Just a mecanic idea...
Name: Full Moon
Cardtype: Event
Moon. Transient.
Put this card in play with 3 counters. Werewolves have +1 bleed and +1 strength. Burn 1 counter from this card during your influence phase. Burn this card if another moon enters play or when this card has no counters. You may shuffle this card from your hand into your library as a discard phase action.
Name: Blood Moon
Cardtype: Event
Moon. Transient.
Put this card in play with 3 counters. Werewolves can burn minions that are not ready as a action. Burn 1 counter from this card during your influence phase. Burn this card if another moon enters play or when this card has no counters. You may shuffle this card from your hand into your library as a discard phase action.
Name: Gibbous Moon
Cardtype: Event
Moon. Transient.
Werewolves cost 1 less pool to recruit. Burn this card during your influence phase or if another moon enters play. You may shuffle this card from your hand into your library as a discard phase action.
Name: Dark Moon
Cardtype: Event
Moon. Transient.
Put this card in play with 2 counters. Non-unique werewolves can recruit another copy of themselves as if they met the requirement(s). Burn 1 counter from this card during your influence phase. Burn this card if another moon enters play or when this card has no counters. You may shuffle this card from your hand into your library as a discard phase action.
Prince of Paris, France
Ratings Coordinator, Rules Director
Cool idea!
I like how the wolfies could get some extra punch, and not just in combat; they're still stealable allies and have their obvious problems against proper combat! So something extra is cool.
The problem with the mechanic is that I don't really see any reason for a Moon to be cycled back to your library. Events are one-play-only. So, if you play one of these it's gone for good.
And it's good like that as well; the effects are powerful enough.
"Oh, to the Hades with the manners! He's a complete bastard, and calling him that insults bastards everywhere!"
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> Kraus wrote:
> The problem with the mechanic is that I don't really see any reason for a Moon to be cycled back to your library. Events are one-play-only. So, if you play one of these it's gone for good.
>
It's from your hand into your library. If now is the wrong time to play it, you 'discard' it into your library, so it might come up later. Not sure how well that would work out vs holding it until the right time, though.
Interesting...
I have a problem with the Gibbous Moon... it should be a master card (burn during your next untap phase)...
In the same line...
Name: Red Moon
Cardtype: Event
Moon. Transient.
Put this card in play. When the control of a werewolf is about to change his controller can pay one pool to retain control. Burn this card if another moon enters play.
Events enter play as a discard phase action, so it is after your influence. It will last until your next influence. Which ironically may allow some people to gather their own Ossian on the cheap instead...
Retired Baron of Sydney, Australia, 418
> Juggernaut1981 wrote:
> Events enter play as a discard phase action, so it is after your influence. It will last until your next influence. Which ironically may allow some people to gather their own Ossian on the cheap instead...
>
Sure, just like Inconnu Tutelage.
Prince of Paris, France
Ratings Coordinator, Rules Director
> Ankha wrote:
> Name: Gibbous Moon
> Cardtype: Event
> Moon. Transient.
> Werewolves cost 1 less pool to recruit. Burn this card during your influence phase or if another moon enters play. You may shuffle this card from your hand into your library as a discard phase action.
>
This one to me feels quite weak. How many are you expecting to recruit in one turn? 2, 3? To do several in one turn, you'd need to have a whole bunch in hand or close to each other in your library, and that requires quite a high percentage in your deck, or a lot of luck. And you don't generally have that high a percentage, since the non-unique ones are expensive - even with a temporary cost reducer. So is this just 1 or 2 pool - and giving someone else a lucky break with Ossian?
Maybe something like:
Put this card in play with X (5?) counters. Remove a counter each time a werewolf is recruited and the cost is paid to reduce that cost by 1 pool. Remove a counter during your [whatever] phase. Burn this card if it has 0 counters or..
As it stands, it feels like one once per game card that maybe nets you one pool, maybe two. Ascendance-y.
> jamesatzephyr wrote:
> As it stands, it feels like one once per game card that maybe nets you one pool, maybe two. Ascendance-y.
>
Ascendance+ for a discard phase action? For a deck type that can generally turn every available pool counter into aggresssion in a single minion phase but has no strong bloat? Sounds like a freebie.
> Suoli wrote:
>
> > jamesatzephyr wrote:
> > As it stands, it feels like one once per game card that maybe nets you one pool, maybe two. Ascendance-y.
