My
favorite element of the game of Vampire: the Eternal Struggle (VTES)
is the freedom it gives to the deck designer. Your typical CCG has
a pool of “competitive” cards that are simply better than their
peers; these competitive cards are then assembled into “tournament”
decks that are unbeatable except by other tournament decks. That's
not to say that VTES doesn't have “tournament decks” and “fun decks”,
but it's not nearly the phenomenon. Stories abound in VTES tournament
reports of a tournament winning deck being a “fun deck” or one just
“thrown together” that the player just decided to play - an unheard
of phenomenon in other CCG circles. The freedom to play my own deck,
one that was an outgrowth of my own ideas, and still have just as
good a chance at winning a tournament as a polished tournament deck
that has been floating around in cyberspace, is what I find so liberating
about this game.
Don't
mistake that I'm saying thatdeck construction doesn't matter
in this game, because it does. But the multi-player and political
nature of the game means that sometimes your deck will have a chance
to show its stuff and sometimes it won't. You need to construct
your deck in such a way that, when it does it get the chance to
stretch its legs, it won’t choke on its own inefficiencies.
This
article is going to detail a concept I favor called “Organic Deck
Growth.” This is contrary to most other articles on CCG deck construction
that resort to probabilities and mathematical formulas. You won't
see any formulas or probabilities in this article because I don't
use them. I don't need them, and I think most players just use them
to prove how well their deck “should” be doing as opposed to how
well it’s actually doing.
Have
you ever heard a joke that you later retold? Of course you have.
And, if you're like most people, you probably tailored the joke’s
elements to fit your own personality and the audience that was
to hear it. Decks are just like jokes; they change shape as from
one person to another and the deck’s ideal form will differ from
one encounter to the next.
Often
one will see a deck-list that has certain flex elements built in
(e.g. “replace the Deflection's with Obedience's if your play area
favors combat over sneak and bleed.”) Deck-lists like that are great
because they allow for the player to be interactive with the decks
concept, depending on the expected opposition But here's the real
kicker: the VTES card pool is so incremental that as you take a
deck's concept in a given direction, other cards will begin to suggest
themselves. If you rigorously make changes, play test the deck,
and take note of the results, you will find that your own player
experiences guide how the deck should be composed. Once more, these
experiences will be far more potent than any mathematical formula
could ever be. So why worry about all that mathematical crap, just
embrace the concept that the deck is going to tell you what should
go in it instead of the other way around and you're well on your
way to a better style of deck construction than most players favor.
Doesn't
that excite you? It excites the hell out of me. So, let me continue
by showing you this process in action with a deck I just used to
qualify for the NAC at the Texas Regional Qualifier on February
4 th of
2006. I'm going to walk you through the nitty-gritty of exactly
how I came up with my deck-list using this concept, and I think
you'll be fascinated to see just how dynamic a process this can
be.
The
deck I ended up using at the Texas Regional Qualifier Tournament
was the following:
Deck
Name: Bonnie & Clyde
Crypt
3x
Gwendolyn (Bonnie)
3x
Hrothulf (Clyde)
1x
Jimmy Dunn
1x
Tyler
1x
Rigby, Crusade Vanguard
1x
Pug Jackson
1x
Sela
1x
Richter, The Templar of Du Mont
Library
Masters
1x
Powerbase: Montreal
1x
Information Highway
1x
The Rack
1x
Giant's Blood
1x
Fame
1x
Channel 10
1x
Waste Management Operation
1x
The Coven
4x
Minion Tap
Actions
1x
Entrancement
4x
Enchant Kindred
1x
Grave Robbing
2x
Flurry of Action
Votes
1x
Protect Thing Own
1x
Year of Fortune
1x
Ancient Influence
1x
Reins of Power
1x
Disputed Territory
Combo
Cards
2x
Scalpel Tongue
Action
Modifier
2x
Freak Drive
4x
Forced March
Reaction
3x
Deflection
3x
Forced Awakening
2x
Wake with Evening's Freshness
Equipment/Retainers
1x
Mr. Winthrop
1x
Sport Bike
1x
Bowl of Convergence
1x
The Sargon Fragment
1x
Black Gloves
Allies
1x
Political Ally
Combat
6x
Unflinching Persistence
6x
Pursuit
5x
Infernal Pursuit
6x
Torn Signpost
4x
Immortal Grapple
4x
Psyche!
