Way
back in 2001, I was fed up with bleed bounce, as I felt it was making
a basic element of the game - bleeding - into a joke. In my efforts
to find a way to defeat bounce, I ended up building Short Leash
Bleed - a stealth-bleed deck that uses Change of Target and intercept
locations to minimize the effects of bounce. The deck carried me
to victory in four tournaments, including the 2001 North American
Championship. Between Change of Target and Spying Mission, the problem
of bleed bounce in terms of offense is largely mitigated.
Defensively,
however, bleed bounce still poses a problem. It's easily the most
card-efficient form of defense in the game. With one card, you stop
a bleed action against you. What's more, you gain another action
by having that minion bleed someone else. With Deflection at superior,
you gain yet another action (in a manner of speaking) by remaining
untapped to block or react again. Bleeding is also far and away
the most common form of offense (actions taken that directly eliminate
your prey's pool), mainly because bleeding is a cardless action
and meaning that the opportunity cost is therefore extremely low.
As a result, you can put together most of your defensive package
simply by including eight copies of Deflection in your deck.
However,
you can only use bleed bounce if you have access to those disciplines,
so where does that leave clans without access to bounce? Conventional
wisdom says that clans that don't have bounce available through
in-clan disciplines typically don't have access to enough intercept
to viably defend against archetypes that use stealth as a delivery
system (that which gets your offensive payload to succeed). This
is one of the main reasons why clans such as Gangrel, Gangrel-antitribu,
Assamites, Brujah-antitribu, Nosferatu-antitribu, and Followers
of Set aren't particularly feared in the tournament scene. Another
reason is that they often lack other viable defensive alternatives,
apart from bolting on Dominate. Some deck archetypes have alternate
defensive options, such as upstream rush by weenie combat or bloat
by the Consanguineous Boons of a Legacy of Pander deck or the Tributes
to the Master of a Ravnos Clown Car deck. However, the question
still remains: how does one defend themselves without bounce?
A
couple of years ago I decided to explore this question, mainly to
satisfy my own curiosity, but also in part because I felt I'd been
using a bolt-on Deflection module as a crutch. This endeavor happened
to coincide with the playtesting of Anarchs, and for that I had
built a deck that attempted to exploit Nosferatu Bestial, which
in playtest was non-unique. The deck I had built involved a bunch
of Bestials and a ton of Raven Spies and Murders of Crows, and proved
to be obnoxiously effective. When Anarchs was released, however,
Nosferatu Bestial became unique. I was still intrigued by how effective
it was to get lots of Raven Spies in play quickly, and set about
modifying the deck. The defensive requirements for the deck were
to be able to shut down stealth-bleed decks, weenie bleed decks,
and weenie vote decks. Stopping stealth-vote decks would be a big
plus.
The
result was a group 2-3 Obf-Ani weenie deck with 18 Raven Spies,
as well as intercept locations, Dummy Corporations, .44 Magnums,
6 Blood Dolls, and a lot of Obfuscate stealth...oh, and 9 Wake with
Evening's Freshness and 9 Forced Awakening. A key defensive theory
of the deck, largely based on my own experiences using stealth-bleed
decks, was that getting 2 or 3 permanent intercept on one or more
minions could greatly slow down the offensive rate of a stealth-bleed
predator. Hopefully the offensive rate would be slowed such that
a predator would have to wait to stockpile stealth in his or her
hand before taking a bleed action, allowing time to recoup the pool
lost in the early to middle parts of the game via Blood Doll farming
(you can't expect to stop everything, especially early on). In the
late game, the efforts from the Blood Doll farming are to shift
from defense to offense, spending the pool gained on more vampires.
A
few explanations about some design decisions are probably in order.
I opted for the .44 Magnums instead of Murders of Crows because
I wanted the maneuver to protect the vampire and because the vampires
would already be spending a fair amount of blood on Raven Spies.
