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The Effect of Imbued and why I think they're GOOD and BAD ..

 
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So What are Imbued Actually Good For? - So I'm looking at my crazy new NoR cards, and coming to the question, are they actually good I mean, like, they are cool and all, but what kind of decks can be built out of them that are actually gonna win? Being allies and not vampires, you..

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40-40 Imbued - Deck Name : 40-40 Imbued Author : Norman S. Brown Jr : This is a deck for the Nights of Reckoning The idea is to bleed with someone, survive combat then have Rabbat hidden lurker in. Rabbat will burn an Imbued as a strike then you..

40-40 Imbued - Deck Name : 40-40 Imbued Author : Norman S. Brown Jr : This is a deck for the Nights of Reckoning The idea is to bleed with someone, survive combat then have Rabbat hidden lurker in. Rabbat will burn an Imbued as a strike then you..

Imbued and Decapitate - LSJ, Can you use superior on an Imbued? I would seem from the card text that you can not. Is that correct? Imbued Imbued are new crypt cards. An imbued is a mortal ally, not a vampire. Imbued have 1 strength and 1 bleed, by..
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djmikkel

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Since: Mar 05, 2005
Posts: 6



(Msg. 1) Posted: Thu Jun 08, 2006 6:53 am
Post subject: The Effect of Imbued and why I think they're GOOD and BAD for the game
Archived from groups: rec>games>trading-cards>jyhad (more info?)

Just my two cents on the much discussed imbued !

Why anyone could ever claim that imbued are only flavour and wouldn't
stand a chance of winning in tournaments is really beyond me !

Here's 5 reasons why I think that they are really good in tournament
play:

1) The ability to gain convictions in the untap and to choose from any
of 2 really good (Strike w. Conviction & 2nd Sight) and an ok
conviction (React w. Conviction) keeps focus (need stealth/intercept,
bleed/extra damage or a card to prevent sensory/entrancement etc.). The
risk of running out of forward motion is almost non-existing -
especially with Edge Explosion in play.

2) Determine has to be one of the most powerful cards in the game.
Since convictions almost have a life of their own outside the library
it is possible to stack up on determine (and play with as many as 10-15
in a deck w. 90 cards) without ending up not getting the convictions
you need.

3) Minions in a tournament deck will in most cases not be able to deal
a lot of damage in combat and often you will find that imbued actually
have an edge in combat vs. vampires especially if you play them with
stakes/gun or similar.

4) The simple fact that a lot of cards in other players decks cannot
target imbued, and you might end up with a predator that cannot use his
cards against you if you play an imbued deck. (even Seduction gets
nerf'ed on this account)

5) Two imbued w. cap 4 or less has +1 bleed, which gives quite an edge
(in more ways than one) in the beginning of the game.

6) Did I mention Determine ?

So far so good, now 5 reasons why I think they are BAD for the game:

1) The setup with the convictions in the untap-phase is too time
consuming - end of story.
A phase that would last 5-10 seconds (at most) takes from 15 sec. to a
couple of minutes each and every turn. Yaaaaaaaaawwwn !

2) Determine is just too good and too annoying. For a player that never
really liked D.I. having several actions cancelled a turn is really too
much. We're not playing Magic for God's sake. (Remember these are my
personal opinions, but feel free to flame me if you want)

3) Why on earth was one of the convictions made as a "prevent change of
controller" card ? Very few decks (if any) are focused on taking over
allies/minions from other players, why not just accept that this would
be the imbued decks downfall, since you hardly ever meet such a deck.
(And even without react with conviction they would still be able to try
to block an attempt to take over a minion)

4) In an already complex game the addition of even more rules just
tends to get people annoyed. Quote: "What did you say you gain an
additional conviction ? and another one from that one there, ok - and
you untap as well ? Hmm, just for doing one action, U sure you're right
about that ?"

5) Furthermore I find myself being a really insisting "play by the
rules" enforcer, when for the 5th time your prey with imbued in his
minion phase says" oh, I forgot to put a conviction on this one, is it
ok ?" - Normally I wouldn't mind a bit, but if it means a player has to
consider for 20 seconds which conviction he wants, I say no, even
though I don't like playing like that.

