Card of the Week #83 - 85


Rapier - Jonathan Halperyn

"Do you still think you can make a Swordsman out of me
Consone?"
- Duncan MacLeod

RAPIER
You may play an additional non-Special attack during your
turn. All Basic Attacks you play do 1 less damage. This
will not reduce an attack's damage to less than 1.
ONE HAND ICON

Rapier
Bleeding Wound 3
SITUATION
Play in conjunction with a non-Special attack. If the
attack is not successful, discard this card. While this
card is in play, your opponent takes 1 damage during his
turn for the next three turns. At the end of your
opponent's third turn, discard this card.

Rapier
Quality Blade
OBJECT
While this card is in play, you may play Basic Attacks to
an area you last blocked.

Rapier
Slice
ATTACK  (Red Grid:  Upper Left and Middle Center)
This attack cannot be a Power Blow. If the next attack
you play this turn is Slice, that attack cannot be
dodged.

Rapier
Slice
ATTACK  (Red Grid:  Upper Right and Middle Center)
This attack cannot be a Power Blow. If the next attack
you play this turn is Slice, that attack cannot be
dodged.

Rapier
Swashbuckler 2
SITUATION
While this card is in play, you may play an additional
non-Special attack during your turn for each dodge you
play during your Defense Phase.

Overview:

Rapier is one of the best Weapon of Choice cards
available, and offers a number of potent strategies to
its user. Combined with a number of other offerings from
Arms and Tactics, Highlander players should expect to see
many Personas making use of Rapier's multi-attack
benefits. In an increasingly attack-oriented game, Rapier
provides greatly increased attacking power to many
strategies.

Rapier's benefits are fairly straightforward. You gain an
extra non-Special attack each turn. This attack is in
addition to any other attacks you have the ability to
play on that turn. Although your additional attack may
not be a Special Attack, you are in no way prevented from
playing a Special Attack first, then playing your
non-Special additional attack for Rapier. In fact, this
tactic is often particularly useful, as you give your
opponent a lot to chew on. Rapier's  disadvantage is also
simple, deducting one damage from any successful Basic
Attack, to a minimum of one.

Rapier is a one-handed weapon, making it compatible with
both Shield and Parrying Blade. In both instances, use of
two WoCs gives the Persona some disarm protection with
little worry . For the most potent combos, Parrying Blade
should be considered as the supplementary choice to
Rapier.

Weapon Specific Cards:

Bleeding Wound is similar in function to the WC card
Immortal Wound. Played in conjunction with a single
non-Special Attack, the card remains in play if that
attack is successful, causing a point of damage for the
next three turns to your unfortunate opponent. Bleeding
Wound need not be played in conjunction with an attack
that does damage, as Dirty Tricks may become slightly
more troublesome. It's restriction of three makes it less
than brutally effective, but if you are playing many
difficult-to-defend non-Special attacks (as one often
does with the Rapier) it may be worth your time.

Quality Blade will see little play, as it's amplification
of your ability to effectively play Basic Attacks is less
useful for Rapier users who play as few Basic Attacks as
possible. Amanda might consider this card, as her Basic
Attacks are as effective as ever.

Slice (UL/UC and UR/UC) is Rapier's non-Special attack
offering to your arsenal. If you have multiple attacks,
and play a Slice following a Slice, the second Slice may
not be dodged. Slices can be pulled from Exertions, but
cannot be Power Blows. Though relatively easy to defend
against, these attacks can definitely have an effect as
the game goes on. Any attack that covers more than one
grid area is a potentially effective attack.

Finally, Swashbuckler allows the Rapier user an
additional non-Special attack for each dodge they play.
Considering that many Rapier users are heavy dodge
Personas, this Situation could prove effective for those
that can never have enough additional attacks.

Who should use the Rapier?

Quite a few Personas can make excellent use of the
Rapier, depending on the chosen strategy. Even
traditional Basic Attack users such as Slan can use it.
Often, the most effective and deadly, uses of the Rapier
are derived from its use in conjunction with Parrying
Blade. Parrying Blade's usefulness in conjunction with
Rapier can be chalked up to Parrying Blade's excellent
Special and non-Special attacks, which give Rapier users
even greater multi-attack capabilities. Here are some of
the Personas that might wish to consider the Rapier for
their slicing and dicing pleasures:

Duncan MacLeod:  Think "Duende" and you've got the idea.
Duncan specializes in playing non-Basic Attacks, such as
Slash, Leg Sweep, Killer Precision, Belligerent Attacks,
and Master's Head Shot (add in Flurry Strike if you'd
like). With the Rapier, he gets to initially play two of
these a turn so long as he is careful to play his Special
Attack first. A carefully-placed Leg Sweep can make life
even more unpleasant for his victim. Once Duncan plays
the Bagpipes, he can unleash all the Special and
non-Special attacks he chooses.  Use of the Parrying
Blade is just a nice bonus, giving Duncan some Surprise
Strikes in addition to everything else.

