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Posts posted by Zeruul
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It is a quest that gets a token whenever a development is played. You can removed two tokens to move a unit or support card from one zone to another. Between A noble quest (which puts a token on a quest) and Light of Morisleb (which lets you play two developments from your hand a turn), you could fairly easily start building up tokens and moving stuff out of their quest and/or kingdom zones starting turn one or two. Move support cards to the battlefield, for instance, and make them useless, and things like that.
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In every CCG that I have played in the past, the players of our casual games assumed that the rules of tournament play are the rules that are used for casual play as well. The only thing that any particular company has control over in regards to play formats is their tournaments, and generally the tournament rules are the most well balanced and thought out. That is why when playing Magic or L5R, for instance, most people only play the current legal cards and do not play cards that are not legal unless they are playing something that specifically ignores erratta or tournament banned cards or restrictions.
In a sense, erratta only effects Tournament play the same as the restricted list and banned list since the only thing they have control over is their tournaments. If they took out the clause indicating that it only was for tournament play, it would not change anything at all since it would still only affect their tournaments and whether to adhere to the erratta and other tournament clauses would depend on whether or not your particular group wants to adhere to the most balanced set of rules and regulations or whether they want to blaze their own path.
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The newest pack was not allowed. They scheduled the Joust portion of the Game of Thrones championship at the same time, so we only had a 20 person tournament. Basically everything made a showing (Orc Blitz, Skaven, Reanimator, Dark Elf control, dwarf aggro, unitless indirect damage, normal indirect damage, Kairos, and Verena). If I remember correctly, final match was between last year's champ playing Dark Elf, and a Dwarf aggro deck. No idea who won. Correct me if I am wrong.
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It was more of an idle curiosity. I just had a thought that what I was looking for is easy to see when I have it in hand, but what is the chances of drawing it in the first place, or if it do not draw it what is the chances a mulligan would look better.
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I have a general question for the audience, to anyone that might be able to answer. I was giving some thought to some of the decks I have built, and I was curious if there was a good way (or preferably a good program) that could be used to calculate the exact chance of a specific hand being dealt, and in addition to that if there was a good way to calculate the chance of one of several different hands being dealt.
For example, assuming a deck of 50 cards (taken from my Reanimator build), among which are included 3x each of Grimgor, One Orc's Scrap, Innovation, Raise Dead, and Rip Der' 'Eads Off, and 35 other cards, what would be the chances of having a hand that included at least 1 of each? Additionally if I was wanting to check for a different combination (say one hand that had two of innovation and one of the others), and compound the probabilities together to find a general probably of any one of these possible hands from showing up from any number of possible draws?
These odds might be fairly (or at least subjectively) easy to figure out since you are usually only looking for one specific hand or a small subset, but I have a different deck that I was trying to put together and there is probably (at a guess) 4-5 possible ways (combinations of cards) a perfect hand could show up, another 10 or so a good hand could show up, and another 10 or so that a sub optimal but ok hand would show up. I figure this kind of computation would be beyond what I would be able to do myself, or at least beyond what I know how to do. Any math gurus out there able to offer any suggestions. If so, thanks for answering my random curiosity

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It more comes into the fact that Hate and other such cards specify that you are taking resources, which are marked by the resource tokens sitting on the player's capital board. A resource token does not necessarily denote a resource, it is just a generic marker used by the game for various things. When sitting on other cards, they just represent markers and have no direct relation to the resources the player has available to them to use.
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It depends on your opening hand to a large extent. If your hand needs a few more resources than the starting to get flowing, and you do not need card draw immediately, then I usually develop the kingdom first to a sufficient level then develop the quest zone. On the other hand, if my opening hand has nothing great and card draw would be more beneficial, then I develop the quest. It is also important to be aware of just how much of your deck can be played with your initial starting 3 resources. If a great deal of the deck will not work with this, you may want to develop in that zone quickly, even if just a little, just to support future expansion.
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Well the nice thing that I like about Orc is that Easy Pickens and Lobber Crew have no targeting requirement, and nothing is destroyed, so it prevents things from keying off that. However, I am at the point where I think burn it down and Pillage almost is a requirement in the deck. I'm almost at the point where I think it is mandatory in ANY destruction deck. I have considered throwing those in, and maybe the Sorcerer, but that is for a future build, and hopefully more cards in the future that help build it up some more.
