Yoritomo Jiriki#
Well Total Insanity: CV was an unqualified success (hehe)... an
unprecedented 15 Methuselahs (ok ok we "forced" Ian Lee to participate
hehe, don't complain Ian, for finishing second, you got 2 boosters and
$10 certificate!) took part in some crazy 3-5 player tables of insane
bloodletting :)... the only time we had more was at the Bloodlines
Pre-release. So I am hoping that folks had fun and will spread the
word and encourage others to show up in future sanctioned
tournaments at CV :)
I was out of sorts during the tournament (going to bed around 3AM
Sunday morning after and evening of "practicing" and tuning my L5R
deck for GenCon), so I really didn't keep track of *cool* things that
happened (except for the one I was directly involved in where
Paul/Gomi called a vote that ousted me (his prey) and Jim (my prey)
the same turn, giving me the only VP I "earned" today LOL). On a side
note, I don't really like Hostile Takeovers, and am glad it is getting
an MRP [damn you Clayton! hehe]. I wanted to play !Malk in honor of
the tournament name, but I don't own any Confusions, and Jim didn't
bring any for me to borrow :p
Here are the standings coming into the finals:
(TW = Table Win, VP = Victory Point, TP = Tournament Point)
Rank - Name - TWs - VPs - TPs
1 Chris Loux 2TWs 7VPs 120TPs
2 Brandyn Salcedo 1TP 3VPs 84TPs
3 Paul Echiverri 1TW 3VPs 84TPs
4 Ian Lee 0VPs 3VPs 96TPs
5 Vincent Meneau 0TWs 2.5VPs 90TPs
6 Clatyon Cole 0TWs 2.5VPs 84TPs
7 Dave Sisson 0TWs 2VPs 72TPs
8 Randy Ray 0TWs 1.5VPs 72TPs
9 Jeff Kuta 0TWs 1VPs 66TPs
9 Joel Marbella 0TWs 1VPS 66TPs
11 Greg Garson 0TWs 0.5VPs 60TPs
11 Jason Liang 0TWs 0.5VPs 60TPs
13 Ian Kemp 0TWs 0VPs 42TPs
13 James Dyes 0TWs 0VPs 42TPs
13 Alex Con Hon 0TWs 0VPs 42TPs
In the finals (my apologies if I described your deck incorrectly,
remember, I don't know how to play VTES hehe):
Ian, playing Necro Kiasyds, bleeding Paul
Paul, playing Alternative Vote, bleeeding Brandyn
Brandyn, playing Presence-Stealth Bleeding Assamites, bleeding Chris
Chris, playing Breeding Gangrel with DOM, bleeding Vincent
Vincent, playing Tor/!Tor Guns, Misdirections and Brainwashes,
bleeding Ian
After 2 hours and 10 mins of play (I figured the finals deserved 10
more minutes *rolls eyes*), the dust settled and Chris' Gangrel Breed
deck emerged victorious with 4 VPs (and Ian relegated to 2nd!! (I
think he didn't want to win again, he wanted to break his own hot
streak at CV ;) hehe) with 1 VP)
Here is the first-hand report from the winner, Chris Loux, with his
deck list and a very introspective analysis of his deck. At the end of
Chris' report, you will find Ian Lee's report as 2nd place player
(loser's perspective hehe)...
If you have any questions about future tournaments or general VTES
gaming in the SF Bay Area, email Brad Nozik at
thep...@sfbayareavtes.com or myself at cv_p...@hotmail.com.
Enjoy!
--------------------------------------
Deck name: "Those darn unaligned... they need govern'n"
Crypt
3 Ingrid Rossler (9 Gangrel Prince)
2 Illiana (7 Gangrel)
1 Camille (5 Gangrel)
1 Sir Walter Nash (7 Ventrue)
1 Caitlin (6 Gangrel Anti)
1 Katarina (9 Gangrel Prince)
1 Angus (10 Gangrel Justicar)
1 Chandler (3 Gangrel)
1 Raven (5 Gangrel)
Combat
5 Form of mist
7 Earth meld
4 Claws of the dead
1 Quick meld
17 Combat
10 Freak Drive
4 Earth Control
2 Kiss of Ra
16 Action Mods
Masters
1 Eco Terrorists
1 Backways
5 minion tap
6 Dominate
1 Protean
14 Masters
Actions
1 Humunculus
6 Govern the unaligned
4 Scouting mission
6 Fifth Tradition
2 Third Tradition- Progeny
4 Embrace
1 Sanguine instruction
2 Raven Spy
1 Graverobbing
2 Fourth Tradition- Accounting
1 Gangrel Justicar
1 IR Goggles
31 actions
3 Second Tradition
3 WWEF
4 Deflection
2 Redirection
12 Reactions
Total 90
I made the deck to show how strong I think Gangrel are. After Malk
and Ventrue, I think they are the strongest, and head to head they
can beat either one, depending on the deck. Above all, people,
Gangrel are a misunderstood clan. Everyone wants to burn vamps with
them, but they are best at primarily peaceful, multiple action decks.