3x
Thrown Sewer Lid
3x
Taste of Vitae
3x
Disarm
1x
Pushing the Limit
2x
Undead Strength
Bonnie
& Clyde has a lot
of facets to it. It has the traditional bruise and bleed element
ofa lot of classic decks (i.e. Gwendolyn bleeds for three and will
torpor anyone who blocks her). It also has a rush element to it
- if no one blocks your bleed, then you get the ‘Edge’ and Hrouthulf
can rush anyone on the table.It also has an intercept element to
it that, when coupled with the combat backbone of the deck, can
make it hell on decks that aren't prepared for a block and combat
deck. To top it off, it has a hand full of votes that, when called
at opportune times, can wreck havoc on an opponent's strategy. These
multiple facets of the deck add a real richness to its play value
because the deck will actually shift what it does to match the cards
in hand as well as environment of what's on the table. It is also
an entirely original deck; a recent internet search could not find
any deck lists containing Gwendolyn and Hrothulf.
Believe
it or not, the seed deck/idea that grew into this deck was my Barbed
Wire Project: Brujah deck; it was designed using common cards that
I could give out to new players.
Here
was the starting deck list:
Crypt
1x
Don Cruez the Idealist
1x
Yuri the Talon
3x
(Helena Casimir/Tura Vaughn)
2x
Anvil
1x
Bianca Hector Sosa
1x
Uma Hatch
1x
Dre – Leader of the Cold Dawn
1x
Lupo
Library
2x
Arson
2x
(Bum’s Rush/Harass/Ambush)
4x
(Legal Manipulations/Enchant Kindred/Social Charm)
2x
Conditioning
5x
Thrown Gate
5x
Thrown Sewer Lids
5x
Flash
3x
Sideslip
1x
Fast Hands
1x
Taste of Vitae
6x
(Nimble Feet/Acrobatics/Blur)
3x
Loyal Street Gang
3x
Celerity
3x
Minion Tap
2x
Haven Uncovered
2x
Protracted Investment
1x
War Zone Hunting Ground
1x
Major Boon
3x
Wake with Evening’s Freshness
4x
Deflection
2x
Poison Pill
At
first glance these decks have absolutely nothing in common. They
don't share a single crypt card, and with the exception of Deflection,
Thrown Sewer Lid, Taste of Vitae, Enchant Kindred, and Wake with
Evening's Freshness, they don't share any library cards. This is
an excellent example of what I find most exciting: if you love and
nurture your seed deck idea, you really don't know what it's going
to become.
After
extensively play testing this deck, I became really impressed with
Helena Casimir. With a built in +1 bleed and number of combat disciplines,
she seemed to excellently fit the concept of bruise and bleed. In
addition, her non-combat disciplines of Presence and Dominate allowed
for some excellent utility cards which included cards like Deflection
that help the traditional bruise/bleed deck deal with one of it's
major weaknesses: a sneak and bleed predator. In addition, Kindred
Most Wanted had just come out and I was fascinated to try to make
use of her Primogen title by including cards such as Red List and
Trumped-Up Charges that would add another element of the deck. This
concept of this new deck (a combat deck featuring Helena Casimir)
was a radical change from the concept of the Barbed Wire deck that
spawned it (which was a deck to introduce beginners to the Brujah
Clan which happened to use Helena). I call these points where you
have a radical shift in the deck’s purpose “jumping off points”
to differentiate them from just fine-tuning a deck to make it more
effective.
