Flaming Brand is a tempting example, but I don't think it's fair to put it in the same group of cards as the rest of the targeted counters. Instead, it's one of many generally useful cards with utility to boot. In Fellowship block, it still makes sense to include Flaming Brand if you know with 100% certainty that you will never see a Nazgul hit the table. A free permanent +1 strength buff is already too good to pass up. If it granted no strength and instead gave +3 strength / +1 damage against Nazgul, then it has the potential to become a useless card and a bad draw; worse if it cost even 1 twilight, since you can't just get rid of it without consequence. Make it +5 strength / +2 damage against Nazgul only and remove the ability to bear another hand weapon? Now it's a counter card. Same effect in the end against Nazgul (a little better, since it wraps up the bonuses from Aragorn's or Boromir's sword in one), but a totally different experience for any other deck.
So I have a friend who is a Magic: The Gathering buff, and one of the lessons he tells me that Wizards learned very early on was to avoid color hate like the plague, for many of the reasons that you mention: if you don't play against that color, it's a dead card; if you
do play against that color, it just straight-up counters them, little they can do about it; and if you stick it as a side-effect on an otherwise flexible card (such as what
Flaming Brand did) then you remove any interesting decision-making, both in deckbuilding and during play. What I mean is: there's no interesting decisions to make when it comes to
Flaming Brand. If you have Aragorn in your deck, you include it. If you have it in your hand, you play it.
Likewise, if you have dead culture hate in your hand, you discard it. If you have live culture hate in your hand, you play it (with perhaps some nuance to timing). On top of that, if the culture hate is overpowered, it gets included all the time and makes that culture impossible to play. If the culture hate is underpowered, no one ever cares to include it (Weight of a Legacy, anyone?).
It's too
swingy. It's rocket tag, to borrow more terms from other games. Either you miss and do nothing or you smear your opponent on the ground with no counterplay.
This is slightly orthogonal to the discussion, but I think the way to take
Flaming Brand was to give it bonuses against
fierce minions, not Nazgul. Up the twilight to 1 at least (just because 0 cost is a cancer), and then remove the anti-nazgul clause and replace it with something like 'discard this possession to make a minion lose
fierce until the regroup phase'. This makes it thematic and useful against Nazgul, but also against others, while also introducing
interesting decisions that the original sorely lacks.
Likewise, I feel like countering strategies should be about countering
strategies, not cultures. The altered
Flaming Brand above beats back beatdown decks, but does much less against corruption decks. The OG
Flaming Brand defeats both one flavor of beatdown
and corruption, while also working against
any strategy that Nazgul are involved with in the future. It's a Fully General Counter, even if it was nerfed to only grant +1 extra strength against Nazgul.
For all these reasons I'm leery about introducing cards that just counter
cards. Why should one card be able to take out telepathy, and archery, and -strength skirmishers, and ally support, and and and. It's a band-aid solution that modifies as few cards as possible, but that's not what I'm in for:
moving forward, we can control the entire ecosystem, so let's try and be a bit more nuanced in our design conventions rather than take the easy way out.
As an aside, Decipher struggled somewhat with card text that was generally useful and mildly effective, often either leaving them too weak / expensive or adding extra text and making them too strong. Flaming Brand; Elrond, Lord of Rivendell; Galadriel, Lady of Light; and Saruman, Keeper of Isengard were the worst offenders and banned because of it. If any of these cards had half the text they would still be worth using, but instead it's harder to find a reason not to include them if at all possible.
Agreed. Hopefully those of us on digital platforms will have more room to walk back poor decisions and issue nerfs/buffs in a more flexible manner.
A culture should be defined in the cards, not the rules.
Admittedly that was part of a concept that toyed with adding loaded rules to
all cultures, not just Elves, but I agree that it's probably too hamfisted of a solution. At some point we can come up with some better definitions of what "culture" even
means, and then it will be easier to figure out how to define that using just the cards.
