I don't know how many other people have had problems making a deck out of
Nosferatu but I know I'm not alone. Anyway a while ago someone in my play
group came up with the obvious way to make Nosferatu more playable... Add
Fortitude. Generally I don't like putting skill cards in a deck, but in
the case of Nosferatu I just don't see a way around it. With a little
fortitude they can be very effective in combat, especially with hidden
lurkers. The Obfuscate lets them basically equip at will and deny anyone
but you the edge. It's surprising how often you can keep the edge as
nosferatu...
---------
Paul Schaaf Hopelessly Gangrel
sch...@u.washington.edu
>I don't know how many other people have had problems making a deck out of
>Nosferatu but I know I'm not alone. Anyway a while ago someone in my play
>group came up with the obvious way to make Nosferatu more playable... Add
>Fortitude. Generally I don't like putting skill cards in a deck, but in
>the case of Nosferatu I just don't see a way around it. With a little
>fortitude they can be very effective in combat, especially with hidden
>lurkers. The Obfuscate lets them basically equip at will and deny anyone
>but you the edge. It's surprising how often you can keep the edge as
>nosferatu...
I have played nosferatu pretty much (since I have one deck in each clan),
and My nosferatu deck is not funny.
Nosferatu is the ones that can to the most damage, specially with the
sabbat cards.
Skip Fortitude, add Elysium instead. (also try Song Of Serenity).
First:
Bleed - he blocks
End combat with elysium
hidden lurker
increased strength (or other cards that increase hand damage)
pusing the llimit (or another strike)
Pulled Fangs...
I have seen some Nosferatu Fortitude decks... And maybee you can use some skin of
steel and Immortal Grapple, but Nosferatu dont need fortitude... Not my deck...
And thats a good Nosferatu deck.
ŻŻŻŻ
Hmm, just thought of one thing.. What about having a leather jacket and using
immortal Grapple?
staffan.bengtsson wrote:
> I have played nosferatu pretty much (since I have one deck in each clan),
> and My nosferatu deck is not funny.
> Nosferatu is the ones that can to the most damage, specially with the
> sabbat cards.
>
> Skip Fortitude, add Elysium instead. (also try Song Of Serenity).
>
> First:
> Bleed - he blocks
> End combat with elysium
> hidden lurker
> increased strength (or other cards that increase hand damage)
> pusing the llimit (or another strike)
> Pulled Fangs...
>
> I have seen some Nosferatu Fortitude decks... And maybee you can use some skin of
> steel and Immortal Grapple, but Nosferatu dont need fortitude... Not my deck...
> And thats a good Nosferatu deck.
> ŻŻŻŻ
> Hmm, just thought of one thing.. What about having a leather jacket and using
> immortal Grapple?
I've been experimenting with a Nos Rush fortitude deck and it
works very well thank you very much. I think relying on the fact that
you can elysium out of combat and follow up with a hidden lurker is a
little short sighted.
Can you guarantee you can keep the elysium in play?? An if this
is the only thing keeping your vamps from torpor, what happens when
someone rushes YOU!! Your Elysium will be tapped and you'll be food for
the wolves.
Combat decks have been dealing sucessfully with the Elysium
since the games inception. What makes you think they won't get around it
just because its in your deck???
Karl
Yeah, the Nosferatu are a tough clan, as there is no real obvious or
archtypical deck design that they will suceed in. They are really good
for making weird mixed clan deck designs, and defenitely get the most
points for coolness.
I always try to use the Nosferatu as my prime clan in most of my decks,
and the two most sucessful ones I have are a really viscious
Potence/Fortitude Rush combat deck that uses Immortal Grapple, Drawing out
the Beast, Skin of Steel, Pulled Fangs, and Amaranth to kill, kill, kill.