I also included some IR Goggles and some Leather Jackets for protective
reasons. The hope was that they could avoid a lot of close range
damage, and if they ended up in torpor anyway, another weenie could
rescue them. In addition, I felt I'd want the offensive benefits
of .44's instead of the much more solid defensive ability of Sniper
Rifles. As for the 9/9 split of Wake and Forced Awakening, I initially
wasn't quite sure which I wanted more, but felt that it was a reasonable
compromise between card cycling and blood loss avoidance. In practice,
I've ended up liking the mix for this deck. As for the quantity
of untap in the deck, I know that 18 untap cards seems like a lot
- well, it _is_ a lot - but I figured that given that I'd be spending
so much time turning my guys sideways for equipping and hunting,
a jacked-up amount of untap would be needed.
For
about a year and a half, I tried out the deck in casual games and
tournaments wherever I went. In practice, the deck proved to be
rather effective, though very slow offensively. It made the final
rounds of tournaments at Origins and DragonCon, though it couldn't
quite get the job done in the finals. However, I was heartened by
the fact that the defensive strategy was working, and that the deck
was showing a lot of promise in tournaments, and with the 2005 Qualifier
season coming up, I figured I should give the deck a shot in a Qualifier.
After getting wrecked in the finals by the maneuvers of a Cel-Pot
close range fight deck of Eric Chiang, and seeing that the stealth
was doing its job offensively, I decided that it was time to switch
from .44 Magnums to Sniper Rifles. I also added the new Carlton
Van Wyk and a few Instinctive Reactions. The result was winning
the East Central Regional Qualifier in 2005. Its predator was an
Obf-Dem stealth-bleed deck.
Here's
the deck:
Deck
Name: Nevermore
CRYPT
(12 cards) [avg=3.92]
1
x Christianus Lionel (6): OBF ANI pot
1
x Nigel the Shunned (5): ANI POT obf
1
x Cicatriz (5): obf ani pot
1
x Josef (4): obf ani obt
1
x Shannon Price, the Whisperer (3): obf ani
1
x Calebros, The Martyr (5): ANI obf pot
1
x Gemini (5): OBF ani pot obt
1
x Laurent de Valois (4): obf ani dom
1
x Clarissa Steinburgen (3): obf ani
1
x Krid (2): obf
1
x Panagos Levidis (3): obf ani
1
x Hanna Redmonds (2): obf tha
LIBRARY
(90 cards)
1
x Shanty Town Hunting Ground
1
x Information Network
1
x The Labyrinth
1
x Nosferatu Bestial
1
x The Barrens
1
x KRCG News Radio
1
x The Rumor Mill, Tabloid Newspaper
1
x Dummy Corporation
6
x Blood Doll
6
x Life in the City
1
x Carlton Van Wyk (Hunter)
1
x J.S. Simmons Esq.
1
x Tasha Morgan
3
x Sniper Rifle
2
x .44 Magnum
2
x Leather Jacket
2
x IR Goggles
9
x Wake with Evening's Freshness
9
x Forced Awakening
1
x Forgotten Labyrinth
1
x Elder Impersonation
3
x Spying Mission
4
x Swallowed by the Night
2
x Lost in Crowds
4
x Cloak the Gathering
3
x Faceless Night
3
x Domain of Evernight
15
x Raven Spy
4
x Instinctive Reaction
The
Nevermore deck wasn't the only deck I was working on at the time.
Another one was something I simply called The Ecstasy Deck, which
was a Settite stealth-bleed deck that had 25 or so copies of Ecstasy
for defense, built under the "I seem to own a whole lot of
this card" design strategy. ;) While it obviously banks on
having a bleeding predator, it's pretty savage to such decks, causing
them to periodically pause to hunt, giving you some extra time to
recoup lost pool. It can be frustrating for your prey, as well,
since they can't take advantage of bleeds bounced to them that they
could bounce as well. It hasn't shown itself to be super amazing;
mainly because of the opportunity cost of its defense (though it
did make the finals of the DC qualifier in 2004), but maybe with
some tweaking it could make the leap.
Here's
the deck:
Deck
Name: The Ecstasy Deck
CRYPT
(12 cards) [avg: 4.25]
2
x Hesha Ruhadze (6): SER obf pre ani
1
x Ezekiel, Lord of Montreal (6): SER PRE obf pot
2
x Dedefra (5): SER obf nec
1
x Count Ormonde (5): OBF ser pre dom
1
x Nepata (4): ser obf pre
1
x Khalil Anvari (3): ser pre
1
x Celine Chevalier (3): ser obf
1
x Lalitha (2): ser
1
x Mirembe Kabbada (5): SER PRO ani
1
x Julius (1): ser qui
LIBRARY
(90 cards)
1
x Temple Hunting Ground
1
x Opium Den
2
x Priestess of Sekhmet
1
x The Barrens
1
x KRCG News Radio
2
x Dummy Corporation
4
x Blood Doll
1
x Sudden Reversal
1
x Direct Intervention
4
x Serpentis
1
x J.S. Simmons Esq.
