rec.games.trading-cards.jyhad

[DECK] Big Things (Servius, Nahir)

15 messages from 7 participants · 16 June 2010 – 19 June 2010
original thread on Google Groups

Demnogonis Saastuttaja

Big Things Big minions, big hand size and big bleeds. I thought that having a large hand size would be useful with a defensive setup, with wakes, intercept, obedience and bounce. So I'd think this could be a frustrating deck to oust while having a reasonable oust method itself. The silly thing is that Servius also helps the other decks that I have least defense against, that is decks with big guys which often are vote decks. Anyway I think it more or less works, now is there something useful I could do to it? 12x Crypt 4x Servius Marius Pustula OBT DOM ANI 3x Nahir OBT DOM ANI 3x Anton de COncepción OBT DOM ANI 2x Conrad Adoula OBT DOM ani 75x Library 18x Master 2x Dreams of the Sphinx 1x Elysian Fields 1x KRCG News Radio 1x WMRH Talk Radio 5x Villein 1x Giant's Blood 4x Life in the City 1x Golconda 8x Action 8x Govern the Unalinged 19x Action Modifier 4x Shadow Play (I don't have four of these, instead I have four Tenebrous Forms) 3x Seduction 4x Shroud of Absence 4x Conditioning 4x Bonding 2x Combo 2x Murmur of the False Will 28x Reaction 4x Deflection 2x Redirection 6x Obedience 4x Sense the Savage Way 4x Eyes of the Night 3x Guard Dogs 1x Rat's Warning 2x Cat's Guidance 2x Instinctive Reaction

The Lasombra

On Jun 16, 10:18 am, Demnogonis Saastuttaja <vihako...@hotmail.com> wrote: > Big Things > Big minions, big hand size and big bleeds. I thought that having a > large hand size would be useful with a defensive setup, with wakes, > intercept, obedience and bounce. So I'd think this could be a > frustrating deck to oust while having a reasonable oust method itself. > The silly thing is that Servius also helps the other decks that I have > least defense against, that is decks with big guys which often are > vote decks. Anyway I think it more or less works, now is there > something useful I could do to it? Did you take a look at any of these decks that feature an extremely similar crypt? http://www.TheLasombra.com/decks/taking-control.htm http://www.TheLasombra.com/decks/sense_lasombra_way.htm http://www.TheLasombra.com/decks/anton-howler.htm http://www.TheLasombra.com/decks/chicago-justicar.htm http://www.TheLasombra.com/decks/house-coven-anton.htm http://www.TheLasombra.com/decks/nac2009day2.htm > 12x Crypt > 4x Servius Marius Pustula OBT DOM ANI > 3x Nahir OBT DOM ANI > 3x Anton de COncepción OBT DOM ANI > 2x Conrad Adoula OBT DOM ani > 75x Library > 18x Master > 2x Dreams of the Sphinx > 1x Elysian Fields > 1x KRCG News Radio > 1x WMRH Talk Radio > 5x Villein > 1x Giant's Blood > 4x Life in the City > 1x Golconda > 8x Action > 8x Govern the Unalinged > 19x Action Modifier > 4x Shadow Play (I don't have four of these, instead I have four > Tenebrous Forms) > 3x Seduction > 4x Shroud of Absence > 4x Conditioning > 4x Bonding Enkil Cog!!!!! > 2x Combo > 2x Murmur of the False Will Crap! Remove ASAP! > 28x Reaction > 4x Deflection > 2x Redirection > 6x Obedience > 4x Sense the Savage Way > 4x Eyes of the Night > 3x Guard Dogs > 1x Rat's Warning > 2x Cat's Guidance > 2x Instinctive Reaction I'm not a fan of Guard Dogs or Rats Warning here. Also, you have no combat, what do you intend to do about that? I would recommend Carrion Crows x7 and Canine Horde x5 and Taste of Vitae x2.

