rec.games.trading-cards.jyhad

[Submission] Celerity fixes

36 messages from 11 participants · 02 August 2018 – 08 August 2018 · vekn.net/forum
the topic on the V:EKN forum

Lech

Quick Reaction Do not replace until end of combat unless played by vampire with capacity above 5. strike:dodge You may play this card after strikes are chosen. Your strike is additionally strike:dodge. It counts toward additional strike limit (while it's technically not additional strike). Pitch black Caucasian vampire (old assamite) barely dodging strike of big axe Inhuman Speed maneuver or press. As above, and put it on this vampire and not replace until after combat. Burn it to get maneuver or press. Old school Biker on foot catch and grapple another biker who is riding a bike Rapitidy Do not replace until after combat and cost an additional blood if played by vampire with capacity below 6. Additional Strike. Draw 4 cards. Vampire hitting another twice with motion blur Compelling game needs: Celerity is one of the lowest powered disciplines in the entire game, it's obvious and backed by TWDA data. What sort of other compelling game needs you need? Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.

Kraus

> Guidelines wrote: > If no WoD source is given, the submission should document how the new card addresses a compelling game need. > With these submissions in particular I would be interested in how they address a compelling game need. Your first submission is clunky within the game mechanics (adding yet another subphase to the combat outline), and Sideslip and Stutter Step already proxy this idea. There are already a robust selection of manouvers and presses in celerity, so I can't see a reason to add even more (especially when it is just a strict improvement to Flash). "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

Lech

Celerity is one of the lowest powered disciplines in the entire game, it's obvious and backed by TWDA data. What sort of other compelling game needs you need? How many flashes are played ? How often you see stutter-steep ? 0 ? Never ? Yeah, because both are wallpaper. Between strikes and damage prevention, the same window when you play a lot of other cards, like BBT, claws ... new sub-phase ? Bitch, please !? Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.

self biased

it feels like cel/guns tend to overshadow many other strategies involving celerity. Flurry of action sees a lot of play in my local group, though.

Lech

You mean flurry of unnamed ? My stance is simple: nerf guns, buff celerity. If you don't want to nerf guns, nerf concealed weapon to allow just 1 cost weapons (which will be fluffy too). Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.

Kraus

> self wrote: > it feels like cel/guns tend to overshadow many other strategies involving celerity. Flurry of action sees a lot of play in my local group, though. > Flurry of Action is fair game in mid-cap Palla Grande decks, as well as G4 Inner Circle decks. Unnamed isn't really the only one to use it, even though xe benefits from it quite a bit. I'll just add that if Stutter Step isn't seen, it's because of the obscure effect and position of combat as a whole in the meta game. Flash is and/or has been used in long range Potence decks. Celerity's spot at the moment seems to be an enabler for other combat effects to be better. It amplifies both Potence and gun combat. It already does that job fine. I can't see these cards doing what you would like them to do for the meta and the game. The question is: is there an existing archetype that would greatly benefit from these cards to realistically make it rise the competetive ladder, or would they be able to form a new archetype to shake up the meta? That is, if no errata or changes to the existing card pool were made? > What sort of other compelling game needs you need? > The submission guidelines suggest an amount of information to be presented in the opening post. It is recommended to follow those guidelines. "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