1
x Tasha Morgan
6
x Leather Jacket
3
x Delaying Tactics
5
x Clotho's Gift
4
x Spying Mission
5
x Swallowed by the Night
5
x Lost in Crowds
5
x Cloak the Gathering
5
x Faceless Night
2
x Form of Corruption
25
x Ecstasy
5
x Legal Manipulations
Summon
the Serpent might be a better option than Clotho's Gift, but the
lack of inherent +1 stealth is a real pain. Another option is to
replace Clotho's Gift with Waters of Duat, and find room for about
4 more Serpentis skill cards. The Priestesses of Sekhmet can go,
though it was fun to try them out. Given that the Obfuscate is typically
at the inferior level in this deck, I'd like to find room for 4
copies of Domain of Evernight. Crocodile Temple seems like it could
be really nasty in combination with Ecstasy, since even if a bleed
is reduced to 0, the action is still successful. A copy of Aranthebes
wouldn't hurt, either.
Another
deck I put together was a Gangrel-antitribu deck that attempted
to take advantage of the local metagame in Boston. At the time,
Ben Swainbank was terrorizing us with his latest assortment of toolboxy
decks, but I noticed that he was taking advantage of the fact that
we weren't seeing much stealth-bleed or Grapple combat. I guessed
that Ben (and the rest of our group) was ripe for getting abused
by Earth Meld and some stealth-bleed action in an upcoming local
tournament, and I was keen to try out Neighborhood Watch Commanders,
which were recently released with Gehenna. I went with a somewhat
similar defensive package, using Sport Bikes, Mr. Winthrop, Aranthebes,
intercept locations, and 12 Forced Awakening. Instead of the weapons,
I chose to rely on Earth Meld and
Form
of Mist, with the Neighborhood Watch Commanders exacting their toll
on incoming minions. Ironically, I never faced Ben Swainbank in
a predator-prey situation, but I had guessed the metagame right,
as other opponents fared poorly. In the finals, it came down to
a climactic showdown between this deck and a Scott Gomes' Toreador-antitribu
Embrace weenie deck; with my Gangrel-antitribu having just enough
untap to shut down Scott for the win.
Here's
the deck:
Deck
Name: Your Friendly Neighborhood City Gangrel
CRYPT
[avg=4.33]
1
x Zachary (7): PRO OBF CEL pre for
1
x Pieter (6): PRO OBF tha for
1
x Darrell Boyce, Consul (6): PRO OBF CEL
1
x Harry Reese (6): PRO FOR obf cel
1
x Skryta Zyleta (5): CEL pro obf pot
1
x Maria Stone (5): FOR pro obf cel
1
x Wren (4): pro obf cel
1
x Max Lowell (3): obf cel
1
x Sadie (2): pro
1
x Daliyah (4): PRO obf
1
x Chandler Hungerford (3): PRO
1
x Huang, Blood Cultist (1): pro
LIBRARY
1
x Campground Hunting Ground
1
x Twisted Forest
2
x Shadow Court Satyr (Changeling)
1
x The Barrens
1
x KRCG News Radio
1
x The Rumor Mill, Tabloid Newspaper
1
x Pentex (tm) Loves You!
5
x Blood Doll
1
x Direct Intervention
2
x Sudden Reversal
4
x Protean
1
x Creep Show
1
x Rebel
1
x Curmudgeon
4
x Neighborhood Watch Commander
1
x J.S. Simmons, Esq.