The
resulting deck list that I put together went something like this:
Name:
Helena wants a Trophy
Crypt
2x
Helena Casimir
2x
Crusher
2x
Natasha Wolfchek
2x
Gwendolyn
2x
Jimmy Dunn
2x
Richter, the Templar of Du Mont
Library
Master
Cards 19
1x
Powerbase: Montreal
3x
Dreams of the Sphinx
1x
Information Highway
2x
Zillah's Valley
2x
Tomb of Ramses III
3x
Minion Tap
1x
Trophy: Hunting Ground
1x
Trophy: Domain
1x
Trophy: Diablerie
1x
Depravity
1x
Ventrue Headquarters
1x
Celerity
1x
Fortitude
Actions
10
3x
Red List
4x
Enchant Kindred
2x
Big Game
1x
Will of the Council
Political
Actions 10
1x
Reins of Power
1x
Ancient Influence
1x
Political Stranglehold
3x
Trumped-Up Charges
1x
Ancilla Empowerment
1x
Anarchist Uprising
1x
Year of Fortune
1x
Rumors of Gehenna
Action
Modifier 8
2x
Iron Glare
6x
Forced March
Combo
Cards 3
1x
Ritual of the Bitter Rose
2x
Scalpel Tongue
Combat
28
5x
Stutter-Step
5x
Disarm
5x
Decapitate
3x
Psyche!
2x
Skin of Steel
2x
Sideslip
4x
Thrown Gate
2x
Acrobatics
Reaction
12
8x
Wake with Evening's Freshness
4x
Deflection
I
enjoyed playing this deck; I really loved having Helena rip
the heads off of other people's vamps, but it tended to choke quite
a bit. It was relying on a three to four card combo in combat (extra
damage/prevent + disarm + decapitate) and if it didn't get at least
three elements, the combat results were less than impressive. Furthermore,
the deck needed time to cycle its non-combat components after each
fight in order for its next combat to be at all effective. Like
so many deck concepts, it played a lot better in my head than it
did in real life.
I
was also stuck as to where to take the deck from here. One step
was to increase the combat, but that couldn't be done without decreasing
either the master cards or the political component in the deck.
I didn't really feel I could do either and still stay true to its
original concept: a political trophy deck that used Potence Celerity
vampires to affect it's combat. At times like this, outside input
can save you invaluable time and frustration. So I turned to the
person whose opinion regarding VTES decks I hold in the highest
esteem: Paul Johnson of the Los Angeles VTES community.
Paul
is someone whose company I enjoyed back when I lived in Los Angles.
He's warm and funny in a geeky way, and the VTES games that
he plays in always seem lively. Furthermore, he has the ability
to look at a deck and try to see where it's going to have problems
and suggest solutions to combat those problems. That's pretty special
in the world of CCG's, because it seems that most people will tend
to assume that the few deck archetypes that they know are the only
ones that will work and their advice tends to suggest that you adopt
whatever classic deck archetype is closest to your current deck-list.
What
I find particularly galling is when I have invested a good deal
of time in a deck, and I’m treated like I don't know a damn thing
about it. The time and expertise that you spend building and playing
a deck gives you an expertise with how it will perform that other
people aren't going to possess, so keep that it mind. You should
be looking for suggestions in terms of concept, solving common problems,
or adding a new dimension through a card that you perhaps haven't
thought of rather than look for an entirely new deck-list suggested
by someone else. My experience suggests that these “gifts” will
tend to play even worse than the one you're already playing. The
take home message here is to be careful whose advice you seek, because
misguided advice can cause both you and the person making suggestions
no end of frustration.
When
I asked Paul to look at the deck, it was after he had just finished
seeing it being played. I laid it out for him and he started taking
cards out. “I'm going to take out elements of the deck that just
aren't working right now,” he said as he reduced my deck to one
third of its size. “When you get the deck working like it should,
then you can add these elements back in.”