> >
> Ascendance+ for a discard phase action? For a deck type that can generally turn every available pool counter into aggresssion in a single minion phase but has no strong bloat? Sounds like a freebie.
>
The absolute best case scenario i see is:
Merged petaniqua with concordance and rutors hand( she gets any wolf at minus one, can untap once, and as the crow) has charisma on her. Thats 3 recruit actions for wolves, reduced by 2. So, add another reduction.
You get remnant for 3, renegade for 2, tunnel runner for one(or high top) and other playable wolves are free.
Takes alot of setup. Now, thats barely a "real" deck. In that deck, you save 9 pool. Versus 6 without the moon.
Real wolf decks are garous and tunnel runners. In those, you have maybe 3-4 recruiters and maybe a charisma.
A good turn might see you drop 3 wolves at most, so this is seeing 6 pool in a real best case scenario.
Doesnt hurt things.
But to make wolf decks standalone more, we need an abomination that can recruit any wolf at a reduced cost.
I'd be tempted to rewrite two of them...
Dark Moon
Event
Moon. Transient.
Put this card in play with 3 counters. Non-unique werewolves you control may burn a counter from this card and recruit, from your library or hand, another copy of the acting werewolf (pay costs as normal). Burn this card when it has 0 counters. Burn this card if another Moon enters play. You may discard this card to your library and shuffle the library as a discard phase action.
Gibbous Moon
Event
Moon. Transient.
Put this card in play with 5 counters. You may burn 1 counter on this card to reduce the cost of a werewolf you recruit by 1 pool. Burn this card when it has 0 counter. Burn this card if another Moon enters play. You may discard this card to your library and shuffle the library as a discard phase action.
Retired Baron of Sydney, Australia, 418
Then again I like the idea that a moon's turn takes a spesific amount of time, instead of the player deciding when the counters are burned. It's just a hint of flavor though, I'm not arguing about game balance.
That's why I'd like them to stay on table for X turns, like three.
"Oh, to the Hades with the manners! He's a complete bastard, and calling him that insults bastards everywhere!"
-Nalia De-Arnise
garourimgazette.wordpress.com/
www.vekn.net/forum-guidelines
> Suoli wrote:
>
> > jamesatzephyr wrote:
> > As it stands, it feels like one once per game card that maybe nets you one pool, maybe two. Ascendance-y.
> >
> Ascendance+ for a discard phase action? For a deck type that can generally turn every available pool counter into aggresssion in a single minion phase but has no strong bloat? Sounds like a freebie.
>
A once-per-game Ascendance which is only useful if you can get a werewolf action through next turn, that is competing against other Events - which are often quite powerful. A strong rushing ally deck is likely to benefit particularly from Dragonbound and several of the other Moon cards. Add Scourge of the Enochians or Uncoiling to taste. Would I rather stack 2+ copies of Dragonbound and Full Moon, so I can get an oust more easily, getting 6 pool?
Those are the sort of things it might be competing against.
> jamesatzephyr wrote:
> Those are the sort of things it might be competing against.
>
After including Unmasking, FBI Special Affairs Division, Dragonbound and Scourge there's still plenty of discard phase actions to spare.
Ascendance is bad because it costs a whole master phase action. A once-per-game Ascendance+ as a discard phase action would be an auto-include for any deck that could play it. The contest for Event slots just isn't comparable to the contest for Master slots.
> Suoli wrote:
>
> > jamesatzephyr wrote:
> > Those are the sort of things it might be competing against.
> >
> After including Unmasking, FBI Special Affairs Division, Dragonbound and Scourge there's still plenty of discard phase actions to spare.
>
> Ascendance is bad because it costs a whole master phase action. A once-per-game Ascendance+ as a discard phase action would be an auto-include for any deck that could play it. The contest for Event slots just isn't comparable to the contest for Master slots.
>
Discard phase actions only truly have a "cost" when its a card like dragonbound, where you recieve less hand size.
Events without that drawback are great. The only non event thing you do with discard phase actions is discard a card to draw a card. Putting something into play and drawing a card is optimal. And i dont see mdpa decks breaking the game. If they do, i blame Unmada......
> ReverendRevolver wrote:
> Events without that drawback are great. The only non event thing you do with discard phase actions is discard a card to draw a card. Putting something into play and drawing a card is optimal. And i dont see mdpa decks breaking the game. If they do, i blame Unmada......
>
Multiple discard phase actions can't break the game in this way.
> Rulebook, wrote:
> Once each discard phase, a Methuselah may use a discard phase action to put an event card in play.
>