rec.games.trading-cards.jyhad

black plague bearer

11 messages from 5 participants · 23 July 2016 – 13 August 2016 · vekn.net/forum
the topic on the V:EKN forum

snegiem

Black plague bearer master 1 pool Harbinger of skull. put on a vampire you control. A vampire can gave only one "black plague bearer". Each time this vampire or a minion with a disease counter is in combat at close range with another non wraith minion, the second minion gets a disease counter. An vampire with a disease counter cannot gain blood by hunting. When a non zombi non wraith minion with a disease counter untaps, he or she burns a blood or, if unable, burns the disease counter. A minion can have only one disease counter. source: harbingers were regumarly in touch with diseased corpse and consequently many beared the sickness through ages... nowadays they still focus a lot about diseases in general trying to unleash a wide epidemia. Furthermore the lamie bloodline weakness was to transmit diseases to both human and vampire ...

snegiem

Uses: combo with strike mercy for seth. Makes more strong wall decks using hsk (as vampires blocked will have to deal with aditionnal blood loss) and besides other methuselah would be less eager to block the minion as it would incapacitate their vampires. This card is almost a copy/paste of the vampiric disease master and would work well with a few of them in a deck.

Kimpan

Is it a master, equipment or action? If it's a master or action I think there needs to be a way for others to remove the card or this can get out of hands really fast. National Coordinator of Sweden

snegiem

I corrected : it was a master in my head... and of course only minions with disease counters are affected by the burning one blood/life effect... I didn t made a way to remove this card as : - i have seen quite a few vampiric disease master played around my table. Usually, it makes one or two vampire infected. As harbinger you usually puts the first on your predator and then if you get a second on your prey... the disease never went far as vampires get rid of it usually when they go out of blood (if ever) and 11 cap vampire have a long long way before to be really affected dangerously by it (5 untaps ?)... finally the decks which were the more strongly impacted was the ones with untap cards (majesty, meld with earth, freak drive and so on)... - this card has a drawback or a backfire: the bearer infects people but this card does not protect from disease counter from other vampire if they enter again in fight with him, he can infected too - many masters are playable on a single vampire and have no way to be removed (debauchery, art of pain...)... and they are more strong than "plague bearer" card. and last a small example: I have a harbinger (hsk) cap 8 full blood with plague bearer master. My predator has a 8 cap vampire (malkavian) Every of hid turn he bleeds me and i block him with my plague bearer. If we do only hand damages, play no other cards and so on, it gives: Predator turn1 (pt1): Hsk - 1 blood = 7 Malk -1 blood = 7 malk gets infected my turn (m1) No action hsk = 7 Malk = 7 Pt2 Malk untaps (-1 =6) bleeds and is blocked malk -1 = 5 Hsk -1 = 6 and get infected as well my turn 2 hsk untaps -1 = 4 pt3 malk untaps -1 = 4 Bleeds get blocked and combat malk -1 = 3 hsk -1 = 3 My turn hsk untaps - 1 = 2 blood and so on...

jamesatzephyr

> snegiem wrote: > and last a small example: > I have a harbinger (hsk) cap 8 full blood with plague bearer master. > My predator has a 8 cap vampire (malkavian) > Every of hid turn he bleeds me and i block him with my plague bearer. If we do only hand damages, play no other cards and so on, it gives: > ...a pretty much entirely useless result. If you are building a deck, you build a deck to exploit the cards you're using. You don't build a deck relying on a combative element and base the results on "I only do hand damage and play no other cards", because that is not how the deck will work. You know that your deck does a thing, you will include cards to capitalize on it. You know that that thing gives you a weakness, you will quite possibly include cards to minimize that. Imagine a parallel universe with no Immortal Grapple, and I proposed Immortal Grapple for Potence and then demonstrated how good it was based on both of us doing hand damage and playing no cards. Because that's totally how the game would work, right? No-one would ever combo it with anything? Further, bear in mind that the Harbingers of Skulls have Auspex and Fortitude. This gives them reasonable multi-acting capability, and solid blocking ability, with multi-blocking being very possible with: a) Wakes generally and b) Eyes of Argus specifically for Auspex. And can potentially cross-table meddle (e.g. to soften up their grand-prey) with Eagle Sight. This means that spreading such counters around the table is not that hard. > snegiem wrote: > Predator turn1 (pt1): > Hsk - 1 blood = 7 > Malk -1 blood = 7 malk gets infected > And then card text: the Harbinger of Skulls is also infected in the same combat. Each time this vampire or a minion with a disease counter is in combat at close range with another non wraith minion, the second minion gets a disease counter. The Harbinger is in combat with the Malkavian. The Malkavian gets the disease counter. But now the Harbinger is in combat at close range with a minion with a disease counter. So the Harbinger gets a disease counter. (This is irrelevant with Vampiric Disease, which triggers off the presence of a disease counter to start with.) Further problems: As things stand, if you play this and Vampiric Disease, the effect stacks. You have two master cards in play saying that when the diseased minion untaps, they burn a blood. So they do it twice. Similarly, this card is not unique (though one per minion), and so the effect stacks that way too.

