Submission: Punk Gang
Name: Punk Gang
Cardtype: Ally
Clan: Brujah antitribu
Cost: 1 blood
Mortal with 2 life. 1 strength, 0 bleed.
Punk Gang gets +1 intercept against bleed actions. After a Brujah antitribu enters play during your influence phase, they can burn 1 blood to move this card from your ash heap or your hand to the ready region with 2 life.
Compellant game need: Brujah antitribu are slow and have little solutions against bleed. Back rushing is usually too late and too disruptive for the table, they need an alternative.
Created by: Vincent Ripoll
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Perhaps something along 'If Punk Gang would be burned from play, any brujah antribu can burn a blood to move it to his or her controllers ready region with 2 life instead', wold work better without making us to go trough all ash heaps every turn to see if something activates.
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It's totally cool!
If the inherent 'cept becomes too intrusive, it could always use the bouncer clause of 'burning a life to get +1 intercept against bleed actions'.
I'm enjoying the recursion effect.
Krausedit\\ @whisker, that would make it an almost never ending supply of an 'cept minion. Ankha's version makes it much more finite. I love it.
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I don't think its too intrusive, its probably not going to be enough.Kraus wrote:
If the inherent 'cept becomes too intrusive, it could always use the bouncer clause of 'burning a life to get +1 intercept against bleed actions'.
Recently I tried to make a brujah antitribu toolboxy deck for our weekly casual games, and I was frustrated that !brujah have basically no intercept (beyond under siege and weak and costly permanent cept), nor bleed bounce. Their only real recourse for defense is rushing, They tend to not have multiactions either. Their camarilla counterparts at least can in theory run 2nd tradition for intercept, but not !brujah.
This seems like a really bad clan in my opinion, since they don't have any of the tools available for "better" clans. Suggested card helps slightly, but I don't think its going to be good enough.
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- Bloodartist
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Whisker wrote: Perhaps something along 'If Punk Gang would be burned from play, any brujah antribu can burn a blood to move it to his or her controllers ready region with 2 life instead', wold work better without making us to go trough all ash heaps every turn to see if something activates.
Assuming people aren't deliberately being gittish about it, that's actually not a huge issue, in that the ash heap is unordered - there isn't a top card or a bottom card, and you can mix cards round and it doesn't matter. So you can put 'special' cards in a separate pile to one side, and it's all still the same ash heap.
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- jamesatzephyr
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Ankha wrote: Punk Gang gets +1 intercept against bleed actions. After a Brujah antitribu enters play during your influence phase, they can burn 1 blood to move this card from your ash heap or your hand to the ready region with 2 life.
Questions: can I activate this more than once from the same !Bru being flipped into play, if I have more than one Punk Gang in my ash heap? My reading of the card is yes - but is that intentional? (Even moving to a During X, do Y template wouldn't fix that as the text is separate on each Gang.)
If there's one in my hand, can I bring it out, replace it, draw into another Punk Gang, and bring that out? I'm unsure about that - but (if you can't) it could lead to arguments about if I bring one into play (from my hand), replace, decide to bring a second into play who (for this purpose) was already in my hand, but my decision of whether to bring it into play or not was influenced by the card I just drew. (Happy days, I just drew Giant's Blood, so let's bring out all the Punk Gangs I can!)
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