Caught in the Act/Series Edition Event Target discards 3 attacks. (Restricted to 3) Caught in the Act/SE is another oldie-but-goodie. A card that saw at least some use in its initial release, it seems to have been usurped by late cards. Or has it? Game mechanics first, as always. Caught in the Act is relatively straight-forward. It can target any player, including the owner. If the owner targets himself, he discards the attacks at the beginning of his next phase. _Any_ attack is fair game. If the owner has more than three attacks, basic, Special, non-Special, or Ranged, he can choose which to discard. However, if he has, for example, only one of each, he must discard all three. And that's about it. So what use is making your opponent discard three attacks? Well, in this regard, not much. With the proliferation of new attacks, and the returning emphasis to attack- based strategies, it's unlikely you're going to make a serious depletion in your opponent's resources. What with Ripostes, Slashes, Pistols at R2, and more Master's Attacks and Lunges then ever before, your opponent can probably afford to discard his basic attacks while holding on to his particularly important stuff. New Weapons of Choice such as Claymore (with its Cleaves), Rapier (which emphasizes non-Basic attacks by not penalizing them, as well as Slices), Saber and Spear (with their potent Slash-enhancement), Katana (also emphasizing Slashes), and Parrying Blade (with its Surprise Strikes and Dual Attacks), make this even more unlikely to occur. In short, there's no Weapon of Choice that helps a non- attack strategy, and they all seriously strengthen particular attack strategies. So more attacks because of this works out to less chance that three successfully played Caught in the Act/SE, in and of themselves, will have a significant impact on your opponent. However, Caught in the Act/SE can make a useful tool for supplementing other attack-discard strategies. These primarily include Charm/Fitzcairn, Angry Mob/ME, and Sword to Snakes/Nakano. Proper use of Darius with the first and last of these cards can be fairly potent anyway. Imagine a Kern Deck that sets up the top of its Endurance with attacks on a previous turn using Dr. Alan Neyman or Calm Before the Storm, then plays Swords to Snakes the next turn, Exerts for attacks, and plays Flashing Blade. The opponent must deal with a multitude of Hidden attacks, and most likely discard two attacks to remove Swords to Snakes. If you've hit your opponent with Caught in the Act/SE a time or two before that, he may not now have enough attacks to discard to remove Swords to Snakes _and_ keep up an offensive on Kern. This gives Kern a chance to pull off the same stunt next turn, with the additional advantage of playing a new Special. An overlooked use for Caught in the Act/SE remains to play it on yourself to cycle your own attacks out. Unlike Angry Mob/ME, this does not give your opponent a chance to cycle attacks out as well. Due to cards such as Master's Proficiency and Impale/Spear, Basic attacks still remain potent. Nonetheless, if you have a deck that emphasizes non-Basic attacks, cycling out basics via CitA lets you draw to your non-basics that much faster. This also means you don't actually have to waste turns playing them. Combine this with Master's Stratagem, Methos, or his Quickening, and you'll never have to play attacks you don't want to. While the Methos Q is probably the most reliable way to cycle out attacks if you're playing a cheese deck, Caught in the Act/SE can still prove useful. How useful this strategy is, with the newly-added rule that your opponent can discard a defense if you don't attack, remains to be seen, though. So who should use Caught in the Act/SE? Properly supplemented with the cards mentioned above, CitA can deprive your opponent of attacks, allowing you to attack freely. Besides Kern, other Personas who benefit from this tactic include Slan and the Kurgan, since they don't have to worry about a hidden counter-attack. Fitzcairn can supplement CitA with a "natural" non-Darius Charm or three, which gives him a chance to set up attacks using Combination. Annie Devlin and Kim, with their nine-grid Master's Attacks that require a little extra finesse to play against an aggressive opponent, might also want to consider CitA's use. Paul Kinman can use the extra freedom permitted him by an attack-deprived opponent to play those 9mm attacks where he wishes, rather than being limited by a block. Caught in the Act/SE provides another "cycling" card to Nefertiri. She can discard some or all of the three attacks to her discard, draw back the rest, and draw extra cards for what she discarded. In larger deck, cards like