|
Combos
Jun 14, 2007 11:32:12 GMT -5
Post by jamesmcmurray on Jun 14, 2007 11:32:12 GMT -5
There's a 2e combo thread going on, so I figured why not have a 1e one?
My favorite current combo is for Methos.
Police Escort + The Circle + The Gift + Kurgan Master Headshot
The idea is to have the circle out so they can't dodge the headshot. Discard the gift to retrieve the headshot, which triggers police escort, disarming them for three turns. Since the situation constantly re-disarms them they can't roll to retrieve their weapon or play a card to retrieve it. Since using The Gift and triggering the trap are not playing a special card, you can immediately throw out the headshot.
Police Escort Situation: Trap If any object is removed from play, your opponent is Disarmed and without their weapon. Discard this card after your opponent's next three turns.
The Circle Location If any object is removed from play, your opponent is Disarmed and without their weapon. Discard this card after your opponent's next three turns.
The Gift Object If any object is removed from play, your opponent is Disarmed and without their weapon. Discard this card after your opponent's next three turns.
Kurgan Master's Headshot GRID: XXX/---/--- If you do not play a Special card this turn, this attack is considered a Head Shot. You may play this card even if the last defense you played this turn was Back Away. This is a Power Blow.
|
|
|
Combos
Jun 14, 2007 12:27:26 GMT -5
Post by dbaker on Jun 14, 2007 12:27:26 GMT -5
Hyde Using Rapier and Parrying Blade and use the Arms and Tactics card from the Raven( to get rid of those pesky die rolls to become un-prone).
The Circle + Dirty Trick : Stop Hit + Upper Slash + Surprise Attack(left) + Surprize Attack(right) + Hunter. Put the Circle in play first turn. Next turn play the attacks and Hunter. Using Hyde your hand size will be 20 - 22 cards, then throw in some vapor cards and you should be able to throw 4 - 8 attacks at your opponent. You should be able to do 6+ points of damage to your opponent and knock them prone at the same time.
Hunter : Your opponent will not be able to play any edge(alertness, reconn, focus, etc) or special(holy ground) cards during his next defence phase. Your opponent must block all the attacks you throw. He cannot dodge with the circle in play and he cannot play edges or specials with Hunter played. He must defend the attacks while prone.
Arms and Tactics Pre-Game card from Raven : Discard this card to Force your opponent to skip their next five die rolls. Remoe this card from the game after use.
|
|
|
Combos
Jun 14, 2007 15:41:08 GMT -5
Post by prowler7 on Jun 14, 2007 15:41:08 GMT -5
There's a 2e combo thread going on, so I figured why not have a 1e one? I dont know if your example is a good one, James, it is using a card not allowed in official tournament formats.
|
|
|
Combos
Jun 14, 2007 16:04:02 GMT -5
Post by Thorr on Jun 14, 2007 16:04:02 GMT -5
That doesn't make it a bad example
|
|
|
Combos
Jun 14, 2007 16:44:04 GMT -5
Post by jamesmcmurray on Jun 14, 2007 16:44:04 GMT -5
Start another thread if you want official tournament cards only. Here's another. This takes a lot more time to set up, but with the Bob Q for tons of dodges you should be ok. Zochi Distributing (as many as you can get out) + Flying Machine: Wings + Lunge + Attack Weapon Zocchi lets you drop their exertions or raise them, so when they try to attack through Wings you can force up to an 11 card exertion, and when they exert for a dodge vs. lunge you can drop it to 0. After one Attack Weapon shatters their blade you switch to lunged headshots. A lesser version of the deck could run with Duncan and Different Vintage. Allies are faster to get out thanks to Safe House, but you're limited to changing the exertion by 3 at most, and don't have access to Wings. It does have one benefit in that the allies in the deck will actually do stuff beyond altering exertions. That's balanced by it being much more vulnerable to Focus and Police.