Connor MacLeod:  Effectively the same craziness applies
to Connor with the Rapier, but to a lesser degree. He
hasn't the same number of Special and non-Special Attacks
as Duncan, but his Master's Block will add some trouble
to the mix.

Methos:  With the number of Master's Attacks
(particularly Richie's) he can use, Methos can send a
number of difficult-to-defend attacks at his opponent,
utilizing a second non-Special attack. Also, Methos can
Live Forever, and then send multiple attacks back at his
opponent.

Annie Devlin:  Since Annie normally prepares a
multi-attack offense, the ability to produce multiple
attacks without first being struck must seem an exciting
option to those who frequently play Annie. Her Flashing
Blade ability gives her a head start on aggravating her
opponent with a difficult-to-defend string of attacks.
Now, if she is struck by an attack, she is even tougher
to handle.

Hugh Fitzcairn:  Hugh can set up a first turn kill,
utilizing Rapier with Parrying Blade. His ability to play
Fast Talk, and produce a number of attacks is extremely
dangerous to those who are forced to exert for a defense.

Katana:  Though his Taunt does not prevent his opponent
from escaping his attacks with a Special, he can Taunt
six times each trip through his deck. Other than that,
the same idea as Fitzcairn applies.

Fasil:  Not quite as blatantly powerful as some of the
other combos, Fasil can still Backflip, then play his
Special Attack, which will undoubtedly be unblockable and
undodgable. Then he can add in another difficult to
defend attack.

Kurgan:  More attacks mean more damage to the Warrior
Eternal. With his Follow-Up, his opponent should be
facing even more attacks that are not so easy to defend.
Also, a Dirty Trick/Brawler deck using Bleeding Wound
might be interesting.

Richie Ryan:  His ability to use his own Master's Attack,
as well as other difficult-to-defend attacks could serve
him well while using the Rapier. His ability to use a
Seduce or Taunt to increase his chances of producing a
deadly Flurry Strike attack. Who needs Battle Rage?

Amanda:  Amanda gets to make a base number of three
attacks per turn while using the Rapier. She can even use
the Basic Attacks if she wants, as they still do one
damage, but will probably do more damage with difficult-
to-defend, Seduced Flurry Strikes.

Yung Dol Kim:  With a deck full of attacks for
multi-attacking, you should have no problem finding an
attack to play as a block.

Slan  Well, Slan tends to use Basic Attacks a great deal,
but making a second Flurry Strike a Power Blow without an
Exertion is still a nice tactic. Add Flashing Blade, of
course.

Nefertiri:  Seducing the second attack, if it' s a Flurry
Strike, might be a viable option for her. Making it a
Power Blow would certainly make it hurt.

Kanwulf:  Gaining an additional attack is never a bad
thing. He could begin the game by throwing out three
Flurry Strikes. That might get his opponent's attention.

Ceirdwyn:  Why wait until you have an Ally in play before
laying down a string of attacks?

Generic Immortal - The Generic that can play without the
Basic Attacks (Anthony Gallen) could make particularly
fine use of Rapier.

What other cards should I include in my Rapier deck?

Well, if you're playing a deck that includes Rapier,
there are some essential cards you might wish to consider
to augment your strategies.

Firstly, including the Crystals in your Pre-Game
repertoire is probably a good idea. Unless those Basic
Attacks have any purpose for inclusion in your deck, you
might as well include some attacks that do a little more
damage or are tougher to defend. This tactic will save
you space in your deck.

Next, you might wish to consider adding Parrying Blade to
your strategy. The Surprise Strikes that Parrying Blade
offers are almost essential to any multi-attack deck.
They're like free attacks to give your opponent even more
trouble.

Flashing Blade is also an essential Edge to be included
in your Rapier deck. After all, you want to deplete those
dodges and strike with your difficult-to-defend attacks.
Masters Advance might also aid you in depleting your
opponents dodges.

Another Edge you might wish to consider playing is
Patience. While playing a great number of cards, it might
sometimes prove valuable to expand your options by
drawing up to your full ability.

