Next Clan???

Thursday 19/11/2009, 21:45

As modt of us know, every 6 months a new clan arrives in clint city, on this thread you should post your ideas to what they could be
eg: Skeelz-school Freaks-circus Sentinel-cops

Friday 14/09/2012, 09:34 addition to the medival one, the clan bonus should be something like confidence: power +2,
p.s. they cryme idea is really cool as well (the criminals break free from the Sentinel prisons) thier ability MUST be a pill leech, it would read bonus: pill leech 1, and it would obviously cause -1 pill opp, +1 pill for you

Friday 14/09/2012, 10:17

Ghost clan.. dont forget casper for the first release ^_^

Friday 14/09/2012, 16:11

The next clan should be the cast of Firefly.

Saturday 15/09/2012, 09:37

Well, if the next release is supposed to be bad guys, and infernowang is suggesting a pill leach ability, I would go for the corrupt politicians/lawyers/judges/heads of departments/etc. that run Clint City. A group like that would totally tax you your pills and spend them on themselves. -1 opp pill, +1 pill would be a fun and suiting ability.

Saturday 15/09/2012, 10:10

I think a clan that had strong pill manip on every character would be a bit OP. Maybe -1 opp pill +1 pill with a min 5, or something like that.

Saturday 15/09/2012, 11:22

Egypt clan !^__^

Saturday 15/09/2012, 12:43

Seeing as Freaks have poison 2 min 3 I feel that there should be a clan made to counter that (eg. Cats can counter La Junta and Fang Pi Clang). I suggest a clan that has the following bonus: Heal 2 max 10. This would make things a lot more interesting

Saturday 15/09/2012, 14:52

Pill manip clans are fine, aslong as they only give 1 pill / or take away 1 (with the exception of a condition, revenge etc)
its practically the same as an attack manipulation clan, but worse in some cases and better in others. Worthless on last turn, but better if it has a complimentary ability.

Saturday 15/09/2012, 21:44

How about this for a Clan bonus: Copy Ability. So you basically get two copies of your ability, barring suppression. And completely unbroken, since there's no interaction with outside cards, and the Powers What Be can control exactly what sorts of abilities get doubled.


Sunday 16/09/2012, 18:43


Heal effect needs to have a higher min, or a very low min but heal for 3, to be a good clan bonus. Freak poison goes off every turn unless the opponent's HP is 3 or less. Keep in mind that especially with min 10, heal would not go off every single turn. So I suggest Heal 2 min 12 or Heal 3 min 6.

@ Blagdraf:

Interesting. I guess "Double Ability" might be a better way to put it, since UR uses "Copy" for cards that mimic something from an opponent's card. So, what would happen vs SoA? Does it mean the ability goes through 1 time instead of 2?


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