And Ok, the reasons why I think they're good for the game:

1) They really hose weenie/horde decks good, that's a plus !
(Being that weenie-decks are one of the strongest arch-types in the
game)

2) They are not that good against combat-decks, also a plus !
(Being that combat-decks is not the strongest arch-type in the game)

3) The versatility is nice, and combined with the fact that imbued
almost never play cards from the hand (hence you know they can do) it's
acceptable and not to overpowered.

4) All of a sudden when you play imbued decks you realize just how good
those discipline-less cards are and start playing them again ;o)

5) As an experienced player who has tried out almost every
game-mechanic it's nice to get new possibilities exploring other ways
to play the game we love so much. And all said I really like the
NoR-expansion except for a few unbalanced cards.

DJ Mik

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xcver

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Since: Jun 08, 2006
Posts: 3



(Msg. 2) Posted: Thu Jun 08, 2006 8:14 am
Post subject: Re: The Effect of Imbued and why I think they're GOOD and BAD for the game [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

djmikkel RemoveThis @hotmail.com wrote:
> Just my two cents on the much discussed imbued !
>
> Why anyone could ever claim that imbued are only flavour and wouldn't
> stand a chance of winning in tournaments is really beyond me !
>
> Here's 5 reasons why I think that they are really good in tournament
> play:
>
> 1) The ability to gain convictions in the untap and to choose from any
> of 2 really good (Strike w. Conviction & 2nd Sight) and an ok
> conviction (React w. Conviction) keeps focus (need stealth/intercept,
> bleed/extra damage or a card to prevent sensory/entrancement etc.). The
> risk of running out of forward motion is almost non-existing -
> especially with Edge Explosion in play.

Thats true they really become bleed monsters very fast. most decks cant
handle when they get bleed for 2 with 1 stealth by 4-5 minions each
turn-

>
> 2) Determine has to be one of the most powerful cards in the game.
> Since convictions almost have a life of their own outside the library
> it is possible to stack up on determine (and play with as many as 10-15
> in a deck w. 90 cards) without ending up not getting the convictions
> you need.

Indeed it is ultra-annoying. Just recently I had all 4 minions action
in a turn determined...that isnt fun. What also strikes me as odd
fluffwise is that I can't find a good explanation why a cost of 1
measly convictions gains this uber-effect. So the hunter can deflect or
cancel some Action by Saulot for just one conviction but is somehow
unable to deal with some human ally that gets itself a weapon...strange

> 3) Minions in a tournament deck will in most cases not be able to deal
> a lot of damage in combat and often you will find that imbued actually
> have an edge in combat vs. vampires especially if you play them with
> stakes/gun or similar.

true. they destroy you or you them there just doesnt seem to be an
inbetween.

> 4) The simple fact that a lot of cards in other players decks cannot
> target imbued, and you might end up with a predator that cannot use his
> cards against you if you play an imbued deck. (even Seduction gets
> nerf'ed on this account)

I find this ultra-annoying. You play that toolboxy setite deck instead
of some stupid stealth bleed option and suddenly find your deck
completely hosed because your cards simply have no effect...

> 5) Two imbued w. cap 4 or less has +1 bleed, which gives quite an edge
> (in more ways than one) in the beginning of the game.

bleed rush is a real strength of the imbued

> 6) Did I mention Determine ?
>
> So far so good, now 5 reasons why I think they are BAD for the game:
>
> 1) The setup with the convictions in the untap-phase is too time
> consuming - end of story.
> A phase that would last 5-10 seconds (at most) takes from 15 sec. to a
> couple of minutes each and every turn. Yaaaaaaaaawwwn !