Lech

> Kraus wrote: > Flurry of Action is fair game in mid-cap Palla Grande decks, as well as G4 Inner Circle decks. Unnamed isn't really the only one to use it, even though xe benefits from it quite a bit. > Realistically, just unnamed. And perhaps 3 bleed CEL OBF guys. > Kraus wrote: > I'll just add that if Stutter Step isn't seen, it's because of the obscure effect and position of combat as a whole in the meta game. Flash is and/or has been used in long range Potence decks. > It's low power and help just aggro-poke. Flash is seen in long range potence with low celerity, but animalism does better. > Kraus wrote: > Celerity's spot at the moment seems to be an enabler for other combat effects to be better. It amplifies both Potence and gun combat. It already does that job fine. > When it doesn't show in twda, it means that it's obviously not doing a fine job. When there are other disciplines, going celerity is rare as it just helps in combat and even then it does it poorly. It have no killer cards, no unique strong effects, no efficiency. > Kraus wrote: > The question is: is there an existing archetype that would greatly benefit from these cards to realistically make it rise the competetive ladder, or would they be able to form a new archetype to shake up the meta? That is, if no errata or changes to the existing card pool were made? > Yep, those cards would help many celerity decks against aggro-poke, against grapple combat and against heavy maneuvers. It would also help cel guns which is unfortunate, but it can be done errating concealed weapon. Unique effect of countering aggro-poke and beating grapple would help non-AUS PRE decks to survive for example tup-dogs. CEL sticks would benefit from double maneuver (still for-sticks would be bit stronger but not as much as they do currently. When it comes to Inhuman Speed (there are other canonical names i can choose), it helps with saving resources for next combats. I could totally see similar cards for fortitude and potence. Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.

Kraus

> Yep, those cards would help many celerity decks against aggro-poke, against grapple combat and against heavy maneuvers. It would also help cel guns which is unfortunate, but it can be done errating concealed weapon. Unique effect of countering aggro-poke and beating grapple would help non-AUS PRE decks to survive for example tup-dogs. CEL sticks would benefit from double maneuver (still for-sticks would be bit stronger but not as much as they do currently. > > When it comes to Inhuman Speed (there are other canonical names i can choose), it helps with saving resources for next combats. I could totally see similar cards for fortitude and potence. > This is the what the question of "compelling game need" is there for. Thank you. This is a prime example of what people should strive for presenting in their opening posts for card submissions: clear examples of interactions and what scenarios the cards aim to deal with. "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

Ankha

I play Stutter-Step in my Enkidu deck (won a NC with it), it's a great card in the right deck. Prince of Paris, France Ratings Coordinator, Rules Director

Lech

Which have at least some claws or disarms, isn't it? Combined with leathery hide/mettle depending on support crew? Not denying that it can work ankha, and that's the proposed card isn't much better for the deck, but stutter-step is niche AF. Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.

Bloodartist

> Lech wrote: > Celerity is one of the lowest powered disciplines in the entire game, it's obvious and backed by TWDA data. What sort of other compelling game needs you need? > I would definitely not label celerity as "weak" discipline. It provides strong effects (unlock and stealth with instant transform and forced march, loads of goodies for combat, etc) Using TWDA as a reference is in general not a good idea. You are then using a single deck out of every tournament as a data sample. Obviously this is not how its supposed to work. If we truly want to start collecting more useful metadata for card balancing purposes, we should start collecting deck lists from tournaments and use mark down ALL decks and cards, or at least deck types. If you want useful statistics, you need as large sample size as possible. ps. I recently bought a brujah starter just to acquire some more stutter-steps to be used in my decks (Matasuntha, assamites (Khabar: honor WATAAAAAHH!!), etc). Smoking craters tell no tales. —Tex talks Battletech

Ankha

> Lech wrote: > Which have at least some claws or disarms, isn't it? Combined with leathery hide/mettle depending on support crew? > Not denying that it can work ankha, and that's the proposed card isn't much better for the deck, but stutter-step is niche AF. > Maybe it's a niche, but certainly not wallpaper as you said a few posts ago. It works with agg, but also when you hit for 3 while dodging all negative effects from your opponent's strike. When you're in combat at close range, it's really important not to expose the vampire to some nasty combat cards (Entombment etc.) Prince of Paris, France Ratings Coordinator, Rules Director

Lech

@Ankha, i should've been more precise. Term wallpaper was bit too harsh, but even now i'd call decks that run it non-twda-able. It doesn't mean it can't win game or two, but it's power level is too low to have any consistency. Because stutter-step have anti-synergy with strikes and weapons, and it need or to have any meaningful output and even then there are better cards out there (it need maneuvers to have any way to deal with ssc or guns). Same problem have long range combat, too many moving parts, too ineffective tools. The cards i suggested help in both, maneuver/press + maneuver/press help with cycling and getting to the right range and stutter-step effect help with hitback from big strikes/aggropoke/ivory bow. Still don't help against environmental damage, but card like something reduce damage from environmental damage to 0 this round of combat. something Would help dealing with ani problem. Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.