It rarely ever wins a game of bigger than 3 people, but it kills like a
rabid Kodiak bear on speed, shredding almost all other combat decks it
comes into contact with, and destroying the vampires of any non combat
deck with amazing regularity. Again, it rarely even ousts its first prey,
but boy does it play King maker. It is mostly Nosferatu, using Chester,
Selma, Nikolaus, and KoKo, along with Nakova, Badger, and Uriah Winter.
My other working deck with Nosferatu is a Malk/Nosferatu Guns/Arson/S+B
deck that is kind of funny. It pulls flamethrowers out of its pocket on a
regular basis, destroys every Location on the table, and occasionally
stealthily Conditions it's prey. It is fairly sucessful.
Basically, if you want to make a sucessful Nosferatu deck, you need to
come up with a wird plan and go with it, as they are hard pressed to work
as a straight Obf/Pot/Ani deck.
Peter D Bakija
PD...@aol.com
"Now, maybe there will be some peace and quiet in this place."
-Yojimbo
Paul Schaaf wrote:
>
> I don't know how many other people have had problems making a deck out of
> Nosferatu but I know I'm not alone. Anyway a while ago someone in my play
> group came up with the obvious way to make Nosferatu more playable... Add
> Fortitude. Generally I don't like putting skill cards in a deck, but in
> the case of Nosferatu I just don't see a way around it. With a little
> fortitude they can be very effective in combat, especially with hidden
> lurkers. The Obfuscate lets them basically equip at will and deny anyone
> but you the edge. It's surprising how often you can keep the edge as
> nosferatu...
My Nossy deck is built around two skills they already have, Potence and
Animalism. The whole point of the deck is manuever to range and hit 'em
with R damage. Then press on to round two. It has lots of Aid from
Bats, (R1 w/ a manuver & a press), Thrown Gates, Thrown Sewer Lids,
etc. Of course you use Rush to get into combat, but with Cat's
Guidance + Guardian Angel + Raptor, you do have some intercept. It
won't stop a total S&B w/ Intercept but it will help the Rush half. Add
a couple of Murder of Crows & Increased Strength and you do lots of
damage FAST. The best side effect is unless they are preared to go to
range, you don't get hurt at all.
So far, the deck has shwon a weakness against Tremare decks that like to
press, but it has dealt with all other comes well. If anyone has any
advice for improving it, let me know.
--
G’Lon Franson
Fenrir Rotogar
Reservoir Wolves Alpha - Silver Pack, UTAH
On Tue, 10 Dec 1996, G'Lon Franson wrote:
<snip>
> My Nossy deck is built around two skills they already have, Potence and
> Animalism. The whole point of the deck is manuever to range and hit 'em
> with R damage. Then press on to round two. It has lots of Aid from
> Bats, (R1 w/ a manuver & a press), Thrown Gates, Thrown Sewer Lids,
> etc. Of course you use Rush to get into combat, but with Cat's
> Guidance + Guardian Angel + Raptor, you do have some intercept. It
> won't stop a total S&B w/ Intercept but it will help the Rush half. Add
> a couple of Murder of Crows & Increased Strength and you do lots of
> damage FAST. The best side effect is unless they are preared to go to
> range, you don't get hurt at all.>=20> So far, the deck has shwon a weakness against Tremare decks that like to
> press, but it has dealt with all other comes well. If anyone has any
> advice for improving it, let me know.>=20
> --=20
> G=92Lon Franson> Fenrir Rotogar
> Reservoir Wolves Alpha - Silver Pack, UTAH
The problem with this type of deck is that it works well on non-combat
decks, but I think it would get rocked by a combat deck based on a
different clan. Against non combat decks you would reliably take zero
damage every combat and torpor their vamps, but what about a Gangrel,
Brujah, Tremere, or Assimite deck? Brujah have just as many manuevers as
you do as well as the same potence cards, plus they can dodge your first
shot and then nail you with additionals. Gangrels can either manuever
back to short range, or use Drawing out the Beast so you can't manuever
and then prevent all your damage while sending you to torpor with agg
damage. Tremere have mostly ranged strikes anyway so they'd probably go
to torpor but they'd probably take you with them. Assimites have celerity
so there's the dodge + additional strike problem again, not to mention the
fact that they have cheap ranged aggro strikes usable in the first round.
