Name: The Feared
Cardtype: Vampire
Clan: Gangrel antitribu
Group: 5
Capacity: 7
Discipline: for pro CEL OBF
Sabbat: At the end of a combat involving The Feared, if he is ready and the opposing minion is not, the controller of the opposing minion burns 2 pool.
Prince of Paris, France
Ratings Coordinator, Rules Director
My first thought is that I really want to give him an OBT skillcard, make him anarch and make a hell-for-leather deck. No idea if It would work, but I really want to try....
Great ability for the !Gan! I really like this one. Not sure about the rest though, ie what vampire should have the ability.
"My strategy? Luck is my strategy, of course."
> wastaz wrote:
> My first thought is that I really want to give him an OBT skillcard, make him anarch and make a hell-for-leather deck. No idea if It would work, but I really want to try....
>
That's why I didn't give him [obt] right away. Playing Hell-for-leather requires additional setup, but it's maybe worth the try
Prince of Paris, France
Ratings Coordinator, Rules Director
> Ankha wrote:
>
> > wastaz wrote:
> > My first thought is that I really want to give him an OBT skillcard, make him anarch and make a hell-for-leather deck. No idea if It would work, but I really want to try....
> >
> That's why I didn't give him [obt] right away. Playing Hell-for-leather requires additional setup, but it's maybe worth the try
>
Well, I think it could be playable.
Imagine an obt skillcard, and then a famed vampire. That's 7 pool damage for dunking that vampire. With pro OBF CEL you should be able to rush the correct vamp and dunk him into torpor as well. Combat ends might be annoying, but just psyche your way through until you get it.
This vampire might actually be really nice. I'm all psyched up about building a deck around him now
> wastaz wrote:
> Well, I think it could be playable.
> Imagine an obt skillcard, and then a famed vampire. That's 7 pool damage for dunking that vampire. With pro OBF CEL you should be able to rush the correct vamp and dunk him into torpor as well. Combat ends might be annoying, but just psyche your way through until you get it.
>
I'd actually be mildly concerned about it for more or less exactly these reasons. Well, it could be what you describe, or a similar concept with Rush, Rescue, Repeat.
Where I'd be concerned is that it would potentially push such a deck into a corner where if it works, it works really well. If it doesn't work, it's so geared up for a medium-long chain trick, it gets completely annihilated due to hand jam and similar hilarity. And there are quite a few problems for the deck that could easily turn up in tournament quality decks, and TWDA decks.
From the point of view of making the game more interactive, and with a desire to make each round in a tournament more reliant on player skill and less reliant on the luck of random seating, I'd be mildly concerned. Not "Aargh, this is game breakingly ick, run round like my head's on fire." But in general, I'd rather combat was more interactive, less unfun for the combat-light opponent, and less all-or-nothing.