Looking
back, that was pretty sound advice, and I would recommend it to
anyone who's frustrated with how their deck is performing. I took
the resulting skeleton of a deck and fleshed it out to be:
Wrath
of the Primogen
Crypt
3x
Helena Casimir x3
3x
Natasha Wolfcheck x3
1x
Nakova, Advocate of Golconda
1x
Jan Pieterzoon
2x
Luccia Pacoila x2
1x
Rufina Soledad
1x
Roland Loussarian
Master
Cards 16
1x
Guardian Angel
2x
Tomb of Ramses III
1x
Information Highway
2x
Blood Doll
1x
The Rack
1x
Powerbase: Montreal
1x
Elder Library
1x
Ventrue Headquarters
1x
Island of Yiaros
1x
Depravity
1x
KRCG News Radio
1x
Channel 10
1x
London Evening Star, Tabloid Newspaper
1x
The Rumor Mill, Tabloid Newspaper
Actions
10
4x
Sanguine Instruction
1x
Of Noble Blood
1x
Will of the Council
2x
Entrancement
2x
Graverobbing
Political
Actions 7
3x
Consanguineous Boon
1x
Ancilla Empowerment
1x
Anarchist Uprising
1x
Disputed Territory
1x
Ventrue Justicar
Action
Modifier 10
2x
The Kiss of Ra
5x
Forced March
3x
Freak Drive
Ally
1
1x
Political Ally
Combat
27
5x
Disarm
5x
Immortal Grapple
7x
Unflinching Persistence
2x
Undead Persistence
4x
Indominability
2x
Resilience
2x
Amaranth
Combo
Cards 3
1x
Ritual of the Bitter Rose
2x
Scalpel Tongue
Equipment/Retainers
4
1x
Sargon Fragment
1x
Sport Bike
1x
Hand of Conrad
1x
Mr. Winthrop
Reaction
Cards 12
7x
Wake with Evening's Freshness
5x
Deflection
The
concept here was that the vamps would teach each other combat disciplines
at superior using Sanguine Instruction, block using intercept locations,
and fight to Disarm people. This concept ran into some problems,
however. Often times I would intercept a minion on their turn and
disarm them in combat, only to have them untap with a freak drive
and bring themselves out of torpor with most of their blood intact.
This would prove most troublesome for my deck because it had a difficult
time torporizing a vampire that already had a Disarm, as it prevented
me from playing a second one.
I
gave some thought to increasing the number of Amaranths, but really,
I wasn't assured of not having my own vampire die in the resulting
blood hunt. Instead I looked towards having the vamps inflict more
damage in the resulting combats, rather than rely on Disarm-ing
the opposing minion after inflicting a single point of hand damage.
For me, this meant going to minions that had more levels of Potence,
and that meant abandoning the Ventrue only crypt. And that is when
I put together the deck that would become what I would play at the
qualifiers.
The
deck-lists presented so far represent different variations on a
Potence Celerity Fortitude theme. As such, they are a bit like snapshots
of someone running a race; it should be understood that there were
a good number of steps in between. Now I'd like to leave the deck-lists
behind and focus more on the method of play testing decks, because
good solid feedback is the engine that makes this process run.
Obviously,
the best kind of play testing is done with a group of similarly
skilled players who are playing decks that don't trip over themselves
too much. That is to say, if you play against players or decks that
can't seem to pull off a win even under the best of circumstances,
you're probably going to get play test results that are misleadingly
positive. Also, I almost never throw together a deck and play it
in a live game without first doing some play testing on my own because
I never want to be the player whose deck just failed and caused
a bizarre VTES game for two hours.
