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From: hansen <hansen@********.COM.SG>
Subject: Re: Promo Cards (was Re: Social vs. Anti-Social Question)
Date: Sat, 23 May 1998 07:27:54 +0800
>It's still the good old M:TG situation. They made a few cards that were
just damn neat, and anyone who had them had a major advantage. Now there
were very few of these cards floating around, so if you didn't know someone
who could get one for you, you would be going into a tourny with one hand
tied behind yer back. That's not saying you can't win a tourny without
promo cards, I'm just saying that the promos make the game a lot easier.
(auto-sleaze a maglock and trash any electrical on a 5+, all for free? Put
that into combo with auto-sleazing any personelle challenge and Wow...)


Let's review the promos :
1st run:

Adam Bomb.
Cool, with fame-2 and builtin cortex bomb. However too unreliable to use
unless you build a deck around his advantages/disadvantages. Hardly what I
call tourney staple.

Foxy Roxy.
Very good special ability, however for your 4Y you get social-4 (pointless,
have u seen a challenge that needed more than 3 of a skill to sleaze?) on a
1/1 runner. Very fragile. Will be in some tourney decks, but is not a
staple.

Flatline.
Built-in ambidexerity for pistols. Decent attack/body(armor) ratio for
deployment cost but isn't exactly spetacular. Best used in decks built
around him. (ie lots of pistols)

Hatchetman 2057.
Cool ability, breaks esssence and limb restriction rules. Decent attack/body
ratio for deployment and ability but is unique and a prime runner (ie. you
cannot build a deck around this one runner). Only useful in decks which are
cyber intensive.

Maglock Passkeys.
Costs nothing with a good ability. This is definately tourny stable.
However, with UW, new gear like Jinx and Jinx Spirit can replace Maglock
Passkeys if used in the right decks although more ineffective. Might be
copied in function again in later expansions.

Nerps!
Cool copying ability. Useful at times but occasionally a liability. (eg.
When there is no gear in play or none of your runners can use the type of
gear in play.) The fact that it is unique reduces it's usefulness. Will see
limited tourney use.

Fuchi Industries.
Essential for a steal Y decker deck. It's otherwise rather worthless. 'Nuff
said.

Underworld

Genetics Lab.
Unique and rather unreliable, but might see some tourney use judging from
the discussion on the Aztecnology deck.

The Skills to Pay the Bills.
A slightly more powerful version of Moonlighting except that it has to be
used during your turn. The fact that it is unique makes it even less useful.
Will be used in decks that are Y intensive and the runners have multiple
skills.

King of the Hill.
Unique but the fact that it's an objective (ie found in the smaller pile)
make that almost negliable. However does not count for the minimum objective
required (kinda evens it out). Good for decks with plenty of muscle.

As you can see most of the promos are quite limited. The only one you'll
really need (I think it also has the smallest print run....) is Maglock
Passkey. The rest you'll only use in specific decks.

Disclaimer

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