Your Favorite Card


Rules Questions and Gameplay Discussion

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So, I have not seen a thread like this, and I do not know if one is out there. Anyways, I am wondering what everyone's favorite card in the game is right now. It can be anything. Just that card that, either when you play it or when you encounter it. I think mine is Mokmurian's Club or Charmed Red Dragon.

I like the club, because it is pretty great for combat. I have not had a chance to use it a lot, but in my limited experience, it seems to be extremely powerful. I think that it is Amiri's dream weapon, but can also work for a lot of characters effectively.

As far as the dragon goes, it is a Dragon... Enough said? No? Okay. I think that it is powerful, because it is a straight plus 5, and while it does have a slight drawback and no ability to let you explore again, I still really like the effect. The risk/reward is just fun to me.

Before you rush in and tell me that Poog is better, I have not had a chance to play with one, because I do not have it. And he is just flat out ridiculously good.


This is easy: Shopkeeper's Daughter.


Can anyone guess mine? Anyone?

:3

EDIT: No one said anything, so I'll just say it myself. I love Restoration, even post errata.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Shopkeeper's daughter, because it's hilarious. Partially because I'm reminded of what happened when my group encountered Shayliss in the PFRPG.

Favorite card to play? I'm really unsure on that one. Probably the staff of minor healing. Having it around always makes me feel a bit more confident that I won't die.


Staff of Healing is actually up there. I think that is my wife's favorite card. She has two in her Merisiel...

I guess Shopkeeper's Daughter is a great card to encounter, and it makes my group laugh when someone is defeated by her...


for me, I love the Monkey. and Chime of Unlocking. there's something so dismissive about using a Chime of Unlocking


The_Napier wrote:
for me, I love the Monkey. and Chime of Unlocking. there's something so dismissive about using a Chime of Unlocking

I've always thought of Chime as a cruddy Tools or Abadar... But that's a funny image. Like you're calling your butler to open the door for you.

XD


I love swipe. If you can cast spells, this should be in your deck.


Vrog Skyreaver wrote:
I love swipe. If you can cast spells, this should be in your deck.

Despite my playing devil's advocate in that other thread that's pretty similiar to this one, I like swipe a lot too. I just think that the +3 and combat parts are like ten times more useful and relevent than the acquire part.

But flexibility is awesome, so the acquire part is icing on the cake.

---

I also like Dance with the Squealy Nord. It's funny, it provides boons, it's not just easy to defeat and can't be tool'd, and it has combat if you need it (besides the harder checks for combatants) while at the same time being a difficultly high check. Just a great all around bane.


Orbis Orboros wrote:
The_Napier wrote:
for me, I love the Monkey. and Chime of Unlocking. there's something so dismissive about using a Chime of Unlocking

I've always thought of Chime as a cruddy Tools or Abadar... But that's a funny image. Like you're calling your butler to open the door for you.

XD

It's the reveal, that's what does it for me. That and the lack of any restrictions. It's just so automatic. It turns all manner of locked doors into 'doors' and awkward trapped treasure chests into 'boxes of treasure'. I love it.


I think Swipe is great, too. It is an amazing support card, and when I am playing my Lem, that is really the role that I am in. You can help other people's combat checks, or acquire boons for them. That is one of the biggest things that I like about the card, is that you can use it to help out everyone else.

I really need to get on the promo train, because they are awesomely fun cards. Now that I am subscribed, though, I will be enjoying all of the fun cards that are coming out.

Also, on the topic, does anyone know where the thread is that has all the promo card pictures? I looked last night and could not find it.


http://paizo.com/paizo/blog/v5748dyo5lex6?Dont-Need-Be-No-Sissy-Bard-Get-Yo u-Promo

It doesn't have all the promo cards, just 4 of them.


Erixian wrote:

I think Swipe is great, too. It is an amazing support card, and when I am playing my Lem, that is really the role that I am in. You can help other people's combat checks, or acquire boons for them. That is one of the biggest things that I like about the card, is that you can use it to help out everyone else.