+ stockpiling of cards and hard to decipher virtues add to the
time-consuming things

> 2) Determine is just too good and too annoying. For a player that never
> really liked D.I. having several actions cancelled a turn is really too
> much. We're not playing Magic for God's sake. (Remember these are my
> personal opinions, but feel free to flame me if you want)

yep as above

> 3) Why on earth was one of the convictions made as a "prevent change of
> controller" card ? Very few decks (if any) are focused on taking over
> allies/minions from other players, why not just accept that this would
> be the imbued decks downfall, since you hardly ever meet such a deck.
> (And even without react with conviction they would still be able to try
> to block an attempt to take over a minion)
>
> 4) In an already complex game the addition of even more rules just
> tends to get people annoyed. Quote: "What did you say you gain an
> additional conviction ? and another one from that one there, ok - and
> you untap as well ? Hmm, just for doing one action, U sure you're right
> about that ?"

Totally true. This is really annoying

> 5) Furthermore I find myself being a really insisting "play by the
> rules" enforcer, when for the 5th time your prey with imbued in his
> minion phase says" oh, I forgot to put a conviction on this one, is it
> ok ?" - Normally I wouldn't mind a bit, but if it means a player has to
> consider for 20 seconds which conviction he wants, I say no, even
> though I don't like playing like that.
>
> And Ok, the reasons why I think they're good for the game:
>
> 1) They really hose weenie/horde decks good, that's a plus !
> (Being that weenie-decks are one of the strongest arch-types in the
> game)
>
> 2) They are not that good against combat-decks, also a plus !
> (Being that combat-decks is not the strongest arch-type in the game)
>
> 3) The versatility is nice, and combined with the fact that imbued
> almost never play cards from the hand (hence you know they can do) it's
> acceptable and not to overpowered.
>
> 4) All of a sudden when you play imbued decks you realize just how good
> those discipline-less cards are and start playing them again ;o)
>
> 5) As an experienced player who has tried out almost every
> game-mechanic it's nice to get new possibilities exploring other ways
> to play the game we love so much. And all said I really like the
> NoR-expansion except for a few unbalanced cards.
>
> DJ Mik

A good choice is using the imbued with Marthe Dizier as support vamp.
She can Cloak the imbued and play constant block machine with here
special +1 bleed isnt too shabby neither

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pdb6

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Since: Feb 11, 2005
Posts: 567



(Msg. 3) Posted: Thu Jun 08, 2006 9:11 am
Post subject: Re: The Effect of Imbued and why I think they're GOOD and BAD for the game [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

djmikkel.RemoveThis@hotmail.com wrote:
> Why anyone could ever claim that imbued are only flavour and wouldn't
> stand a chance of winning in tournaments is really beyond me !

I don't think anyone has claimed that--in fact there has been at least
1 tournament winning Imbued deck post in the past few weeks. Maybe two.

> 1) The ability to gain convictions in the untap and to choose from any
> of 2 really good (Strike w. Conviction & 2nd Sight) and an ok
> conviction (React w. Conviction) keeps focus (need stealth/intercept,
> bleed/extra damage or a card to prevent sensory/entrancement etc.).

Very true. And the recycling aspect give them a huge advantage late in
the game.

> 2) Determine has to be one of the most powerful cards in the game.

Yep. Deeply annoying, too.

> 3) Minions in a tournament deck will in most cases not be able to deal
> a lot of damage in combat and often you will find that imbued actually
> have an edge in combat vs. vampires especially if you play them with
> stakes/gun or similar.

Heh. I don't know what tournaments you have been playing in...

> 4) The simple fact that a lot of cards in other players decks cannot
> target imbued, and you might end up with a predator that cannot use his
> cards against you if you play an imbued deck. (even Seduction gets
> nerf'ed on this account)

Yep. Strong for them.

> 5) Two imbued w. cap 4 or less has +1 bleed, which gives quite an edge
> (in more ways than one) in the beginning of the game.

The 3 cap is bad to play in an Imbued heavy deck. The 4 cap is not,
however.

> 1) The setup with the convictions in the untap-phase is too time
> consuming - end of story.

Yes. This is not an insignificant issue.

> 2) Determine is just too good and too annoying.

Pretty much. But if you play Break the Code, you can always go whack
the appropriate ones without an action card.

> 3) Why on earth was one of the convictions made as a "prevent change of
> controller" card ?

