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menace64 |
Posted: Fri Dec 22, 2006 2:09 am |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Edited the Brawler.
Back to the Imperial Culture we go!
Black-squadron TIE [Imperial]
Possession • Ship
Enclosed. Bearer must be an [Imperial] minion.
For each [Imperial] ship and [Imperial] capital you can spot, bearer is strength +1.
1U91
Completed on Schedule [Imperial]
Event • Shadow or Skirmish
Exert an [Imperial] minion to reinforce an [Imperial] token twice.
1C95
•The Death Star [Imperial]
Condition • Support Area
To play, spot 2 [Imperial] minions or 2 [Sith] minions.
This condition may not be discarded by Light Side cards.
Each time you play an [Imperial] or [Sith] minion, you may exert that minion to add an [Imperial] token here.
Regroup: Remove X [Imperial] tokens here to discard X conditions. Discard an [Imperial] minion or discard this condition.
1R96
Imperial Ace [Imperial]
Minion • Human
Strength-6
Vitality-2
Roaming-4
While piloting, this minion is strength +5 and fierce.
1U101
Imperial Blaster [Imperial]
Possession • Ranged Weapon
Strength +2
Bearer must be an [Imperial] minion.
While you control 2 sites, bearer is damage +1.
1C102
Imperial Gunner [Imperial]
Minion • Human
Strength-7
Vitality-2
Roaming-4
While bearing an [Imperial] ship or [Imperial] vehicle, this minion is strength +3 and damage +1.
1C103
Imperial Pilot [Imperial]
Minion • Human
Strength-7
Vitality-2
Roaming-4
While piloting, at the start of his skirmish, you may exert this minion to make an undestined companion lose all strength bonuses from possessions until the regroup phase.
1C105
Imperial Scout Walker [Imperial]
Possession • Vehicle
Vitality +2
Enclosed. Bearer must be an [Imperial] minion.
Each time a companion dies, you may exert bearer twice to take control of a site.
1U108
•Stormtrooper Platoon [Imperial]
Minion • Human
Strength-13
Vitality-3
Roaming-4
While bearing a weapon, Stormtrooper Platoon is fierce.
While you can spot 3 other [Imperial] minions, Stormtrooper Platoon is damage +1.
While you can spot 4 other [Imperial] minions, each time Stormtrooper Platoon wins a skirmish, you may take control of a site.
1U120
TIE Interceptor [Imperial]
Possession • Ship
Strength +1
Enclosed. Bearer must be an [Imperial] minion.
Assignment: Assign bearer to an undestined companion bearing a ship.
1C126
Oh, and I’m slightly altering Enclosed. Now:
Enclosed (Discard other possessions and artifacts borne by bearer. Bearer may not take wounds during the crossfire phase.)
Next Up: Some Sneaky Vong!
Set Completion Count: 257/365 - 70% |
Last edited by menace64 on Fri Dec 22, 2006 8:09 pm; edited 1 time in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
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menace64 |
Posted: Fri Dec 22, 2006 4:39 am |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Can’t sleep, so cards!
This batch of Vong are the sneakers of the culture. You’ll see.
Carr Agent [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-6
Vitality-3
Roaming-6
Lurker.
At the start of the maneuver phase, if you can spot 3 [Yuuzhan Vong] lurkers (or an exhausted companion), you may make this minion strength +4 and damage +1 until the regroup phase.
1C291
Carr Infiltrator [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-10
Vitality-3
Roaming-6
Lurker.
While this minion is a lurker, it may not take wounds.
Assignment: Make this minion lose lurker until the regroup phase to exert a companion.
1R292
Carr Saboteur [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-6
Vitality-3
Roaming-6
Lurker.
While this minion is a lurker, threats may not be removed by the Light Side player.
Regroup: Remove 2 threats to discard a Light Side possession.
1U293
Carr Spotter [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-6
Vitality-3
Roaming-6
Lurker.
While this minion is a lurker, it gains:
"Skirmish: Discard this minion to make another [Yuuzhan Vong] minion strength +4."
1C294
•Yomin Carr, Advance Scout [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-11
Vitality-3
Roaming-6
Lurker.
Each other [Yuuzhan Vong] lurker is strength +1.
Maneuver: Make Yomin Carr lose lurker and gain fierce until the regroup phase.
Each time Yomin Carr wins a skirmish, you may exert him to make another [Yuuzhan Vong] lurker damage +1.