1
x Mr. Winthrop
3
x Sport Bike
1
x Laptop Computer
2
x Atonement
1
x Aranthebes, The Immortal
12
x Forced Awakening
2
x Poison Pill
12
x Earth Meld
10
x Form of Mist
3
x Lost in Crowds
3
x Cloak the Gathering
3
x Swallowed by the Night
2
x Spying Mission
2
x Faceless Night
1
x Forgotten Labyrinth
2
x Flash
2
x Rooftop Shadow
Yeah,
I know, I know, it obviously needs The Unmasking. :) I'm also not
fully confident in its ability to handle a dedicated stealth-bleed
deck, as its intercept, while good, is fairly light. However, I'm
very confident in its ability to handle weenie and breeder decks,
between the 12 Forced Awakening, 12 Earth Meld, and Aranthebes.
Also, the archetypes in there were a cute experiment to see how
they'd work out, and they can easily be replaced with just about
anything else - maybe Elder Intervention or Phased Motion Detector.
After
winning the tournament in Boston and the qualifier in New Jersey
with no-bounce decks, I felt that my mission was accomplished and
it was time to move on to other decks - namely the Burn Option tech
I wrote about earlier for this site. However, when Kindred Most
Wanted was released, Phased Motion Detector intrigued me, as it
was another intercept equipment option to go along with Sport Bike
and Bowl of Convergence. I had also taken a shine to Magic of the
Smith, and eventually the light bulb in my head went on and got
me thinking about a weenie Thaumaturgy version of the Nevermore
deck. I used the Nevermore deck as a template, with equipment and
Magic of the Smith matching the equipment and Raven Spies, and Thaumaturgy
combat cards matching the Obfuscate stealth cards. For equipment,
I went with Sport Bikes, Bowl of Convergence, Phased Motion Detectors,
IR Goggles, and Sniper Rifles, with 10 copies of Magic of the Smith
to pick and choose what I needed and getting them in play at +3
stealth. Since I wasn't going to use Life in the City or Instinctive
Reaction, I felt I had about 10 or so cards that I could use at
my discretion, so I opted for some transient Auspex intercept. I
opted not to split the untap cards, instead using 18 Forced Awakening,
since I figured I'd recoup the blood through Theft of Vitae and
since I figured the card cycling would be important for drawing
into the transient Auspex. The crypt wasn't entirely to my liking,
since I felt that superior Thaumaturgy was mandatory, which meant
that the average crypt size was going to be about a point higher
than that of Nevermore. I ended up going with group 2-3 Tremere
and Tremere-antitribu, going as high as a few 6-capacity vampires.
Testing
it out in our weekly Boston games, it proved to be awful. The defense
worked out great, but the offense just wasn't there due to the size
of the vampires. I just couldn't get out enough guys to have a credible
offense. I ended up biting the bullet and replacing the 6-caps with
smaller vampires with inferior Thamaturgy, including a copy of Fidus,
The Shrunken Beast. I also threw in a copy of Tremere Convocation
to help out. The results were immediate: a game win in its first
test game. At the Week Of Nightmares this year, I used it in a multideck
tournament. I won the tournament, and the only games I won (including
the finals) were with this deck. I've since made a slight adjustment,
adding in Pier 13, Port of Baltimore, as I've found it to be annoying
to draw into key things like a Sniper Rifle, only to see it blocked
because I only have 1 stealth on that action.