Ankha

Check www.vekn.fr/decks/twd.htm. there are at least 15 decks in the TWD with them. Prince of Paris, France Ratings Coordinator, Rules Director

ReverendRevolver

I would argue that is weak/without standalone benefit but is fine. Inferior isn't good. let's you grapple without a press, and disarm among other things. is the only thing that makes some vamps playable, due to its adding multiact and surviving combat. provides the ever present threat of agg poke, and protean kinda sucks. These cards do not hit the uselessness of inferior celerity, or touch on the applications of celerity from the source material, but I'm certain there is a game need for something that does these things. You also spelled celerity without the "r" in title . I have faith in some of your ideas, these aren't quite where they could be, and I would be doing you a disservice to say otherwise.

kschaefer

After the finals of the 2018 NAC, where Slow Withering in play, Ben Peal said: Dominate works at inferior. Most of the combat disciplines are less efficient at inferior than the non-combat disciplines are. One of the advantages of good Anarch combat card designs is providing superior effects at the inferior, cf. Diversion.

ReverendRevolver

> kschaefer wrote: > After the finals of the 2018 NAC, where Slow Withering in play, Ben Peal said: Dominate works at inferior. > > Most of the combat disciplines are less efficient at inferior than the non-combat disciplines are. > > One of the advantages of good Anarch combat card designs is providing superior effects at the inferior, cf. Diversion. > Ironically, I almost mentioned diversion as 's best combat card. Easily the gem of AE combat 3ways, it changed design space normally reserved for multiple cards or blood cost into a diverse card where meeting the anarch requirement was taken instead of the additional drawback. Sadly, it only makes sense to do this with anarchs and vampires ot a certain capacity. The other 2 physical disciplines do work way better at inferior, and dominate simply needs no additional help, since Govern and Deflection are just as playable at basic or superior. Funny how a discipline that controls mortals and kindred in fluff but has certain limitations came out great in vtes, but a discipline that basically only did 3 things in fluff (multiple strikes, extra actions, damage evasion) doesn't get a full array without the equivalent of 5 dots or blood expenditure. But. Celerity guns is one of my favorite combat strategies, if not my actual favorite, so I'm quite biased.

Lech

> Ankha wrote: > Check www.vekn.fr/decks/twd.htm. there are at least 15 decks in the TWD with them. > 12, 7 of which use 4 or less of those. Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.

Kraus

> Lech wrote: > > > Ankha wrote: > > Check www.vekn.fr/decks/twd.htm. there are at least 15 decks in the TWD with them. > > > 12, 7 of which use 4 or less of those. > 4 or so is a fair amount to use a single card. I don't understand this as a counter argument. Hide the Mind wouldn't be played often in more than 2 or so copies and it wins games. Those cards are on completely different scales, I know, but if there's 2+ of a single card in any given deck, it counts as using the card. Anyways, It's a support card. Also, niche is niche, but if it fills that niche, it's playable. Soul Decoration can be used virtually by two (arguably one, Mistress Fanchion) vampires in the game, so it's super niche, but super powerful within that niche. I don't agree about 'niche' closing in on 'wallpaper'. They are completely different. "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