'Cause it was absolutely necessary to make them viable. Steal Ally
cards aren't that uncommon, really (Entrancement doubles as +1 bleed,
so it is not unreasonable to include a handfull in any Pre bleed deck.
With the Imbued in circulation, it makes sense to include them as a
matter of course. Far Mastery is less utililitarian, but just as likely
to show up these days. If there was no built in solution to "how do I
keep my allies from getting stolen", you couldn't really play them.

> 4) In an already complex game the addition of even more rules just
> tends to get people annoyed. Quote: "What did you say you gain an
> additional conviction ? and another one from that one there, ok - and
> you untap as well ? Hmm, just for doing one action, U sure you're right
> about that ?"

Meh. I mean, like, new rules and all, but it isn't like playing
Advanced Squad Leader or anything. After playing with them a few times,
the rules cease to be an issue, in the "I don't know the rules" sense
(but the shuffling, sorting, searching, and stacking is always a pain
in the ass).

-Peter
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Fred Scott

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Since: Nov 16, 2005
Posts: 347



(Msg. 4) Posted: Thu Jun 08, 2006 9:57 am
Post subject: Re: The Effect of Imbued and why I think they're GOOD and BAD for the game [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

<djmikkel.RemoveThis@hotmail.com> wrote in message
news:1149774822.650173.169670@i40g2000cwc.googlegroups.com...
> Just my two cents on the much discussed imbued !
>
> Why anyone could ever claim that imbued are only flavour and wouldn't
> stand a chance of winning in tournaments is really beyond me !

Eh? I'm confused. Who's done that?

On two separate forums, (here and on www.vtesinla.org) the burning issue
is whether they're too good.

Fred
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Rehlow

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Since: Feb 01, 2005
Posts: 139



(Msg. 5) Posted: Thu Jun 08, 2006 10:32 am
Post subject: Re: The Effect of Imbued and why I think they're GOOD and BAD for the game [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

djmikkel.RemoveThis@hotmail.com wrote:
>
> 2) Determine has to be one of the most powerful cards in the game.
> Since convictions almost have a life of their own outside the library
> it is possible to stack up on determine (and play with as many as 10-15
> in a deck w. 90 cards) without ending up not getting the convictions
> you need.
>
> 6) Did I mention Determine ?
>
> So far so good, now 5 reasons why I think they are BAD for the game:
>
> 2) Determine is just too good and too annoying. For a player that never
> really liked D.I. having several actions cancelled a turn is really too
> much. We're not playing Magic for God's sake. (Remember these are my
> personal opinions, but feel free to flame me if you want)
>

Eh? Determine is really good against certain decks.

I was recently playing an Imbued bleed deck and was running 8-10
Determine (I changed it between different days playing it). When I had
a Daughters of Cacophony Vote deck as my prey Determine was excellent
as I could choose which votes even got to referendum without even
having to try and block anything.

Then another game I had a bleedy 4th Tradtion bloat deck as my predator
in a four player game. Determine was ok to stop 4th, but he was using
that to bloat more than bring out more minions. When he did bleed it
didn't start with Govern, so I could bounce it, but it would have
bounced to a Giovanni deck that wasn't receiving much bleed pressure
that I am pretty sure would have loved the chance to cycle some
Deflections by sending it back at me.

Determine doesn't cost them an action, just the action card. This can
be key against vote decks, likely causing them to clog on non-PA cards,
but Imbued are extremely weak against votes so this is handy tool.
Also, with the Imbued's limited amount of untap, you are not taking
actions yourself if you are leaving Imbued up to Determine. This is how
I see it difficult that one player has Determined 4 times in one turn
(did he/she have an Imbued prey and predator) and even then they lost 4
action cards, they did not lose 4 actions.