I really need to get on the promo train, because they are awesomely fun cards. Now that I am subscribed, though, I will be enjoying all of the fun cards that are coming out.

Also, on the topic, does anyone know where the thread is that has all the promo card pictures? I looked last night and could not find it.

You cannot acquire boons for them for the same rason you can't kill barriers for them with tools.

Unless you're saying acquire them during your encounter to give away later...


FYI: Swipe has an errata in the FAQ:

http://paizo.com/paizo/faq/v5748nruor1gk#v5748eaic9r6k

The original text assumed everyone would know that you could only ever succeed at your own checks, which wasn't explicitly clear on the cards. The errata makes that clear for Swipe. But the general principle is still true, which is why Thieves' Tools hasn't been covered in an errata.

But yeah, if you are saying acquire to give away, that is great for Swipe.

Ezren encounters a weapon with a Strength/Melee 15 check to acquire. Valeros laughs at Ezren. Ezren plays Swipe. Ezren says "Just for that, I'll be giving this to Amiri." Valeros pouts.

I have Ezren stocking Swipe in a group with Merisiel, Amiri, and Sajan. He's such a kind wizard to pick things up for them.

Swipe might be my favorite. I love all the cards that offer you options.


I feel that cards with options are amazing. The ones that I am thinking of off the top of my head are Swipe and Poog. Those two cards are so good it is a little crazy. I like a few of the allies that offer you choices as well, like the Burglar gives you a lot of flexibility. I think that it is an amazing card, especially for a basic.

Also, is there just a straight list of cards that have erratas? I have read through a lot of the FAQ, but I have not been through all of it, and don't know all of the cards that have changed.

Another thing, yes, I did mean that you can use swipe to pick up weapons and other boons for characters that you would not normally be able to pick up.


I was looking at the "automatically succeed" kind of items the other day and I realized that Boots of Elvenkind was unique since it actually effected to different skills:

Boots of Elvenkind wrote:

Reveal this card to add 1 die to your Acrobatics check.

Recharge this card to succeed at your Stealth check.

All the other cards that "auto-succeed" (Tome of Knowledge, Crown of Charisma) affect the same skill in the "add a die" power as they do in the "auto-succeed" power. Of course, Tome of Knowledge is unique because the "add a die" power is to "a" check instead of "your check". The tools are a bit different too since they are disable/barriers, so the second one isn't a skill.

That actually makes me want to think about Sajan keeping the boots. If I had known what Fortress of the Stone Giants had in store for acrobatics, I would have had him hold onto it when he got it earlier. It lets him add to his acrobatics, which makes that 2d10+2, and succeed at stealth check, a skill he doesn't have. That is a pretty nice combo.


Hawkmoon269 wrote:

I was looking at the "automatically succeed" kind of items the other day and I realized that Boots of Elvenkind was unique since it actually effected to different skills:

Boots of Elvenkind wrote:

Reveal this card to add 1 die to your Acrobatics check.

Recharge this card to succeed at your Stealth check.

All the other cards that "auto-succeed" (Tome of Knowledge, Crown of Charisma) affect the same skill in the "add a die" power as they do in the "auto-succeed" power. Of course, Tome of Knowledge is unique because the "add a die" power is to "a" check instead of "your check". The tools are a bit different too since they are disable/barriers, so the second one isn't a skill.

That actually makes me want to think about Sajan keeping the boots. If I had known what Fortress of the Stone Giants had in store for acrobatics, I would have had him hold onto it when he got it earlier. It lets him add to his acrobatics, which makes that 2d10+2, and succeed at stealth check, a skill he doesn't have. That is a pretty nice combo.

That is actually very interesting to think about. I know that in my group with Meriseil, we always try to have a pair of boots somewhere. We do a lot of card swapping during the rebuild phase to really maximize the characters. Sajan with the boots is pretty excellent, though, and Adventure 4 was a little nuts on not just the Acrobatics checks. Hehe. I thought the entire Adventure was a little difficult. Not too much, but just right.