Demnogonis Saastuttaja

I looked at your decks, and I note that they aren't that similar, all have 30+ combat cards. I don't want to fight with my big guys, that sort of thing is for weenies. Enkil Cog should indeed be nice here. What's wrong with Murmur, when all my minions are pretty big, or Guard Dogs/RW which let you untap + Deflect? I'm going to hope Obediences and Shrouds are enough combat. I try not to do big guy decks with a big pile of offensive combat, because I find that sucks :)

The Lasombra

On Thu, 17 Jun 2010 08:29:22 -0700 (PDT), Demnogonis Saastuttaja wrote: >What's wrong with Murmur, when all my minions are pretty big, or Guard >Dogs/RW which let you untap + Deflect? Murmur sucks because it taps you. You can play 5 Deflections on your predators 5 bleed actions in the same turn around the table. This is not true of Murmur. Guard Dogs/Rats Warning are bleed specific and if your predator is voting, or using Temptation, or rushing, or Choiring, or anything else to attack your minions or your pool, they clog your hand. Sense the Savage Way is better for all of your minions except Conrad, and Conrad can be fixed.

Robert Scythe

On Jun 16, 7:18 am, Demnogonis Saastuttaja <vihako...@hotmail.com> wrote: > Big Things Big Suggestions: Mylan Horseed, especially if you want to run Enkil Cog but, well, anyway. Carlton Van Wyck, enough said. The Ivory Bow, you may want to try and knock somebody down with your intercept and manuevers. A Jake and/or Lilith's Blessing or 2, better than Life In The Cities or a Hunting Ground, and Lilith's combos well with Villein. A D.I. or 2 or a D.I.2. And about 2-4 Sense Deps, I hear their great for making people give up, or bitch and whine, and they'll help against those big voters you were afraid of.

J

> And about 2-4 Sense Deps, I hear their great for making people give > up, or bitch and whine, and they'll help against those big voters you > were afraid of. I've found that Sense Deps are great for making the player playing them bitch, whine and give up. Especially when they Sense Dep xtable and then you banish their needle & thread ass for it. So they xfer out. -- J

Robert Scythe

On Jun 17, 6:27 pm, J <grai...@hotmail.com> wrote: > I've found that Sense Deps are great for making the player playing > them bitch, whine and give up. Especially when they Sense Dep xtable > and then you banish their needle & thread ass for it. So they xfer > out. Or they transfer back up and y'all are in the same boat, good luck with that.

J

[ quoted text not captured ] A banished Sense Depper does not "activate" a Sense Dep that they put in place in a prior life. Once they are banished, any Sense Deps that they already had in place are now null and void. -- J

Robert Scythe

On Jun 17, 11:29 pm, J <grai...@hotmail.com> wrote: > A banished Sense Depper does not "activate" a Sense Dep that they put > in place in a prior life. Once they are banished, any Sense Deps that > they already had in place are now null and void. So there should be even less bitching and whining about how broken this card is. You've shown 2 ways to deal with it, Banishment (hadn't realized that it didn't kick back in, that is totally cool) and, more importantly, a table realizing a major problem and working together to solve it. So enough with the Sensory Deprivation crying and let's get on with the game. Still a great suggestion for this deck, however.

Blooded Sand

[ quoted text not captured ] can we get a confirmation of some kind on this please? cos i don't see why it should work like this...

J

> > A banished Sense Depper does not "activate" a Sense Dep that they put > > in place in a prior life. Once they are banished, any Sense Deps that > > they already had in place are now null and void. > > > -- J > > can we get a confirmation of some kind on this please? > > cos i don't see why it should work like this... Each time a vamp is influenced out, they are considered to be a new vampire. As for the ruling by LSJ, here: http://groups.google.com/group/rec.games.trading-cards.jyhad/browse_thread/thread/f6082625c2b60ded/f -- J

Morgan Vening

On Sat, 19 Jun 2010 04:15:33 -0700 (PDT), XZealot <xze...@cox.net> wrote: [ quoted text not captured ] It'd be because of where it's placed. If Sense Dep were played on the ACTING Vampire, and the target didn't untap while it was in play, Banishment wouldn't neutralize it. But because it's placed on the TARGET Vampire, there's no memory via Banishment. The Vampire coming back into play isn't the same 'instance'. Banishment only tracks cards (and counters) on the Vampire itself, not other cards naming it. The Rack would also 'forget' a Banished Vampire. Not sure I like the way it works, but 'card text' trumps 'quasi-reality'. It's the cause of a lot of my rules reality-breaks. Morgan Vening

