Showing posts with label Card. Show all posts
Showing posts with label Card. Show all posts

Wednesday, January 15, 2014

Cave Network Tricks

Cave network:
If you control no Characters when an attack is declared against Cave Network, you may turn Cave Network to play a Character with a cost of 3 or less at no cost.
The ruling on using this card is that you can turn it at anytime in response to the declaration of an attack on this site, if you have no characters in play when you turn the Cave Network.  This means you could use the CN if you can eliminate characters in play in response to the declaration of the attack before you respond with the CN.

With the new timing rules, Cave Network tricks have a whole new level of options.  Previously, all effects were generated and then resolved with no opportunity to generate new effects.  So the only way to eliminate characters so a Cave Network was usable was to sacrifice the defending character(s) since sacrifices are done on generation.  Now new effects can be generated after each old one is resolved.  So this allows the defending player to use any number of damage effects to remove characters from play.  Example: Defender has a Cave Network with a Just Another Consumer with a BoBo Splitter in front of a Cave Network.  Once the attack is declared, in response the Splitter is sacrificed to do 1 damage to all characters at that location. Let JAC get smoked, and it is now legal to turn Cave Network to drop a 3 cost character.

Here are some of the other cards that could be used to set up the Cave Network: Final Brawl, Kunlun Clan Assault, Hail of Skulls, Nunchucks, Fusion Rifle, Tommy Gun, Nerve Gas (or any other direct character removal), etc.  The list is extensive.  I think this is going make Cave Network a much more useful card than before. I especially like Final Brawl.  This is just what the Final Brawl / Yakuza Enforcer deck needed.  I'll have to dust off Last Man Standing and inflict a new level of pain on my play group.

Thursday, November 5, 2009

Echo Distortion

Echo Distortion
Event
Cost: 1 [Pur]
Provides: [Pur]
Copy a Site's rules text to target Site until the end of the turn.

Here is my list of ideas for using or abusing Echo Distortion:

Copy City Hospital on to a Proving Ground. Play a 2 cost character. Attack and get smoked. Unturn the Proving Ground and repeat. Good in faction characters for this would be Children of the Sharp Knives, The Voice of the Unnameable, Christine Winter, and Morphic Spirit if you multifaction. Add some card drawing such as The Forest of Fallen Banners and you can go to town.

Copy your own Nine Dragon Temple on to itself to get 6 power when you lose it.

Copy a Battleground site on to another site you are going to seize to get power, or copy it onto itself to get lots of power. Or copy the City Hospital onto a Bandit Hideout along with the Proving Ground so you can get 1 Power with each attack.

Copy a Nexus Tower to turn a non-winning attack into a winner. Unfortunately Echo Distortion is not a [Mag] event.

If you are playing with Whispers in the Dark (which there is no reason not to be), copy an Arctic Fortress to any other site to foil an attack. There are a lot of defensive sites that can foil an attack or just prevent a site from being taken: Big Red Barn, Maze of Stairs, Diamond Beach, Ancestral Tomb, etc.

Copying a Temple of the Angry Spirits can ruin anyone's day.

Here's another janktastic combo: Family Restaurant, Scrappy Kid, ID Chop Shop and Echo Distortion. Slightly easier would be replacing the Kid and Chop Shop with Ninja Six.

A Mountain Fortress with some damage on it can make for a beefy wall of defenders if you copy City Hospital on it.

Copy your Festival Circle or other non-healing site on to an opponent's site in response to a healing effect.

Copy Turtle Island or Auspicious Termites to a site to prevent a burn.

Copy a Kinoshita House of Pancakes on to another Unique site to force an auction. Be careful if you are playing the KHoP with Misery. You might force an auction with yourself.

Critical Shift Purist Cards

So now I'm working on a Purist deck as the next in my playlist. I have Purist cards available from Dark Future, SSG, and now I'm adding Critical Shift.

Let's take a closer look at the Purist Cards from Critical Shift and see if anything comes to mind.

True Believer and Symphonic Disciples are good foundation which I need. Up to now, I've only had Purist Initiate, Purist Aspirant, and Arcane Scientist available. Since the only out of faction Purist cards in my card set are the Architect Purist and Rhys Engel, the Purist Initiate basically has no text. So it will be nice to have a 1 cost magic provider that does something, even if it's not much. The Symphonic Disciple will usually be better than the Aspirant. In my metagame, the Aspirant is not usually around when his ability would be useful.

Christine Winter is a 2 for 3 which is OK, and when she is smoked can be returned for the sacrifice of a 1 cost character. Again this is OK. If I mix Lotus for stealing other characters it can be better. I, however, don't want to build a deck around a 3 Fighting character.

The Blind is 3 cost for usually at least 5 Fighting and sometimes much more. Since the Art of War is common in my metagame, it could be 7-8 Fighting fairly often. Not bad, but not exciting.

Keeper of the Echos is another variable Fighting card. It can be really good, but to do so, you have to toss two hitters from your hand. Without the ability to recycle smoked hitters, this could be a major liability in a deck. If you aren't discarding big cards, you will only see fighting 4-6 which is OK, but kind of bland.

Probability Soldiers look like they can be fun to abuse. See how many times you can get one to unturn. My first thought was Occult Kung Fu to copy their ability on to a hitter. Add LaGrange Four and unturn the hitter to see how many additional attacks you get. I'll have to keep this in mind for a possibility.

Impossible Men look like a good control card. If it could get Superleap somehow, it would be very strong. Someone already pointed out the Tracer Implant combo, which is strong. The only real problem, it that at 4 for 6, I really like Mutator. And I don't see where the Impossible Men replace them.

The Gray looks like a strong character. A 5 for 7 is a little below the curve, but it will probably be a 4 for 7 or better because someone is going to pay to cancel his ability. I just don't see his as often hitting the board and being a threat to go for the win. Good, but not great.

Mystical Cosine is a card for various tricks - Twisted Horror, Netherworld Vet, Violet Meditation - but I don't have most of these cards in my card set. I'll shelve this card for now.

Temporal Anomaly could be good. I don't have any edges in my play set that look like naturals for recycling, but getting to play an opponent's Shield of Pure Soul for 1 power after my Symphonic Disciples get rid of it could be worth it. A high opportunity cost though.

Delay the Inevitable seems like a good card to either go for the win or stop a winning attack, but since it is only a delay, I don't have a strong feeling for it.

Echo Distortion looks like an expensive version of Chi Syphon. For the same cost, you copy a site for only one turn. But as I think about it, it has two huge advantages. One, it is an event so is much more flexible for a surprise factor. Two, the original text of the site remains. So copying a Feng Shui Site with a good ability when it turns on to a City Hospital which can unturn itself can be very good. This is the angle I'm going to work on.