Personally, I don't like the cards that help the specialized checks instead of the generic ones, ie acrobatics instead of dex, knowledge instead of intelligence, etc. I know that those skills aren't always based off each other, but (for example) acrobatics checks just don't come up often enough for me to dedicate a card to them. Better to go with a special blessing, or aid, or something, in my mind.


For our group its Ring of Protection as it mops up a lot of minor damage especaly those that happen before and after encounters


I second swipe. Such a great utility card especially for my little Lini.


I've said several times that the auto-acquire usually is worthless text for me, but I do love that card. I can't decide if my favorite part is that it makes things less dicey with the straight +3 in addition to skill+d8, or if it's that the card is a divine attack spell in a game with so few divine attack spells.

The ability to help is just gravy, and the auto-acquire a light seasoning.


Favorite card so far? It's tough choice since I haven't got to use it that much but I'm going with Emerald Codex.

+3 random divine spells per scenario for cost of an item slot, can't lose them to a handwipe, Scenario reward loot card so every party gets one, unique one of a kind card. Not necessarily the MOST powerful card due to its random nature, but definitely up there.

Dream draw from it: Scrying, Swipe, Any Cure spell.


I have seen Emerald codex do crazy things, but I have also seen it just fail miserably as well. This is a great include in a Meriseil deck.

I think the more I play with Swipe, the more I like it. Most cards with options are amazing. The more options I have on a single card, the more streamlined I can build my character, because I no longer need 2 cards with specific functions. I am really hoping that there are more cards like this in the next Adventures for the RotR AP, and into S&S. I still think that they should be few and far between, because of how incredibly powerful they are. The cards that come to mind are Swipe and Poog. they just let you do so much from the supporting and soloing roles.

I think this has been a great discussion. A little of it got into what people think are powerful cards, but I think that people like cards that are powerful.

Scarab Sages

Erixian wrote:
The more options I have on a single card, the more streamlined I can build my character, because I no longer need 2 cards with specific functions.

This times one thousand! Good Old Poog of Zarongel is probably one of my favorite cards for this very reason. I'd rather have two cards that had weaker versions of two different powers than two distinct cards that had more powerful versions of those same two powers, one power on each card.

Options are awesome. It's one reason why some of the spells - like Haste, Fire Sneeze, Swipe, etc. - are so powerful.


Options are great, which is a reason that I think that a lot of allies can be great. I like the Burglar, because it can help you with a lot of different types of checks, and while they are all Dexterity based, there are still a lot of options. It would be difficult to find a starting character of mine that does not have the Burglar in it.


Huh. I don't like the Burglar because he doesn't let you explore.

I like the standard bearer, sage, crow, and... oh I forget the last one. But they're the three humans that help with two checks and let you explore, and the crow, which helps with various acquire checks while letting you explore.


Orbis Orboros wrote:

Huh. I don't like the Burglar because he doesn't let you explore.

I like the standard bearer, sage, crow, and... oh I forget the last one. But they're the three humans that help with two checks and let you explore, and the crow, which helps with various acquire checks while letting you explore.

Black Arrow Ranger? They add 1d6+1 to Dexterity, Ranged, or Perception.


The ability to explore for me is not as big of a deal. I know that almost everyone thinks that if you can't use an ally to explore that it is automatically downgraded, but I am not one of those people. I have played in groups of 1-6, and I have not run out of turns to complete a Scenario, yet. I have come down to the very last turn multiple times, but never lost because we ran out.

I think Orbis was going over basic cards, since i was talking about my starting character decks. I think that Black Arrow is incredible, though. I always try to find one once I get to HMM. It will be interesting to see the new Adventure that is coming out this month. I am waiting to see the quality of allies and spells. If there are more spells and allies with many options, then sign me up.