ReverendRevolver

> Kraus wrote: > > > Lech wrote: > > > > > Ankha wrote: > > > Check www.vekn.fr/decks/twd.htm. there are at least 15 decks in the TWD with them. > > > > > > > > 12, 7 of which use 4 or less of those. > > > 4 or so is a fair amount to use a single card. I don't understand this as a counter argument. > > Hide the Mind wouldn't be played often in more than 2 or so copies and it wins games. > > Those cards are on completely different scales, I know, but if there's 2+ of a single card in any given deck, it counts as using the card. > > Anyways, It's a support card. > > Also, niche is niche, but if it fills that niche, it's playable. Soul Decoration can be used virtually by two (arguably one, Mistress Fanchion) vampires in the game, so it's super niche, but super powerful within that niche. I don't agree about 'niche' closing in on 'wallpaper'. They are completely different. > I refuse to concede that Unmada isn't the greatest Malkavian justicar in print, and furthermore insist only a lack supporting princes keep him from glory. Stutter step.is incredibly niche though, since it doesn't get under grapple, is often a delivery method for agg hands and above all is a celerity card that doesn't jive well with guns builds. I may be biased, but when Projectile is a viable trump to anything requiring I typically change that card to pursuit, psyche!, blur, or sideslip. I have gone to torpor to stutterstep when my wife was running a Nizzam deck, but that's life I guess.

Bloodartist

> ReverendRevolver wrote: > I would argue that is weak/without standalone benefit but is fine. > > Inferior isn't good. let's you grapple without a press, and disarm among other things. is the only thing that makes some vamps playable, due to its adding multiact and surviving combat. > provides the ever present threat of agg poke, and protean kinda sucks. These cards do not hit the uselessness of inferior celerity, or touch on the applications of celerity from the source material, but I'm certain there is a game need for something that does these things. > You also spelled celerity without the "r" in title . > I have faith in some of your ideas, these aren't quite where they could be, and I would be doing you a disservice to say otherwise. > Am I alone in thinking that potence is kinda like the worst combat discipline in the game? The reason is that it has almost zero versatility, no protection from aggro, loses to basically every other combat module out there, and is mainly useful for beating vampires who have no combat and are the combat equivalent of water balloons. And still needs lots of cards to do even that. I will pick celerity over potence any day of the week. At least celerity will dodge your whatever and counter combat ends even at range with psyche. Protean sucks? Flesh of marble + claws of the dead. You have what potence cards? Do I care? No. The only way potence is good is when its coupled with fortitude, and even then fortitude alone is better, as evidenced by your friendly neighborhood ventrue antitribu. Smoking craters tell no tales. —Tex talks Battletech

Kraus

> Am I alone in thinking that potence is kinda like the worst combat discipline in the game? > In this, sir, you are not alone. It is definitely not worthless, but in a grand scheme of things people do overestimate it. "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

LivesByProxy

But how to make Potence better? I've said it before and I'll say it again: I think part of the problem is with the Discipline name. It would be better if the Discipline were called Ferocity. Potence is being physically strong and hitting hard. Ferocity is exhibiting or behaving with extreme fierceness, and unrestrained violence and brutality. One of these is for super hero shenanigans, the other is for vampires fighting to the death. I think the word Potence limits conception of what the discipline could / should do, but Ferocity has a larger range of applicability. And a lot of Potence cards names are better suited to Ferocity as a name as well. There are also a couple of cards which could / should be Potence cards, but are not for [reasons]. Notorious Brutality, Uncontrollable Rage, and Taste of Vitae come to mind. Seeing Red Combat Frenzy. This vampire gets +1 strength for the remainder of combat. Strikes to end combat have no effect, and this vampire gets an optional press, only usable to continue combat. As above, but non-damaging strikes have no effect. Tooth & Nail Combat Frenzy. This vampire may use presses to play strike cards during the Press step for the remainder of combat. As above, and this vampire gets an optional press this round. Gangrel. Noddist. Camarilla. Once each turn, LivesByProxy may burn 1 blood to lose Protean until the end of the turn and gain your choice of superior Auspex , Obfuscate , or Potence for the current action.

jblacey

I feel there are multiple threads in this conversation so I'm going to address some of them in different statements. 1) Combat is one of the least efficient paths to victory, as a result cards that enable combat decks are less common in twda. 2) Celerity is very efficient at combat, but rarely used outside of combat thus has an incorrect perception of being weak. 3) Potence is very inefficient at combat and primarily usage of the discipline only supports a combat victory condition. Possible Solutions: 1) Create a usage of Potence and Celerity that supports a path to victory outside of combat. (Working on that) 2) Make Potence better at supporting combat so that it isn't outclassed by Target: Vitals and Walking Sticks, neither of which require a discipline. Thus when combat is better supported, Potence will be better represented.

