Turn Because of a Misdirection" Wampler, creator of the "Spend 29 Pool on Vampires and Get Bled for One and Die™" deck sjwa...@hotmail.com (ignore the above adress, its plain brown wrong)

John Whelan

In article <60uhik$c...@newsstand.cit.cornell.edu>, Steve Wampler wrote: >OK, a rule question. > The traditional use for Illusions of the Kindred is to get out an >100% expendable vampire to pay for the Horrid Reality and take your >opponents damage in combat. However, it recently occured to me that >it might also be the ultimate strike combat ends. You play it before >range and it isn't technically a S:CE, so it cant be stopped (well, TB >and DI counter it, but those're cheesy, and Watenda could counter it, >but WHY?). Get out of combat for 2 blood. Pretty useful for my >Ravnos deck, which gets into a number of fights equal to the sum of >the number of actions taken by people I can block... Yeah it is a powerful card. Better in every way than, say, Mercy for the Weak, which also costs 2 blood. Compared to Earth Meld or Majesty, it has advantages and disadvantages: Advantages 1) Cannot be foiled by Dog Pack or Immortal Grapple. 2) Your opponent does not escape the dangers of combat as you do. Disadvantages 1) You don't have a chance to untap at superior 2) Costs 2 blood. 3) Costs the loss of 1 vampire from your crypt. > Whether or not you can use the card effectively for this purpose >depends on whether or not you can play it if you have no crypt. If >you need to have a vampire there to be the illusion, then the number >of possible uses is reduced to about 8 per game, which isn't quite >enough. I would argue that the loss of a vampire from your crypt should be part of the card's cost, because otherwise the advantages outweigh the disadvantages rather too heavily. Anyway, this cost can easily be circumvented by having a large crypt. If you construct a deck around "Illusions of the Kindred", you could easily have a deck with 2 of each Ravnos for a total crypt size of 26. You could have 20 "Illustions of the Kindred" in your deck without danger of running out of crypt cards (though I suspect your active vampires might start running out of blood). John W.

Steve Bucy

This is old news to me. I have been using it for combat ends for a while. I have a pretty good sneak steal and bleed Ravnos deck that uses them this way. You have to pack some restorations to afford it though. -- Steve Bucy I'd be better off undead... "I was dead, but I'm better now" - John Sheridan Steve Wampler <"sek10"@cornell SHA.edu> wrote in article <60uhik$c...@newsstand.cit.cornell.edu>... > OK, a rule question. > The traditional use for Illusions of the Kindred is to get out an > 100% expendable vampire to pay for the Horrid Reality and take your > opponents damage in combat. However, it recently occured to me that > it might also be the ultimate strike combat ends. You play it before > range and it isn't technically a S:CE, so it cant be stopped (well, TB > and DI counter it, but those're cheesy, and Watenda could counter it, > but WHY?). Get out of combat for 2 blood. Pretty useful for my > Ravnos deck, which gets into a number of fights equal to the sum of > the number of actions taken by people I can block... > Whether or not you can use the card effectively for this purpose > depends on whether or not you can play it if you have no crypt. If > you need to have a vampire there to be the illusion, then the number > of possible uses is reduced to about 8 per game, which isn't quite > enough. [ quoted text not captured ]