Oh. You know what, he said human. And that is what I searched for. But I think he is referring to the Troubadour, who is a Halfling I believe. 1d6 to non-combat Dexterity or Charisma.


I was talking about basics.

Black Arrow is pretty awesome indeed. I really like him because not only is he flexible, but he works on combat and noncombat checks both.


Is there a good place to go to for all of the cards? Is there a database, or is that against the policies? I would not mind a Paizo controlled database, because when I am looking for a card and I can't remember the name off the top of my head and don't have my collection with me, then I don't have a place to look.

Troubadour is another one that always gets consideration in my beginning decks, especially my unfriendly characters, like Harsk. Hehe.


You ninja'd me Hawkmoon, and I didn't even notice XD

Yes, I was talking about the troubadour. I guess I should have said, "humanoid."

Pathfinder Adventure Card Game Designer

Clearly it's the Bunyip.


We heard it here first, Bunyip confirmed as an ally for S&S...

Maybe that was not what mike was getting at. One can hope, right?


Ok, so Mike's got me, bunyips are humanoid too.

Is there a word that emcompasses humans and near humans, ie elves, dwarves, etc, but not, say, bunyips, bears, apes, etc?

I'm new to the tabletop RPG world (and therefore Pathfinder as well).

Pathfinder Adventure Card Game Designer

In Skull and Shackles, all the pirates are also Bunyips.


Mike Selinker wrote:
In Skull and Shackles, all the pirates are also Bunyips.

I was going to make a witty comment about Ranzak, and then I remembered that he's a promo, and so not technically IN S&S.

Foiled again!


Orbis Orboros wrote:
Mike Selinker wrote:
In Skull and Shackles, all the pirates are also Bunyips.

I was going to make a witty comment about Ranzak, and then I remembered that he's a promo, and so not technically IN S&S.

Foiled again!

Exactly, Mike has all of his bases covered. I was thinking the same thing. We have no proof that we are being fed a line right now. Hmm...


1 person marked this as a favorite.

One could say, in fact, that he has "Ranzack'd" our plans.

...

Anyone? No? Okay...


Both Emerald Codex and the Charmed Red Dragon have been favorite cards for me, though I did use EC's banish power last game to pull Scrying and Mass Cure into my hand (third spell was blah but my group has been needing the other two for a while now).

Restoration worked out really well last game too and is quickly climbing the list of favored cards for my cleric.


emerald codex is another fav, though I've only played with it a little bit on my caster lini and the Kyra I play with my friend.


Emerald Codex can be great on a non-caster, though, because it lets you thin out more basics for your casters in the group. Besides, if you want to keep the spells you need to banish the codex, which makes it a little scary to use, because I have seen this pull pretty terrible cards. I think it makes a lot more sense for a non-caster to carry it around until somewhere in Adventure 5 and then give it to your caster to get spells, after all the mediocre ones are removed from the game.


Erixian wrote:
Emerald Codex can be great on a non-caster, though, because it lets you thin out more basics for your casters in the group. Besides, if you want to keep the spells you need to banish the codex, which makes it a little scary to use, because I have seen this pull pretty terrible cards. I think it makes a lot more sense for a non-caster to carry it around until somewhere in Adventure 5 and then give it to your caster to get spells, after all the mediocre ones are removed from the game.

Why give it to a non-caster to banish the crap? Casters can do the same thing.


Orbis Orboros wrote:
Erixian wrote:
Emerald Codex can be great on a non-caster, though, because it lets you thin out more basics for your casters in the group. Besides, if you want to keep the spells you need to banish the codex, which makes it a little scary to use, because I have seen this pull pretty terrible cards. I think it makes a lot more sense for a non-caster to carry it around until somewhere in Adventure 5 and then give it to your caster to get spells, after all the mediocre ones are removed from the game.
Why give it to a non-caster to banish the crap? Casters can do the same thing.

