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 Post subject: [SNC-MCD] Charms
PostPosted: Tue Apr 05, 2022 5:40 pm 
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 Post subject: Re: [SNC-MCD] Charms
PostPosted: Tue Apr 05, 2022 5:57 pm 
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Why does every charm have to be a removal spell? Are single-purpose removal spells not good enough to put in decks?


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 Post subject: Re: [SNC-MCD] Charms
PostPosted: Tue Apr 05, 2022 5:58 pm 
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I know Charms/Commands are designed more as tools for their colors than representative of the factions they're named after, but I do wish the Brokers Charm had some form of protection on there, like a fog or narrow counterspell. It just feels particularly disconnected from the faction.


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 Post subject: Re: [SNC-MCD] Charms
PostPosted: Tue Apr 05, 2022 6:23 pm 
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Do we know the mechanical identities of the factions already?
Destroying enchantments is sometimes flavored as protection


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 Post subject: Re: [SNC-MCD] Charms
PostPosted: Tue Apr 05, 2022 7:10 pm 
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We have very general descriptions for now, though I am referring more to who the Brokers are overall rather than the specific mechanical identity.

Copy-pasting myself:

Quote:
- The Obscura (WUB, mechanical themes are card draw and control): Conmen, grifters, spies. Oracles use their knowledge and prophecies to control the city and maintain balance between the families while they line their pockets.

- The Maestros (UBR, mechanical themes are sacrifice and removal): Artists who see murder as their medium. They're more old money and refined in dress.

- The Riveteers (BRG, mechanical themes are aggro and big beaters, good at buffing each other up): Union workers, mess with them and they will take apart the infrastructure below you.

- The Cabaretti (RGW, mechanical themes are creature synergies and go wide): Party throwers, the most inclusive and accepting, have a lot of politicians in their pocket.

- The Brokers (GWU, mechanical themes are protection and control): Doomsday lawyers who will keep you safe but at what cost? Always there when something goes wrong, whether you want them to be or not. Protection rackets and a lot of favor trading.


So we don't know whether/how the charms fit the factions overall at this time, though the Cabaretti Charm very obviously fits the go-wide theme (which is also apparent in the faction leader's card). It's more that the Brokers Charm doesn't show "law firm that shows up everywhere to offer people protection and fixes in return for favors" much at all.


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 Post subject: Re: [SNC-MCD] Charms
PostPosted: Wed Apr 06, 2022 5:07 am 
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Ok headcanon for broker's charm:

First mode is that you pick up a weapon (+1/+0) and murder someone (deal damage = your power). We assume after this that you get put under Arrest

Second mode is the brokers coming to save you by removing the Arrest

Third mode is you pay the brokers by giving them two cards


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