LSJ

Steve Wampler <"sek10"@cornell SHA.edu> wrote: > OK, a rule question. >[Illusions of the Kindred used for ending combat when Crypt is empty] > Whether or not you can use the card effectively for this purpose > depends on whether or not you can play it if you have no crypt. Yes, you can. If IoK is played when you have an empty crypt, then it simply ends combat and the rest of the effect is lost. (*) > If > you need to have a vampire there to be the illusion, then the number > of possible uses is reduced to about 8 per game, which isn't quite > enough. Side Note: 12 is the *minimum* number of vampires you can have in your Crypt (to start the game). There is no maximum. (Of course, adding more vampires reduces the likelyhood of starting with four useful vampires. > As far as I can tell, the arguments pro and con go like this: > 1) The wording is "Play before range is chosen. Combat ends. > [get a vampire for free]." When you play the card, you do each step > at a time until you find one you can't do, so combat ends and nothing > else happens. This is the way I see it. > 2) You cant play a card unless it can all happen. (No sup. > bonding if you don't need stealth) You can play Magic of the Smith even if you have no equipment remaining in your library (even if your library is empty). > 3) The intent of the card is obviously to get the vamp, so you > should have to have a crypt. "intent" doesn't go as far as it used to. :-) -- L. Scott Johnson (vte...@wizards.com) Official VtES Net.Rep for Wizards of the Coast. (*) - Subject to review by Rules Team -------------------==== Posted via Deja News ====----------------------- http://www.dejanews.com/ Search, Read, Post to Usenet

gertjan

John Whelan wrote: > > LSJ, here's another "Illusions of the Kindred" question for you: > > Suppose my opponent plays "Illusions...." and I immediately follow by > playing "Psyche" at superior to start a new combat with the minion for > whom combat just ended. What happens? If i remember well, Psyche says: BOTH combatants must be ready. > > Is it concievable to have 2 on 1 combat in Jyhad? > > John W. -- Gert-Jan van der Heijden ger...@engin.umich.edu *#* temporary living in the USA 1910 hill st 48104-2644 ANN ARBOR. (^ ^) tel nr 001 (313) 769 5665 ? \_/ Dutch adress: bazaar 35 7552 KP hengelo tel nr +31 74 2918510

John Whelan

LSJ, here's another "Illusions of the Kindred" question for you: Suppose my opponent plays "Illusions...." and I immediately follow by playing "Psyche" at superior to start a new combat with the minion for whom combat just ended. What happens? Is it concievable to have 2 on 1 combat in Jyhad? John W.

James Coupe

In article <60uhik$c...@newsstand.cit.cornell.edu>, Steve Wampler <"sek10"@cornell.SHA.edu> writes >OK, a rule question. > The traditional use for Illusions of the Kindred is to get out an >100% expendable vampire to pay for the Horrid Reality and take your >opponents damage in combat. However, it recently occured to me that >it might also be the ultimate strike combat ends. You play it before >range and it isn't technically a S:CE, so it cant be stopped (well, TB >and DI counter it, but those're cheesy, and Watenda could counter it, >but WHY?). Get out of combat for 2 blood. Pretty useful for my >Ravnos deck, which gets into a number of fights equal to the sum of >the number of actions taken by people I can block... > Whether or not you can use the card effectively for this purpose >depends on whether or not you can play it if you have no crypt. If >you need to have a vampire there to be the illusion, then the number >of possible uses is reduced to about 8 per game, which isn't quite >enough. > As far as I can tell, the arguments pro and con go like this: > 1) The wording is "Play before range is chosen. Combat ends. >[get a vampire for free]." When you play the card, you do each step >at a time until you find one you can't do, so combat ends and nothing >else happens. No - when combat ends and a card does something in addition to it, that resolves outside of combat which is all well and good. The best example of this is Rotschreck which has Combat Ends in the first line, IIRC. The Rest of IotK carries on but ouside combat. > 2) You cant play a card unless it can all happen. (No sup. >bonding if you don't need stealth) This was my personal defence for not allowing Form of Mist to be played by a defending (ie non-acting) minion at superior. Didn't get it past LSJ though. > 3) The intent of the card is obviously to get the vamp, so you >should have to have a crypt. Hmmmm.... I would have to agree here. > 4) Whether or not a combat begins with the new expendable vampire >has very little game effect, because few people bother to fight when >they cant get ahead (the vamp is doomed anyway) and no one is going to >work to save the "good as burned already" vampire. Not so. There is at least one net deck which revolves around large vampires only and IotK. It gets out one or two big vampire (with sup chi) and then IotK's at every available opportunity - using other things like Horrid Reality to get out big guns and weapons (and hope like hell you've got DBR in your hand). > 5) The "real world" idea of the card is to make an illusion of >someone for the guy who's about to kick your ass to fight instead. >Using the card as just a S:CE fits this idea. I create an illusion of someone to kick your ass. No-one appears, you don't get your ass kicked by them, you come and kick the crap out of me. > 6) If you REALLY want to pay 2 for a S:CE, we're gonna let you. > Well, it's basically an S:CE anyway, because this vamp doesn't get pummelled. > What do people think? Well, IMHO, the card does, of course, carry on after the Combat Ends effect. You would, IMHO, have to have vampires in your crypt to play the card. If you're running out of vampires then put more in your crypt to start with. Unfortunately, there aren't really enough different Ravnos so you're going to have to duplicate a lot of them. We want more Ravnos! -- James Coupe (remove .nospam to reply by e-mail) If you find you are falling into madness - dive