This is why it's so nice to give them fortitude. Doesn't do much against
most of the first round Thaumaturgy strikes, but it does against most of
the aggro damage. And against all my other examples you only have to pay
one blood for the skin of steel.
Anyway, I'm not much of a Nosferatu fan anyway but Fortitude seems to make
them much more effective.
---------
Paul Schaaf=09=09=09=09Hopelessly Gangrel
sch...@u.washington.edu
I have made a Nosferatu deck with just the in-clan disciplines. It
works real well for the most part. I use Rampages, Canine Horde and
Shattering Blow to remove everyone else's Locations/Equipment and
stealth with Laptops for my bleeds. I was using Flak Jackets, but have
switched to Leather Jackets since the Sabbat. I aslo use Vials of
Garou Blood for extra strikes. I load up with Potence cards, and
include Increased Strength. Swallowed by Night has made a big
difference for Manuevers also. I like an Increased Strength, Thrown
Sewer Lid combo. Song of Serenity and Song of Darkness (I think that's
the name 2 Aggravated at Superior) has also helped. I've added
Using the Advantage and Dirty Little Secrets with the Antitribu also.
I've also begun using Night Moves to get the bleed through at +6
stealth (superior) and then using a superior Spying Mission. That
has been working nicely. I use Raven Spy/Raptor and Sport Bikes for
intercept, and if I know I'll be playing a nasty stealth deck I will
add Haven Uncovered's to try to elimnate them.
I also use Terror Frenzy to make sure combat doesn't get to second
round and that my Manuevers aren't cancelled...
My only big problems have been from Thoughts Betrayed decks (Tremere
or Lasombra mostly...). Once that card is played, I just hang it up.
I do have two Direct Interventions that I just save for that card.
That's it though... It plays pretty well and It's alot of fun to play.
I think it captures the spirit of the Nosferatu...
Chris
rho...@medicine.wustl.edu
Chris Rhodes (rho...@medicine.wustl.edu) wrote:
: My only big problems have been from Thoughts Betrayed decks (Tremere: or Lasombra mostly...). Once that card is played, I just hang it up.
: I do have two Direct Interventions that I just save for that card.
They'd be a lot more effective if you could play OOT Masters during
your turn...
(i.e. if I'm Tremere and I've got a TB deck, I'm getting into combat with
you by blocking your actions. You can't "Direct Intervention" my
TB then...)
-spongy
If memory serves, Direct intervention has a special text allowing you to
use it on your own turn. Pretty hip.
---------
>> I do have two Direct Interventions that I just save for that card.>They'd be a lot more effective if you could play OOT Masters during
>your turn...
Chick...@aol.com
3930 Cody Road
Sherman Oaks, CA 91403
day 714-558-9444
eve 818-784-8476
chick...@aol.com (ChickLewis) writes:
>>> I do have two Direct Interventions that I just save for that card.>>They'd be a lot more effective if you could play OOT Masters during
>>your turn...>If memory serves, Direct intervention has a special text allowing you to>use it on your own turn. Pretty hip.
Direct Intervention has no such text.
Perhaps you are thinking of Gangrel Conspiracy, which would
be almost useless unless it had that clause.
--
L. Scott Johnson (sjoh...@math.sc.edu) | * <-- Tribble
http://www.math.sc.edu/cgi-bin/sjohnson/home | o <-- Jean-Luc Tribble
Graphics Specialist and V:tES Rulemonger. |
With added Auspex you can make Nossies quite nasty stealth and bleeders,
that fight back! - get out pulse of the Canaille and a few other +1
permanents and they can steath and bleed quite contently every turn, giving
you now problems about hand jam.
