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guise Christmas promo thoughts

36 posts · 1320 views · started 2015-11-17 20:23 UTC
MO
morph147
2015-11-17 20:23 UTC
#1

So trying to decide the best combos with santa guise here. I see dark visionary or adept going well with guise to make sure you have a rough idea of what cards are coming out face down. Just trying to think what decks would benifit the most when you flip the face down cards up and which ones would not. Plust have to take into account how many turns do you go before you flip. The big thing that will hold it back is limited cards. multiple limited will hurt the benifits of flipping.

So with that in mind, the Sentinels to team up with santa guise because everything in their deck is one shots except for 5 ongoings that are unique. another deck would be unity especially if you can set it up with a dark visionary or adept to cheat out her bots and flip over many of them at once for crazy amount of damage.

 

decks that may not want to use this with is Bunker or legacy. Lots of limited cards with multiple copies that limited the effectiveness of the flip unless you only flip one at a time.

This also leads to a couple questions. 1) can the flipped cards be destroyed by anything? 2) what is the order that they will flip and come into play or do they all flip simitaneously and then you choose the order they come into play.

P2
Powerhound_2000
2015-11-17 20:34 UTC
#2

1. Flipped cards could be destroyed by End of Days or Apocolypse.  Otherwise they really couldn't be touched.  

2.  Thats a good question. I would think that you choose the orderin which one flips first but have to resolve it before the next one flips.  

 

Decks that might have issue with this power are ones that have cards like Wraith's Inventory Barrage or Scholar's Know When to Turn Loose.  

VI
VisforYoshi
2015-11-17 20:42 UTC
#3

The Sentinels would be great with this Guise. When you are ready, you can go a unleash a flurry of one-shots. Another character I can see benefit would be Chrono-Ranger, because as soon as he has a good build (likely with Hunter and Hunted out) he can deal a bunch of pain to the enemy

AR
Ario
2015-11-17 20:43 UTC
#4

I imagine that Freedom Tempest and Argent Adept (via Cedestic Dissonance,) could destroy face down cards as well. 

VI
VisforYoshi
2015-11-17 20:58 UTC
#5

Setback could destroy one as well with "Whoops, Sorry!" because it doesn't say to destroy an ongoing or equipment, it says to destroy a card belonging to another hero character

MO
morph147
2015-11-17 21:00 UTC
#6

trying to remember how many copies of non-unique limited cards does chrono-ranger have. Havent been playing him as much since app came out and most of my game play is on there.

VI
VisforYoshi
2015-11-17 21:03 UTC
#7

I'm fairly certain the only non-unique limited card he has is Hunter and Hunted. All of his bountys and equipments are unique (except temoral grenade, which I don't remember being limited), and most of his other cards are one shots

BU
Bunston
2015-11-17 21:05 UTC
#8

I'm pretty sure only his equipment (minus Temporal grenade) and Hunter and Hunted are unique.

 

Ra could be fun, if risky. Play Solar Flare, and then have Guise flip all of your cards face up for a crap tun of damage. That or you get two Wrathful Gazes and two Wrath of the Sun God's.

P2
Powerhound_2000
2015-11-17 21:20 UTC
#9

It would be great out of turn as Ra could potentially take advantage of Solar Flare for an entire turn without taking the damage.  

MO
morph147
2015-11-17 21:27 UTC
#10

i guess I should add a 3rd question to my original list. What decks would be good to use with santa guise if you dont know what the top card of the deck will be and it becomes a blind gamble.

Also we probably need to get an official ruling about the order the cards will flip. <<<casts Summoning staff to call on Paul or Christopher

RO
Ronway
2015-11-17 21:33 UTC
#11

I found him and this is what he had to say.

MO
morph147
2015-11-17 21:36 UTC
#12

I had a feeling thats how it worked just wasnt sure if this was an order of card play or not

FO
Foote
2015-11-17 21:39 UTC
#13

nah it just falls under the general "rule of thumb" rule

RO
Ronway
2015-11-17 21:49 UTC
#14

As for who the power would be good on, I say everyone. Considering the first power already is placing cards face down for all heroes, then the second power should also be used to play cards for everyone as well over the course of the game. I see no reason to build up 3 face down cards in every hero play hero, using the second power to flip all of one hero's cards face up, then go back to the first power. There is only one for sure reason why I will not use the second power on a hero, because I for some reason do not have access to the power anymore.

There are other situations where I may decide it is not worth trying, such as suspected Fanatic has a face down End of Days and no way to destroy an ongoing between Guise using the second power and the Start of the Environment turn. If Mister Fixer has a style in play that I want to keep and no way to get it back if it is replaced.

TS
The_Burning_Stickman
2015-11-17 21:58 UTC
#15

I am now imagining abusing the hell out of this for Unity. Imagine getting all your bots out without risk, then flipping them over for a massive nuke turn.

TR
Trajector
2015-11-17 22:07 UTC
#16

Mister Fixer is probably not great for comboing this power.

BU
Bunston
2015-11-17 23:00 UTC
#17

And Nightmist could just kill herself.

PH
phantaskippy
2015-11-17 23:01 UTC
#18

Mr. Fixer?  Flipping Overdrive, Grease Gun or Charge on your turn?  Just don't flip Grease Gun then Overdrive, that won't work so hot.  And replacing tools is rarely a big deal, you just replace it right back your next turn.

The thing with this power set is Guise's player should really be someone who knows the game and decks of allies, so you know where and when you want to gamble.

Paying attention to what cards you haven't seen out of the hero decks and picking which deck to gamble on when will be a big part of playing this Guise.