In terms of attacking, Flurry Strikes should almost
definitely be included in your deck. Never again will a
Persona be forced to play a lone Flurry Strike with no
benefits. Also, Dirty Tricks might be able to help
further your goal.

As a note, your deck will inevitably be susceptible to
any forms of anti-attack. Safe Haven, Pedestrians,
Bystanders, and the like will interfere with your ability
to pummel your opponent. Thus, you might want to include
the appropriate remedies to these attack-hosers.

Location selection will be very important to users of
Rapier. Do you want even more attacks, and the ability to
ignore some attack-hosers? Try Dueling Grounds. Afraid of
your opponent running away from you? Try Ring of Fire.
Afraid of your opponent playing too many dodges against
you? Try The Circle (but be prepared with Reconnaissance
and some Evades of your own) or Catwalk/Dead End Alley
depending on your own dodge capabilities. Playing Connor?
Go with the Mountain Cave and really make them sweat
while trying to defend your 3-4 attacks. Playing
Nefertiri? Go with Battlefield or Factory. of course.
Your opponent will be in trouble in either of those
Locations most of the time. With most other Locations,
the usual rules apply. Use a Location that compliments
your strategy.

What to expect out of a Rapier deck

Ordinarily, this section would be entitled  How to
Defeat, but since the Rapier offers few weaknesses to its
user, that's not the most helpful strategy discussion. A
user of Rapier is going to be a dangerous opponent. The
game has the potential to be very quick and very bloody
(more so if both players are using Rapier). The user is
going to be dangerous if they are able to attack freely,
and dangerous in First Blood as well. If the Persona
using Rapier runs out of attacks, is forced to discard
them, or cannot attack, the game is in your favor. A
Persona playing this type of deck may be susceptible to
Direct Damage or Forced Discard.

What Quickenings should I use?

Some Quickenings will be inherently helpful to users of
the Rapier.  Here are some ideas:

Slan:  Adding extra punch to Flurry Strikes is a good
thing.

Kim:  With so many attacks, you ll never run out of
defenses.

Katana:  Exert to remove attack-hoser cards.

Khan:  After Hugh flies through his deck in two turns,
he'll want to take less ability loss.

Kurgan:  Probably the most effective of the bunch, your
multi-attack onslaught will be much more effective. We
will see more first turn kills than ever before.

Masters Advance:  The faster they run out of dodges, the
faster they will buckle under.

Nefertiri Draw:  Playing so many cards in a turn, you can
increase your options by immediately drawing to replace
each card played.

Overall

Overall, I assign Rapier a value of _10_. It is an
invaluable card to many types of attack decks, and will
potentially re-define the nature of the Highlander CCG.
Games will become much quicker and bloodier.  Many of the
Personas can make use of it to create deadly combinations
within the first few turns of play. Watch your heads!

Let's see what the rest of my comrades and compatriots
said...

What Our Other Raters Say:

Steve - The single best Weapon of Choice to date,
primarily because its disadvantage is negligible.
Stratagem away those Basic Attacks, or don't even bother
with them if you can get your hands on those Crystals.
Or use them as Power Blows  - they only do 3/1 damage, as
opposed to 4/2.  That's still better than Amanda.  Mix
well with Annie's ability, or Taunt/Katana, or Amanda,
whoever else you please.  It's still doesn't make Basic
Attacks obsolete (Lunge users, particularly those who
Power Blow, take note), but it comes close.  It's also a
deadly weapon with Parrying Blade, since the latter gives
more non-Basic Attacks (Surprise Strike).  Some nice
supplementary cards (except for Quality Blade *sigh).

Jeff - Rapier is definitely the strongest of the Weapons
of Choice in A&T.  In conjunction with other strong
pro-attack cards, it shifts the balance toward attacking
and away from stall, cheese, and other such strategies.
In conjunction with Parrying Blade, a huge number of
attacks can be made in one turn... without adding in
inherent abilities (Ceirdwyn, Amanda, YDK), Dueling
Grounds, The Prize: Attack, etc.  There are very few
Immortals that it doesn't complement.  Katana?
Taunt/Flashing Blade with Rapier.  Amanda or Annie?  More
attacks.  Slan?  Use Flashing Blade to make sure they
don't get away from both attacks.