CitA, Narrow Escape/reprint, Foresight, and Heroic Deed can all supplement Desperation for her. There are probably about an equal number of Immortals that don't need Caught in the Act/SE under most circumstances. Amanda would probably prefer her opponent to attack so she can Jump and use Acrobat to get Hidden attacks. Multi-attack types like Ceirdwyn (and sometimes Kim and Annie) don't have to worry about being block- restricted by an opponent's attacks, since they can typically skip their first attack and play the second one anywhere they want (although this can be expensive for them). Amanda can also do this, without a "cost" such as losing two cards or being successfully attack. The MacLeods aren't particularly restricted by anything. Kanis combines multi-attack (due to Leader of the Pack) with attack-deprivation (due to Hound/Cornwall), so he probably doesn't need CitA either. Other Personas, and even those mentioned above with certain strategies, may find a use for Caught in the Act. So overall, Steve gives Caught in the Act/SE a _3_. Sadly, the card becomes less and less useful as each expansion adds new cards, and the pendulum swings towards attack-based strategies, new non-basic attacks, Weapons of Choice, and multi-attackers. All of these mean more opponents have more attacks in their deck, so that CitA has less impact on them. Still, under the right circumstances, this card can give certain Immortals a powerful edge. What Our Other Raters Say: Jeff - A card I've found surprisingly useful in sealed deck (one time, I got an opponent's Master's Attack and Shooting Blade while he had a Nef Seduce and a Challenge in his hand =). Not terribly useful in constructed these days, though. Hank - Flushing an opponent's attacks out of his hand might be a useful thing to some strategies. I've always gone the opposite route... if I was attacking, I wanted them tossing defenses, and if I wasn't attacking I wanted their attacks piling up in their hand (with Safe Haven or Ped/Hidden or some such). You can always use it on yourself, but there are other ways to card cycle. Alan - Abstain Prodipto - While not a spectacular card, it is a good way to force attacks out of your opponent's hand. It is very important to beware of decks that rely on sloughing attacks, such as cheese or stall decks. It's often worth hanging on to that one Caught in the Act, if it forces your opponent to hold three attacks. Allen - Abstain Bruce - Caught in the Act/SE is a decent card in the new First Blood environment. It forces the stall player to dump the few attacks that they were holding onto for First Blood and the full press combat deck to use their cycling just to keep attacking. A small deck with Caught in the Acts can enter First Blood with a serious advantage on attacks. This card is hurt by the current environment's extensive use of cycling and Nef's powers. Stealth Dave - Abstain Jonathan - Though often overlooked, this card may find new uses within the current "Attack-Environment" that TCG has encouraged. There's nothing like the look on someone's face when this card is played, and the only attacks they had to discard are Killer Precision, MHS, and Master Swordsman. The restriction number of three is well-deserved. However, the discarding rarely hurts unless the opponent has only decent attacks such as these. A couple Caught in the Act, along with a card such as Skull Helmet, can really hurt your opponent's chances at maintaining their stiff offense, and provide a setback to multi-attack decks. The card just doesn't do enough to find it's way into many top-level decks. Charles - If this card is being used offensively to prevent your opponent from attacking, then there are far better cards to use--such as Hugh's Charm. If this card is being used to cycle your own hand, then there are far more useful cards that can be used. If this card is being used to cycle your own hand while preventing your opponent from attacking, then Angry Mob/ME is better. Ratings Overall Steve 3 Jeff 4 Hank 4 Alan N/A Prodipto 4 Allen N/A Bruce 6 Sdave N/A Jonathan 4 Charles 2 Average: 3.86 ------------------------------------------------------------------