Here's
the deck:
Deck
Name: Machine Shop
CRYPT
(12 cards) [avg=3.42]
1
x Aisling Sturbridge (5): AUS THA dom
1
x Cohn Rose (5): THA aus dom pre
1
x Blythe Candeleria (3): THA aus
1
x Masika St. John (3): THA
1
x Martin Frankel (3): AUS tha
1
x Hannigan (5): AUS THA dom
1
x Richard Tauber (4): AUS tha
1
x Brooke (3): tha dom
1
x Heinrich Schlempt (2): tha
1
x Jacob, The Glitch (2): THA
1
x Fidus, The Shrunken Beast (4): for tha vis
1
x Magdelena Schaefer (2): THA
LIBRARY
(90 cards)
1
x University Hunting Ground
1
x Spirit Summoning Chamber
1
x Chantry
1
x Tremere Convocation
1
x The Barrens
1
x KRCG News Radio
1
x Channel 10
1
x Smiling Jack the Anarch
6
x Blood Doll
1
x Ivory Bow
2
x Sniper Rifle
1
x Pier 13, Port of Baltimore
1
x Bowl of Convergence
3
x Sport Bike
3
x Phased Motion Detector
2
x IR Goggles
18
x Forced Awakening
1
x My Enemy's Enemy
2
x Eagle's Sight
2
x Enhanced Senses
2
x Spirit's Touch
2
x Precognition
2
x Telepathic Misdirection
10
x Magic of the Smith
10
x Apportation
10
x Theft of Vitae
4
x Blood Fury
The
combination of the successful templating of the deck style, drooling
over Magic of the Smith, and the adjustment of adding Pier 13 got
the gears turning again. I started looking for other ways to apply
the template, and found that there are a bunch of options - but
first the template:
LIBRARY
(master)
1
x Hunting Ground
1
x The Barrens/Dreams of the Sphinx
1
x KRCG News Radio
1
x Channel 10/Rumor Mill
6
x Blood Doll
4
x <OPEN>
(minion)
23
x Equipment/Retainer/Fetch
18
x Untap
11
x <OPEN>
24
x Delivery System
The
<OPEN> slots are for discretionary cards, based on what clan
and/or disciplines you're using. The "Fetch" cards include
cards like Magic of the Smith, Pier 13, The Summoning, Muricia's
call, and maybe Pack Alpha and Jack of Both Sides. The "Delivery
System" cards are for your delivery system package, be it stealth
or combat. I recommend staying focussed with the delivery system
package, as you'll have plenty of toolboxiness in your equipment
package. This template is also not set in stone - modify it as much
as you want or need to based on your local metagame or personal
preference and/or experience. I didn't really use much in the way
of scientific methodology in making it, but rather just based it
on my own experiences and hunches. A great example of this is in
the split between Wakes and Forced Awakenings that I often use.
There might be a "right" answer, but the 9/9 split seems
to be working well for me.
Now
for application! One plan is to use Settites with Thaumaturgy, with
the same equipment package as the Machine Shop deck (10 Magic of
the Smith plus identical equipment). Instead of the Auspex intercept
for the 10 discretionary cards, I include 10 copies of Canopic Jar,
which get placed on the vampire with Pier 13 every turn.
Here's
the deck:
Deck
Name: Magic Jar
CRYPT
(12 cards) [avg 4.33]
3
x Qufur am-Heru (7): OBF SER PRE tha cel
3
x Samat Ramal-Ra, Archon (6): OBF ser tha pre
1
x Nepata (4): obf ser pre
1
x Celine Chevalier (3): obf ser
1
x Lalitha (2): ser
1
x Hanna Redmonds (2): obf tha
1
x Krid (2): obf
1
x Basil (1): obf
LIBRARY
(90 cards)
1
x Temple Hunting Ground
1
x Opium Den
2
x Waters of Duat
1
x The Barrens
1
x KRCG News Radio
1
x The Rumor Mill, Tabloid Newspaper
2
x Dummy Corporation
6
x Blood Doll
2
x Effective Management
1
x Carlton Van Wyk
3
x Sniper Rifle
1
x Pier 13, Port of Baltimore
3
x Sport Bike
2
x Phased Motion Detector
2
x IR Goggles
1
x Aranthebes, The Immortal
9
x Wake with Evening's Freshness
9
x Forced Awakening
3
x Spying Mission
4
x Swallowed by the Night
4
x Lost in Crowds
4
x Cloak the Gathering
4
x Faceless Night
3
x Domain of Evernight
10
x Canopic Jar
10
x Magic of the Smith
I've
only played Magic Jar once in a casual game, but it got 2 VP despite
not drawing into Magic of the Smith or Pier 13 until the 27th card.
One adjustment I'd make is to find room for one or two copies of
Form of Corruption, since that card does an excellent job of slowing
down your prey. Canopic Jar has a pair of subtle benefits that I
noticed. One is that it's effective for blocking against both stealth
and combat, since you can burn it to end a rush action against you.
The other subtle benefit is that you can use it to frustrate Majesty
multi-action decks, since you can pre-empt the combat by burning
a Jar.