Hank - The Rapier is one of my favorite of the new
weapons.  It give the benefit of Amanda (2 attacks per
round) without as much of a penalty (-1 damage only to
Basics).  Combined with the "no Basics" Bob, or three
Crystals (soon to be 6) to swap out Basics for Ripostes
or Flurry Strikes, and you have a Weapon that gives a
benefit with little to no penalty.  It's a one-handed
Weapon, so it works well with things like Pistols, the
Shield and the Parrying Blade... it's got good cards (the
Slices are nice without being abusive)... in my opinion,
Rapier is the best of the WoCs, all positive and no
negative.

Alan -

Prodipto - Definitely one of the most powerful, and
arguably _the_ most powerful Weapon of Choice, the Rapier
has a number of benefits going for it.  The extra attack
is far more valuable than the minor impediment
(particularly with Crystals) of having to lose a point
from your Basic Attacks.  Other non-Special Attacks are
not affected in any way, making Slashes much more
efficient with Rapier in play (editor's note: only Upper,
unless you're using the Kurgan Q).  Additionally Slices
allow for additional multi-area attacks.  Quality Blade
and Swashbuckler are nice support cards.  While I'd never
use Bleeding Wound myself, some people may find it
appealing as well.  Personae who should definitely
consider the Rapier (aside from everyone) are Amanda,
Annie, Ceirdwyn, Fasil, Kanis, Kastagir, Kern, Hyde and
Methos.

Allen - The Rapier is one of the best weapons of choice
from Arms and Tactics. An extra attack is a very nice
upside and makes playing slashes much easier.  This is
true even if you only play one attack per turn, but
Rapier is most useful when you intend to throw several
attacks in the same turn.  If you aren't lucky enough to
be Annie or Hyde, Rapier helps improve the quality of
your attack patterns.  Flashing Blade helps
multi-attackers, but Twist of Fate can leave you swinging
at a single dodge.  Slice, however, is undodgeable when
played in multiples. If you can play L. Slice, R. Slice,
Lower Attack, then your opponent is likely forced into
using multiple defenses.  Rapier's main strength lies in
the weapon itself.  Quality Blade can let you use a basic
attack after playing an inconvenient block, but if you
build your deck well this shouldn't be an issue.  Given
Rapier's downside for basic attacks I usually skip
Quality Blade.  Likewise I usually skip Trap.  With
opponents casually throwing 3 or more attacks per turn,
forcing them to lose one doesn't often seem like an
efficient use of my special card.  There are certainly
easier ways to try and disarm you opponent, especially
since I use so much dodge suppression already.
Swashbuckler can be nice, but I prefer cards which give
me a more constant and predictable number of attacks per
turn. Bleeding Wound, however, especially when played
with Dirty Tricks, can be a real coupe.

Bruce - If you were only able to have one WoC in your
collection, it would almost have to be either Rapier or
War Axe. Rapier's "penalty" is minimal especially if you
just cycle away the Basic Attacks or use any of the
current methods to not play with them in the first place.
The ability to play an additional non-Special attack
during your turn not only provides obvious offensive
potential, it creates an opportunity to cycle your hand
and balance cards based on an opponent's strategy. While
it doesn't have a clear power card like War Axe's Quality
Blade, most of its cards compliment Rapier fairly well.
Bleeding Wound can help you get your attacks through or
waste their Situation defense. The Slices are, if nothing
else, superior to most basic attacks. Swashbuckler gives
you a reason to put dodges back into your deck. Only
Quality Blade plays into Rapier's weak spot and even it
could find a use in many Rapier decks. What Rapier has is
versatility and the ability to fit into almost any deck
strategy that does not rely on Basic Attacks or a
specific WoC. What it lacks, if it really lacks anything,
is a clear reason to build a deck entirely around it.

Stealth Dave - Rapier is, IMO, one of the most powerful
and useful Weapons of Choice currently available, second
only to the War Axe by a slim margin.  Rapier has
arguably the least harmful "penalty" of all the Weapons.
With the existence of A&T Remove 5 Cards and Crystals,
you can build a deck with any Persona that has only one
Basic Attack, and Rapier's penalty has no real effect on
Amanda or the Bob that doesn't have to include Basic
cards. While Rapier's cards aren't necessarily
outstanding, they do provide very good support for the
weapon.  The best thing about Slice is really the fact
that it is a non-basic attack since it can easily be
blocked by Basic Blocks and Guards.  Bleeding Wound is
nice since there isn't much out there that stops
Situation damage (even Methos has to take it ;), and
Swashbuckler can really speed up those attacks.  Quality
Blade?  Eh.  Chances are you're trying to get away with
as few Basic Attacks as possible any way, so I don't see
a whole lot of use for that card.  All in all, Rapier is
a powerful contender as multiple attack strategies become
more and more popular.