Oh, I suppose you are right. We have just never used it that way, because we didn't think it made sense to have your casters get cards that they might want to keep, but I guess you could do it either way. It just worked out better in my group, because our non-casters have much more room for items in their character decks. My items in my casting characters are super stream lined. So if I can give it to Merisiel it works much better.


Okay, so part 5 has some freaking incredible boons that I can see adding to my favorites. I'll have to wait and see if I manage to acquire them in play, but the following cards look awesome (spoilered if you don't wanna know yet):

Acidic Sling +3

Spoiler:
Doesn't require proficiency, and you can add 3d4 extra by discarding it. Wow. Decent backup weapon for Ezren, Seoni, or Lem if they can't use spells (quite a few enemies in this part are attack spell immune

Disintegrate

Spoiler:
Massive, massive untyped damage. Also can be used to break open chests and locked doors. Only downside is the huge recharge check, but that's no obstacle for Seoni!

Invincible Breastplate

Spoiler:
Like most armor, you can recharge it to lower damage. This breastplate, however, reduces all damage, not just combat damage. Super helpful against those enemies that deal 1 to 1d4 damage before the encounter

Shaman

Spoiler:
1 of 2 half-orcs joining the ally deck in part 5! This one is basically a staff of minor healing on crack. Recharge him to heal everyone at your location 1 card (shuffled back in) from your discard at random, but can also be used to explore your location.

Revelation Quill

Spoiler:
Bury it to scout out the top five (FIVE!) cards of a location deck. Then you get to re-arrange them.

Staff of Hungry Shadows

Spoiler:
Two effects. First one is okay: lets you add 1d8+2 to your combat check with an attack spell by revealing it and discarding another spell. If that beats the monster, then you recharge a random card from your discard.

Other effect is more interesting I think... reveal it and discard a spell to roll your arcane die, then lower another player's combat check at your location by that much. That's even more powerful than the Wand of Ennervation...

Scarab Sages

Erixian wrote:

We heard it here first, Bunyip confirmed as an ally for S&S...

Maybe that was not what mike was getting at. One can hope, right?

Dude...the bunyip is so cool. Who wouldn't want a seal-shark on their side? Although, given that two different cards can't have the same name, a Bunyip card would have to be called something else, if it's an ally card.


Benny the Bunyip

Pathfinder ACG Designer

Calthaer wrote:
Erixian wrote:

We heard it here first, Bunyip confirmed as an ally for S&S...

Maybe that was not what mike was getting at. One can hope, right?

Dude...the bunyip is so cool. Who wouldn't want a seal-shark on their side? Although, given that two different cards can't have the same name, a Bunyip card would have to be called something else, if it's an ally card.

Serendipitously, I came across this in my reading today.


It would probably have to be either

Mirror Image: Super awesome defense card. Can stop multiple sources of damage in the same turn!

Wand of Enervation: 1d4+4 straight off any combat check! Super easy recharge value of 8 too.

Robe of Runes: 2 on the top of all Int checks, allows other items like the wand above. And the second ability to pick a spell in discard and put into hand for only a recharge was surprisingly useful when I came upon a troll with no fire/acid attacks.


tself55 wrote:
And the second ability to pick a spell in discard and put into hand for only a recharge was surprisingly useful when I came upon a troll with no fire/acid attacks.

Sorry to bring a porcupine to a balloon party, but if you recharged the Robe to get a spell into your hand during your encounter, you played incorrectly. That is something that must be done anytime OTHER than during an encounter. During an encounter, you may only play cards or powers that relate to the step of the encounter you are on. You are probably thinking, "well I needed the spell to beat the troll, so of course it related to the encounter". Unfortunately, that's not the way it works.

Outside of an encounter, you can play almost anything at any time. Things get MUCH more restrictive once you encounter a card. If the step you are on requires a check, only cards or powers that DIRECTLY affect that check may be played. Doing something that gets a card into your hand does not qualify.

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