More news from the future: Agency Bodyguard is here!
Spoiler: Agency Bodyguard
Thanks again Marius!.
The introduction for Agency Bodyguard is very good. Keeping your uniques in the game and being a nice cheap tough on his own makes Agency Bodyguard a great new character. Fifth LCG two cost or one cost tough. First cheap (2 cost or 1) agency tough since UT Street Smart Rookie, which is surprising. He's in cop dress clothes inside the boss's door. Illustrator Henning Ludvigsen goes back to masks, this his 18th card.
Two Kaddath cards are now spoiled.
All these years, I just noticed in the agency icon side bar the agency character in the background shadow.
Granted, when Agency Bodyguard exhausts, he's spent. He's one trick at a time. He either commits or defends or keeps a unique from wounding. But he doesn't even take the wound. It just tires him out. And he's still got toughness for two more uses. If he had willpower he'd almost be broken.
Yep, this card may force me to play the halflings, finally ... against Agency ^^
What unique cards are we protecting here actually. In a run and gun deck is it Mulder and Lemond? Or we're banking on cost 3 and up. Clarney? Marshall Greene? Y'Golonac? Trent Dixon? Does Puj Dunk work with the bodyguard?
johnny shoes said:
No wounds, no Gugs...
Finchington is someone you'd want to protect. He's a major pain to Sledge Dogs and almost anything Shub can come up with...
Thomas F. Malone may be handy to keep alive, with some ancient ones being quite dangerous. Ali Kafour is nice, although maybe a little outclassed here and there. Victoria Glasser...
Right, no gugs.
From Arkham Edition until Dreamlands there were no cards related to uniqueness. Agency Bodyguard will be Dreamlands' ninth, and best.
If Ritual Initiation weren't just for Syndicate...
johnny shoes said:
Right, no gugs.
From Arkham Edition until Dreamlands there were no cards related to uniqueness. Agency Bodyguard will be Dreamlands' ninth, and best.
If Ritual Initiation weren't just for Syndicate...
Yeah, it's one of the sub-themes in Dreamlands. Also, nothing wrong with Syndicate!
An interesting list would be all the themes (and sub themes) of all the releases. Not too complex, but not seen all in one place.
Actually, what is your opinion on LCG syndicate? I think it transitioned pretty well. It lost almost all of its cool action cards, but retained Panic and Dutch Courage and some Torch Singer skill reduction. And the new cards have mostly been very cool - interesting, well illustrated, cards that do crazy things. Lots of struggle related cards, but that's AP Julia for you. Most recently Kuranes, Initiation, and Back Room do not disappoint.
johnny shoes said:
An interesting list would be all the themes (and sub themes) of all the releases. Not too complex, but not seen all in one place.
Actually, what is your opinion on LCG syndicate? I think it transitioned pretty well. It lost almost all of its cool action cards, but retained Panic and Dutch Courage and some Torch Singer skill reduction. And the new cards have mostly been very cool - interesting, well illustrated, cards that do crazy things. Lots of struggle related cards, but that's AP Julia for you. Most recently Kuranes, Initiation, and Back Room do not disappoint.
Panic and the 'exhaustion trio' (hard case, Liason, Extortionist) are the core for me.
The 'evasion' cards Fugitive Scientist, Brazen Hoodlum and Arcane Grifter have their uses.
I like Finchinton a lot too. Definately a must in any Syndicate deck.
The dreamlands steers Syndicate a little away from rush, and include a card manipulation theme. It's different. Petty Thief and Clover Club Executive are my faves, keeping with the 'play a character while disrupting your opponent' part of Syndicate I like. Back Room is definately cool, almost a Gun Runners Club replacement.
Clover Club regular is a bit too dangerous to use, I think. He might find a use as a Twilight Gate target in a Yog deck at some point, as a finisher, but he has a lot of potential to backfire very very badly. He's not the kind of Syndicate I usually play. That's ok, since it's at least not straightforward. It's good to have some decks where Syndicate is a support faction, even though I like my Syndicate straight up.
I like Syndicate in LCG. Even if I won't use every card, even the benched players give good options if 'just racing' becomes too fickle. Plenty of disruptive elements to be found in a faction that rarely can kill something directly.