The
preliminary play testing I do just sitting at home and watching
old movies. I take the deck I want to play, and put it with a S&B
predator and a KRC style vote deck as my prey. These decks tend
to play themselves, so I feel comfortable just dealing them out
and seeing how it goes. If you don't have any of these decks thrown
together, I recommend you try the Barbed Wire Project Malkavian
and Ventrue decks (which are archived at www.ashheap.com). They
are a good enough approximation of these style of decks and are
generic enough that they make a good gauge of how your deck really
performs as a whole, rather than one time factors that can dramatically
shift a game. What I mean is, that if you decide that you want to
try your voter deck instead of the Barbed Wire Ventrue deck, and
the voter deck does something spectacular like PTO one of your star
vamps, then your play test results aren't going to be indicative
of the actual play value of your test deck.
I've
always found that just sitting down and grinding out a couple of
games against these decks is very helpful in telling me how my test
deck is doing. After each game I sit down and try to figure out
where my deck is succeeding or failing, what cards just tended to
sit in my hand, and what just isn't working. Then I tweak and repeat.
After I get my deck tuned to where it does pretty well with a S&B
predator, I switch so that the vote deck is my predator and the
S&B deck is the prey. I really feel that the hour or two that
it takes you to go through the process gives you a much better understanding
of your deck's strengths and weaknesses. In my experience, it never
fails to change the decks texture to where it contains fewer copies
of more cards than I originally started; for example, I’d start
with a deck’s concept a put one together that contains 5 copies
of Decapitate but end up with 1 Decapitate, 1 Amaranth, 1 Graverobbing,
and 2 card slots dedicated to shoring up a perceived weakness in
the decks performance. When I see someone posting a decklist to
the internet that reads “7 copies of card A, 7 copies of card B,
7 copies of card C, etc.” I know that they haven’t invested much
time in tuning the deck after putting it together.
The
next step is to see how your deck performs in a live game. Most
of the time, this will show you a whole new level of strengths and
weaknesses. At some point, you reach a decision about where the
deck should go. Sometimes there are obvious improvements that should
be made without too much deliberation, but other times there are
forks in the road. For example, with the “Bonnie and Clyde” deck,
I had to decide if I wanted to work Beast – the Leatherface of Detroit
or Theo Bell into the deck. Both have a built in rush that would
greatly compliment the decks effort to try to use Hrothulf's rush
ability.
I
considered it, but my main problem was that the deck couldn't really
utilize either to their fullest extent. Theo Bell is best in a deck
where he has a Prince or Justicar as support for plenty of Amaranths;
while Beast lacks superior Celerity, which the deck needs to use
Infernal Pursuit and Psyche! at superior. Lastly, neither Beast
nor Theo Bell have Fortitude, which also seemed a waste of all the
cards requiring Fortitude in the deck. It seemed to me that if I
was going to put a fairly large investment or 7 pool into a vamp,
I wanted to be able to really use that minion to its fullest capacity,
which I couldn't do it with Theo Bell or Beast without making significant
changes to the deck.
It's
a common phenomenon in deck construction and testing that you start
with one concept (in my example a CEL-POT-for combat deck) and then
start to see another concept that shows promise (a Theo Bell/Beast/
POT cel minion burning deck). Both concepts show promise, but those
are different decks and the new concept actually represents a new
“jumping off point” rather than just a way to tune the existing
deck. If you try to blend the two, you'll get a mediocre performer.
It's far better to chose one concept and be true to that vision
up until you decide to abandon it for something better (as I did
in my example when I finally abandoned Helena Casimir and the all
Ventrue crypt). When you come across new ”jumping off points” that
push you in a different direction, make note of them for later
use; they usually turn out to be pretty good too.
The
last thing I want to leave you with is that the time you invest
in gaining experience with a given deck concept is valuable time.
There is just no substitute for experience in this game. Often
I make the mistake of gaining experience with a deck concept that
allows me to see its failings and I am tempted to abandon the whole
thing when a major tournament is coming up in favor of some tried
and true tournament concept, such as weenie bleed or something.
Fight this tendency. Every deck has its problems, and if you chicken
out and go for what seems safe when the heat is on you, then you
will surely regret it later when you are discovering first hand
the problems of your new concept in the middle of a big tournament.
|