Yesterday all the little denizens went out trick-or-treating. Today, after much sugar, they are now incited.
Incite Denizens - Hazard - Short-event
Creates an additional automatic-attack at a Ruins & Lairs until the end of the turn. This is an exact duplicate (including all existing and eventual modifications to prowess, etc.) of an existing automatic-attack of your choice at the site. This automatic-attack is faced after the automatic-attack it duplicates. Cannot be duplicated on a given site.
Of the Denizen cards, this is probably the best. While the others have their uses, upping prowess and doubling strikes, this has a definite advantage.
First, most of the time, it has almost the same effect as Awaken. Awaken doubles the strikes, this makes the same attack twice, basically the same effect. The advantage to Awaken is that it does all sites and all attacks, but has the disadvantage of hurting you too. Incite has the advantage that in order to cancel it, you will need two cards instead of just one. This is quite a significant advantage, and on top of that, it doesn't hurt you too.
While this card is useful on any Ruins & Lairs, it is especially useful on Dragons at Home. You can make a company face the first Itangast auto-attack and then Itangast twice. This can make them think more conservatively about how they go about the attack, because if they don't defeat Itangast, they'll get him for seconds.
A couple of caveats, though. First, according to the latest rulings, Incite does not copy other At Home abilities (like Itangast's +1 CP to greater items). Also, if the first attack is discarded (they use Marvels Told or the Palantir of Osgiliath or they actually defeat it), then Incite is too. Not to mention Incite may just be giving them a second chance at the several MPs (the MPs are copied too AFAIK).
Perhaps the best use of this card is in conjunction with the other Denizens cards. If you play Arouse and Awaken and Incite (one of them on guard, perhaps) then it's really a Ruins & Lairs to worry about. However, as I have mentioned enough times by now, they can just wait another turn to enter. In a race near the end, this may be not doable, and you might eliminate some characters (and thus MPs). Also, with a deck built around these cards, like I have, it is possible to prevent a company from entering for quite a while (I would get at least one card a turn to enhance the attack, and then Incite on guard. Stalled him for 10 turns at least).
So over all, Incite Denizens, as well as Awaken and Arouse, can be very useful in slowing down the opponent with hardly any risk of MPs.
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Card names and text copyright 1996 by Iron Crown Enterprises, all rights reserved. This document copyright 1996 by Trevor Stone. Permission given to duplicate so long as no profit is made and the copyright notice is kept in tact, blah, blah, blah.