Additionally, I was originally running the Dark Elf support card that gives a penalty to HP in zones without developments, in addition to running the Orc development destruction tech to help some against Judgment decks, though that still feels a little weak.
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The version of the Dark Elf control deck that I was running ran Orc and Dark Elf for things like the Lobber Crew and Easy Pickens, in combination with three Offerings to Hekarti and three ancient maps. The way I saw it, if you can get one quest down you can get a permanent lock on units with one HP, two quests gives you a lock on two, and so forth. Since very few people will have more than 3 HP, and most have 1 or 2, a couple of quests is usually sufficient to lock the board and between ancient maps, dark offerings, and the quest it self you usually have a good chance of getting two out fairly quickly. With sacrifices and a couple of other cheap units, you can populate the quests, and use cards such as the lobber crew to "prime" the quests and get some initial tokens on them to start things moving.
The deck works fairly well but the problem is that against the current empire monster, it is just too little and too late. Against other decks, it fares a little better, though churches completely shut the deck down unless can also find room to run pillages and burn it downs.
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You have to follow all restrictions, but it should not matter since his ability triggers at the beginning of the turn anyhow.
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Personally I would just like to see the card changed so that it only affects Units. That would be a simple fix, and would bring the card back more in line with the other movement tech that Empire has.
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Due to the nature of LGCs, there is not really a secondary market for the cards. They are not a limited resource, since FFG keeps things in print as much as they can, so I've not seen anybody selling the cards piecemeal yet.
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No, it is correct as unit or development. This way the attached card does not get discarded away when the units turns into a development. That is my take on it at least. Plus it still works on all of those Wood Elves that turn into developments.
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Personally what I use for individual decks are normal Ultra Pro deck boxes. I use both MTG styled ones and generics. The MTG boxes cost the same and the plastic is more durable.
For carrying around all of my decks I picked up an artist box at my local Michael's crafts store. It ran me $25, can hold up to 10 deck boxes, or in my case 5 deck boxes in the top row, 3 in the bottom, plus being able to sit all the capitol boards and containers for tokens.
If you want to get absolutely crazy, you could also grab a case from Pelican and fit your decks in there.
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Master Rune of Spite. That one card was enough to shut down the rush decks, and it did a number on other decks as well.
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I was one of the few people that attended the regional at Games and Stuff in Glen Burnie, MD and I figured that I would post my deck for critique. It may not mean much since we only had a 6 person turnout, but maybe some people will find the deck interesting.
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[Cards]
Units
- Countess Iseara x2
- Grimgor Ironhide x3
- Bloodthirster x3
- Lobber Crew x3
- Followers of Mork x3
- Squig Herders x3
- Stunty Smasha x3
Support Cards
- One Orc's Scrap... x3
- Contested Village x3
- Orc Dark Elf Alliance x3
- Grimgor's Camp x3
Tactics
- Easy Pickin's x3
- Innovation x3
- Troll Vomit x3
- Rip Dere 'Eads Off! x3
- Raise Dead x3
- Pillage x3
Total Card Count 50
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The deck at its heart is a control deck. It uses Lobber Crew, Easy Pickin's, and Pillages for early destruction of the opponents resources, then follows up with either a Grimgor or a Troll Vomit to clear major resources. Grimgor can sometimes be played normally, but almost always he is played by Raise Dead.
The three big units (Grimgor, Bloodthirster, and the Countess) are virtually always played via Raise dead, or brought into play for a turn via Rip Dere 'Eads Off. Bloodthirster is in the deck simply because it has a massive number of hammers, and a turn two rip of a Bloodthirster in the quest zone can give a much needed boost of cards. An idea opening would be One Orc's scrap in the kingdom, develop Grimgor or the Bloodthirster in the Quest, and leave one resource to rip during phase 0 of the next turn.
If the opponents develops a large number of support cards in the kingdom or quest, a turn two or three raise dead of Grimgor can really swing the tide. You can get him into the discard pile by either using One Orc's scrap, the Stunty Smasha, or you can Rip the turn prior to the Raise dead being used.
The Countess's main use is in giving necromancy to the Lobber Crew. If you have resources available during phase 0, you can use Rip to turn her face up, use the rest of the resources to give Lobber Crew copies in the discard pile Necromancy, and play them during the Capitol phase. If you have here in play normally in the Kingdom, the 6 base resources from just her there allows you to recycle a dead Lobber Crew twice per turn.