Cull the Weak Situation Tired: While this card is in play, all players must discard two cards from the top of their Endurance for each Special card they play. Discard this card if you play another Cull the Weak. Cull the Weak Situation Weak: You may only play this card if you have Tired in play. Discard Tired. While this card is in play, all players must discard two cards from the top of their endurance for each card they play. Discard this card if you play another Cull the Weak. Cull the Weak Event Exhausted: You may only play this card if you have Weak in play. Discard Weak. At the beginning of their next turn, all players must discard the top card of their Endurance until they exhaust. We now turn, somewhat belatedly, to the first of the new Arms & Tactics cards. The three Cull the Weak cards introduce a new concept to the Highlander CCG: "Neo- Plots." These cards must be played in a particular sequence, like regular three-part Plots. However, unlike Destruction or Unholy Alliance, each of the first two parts have an effect on the game as well as acting as a prerequisite for the next part to be played. Game mechanics questions first. Despite any similarities, Cull the Weak is _not_ a Plot, and Xavier gains no benefit from his Persona ability when using CtW. Nor can Kalas use Forgery with it, or anyone benefit from using Plot Twist or Schemer. Simple Mind will have an effect on CtW. However, Cull the Weak is immune to Investigation and Alan Baines. Timing-wise, the loss of cards due to the first two parts occur consecutively with the play of the relative card. Thus, if you played Fortune Teller, you would discard the top two cards, _then_ look at the top six cards and rearrange them. For Patience (with Weak in play), you would play Patience, discard your top two Endurance cards, and then draw up to your Ability. Cards that are put into play by another card do not count as being played twice. Thus, if you play Conjure, you put an Object from your Endurance into play. However, you don't burn four cards for first playing Conjure, then putting into play the Object. A card that is Focused is still present as a Situation with a title. So if you Focus Tired, you can still play Weak. However, Weak will still remove Tired, as per the text on the former. Your Cull the Weaks have no effect on your opponent's, and vice versa. However, the same Situation's effects, even if there are multiple copies in play by different players, never stack. So if you and your opponent both have Weak in play, you each discard two cards for each card you play, _not_ four. Tired and Weak _are_ different Situations (albeit with the same title), so if you have Tired in play and your opponent has Weak, they do stack. So playing a Special requires that you lose four cards from the top of your Endurance. Exhaustion's effect occurs at the beginning of each player's next turn, as a "must do" effect. This means that the person who played it will Exhaust at the beginning of their next turn, after their Sweep Phase. The Exhaustion that was played will be Swept _before_ the deck is burned through, and then reshuffled. That can be important in terms of timing. So that's how Cull the Weak works in general terms. More specifically, how and what should you use it for. While the first two parts are by no means absolute card- playing preventatives, they do make sure that an opponent will pay a heavy price for playing many Specials (with Tired) or cards in general (with Weak). Playing four Lean & Mean and three Patience cards in a turn doesn't look like quite such a good idea if Weak is in play. Similarly, Tired can hurt a Chessex user. Particularly when using Tired, you want to build your deck to specific requirements. Thus you want a deck which doesn't necessarily rely a great deal on Specials. We'll look at who can do that below when we look at specific Personas. Weak is more of a general all-round exhaustion card. It is best used when you have a "tower" deck and want to drive a smaller-sized opposing deck to Exhaustion before you do. A Lean & Mean deck, if it doesn't or can't deal with Weak, will quickly burn itself out even under the best of circumstances. Of course, with a larger deck your chances of getting Weak out are that much smaller. Exhaustion is good for only one thing: causing you and your opponent to burn out quickly. Since it is the third part of the chain, it can be difficult to play and other Exhaustion-type cards that affect both players (Desert, possibly Challenge/ME and Avery Hoskins) are probably not recommended. You could easily go past Exhaustion or even the Weaks that you need to get down so that you can play Exhaustion. One of the differences between Cull the Weak and standard Plots is that the first two "parts" of Cull the Weak have their own effects, meaning that the mix of the six cards you wish to include in your deck can vary considerably. You may wish to use six Tireds, for instance. Or three Tireds and three Weaks. Getting Exhaustion into play is the trickiest combination. You could hope to have two of each "part," and be able to play them in two straight sequences of Tired-Weak-Exhaustion. Because of the timing for when Exhaustion is swept, and the deck cycling takes place, this is possible to do. However, you