1R323
And now for some various other Vong cards:
Coralskipper [Yuuzhan Vong]
Possession • Ship
Strength +2
Enclosed. Bearer must be a Yuuzhan Vong.
At the beginning of each phase, you may remove to prevent all wounds to bearer until the end of that phase.
1U296
An Offered Sacrifice [Yuuzhan Vong]
Event • Skirmish
Discard a [Yuuzhan Vong] minion with twilight cost 3 or less to add that minion’s strength to another Yuuzhan Vong’s strength.
1U307
Victory or Death [Yuuzhan Vong]
Condition • Support Area
Skirmish: Make a Yuuzhan Vong strength +2 for each wound it has. If it loses the skirmish, discard it. Discard this condition.
1C317
Wave of Destruction [Yuuzhan Vong]
Event • Response
If your Yuuzhan Vong wins a skirmish, exert it to discard all Light Side cards borne by the losing companion.
1R320
•Worldship [Yuuzhan Vong]
Condition • Support Area
Toil 1.
Response: If there are 4 or fewer cards stacked here, and a [Yuuzhan Vong] card is about to be discarded, stack it here instead.
Shadow: Remove or spot a Yuuzhan Vong to play a card stacked here.
1R321
Next Up: Back to the Jedi.
Set Completion Count: 267/365 - 73% |
Last edited by menace64 on Fri Dec 22, 2006 8:12 pm; edited 1 time in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
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elf lvr |
Posted: Fri Dec 22, 2006 4:48 am |
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Joined: 13 Jun 2006
Posts: 3065
Location: Rivendell
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menace64 wrote: Edited the Brawler.
Back to the Imperial Culture we go!
 Black-squadron TIE [Imperial]
Possession • Ship
Enclosed. Bearer must be an [Imperial] minion.
For each [Imperial] ship and [Imperial] capital you can spot, bearer is strength +1.
1U91
Nice! This could get pretty big pretty quick.
 Completed on Schedule [Imperial]
Event • Shadow or Skirmish
Exert an [Imperial] minion to reinforce an [Imperial] token twice.
1C95
Not bad.
 •The Death Star [Imperial]
Condition • Support Area
To play, spot 2 [Imperial] minions or 2 [Sith] minions.
This condition may not be discarded by Light Side cards.
Each time you play an [Imperial] or [Sith] minion, you may exert that minion to add an [Imperial] token here.
Regroup: Remove X [Imperial] tokens here to discard X conditions. Discard an [Imperial] minion or discard this condition.
1R96
Aaaah! *covers eyes* I know its the Death Star, but still! Compare to a card like Grond. Any deck that relies on conditions would be absolutely ruined by this! I do see the downsides, you exert minions to add tokens, so they could die before regroup... but still, a deck packing four of these could do some major damage!
 Imperial Ace [Imperial]
Minion • Human
Strength-6
Vitality-2
Roaming-4
While piloting, this minion is strength +5 and fierce.
1U101
Wow. 1 cost for six strength is waaaaay too much. Up the cost to 2, at the very least, and its still an extremely powerful card. With the TIE you posted at the beginning of this section, this guy would be (even if you increased his cost to 2) a 13 strength fierce minion for 4. And thats assuming there were no other ships or capitals in play... however, still, just the twilight increase should be okay...
 Imperial Blaster [Imperial]
Possession • Ranged Weapon
Strength +2
Bearer must be an [Imperial] minion.
While you control 2 sites, bearer is damage +1.
1C102
Nice. Simple but deadly weapon.
 Imperial Gunner [Imperial]
Minion • Human
Strength-7
Vitality-2
Roaming-4
While bearing an [Imperial] ship or [Imperial] vehicle, this minion is strength +3 and damage +1.
1C103
This one is fine by me.
 Imperial Pilot [Imperial]
Minion • Human
Strength-7
Vitality-2
Roaming-4
While piloting, at the start of his skirmish, you may exert this minion to make an undestined companion lose all strength bonuses until the regroup phase.
1C105
This is nice. All strength bonuses from everything, though? That would drop any cards the companion bore, condition effects like Final Count (if those exist in your set yet) and, it could be taken to negate events as well!
 Imperial Scout Walker [Imperial]
Possession • Vehicle
Vitality +2
Enclosed. Bearer must be an [Imperial] minion.
Each time a companion dies, you may exert bearer twice to take control of a site.
1U108
Nice.