It's a rare deck that starts with a fellowship other than characters that they intend to keep (Saved from the Fire decks being the only exception I can think of), and might be too difficult to pivot from whatever that may be to Elves in order to justify pivoting at all. I don't think there's an easy one-size-fits-all solution to apply here. Many cards are reasonably costed, but get overshadowed by the ones that aren't. Maybe some conditions play for free and carry Strider's text, while others are expensive and require you to prepare for what may come before you risk playing it. Perhaps instead flatly increasing a companion's twilight cost, it costs an extra 1 per burden you spot (go first and start weaker or go second and start stronger?). An added cost of playing Galadriel could be revealing your hand. Costs come in many forms, twilight is an obvious one but not the only one.
True, there are more varied costs than just twilight, and I'd like to see more costly cards in general, since cool power plays are what we're here to see. That said, thematically it makes sense for Elves to be the Nazgul of the Free People's side and just flat out cost more than the other races, so in this case I don't see a problem with tentatively stepping in that direction.
Interesting, I think the fact that most of the Elves are allies is the heart of the issue. Elves get some of the best conditions too, littering the support area with tremendous utility at a one-time cost. Unlike Dwarf, Hobbit, or Gandalf allies, Elf allies have near-complete access to the Elven toolkit (and, as in the case of Secret Sentinels, exclusive access to some). You can make the Elf portion of any deck whatever you need it to be, with almost no regard to how big that portion is. Which is the point of this topic: Elves have no weaknesses. Even for decks where Elves only take up 5 card slots (3 Elrond, Heir to Gil-galad; 2 Vilya), those 5 cards have a tremendous impact on what the Shadow Player can deal out. Elrond, Heir to Gil-galad isn't particularly troublesome or overpowered on his own, but he gives your deck whatever it needs without offering more resources to the Shadow player to compensate. It's not one card here or there, it's the sum of having everything at your disposal without really having to pay for it. Endless pools of vitality to exert, nigh on invincible characters to spot, and no long-term costs.
If you're talking about starting from scratch, I don't think restricting assignments for Elves will work unless there are no Elf allies. Greenleaf is the most popular Elven companion there is precisely because he doesn't fight, skirmishing was their cultural weakness in Fellowship Block. Otherwise you'll have a culture of hard-to-use companions and either a bunch of really good events with the line "Spot an companion to" at the start or the same problem Elves have now. Same as the super-specificity, now that I think about it. Decipher tried these things and here's where it got them. Relegating an entire culture to the support area is untenable because 1) they'll be easy for any deck to include and abuse unless they're not worth using at all and 2) it will be too tempting to let the culture branch out into The Fellowship in the future, where its robust support area will mop the floor with adversaries.
So one easy solution to that last point is to just, y'know, follow our own rules. If we decide that Elves are 90% allies, then we mean it and just, like, don't make any Elf companions without some stringent restrictions. We also have the advantage of being able to undo mistakes if we really screw up on that front, since we're not dealing with physical cardboard.
The pools of vitality is one valid concern, however, and allies could probably frankly do to be more like most Gandalf and Shire allies, with vitalities based around their abilities and not
also managing to be able to soak up three wounds in combat. Decipher tried to address this with "exert twice to X", but frankly just reducing Elrond's vitality to 3 or even 2 would have achieved the goal better.
As for spotting requirements, well, that's one of the reasons to divide them out into multiple cultures. Make Mirkwood focused on combat, Lothlorien focused on telepathy, and Rivendell focused on healing, and then you no longer are able to do literally everything with any elves you like. You now have to, specifically, spot "2 [Rivendell] Elves" or whatever, meaning you can't use those particular allies to
also trigger your combat spots, etc.