I still like Determine though, but it is far from one of the most
powerful cards in the game, its not a Govern the Unaligned afterall. Smile


Later,
~Rehlow
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invisiblekingdom

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Since: May 27, 2005
Posts: 47



(Msg. 6) Posted: Thu Jun 08, 2006 1:17 pm
Post subject: Re: The Effect of Imbued and why I think they're GOOD and BAD for the game [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

djmikkel.DeleteThis@hotmail.com wrote:
> 1) The ability to gain convictions in the untap and to choose from any
> of 2 really good (Strike w. Conviction & 2nd Sight) and an ok
> conviction (React w. Conviction) keeps focus (need stealth/intercept,
> bleed/extra damage or a card to prevent sensory/entrancement etc.). The
> risk of running out of forward motion is almost non-existing -
> especially with Edge Explosion in play.

Unless your prey can consistently generate one intercept, which isn't
that outlandish.

> 2) Determine has to be one of the most powerful cards in the game.
> Since convictions almost have a life of their own outside the library
> it is possible to stack up on determine (and play with as many as 10-15
> in a deck w. 90 cards) without ending up not getting the convictions
> you need.

Of course, with that many Determines you're generally going to be
taking one or zero actions per turn, since imbued have so few ways to
untap. I really don't think Determine is one of the most powerful cards
in the game; it's good, but hardly borderline-broken as you seem to be
suggesting.

> 3) Minions in a tournament deck will in most cases not be able to deal
> a lot of damage in combat and often you will find that imbued actually
> have an edge in combat vs. vampires especially if you play them with
> stakes/gun or similar.

That's totally metagame-dependent.

> 4) The simple fact that a lot of cards in other players decks cannot
> target imbued, and you might end up with a predator that cannot use his
> cards against you if you play an imbued deck. (even Seduction gets
> nerf'ed on this account)

This can be a pain, yeah. On the other hand, there are enough other
cards that totally screw over the imbued that I don't think this is too
unbalancing. Smiling Jack? Ancient Influence? Anarch Revolt? Dead
imbued player.

> 5) Two imbued w. cap 4 or less has +1 bleed, which gives quite an edge
> (in more ways than one) in the beginning of the game.

It is quite strong. On the other hand, imbued don't have many other
ways to generate bleed, don't have any particularly strong delivery
systems, and don't really have many other ways to generate pool damage.
So I'd say it's balanced.

> So far so good, now 5 reasons why I think they are BAD for the game:
>
> 1) The setup with the convictions in the untap-phase is too time
> consuming - end of story.
> A phase that would last 5-10 seconds (at most) takes from 15 sec. to a
> couple of minutes each and every turn. Yaaaaaaaaawwwn !

Why is it taking your players so long to figure out which convictions
they want? Just because they're new to playing imbued?

> 2) Determine is just too good and too annoying. For a player that never
> really liked D.I. having several actions cancelled a turn is really too
> much. We're not playing Magic for God's sake. (Remember these are my
> personal opinions, but feel free to flame me if you want)

Again, Determine is balanced. In order to play that many of them, the
imbued player isn't going to be able to take very many actions. And he
will likely get bled by the guys whose actions he Determined anyway.

> 3) Why on earth was one of the convictions made as a "prevent change of
> controller" card ? Very few decks (if any) are focused on taking over
> allies/minions from other players, why not just accept that this would
> be the imbued decks downfall, since you hardly ever meet such a deck.
> (And even without react with conviction they would still be able to try
> to block an attempt to take over a minion)

If imbued were very strong, and did not have React With Conviction,
ally-steal cards would soon be very prevalent. RWC keeps the ally-steal
balanced by not allowing it to dominate imbued decks. (And note that
not every imbued deck is necessarily going to have the intercept
available to block attempts to steal them.)

> 4) In an already complex game the addition of even more rules just
> tends to get people annoyed. Quote: "What did you say you gain an
> additional conviction ? and another one from that one there, ok - and
> you untap as well ? Hmm, just for doing one action, U sure you're right
> about that ?"

How is this different in terms of rules-bulk from having a vampire with
a Perfectionist take a Divine Sign action?

> 5) Furthermore I find myself being a really insisting "play by the
> rules" enforcer, when for the 5th time your prey with imbued in his
> minion phase says" oh, I forgot to put a conviction on this one, is it
> ok ?" - Normally I wouldn't mind a bit, but if it means a player has to
> consider for 20 seconds which conviction he wants, I say no, even
> though I don't like playing like that.