John Whelan

On Thu, 2 Oct 1997, gertjan wrote: > John Whelan wrote: > > > > LSJ, here's another "Illusions of the Kindred" question for you: > > > > Suppose my opponent plays "Illusions...." and I immediately follow by > > playing "Psyche" at superior to start a new combat with the minion for > > whom combat just ended. What happens? > > If i remember well, Psyche says: BOTH combatants must be ready. As is the case here. Neither are torporized, paralyzed, burned, removed from the game, or banished to the uncontrolled region. Therefore they are both ready. By "both" I am referring to the two "real" minions and not to the illusory one, with whom combat has only just begun. John W.

LSJ

John Whelan <jbwh...@amanda.dorsai.org> wrote: > LSJ, here's another "Illusions of the Kindred" question for you: > Suppose my opponent plays "Illusions...." and I immediately follow by > playing "Psyche" at superior to start a new combat with the minion for > whom combat just ended. What happens? Good question. Based on the precedent of trying to play Fast Reaction after Hidden Lurker (i.e.: Hidden Lurker precludes the play of Fast Reaction), I'd have to say that Psyche cannot be played after Illusions of Kindred (unless no combat results from the Illusions - when the crypt is empty). By the time Illusions finishes up, you are no longer "at the end of combat when both combatants..." - you are long past that combat. [ quoted text not captured ]

Steve Wampler

Steve Bucy wrote: > > This is old news to me. I have been using it for combat ends for a while. I > have a pretty good sneak steal and bleed Ravnos deck that uses them this > way. You have to pack some restorations to afford it though. > > -- > Steve Bucy > > I'd be better off undead... > > "I was dead, but I'm better now" - John Sheridan That was the plan... [ quoted text not captured ]

LSJ

John M. Baker wrote: > > LSJ <vte...@wizards.com> wrote in article > <8758815...@dejanews.com>... > > Based on the precedent of trying to play Fast Reaction after Hidden > > Lurker (i.e.: Hidden Lurker precludes the play of Fast Reaction), I'd > > have to say that Psyche cannot be played after Illusions of Kindred > > (unless no combat results from the Illusions - when the crypt is empty). > > > > By the time Illusions finishes up, you are no longer "at the end of > > combat when both combatants..." - you are long past that combat. > > > Except what about the Form of Mist/Psyche question? Does > "the action continues" mean less than "a new combat begins" then? Break it down and follow card text, and everything becomes clear: 1. Combat (from block) 2. Form of Mist resolves, ending combat and action continues 3. Psyche? 1. Combat (from block or whatever) 2. Illusions of Kindred is played, ending combat and starting another 3. Combat (with the Illusion) 4. Psyche? In the first case, Psyche can be played at step 3, since combat was just completed and both combatants are ready. In the second case, Pshyche cannot be played, since both combatants from the combat that was just completed are not ready (the Illusion has been removed from the game). It cannot be played to restart combat between the two combatants in step 1, since that combat hasn't just ended (you're not "at the end of" that combat, which is required by card text). Psyche could not be played between steps 3 and 4 of the second example for the same reason that Fast Reaction cannot be played after Hidden Lurker - the two cards want to start two different combats, so the first one played wins. [ quoted text not captured ]