Charles - Rapier is a pre-game that lets you play an
additional attack and its only drawback is that Basic
Attacks do 1 less damage...I think it is awesome! It
should make its way into every multi-attack based deck as
well as any deck that relies on finesse. Ditch that
dragon-headed katana, Conner: the Rapier is a real man's
weapon! The WoC cards that enhance this weapon provide a
decent boost as well. Swashbuckler and Bleeding Wound
will annoy any opponent that has run low on defenses, but
Swashbuckler is, by far, the more annoying of the two.
Pair this weapon with Fitz and his Fast Talks become
ungodly powerful, pair it with Kanwulf and you have a
great multi-attack deck (with or without a lot of
Specials), pair it with a Battlefield deck... well you
get the idea.  I believe Rapier is the most powerful Pre-
game since the creation of the TCG Rip.

Ratings Overall

Steve                   9
Jeff                    8
Hank                    9
Prodipto                9
Allen                   8
Bruce                   8
Sdave                   8
Jonathan               10
Charles                 8

Average:                8.56

------------------------------------------------------------------
Scorn/SE
Situation
While Scorn is in play, target player loses 2 Ability. 
At the end of target player's 2nd turn, discard Scorn.
(errata'd text)

Scorn/ME
Situation
At the beginning of each turn for the next 3 turns,
target player loses 1 Ability.  At the beginning of that
player's fourth turn, remove Scorn from play.  All lost
Ability returns when Scorn leaves play.

While catching up on old favorites (and some not-so-
favorites), the two Scorn cards come up as some of the
typical "almost-forgotten" cards that we've been reviewing
recently.  These cards never drew a great deal of
attention on their initial release.  Now, several
Collections, Editions, and Expansions later, let's take
another look at them.

Game mechanic questions first.  Both of these cards
affect Ability, rather than inflicting damage.  As such,
this means that they can't be negated by cards that
prevent damage.  Most such cards only work against Events
only.  Even Dr. Sonny Jackson and Dr. Anne Lindsey won't
work against Scorn, though.

By the same token, Kalas gains no benefit from his
Persona ability when using Scorn.

Ability loss caused by either version of Scorn occurs
during the target's first Ability Adjustment phase after
it is played.

Ability regained when Scorn leaves play is regained
during the target player's next Ability Adjustment phase
as well (the last sentence of Scorn/ME is somewhat
misleading).  So if Player A plays Scorn/SE on Player B
on turn 2A, it will reduce his Ability by two at the end
of 2B, during the target's next Ability Adjustment phase. 
It will be removed at the end of turn 3B, but Player B
will not regain two Ability until the Ability Adjustment
phase of 4B.

When your lost Ability returns when Scorns leave play,
you _are_ considered to "gain" Ability.  Thus, you are now
a legal target for cards such as Incense of Pain and
Kate.  Regaining Ability due to a discarded Scorn will
_not_ make you a target for an "enhanced" Stalk/Martin
Hyde, since you didn't play a card that let you gain
Ability.

If you Focus Scorn/ME, you do not lose Ability that turn. 
However, Scorn/ME is still "in play" and so you don't
recover your lost Ability that turn.  Scorn/ME will still
know when the target's fourth turn is, and remove itself.

You can heal your Ability up during the turns when you
are under the effect of Scorn.  However, Ability regained
when Scorn leaves play will not raise you above your
maximum.

So that's how the Scorns work.  When are they useful?

The first thing to consider is the difference between the
two.  Scorn/SE has a somewhat lesser impact (-2 Ability
instead of -3), but it occurs right away, rather than
spread out over three turns.

Scorn/SE's most immediate function will probably be to
keep an opponent from drawing at the end of their next
turn.  Typically, they'll play roughly two cards.  They
lose 2 Ability, and thus draw nothing.

After that, they'll be at two less Ability for the next
two turns.  This is probably not a substantial advantage
to the Scorn-user unless it is late in the game, Scorn
can still force the target player out of the game if it
reduces his Ability such that he is at 0 at the beginning
of an attack phase.

Scorn/ME does much the same thing, but its effect is
cumulative.  This means you won't be able to restrict the
drawing of his cards quite as much, since he'll still be
able to draw at least one card each turn that his Ability
drops by one.  However, it also means at the end of three
turns he'll be, however, briefly, -3 Ability.

