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One particular design of card that I am taking an interest in is what I call, for lack of a better term, the "packrat" card. Basically, a "packrat" card is a card that lets the player collect cards from the other player, typically after they leave play. I would distinguish it from a "mind control" card that lets the player take control of another player's character (ex.: Stygian Eye), or a "thief" card that lets the player take control of another player's attachment (ex.: Thief for Hire), although they generally have the same effect: taking control of cards in some way.
Each of the packrat cards has a nominal advantage that they confer, but one major secondary advantage is in shutting down recursion, which is becoming a major factor in the metagame. The other player can't fish a card out of the discard pile if it's sitting in your Trophy Room. And unlike the mind control and thief cards, the packrats can hoard a potentially unlimited supply of cards, which is sure to annoy the other player.
While I don't think they are "include in every deck" powerful, I do think they're potentially useful under the right circumstances. The main difficulty, that I can see, is that they typically trigger when cards are removed from play - most often, when characters are destroyed. When you're behind in the game, just getting that trigger can be a difficulty. As such, they're not as good for turning around a bad situation as they are for staying in control. Even so, I like the idea of them and am interested in figuring out ways to work them into decks.
The "packrat" cards, as I count them, are:
One rules question: Canopic Jar states that the character should be attached to it, but not as a blank attachment the way some of the others specify. Does that mean that passive effects on the attached character cards are in effect? For instance, if the Canopic Jar attaches the Jade Salesman, is the increased cost for attachments still in effect?
And one final comment: would be really nice to have a packrat card for events. Snitching the other side's events and keeping them bottled up could really wreak havoc on a number of the control decks that are currently very competitive.
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Runix said:
The Land of Ice and Death already "sorta kinda" does that.
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