|
|
|
Combos
Jun 14, 2007 16:59:41 GMT -5
Post by prowler7 on Jun 14, 2007 16:59:41 GMT -5
That doesn't make it a bad example OK, here is my favorite - Annie "Combination" + (Lower Attack + Cartwheel)x6 Cartwheel (Edge) = Play in conjunction with a lower attack. That attack is now considered to be a Head Shot. You may make multiple Power Blows this turn. 6 Head Shots that are all lower and have to be defended seperately, thats a pretty sweet combo.
|
|
|
Combos
Jun 14, 2007 17:04:13 GMT -5
Post by dbaker on Jun 14, 2007 17:04:13 GMT -5
Cartwheel?? Did I just fall off the turnip truck?
|
|
kaiser
Ancient Immortal
Posts: 411
|
Combos
Jun 14, 2007 17:27:15 GMT -5
Post by kaiser on Jun 14, 2007 17:27:15 GMT -5
Thats....awful horrid evil. I love it
|
|
|
Combos
Jun 14, 2007 17:32:03 GMT -5
Post by prowler7 on Jun 14, 2007 17:32:03 GMT -5
Cartwheel?? Did I just fall off the turnip truck? I figured since we are posting cards not allowed for Official Tournament use, why not just post ANY card, even made up ones? What is the difference? Both are equally illegal for official play.
|
|
|
Combos
Jun 14, 2007 19:45:14 GMT -5
Post by jamesmcmurray on Jun 14, 2007 19:45:14 GMT -5
Oi vey
|
|
|
Combos
Jun 14, 2007 19:48:54 GMT -5
Post by prowler7 on Jun 14, 2007 19:48:54 GMT -5
Heya!
Have I made my point on why we might want to stick with official tourney legal cards, or do we want this thread to collapse into a contest of "Who can make up the most broken card?"
|
|
|
Combos
Jun 14, 2007 19:52:10 GMT -5
Post by belarias on Jun 14, 2007 19:52:10 GMT -5
I vote for who can make up the most broken card!
|
|
|
Combos
Jun 14, 2007 20:27:12 GMT -5
Post by jamesmcmurray on Jun 14, 2007 20:27:12 GMT -5
Heya! Have I made my point on why we might want to stick with official tourney legal cards, or do we want this thread to collapse into a contest of "Who can make up the most broken card?" Not really, since you're the only one creating imaginary cards.
|
|
|
Combos
Jun 14, 2007 21:11:24 GMT -5
Post by prowler7 on Jun 14, 2007 21:11:24 GMT -5
Not really, since you're the only one creating imaginary cards. In the spirit of MCrow and his mandate of not speaking ill of the company or Mike Sager, else we scare away new/potential players who come here looking for more info on the game, let me phrase my point of view in a different way: Posting card combinations using cards that you arent supposed to play isnt very helpfull, especially to people to are new to the game and come here for guidance. All you do is confuse them. See? I can be a team player.
|
|
|
Combos
Jun 14, 2007 21:50:55 GMT -5
Post by jamesmcmurray on Jun 14, 2007 21:50:55 GMT -5
Who said you aren't suppsed to play them? The reason given for them not being legal is that the rules for them weren't designed by TCG/LM. Eventually they'll be reworked and allowed. You can still play the cards, just not in tournaments until their rules are figured out. Right now there's a lot more important things on the design team's minds then playtestin first edition cards. Until then, my combo is perfectly valid in fun play.
Back on topic:
Fairly simple, but takes a ton of heads: Master's Advance + There Can Be Only One (unblockable). Once they're at 0 they won't have any dodges to discard to Master's Advance unless they're Martin Hyde. They also won't have any alertnesses to play against the unblockable headshot. Without some very specific defenses (such as Advance Warning to get a dodge to discard or Talia Bauer's Deception) they'll be in trouble. I'd suggest using it mostly in decks that have ways to stop them from playing cards, because if they haven't used up their Break Glass before you get them to 0 it won't work.
|
|