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Council of Elrond • View topic - The Witch-king Unleashed - suggestion

The Witch-king Unleashed - suggestion

Where the Virtual Boyz plan their latest capers

Moderator: Virtual Card Development

Postby Thorsten the Traveller » Tue Mar 18, 2008 1:52 pm

Yes a cool new version of WKU! To be honest, I didn't really like the first V version's ability to untap site, I think I mentioned that back in the day also. Anyway, would it be overpowered to change the alternatively into additionally? A single WK using the blade is still no good after all, and perhaps this way you can dispense with the Forced March, since you can get char back easily, so it'd be better if you didn't have to choose between the two abilities of WKU. But maybe a WKcompany using the blade alot is too good...
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Postby Bandobras Took » Tue Mar 18, 2008 1:57 pm

Yes, it's too good. With this card, the Witch-King already has an excellent shot at They Ride Together x 3.
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Postby marcos » Tue Mar 18, 2008 2:00 pm

i think it is not that good... how many turns it took me to get the 9 out with WKU? we didn't ended our match after exhausting once and half deck through and i still missed 1 RW... Maybe a timing mistake by me... maybe not, maybe the card is ok as it is :)
Anyway, i think that WK needs this card, it's just perfect for him
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Postby Bandobras Took » Tue Mar 18, 2008 2:04 pm

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Postby Jambo » Tue Mar 18, 2008 2:14 pm

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Postby marcos » Tue Mar 18, 2008 2:36 pm

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Postby Jambo » Tue Mar 18, 2008 2:59 pm

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Postby marcos » Tue Mar 18, 2008 3:48 pm

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Postby Jambo » Wed Mar 19, 2008 3:45 pm

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Postby marcos » Wed Mar 19, 2008 3:53 pm

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Postby Frodo » Thu Mar 20, 2008 3:57 am

The problem, Marcos, (like with a lot of good ideas) is that a player can use WKU for something other than its intended purpose and possibly abuse the card: squatting at a haven to negate any and all Naz perms.

It may be that the TRT strategy is still too weak. But allowing WKU to be played at a haven might not be the best way to cure this problem.

Marcos, you and other players have pointed out that a TRT strategy takes *so many* cards, and this in itself is a huge problem, right? Hmm. Maybe we should tackle this problem more indirectly. Rather than trying to limit the amount of cards needed for a successful TRT strategy, what if we could allow the TRT player *to draw said needed cards faster*?

For example: We could add a line to TRT, if we thought there was room, that said something like the following—

“Each time you play a RW follower, draw 2 cards.”

This would be an interesting solution to the too-many-cards complaint. Players would STILL have to make larger than normal decks to be MP viable (more than 60 cards), but they’d get through them just as fast as 60 card deck players.

If there was no room on TRT, we could perhaps invent a Black Rider (V) that would have this clause on it. It would be the long-sought after “TRT helper card” and, best of all, can be pulled by TRT itself.

Thoughts?

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Postby marcos » Thu Mar 20, 2008 2:42 pm

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Postby Thorsten the Traveller » Thu Mar 20, 2008 4:44 pm

Stone-age did not end because man ran out of rocks.
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Postby marcos » Thu Mar 20, 2008 4:56 pm

Last edited by marcos on Thu Mar 20, 2008 4:59 pm, edited 2 times in total.
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Postby Thorsten the Traveller » Thu Mar 20, 2008 4:56 pm

huge comp. of RW first turn? You'd need WK, and several WKU first turn, and opponent must be hero, and somewhere not in Eriador, or you need some March/Legg it. That I call lucky.
And they're not in fell rider, so prowess is 9 max., scary enough, but even Halbarad has a chance :wink:

But, nothing against proposed change really, though it would be a waste for a 'peaceful' WK to blow a turn, I mean the idea is also to play items/factions with this card...
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