may find a 3-2-1 combination of the three "parts" a bit better. Remember, cards like Schemer and Plot Twist won't help you to complete the sequence any quicker. Assuming, again, that you _want_ to play Exhaustion. However, regardless, you probably don't want to have more than two Exhaustions selected from among your six permitted Cull the Weak cards. This brings us to the question of who should use Cull the Weak? This can vary a bit, depending on if you go with a 6-0-0 strategy, or a 3-3-0 strategy, or a 2-2-2 strategy. However, typically Khan is the master of card burning and Exhaustion. Six Tired cards, in combination with Desert (CotW #55), can be extremely painful. The opponent loses two cards at the beginning of their turn, and then must either play a Special to deal with Desert (losing two more cards due to Tired), or to deal with Tired itself (costing two more cards). That leaves the other card to sock them with two more cards lost next turn. Use of Reconnaissance, Focus, and A Master's Focus can help to get around this. However, that means those cards are tied up and can't be used to advance the strategies their owner intended them for. Weak assures card loss even if Reconnaissance and the Foci are played. What this adds up to is that Khan (or someone using his Quickening) comes out ahead, since he only loses three Ability when Exhausting. And Exhaustion, of course, means that when played Khan's Persona ability kicks in right away. Tired, particularly six by themselves, can prove useful if you plan to play a deck relatively low on Specials. Personas best suited to this are typically: 1) Duncan: diagonal Slash, Razor's Edge, Master's Block and Dodge, Leg Sweep, Master's Head Shot, Superior Tactics; 2) Connor: diagonal Slash, Master's Block + Master's Lunge, Master's Block + Lunge + Head Shot; 3) Slan: Master's Head Shot, and "free" Power Blowing plus Edge enhancements like Lunge and Appel; 4) The Kurgan: "cheap" Power Blowing plus the same Edge enhancements as Slan; 5) Fasil: Master's Lunge + Backflip, Fleche, Side Steps; and 6) Methos: borrowed Master's Head Shot/Kurgan, Master's Blocks, Attacks, and Lunges, Immortal Research, Superior Tactics. Two others can include Kern (can make multiple attacks without playing a Special, enhancing them with Edge cards like Flashing Blade and Lunge), and Ceirdwyn (multiple attacks from pre-game Allies plus the same Edge enhancements as Kern). Personas who can play Specials early on, then play Tired and benefit from the in-play Specials without further Special play, can also use Tired. Ceirdwyn once she gets some Allies down, Kanis after he has played his Hounds, and Yung Dol Kim after he has a few Frenzy's in play, are good examples of this. Personas who can duplicate the functions of certain Specials, without actually playing those Specials, can work well with Tired as well. These include Katana, Nakano, and Fitzcairn. As always, Nakano discarding a Special to duplicate an Event is not considered to be "playing" that Event, so he loses no cards due to Tired. In all of these cases, you can set up what you need (if anything), and then put Tired into play while you advance your non-Special tactics. An opponent can easily lose valuable cards playing Specials to deal with your barrage of attacks and potential Power Blows. It's interesting to note that in some of these cases, Tired may help a deck while Weak can actually hurt the same deck. Kern might be able to make his opponent pay for playing those Specials, but if he plays Weak, he's going to lose two cards for each attack he makes. And since his strategy is multi-attacking, that's going to hurt a lot. The same applies to Personas that rely on elaborate multi-defense/attack/Edge combos. A Duncan deck that plays Jump, Leg Sweep, Flashing Blade, and Master's Head Shot won't lose any cards due to Tired, but he'll lose eight cards due to Weak. This also means Weak is a minor defense against multi- attack types. A Kurgan deck that plays Bloodlust when Weak is in play is going to exhaust even quicker than usual. So overall, Steve gives Tired a _7_, Weak a _5_, and Exhaustion a _2_. Tired in and of itself is a fairly potent card in the right type of deck, and as shown above, there are a lot of Personas it can work with. Weak requires Tired to be in play, is much broader in scope, and typically will probably only be of use to those using Khan or his Quickening. Exhaustion requires that Tired have been played, and that Weak is in play, making it difficult to pull off. It's really only of use in decks based on Khan's Persona ability. What Our Other Raters Say: Jeff - I'm not a big fan of this set of cards, since it's pretty evident that the first two-thirds encourage