 •Stormtrooper Platoon [Imperial]
Minion • Human
Strength-13
Vitality-3
Roaming-4
While bearing a weapon, Stormtrooper Platoon is fierce.
While you can spot 3 other [Imperial] minions, Stormtrooper Platoon is damage +1.
While you can spot 4 other [Imperial] minions, each time Stormtrooper Platoon wins a skirmish, you may take control of a site.
1U120
With a cost of , it could be hard to spot that many other minions... but at a U rarity that makes it okay, I guess.
 TIE Interceptor [Imperial]
Possession • Ship
Strength +1
Enclosed. Bearer must be an [Imperial] minion.
Assignment: Assign bearer to an undestined companion bearing a ship.
1C126
Fine.
Oh, and I’m slightly altering Enclosed. Now:
Enclosed (Discard other possessions and artifacts borne by bearer. Bearer may not take wounds during the crossfire phase.)
Next Up: Some Sneaky Vong!
Set Completion Count: 257/365 - 70% |
Happy Hunting! Elf Lvr
Winner of Best Personality in the FPCA. Thanks!
Archduke Elf Lvr - Archidoux of the Chosen Ones
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot |
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CarpeGuitarrem |
Posted: Fri Dec 22, 2006 4:52 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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menace64 wrote: Can’t sleep, so cards!
This batch of Vong are the sneakers of the culture. You’ll see.
 Carr Agent [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-6
Vitality-3
Roaming-6
Lurker.
At the start of the maneuver phase, if you can spot 3 [Yuuzhan Vong] lurkers (or an exhausted companion), you may make this minion strength +4 and damage +1 until the regroup phase.
1C291
Pretty nice...
 Carr Infiltrator [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-10
Vitality-3
Roaming-6
Lurker.
While this minion is a lurker, it may not take wounds.
Assignment: Make this minion lose lurker until the regroup phase to exert a companion.
1R292
Ouch! But I like.
 Carr Saboteur [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-6
Vitality-3
Roaming-6
Lurker.
While this minion is a lurker, threats may not be removed by the Light Side player.
Regroup: Remove 2 threats to discard a Light Side possession.
1U293
Pretty nasty there...
 Carr Spotter [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-6
Vitality-3
Roaming-6
Lurker.
While this minion is a lurker, it gains:
" Skirmish: Discard this minion to make another [Yuuzhan Vong] minion strength +4."
1C294
Nice!!
 •Yomin Carr, Advance Scout [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-11
Vitality-3
Roaming-6
Lurker.
Each other [Yuuzhan Vong] lurker is strength +1.
Maneuver: Make Yomin Carr lose lurker and gain fierce until the regroup phase.
Each time Yomin Carr wins a skirmish, you may exert him to make another [Yuuzhan Vong] lurker damage +1.
1R323
Good.
And now for some various other Vong cards:
 Coralskipper [Yuuzhan Vong]
Possession • Ship
Strength +2
Enclosed. Bearer must be a Yuuzhan Vong.
At the beginning of each phase, you may remove  to prevent all wounds to bearer until the end of that phase.
1U296
Mm...mighty powerful possession. How about limiting the ability to one phase, like "At the start of the Shadow phase, name a phase. At the start of that phase, you may remove ..."
 An Offered Sacrifice [Yuuzhan Vong]
Event • Skirmish
Discard a [Yuuzhan Vong] minion with twilight cost 3 or less to add that minion’s strength to another Yuuzhan Vong’s strength.
1U307
Whoa...now that’s fairly powerful. Compare to Massing Strength. Although there is a cost, Carr Spotter discarding to pump Carr Agent, discarded with this to pump another Yuuzhan Vong equals an incredibly powerful minion.
 Victory or Death [Yuuzhan Vong]
Condition • Support Area
Skirmish: Make a Yuuzhan Vong strength +2 for each wound it has. If it loses the skirmish, discard it. Discard this condition.
1C317
Very good, balanced! Although maybe it should be unique.
 Wave of Destruction [Yuuzhan Vong]
Event • Response
If your Yuuzhan Vong wins a skirmish, discard all Light Side cards borne by the losing companion.
1R320
OUCH! I would say require an exertion first.
 Worldship [Yuuzhan Vong]
Condition • Support Area
Toil 1.
Response: If there are 4 or fewer cards stacked here, spot a [Yuuzhan Vong] card about to be discarded to stack it here instead.
Shadow: Remove  or spot a Yuuzhan Vong to play a card stacked here.
