VTES-Jyhad Ash Heap Header image  
Resources   Forums   |  Get eMail  |  Check eMail  |  Contact 

 

 
VTES-Jyhad Ash Heap Article Organic Deck Growth Preston Poulter

 

 

ORGANIC DECK GROWTH  (April 1st, 2006)

Article for VTES by Preston Poulter

         

 

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.

 

             
 
 
   
Copyright White Wolf Publishing, Inc.