Re The Great Goblin!
Posted: Thu Feb 28, 2008 9:56 am
Sorry to tread on old ground, but I think we may have to revisit this one.
Regards retaining uses for the original cards:
If we want to retain a use for the original Great Goblin, how do we do that?
Remove the virtual version's ability to be played as a creature other than through the text of the permanent-event. Or to a lesser extent we could just remove its ability to be keyed to a dark-hold?
Regards the Great Goblin in general:
I'm really thinking that in terms of fairness, if one of the +2 modified capturing attacks is defeated, The Great Goblin should be discarded. Most permanent-events that enhance creature attacks have a clause for discarding, and this one should be no exception. If prisoners are taken, the hazard player runs the risk of TGG being discarded if they continue to pursue with the first effect. Even if it's discarded, The Great Goblin can always be recycled by the hazard player - Unexpected Outpost and Mouth of Sauron.
Here's the potential solution:
1. Removing all playability.
The Great Goblin V:
Creature or Permanent-event.
MP: 2
P/B: 12/7
Unique. Orc. One strike.
As a permanent-event, you may tap The Great Goblin to modify any non-detainment Orc creature attack of normally more than one strike (tapping counts against the hazard limit): +2 prowess and the first successful strike does not harm the character but takes the character prisoner at Goblin-gate. Discard The Great Goblin if such a modified attack is defeated. Rescue attack: this card as a creature. If there are prisoners at Goblin-gate, each movement/hazard phase one Orc creature does not count against the hazard limit.
2. Just removing the dark-hold playability.
The Great Goblin V:
Creature or Permanent-event.
MP: 2
P/B: 12/7
Unique. Orc. One strike.
As a creature, may be played keyed to High Pass, Goblin-gate or The Under-grottos.
As a permanent-event, you may tap The Great Goblin to modify any non-detainment Orc creature attack of normally more than one strike (tapping counts against the hazard limit): +2 prowess and the first successful strike does not harm the character but takes the character prisoner at Goblin-gate. Discard The Great Goblin if such a modified attack is defeated. Rescue attack: this card as a creature. If there are prisoners at Goblin-gate, each movement/hazard phase one Orc creature does not count against the hazard limit.
No. 1 is better if you're not wanting to obsolete the original card.
Regards retaining uses for the original cards:
If we want to retain a use for the original Great Goblin, how do we do that?
Remove the virtual version's ability to be played as a creature other than through the text of the permanent-event. Or to a lesser extent we could just remove its ability to be keyed to a dark-hold?
Regards the Great Goblin in general:
I'm really thinking that in terms of fairness, if one of the +2 modified capturing attacks is defeated, The Great Goblin should be discarded. Most permanent-events that enhance creature attacks have a clause for discarding, and this one should be no exception. If prisoners are taken, the hazard player runs the risk of TGG being discarded if they continue to pursue with the first effect. Even if it's discarded, The Great Goblin can always be recycled by the hazard player - Unexpected Outpost and Mouth of Sauron.
Here's the potential solution:
1. Removing all playability.
The Great Goblin V:
Creature or Permanent-event.
MP: 2
P/B: 12/7
Unique. Orc. One strike.
As a permanent-event, you may tap The Great Goblin to modify any non-detainment Orc creature attack of normally more than one strike (tapping counts against the hazard limit): +2 prowess and the first successful strike does not harm the character but takes the character prisoner at Goblin-gate. Discard The Great Goblin if such a modified attack is defeated. Rescue attack: this card as a creature. If there are prisoners at Goblin-gate, each movement/hazard phase one Orc creature does not count against the hazard limit.
2. Just removing the dark-hold playability.
The Great Goblin V:
Creature or Permanent-event.
MP: 2
P/B: 12/7
Unique. Orc. One strike.
As a creature, may be played keyed to High Pass, Goblin-gate or The Under-grottos.
As a permanent-event, you may tap The Great Goblin to modify any non-detainment Orc creature attack of normally more than one strike (tapping counts against the hazard limit): +2 prowess and the first successful strike does not harm the character but takes the character prisoner at Goblin-gate. Discard The Great Goblin if such a modified attack is defeated. Rescue attack: this card as a creature. If there are prisoners at Goblin-gate, each movement/hazard phase one Orc creature does not count against the hazard limit.
No. 1 is better if you're not wanting to obsolete the original card.