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 Post subject: Strategy - The Snow Has Teeth
 Post Posted: Wed May 02, 2012 5:14 pm 
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Taisa
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The Snow Has Teeth

0GC

Winter

Reaction: After engaging: The current battlefield's province has a maximum strength equal to its base strength until the end of the battle. Negate the next effect that would move one of your Personalities from its battlefield. After the next time this battle a Terrain enters play, destroy it.

Winter is a cruel ally.

1FV

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I like your reasoning.


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 Post subject: Re: Strategy - The Snow Has Teeth
 Post Posted: Wed May 02, 2012 5:17 pm 
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Taisa
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...and Terrains get kicked in the craw again. *sigh* Well, it's not as bad as Crippling Weather, but still. Kicks The Golden Plains in the craw, since they can take this Reaction after The Golden Plains takes it's Reaction to just get rid of The Golden Plains's Terrain, but even if this has been played, at least The Golden Plains can take it's Reaction still. ^_^;

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 Post subject: Re: Strategy - The Snow Has Teeth
 Post Posted: Wed May 02, 2012 5:52 pm 
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Lion Clan Ancestor • Reference Tool • Pretty Darned Old School
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Very, very strong. Should see a lot of play.

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 Post subject: Re: Strategy - The Snow Has Teeth
 Post Posted: Wed May 02, 2012 7:29 pm 
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Shoi

Joined: Sun May 13, 2007 10:27 pm
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Yeah, nice combo with Thick Marsh if you're attacking.

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 Post subject: Re: Strategy - The Snow Has Teeth
 Post Posted: Wed May 02, 2012 7:59 pm 
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Gunso

Joined: Mon Dec 22, 2008 8:32 pm
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Akodo_Kenzishen wrote:
...and Terrains get kicked in the craw again. *sigh* Well, it's not as bad as Crippling Weather, but still. Kicks The Golden Plains in the craw, since they can take this Reaction after The Golden Plains takes it's Reaction to just get rid of The Golden Plains's Terrain, but even if this has been played, at least The Golden Plains can take it's Reaction still. ^_^;


I think that the active player (the attacking Lion) can decide the order of the reactions, so (ideally) you could play TGP reaction, put a terrain in play, gain Reconeissance and your terrain should remain in play after your opponent plays Snow has Teeth (as it destroys the terrains played 'after').

But yes, a kick in the face of any terrain-centered deck. I still think it will have to compete against ancien feud (the first has more effects, but the later can be played when or if needed).

The worst part? Is meta terrain that cannot be meta-ed, just...overwhelmed.


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 Post subject: Re: Strategy - The Snow Has Teeth
 Post Posted: Wed May 02, 2012 9:29 pm 
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Shoi

Joined: Fri Sep 01, 2006 1:57 pm
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It's not that active player decides the order of reactions but that the active player reacts first and there is no MtG style stack for reactions.

Basically you can take TGP's reaction to engagement if you're attacking before the opponent can play this card.

But this seems to be geared to being played in attacking decks. Send home isn't strong right now but it is always a defensive action primarily. Terrains are mostly a defensive thing as well ATM and province strength boosting is also a defensive play.

It might see play if the decks geared to huge province strengths become common. Otherwise why bother?

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 Post subject: Re: Strategy - The Snow Has Teeth
 Post Posted: Wed May 02, 2012 11:09 pm 
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Lion Clan Ancestor • Reference Tool • Pretty Darned Old School
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Drawback: it negates the next effect that moves your personality from the battlefield. That might be your own Fall Back or Ring of Water if they choose not to use one.

Large province strengths and send-home are two of the primary methods that defensive decks play. The more successful dishonor decks are the same, limiting your ability to take multiple provinces after knocking you to -20 by having a province strength of 12-20. It's one thing to get 24 force to threaten 3 provinces and another to get 63 force to do the same thing.

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 Post subject: Re: Strategy - The Snow Has Teeth
 Post Posted: Thu May 03, 2012 3:24 am 
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Chui
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the other drawback is that it telegraphs it's self. you play this at the beginning of a battle, then your opponent knows immediately whether or not he'll still have enough to hold the province, if not he will simply hold those cards to stop up your next attack. running things like know no fear and ancient feud have the benefit of forcing your opponent to play their cards before you counter them.

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 Post subject: Re: Strategy - The Snow Has Teeth
 Post Posted: Thu May 03, 2012 5:18 am 
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Gunso
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Goblin Tactician wrote:
the other drawback is that it telegraphs it's self. you play this at the beginning of a battle, then your opponent knows immediately whether or not he'll still have enough to hold the province, if not he will simply hold those cards to stop up your next attack. running things like know no fear and ancient feud have the benefit of forcing your opponent to play their cards before you counter them.

But the counter is you did not spend the cards at that battle and still took the providence decreasing their production of people for a later battle with one card.

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 Post subject: Re: Strategy - The Snow Has Teeth
 Post Posted: Thu May 03, 2012 3:04 pm 
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Chui
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Quote:
But the counter is you did not spend the cards at that battle and still took the providence decreasing their production of people for a later battle with one card.


no, you had to play the card at engaging. so you DID spend the card to take the province. it's the same thing as if they played +10 province strength and you countered it with an ancient feud except that in that case they have burned the card(s) before you played the counter.

the real advantage to this card is that it covers two defensive tricks (ps boost and send home) whereas cards like ancient feud and know no fear only cover one.

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 Post subject: Re: Strategy - The Snow Has Teeth
 Post Posted: Thu May 03, 2012 3:47 pm 
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It only partly telegraphs. Assignment is done. Most players won't write off their army and province so quickly. They still want to inflict damage, so they will still spend cards, just not worthless stuff. It changes their priorities.

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 Post subject: Re: Strategy - The Snow Has Teeth
 Post Posted: Thu May 03, 2012 9:17 pm 
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Chui
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true, though most of the honor/dishonor decks floating around can't cause much damage outside of some honor gains/losses in a battle and will only be sending just enough guys to hold to begin with (when you defend you're often writing those defenders off as losses at assignment). so they may drop some of their honor gain/loss cards and any kill they might be holding, but the defensive cards are likely to be saved for the next attack.

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