Name: Tracer
Cardtype: Combat
Strike: put this card on the opposing minion. Once each combat, a minion opposing this minion gets an optional press. This minion may burn this card as a +1 stealth action.
A generic combat card that gives a permanent press against a minion. Useful when you have multiple rushers, or have played a Frontal Assault
Pro: it works even during the combat you play it
Con: it's a strike and can be dodged. Doesn't work under Immortal Grapple, long range or combat ends.
Prince of Paris, France
Ratings Coordinator, Rules Director
At the very least, make it work at long range (think bullet with a tracer in it).
But I don't really see much use. You need a lot of combats for this to be useful offensively.
Note that you can use it to press to end, beginning with the one where you use it. I doubt it's the intended use, but it seem more useful that way. Maybe not terribly useful, but useful.
I'd also like to see a much meatier version of Mark of Damnation...
In a Nadima Hatch the viper deck, this is pure gold
Mark of Damnation
[Action] Action
[Serpentis] Serpentis
[1 Blood]
[ser] Put this card on a vampire controlled by your prey. Any minion in combat with that vampire gets +1 strength and gets one optional press to continue combat. The vampire with this card may burn this card as an action.
[SER] As above, but opposing minions get +2 strength.
Artist(s): Alan Rabinowitz
Set(s): AH:C2, FN:PS
Imagination is our only weapon in the war against reality -Jules de Gaultier
> Ankha wrote:
> A generic combat card that gives a permanent press against a minion. Useful when you have multiple rushers, or have played a Frontal Assault
>
Most combat-y decks would massively prefer to kill someone in the first combat, really. And going to a second round is also a bit long-winded, exposing me to more damage opportunities etc. So I'd usually prefer first round combat, with additional strikes. And given the action deficit, I'd rather just one minion did the beating up, so the second minion can bleed (or beat up another minion).
What decks are you using that would like to use a second minion to rush you, rather than play Psyche! and have the first vampire hit you again? Weenies with mono-pot and flung junk or something? Not really seeing the gap being filled here.
I could see it for cheap ally rush deck who then use Molotov Cocktail. Of course, Nephandus cut the middle man and is already one of the best option to have a swarm of cheap allies.
> jamesatzephyr wrote:
> What decks are you using that would like to use a second minion to rush you, rather than play Psyche! and have the first vampire hit you again? Weenies with mono-pot and flung junk or something? Not really seeing the gap being filled here.
>
Allies deck mainly, and some weenie decks such as !Gangrel embrace Leathery Hide.
The card fits the same kind of decks Molotov Cocktail fits.
Prince of Paris, France
Ratings Coordinator, Rules Director
> Ankha wrote:
> Allies deck mainly, and some weenie decks such as !Gangrel embrace Leathery Hide.
> The card fits the same kind of decks Molotov Cocktail fits.
>
I'm sceptical about ally decks liking it too much. To make use of the card above and beyond just playing a normal press in the first combat, you need to be striking in four rounds of combat, which gives you four times to be hit, and most allies don't have the greatest combat defence when their strike is tied up, so that's potentially a lot of damage to be taking - if I'm at close range the whole time, 4 damage, 2 to each ally. Uncomfortable?
> jamesatzephyr wrote:
>
> > Ankha wrote:
> > Allies deck mainly, and some weenie decks such as !Gangrel embrace Leathery Hide.
> > The card fits the same kind of decks Molotov Cocktail fits.
> >
> I'm sceptical about ally decks liking it too much. To make use of the card above and beyond just playing a normal press in the first combat, you need to be striking in four rounds of combat, which gives you four times to be hit, and most allies don't have the greatest combat defence when their strike is tied up, so that's potentially a lot of damage to be taking - if I'm at close range the whole time, 4 damage, 2 to each ally. Uncomfortable?
>
I didn't mean the card was supposed to be played with Molotov Cocktails, just that it uses the same kind of slot in the same kind of decks.
Cel-based decks have reasons not to play Molotov cocktails, and wouldn't play Tracer for the same kind of reason.
Prince of Paris, France
Ratings Coordinator, Rules Director