Should Cantrip effects give you a free "first pass"?

Discussion in 'Feedback and Suggestions' started by Sir Knight, Mar 20, 2013.

  1. Dark Wolfe

    Dark Wolfe Orc Soldier

    We already have cards that are best used at the end of turn, Hot Spot being one example. I reckon this effect of a Cantrip card just plays into that passing Meta-game very well.
     
  2. Lance

    Lance Goblin Champion

    The more uses a card has the more likely the card is to be played. Cantrips are not the most powerful cards; but what they lack in say, movement value, they make up for in versatility.

    So, I say the Cantrip should give a free "first pass."
     
  3. Crux

    Crux Kobold

    Cantrips would be much more powerful if they didn't give a free first pass. Because they would instead give a free end-of-turn action which the other player couldn't respond to.

    Admittedly, it's only a move action. But they may want to back away from your fighter you just moved into position. They may want to knock you off the victory squares or back onto the lava.

    If they really want the first pass, they'll have to make a move that you feel you must respond to. Then they can pass first. I think this little wrinkle adds to the game. I like it as it is.
     
  4. LightPhoenix

    LightPhoenix Orc Soldier

    The issue isn't really with Move Cantrips; positional advantage and pass stealing are useful but in combination not overly so. Where it could become an issue is other card types with Cantrip effects. Take a theoretical "Grazing Strike" Attack that does 1 damage (or even 0 damage) and is a Cantrip. With buffs that could end up being quite a damaging attack. Coupled with pass stealing, you're basically playing two attacks in a row, which would be over-powered.
     
  5. Wozarg

    Wozarg Thaumaturge

    Unlike if you use a cantrip attack and then another attack?
     
  6. Sir Knight

    Sir Knight Sir-ulean Dragon

    Interesting points here, but are there currently any Attack cards with Cantrip?

    The closest I'm finding is nonetheless thematically different: Unstoppable Chop has that "if this was Blocked, return it to your hand instead of discarding it" thing. I only bring it up because, if one target Blocks but the other doesn't, you can damage the second target and then re-play the Attack for more damage on your next turn. See, getting more Attacks than your opponent expects; but still not with a Cantrip effect.

    "Return to your hand" is powerful, and if Blue Manchu wanted then they could divide up big themes (Cantrip, return-to-hand, and others) between all the different card types. Say, allow Cantrips to exist only on Move cards, and dedicate other themes to other types of cards. This could minimize over-powered combinations.
     
  7. Wozarg

    Wozarg Thaumaturge

    Cantrips should never be allowed on attacks. it adds little to the game while taking away a lot. Moves, heals, even buffs i can see having cantrip but never attacks.
     
  8. Pengw1n

    Pengw1n Moderately Informed Staff Member

    If cantrips gets added to attacks - those should be very minor low damage impact ones. I think basically all cantrip cards of any type should be very minor in their effect, so it's a tradeoff.
     
  9. LightPhoenix

    LightPhoenix Orc Soldier

    Well, all I can say is that I'm glad my lack of fully thinking through something led to some discussion. :)

    Although in the Attack/Cantrip scenario with pass stealing you would get your draw. That's what I meant.

    ...

    Really!
     
  10. Gnug315

    Gnug315 Mushroom Warrior

    On a side note, I suggest a card solely for getting first pass. I'd let the devs determine it's value =)
     
  11. crabbadon

    crabbadon Kobold

    I personally dislike it, as it just seems odd that my opponent can pass directly after me and have first pass. I don't think it's bad for the game, just a little bit weird.
     
  12. CyberClaw

    CyberClaw Kobold

    I believe it is intentional (heck I always assumed it worked like that, and used it as a tactic once or twice). Right now, cantrips are sort of, play 2 turns in a row. If you played 1 card and then passed, you are essentially passing first (the last turn a card was used). It's an effective "counter" to pressing pass 3 turns in a row hoping for the first move as well.
     

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