Protean has three of the top four combat cards in VTES:
Earth Meld- Everyone says majesty is great, but it turns out this
one's free. When you have it, you don't really even care if you get
your actions blocked.
Form of Mist- What an evil card. I can't believe we don't have more
of it in our metagame. It taps the guy, screws up his calculations
for how to block, and ends combat as well. Oh yeah, forgot to
mention, it adds stealth
Claws- No secret here, but the key is using them in a non-violent
deck. The maneuver (or the agg) is a lifesaver against potence, and
agg is most deadly when everyone is expecting you to end combat. It's
also really easy to cycle.
In the finals, I ended up doing a lot of 5th/minion tap, but that is
not really the point of the deck. The deck is supposed to just sit
there and do these six actions until everyone at the table wants to
puke:
Govern
Fourth Tradition
Scouting mission
Progeny
Embrace
5th to refill
The key to the deck is card flow. My simple-minded philosophy is that
if you have powerful cards and figure out a way to get them on the
table, you should do well. I'd say that in the three rounds I used
230-240 cards. Since the deck does have a good amount of combat
defense, hand jam was a bit of a problem at points. But the idea is
to overcome that in any one combat. At one point, I maneuvered to
long with claws, used claws to make my hand damage agg, then played
Earth Meld to end up untapped. Two blood to clear the hand and get to
my blood producing cards ended up saving me. In the finals, the cards
were flowing so fast that I ended up coming back to the 5th
traditions almost every turn. (I only had 6 total)
If I could do it again, I'd probably do the following:
Get rid of Angus. He was impressive when he was a 13 cap with
superiors in dom, for, and pro, but he is a liability until he gets
double dominate because the deck depends on governing down.
Burn every copy of Katarina that I own. Inferior protean? What a
joke.
Add more Sanguine Instructions. This card is made for Gangrel. They
have weird vamps that lack superiors, and their multiple actions make
the card easier to use. It's also nice to help get the dominate out
to the masses.
Add Ingrid, and maybe give Faruq a try. Assuming he is not going to
get blocked much, the inferior fortitude won't hurt Faruq too much,
and the dominate may make him worth it. At any rate, he's smaller
than Ingrid, and that's the key.
Get rid of Raven Spys, and replace the seconds with wakes. This
tournament was a prime example of why intercept can be a bad thing. I
can remember only one action that I actually wanted to block. (Ian's
K.D. of Eco Terrorists) Other than that, the intercept just clogged
my hand, and was actually a bad thing when I used it, as it let
people clear their hands of stealth.
Add a lot more bounce. No matter what, the deck is slow. It has to
have more defense against stealth bleed.
I'd say the one major counter for a deck like this is heavy stealth
bleed with tons of sudden reversals. The SR will stop both the minion
taps and the big Gangrel from getting dominate.
At the tournament, people were saying that intercept would kill the
deck but that's not really true. Most actions that the deck really
wants to do are at +1 stealth. That becomes +2 stealth with a tapped
blocker after form of mist. Backways and earth control can get it up
to 5 stealth, so you really need to be able to generate a lot of
wakes and intercept each time. Also keep in mind that with enough
different powerful actions, the deck shouldn't care if it gets
blocked and untaps with earth meld. Telepathic tracking, Psyche, and
Grapples will hurt, but opponents have to have enough of them, and
they have to be able to deal with the maneuvers or agg of claws, not
to mention KoR.
A major problem with this deck is that it concentrates hatred of
others. The main reason I was able to do well in the last two games
was that I seemed quite pathetic for the first five rounds. At any
rate, the fix to 5th will make a deck like this much less of a
threat.
A quick re-cap of the tourney-
Round one- Lament that people like Nat, Caleb and Gary failed to
provide their asses for kicking. Start playing, then beg Ian to jump
in so we can re-start with 15 players. (and get a shot at him) This
round basically gets sudden reversaled and we restart with three full
games.
Real round one- This one seemed uneventful. Jim was ahead of me with
a Ravnos toolbox that made Katerina seem like less of a laughingstock
than she is. She bloated a bit, then eventually Jim left himself with
7 pool. I got two governs through and was left against a weenie
Assamite dom stealth bleed deck played by Dave. The stealth bleed
deck had consumed two players, but by that time I had a lot of pool
gain and was able to get him out.