Followers of Mork and the Squid Herders were put into the deck because they played well together, and because they can add some much needed hammers where you need them. The deck overall runs on limited resources, so the they almost always go into either the quest zone or to the battlefield.
Once you have the game in your favor, then it is time to start playing units into the battlefield, ripping Bloodthirsters into the battlefield, or raising them from the dead.
The deck plays out fairly well, but from testing me and my roommate (who took first place by a hair margin) found that the deck is slightly unstable. The deck really needs the combo to show up for it to stabilize. If you do not get any copies of Raise Dead, Rip Dere 'Eads Off, Stunty Smasha, or One Orc's Scrap, then the deck can fall apart under its own weight. In a counter-control race, it is a step or two behind decks such as the Judgment or Empire control decks, but it can make work of other decks that are unable to prevent it from getting its combo off.
Long Winter is a bane of this deck, since two of the main ways to get cards into the discard pile (Stunty Smasha and Rip Dere Eads Off) do not actually put them into the discard pile until the action stack resolves, unlike One Orc's Scrap which puts it into the pile as a cost. While playtesting, it was found that one or two Long Winters played at these times basically shuts the deck down. If the opponent is skilled and can figure out what is coming, the Judgment decks ended up being more effective by using them to stop these effect than clearing out developments to use Judgment. Since all you need is one resource to play raise dead, if they do not pay attention and judge you at the wrong time, you can just innovate and raise Grimgor to even the table. If they hold back and just stall you out with Long Winters, then it is almost game over.
Overall for a deck with a few glaring problems, it is a fun deck to play. I am thinking that the resurrection tech might work well as a core of a different deck rather than focus on completely controlling the table, so that might be a project for the future. Until then, discuss and critique to your heart's content.
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Curator said:
Wait, Order and Destruction work together? Or am I miss reading "You have a rainbow capital board, containing a symbol for each race. You have both order and destruction cards in your deck."...Do 5 copies of a card hurt the game though?It makes sense, at least as I would play it myself. I've always felt that with a game with predefined sides W:I, where some cards can work for one specific group of factions and another card can work for a completely different group, a draft variant would proceed the easiest if many of the limitations that are imposed in constructed are eliminated in draft. I would eliminate the construction rules completely in regards to what cards you can put in the deck. Mix order and destruction, and eliminate card limits (i.e. you could have any number of copies of a card in a deck). When playing, assume that the board you are playing with either has one of each symbol (probably the easiest to work), has no symbols at all (might be harder to work around), or start with two different symbols of the player's choice.
Provided you do not limit players to drafting just order or just destruction, it makes it much simpler to draft. Forcing somebody to stick with one side complicates matters too much for a randomized card pool and feels a lot like the old Star Wars TCG with their light side and dark side.
For the card pools, I would do much what was mentioned previously. I would allow each player a preset group of cards which they can have in their deck (Warpstone, Contested, Innovations, etc), purchase some product, and draft as normal with each player keeping the product they end up drafting.
For multiplayer, I would probably do a variant of magic's Two headed giant (call it the Alliance format maybe) and Emperor. In the Alliance format (2v2), you would have two players per team who would share resources, could play cards in each other's zones, but when one of the players were eliminated then at that point all of their cards left the table. The first team to have both players eliminated loses. For Emperor (3v3), each player could only attack the player on their left or right (i.e. you could not attack the Emperor and the Emperor could not attack until one of the flanks was eliminated), players can play cards in their zone or the Emperor's zones (or the Emperor could play his cards in either of his allies zones), but the team who loses their Emperor first loses the game.
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One thing to consider is that overall, all things being considered, the card pool for Warhammer right now is fairly small in comparison with a traditional CCG/TCG over an equivalent time frame. The battle pack format works great in my opinion, but it takes about 6-7 months or more for the cycle to finish and have a new number of cards in the environment equal to what you generally see with quarterly releases from the others (Magic, L5R, etc). What you end up seeing as a result is that while you get a few changes maybe every month with the next pack, the core of the various decks remain unchanged for a long period of time.
Here is a question to any that have played GoT or Cuthulu for a long time. When the games were in their early set of cycles, how many really strong/broken/etc cards were used in "every" deck, and now that they have been out for a while how many are now still used?
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It was pre-Released at Gencon.
