In V:TES, there are a number of strategies Methuselahs use to oust
their prey and claim victory. The default, of course, is to focus on
bleeding. Others resort to walling up, and using cards such as Smiling
Jacks, Anarch Revolts, and Antedeluvian Awakening, in order to take out
their prey. Still others use combat to frightening effect, torporing
minions, leaving no one to block crippling actions. And then, there is
voting.
Voting is a strategy that, while effective, is
one I've not used effectively. More often than not, I get stymied by
other voters on the table, or else, my lack of experience with the
strategy causes me to make mistakes. Still, it's hard to deny that
voting is probably, after bleeding, the most efficient way to get rid of
one's play.
Essentially, the strategy involves bringing
out vampires with titles (votes) and playing vote cards in order to burn
pool from your prey. At the same time, voting is versatile in the sense
that vote cards have access to a number of effects. While some, such as
Kine Resources Contested (affectionately known as KRC), Conservative
Agitation, and, for the Camarilla, Parity Shift, focus on burning pool,
others, such as Autarkis Persecution, Consanguineous Boon, and Political
Stranglehold, can be beneficial to the entire table.
Voting's versatility allows players to make deals with the rest of the
voters on the table; oftentimes, all one has to do is throw in Bribes,
and some players will vote in the affirmative, without considering the
consequences of their vote (much like the current political
atmosphere).
Other cards which provide flexibility and
utility are Banishment, which sends a vampire back to the uncontrolled
region, forcing the controlling Methuselah to influence it out again, if
possible, and Anathema, which causes a targeted vampire to burn if it
goes to zero blood.
Another card which I saw used to
terrible effect in a janky deck was Might of the Camarilla, which was
last reprinted in the 10th anniversary set, making it difficult to find.
The strategy involved bringing out a Justicar (3 votes) or an Inner
Circle (4 votes), and giving it Necromancy (NEC), which no current
Justicar or Inner Circle possesses. Might of the Camarilla causes
players to burn a vampire in the uncontrolled region, including the
voting player. The Methuselah then has a minion act with Possession,
which allows him to bring back a burned minion from the ash heap, or,
using Mistress Fanchon's ability to search the library for minion cards,
use the Sargon Fragment in order to gain superior NEC, which would make
bringing burned minions out easy. In the game we played, before we knew
it, he had 3 Inner Circles and 3 Justicars, and the vote totals were
the highest I'd ever seen; it took 29 votes to defeat a called
referendum. (More details on this janky deck in a future deck.)
Of
course, if the table is opposed to one's votes, one can push the votes,
and this is facilitated by the discipline Presence (PRE). With PRE, one
can attempt to control the vote by playing cards such as Bewitching
Oration and Awe. After winning a referendum, playing Voter's Captivation
allows a Methuselah to gain blood and pool, depending on the winning
margin of the referendum.
Combat defense for PRE
voting begins and ends with Strike:Combat Ends (S:CE), of which Majesty
is probably the most used, since it allows a minion to burn a blood to
untap. If one is a little more aggressive, there is Catatonic Fear,
which causes 1 point of unpreventable damage, or Unholy Penance, which
is placed on the opposing minion and gives one +1 bleed against the
Methuselah. Still, Majesty by and large is the go-to S:CE card. One of
the challenges of S:CE is that it gets shut down by Immortal Grapple,
which only allows hand strikes, so it's important to pack maneuvers in
order to get away from dedicated combat decks.
All in
all, voting is a versatile, effective strategy in V:TES, and, with the
acquisition of Parity Shifts via the 25th anniversary deck (even if
nerfed. I'm not going into that discussion.), I will probably try my hand at building a more focused voting deck. Bribes, anyone?
Sunday, September 22, 2019
Tuesday, September 17, 2019
City Gangrel Rush
Back in June, I wrote about the City Gangrel, and how it managed to take a table. I thought I'd share the deck list, for the benefit of those who might want to try it.
Once more, the deck is meant to be multi-purpose, which helps in keeping people off-balance in dealing with it. At the heart of it is torporing opponent's minions, which allow the !Gangrel to run rampant. Whether it be Fame or Tension in the Ranks or The Path of Lilith, there are cards that will force other Methuselahs to burn pool. Diablerie, aided by the Conspiracy, allows the !Gangrel to remove difficult minions, although, of course, if an opposing Methuselah uses minions with Fortitude, it will make the !Gangrel's efforts to naught, to say the least.
Damage prevention is provided by Flesh of Marble or Leathery Hide. Not as effective as Fortitude damage prevention, but good enough in a pinch.
I use group 2-3 vampires because of Ellen, Zach, and Darrell, who all have the City Gangrel disciplines at superior. Ellen, particularly, is useful because of her built-in Ambush ability. The other vamps serve as support and shock troops.