It's better to enforce the rules during casual play as well. Otherwise
it's easy to develop bad habits that will result in people
inadvertantly screwing themselves over during more competitive play. I
don't see extra incentive to, y'know, play by the rules as a bad thing.

> And Ok, the reasons why I think they're good for the game:
>
> 1) They really hose weenie/horde decks good, that's a plus !
> (Being that weenie-decks are one of the strongest arch-types in the
> game)

Eh? How do they hose weenie decks?

> 2) They are not that good against combat-decks, also a plus !
> (Being that combat-decks is not the strongest arch-type in the game)

Agreed. Hopefully they will also create an urge in people to play with
more of that underutilized 'intercept' concept, as well.

> 3) The versatility is nice, and combined with the fact that imbued
> almost never play cards from the hand (hence you know they can do) it's
> acceptable and not to overpowered.

Agreed.

> 4) All of a sudden when you play imbued decks you realize just how good
> those discipline-less cards are and start playing them again ;o)

I'm not sure that this is more true for imbued than for vampire-based
decks, but if that's been your experience, cool.

> 5) As an experienced player who has tried out almost every
> game-mechanic it's nice to get new possibilities exploring other ways
> to play the game we love so much. And all said I really like the
> NoR-expansion except for a few unbalanced cards.

I've yet to see any unbalanced cards in the set. Overall, I think the
imbued are just about as good as vampires, with a different set of
strengths and weaknesses. I think the design team did a fabulous job
with this set.

John Eno
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James Coupe

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Since: Feb 02, 2005
Posts: 564



(Msg. 7) Posted: Sun Jun 11, 2006 8:09 pm
Post subject: Re: The Effect of Imbued and why I think they're GOOD and BAD for the game [Login to view extended thread Info.]
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In message <1149797866.701477.91790 DeleteThis @h76g2000cwa.googlegroups.com>,
invisiblekingdom DeleteThis @gmail.com writes:
>djmikkel@hotmail.com wrote:
>> 1) The ability to gain convictions in the untap and to choose from any
>> of 2 really good (Strike w. Conviction & 2nd Sight) and an ok
>> conviction (React w. Conviction) keeps focus (need stealth/intercept,
>> bleed/extra damage or a card to prevent sensory/entrancement etc.). The
>> risk of running out of forward motion is almost non-existing -
>> especially with Edge Explosion in play.
>
>Unless your prey can consistently generate one intercept, which isn't
>that outlandish.

One additional option, however, is Suppressing Fire. -1 intercept to
all monsters from Second Sight, and another -1 intercept to the one who
gets the +1 intercept.

Concealed Weapons, or even the humble Zip Gun, seem to be a popular
consideration for (some of) the Imbued, to provide greater combat
versatility.


Not that even +2 intercept is that hard to come by, of course, but it's
worth pointing out.

--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
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sutekh_23

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Since: Feb 21, 2006
Posts: 145



(Msg. 8) Posted: Mon Jun 12, 2006 7:03 am
Post subject: Re: The Effect of Imbued and why I think they're GOOD and BAD for the game [Login to view extended thread Info.]
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James Coupe wrote:
>
> One additional option, however, is Suppressing Fire. -1 intercept to
> all monsters from Second Sight, and another -1 intercept to the one who
> gets the +1 intercept.
>
> Concealed Weapons, or even the humble Zip Gun, seem to be a popular
> consideration for (some of) the Imbued, to provide greater combat
> versatility.
>
>
> Not that even +2 intercept is that hard to come by, of course, but it's
> worth pointing out.
>
You're right James, 2 intercept is not that hard to come by, doing it
consistantly is another matter entirely. As far as combat options go
for the imbued (and I'm talking a pure imbued deck here), weaponry is
the easiest way of providing a lasting combat edge to the imbued
player, thus supressing fire becomes almost a staple "+1 stealth" card
for the imbued that want to go the "stealth" route. On the flip side of
the imbued, they can also regularly gain 3 intercept, making stealth a
harder tactic to use against the imbued.
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