..in 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
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.
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.
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.
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.
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?