Huh. I'll be honest, I don't like this idea. Dunland is 50 cards (not all of which are worth using) and lame because of it, multiplying that by 3 sounds bad. But the Raider culture did very well as what basically amounted to 2 cultures with the same card template (I'm ignoring Corsairs because they are also small and lame, but in a far more sinister way). The difference is that minion cultures have to be self-sustaining to be consistent, trying to put too many different pieces together is difficult and self-balancing. Free Peoples sides are more able to pick the components you need from a few cultures and bring them together. If anything I'd rather see subcultures in the manner of knights and rangers, but this is less me thinking it's a bad idea and more personal preference (you should take everything else I say as law, obviously).
So part of this comes down to the question of what, exactly,
is a culture? Are they nations? Factions? Races? Particularly weird individuals? Thematically they're all over the place, so no answers there.
How about mechanically? We've got Raiders and the post-shadows Shadow cultures that show us what it looks like when a culture is just a container to hold keyword-enforced subcultures. Rohan and Shire are more self-cohesive, at the expense of being built more around individual cards than clearly-defined subcultures. I think these show two ends of a spectrum. I think that the Rohan/Shire end of the scale is a better place to be in, where a culture is clearly based around certain concepts but new cards can play with those concepts in different ways
without putting up clear walls.
There is one advantage to the Raider style, and that's the ability to have fallback cards (in theory). If you already have a small cache of weapons, pumps, and basic conditions to use as a base for your chosen subculture, then you can spend time fleshing out what makes that subculture interesting, instead of wasting card slots on even more +2 possessions and +2/+4 event pumps.
Let's do some analysis of Raider for a moment. Doing some queries against my local database, I get the following numbers:
-- 145 Raider cards total
-- 36 cards mention "
Man" (11 of these are Southron cards, 1 is Corsair)
-- 3 cards mention "
Minion"
-- 25 cards mention Easterlings
-- 69 cards mention Southrons
-- 16 cards mention Corsairs
(this supports what you say about Corsairs indeed being small)
So if we were to theoretically divide these into three distinct cultures without losing access to the 36 generic cards (i.e. we copy
Gathering to the Summons into three new cards: Marching to the Summons, Riding to the Summons, and Sailing to the Summons, etc), then those cultures would have counts more like this:
-- 108 Southron cards
-- 64 Easterling cards
-- 55 Corsair cards
In effect, there are 55 cards that
could be used in a Corsair deck, before even considering splash. That's quite the jump up from the 16 cards that are explicitly made for them!
But an even better solution would be to leave the generics as generics, and just
let a Southron card say "Bearer must be a Man", which could then be included in a Corsair deck or an Easterling deck or, heck, an Isengard Men deck. There is a serious lack of race-enforced or even
non-enforced cards in this game. Why does a #$&*@! sword need to be enforced? Can't it just be a +1 hand weapon that literally anyone can carry?
(
Flaming Brand is why this trope isn't used by Decipher, but, again, they learned the wrong lesson. "Don't make OP culture-hating cards" is the lesson, not "Generic enforcement is a sin".)
I went into this in a bit more detail here, but the TL;DR of that blog post is that if there were a bunch of possessions, events, and basic conditions that said "Spot a Man" or, heck, "Spot a Companion" or just
didn't spot anything instead of culturally-enforcing literally every weaksauce pump, then we could easily introduce a Dunedain culture without needing to get to the ~60 cards or so before it feels fleshed out.
Likewise, do the same for Elves in this instance. Have some glue cards that do in fact just play on Elves or spot Elves or whatever (and let there be a host of cards with no enforcement at all!), but then put the
juicy bits behind a [Rivendell]/[Lothlorien]/[Mirkwood] wall. If you want telepathy and deck-manipulation, then you'd better have 3 Lothlorien Elves to exert, but you won't be able to double-dip and use those same elves when you need to exert 2 Rivendell Elves to heal someone.
Basically, we're trust-busting the Elven Monopoly. By chopping them up we remove the problem of "the culture that does literally everything", but by giving the weaker workhorse cards less enforcement (or no enforcement), we give each culture a foundation to stand on without being completely
hamstrung.
