Friday, December 3, 2010

Rejuvantion is for those without LOVE LETTER.

Sure, you COULD get a good nights rest:

















But who can rest when we got a Love Letter?























Love Letter does the same basic function of normal rejuvation, only less so, as I recal, rejuvation heals 30. (40 with Serena's Parents) This does 20. Still, your saving a Power Card (yes you are discarding an item) but I think it all balances out.

See, with Love Letter, you could drop all 4 into play, and have them out of your hand, and saved up for when you really want them, power can be destructed and so can items, BUT item destcution is not as common. Also several monsters can work to help you get out items (Zoisite). Also, unlike Good Nights Rest - this is a one card drop - not a two card drop. With Good Night Rest, you must play that AND discard your power card. With Love Letter, its instant Love!

Rats!



I always hated this card! Its a great way to slow your oppenent down, they still get to balance, but the lack of draw can really be a hinderance. No, this does not cancel Cram School or Cross Roads Jr. High, as it clearly says "begining of turn" so it is a minor bump in the road, still, its a very good way to slow someone down. Combo with with Detention! For some real fun. Or use Confusion! One of the best disruptions would be Confusion + Detention + Rats! What a way to mess with your oppenent!

Thursday, November 18, 2010

Combined Attacks = Too complex?.

Combined attacks is something that I really think should get some home rule treatment. In the actual game it goes like this.

For each power card you discard from a Scout you add 30 dammage to your final attack, for each power card you discard from a Knight, you add 20.

You must have 2 (or more) Scout/Knight in order to do a combined attack.

Both must have 2 Power cards on them each.

Both must discard 1 power min.

THEN after all this you play JKP and only if you WIN do you actualy get to do the result. HOWEVER you must target a monster or villan, meening that you must get though there loacation, there defence, the hand defnece, and still get an attack back, the controler of the card may do however much dammage the monster/villan does to all the involved Scout/Knights. Min 10. So if the monster does 50, it could do 10 to one and 40 to the other.

All this adds up to an insainly giant attack that will go wrong long before it hits.

Now, keeping the game as is, there ARE cards that can help you pull this off, or make pulling it off even more powerfull.

Reni.
Moon Star Locket. (Lunaball to copy)
Warm Feelings.
Detention.
Princess Dimand.

So, in theroy, you could replay several of the failed JKPs...
but really, why go to all this bother? Its risky, it rairly pays off. Normal attacks are less costly, and more relyable.

So, how can it be fixed?
Why would you want to fix it?

Two reasions:

Alone
Moon Kingdom
(and to make Crystal Tokyo more usefull/with out the Distracted by a Kiss defence combo)

So just for those two cards lets make a home rulling for this!

The first thing to go is the JKP, if your going to keep all the other requirements, then lose this insainty.

In place of JKP I'm requiring the player to remove from the game Power cards attached. (Removed from game/RFG) that you do the 30. No more 20 at all for Knights. It is now 30 across the board.

I'm reqiring you to have 2 power on all those involved in the attack. Everything else stays the same. (restriction of type matching Scout/Knight stays, targeting stays, etc)

So, in total two Scout/Knight must have 2 power on each of them, and both must moondust at least 2 in order to do 60.

That would be the smallest amount you could do, with no max.



Removing from game , or moondusting, makes this something you cant do all the time, unless your making a deck to do it. It IS faster and more damage early on. But at a risk. Its a change that I think will work for the game, and make some cards more playable, and open up new deck builds.