This also means that when its effect fades, your opponent
regains 3 Ability.  Why is that more important than
regaining 2 Ability from Scorn/SE's removal?  Incense of
Pain.  Which brings us to who should use Scorn?

Because of Incense of Pain, Luther is an obvious choice. 
It is Reserved, so Richie can use it a little more
easily, but not much better than anyone else using
Darius.

So what do you with Incense of Pain?  Very simple.  Play
Scorn/SE on turn 1A, and on turns 2A and 3A play Incenses
of Pain.  Your opponent will lose 2 Ability on 1B, regain
it at the end of 2B, and it will actually increase by two
during his Ability Adjustment phase on 3B.  He loses a
big _12_ cards from the top of his Endurance.  How many
Cat & Mouse cards would Xavier have to play, in how many
turns, to accomplish the same effect?

And those two Incense of Pains are out there for you to
play another Scorn/SE and make them lose another 12
cards.  Get down three more for a total of five (the
fifth from a pg Darius), and your opponent will be losing
_18_ cards from his Endurance each time he "recovers" from
your Scorn.  Anybody have a problem with that?  Play six
Scorns, and that's a potential 126 cards each pass
through Luther's Endurance.  Even Khan is going to feel a
bit weak in the knees after that.

All your opponent can really do is Police the Scorn as
soon as it hit the table, before his first Ability
Adjustment phase.  This costs him the use of a Special
that turn, and makes him waste the Police on something
other than your other Situations.

Scorn/ME take a bit longer, but has a few minor
advantages and one big one.  The minor ones include the
somewhat slower, but psychologically more grinding effect
of having your Ability tick down.  Never underestimate
psychology in a game of Highlander.  Another advantage is
since you only have to play one Scorn/ME every three
turns (although you _can_ play them quicker), you have
more time to play other Specials like Disappear and
Continuity (w/Endure Pain), and slow down those newly-
minted multi-attacker types with Taunt.

The really big advantage is that when they regain that
Ability, they'll lose 9 cards, rather than the six from
Scorn/SE.  That ads up to a potential 24 cards lost per
Scorn/ME, or a potential _144_ per pass through your
Endurance.

The other Ability-gaining related card is Kate.  Since
anti-Event damage is still a common phenomena, sight,
this Ally isn't nearly as effective as Incense of Pain. 
But if you can use those extra turns granted by Scorn to
Police those Greenfield Hobbies, you might be able to
come out ahead.  If Luther tries this stunt in
conjunction with Incense of Pain, Disappear will give him
some added protection if the opponent uses Do It
Yourself/General Katana or Unexpected Assistance to
"bounce" the damage back.

So overall, Steve gives Scorn/SE a _3_ and Scorn/ME a 4. 
At best, they're a minor annoyance under most
circumstances.  However, their use with Incense of Pain
is so painful if successful that I've got to bump it a
point or two.

What Our Other Raters Say:

Jeff - Scorn/SE is by and large a waste of time unless
you just happen to need an extra 2 points to take your
opponent to zero.  The ME Scorn is, perhaps, a bit better
with its longer duration, but is really not that useful. 
The presence of Police, Focus, and Katana along with
their transient nature suggests to me that the slots used
for these cards could be better used.

Hank - I've used these cards before, it's sometimes
useful and sometimes forcing an opponent to gain Ability
(when the Scorn leaves play) is also a good thing, sets
up combos (Kate, Incense of Pain, etc). Neither card is
all that powerful, though.  I'd give a slight edge to the
SE Scorn:  it's over with more quickly and you can
combine it more often because of that.

Prodipto - Scorn is a fairly decent way to temporarily
put your opponent at a disadvantage.  The key is to take
advantage of the 2-3 turns that Scorn is out to further
your own strategy.  Kane, Fitzcairn and Kastagir all come
to mind as Personae who have support cards that further
force your opponent to discard, putting them at a severe
disadvantage.  Kalas can also wreak havoc with the Scorn
cards by damaging his opponent and leaving them holding
few cards.  Most importantly, Police/Counter Damage and
Rules of the Game don't affect Scorn, although Focus
does.  So, in the end, for a narrow strategy, Scorn is
decent, but generally of limited use.

Allen - Neither Scorn seems very impressive on its own,
but are beginning to have some effect in conjunction with
other cards;  but not a lot.  They do guarantee you a use
for Kate if your opponent doesn't heal otherwise, but
that's two widely space Specials to do less than a
Careful Mob or Careful Watcher+Watcher/Hunter+Horton. 
Several of Luther's Incense of Pain, however, can rob
your opponent of _many_ cards after a good Scorn.  Use in
conjunction with Diane Terrin etc. and you're on to
something.  Scorn isn't much except for this one combo,
however, and thus doesn't rate high in my book.