Kraus

> But how to make Potence better? > A topic for another thread in that detail. Please refrain from side tracking topics. "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

Lech

> jblacey wrote: > I feel there are multiple threads in this conversation so I'm going to address some of them in different statements. > > 1) Combat is one of the least efficient paths to victory, as a result cards that enable combat decks are less common in twda. > True, but it's not on topic. > jblacey wrote: > 2) Celerity is very efficient at combat, but rarely used outside of combat thus has an incorrect perception of being weak. > Entire thread is based upon notion that Celerity ISN'T very efficient at combat for a discipline that is based upon combat effects, and as it don't have outside of combat effects it should be at least better in combat that disciplines that have non-combat usage (as animalism) and than disciplineless combat (WWS, just guns, T:V). While celerity could have more effects outside of combat (like for example stealth card that uses physical combat cards to be canceled creating new usage for cel/pot/for card for you and blocking vampire), it should be really good at actual combat too, and it's combo with another combat discipline like potence/fortitude/quietus should be formidable - at the moment it isn't). > jblacey wrote: > 3) Potence is very inefficient at combat and primarily usage of the discipline only supports a combat victory condition. > Sure, and it's better to discuss it in another thread. > jblacey wrote: > Possible Solutions: > > 1) Create a usage of Potence and Celerity that supports a path to victory outside of combat. (Working on that) > > 2) Make Potence better at supporting combat so that it isn't outclassed by Target: Vitals and Walking Sticks, neither of which require a discipline. Thus when combat is better supported, Potence will be better represented. > 1) it could use some help but making benefiting from combat should be primary goal. 2) problem with potence is that it's both telegraphed and too much reliant on strikes which is not working well with strike based celerity (dodges). Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.

jblacey

> Lech wrote: > Entire thread is based upon notion that Celerity ISN'T very efficient at combat for a discipline > Then I disagree with your notion and can provide data that disproves that theory. I can (and have) built several celerity decks that dominate combat. Where the deck falls down is forward pressure and a lack of non-combat bleed defense. Celerity + Guns is a deck archetype (with or without Auspex).

Lech

Celerity + .44, not celerity +guns, as it suggest different guns used which isn't the case. Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.

jblacey

> Lech wrote: > Celerity + .44, not celerity +guns, as it suggest different guns used which isn't the case. > It is one of 4 usually: .44 is standard issue if the deck isn't heavy combat. 2R with a manuever is very efficient. If the deck is heavy combat/celerity then the Desert Eagle is the correct gun. 2R for 1 pool. That 1 pool cost is very important. If you are being a wall, then sniper rifle. Just set range and be done with it. If you can get it out for cheap, then nothing is better than the Assault Rifle. Classic Toreador bruise/bleed is usually .44 Anarch guns or weenie celerity is Desert Eagle. Smiling jack decks using uses Sniper Rifle. My Toreador Grand Ball deck, my Brujah/Brujah Anti vote/combat, my Assamite contract hunter, my Illusions of the Kindred/Horrid Reality, and my weenie Tzimisce Bauble deck "if you have to absolutely kill every mother****** in the room" all use Assault Rifles.

ReverendRevolver

> jblacey wrote: > > > Lech wrote: > > Entire thread is based upon notion that Celerity ISN'T very efficient at combat for a discipline > > > Then I disagree with your notion and can provide data that disproves that theory. I can (and have) built several celerity decks that dominate combat. Where the deck falls down is forward pressure and a lack of non-combat bleed defense. Celerity + Guns is a deck archetype (with or without Auspex). > Ah, but is grand, is a joke unless you're anarch and/or have And yes, 44 is the most common, but deagle and sniper rifle aren't uncommon, it's just I prefer 44s, because the rifles suck at rushing and I seldom run decks where I use enough separate minions needing guns to where double the cost is expensive. Celerity in vtm does things that are easy to reflect in vtes, but are barely touched upon, such as damage mitigation and multiple actions a turn. Yes, additional strikes, Zephyr, and sideslip are things, but 2 of what I just mentioned are only on one card, and is needed. Twice ever is exciting: when it's on the same vamp as to forced march, and when it's on an anarch with to forced march and diversion. The almost third time is when it's in a non-titled support malk who can be field trained up to superior. But since the goal is superior, it doesn't count as being happy about basic celerity.