Josh
Feuerstein, who earlier this year clued me in to D'habi Revenant
for the EconoGhoul deck, tipped me off to Waters of Duat plus Anima
Gathering. Applying the template again, I came up with this:
Deck
Name: InterSet
CRYPT
(12 cards) [avg: 4.42]
2
x Samat Ramal-Ra, Archon (6): OBF pre ser
1
x Hesha Ruhadze (6): SER obf pre ani
2
x Count Ormonde (5): OBF pre ser dom
1
x Dedefra (5): SER obf nec
1
x Sir Marriot (5): PRE obf ser aus
1
x Hadrian Garrick (4): obf pre
1
x Nepata (4): obf pre ser
1
x Celine Chevalier (3): obf ser
1
x Lena Rowe (3): obf aus pre
1
x Feo Ramos (1): aus
LIBRARY
(90 cards)
1
x Temple Hunting Ground
1
x Opium Den
10
x Waters of Duat
1
x The Barrens
1
x KRCG News Radio
1
x The Rumor Mill, Tabloid Newspaper
1
x Creepshow Casino
2
x Dreams of the Sphinx
6
x Blood Doll
4
x Auspex
4
x Obfuscate
1
x Carlton Van Wyk
1
x Mr. Winthrop
3
x Sniper Rifle
9
x Wake with Evening's Freshness
9
x Forced Awakening
2
x Spying Mission
4
x Swallowed by the Night
4
x Lost in Crowds
8
x Cloak the Gathering
4
x Faceless Night
2
x Domain of Evernight
10
x Anima Gathering
1
x Form of Corruption
The
deck could probably use an Aranthebes. There are two copies of Dreams
of the Sphinx in there to account for the relatively larger average
crypt size, as well as expected card flow needs. The eight copies
of Cloak the Gathering, as well as the Creepshow Casino, are to
assist the Waters of Duat weenies in hunting and playing Anima Gathering,
as you'll be wanting to give them Auspex when you create them. The
four Obfuscate skill cards are in there to help the weenies play
stealth, and to give other vampires superior Obfuscate.
As
with the Magic Jar deck, I've only tested this deck out once so
far, and it also got 2 VP. It's hard to determine the deck's performance
from this one game, as Absimilliard's Army was making a mess of
things. (As an aside, Absimilliard's Army appears to be a solid
card for non-combat decks, as it makes disposable zombies to throw
in the way of would-be rushers. It might buy you a turn or two.)
However, the deck appeared to be working just fine, and Ben Swainbank
seemed impressed by it. A key subtlety to remember is that Anima
Gathering works while the weenie is in torpor, so feel free to throw
them in the way of combat monsters or anything else you don't feel
like risking your main vamps against. The offense of this deck appears
to be more impressive than the other decks that use this template,
as you're certainly capable of making a big pile of vampires.
It
might also be possible to build a viable deck using The Third Tradition:
Embrace instead of Waters of Duat, though I've yet to build such
a deck and try it myself. After some quick doodling in my notebook,
here's a possible decklist:
Deck
Name: Nosferatu Permacept Princes
CRYPT
(12 cards) [avg: 6.75]
3
x Calebros, the Martyr (5): ANI obf pot
3
x Nikolaus Vermeulen (7): POT obf ani for
3
x Selma the Repugnant (8): OBF POT ani for
3
x Murat (7): OBF POT ser
LIBRARY
1
x Slum Hunting Ground
1
x The Labyrinth
1
x Creepshow Casino
4
x Blood Doll
1
x KRCG News Radio
1
x Channel 10
2
x Dreams of the Sphinx
1
x The Barrens
4
x Auspex
2
x Obfuscate
1
x Carlton Van Wyk
2
x Sniper Rifle
2
x Assault Rifle
3
x Alastor
1
x Aranthebes the Immortal
10
x The Third Tradition: Embrace
9
x Wake with Evening's Freshness
9
x The Second Tradition: Domain
10
x Anima Gathering
4
x Spying Mission
5
x Swallowed by the Night
4
x Lost in Crowds
8
x Cloak the Gathering
4
x Faceless Night
It'll
definitely be off to a slower start, and it's very possible that
the Alastors will be too unreliable because of the lack of vote
push. However, the Second Traditions are a big plus. I'll probably
try to put it together, and you, the reader, are more than welcome
to give it a go yourself. I provide no guarantees for its success.