Add a little extra combat and you can give one of those nasty combat decks
the fright of its life when you hit it back for 3 or 4 damage (range damage
is best as it also allows you to maneouvre out of trouble.
I have a similar deck to this at the moment, but mix in Tzimisce and use the
vicissitude/potence combo's in combat, with a touch of animalism for
flavour. It's combat tends to be more close range, with blood acids playing
a major part, but in my last five game I've managed to put two vampires in
to Torpor and burn two more! Its not often you can say that of a stealth and
bleed deck!
cheerio,
>>If memory serves, Direct intervention has a special text allowing you to
>>use it on your own turn. Pretty hip.>
>Direct Intervention has no such text.
Indeed it doesn not. here's what it is for all those who got confused
Direct Intervention
1 pool
Master
Master: out-of-turn
Burn a minion card as it is played. Any blood or pool cost burned for that
card is retrieved from the blood bank by the vampire or Methuselah who
played it. If the burned card was an action card, the acting minion remains
untapped. If the card was a strike card, the minion chooses another strike.
Artist: Harold Arthur McNeill
Rarity: Uncommon
>Perhaps you are thinking of Gangrel Conspiracy, which would
>be almost useless unless it had that clause.
I thought it was "absolution of the diabolist", but that's another that
would be likewise useless with out the special text.
never mind,
cheerio,
>With added Auspex you can make Nossies quite nasty stealth and bleeders,
>that fight back! - get out pulse of the Canaille and a few other +1
>permanents and they can steath and bleed quite contently every turn, giving
>you now problems about hand jam. Add a little extra combat and you can give
>one of those nasty combat decks the fright of its life when you hit it back
>for 3 or 4 damage (range damage is best as it also allows you to maneouvre
>out of trouble.
Remember, there is only one good way to intercept with combat decks - kill em
all!
>I have a similar deck to this at the moment, but mix in Tzimisce and use the
>vicissitude/potence combo's in combat, with a touch of animalism for
>flavour. It's combat tends to be more close range, with blood acids playing
>a major part, but in my last five game I've managed to put two vampires in
>to Torpor and burn two more! Its not often you can say that of a stealth and
>bleed deck!
ARGH, I HATE blood of acid... Tzimisce kills all combat decks with ease.
But try to do much damage under immortal Grapple with Nosfeartus, and with
Leather Jackets you survive..
James Puzzo wrote:
>
> Chris Rhodes (rho...@medicine.wustl.edu) wrote:
>
> : My only big problems have been from Thoughts Betrayed decks (Tremere
> : or Lasombra mostly...). Once that card is played, I just hang it up.> : I do have two Direct Interventions that I just save for that card.>
> They'd be a lot more effective if you could play OOT Masters during
> your turn...
>> (i.e. if I'm Tremere and I've got a TB deck, I'm getting into combat with
> you by blocking your actions. You can't "Direct Intervention" my
> TB then...)
>
> -spongy
Hey! Does DI _ever_ work with superior TB? Remember, Jyhad doesn't operate on M:t$
timing rules, and DI isn't an "interrupt"... TB should prevent the opponent from playing
DI regardless of whose turn it is! (shouldn't it?)
(Personally, I like to wait until those pesky Tremere are in combat with someone else
and _THEN_ D.I. their TB just to screw them.)
(Me no like Tremere.)
(Tremere bad.)
--
"...But when the blast of war blows in our ears, | Rob Bush
Then imitate the action of the tiger: | (Zam...@moose.erie.net)
Stiffen the sinews, summon up the blood." | Aspiring Animator,
Henry V, Act iii. Sc. 1. | Edinboro U. of PA
In article <32B45C...@moose.erie.net>,
Rob Bush <Zam...@moose.erie.net> wrote:
> Hey! Does DI _ever_ work with superior TB? Remember, Jyhad doesn't operate on
M:t$
> timing rules, and DI isn't an "interrupt"... TB should prevent the opponent
from playing
> DI regardless of whose turn it is! (shouldn't it?)