Bruce - There is not a lot to say here. Temporarily
reducing your opponent's ability can certainly be useful.
If your opponent is not drawing cards, it can severely
hamper their strategy. I have even seen some marginal
strategies that use these cards as their core components.
But, a permanent effect is usually what is called for if
you want to win.

Stealth Dave - Abstain

Jonathan - Ability loss from a Situation is a nice idea,
but the loss of these cards after a few turns makes them
less than phenomenal.  They (particularly ME version) are
nice sealed deck cards, but very often do not find their
way into competitive decks. They are helpful most
specifically in the end game, but tend to work poorly
early on in a game. For their Sealed Deck value, they
have some value, but I'd never put them into a
traditional deck.

Charles - Temporary effects do not appeal to me. I much
prefer to use Poison Gas because, even though it is
temporary, I control when the effect will end, and if I
am patient, and play the Gas at the right time, the
effect can be permanent.

Ratings Overall (SE/ME)

Steve                 3/4
Jeff                  3/4
Hank                  5/4
Prodipto              4/5
Allen                 3/3
Bruce                 4/4
Sdave                 N/A
Jonathan              2/3
Charles               2/2

Average:                3.25 / 3.63

------------------------------------------------------------------
Pedestrian/Delay-2
Situation: Pedestrian
No attacks may be played until after your opponent's next
2 turns.  Discard this card at that time. (errata'd text)

Another oldie-but-goodie.  A one-time favorite, but has
it fallen on hard time?  Let's take a look.

Pedestrian/Delay-2 is...well, a Pedestrian card.  If we
weren't sure before, we have the errata to make that
clear to us now.  Whew. :) It is vulnerable to cards that
target Situations _and_ Pedestrians.

Ped-2 has no effect until it is played.  Nor should it be
implied that you cannot play an attack the turn you play
it (unlike, say, Disappear).  Feel free to play an
attack, then play Ped-2.

Ped-2 does prevent both players from playing attacks, and
can be bypassed by the appropriate cards that let you
ignore "prevent attack" effects.

And...that's it.  Pretty simple.  So what do you do with
it?

In its best days, Ped-2 basically served as a substitute
Intimidate/Slan or Luther.  For non-attack types like
Xavier, it gave you plenty of time to play those Unholy
Alliances and Alliances, get out your Forethoughts, and
then sneak in a Stalk that they couldn't Holy Ground away
from.  All and at the same time not have to worry about
someone beating up on you.

Ped-2 also expanded the ability of Slan to Power Blow and
not have to worry about a Hidden attack next turn.  In
essence, it gave him twice as many Intimidates.

Then we had Movie Edition, and the introduction of
General Katana, Rooftop, and Focus.  Katana's Exertion
may have been a bit expensive to deal with the temporary
delay of a Ped-2.  Focus worked both ways.  It let you
attack if your opponent had it out...but it also let you
attack if _you_ had it out.  Rooftop was not one of the
more common Locations in play even then, and was used
more as a anti-Angry Mob/Careful Planning deterrent.

The next big change in Ped-2's fortunes came with The
Gathering, where we had Trenchcoat.  Besides making
Rooftop obsolete, Trenchcoat makes it extremely difficult
to play any Pedestrians, as there is currently no cards
to temporarily Focus or Recon past Objects, and
Misfortune remains the only real Object-removal tool.
Since Trenchcoat works against other, more dangerous
cards as well, such as Angry Mob-SE/Careful Planning and
Pedestrian/Hidden-Only, it's an Object that's likely to
see continuing use in the years to come.

So with all that in mind, is Ped-2 still worth using?

In some cases, yes.  With the new rise in multi-attack
decks thanks to the release of Arms & Tactics, and the
existence of Ceirdwyn and Rapier in particular, a Generic
card that stops _all_ attacks, rather than simply causing
the loss of a single attack (Bystander/Event, Parrying
Blade's block effect, etc.), can still be a useful tool.
While Ped-2 makes your opponent unable to attack for two
rounds, if timed properly it only affects you for one
turn.

Ped-2 also has the benefit of letting you "set up" an
attack.  Again, Parrying Blade in the hands of your
opponent, as well as the necessity to block against more
and more attacks, can mean that it can be difficult to
play that attack to the precise area you need it.  Master
Swordsman helps, but there are times when you still can
only make one attack, and you want to play that
Stalk/Xavier to one specific area.  A Ped-2 can buy you
that time.

