Holy Heist Common Rules Questions

Holy Heist Common Rules Questions

Welcome to a short article answering some common questions that may arise from some new Heist cards. Some of these interactions existed back in Seed, but since that was a while ago these kinds of things haven’t come up for many players. There are also some new rules that were added/updated these will be mentioned as well. Lugubrian Council and Eldridge Gosche Q: Can you put tokens on the Faction card with cards like Eldridge Gosche or Voidal Perversion? Sadly, the answer is no.  Rule 202.9 states that nothing can affect the faction unless a card specifically says it can affect the faction. A common argument is that the faction is a non-resource card, so should be able to be picked. Forget also says non-resource card, what happens if you could use that to put the faction into your opponents hand? Scenarios like that is why this rule exists. Mutation Tactics and Duplication Effects Q: You just deployed Will of a Living God. You follow this up with a Voidal Replication. What happens? Duplicating a tactic creates an invisible copy of the card. Having an invisible copy exist in various game areas is a bit odd and could cause confusion, so a new rule has been added for duplicates. The new rule reads:  “307.4 When a duplicate leaves the Being Deployed game area it disappears.”   Going back to the question, the Voidal Replication would still create a copy of Will of a Living God, you would still pay it’s extra costs (Picking a character for the Attach to), but since the copy doesn’t do anything until it enters play...

Holy Heist Gearsmith Top 10 Pt. 2

 This is part two of a two part article examining the top 10 Holy Heist Gearsmith cards. Hasty Pursuit This 2 cost tactic screams late game to me. You won’t often use this card early in a match. Not saying that you won’t, but this is the type of the card good for when you and your opponent are in a position where you both have some board presence, you are both trying to punch through for some damage but keep just trading characters or bouncing off each other. This card will give you the advantage you need to accomplish your goal, as long as your goal is to smash your opponents face into the ground and have your majigs and 31v35 jumping on top of their lifeless bodies smiling and cheering. I would probably almost never want to use this card from my hand because the extra rules text of the flip up getting to deplete two characters is so worth the extra two resources you have to spend and losing a resource from flipping it up. Depleting two of your opponents potential blockers and attacking with your characters you just put out this turn in one card is extremely efficient. Thankfully when you play it you don’t draw a card– oh wait, yes you do! Digital Claywork Compendium This card cannot be picked. Lets read that again, This card cannot be picked. Those 5 words make this card infinitely better than its Seed counterpart Claywork Compendium. I do not agree that Digital is better in every case, but in this case, yes, I vote Digital. With this card having a great chance...
Holy Heist Gearsmith Top 10 Pt. 2

Holy Heist Gearsmith Top 10 Pt. 2

 This is part two of a two part article examining the top 10 Holy Heist Gearsmith cards. Hasty Pursuit This 2 cost tactic screams late game to me. You won’t often use this card early in a match. Not saying that you won’t, but this is the type of the card good for when you and your opponent are in a position where you both have some board presence, you are both trying to punch through for some damage but keep just trading characters or bouncing off each other. This card will give you the advantage you need to accomplish your goal, as long as your goal is to smash your opponents face into the ground and have your majigs and 31v35 jumping on top of their lifeless bodies smiling and cheering. I would probably almost never want to use this card from my hand because the extra rules text of the flip up getting to deplete two characters is so worth the extra two resources you have to spend and losing a resource from flipping it up. Depleting two of your opponents potential blockers and attacking with your characters you just put out this turn in one card is extremely efficient. Thankfully when you play it you don’t draw a card– oh wait, yes you do! Digital Claywork Compendium This card cannot be picked. Lets read that again, This card cannot be picked. Those 5 words make this card infinitely better than its Seed counterpart Claywork Compendium. I do not agree that Digital is better in every case, but in this case, yes, I vote Digital. With this card having a great chance...
Holy Heist Gearsmith Top 10 Cards Pt. 1

Holy Heist Gearsmith Top 10 Cards Pt. 1

Hello Fellow Spoilers! Daniel Sotelo here with an article about the Top 10 Gearsmith cards from the newly released Holy Heist Expansion. I will give some thoughts on each of these cards to hopefully spark some creative ideas. Some of these cards on the list will be better fitted for Limited Play over Constructed or vice versa. At first I wanted to put these cards in order of what I feel is worst to best out of the 10 Cards I chose. Since Heist is new and I have not played to much with all of these cards, this list could easily jumble around in any order. Stop reading this introduction and go take a look at my list! 73ch! This 4 cost tactic squeezed in my top ten as I seem to not find it as useful as others may do. The one advantage to this card is it really helps accelerate the “Stutter Machine” combo. You can play this card to grab out your second Stuttershy face down so you are all ready to start making infinite majigs. The 3 threshold restricts this card from being playing in splashed gearsmith decks. With some much acceleration floating around in the Gearsmith world, I wonder how much this card will see play in constructed in the coming months. Runic Distributor How many of you reading this article have taken a look at a card and said to themselves, “Hey, I want to make a deck around this card?”  Well, this card certainly fits that bill. This 0 cost item can redistribute your tokens on any cards, not just character,...
Advice to an Ambassador pt. 3

Advice to an Ambassador pt. 3

This is part three of a three part series. Find part one here and part two here. Six – If Knowledge is power… then a god am I !!! (Or people are Lazy).  Okay this one, I admit, can be a little tricky and is very dependent on your situation on the ground, but the key thing to wining any campaign id information and in this case having it to hand. When it comes down to it people are; busy, distracted, unsure and do not have the time to (insert task), or as I like to call it lazy. Instead of deriding them for this obvious moral failing (tongue firmly placed in cheek) help them to over come their inherent lack of moral fibre and have information to hand. I guess my point is, make it as easy as possible for people to get into the game, the more barriers you can drop, the less excuse they can have to not play it. So what information do you need? Well the truth is dependent on who you are speaking to, so lets deal with shops first (which is the trickiest and I have to say I have an unfair advantage here). Stores; Remember at the heart of any store, there is a need to make a profit, which means people through the door and product that can be sold. So, if you can give a lot of information to the store owner so they don’t have to dig for themselves this will help. Therefore knowing the following is very useful; Who is the distributor for the game in the...
Advice to an Ambassador pt. 2

Advice to an Ambassador pt. 2

This is part two of a three-part article, Advice to an Ambassador. Find part one right here. Four – Selective targeting. Like any good revolution you can not be successful with out an ever band of growing and willing accomplices to help spread you dream of a Luridian take over. As an ambassador part of your aim should be to build the community, and get more and more people into the game, now this is where you can be smart. One tried and tested method is the scatter gun/ mini gun approach. Get as many people to try it as possible and wait for some people to get hooked. This can work but has the draw back of being rather labour intensive and well like a scatter gun (clue being in the name) a bit hit and miss. However ‘my young apprentice’ there is a another way, a surgical strike delivered with precision and at the right target can be far more effective than one would think! Getting the ‘right’ people on board can be they key to success or failure. So who are these mythical people (as we hear the stirrings of a Howard Shore score)? Store owners/ managers/ staff. Okay, okay I know these people are busy and you will have to pick your moment carefully, but lets be honest with ourselves, these people 90% love the stuff they sell. So, if you can get them on board they will help spread the word, they are much more likely to be on board for organised play and to allow events to occur in the store, also it...