1R321
Change wording on Response to "stacked here, and a [Yuuzhan Vong] card is about to be discarded, stack it here instead." That’s a good card, I think.
Next Up: Back to the Jedi.
Set Completion Count: 267/365 - 73% |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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menace64 |
Posted: Fri Dec 22, 2006 8:08 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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I don’t know what I was thinking with the Ace. He should be fixed now.
I didn’t intend for the Pilot to be that effective. Added what I forgot.
I think the Coralskipper is actually under-powered right now. It has a base cost of 2, and since it’s enclosed its bearer can’t have anything else. Then the ability still costs an additional 2 each time.
The Spotter wouldn’t work with Sacrifice like that (since you can’t combine abilities). However, it *is* a really nasty pump.
Wave of Destruction is word-for-word the same as Wake of Destruction, a Dunland card from TTT. But since the Vong are better fighters than Dunlendings, I’ll add the exertion.
Yeah, I knew something was wrong with Worldship. Fixed! |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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menace64 |
Posted: Sat Dec 23, 2006 3:19 am |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Alter Perception [Jedi]
Event • Response
Force Power.
If an event is played during a skirmish involving your Jedi, exert him or her to cancel that event and return it to its owner’s hand.
1C130
Jedi Mind Trick [Jedi]
Event • Maneuver
Force Power.
Exert your Jedi to remove the game text from a minion with strength less than 9 until the regroup phase.
1U141
Lightsaber Deflect [Jedi]
Event • Response
Force Power.
If a companion is about to take a wound, spot your Jedi bearing a lightsaber to prevent that.
1C146
•Mace, Senior Council Member [Jedi]
Companion • Human
Strength-8
Vitality-4
Resistance-6
Jedi.
Each time Mace is assigned to a skirmish, you may look at the top 3 cards of your draw deck and replace them in any order.
1U148
•Refuge [Jedi]
Condition • Support Area
When you play this condition, spot a Jedi to add 2 [Jedi] tokens here.
Alliance: Spot a Jedi and remove a [Jedi] token here (or discard this condition) to heal a companion.
1U157
Return of the Jedi [Jedi]
Event • Response
If you just played a Jedi, play up to 2 [Jedi] possessions on him or her from your discard pile.
1R158
Shatterpoint [Jedi]
Condition
Bearer must be a Jedi. Limit 1 per bearer.
Each time bearer wins a skirmish, you may discard the top card of your draw deck. If that card is a Light Side card, exert bearer. If that card is a Shadow card, wound a minion twice.
1R159
•Shmi, Mother of the Chosen One [Jedi]
Companion • Human
Strength-3
Vitality-3
Resistance-8
Anakin is resistance +1.
When Shmi is killed, you may play 2 [Jedi] cards (except companions) from your draw deck or discard pile.
1C160
•Trust [Jedi]
Condition • Support Area
While you can spot a Jedi with resistance 7 or more, each companion is resistance +1.
Skirmish: Spot a Jedi with resistance 7 or more to make another companion strength +3. Discard this condition.
1U162
Next Up: Sith.
Set Completion Count: 276/365 - 76% |
Last edited by menace64 on Sat Dec 23, 2006 4:51 am; edited 2 times in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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elf lvr |
Posted: Sat Dec 23, 2006 4:33 am |
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Joined: 13 Jun 2006
Posts: 3065
Location: Rivendell
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menace64 wrote:  Alter Perception [Jedi]
Event • Response
Force Power.
If an event is played during a skirmish involving your Jedi, exert him or her to cancel that event and return it to its owner’s hand.
1C130
Not bad. Do you really need the exertion, though? Theres a FotR card that does basically the same thing, for 0 twilight and no exertion. Although, that one was a rare...
 Jedi Mind Trick [Jedi]
Event • Maneuver
Force Power.
Exert your Jedi to, until the regroup phase, remove the game text from a minion with strength less than 9.
1U141
"remove the game text from a minion with strength less than 9 until the regroup phase." I think that is better wording. I like the card!
 Lightsaber Deflect [Jedi]
Event • Response
Force Power.
If a companion is about to take a wound, exert your Jedi bearing a lightsaber to prevent that.
1C146
Compare to Intimidate. Severly underpowered. To fit with the title, though, you could simply lose the exertion.
 •Mace, Senior Council Member [Jedi]
Companion • Human
Strength-8
Vitality-4
Resistance-6
Jedi.