Generally speaking, on a non-fortitude packed table, the City Gangrel have a good chance of taking it.
Deck Name: City Gangrel Rush
Crypt: (12 cards, Min: 14, Max: 31, Avg: 5.83)
----------------------------------------------
3 Ellen Fence aus CEL OBF PRO 8 Gangrel Antitribu G2 Bishop
2 Zachary for pre CEL OBF PRO 7 Gangrel Antitribu G2
2 Darrell Boyce CEL OBF PRO 6 Gangrel Antitribu G2
1 Harry Reese cel obf FOR PRO 6 Gangrel Antitribu G3
1 Skryta Zyleta obf pot pro CEL 5 Gangrel Antitribu G3
1 Scarlet Carson O'Toole pro CEL 4 Gangrel Antitribu G3
1 Chandler Hungerford PRO 3 Gangrel G2
1 Sadie pro 2 Gangrel Antitribu G2
Library: (90 cards)
-------------------
Master (17 cards)
4 Vessel
4 Gangrel Conspiracy
1 Campground Hunting Ground
1 Fame
1 Bay and Howl
2 Haven Uncovered
1 KRCG News Radio
1 Path of Lilith, The
1 Sudden Reversal
1 Tension in the Ranks
Action (16 cards)
2 Ambush
1 Arson
4 Bum's Rush
4 Computer Hacking
2 Fiendish Tongue
3 Flurry of Action
Action Modifier (3 cards)
3 Lost in Crowds
Combat (46 cards) 2 Acrobatics
2 Amaranth
7 Claws of the Dead
4 Flash
5 Flesh of Marble
5 Leathery Hide
6 Psyche!
3 Pursuit
6 Shadow Feint
2 Sideslip 4 Wolf Claws
Retainer (2 cards)
1 J. S. Simmons, Esq.
1 Tasha Morgan
Combo (6 cards)
2 Ritual of the Bitter Rose
4 Swallowed by the Night
Once more, the deck is meant to be multi-purpose, which helps in keeping people off-balance in dealing with it. At the heart of it is torporing opponent's minions, which allow the !Gangrel to run rampant. Whether it be Fame or Tension in the Ranks or The Path of Lilith, there are cards that will force other Methuselahs to burn pool. Diablerie, aided by the Conspiracy, allows the !Gangrel to remove difficult minions, although, of course, if an opposing Methuselah uses minions with Fortitude, it will make the !Gangrel's efforts to naught, to say the least.
Damage prevention is provided by Flesh of Marble or Leathery Hide. Not as effective as Fortitude damage prevention, but good enough in a pinch.
I use group 2-3 vampires because of Ellen, Zach, and Darrell, who all have the City Gangrel disciplines at superior. Ellen, particularly, is useful because of her built-in Ambush ability. The other vamps serve as support and shock troops.
Generally speaking, on a non-fortitude packed table, the City Gangrel have a good chance of taking it.
Deck Name: City Gangrel Rush
Crypt: (12 cards, Min: 14, Max: 31, Avg: 5.83)
----------------------------------------------
3 Ellen Fence aus CEL OBF PRO 8 Gangrel Antitribu G2 Bishop
2 Zachary for pre CEL OBF PRO 7 Gangrel Antitribu G2
2 Darrell Boyce CEL OBF PRO 6 Gangrel Antitribu G2
1 Harry Reese cel obf FOR PRO 6 Gangrel Antitribu G3
1 Scarlet Carson O'Toole pro CEL 4 Gangrel Antitribu G3
1 Chandler Hungerford PRO 3 Gangrel G2
1 Sadie pro 2 Gangrel Antitribu G2
Library: (90 cards)
-------------------
Master (17 cards)
4 Vessel
4 Gangrel Conspiracy
1 Campground Hunting Ground
1 Fame
1 Bay and Howl
2 Haven Uncovered
1 KRCG News Radio
1 Path of Lilith, The
1 Sudden Reversal
1 Tension in the Ranks
Action (16 cards)
2 Ambush
1 Arson
4 Bum's Rush
4 Computer Hacking
2 Fiendish Tongue
3 Flurry of Action
Action Modifier (3 cards)
3 Lost in Crowds
Combat (46 cards) 2 Acrobatics
2 Amaranth
7 Claws of the Dead
4 Flash
5 Flesh of Marble
5 Leathery Hide
6 Psyche!
3 Pursuit
6 Shadow Feint
2 Sideslip 4 Wolf Claws
Retainer (2 cards)
1 J. S. Simmons, Esq.
1 Tasha Morgan
Combo (6 cards)
2 Ritual of the Bitter Rose
4 Swallowed by the Night
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