stall/"do-nothing" decks. Never the less, they do perhaps encourage larger decks (and Khan), so it's not _all_ bad. What I can't see is why you'd ever use the third part. Hank - I like Cull The Weak. It fits with Khan decks, or non-Special decks, or decks which retrieve cards from the discard pile. I think between Cull The Weak and Choke we're going to see more Exhaustion strategies develop. Not overpowering, but a good set of cards. Alan - Abstain Prodipto - Most valuable for Khan, the Cull the Weak series is also good for tower decks. Many decks, particularly at the tournament level, stay between 44-50 cards. Rapid card turnover, particularly if used in conjunction with Avery Hoskins, and Zocchi's can completely throw off somebody's strategy. The trick with Cull the Weak is that, like plots, it is difficult to get the third card out. Allen - Abstain Bruce - (Tired) Since this is the first card of the series it can be played alone in the deck and is the most likely to be seen as a result. It can be used in any moderate size deck that is light in Specials or just as an augmentation to other Exhaustion strategies. (Weak) This card can devastate any speed deck no matter how big it is. If you play a defensive stall deck, you can slow down your opponent's strategy dramatically without losing a lot of cards. This will likely either put you in First Blood where you wanted to be any way, or your opponent out of the game from Exhaustion and the inability to get to his cards. (Exhausted) As a closer, this is a fairly decent card, but in the current First Blood environment, I don't actually think you will see it hit the table to frequently. Stealth Dave - Abstain Jonathan - This is a fun neo-plot but probably not a very effective one. It lends itself to one particular Immortal very well (Khan) but few other decks will wish to use the full set of three. The best part about these neo-plots is your ability to use only parts of them if you wish. A low Special deck can utilize Tired to penalize the opponent more greatly than they are penalized. Likewise, a deck that plays very few cards a turn may wish to use Weak to prevent their opponent from unleashing a multi- attack arsenal, or playing a plethora of Edges in a turn. Only Khan has a tremendous advantage when using Exhausted. With a bunch of healing in his deck, Khan might be able to run you through your deck a few times using this set, but I don t foresee it getting a lot of use otherwise. Charles - I like Cull a lot; especially with the Khan persona or a tower deck; Unfortunately, this group of cards affects all players. Fortunately you only need to get Cull: Tired into play to annoy your opponent.:) Ratings Overall Steve 7/5/2 Jeff 4/6/3 Hank 7/7/7 Alan N/A Prodipto 5/5/5 Allen N/A Bruce 6/7/4 Sdave N/A Jonathan 3/3/2 Charles 6/7/5 Average: 5.43/5.71/4.00 ------------------------------------------------------------------
Gypsy Lover SITUATION During your turn, randomly select a card from your opponent's hand, look at it, then return it to his hand (errata'd text). Gypsy's Curse SITUATION While this card is in play, when using any Gypsy Lover you have in play, do not return the card drawn from your opponent's hand until you have drawn a card for each Gypsy Lover you have in play. Gypsy Camp LOCATION While in the Gypsy Camp, any card with the word Gypsy in the title that is discarded from play may be placed on top of the owner's Endurance instead. With the introduction of two new Gypsy-related cards, now seems like a good time to not only evaluate those cards, but the older Gypsy Lover as well. Game mechanics questions first, as always. Gypsy Lover's effect does not stack. Gypsy's Curse remedies this by not only letting you draw once per Gypsy Lover, but assuring that you don't return any cards to their hand until you have used drawn once for each Gypsy Lover you have. Gypsy Camp targets both players. The person who is forced to discard a Gypsy is the one who chooses whether it does or does not go to the top of their Endurance. So even with the boost from Arms & Tactics, of what value is Gypsy Lover? Well, probably not much initially. Looking at one card, or two card, or up to six cards per turn once you've put six Gypsy Lovers and a Gypsy's Curse in play, is probably not of huge consequence against your opponent. Of course, having multiple Gypsy Lovers in play without a Gypsy's Curse is of little use, since they don't stack. Gypsy's Curse helps to minimize this problem to some degree, by assuring that the cards drawn due to Gypsy Lover remain separate until all Gypsy Lovers are used. However, even then you still only know six of the 15+ cards in their hand. This knowledge shouldn't be underestimated: knowing