;)
I
also have an unfinished decklist for a possible Assamite permacept
deck, going with the Magic of the Smith plan. Here's the partial
list:
Deck
Name: Fragment of an Assamite Permacept Deck
CRYPT
(12 cards someday) [avg=I don't know]
3
x Kalinda (6): OBF CEL tha
3
x Zahir, Hand of the Silsila (6): OBF CEL tha qui
6
x other vampires
LIBRARY
1
x Underworld Hunting Ground
1
x Market Square
1
x KRCG News Radio
1
x The Rumor Mill, Tabloid Newspaper
6
x Blood Doll
1
x The Barrens
1
x Carlton Van Wyk
1
x Aranthebes the Immortal
3
x Sport Bike
2
x Phased Motion Detector
3
x Sniper Rifle
1
x Pier 13, Port of Baltimore
2
x IR Goggles
9
x Wake with Evening's Freshness
9
x Forced Awakening
22
x Obfuscate stealth
10
x Magic of the Smith
There
are 16 cards left to include. Web of Knives Recruit seems to fit
the plan. It'll probably want more intercept, so adding a Channel
10 might help, and maybe Pack Tactics/Elder Intervention and Rooftop
Shadow would be good, along with a couple Delaying Tactics. It might
also want a couple Effective Managements and one or two Dummy Corporations.
Hopefully I'll finish building it after the European Championships.
One
last deck I have is a Gangrel deck that tries to exploit Pack Alpha.
It focuses on Animalism plus superior Protean, taking actions to
get retainers, and if blocked, playing Pack Alpha to get a retainer,
then Form of Mist to continue the action. It has a lot of untap,
plus a handful of rush to both take down minions and to facilitate
using Pack Alpha.
Here's
the deck:
Deck
Name: Dogs In My Pants!
CRYPT
(12 cards) [avg=5.33]
1
x Danielle Diron (7): PRO ANI for chi
1
x Ryder (7): PRO FOR ani pot
1
x Horrock (6): PRO ANI vic
1
x Lord Ashton (5): ANI pro for
1
x Dr. Allan Woodstock (5): PRO ani for aus
1
x Bobby Lemon (4): ANI pro
1
x Jezebelle (4): pro ani for
1
x Bothwell (3): ani for
1
x Doyle Fincher (6): PRO ANI for obf aus
1
x Spider (6): PRO CEL ani for
1
x Janey Pickman (6): PRO ANI for
1
x Celest Lamontagne (5): PRO ANI for
LIBRARY
(90 cards)
1
x Zoo Hunting Ground
1
x Eco Terrorists
1
x Gangrel Revel
1
x Gather
1
x The Barrens
1
x The Rack
1
x Smiling Jack, The Anarch
4
x Blood Doll
6
x Taste of Vitae
4
x Ambush
1
x Harass
14
x Forced Awakening
10
x Form of Mist
8
x Flesh of Marble
14
x Pack Alpha
7
x Murder of Crows
14
x Raven Spy
I've
played it a few times, including a tournament in Boston where by
tragic coincidence Matt Hirsch was playing an almost identical crypt
in the finals. We were both flattened that game. At any rate, the
deck works pretty well, but it does a bit unreliably right now as
you're trying to cycle into combo after combo. Finding room for
a couple Dreams of the Sphinx are in order. It also doesn't adhere
fully to the template, and maybe bringing it more in line with the
template would help things. I'm also curious as to whether I should
be using Earth Meld instead of Form of Mist, not worrying about
continuing the employ action, but saving the blood, untapping, and
trying to employ again - and to help more on defense.
Overall,
I'm pretty happy with how well these decks have turned out. I was
surprised - and happy - to find that it's possible to get out enough
permanent intercept and weapons to set up a solid defensive wall
that's capable of handling stealth-bleed decks and weenie decks.
The major difficulty is in offense, as there's a very long setup
time for the deck, and even then, you're just relying on a few bleeds
for one each turn. Ousting opponents in enough time to win a tournament
round can be a challenge, but I think I've shown that it's very
doable. I wouldn't say that these decks are top-tier tournament
decks, but they're solid and have the capacity to win, and are often
capable of shutting down a top-tier predator.
Lastly,
a cool skateboard trick for you kids: try to use 5 vampires of one
clan, and 5 vampires from another clan. That way if you win a tournament
with it, you get credit for both clans in The Lasombra's Tournament
Winning Deck Archive. Check out the Nevermore deck. ;)
Keep
on bleeding, and have fun!
Ben Peal
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