So as not to be entirely negative, here's are some things I would consider if I were so inclined. It's probably overkill to do them all, but these might be thematic and can give the culture a more unique identity:
- No, or very rare, damage bonuses. Elves have a unique access to archery to provide extra wounds already.
- On a related note, limit the amount of direct wounding they have access to in favor of the archery total. Blades Drawn, Feathered, and Lorien Swordsman are good examples of how to influence wound assignment without forcing it. Don't make archery an all-or-nothing game.
Agreed, I like this.
- I think the idea of fewer strength bonuses and more strength reduction is a good one after all. I recently played a game where a 7-strength companion overwhelmed my 3-strength minion and I didn't mind because of what it took to get to that point. As long as its harder to remove strength than it is to add it.
Agreed.
Yeah, Rumil is #$&*@!. "Mail-order arrows from across Middle-earth, delivered directly to your chest cavity, in one phase or less or your twilight back". I suppose when I made the assertion about Elves being restricted to being allies, I was assuming (but not stating) that we
also restrict ally's reach to indirect rather than direct aid. Allies should not be "companions except they can't skirmish" in power level.
- Require upkeep for strong allies and conditions. "At the start of your turn, add a threat / exert an Elf / discard a card / reveal 2 cards from hand at random." Make healing allies weighty in some way and allow the FP to crush itself under the weight of bringing all of Lorien with them wherever they go. Probably shouldn't be applied with the point above, you don't want to cost them out of usefulness either.
So this goes into one of the more far-reaching rules-based changes I want to implement for some theoretical 2.0 of the game, but I think Allies and Followers should be merged. For every Ally, give em an Aid cost to be able to use their ability that turn, and/or a cost that you have to pay or discard them. Elrond might be worth it for a bit, but if you have to discard two cards from hand every single move, well, you're six sites away and it's time to say goodbye.
- Hyper awareness of burdens (or better yet, the Ring-bearer's resolve), for a culture pessimistic of how grim things are already. "If the Ring-bearer has at least 6 resistance, ..." By burdening the Ring-bearer with a few of the better effects (Galadriel tested Frodo, after all), you can force interesting choices both in the game and in the deckbuilder. Perhaps instead of removing burdens, this culture increases resistance (both permanently and temporarily), an under-explored idea in Movie block that started with Phial of Galadriel anyway. This is probably my favorite of the bunch.
I particularly like the idea of a like "Discard this card if you can spot 4 burdens" sort of thing. Much more of an actionable weakness than many of these others.
- If there are going to be particularly strong companions, they should have text discouraging their winning skirmishes rather than encouraging it. I don't mind Legolas, Archer of Mirkwood because him winning a skirmish will require investment from the FP player or carelessness from the Shadow player. If you have a character like Glorfindel, consider "Each time [this companion] wins a skirmish, exert him." or "..., reveal your hand. The first Shadow player may discard a card from there." or "..., each Shadow player draws 2 cards." There can be interesting ways to mitigate these costs too, but that's the point: require investment. Give players a reason to have them on their team, but make it a choice.
This is a good idea, too. The Elf-lords didn't come along because they'd attract
too much attention, which is pretty directly translatable to twilight, but no reason we can't also slap on more punishing downsides to what is traditionally a good thing. Love it.
- Somewhat similar, make self-sacrifice a feature. The Sauron culture has some good ideas to borrow (between this and the constant exertions, maybe Sauron is a better parallel than Nazgul. Aren't Orcs a mockery of Elves anyway?). For example, "Discard an condition to ..." These guys are passing up The Undying Lands for this.
On the Discord we've been discussing how to handle condition discard, and one of the things that was brought up for Elves was to make them an attrition trade, trading 2 Elf conditions for 1 shadow, representing the sacrifice of their little havens to help banish the darkness. The idea didn't stick (atm it's applied more to Gondor) but as a concept it still certainly holds thematic merit.
Anyhoo, whew, sorry for the giant wall of text. Some of it's rambling, but I love having discussions like this, albeit it's a bit easier to do the back-and-forth on Discord than on here, lol.