Round two- My predator was now the Assamite stealth bleed deck. I had
really no business surviving in this round. I was getting bled for 6-
8 per round before I had more than one minion out. Jeff K put down
one of the bigger Assamites, (that vamp eventually came over and
played for me), and my prey actually was gracious enough to haven
another. The second one helped, but did not actually make a big
difference as I had bloat and bounce going by then. Without Jeff
beating the first guy down, though, I would have been out turn 5 or
so. At any rate, the machine caught on quickly and pretty soon I was
back between 10-15 pool consistently, with above 5 minions and
gaining about one per round. Someone across the table, (I think it
was Jeff) got a VP and a bunch of pool, but it came down to
attrition.
Finals- Final layout was:
Ian (Kiasyd weird Ian plan going on) bleeding
Paul (Vote/Telepathic vote counting) bleeding
Brandyn (Big Assamite presence stealth bleed) bleeding
Myself (Gangrel stealth bloat) bleeding
Vincent (Toreador presence) bleeding Ian
Once again, I was punished severely early as Brandyn got Info highway
out and had like three big guys hitting me for 3-5 each time. I got
Angus out, and got double dominate on him but was drawing jack for
bounce. I resolved not to block anything to try to jam him with
stealth and it finally paid off say round 6, when the 1 bleeds
started appearing. I was still half left-for-dead, when suddenly the
5ths minion taps and governs starting coming like clockwork and I had
20 pool and 6 minions. Angus was at 13 cap for most of the game,
without ever getting a 5th blocked or tap reversed. He and Ingrid
were also getting others out and making babies.
The key at this point was that no one really had the kind of deck
that allowed them to screw with people across the table. All hated me
strongly, but other than some late defense from Ian, and a steady
stream of painful bleeds from Brandyn, there was not much doubt of
the future from turn 8 on. At one point, Brandyn negotiated with
others to get into combat and unjam his hand, and that gave him more
presence mods. I imagine he hit me for a grand total of 35 pool
during the game, with another 10 or so getting bounced. (More maybe,
its hard to say)
Ian put Gomi out at some point, and then tried to wall, but he was
fairly low on pool. After a polite KoR/Graverobbing combo, I got Ian
out and again it was attrition against Brandyn, who essentially had
not been attacked the entire game.
As take-aways for the tourney, I saw the power of not blocking as a
way of slowing down stealth bleeders. It's so hard to have enough
self-control to let them roll on you, but it may be worth the price
if you deck is never going to generate any intercept. The other thing
I saw was that one-dimensional decks have a disadvantage in that they
really don't have anything to offer their prey when things go wrong.
A heavy stealth bleed deck is not a speed bump; it's a constant
threat. People seem to opt for a known quantity that does not attack
as heavily, even if it is stronger overall.
Thanks to all who took part. And to those, such as Caleb, who huddled
in fear, crouched in a fetal position, terrorized by both my deck
strength and the taunting their failure would be met with, I can only
say, "It's ok. I understand."
--------------------------------------------------------
From Ian Lee:
... just one loser's perspective.
So, we had the perfect tournament. Twelve people. I wasn't playing.
Then, Jim and Jason showed up. Then, we almost had the perfect
tournament. Fourteen people. I wasn't playing. Then, it all went to
hell when everyone was convinced that we should start from scratch.
Fifteen people. I was playing.
First Round:
Randy went first playing Lasombra/Giovanni. Ian Kemp went second with
Gargoyles. Vincent, third, with what wanted to play like a weenie
Presence deck but with bigger minions; it used Brainwashes, for
instance, to slow its prey down. Jeff went fourth with Disguised
Assault Rifles on the likes of Ellen Fence and Francois and lots of
ways to draw cards. I went ... fifth.
I probably didn't transfer optimally for the situation. I saw Ellen,
so I thought of how I would avoid being tapped for a while. I could
have brought out Marconius, the most important vampire in my crypt,
first, but I wanted to make sure I could drop Secure Haven on him
before he got rushed and I didn't know how rushy Jeff's deck was.
Also, after Randy brought out Gratiano, he brought out Pochtli, so I
wanted to get Carlotta out before we ran into problems as our decks
had tremendous superficial similarities.
Early on: Randy wasn't getting much pressure from me and could bleed
some; Ian was rushing in various directions but not having much luck;
Vincent was decrypting and bloating; Jeff occasionally rushed someone;
I had it all and had it right then, though, to survive Blurred Assault
Rifles with combat ends and most amusingly Darkling Trickery, of which
I played two in one combat, though I forgot I had a Saturday Night
Special on Marconius and didn't shoot Ellen for one at long range to
empty her minor as that would have been.