Kimpan

But the card says a minion can only have one disease counter. National Coordinator of Sweden

snegiem

First i agree with kimpan: a vampire can have only one disease counter. Additionnally as the card "vampiric disease" is written, you put a disease counter on a vampire, but it is never said the master card stays in play. It goes to ash heap and then could be recovered (previously by exemple by such means as anthelios)... james You are right about the counter on both minions, i think i would rephrase it such as "at the end of any turn where the range was set to close" about the example, I took at first one with no combat cards played to show a very basic situation... : - the card is "strong" against combat ends without maneuvers and dodge without maneuvers. "Political" and "multiple action/freak drive freaks" deck will have it as auspex allows harbinger to block them and this master allows to impact them even if form of mists for example is played. - against immortal grapple + disarm combo or against damages at close in general (rush with wolves claws and so on), this card allows kind of a side effect or small revenge but the harbinger has to rely on its fortitude to survive the fight - against combat with maneuvers (weenie animalism with aid fro bats, guns decks,...) to long this card is useless as opposing minion is not affected as not at close - against non wraith non zombi allies this card is strong as long as opposing minion has no maneuvers (exemple strong against a carlton, weak agzinst the ravnos ally with maneuver). Renegades werevolves and allies recovering life without action become kind of permanentmy infectly as they recover and loses life almost simultenaously - wraith are immune and cannot carry the disease so they are by the way strong against the bearer - zombi does not lose life due to disease but can carry the disease and cards like shambling hordes could become even more dangerous if they rush a minion with disease counter and get infected so such card would boost a shambling horde deck (even if not played by the methuselah playing the harbinger) besides: - habringer have almost no stealth and almost no valable combat cards, it gives a little of help to get less intercepted as blocking minion methuselah will know that without maneuver his minion will get infected and that the infection can go a long way before getting cured...

Ankha

IMHO, it's just a redundant, over-complicated card that has very little interest. There's surely a very strong roleplay component, but it's clearly not a signature card nor a card one will prefer to play over Vampiric Disease. Prince of Paris, France Ratings Coordinator, Rules Director

snegiem

Okkkk new try: Black plague bearer master. Burn option. play on a harbinger of death you control 1 pool. At the end of any round of combat involving this harbinger, if the range was close, opposing burns a blood or a life and you may move a vampiric disease master card from your ash heap to your hand (discard afterwards)

Juggernaut1981

Black Plague Bearer Action Harbinger of Skulls Put this card and a Plague Counter on a minion controlled by another Methuselah. Burn this card if there are no Plague Counters or other copies of this card in play. Vampires that successfully block a vampire with this card or a Plague Counter and which do not have a Plague Counter gain a Plague Counter. Immediately burn Plague Counters from Harbingers of Skulls . Vampires with a Plague Counter burn 1 blood each time they untap, unless they have 0 blood and instead burn the Plague Counter. Retired Baron of Sydney, Australia, 418

snegiem

Juggernaut your version is nice but there is one trouble: the counter should be burned if 1 or less blood because otherwise it would make something as following if i have a vampire with exactly a blood: - untap my vamp loses a blood - then he must hunt, and gains 1 blood - next untap he loses one blood and goes hubting again... and so on... otherrwise you have to make the same restriction as vampiric disease: no blood gain from hunting...