Each time Mace is assigned to a skirmish, you may look at the top 3 cards of your draw deck and replace them in any order.
1U148
Not bad. Topdeck manipulation = fun.
 •Refuge [Jedi]
Condition • Support Area
When you play this condition, spot a Jedi to add 2 [Jedi] tokens here.
Alliance: Spot a Jedi and remove a [Jedi] token here (or discard this condition) to heal a companion.
1U157
It’s okay. A lot like Houses of Healing.
 Return of the Jedi [Jedi]
Event • Response
If you just played a Jedi, play up to 2 [Jedi] possessions on him or her from your discard pile.
1R158
Nice! Will you be discarding you possessions often enough, though?
 Shatterpoint [Jedi]
Condition
Bearer must be a Jedi. Limit 1 per bearer.
Each time bearer wins a skirmish, you may discard the top card of your draw deck. If that card is a Light Side card, exert bearer. If that card is a Shadow card, wound a minion twice.
1R159
Wow. Totally mean with the manipulation on Mace. Did you make this card specifically to work with him? (I thought you might have, there’s a book titled "shatterpoint" that is about Mace...)
 •Shmi, Mother of the Chosen One [Jedi]
Companion • Human
Strength-3
Vitality-3
Resistance-8
Anakin is resistance +1.
When Shmi is killed, you may play 2 [Jedi] cards (except companions) from your draw deck or discard pile.
1C160
Wow. An easy sacrifice, and you get some cards out of it. Very powerful, actually.
 •Trust [Jedi]
Condition • Support Area
While you can spot a Jedi with resistance 7 or more, each companion is resistance +1.
Skirmish: Spot a Jedi to make another companion strength +X, where X is that Jedi’s resistance more than 5. Discard this condition.
1U162
Hmmm... maybe, "Spot a Jedi and a companion with resistance 5 or more to make that companion strength +X, where X is that companion’s resistance. Discard this condition."
(I need serious help wording that...)
Next Up: Sith.
Set Completion Count: 276/365 - 76% |
Happy Hunting! Elf Lvr
Winner of Best Personality in the FPCA. Thanks!
Archduke Elf Lvr - Archidoux of the Chosen Ones
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot |
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menace64 |
Posted: Sat Dec 23, 2006 4:47 am |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Mind Trick’s wording is changed.
Good call with Deflect.
RotJ is more of a "dang, I wish I didn’t lose those possessions" kind of card. It’s a decent way of recycling.
I did make Shatterpoint with Mace in mind.
The problem with Trust is I’m trying to make a companion strength +1 for the Jedi’s resistance over 5 (so, if the Jedi had 7 resistance, it’d be +2 strength). Hmm, on second thought, that’s a really sucky ability. I’ll change it (and make it much simpler). |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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menace64 |
Posted: Sat Dec 23, 2006 12:41 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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This is the last batch of Sith cards!
•Do What Must be Done [Sith]
Condition • Support Area
To play, spot a [Sith] minion.
Each time a [Sith] minion wins a skirmish, spot a card in the dead pile to make the Light Side player add a burden or wound the Apprentice.
At the start of the regroup phase, discard this condition.
1R256
•Ebbing [Sith]
Condition • Support Area
To play, spot a [Sith] minion.
Each time a [Sith] minion wins a skirmish, exert the losing companion.
At the start of the regroup phase, discard this condition.
1R258
Force Choke [Sith]
Event • Skirmish
Force Power.
Exert your [Sith] minion to exert a companion he or she is skirmishing.
1C260
Force Flurry [Sith]
Event • Skirmish
Force Power.
Make your [Sith] minion strength +2 (and damage +1 if bearing a lightsaber).
1U261
Force of Will [Sith]
Condition
Toil 1. Bearer must be a [Sith] minion. Limit 1 per bearer.
While bearer is exhausted, it is enduring.
1C263
The Great Purge [Sith]
Event • Regroup
Exert your [Sith] minion to add a threat for each card in the dead pile.
1R265
Hand of the Emperor [Sith]
Minion • Human
Strength-10
Vitality-3
Roaming-5
Fierce.
When you play this minion, you may play a [Sith] minion from your discard pile.
1U266
•Mara, Agent of the Emperor [Sith]
Minion • Human
Strength-11
Vitality-3
Roaming-5
While you can spot Palpatine, Mara is damage +1.
Response: If a [Sith] minion is about to take a wound, exert Mara to prevent that.
