Gambit is, far and away, my favorite comic character. Chalk it up to my hopeless romantic side, or my affinity for the bo staff, but I've always loved everything about him.
So, way back in the day (original set, here), my friends and I were 13. So, we didn't have all of the strategies worked out, but I did quickly see the value of making my attacks break into the 10+ range.
Not caring about card advantage, i would absolutely spam Gambit's "CHARGE OBJECT" (Jubilee's training card and that AK special were best friends!). Gambit had the perfect grid to take advantage of training cards, in particular, allowing him 14 different ways to attack at 10+!
6E w/ 6+3 + AK = 12; 6E w/ 6+2 + AK = 10;
5E w/ 6+3 + AK = 11; 4E w/ 6+3 + AK = 10;
5F w/ 5+4 + AK = 13; 4F w/ 5+4 + AK = 12;
4S w/ 5+4 + AK = 12; 3F w/ 5+4 + AK = 11;
3S w/ 5+4 + AK = 11; 2F w/ 5+4 + AK = 10;
2S w/ 5+4 + AK = 10; 5F w/ 5+3 + AK = 11;
4F w/ 5+3 + AK = 10; 4S w/ 5+3 + AK = 10;
They would complain about me "charging" my "training", but I would tell them to deal with it, since the card doesn't specify. It's funny how it didn't occur to me for years to use it with Teamwork cards...
Anyway, when IQ came out, I was happy to see Gambit get a dual-grid. After a while I accepted his max-6-ness, too. The one thing that had always bugged me, though: at this point I had written off his AK special as sadly
disadvantageous...
... And yet there was his Inherent Ability... mocking me...
So, I had this idea, what if Gambit's Inherent Ability was altered a little? What if, in keeping with the spirit of his mutant ability, and wanting to affect the game the same way, what if his ability said this, instead?
Gambit's Universe card bonuses are doubled.
My first reaction was that this was too good. So, what about this?
Gambit's Basic Universe card bonuses are doubled.
But now I wonder, should I still have to use his AK card? If so, what about this?
Gambit may immediately draw 1 card after playing "Charge Object". Discard duplicates.
What do you guys think? Which version seems the most balanced to OP? Which version makes the most sense for who Gambit is? Which would annoy you most to play against...? Which would you actually use (if any)?
Thanks for humoring me :)
How about - May Keep Duplicate 'Kinetic Detonation' specials. ;D
-BBH
That would be better than his current one, obviously, but please keep in mind that I want to keep this...
Quotein keeping with the spirit of his mutant ability, and wanting to affect the game the same way,
I think if Charge Object let you double any teamwork, and not just teamworks played by Gambit, then he would be a lot more attractive for a tournament deck.
Really, why would anyone waste a card to get a +1 on the second followup of a teamwork? +2 +4 vs +2 +3 on a level 8. I'm not sure if this was bad card design, or just a card becoming useless due to rulings.
Quote from: HotRod on March 07, 2011, 04:35:44 PM
I think if Charge Object let you double any teamwork, and not just teamworks played by Gambit, then he would be a lot more attractive for a tournament deck.
Really, why would anyone waste a card to get a +1 on the second followup of a teamwork? +2 +4 vs +2 +3 on a level 8. I'm not sure if this was bad card design, or just a card becoming useless due to rulings.
Gambit's Max 6 grid notwithstanding, play that card through a battlesite onto an 8 character when you start a teamwork, and suddenly the boost is a much nicer +4/+6 (Or how about a +6/+8 onto a Dept. H team)
-BBH
Yeah, it's a solid card out of a battlesite for some decks. The Department H with Danger Room looks like a good fit actually. But I'm thinking more along the lines of "why would I play Gambit over The Hand?" The hand has an 8 + an off 6 for 1 point less, has the same 8 any, the 2-8 versus the 6 any is a bit of a toss up, and The Hand can play virtually the same teamwork without the extra card.
Quote from: HotRod on March 07, 2011, 04:56:28 PM
Yeah, it's a solid card out of a battlesite for some decks. The Department H with Danger Room looks like a good fit actually. But I'm thinking more along the lines of "why would I play Gambit over The Hand?" The hand has an 8 + an off 6 for 1 point less, has the same 8 any, the 2-8 versus the 6 any is a bit of a toss up, and The Hand can play virtually the same teamwork without the extra card.
We don't always make our teams to be competitive. Sometimes, we just wanna use the guys we wanna use for the fun of it.
It just happens to be a little more fun when they have at least something decent. ;)
-BBH
QuoteBut I'm thinking more along the lines of "why would I play Gambit over The Hand?"
Because in the comic books, Gambit would conquer The Hand just like he conquered the New Orleans Assassin's Guild
Nuff Said!!
Of the options you listed I like the draw to replace and discard duplicate. I mean he's already using at least 3 cards for 1 attack. :P He needs something to help make up the difference.
I must say my friend and I had the same mentality regarding big attacks when we started playing back in the day. Card advantage wasn't even a thought. It was all out how big of an attack we could throw down. I remeber the first time I surprised my buddy with Cyclops 'Remove Visor' ;D. (As Charlie Sheen would say, "Winning!") But I digress...