approximately one-third of their hand can be useful. Cards such as Asgard and Pyramid can give you much greater knowledge, however. The problem with those cards is that they target both players, and Pyramid is a Location. If you want to use Pyramid reliably, typically you'll have to forego the use of other Locations. If you use Gypsy Lover/Gypsy's Curse, you can devote your Location resources elsewhere. And of course, your opponent won't be looking through your hand. Where Gypsy Lover/Gypsy's Curse shines is later in the game, as you have (hopefully) whittled down your opponent's Endurance. At this point, that approximately one-thirds of his hand that you are looking at has now become one-half, or perhaps even one hundred percent. At the point where you have lowered him down to six Ability, your knowledge of every card in his hand can be critical for pulling off a win. The antithesis of the Gypsy Lover/Gypsy's Curse combination is Simple Mind, which will sweep the board. If your opponent does this, there's not much you can do. Even Gypsy Camp does you little good. It may let you recover those lost Gypsy cards, but you are still unable to play them. On the other hand, if you supplement your use of these two Gypsy cards with other Situations, and your opponent does not use Simple Mind, it's very unlikely your opponent will target the Gypsy cards. If nothing else, Gypsy Lover's original reputation helps to assure that it is perceived as a weak card, not worth targeting. We mentioned your Location resources above. Gypsy Camp isn't necessarily critical to your use of Gypsy Lover or Gypsy's Curse. Indeed, against the worse Situation remover, Simple Mind, it is of very little use whatsoever. However, it can certainly assure that against most other strategies, you can keep those Gypsy cards back. This recycling of Gypsy cards does point out the main problem with the Gypsy Lover/Gypsy's Curse strategy. That is that it takes _time_ to build up. To be able to get down six Gypsy Lovers, and a Gypsy's Curse, so that you can look at six of your opponent's cards per turn, you need to spend seven turns playing Special. Short of cards like Desperation and Dr. Sonny Jackson, you won't be playing any other Specials during those turns. So who should use the Gypsy cards? Those Personas who have other ways of looking through your hand, or gaining knowledge of cards that are going into your hand, can gain a somewhat greater benefit. Kane always knows at least one card that you draw, for instance: Gypsy Lover/Gypsy's Curse may tell him six additional cards. However, he may also end up drawing and seeing a card that he knew you had because it was on the top of your Endurance last turn anyway. Methos, due to Immortal Research, can keep fairly close tabs on your deck using the Gypsy combo. Kalas, thanks to Insurance/Situation, can do something similar if he can inflict damage. The Gypsy combo also means that he can get a somewhat better idea of when to play Insurance/Event. Remember, once the combo is down, it requires no further play of Specials. Kalas can look at six cards in his opponent's hand each turn. If he doesn't see any blocks among those six cards, it may be a good time to play Insurance/Event, hoping that he can inflict some damage or Ability loss. Although we don't review it here, the Gypsy Event can be used (and thanks to Gypsy Camp, reused) to keep tabs on your opponent's hands potentially every turn. The problem is that this requires you to use up your Special slot each turn. On the other hand, while a card like Pyramid is much more effective, with Gypsy your opponent gains no knowledge of your hand in exchange. Still, this may be of some use to those Personas who function well without playing Specials. So overall, Steve gives Gypsy Lover a _3_, Gypsy's Curse a _4_, and Gypsy Camp a _1_. Gypsy Lover gets a strong boost from Gypsy's Curse, and setting up the combo early in the game can pay off with big dividends later on. Gypsy's Curse is critical to the effectiveness of Gypsy Lover: otherwise, don't bother including the latter. Gypsy Camp strikes me as pretty much of a waste. It can help with cycling discarded parts of the Gypsy Lover/Curse combo. However, at that point you're talking about a pretty commitment of Special playing. It can be used to recycle Gypsy and keep tabs on your opponent's entire hand. However, this pretty much ties up your playing of Specials full-time. What Our Other Raters Say: Jeff - What's worse than a lame card? Three lame cards that don't do a lot in combination. Gypsy Lover has little use beyond sealed deck. Gypsy's Curse makes it a bit better... but why would you waste two Special slots on these? Gypsy Camp became the worst Location