 

As for how the flipping will work, Guise would pick the player, that player would flip cards in order of their choosing, and each card would be treated as having just been played as soon as it was flipped.

I wouldn't blame anyone for letting players look and choose the order to play them, but that isn't the "official" way.  Looking before Guise chose the player would be wrong.

Interestingly if an effect prevented hero cards from being played Guise could not use his first power, but could use his second power.  I think that is really, really cool.

RO
Ronway
2015-11-17 23:12 UTC
#19

His first power doesn't play the cards, so play prevention has no effect on it. 

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morph147
2015-11-18 01:35 UTC
#20

thats my point however with the flip. you need to plan accordingly that the flips work to your advantage which makes certain decks better than others to flip. Just because deck A could have a fun combo pop out doesnt always mean its the best deck to have it flip a card. Sentinels could easily max out the shenigans with many different one shots, unity would be great to trick out some bots, and omnitron-X to get a lot of plating cards out at once. however decks where they only work if you build up to them like absolute zero or nightmist or limited nightmare like bunker may mean letting those decks flip cards less.

SK
skoticus
2015-11-18 02:03 UTC
#21

Let's not ignore that this is  also going to be amazing for Guise himself, which is maybe the most important thing. All those cards lined up perfectly is going to be excellent for him, since him getting lots of cards in play at the same time is when he really shines.

PH
phantaskippy
2015-11-18 13:26 UTC
#22

Ronway is correct.

Question:  Highbrow deals damage the first time a hero card enters play each turn;  if, in seperate turns Guise uses his first power, then his second power, does Highbrow respond to both?  The first power puts the card in play, the second acts as if it just entered play.

I would think it would have to, otherwise you aren't triggering "when this card enters play" on hero cards, which would suck.  No other card would do this, only Highbrow so far.

 

Very much so.  You lose some card draw and planning, but getting Kawaii in play then flipping 3 or 4 cards is going to have a very good shot at awesomeness.

Also, the cost for flipping less optimal decks is 1 power.  Often you will want to hit those decks earlier, like AZ, let him get modules in play (unless AZ is currently played by an agent of Gloom) and then flip the cards he has to help him set up.

Flipping Bunker's cards isn't the best, and you usually want to hit him before he goes Turret so you don't flip recharge and waste that Turret, but round 3 or so, with a few cards down and a few cards face down it works.

RO
Ronway
2015-11-18 14:17 UTC
#23

Darn tootin'!

My opinion is that she would trigger, but I cannot say for certain. There was at least two people who were in the playtesting forums that thought differently and no word from Christopher yet.

BE
Benhimself
2015-11-19 04:04 UTC
#24

So a timing question: do you flip them all, then choose the order they come into play, or do you choose the order, for each of them one by one, to flip and put into play?

 

ETA: Wait, I see this has been answered. Never mind!

AA
aawood
2015-11-19 12:33 UTC
#25

Does this have any possibility for Fixed-Point-style shenanigans, where cards that normally couldn't be in play at the same time could wind up out there together?

P2
Powerhound_2000
2015-11-19 13:50 UTC
#26

If it's a limited card it will go to the trash regardless.    If you are talking along the lines of Mr Fixer having multiple tools or styles out at the same time those would still work.

TR
Trajector
2015-11-19 15:43 UTC
#27

No, it wouldn’t, because when Guise has a player flip cards we treat those cards as if they just came into play. Mister Fixer’s tools and styles all have “when this comes into play” conditions to replace existing tools and styles.

Guise might give Fixer three free tools, but Fixer only gets to keep the last one in play. Others go into his hand.

P2
Powerhound_2000
2015-11-19 15:47 UTC
#28

If Fixed Point is out which is what I was thinking about when responding it would work.  If Fixed Point isn't out then yes those Tools and Styles would work as they normally do which is the already in play tool returning and the already in play style being destroyed.

RO
Ronway
2015-11-19 15:52 UTC
#29

Indestructible is defined as cards being unable to leave play by any means. So Tools would not go back to hand, because that would be leaving play. So Fixed Point will leave both Tools and Styles in play if Guise flips any.

TS
The_Burning_Stickman
2015-11-19 18:41 UTC
#30

So…use Santa Guise's power as much as you can, wait for Fixed Point, flip all of Fixer's stuff at once, then figure out how Fixer's using five weapons with two hands.

… Hey, if he manages to have two of a given weapon out like the Crowbars or Jackhandle, does it activate twice when he does damage?

RO
Ronway
2015-11-19 18:59 UTC
#31

Each Dual Crowbars would trigger. However, Jack Handle wouldn't benefit from having multiple copies of it at once. Having Dual Crowbars and Jack Handle in play together would be quite good. Essentially dealing all non-hero targets damage twice, with one of the hits most likely being slightly stronger than the other.

TR
Trajector
2015-11-19 19:00 UTC
#32

Sorry about that, I didn’t realize we were talking about actually having a Fixed Point in play.

NA
Natediggadoggity
2015-11-21 22:45 UTC
#33

I think the most important part about Guise's promo is his incapacitated text. His normal incap text is so interesting, how will they continue to make that interesting and unique?

PH
phantaskippy
2015-11-22 01:05 UTC
#34

How indeed. . .

 

he said knowingly.

(Yeah I'm a jerk)

SK
skoticus
2015-11-22 03:27 UTC
#35

Someone somewhere said something about the Green Grosser having an effect on his incap side. So I am thinking that it may actually be worse for the heroes if he's incap. Which would be fun.

 

P2
Powerhound_2000
2015-11-22 03:54 UTC
#36

It's said on promo card page about Green Grosser