I like gambit too, but I've rarely used him. One thing we use to help the 6 and under characters is the level zero power card. Defensively it counts as a level 8 power card and offensively it couts as zero (can be defended by a level 1 power card). There's a limit of 4 per deck. Got that idea from the site below
http://justabgkid.com/emporium/ae-0powercards.html
I think its a great addition to the game. :)
Quote from: Nostalgic on March 07, 2011, 06:55:18 PM
Of the options you listed I like the draw to replace and discard duplicate. I mean he's already using at least 3 cards for 1 attack. :P He needs something to help make up the difference.
I must say my friend and I had the same mentality regarding big attacks when we started playing back in the day. Card advantage wasn't even a thought. It was all out how big of an attack we could throw down. I remeber the first time I surprised my buddy with Cyclops 'Remove Visor' ;D. (As Charlie Sheen would say, "Winning!") But I digress...
I like gambit too, but I've rarely used him. One thing we use to help the 6 and under characters is the level zero power card. Defensively it counts as a level 8 power card and offensively it couts as zero (can be defended by a level 1 power card). There's a limit of 4 per deck. Got that idea from the site below
http://justabgkid.com/emporium/ae-0powercards.html
I think its a great addition to the game. :)
i only recently thought of using DTR for his AK. one of my brothers is always game for playtesting anything. maybe i'll runit by him.
also, we've used the lv.0s before, too. They do help, to be sure!
I also hate Gambit's current inherant just because who would ever play two of those in the same hand. That's a minimum of 6 cards for two attacks.
We gave him a homemade inherant basically copied off Wynonna Earp's OPD with the idea being Gambit (the comic character) always has a deck of cards up his sleeves. The wording was along the lines of "Whenver Oppoenent draws cards, Gambit may draw an equal number of cards using same discard rules." So if they played the Draw 3, Gambit discarded dupes, but if they played the Draw 4, he kept them, etc. It was fun when it worked (and devastating since you actually draw more cards then them since they lose a card triggering the draw and you don't) although not a gamebreaker since not every deck is going to be a draw deck so in many games it never came into play.
Anyway since you're looking for Gambit ideas, thought I'd share.
Quote from: The Dude on March 09, 2011, 09:09:24 PM
I also hate Gambit's current inherant just because who would ever play two of those in the same hand. That's a minimum of 6 cards for two attacks.
We gave him a homemade inherant basically copied off Wynonna Earp's OPD with the idea being Gambit (the comic character) always has a deck of cards up his sleeves. The wording was along the lines of "Whenver Oppoenent draws cards, Gambit may draw an equal number of cards using same discard rules." So if they played the Draw 3, Gambit discarded dupes, but if they played the Draw 4, he kept them, etc. It was fun when it worked (and devastating since you actually draw more cards then them since they lose a card triggering the draw and you don't) although not a gamebreaker since not every deck is going to be a draw deck so in many games it never came into play.
Anyway since you're looking for Gambit ideas, thought I'd share.
That IS a cool idea!
Quote from: ncannelora on March 07, 2011, 01:20:33 PM
Gambit is, far and away, my favorite comic character. Chalk it up to my hopeless romantic side, or my affinity for the bo staff, but I've always loved everything about him.
So, way back in the day (original set, here), my friends and I were 13. So, we didn't have all of the strategies worked out, but I did quickly see the value of making my attacks break into the 10+ range.
Not caring about card advantage, i would absolutely spam Gambit's "CHARGE OBJECT" (Jubilee's training card and that AK special were best friends!). Gambit had the perfect grid to take advantage of training cards, in particular, allowing him 14 different ways to attack at 10+!
6E w/ 6+3 + AK = 12; 6E w/ 6+2 + AK = 10;
5E w/ 6+3 + AK = 11; 4E w/ 6+3 + AK = 10;
5F w/ 5+4 + AK = 13; 4F w/ 5+4 + AK = 12;
4S w/ 5+4 + AK = 12; 3F w/ 5+4 + AK = 11;
3S w/ 5+4 + AK = 11; 2F w/ 5+4 + AK = 10;
2S w/ 5+4 + AK = 10; 5F w/ 5+3 + AK = 11;
4F w/ 5+3 + AK = 10; 4S w/ 5+3 + AK = 10;
They would complain about me "charging" my "training", but I would tell them to deal with it, since the card doesn't specify. It's funny how it didn't occur to me for years to use it with Teamwork cards...
Anyway, when IQ came out, I was happy to see Gambit get a dual-grid. After a while I accepted his max-6-ness, too. The one thing that had always bugged me, though: at this point I had written off his AK special as sadly disadvantageous...
... And yet there was his Inherent Ability... mocking me...
So, I had this idea, what if Gambit's Inherent Ability was altered a little? What if, in keeping with the spirit of his mutant ability, and wanting to affect the game the same way, what if his ability said this, instead?
Gambit's Universe card bonuses are doubled.
My first reaction was that this was too good. So, what about this?
Gambit's Basic Universe card bonuses are doubled.
But now I wonder, should I still have to use his AK card? If so, what about this?
Gambit may immediately draw 1 card after playing "Charge Object". Discard duplicates.
What do you guys think? Which version seems the most balanced to OP? Which version makes the most sense for who Gambit is? Which would annoy you most to play against...? Which would you actually use (if any)?
Thanks for humoring me :)
cool