Bloodartist

> jblacey wrote: > 1) Combat is one of the least efficient paths to victory, as a result cards that enable combat decks are less common in twda. > Because combat is not a path to victory. It is merely a way to ENABLE your path to victory. Also cards that people often associate with combat decks (tension, dragonbound) are REALLY underwhelming and will often be a win condition for your opponents instead of you, when they work at all. We should consider functional reprints to these cards that would make them not work against the person playing them as much. Have the words "each opponent" instead of "each methuselah". Smoking craters tell no tales. —Tex talks Battletech

TwoRazorReign

> Bloodartist wrote: > > > jblacey wrote: > > 1) Combat is one of the least efficient paths to victory, as a result cards that enable combat decks are less common in twda. > > > Because combat is not a path to victory. It is merely a way to ENABLE your path to victory. > > Also cards that people often associate with combat decks (tension, dragonbound) are REALLY underwhelming and will often be a win condition for your opponents instead of you, when they work at all. We should consider functional reprints to these cards that would make them not work against the person playing them as much. Have the words "each opponent" instead of "each methuselah". > I dunno. I feel the rightful place for combat is as an inefficient delivery system and not really a win condition, for a few reasons. One is that by enabling combat to become a better win condition or even more card efficient, people will play more combat, more minions will be in torpor, and more people will not be able to play the game. Another reason is that, with combat being so difficult to win with, this provides a needed challenge for veteran players, adding to the replayablility of VTES. It's one thing to win with a bleed or vote deck, but it's quite another to win with a combat deck. This is why combat is so popular. Yet another reason is that the way combat works in VTES is a distinguishing characteristic of the game. New players learn very quickly that combat in VTES doesn't win games, and that it's pool damage, no minion damage, that's the real win condition. I fondly remember learning this years ago when first learning the game, and, for me, it's a characteristic that makes VTES a great game. Changes to Dragonbound and Tension are not needed for these reasons.

ReverendRevolver

LK provided help for 3 bloodlines to oust utilizing combat (not alone, but as part of with condition) with Righteous Aura, blessing of the loa, and Achilles Heel. This is a vast frontier of design space largely untouched, but that's a very broad topic. In my mind, when bruise and bleed variants are as reliable as other bleeding variants or solid vote decks, enough vanilla combat oust support will have been added, but not before then.

Lech

There is definitely design space for more combat based ousting and for combat based bloat. When it comes to celerity, it need something to help it in combat mostly. Maybe something along. Precise Reaction Maneuver or strike:dodge, only usable at close range. Attach (1). This vampire with capacity above 6 may remove this from the game to play card from your ash heap as from hand. Attach Put this card on this minion/vampire, if (1) a vampire can have only one of those. Nice new keyword. This card is definitely very powerful, perhaps too powerful. Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.

Ke.

> Lech wrote: > Attach (1). This vampire with capacity above 6 may remove this from the game to play card from your ash heap as from hand. > This is the same as "Play a card from your ash heap". Definitely broken. Amaranth Deck Building Tool : VTES NZ : VTES ANZ Facebook

Lech

Surely it changes deck building, but it can be limited to once each combat for example. It's in some way better than "Play a card from your ash heap", as you can leave it on the vampire to stack for next combat. On the other hand, you won't play it in cel weenies, and cel mid and high cap need some boost. Giovanni get a card, play any combat card from your ash heap, yet i don't see the whine about it. Of course, this card is not only flexible, but also allow you to play non-combat cards like forced march, quicken sight and others. It's not only gain 1 hand size, for this vampire only, but also make playing fringe cards doable as you can get any card back at any moment. Downside is that only celerity cards and only 6+ vampires. Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.