And Ped-2 still makes a useful augmentation to Slan when
he doesn't have Intimidates handy.

Cheese decks probably don't need Ped-2, not when Ped-
Hidden, Safe Haven/Sit, FM/Wings, and Grapple are out
there.  Ped-2 is best used as an augmentation to a combat
deck, not (as in the game's early days) as part of an
anti-attack stall deck.

The main problem with Ped-2, and what ultimately _does_
bring it down, is that you've got to get past Trenchcoat
to do it.  While Trenchcoat has put a end to a great many
cheese strategies, it also tends to impair certain non-
cheese cards, and Ped-2 is one of those.

Given the prevalence of Hogg, Flying Machine/Wings,
Equalizer, and anyone with a few Darii to spare,
Misfortunes should be more and more a 4+ card staple in
practically any but the leanest & meanest of decks.  The
problem is, you're probably going to find plenty to
Misfortune because of those cards, without worrying about
trying to keep the board clear of Trenchcoats.  If you
use a Disarm deck and have to worry about Extra Weapons
as well...forget it.  Assuming you even want to waste
time playing a Ped-2 when you're trying to disarm and
skewer your opponent ASAP.

So overall, Steve gives Pedestrian/Delay-2 a _2_.  Maybe
the pendulum will swing back again, Trenchcoat will phase
out as the more extreme cheese that it deals with dies
away, and Ped-2 may become viable.  But right now, there
are just too many other better cards out there, wheter
you want to stall a game entirely or stall an opponent's
attack drive.

What Our Other Raters Say:

Jeff - Once a kinda-cool card, this Ped has fallen on
hard times.  Not only is it vulnerable to all the usual
cards (Focus, Police, Katana, Rooftop, Trenchcoat), but
it also has Discipline: Attacks and Dueling Grounds to
get around now.  Not useful outside sealed deck.

Hank - A cheesy card, but it's seen use.  I think it got
eclipsed quite a bit by Ped/Hidden, because Ped/Hidden
lasts indefinitely, but I've used it before to have a
breather to get Specials out... Ped/Hidden has a lot more
chance of backfiring.

Prodipto - Need to buy some time from your opponent's
attack deck?  Need a chance to slough some defenses to
cycle your hand?  Then Ped-2 is your friend!  With the
implementation of the rule allowing you to drop a defense
if your opponent didn't attack, you have two free turns
of cycling in some cards that will help your strategy.
I'm a great proponent of card cycling and, if it keeps
your opponent from attacking, then great!  Of course your
opponent gets the same benefit, but in many cases that's
worth the price.

Allen - Ped: 2 Turn is a good 'breather' card for older
Immortals who aren't up to today's five attacks per turn
pace, or any deck which only wants to make carefully
timed attacks, wants to conserve its defenses, buy time
to play non-Attack oriented Specials  (Change of Fortune,
Lunge, Attack Weapon anyone?), or just not face a Hidden
attack after a Power Blow.  It does these jobs fairly
well, and can augment such cards as Slan's Intimidate.
Not much for flash, and easily abusable with cheese, but
it can help you wind up for that one big swing.

Bruce - When I first started playing Highlander, this
card was in all of my decks! I could just count it as a
defense card and everything worked out. But, it is a
Pedestrian and a Situation and thus fairly easy to get
around. You are probably far better off with other cards
in today's environment.

Stealth Dave - Abstain

Jonathan - Despite the trend away from
Pedestrian\Bystander strategies, this card has a number
of productive uses. An intelligent player can use it to
control the flow of the game, attacking without the fear
of reprisal on Turn One, and finding some time to set up
his next strategy on the off-turn. That said, the anti-
Pedestrian nature of the game has hurt this card's
potential rating. Situation removal has become quite
commonplace as people need to remove Hounds and Allies at
an alarming rate now. Most Situation-based strategies are
doomed unless they really pile on the Situations each
turn. Thus, I expect to see very little of Pedestrian-2
in the future.

Charles - There are much more powerful cards capable of
preventing an opponent from attacking such as Safe Haven
and Duelist.  There are also ways around Ped-2 that do
not affect other anti-attack situations (Rooftop and
Trenchcoat).

Ratings Overall

Steve                   2
Jeff                    3
Hank                    6
Prodipto                6
Allen                   6
Bruce                   3
Sdave                 N/A
Jonathan                4
Charles                 2

Average:                4.00
1