1R271
Master and Apprentice [Sith]
Condition • Support Area
To play, spot a [Sith] minion.
Shadow: Exert your [Sith] minion and discard this condition to take a [Sith] minion into hand from your discard pile.
1U272
•Master of the Dark Arts [Sith]
Condition • Support Area
Each time you play a [Sith] force power, you may add a [Sith] token here.
Regroup: Remove 4 [Sith] tokens here and spot a [Sith] minion to add a burden.
1U273
•The Phantom Menace [Sith]
Condition • Support Area
Bearer is a lurker. While you cannot spot any other minions, bearer is damage +1.
Shadow: Transfer this condition to your [Sith] minion.
1U278
Under the Veil [Sith]
Event • Skirmish
Make a [Sith] minion strength +2 (or +4 if you can spot a companion with resistance 4 or less).
1U284
Yup. That’s the last of the Sith culture!
Next Up: Rebels will be finished!
Set Completion Count: 287/365 - 79% |
Last edited by menace64 on Sun Dec 24, 2006 7:01 pm; edited 1 time in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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CarpeGuitarrem |
Posted: Sat Dec 23, 2006 1:38 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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menace64 wrote: This is the last batch of Sith cards!
 •Do What Must be Done [Sith]
Condition • Support Area
To play, spot a [Sith] minion.
Each time a [Sith] minion wins a skirmish, spot a card in the dead pile to make the Light Side player add a burden or wound the Apprentice.
Discard this condition during the regroup phase.
1R256
The last sentence should be "Discard this condition at the start of the regroup phase.", just to avoid confusion. I like the card.
 •Ebbing [Sith]
Condition • Support Area
To play, spot a [Sith] minion.
Each time a [Sith] minion wins a skirmish, exert the losing companion.
Discard this condition during the regroup phase.
1R258
Ouch! But good.
 Force Choke [Sith]
Event • Skirmish
Force Power.
Exert your [Sith] minion to exert a companion.
1C260
I would say, limit it to "exert a companion skirmishing that [Sith] minion". Otherwise, it’s just undirected archery at a very cheap price.
 Force Flurry [Sith]
Event • Skirmish
Force Power.
Make your [Sith] minion strength +2 (and damage +1 if bearing a lightsaber).
1U261
Nice!
 Force of Will [Sith]
Condition
Toil 1. Bearer must be a [Sith] minion. Limit 1 per bearer.
While bearer is exhausted, it is enduring.
1C263
Ooh, very good! I like this one!
 The Great Purge [Sith]
Event • Regroup
Exert your [Sith] minion to add a threat for each card in the dead pile.
1R265
Ouch! Sweet!
 Hand of the Emperor [Sith]
Minion • Human
Strength-10
Vitality-3
Roaming-5
Fierce.
When you play this minion, you may play a [Sith] minion from your discard pile.
1U266
Very good.
 •Mara, Agent of the Emperor [Sith]
Minion • Human
Strength-11
Vitality-3
Roaming-5
While you can spot Palpatine, Mara is damage +1.
Response: If a [Sith] minion is about to take a wound, exert Mara to prevent that.
1R271
Did Mara really skirmish, though? This would be pretty good as a Saruman-type character.
 Master and Apprentice [Sith]
Condition • Support Area
To play, spot a [Sith] minion.
Shadow: Exert your [Sith] minion and discard this condition to take a [Sith] minion into hand from your discard pile.
1U272
Very good.
 •Master of the Dark Arts [Sith]
Condition • Support Area
Each time you play a [Sith] force power, you may add a [Sith] token here.
Regroup: Remove 4 [Sith] tokens here and spot a [Sith] minion to add a burden.
1U273
I like this one! It’s very balanced.
 •The Phantom Menace [Sith]
Condition • Support Area
Shadow: Transfer this condition to your [Sith] minion.
Bearer gains lurker and while you cannot spot any other minions, bearer is damage +1.
1U278
You should switch the gametext and the ability, and reword the gametext as follows: "Bearer is a lurker. While you cannot spot any other minions, bearer is damage +1." And it’s a good card.
 Under the Veil [Sith]
Event • Skirmish
Make a [Sith] minion strength +2 (or +4 if you can spot a companion with resistance 4 or less).
1U284
Nice!!
Yup. That’s the last of the Sith culture!
Next Up: Rebels will be finished!
Set Completion Count: 287/365 - 79% |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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