LSJ

On Jun 19, 4:52 am, J <grai...@hotmail.com> wrote: > > > A banished Sense Depper does not "activate" a Sense Dep that they put > > > in place in a prior life. Once they are banished, any Sense Deps that > > > they already had in place are now null and void. > > > > -- J > > > can we get a confirmation of some kind on this please? > > > cos i don't see why it should work like this... > > Each time a vamp is influenced out, they are considered to be a new > vampire. No. The banished-and-reinfluenced vampire is the same vampire. > As for the ruling by LSJ, here:http://groups.google.com/group/rec.games.trading-cards.jyhad/browse_t... Correct. Sensory Deprivation has an effect that lasts until a certain time, at which time the effect ends. It has no mechanism to re-start the effect (and the effect is not a "whenever <X> is true" effect.) Similarly Rowan Ring only prevents the victim from untapping until xey leaves torpor. If they then later go to torpor again, the no-untap effect of Rowan Ring will not kick back in.

LSJ

On Jun 19, 7:20 am, Morgan Vening <mor...@optusnet.com.au> wrote: > It'd be because of where it's placed. If Sense Dep were played on the > ACTING Vampire, and the target didn't untap while it was in play, > Banishment wouldn't neutralize it. > > But because it's placed on the TARGET Vampire, there's no memory via > Banishment. From the rulings page: A Banished vampire will remember all effects that had been applied to him, just as contested vampires do. This includes gained or lost titles, etc. > The Vampire coming back into play isn't the same > 'instance'. It is the same instance. > Banishment only tracks cards (and counters) on the Vampire > itself, not other cards naming it. The Rack would also 'forget' a > Banished Vampire. From the rulings page: Note that "for the rest of the game" effects pointing at the Banished vampire (from some other source) will resume if/when the vampire comes back into play (e.g., Contract naming that Assamite).

Demnogonis Saastuttaja

Thanks for your suggestions, here's a new draft : 12x Crypt 4x Servius Marius Pustula OBT DOM ANI 3x Nahir OBT DOM ANI 3x Anton de Concepción OBT DOM ANI 2x Conrad Adoula OBT DOM ani 80x Library 18x Master 2x Dreams of the Sphinx 1x Elysian Fields 1x KRCG News Radio 1x WMRH Talk Radio 5x Villein 1x Giant's Blood 2x Jake Washington, Hunter 2x Perfectionist (I want blood to work with for my minions so I don't want to Villein/Lilith them to three blood) 1x Golconda 2x Direct Intervention (these were here all along, actually, I just forgot to list them) 12x Action 8x Govern the Unalinged 1x Ivory Bow 1x Carlton Van Wyk 1x Mylan Horseed 1x Mind Rape 20x Action Modifier 4x Shadow Play 3x Seduction 4x Shroud of Absence (eh, of course I have four Shadow Plays, I meant these) 4x Conditioning 4x Bonding 1x Enkil Cog 30x Reaction 8x Deflection (hopefully the new blood management module can handle the increased costs) 6x Obedience 4x Sense the Savage Way 4x Eyes of the Night 3x Guard Dogs (I have faith in these, as they do not force me to block unlike StSW, and are nice with Deflections) 1x Rat's Warning 2x Cat's Guidance 2x Instinctive Reaction Well, I don't have SD's, and I don't think I'll be going to get any before they get reprinted. Yes, it was easier to get Mind Rape and Enkil Cog and such. Anyway I think Mind Rape isn't any worse than SD. Now the deck is a bit larger, hopefully the extra hand size helps with that. What if I had more Nahirs, possibly less Servius Pustules and had some Parthenons and somehow a different master module? Any ideas? I haven't done these Parthenon dependent master modules much since before third edition. And if the Parthenon contests, it's going to suck horribly.