FAQ 2.1 Legacy concept

By johnny shoes, in CoC General Discussion

I think making them unique would be a step in the right direction, but probably would not be sufficient. Making them highlander could work, but runs the risk that the element of luck would be enhanced as the first to draw their champion could be at a big advantage. I do think both these ideas are worth a try though and if they do not do the trick, the problem can be revisited. All the rest of the ideas regarding Adorations, Messengers, and rituals would certainly get my vote.

On one hand I am really unappreciative of World championship cards: while they are good, I really have doubt they qualify as broken. I wonder what could be a possible solution: making them unique, while fitting thematically, is not a really good choice, as the Dreamlands AP has card which interacts in a positive way with uniques. So, from a certain point of view, it would make them better.

Assigning them to a faction could be a solution but it would be a mess, gameplay wise.

Making them highlander is equally a mess, since it is an unheard of mechanic, and, at the same time, is an overnerf.

Carioz raises a couple good points. Most interesting to me is his negation of the highlander idea, one per deck. No other instance in the game is highlander. It would be an awkward first. I think I am convinced against it.

Make 'em factional...nah.

Is the unique idea that much of a dud. Implied is that new cards that enhance unique, and the ability to pull a card from your deck, make unique Mentors and Assistants DOA. I am not so convinced. But I respect that those who know better find it a concern.

Banning and leaving them alone are looking like the two stronger options now. Carioz thinks they're not so overpowered anyway. If they remained in mixed border Legacy, would they just ruin the idea. Or are they just the menace that sledge dogs and descendant of eibon have become?

If I were to make suggest any changes....

Assistant to Dr. West: Change his Disrupt to an Action.
- This still keeps the flavor the card but removes the 'broken' part. Plus its a nice small change that won't send people to the rule book just to play.

Mentor to Vaughn: Change "Discard a card..." to "Discard your hand..."
- Again, a small change (albiet a bigger impact than west) that keeps most of the original flavor, but at least tones down the surviveability of the card. So intead of an all around juggernaut that it is now, it becomes an early game risk/solid mid-game/end game juggernaut card.

Rituals: I would unban, and add a rule to the Ritual subtype that would limit the number of rituals that can be used during a single phase.
- So in essecne each player can play/use one ritual card/effect per phase. This addition/change would save a lot of FAQ space and would eliminate any confusion with erratta(s). Plus I think it would add more flavor to ritual cards in general and put a great deal of balance back into the game.

Messengers: Instead of erratta I would again simply add a rule to the messenger subtype, "When a card with the Messenger subtype would be sent to the discard pile place it at the bottom of its' owner's deck instead."
- Again, no erratta needed, but a hard rule that (to me at least) would have decent flavor and tone down the harsh combos that exsist without eliminating too much of their usefulness.

As for everything else, I think I would leave alone for a little while and see if a deck/card(s) rises up and towers over the field a bit too much. Only then would I seek to make any more changes.

Magnus Arcanis :

If I were to make suggest any changes....

Assistant to Dr. West: Change his Disrupt to an Action.
- This still keeps the flavor the card but removes the 'broken' part. Plus its a nice small change that won't send people to the rule book just to play.

Mentor to Vaughn: Change "Discard a card..." to "Discard your hand..."
- Again, a small change (albiet a bigger impact than west) that keeps most of the original flavor, but at least tones down the surviveability of the card. So intead of an all around juggernaut that it is now, it becomes an early game risk/solid mid-game/end game juggernaut card.

While I am still undecided if they really need the nerf, both suggestion sound good to me. I really like the Assistant's.

Magnus Arcanis :

Rituals: I would unban, and add a rule to the Ritual subtype that would limit the number of rituals that can be used during a single phase.
- So in essecne each player can play/use one ritual card/effect per phase. This addition/change would save a lot of FAQ space and would eliminate any confusion with erratta(s). Plus I think it would add more flavor to ritual cards in general and put a great deal of balance back into the game.

I would not like this solution as it would make the seven Adorations non recursible. I think it would be better to have all the Rituals return only at the end of the phase (or turn). I agree with the unban of the reducer rituals.

Also, no matter what decision is taken on how to modify the cards, I wouldn't like to have an errata linked to a subtype and would prefer to have each card have its own entry: introducing a general rule, when we do not know what Rituals will be printed in the future seems a risky solution.

Magnus Arcanis :

Messengers: Instead of erratta I would again simply add a rule to the messenger subtype, "When a card with the Messenger subtype would be sent to the discard pile place it at the bottom of its' owner's deck instead."
- Again, no erratta needed, but a hard rule that (to me at least) would have decent flavor and tone down the harsh combos that exsist without eliminating too much of their usefulness.

Sounds ok.

Magnus Arcanis :

As for everything else, I think I would leave alone for a little while and see if a deck/card(s) rises up and towers over the field a bit too much. Only then would I seek to make any more changes.

I agree wholeearthedly