No. The opponent of TB is the other minion. Only that minion is prevented
from playing cards. DI is a master card, so is not governed by TB's
restriction.
---
L. Scott Johnson (sjoh...@math.sc.edu) | Confidence occurs when you
http://www.math.sc.edu/cgi-bin/sjohnson/home | are ignorant of the facts.
Graphics Specialist and V:tES Rulemonger. |
-------------------==== Posted via Deja News ====-----------------------
http://www.dejanews.com/ Search, Read, Post to Usenet
Thus saith staffan.bengtsson the Unworthy, in the Year of Our Lord 14 Dec 96 23:27:14 -500 :
> ARGH, I HATE blood of acid... Tzimisce kills all combat decks with ease.
> But try to do much damage under immortal Grapple with Nosfeartus, and with
> Leather Jackets you survive..
No, it doesn't. Blood of Acid is a *close range* card, as are most
Viscissitude strikes (Breath of the Dragon being a notable exception), and
there are no long-range animalism strikes that inflict agg. that i know
of.
I've hosed Tzimisce with my Assamites, all i have to do is stay at long
range, and with celerity *and* obfuscate (Behind You and Swallowed by the
Night), that is not difficult to do.
The only one i have real problems with is Tremere.
Hardrock
--
Hardrock Llewynyth, DNRC
hard...@speakeasy.org http://www.speakeasy.org/~hardrock
It is not the failure of others to appreciate your abilities that should
trouble you; but rather your failure to appreciate theirs.
--Kung Chi'u (Confucious)
Thus saith Rob Bush the Unworthy, in the Year of Our Lord Sun, 15 Dec 1996 15:14:28 -0500 :
> (Personally, I like to wait until those pesky Tremere are in combat with someone else
> and _THEN_ D.I. their TB just to screw them.)
> (Me no like Tremere.)
> (Tremere bad.)
Tremere are over-powered.
Hardrock
--
Hardrock Llewynyth, DNRC
hard...@speakeasy.org http://www.speakeasy.org/~hardrock
No good deed goes unpunished. --Clare Boothe Luce
hard...@speakeasy.org (Hardrock Llewynyth) wrote:
>Thus saith staffan.bengtsson the Unworthy, in the Year of Our Lord 14 Dec 96 23:27:14 -500 :>> ARGH, I HATE blood of acid... Tzimisce kills all combat decks with ease.
>> But try to do much damage under immortal Grapple with Nosfeartus, and with
>> Leather Jackets you survive..>No, it doesn't. Blood of Acid is a *close range* card, as are most
>Viscissitude strikes (Breath of the Dragon being a notable exception), and
>there are no long-range animalism strikes that inflict agg. that i know
>of.>I've hosed Tzimisce with my Assamites, all i have to do is stay at long
>range, and with celerity *and* obfuscate (Behind You and Swallowed by the
>Night), that is not difficult to do.>The only one i have real problems with is Tremere.>Hardrock>--
> Hardrock Llewynyth, DNRC
>hard...@speakeasy.org http://www.speakeasy.org/~hardrock>It is not the failure of others to appreciate your abilities that should
>trouble you; but rather your failure to appreciate theirs.
> --Kung Chi'u (Confucious)
I have tryed to make a good Assamite deck, But becouse all the good
cards are hard to get ( The Kabar: Honor, Kai's Fang...etc..) I can't
get a good deck running. Maybe it's my focus on combat...should I use
more bleeed. I would like to see a good Assamite deck! Just trying
to stay alive with Gangrel and Brujiah in the game, is not the way to
go. I need a deck that can compete.
-----------------------------------------------------------------------------------
Conor S. Key
I've seen things that you people wouldn't believe.
Attack ships on fire off the shoulder of Orion.
I watched sea beams glitter in the dark near the ten-houser gates.
All those moments will be lost in time, like tears in rain....
Time to die.
<Blade Runner>