when the cool Gypsy-related stuff was pulled from A&T for space reasons. Hank - I've never thought of Gypsy Lover or Gypsy to be particularly useful. Gypsy's Curse and Gypsy Camp are supposed to make them more so... but I still haven't really gotten psyched about building a deck around them. Methos looks at your hand with an Edge, not an Event, and taking a card at random (even holding onto it for awhile) isn't that gross. Alan - Abstain Prodipto - (Gypsy Lover) While Gypsy Lover can give you a very small amount of insight into what your opponent's cards or strategy may be, it hardly warrants the space in a deck. Being able to look at one (random) card in a hand of 15, or even 10 is relatively useless. Until your opponent's ability is down around 5 or less, Gypsy Lover's ability is not worthwhile. And by that time, you hardly need her help. (Gypsy's Curse) While this card make Gypsy Lover a little more useful, it's a hard card to put into a deck with limited space. Even with the increase in the size of decks which will be triggered by Arms and Tactics, I'd think very seriously before taking space up with they Gypsy's Curse/Gypsy Lover combo. Pyramid will accomplish some remarkably similar effects (albeit for both players), and provide the added bonus of being a Location. (Not that I'm an advocate of Pyramid either). (Gypsy Camp) Well, if you're dead set on a Gypsy strategy, you might as well put this in your deck. Of course it can be a real hindrance if you're trying to draw other cards, or make an Exertion. On the other hand, it will let you keep putting your Gypsy cards in play. Allen - Gypsy Lover has never gotten much play. By itself, it simply isn't worth the deck-space or your Special card slot for a turn. Gypsy Curse helps here by allowing your Lovers to "stack," but IMO this still isn't enough to make the combo worthwhile. In the end-game the combo becomes more effective, but you've spent lots of special cards setting up for the end-game while your opponent has been busily _knocking_ you to the end-game. Gypsy Camp can help the above combo, and improves the use of Gypsy. Seeing your opponent's _entire_ hand every turn can be quite useful. Mix this with Upper Hand and you've got a useable strategy. Bruce - (In general) A Gypsy deck would be an interesting concept. I must admit that I have not tried it, but think it would have little likelihood of being successful. The ability to probe their hand lends itself to a variety of strategies and Gypsy Camp's ability to leverage your Gypsies and delay exhaustion could be very useful. Another batch of fun and interesting but impotent cards. (Gypsy Lover) While it can be quite a good card to have out in the end game, especially with others and a Gypsy's Curse, you are likely to otherwise be in a bad position if you took the time to put these out. (Gypsy's Curse) This certainly seems to make Gypsy Lover a far more useful card. However, the time it takes to get out enough Gypsy Lovers to make it really useful puts a serious crimp on things. (Gypsy Camp) This is certainly the card that makes Gypsies interesting. It is Location defense that allows significant leveraging of your other Gypsies and some degree of exhaustion protection. Stealth Dave - Abstain Jonathan - (Gypsy Lover) Just doesn't offer much of an effect to warrant taking up space in a deck. Seems like an extremely passive strategy. Better to waste a turn playing Gypsy/Event and see their full hand. (Gypsy's Curse) Oh boy, the Gypsies offer you a chance to do some cycling as well! You can draw a few cards and get to see some of your opponent's cards as well. Again, a passive strategy that really seems to be a waste of deck space. These Gypsy cards might be some fun in a theme deck, but I'd be extremely surprised to see them in any serious deck. (Gypsy Camp) Just a silly Location to play with, unless you have no others. The number of usable and productive cards with the word "Gypsy" in the title are extremely few. Best use would involve use of Gypsy to constantly look at your opponent's hand without allowing them to see yours (as with Asgard), but that's not much of a killer strategy. Still, it's a card you might want to own, as you never know when a new powerful Gypsy card might emerge. Charles - Great for stall decks and for annoying an opponent. Gypsy Lover with Gypsy's Curse is lethal when your opponent is at an Ability equal to the number of Lovers you have in play. I fail to see any other use for them at this time. Ratings Overall (Lover, Curse, Camp) Steve 3/4/1 Jeff 2/2/3 Hank 4/4/4 Alan N/A Prodipto 2/3/3 Allen 2/4/7 Bruce 2/3/4 Sdave N/A Jonathan 2/2/3 Charles 1/1/1 Average: 2.25 (Gypsy Lover) 2.88 (Gypsy's Curse) 3.25 (Gypsy Camp)