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That is the only concern that I have with this combo, but there is no precedent to a card giving a trait to something in the Discard pile either, so I am not certain how that will work out. Assuming that the card forgets about Necromancy when it dies, the Countess is a notch lower in power, but still a decent card I think (especially with the Lobber crew).
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With Necromancy, you can get much more mileage out of the cards that have reoccurring costs to sacrifice cards. Slave Pens and Rock Lobbers are the two support cards that come to mind, and with the Great Unclean One, you can get an infinite indirect damage combo. Even though they rarely work, I love putting together infinite combos. With an Absolute Perfect start, you can even pull this off on your second turn with the initial 7 cards you get.
The 5 cards required for this Combo is Urguk, the Great Unclean One, Followers of Mork, a Warpstone Excavation, and Countess Iseara.
The perfect start requires these 5 plus two Rip Dere 'Eads Off. The setup goes as follows.
Turn One:
1. Play Warpstone Excavation into the Kingdom zone.
2. Play Followers of Mork into the Kingdom zone, corrupting them.
3. Develop Countess Iseara
At this point there is one resource remaining.
Turn Two:
1. During phase 0, spend the one resource left to use Rip Dere 'Eads Off on the Countess.
2. After the Kingdom phase begins, opt to leave the Followers of Mork corrupted. You will have 8 resources with the Countess.
3. During the Capitol phase, play Urguck into either battlefield or quest zone. This leaves 4 resources.
4. Develop the Great Unclean One into the Battlefield, then use Rip Dere 'Eads Off on him. This leaves 3 resources.
5. Use the Great Unclean One's ability to sacrifice the Followers, giving him a hammer.
6. Spend one resource to give the Followers of Mork Necromancy until the end of the turn. This leaves you with two resources.
7. Bring the Followers of Mork into play with the last two resources, putting them into the Kingdom, corrupting them, and putting the two indirect damage onto Urguck.
From here own out, the damage on Urguck can be spent as resources, so you cycle sacrificing the Followers to the Great Unclean one, then brining them back into play spending the damage on Urguck , and as a result putting two damage back on Urguck. Assuming there is no Disruption to the Great Unclean One, Urguck, or the Warpstone Excavation, you can generate infinite indirect damage on turn two.
I mentioned this to James at Gencon and he told me to build the deck and see what happens, so I'm going to do that and see how it works. Even without a perfect start, you should be able to get the Combo to go off within 5-6 turns, assuming that there is no disruption to the chain. It probably will not work, but it will be worth it the time or two that it does.
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On the other hand though, with this being an LCG, product may not really do anything to help. Myself, for instance, since I have a playset of everything extra product would be completely worthless. I would not even crack the boxes open since I prefer not having extra copies of the cards clogging up my boxes, and probably would not be able to resell it.
The design a card reward for World is really the best prize support I can think of. Only FFG really ends up doing this consistently with their games. With other CCGs, the ability to design a card is rare if best, even for the biggest tournaments. Plaques, capital board holders, alt resource tokens, and such all seem like perfectly fine to me for prize support. Maybe if attendance gets higher they could offer a cash voucher to their booth at Gencon, and I would love to see some laser etched marble capitol boards similar to the old laser etched marble L5R Strongholds, but otherwise at least from my point of view what they ended up giving out as Prize support seems fine to me.
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Was it me that you were playing in the 4th round? I remember that I tied somebody, but I don't remember the name of whom I was facing. I'm the second guy in the second picture of yours there, the one with the white card box and orange deck box in front of him.
-Daniel
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Recently, I was discussing a couple of combinations when this one came up. Fellblade says that the attached card deals X more damage while in combat where X is the number of resource tokens on it. My take on this is that when attached to a Night Runner, after the Night Runner is assigned to attack, the Fellblade would add to the indirect damage he deals because at that point he is dealing damage while in combat.
Am I reading the card combinations accurately?

A Podcast Collect: Legend of the Five Rings
in Legend of the Five Rings: The Card Game
Posted
Thanks, I'm glad you enjoy the podcast
We are trying to get out an episode weekly, but getting Bobby (Spooky), me, and George together at the same time can be a struggle. Look for a more regular schedule at this point now that we are back on track post-GenCon. Also, I don't know if I updated the original post but you can use just http://www.TheLastProvince.com if you wanted to 
-Daniel