Deeper into the game Randy and Vincent were able to put some pressure
on their respective preys. Ian was getting Obedienced when rushing
the invincible Gratiano. Jeff started looking backwards more intently
after Vincent got some good bleeds through. My pool sucked as I got
jack for blood management, but I drew wakes often enough to put some
bleeds through without fearing sudden oust syndrome and Randy's pool
was fairly low. I got one turn before Ian would descend into the
ousting abyss to put Randy down, but my lack of ability to cycle
throughout the game meant I didn't have the plus bleed everyone likely
expected and reduced him only to 1 pool. Ian fell. One of Randy's
larger bleeds (3) got bounced to Jeff when he was at 4 pool, and
contentiousness flared such that Randy stealthed it by which enabled
Vincent to oust shortly afterwards. With time running out on us, I
just went forward and ousted Randy. Vincent and I agreed that a
withdrawal was in order. A stolen (from Jeff) Fragment would have
aided going through the motions, but no one really cared to force us
to do that.
Second Round:
Paul went first with his alternative vote deck. Joel was second with
Gangrel Royalty. Jim went third with some Chimerstry based deck that
didn't end up doing much. I went ... fourth. Alex went fifth with
the latest version of his Eurobrujah deck.
Jim spent a bunch of pool without help from Joel's Judgment: Camarilla
Segregation. Fated to die or something seemed to be the motto of the
day. Paul's Gilbert got quickly Disarmed when he blocked Mr.
Winthrop. My Julia got similarly torpor advantaged blocking Alex's
J:CS. Jim Suddened Alex's KRCG and a Blood Doll (as I recall) while
he tried to find a way to survive. Earlier, Jim Cursed Angus at the
double inferior level, which didn't have a huge impact. Paul had a
vote problem with Alex getting out three Princes and Joel having four
or so votes. Command of the Harpies on Donal passed as did Camarilla
Threat which Paul immediately lost a pool to as he discarded. I got
tired of having Alex around and didn't mind having some more pool, so
I ousted him but got Julia Archoned in doing so, which ended up
hurting more than I expected as I couldn't get someone I didn't have
in play when I decrypted. This gave Paul vote control which he used
to take out Joel and Jim with Anarchist Uprising.
The two player showdown saw First Tradition and Camarilla Threat hurt
us both while Paul's Etrius got big bleeds through (with stealth) and
my lack of drawing plus bleed saw, uh, a lack of getting big bleeds
through, so I eventually failed to survive.
Final Round:
Vincent was fifth seed with 2.5 VPs. I was fourth with 3 VPs.
Brandyn had 3 and a TW, I believe. Paul did as well? but won the coin
toss? Chris went in as the first seed.
Paul inserted to my left. Brandyn followed Paul. Chris followed
Brandyn. I went first.
I didn't do much as I had Pentex Subversion played on my first
vampire, which kept him from acting for a couple of turns and (in
total) had three Brainwashes played on my guys. Paul's votes started
with Might of the Camarilla. Brandyn bled Chris like crazy. But,
Chris bloated like crazy and put out some wee folk. Vincent bled me
hoping for a quick oust, but I drew Deflections when I needed them for
a change and I knew he couldn't get through once I was able to block.
Eventually, I had stabilized and was trying not to put Paul down until
he could do something fruitful. Course, my delaying meant getting
Beatrice burnt by Protect Thine Own which only had two possible
targets. Nevertheless, Paul had minimal pool and nothing useful to
do. Brandyn was strong but spinning his wheels going forward as Chris
just kept bloating. Chris eventually got out enough minions that
Vincent was screwed. Vincent had been bloating and wasn't a threat to
me anymore, though was losing the ability to wall up. Chris ousted
Vincent, and I figured some pool, a VP, and having Brandyn have a
predator was useful, so I ousted Paul. From there, Chris simply had
too many minions and too much pool for us to do much, and we
eventually got ousted, I about the time Chris ran out of cards,
Brandyn a few turns later as Chris had eight or so minions.
My attempt to build around a coaster and still do something -
Shocking Nec-ed Guys
x2 Beatrice L'Angou
x2 Julia Prima
x2 Bartholomew
x4 Marconius
x2 Carlotta Giovanni
x5 Blood Doll
x1 Dreams of the Sphinx
x1 Giant's Blood
x4 Necromancy
x1 Regent
x1 Secure Haven
x3 Shock Troops
x4 Storage Annex
x6 Govern the Unaligned
x4 Jar the Soul
x1 Kine Dominance
x3 Bonding
x1 Call of the Hungry Dead
x3 Conditioning
x1 Foreshadowing Destruction
x2 Seduction
x2 Shadow Play
x4 Shroud of Absence
x4 Stone Travel
x2 The Sleeping Mind
x3 Darkling Trickery
x6 Oubliette
x4 Spiritual Intervention
x2 Saturday Night Special
x5 Deflection
x2 Eyes of the Night
x2 Forced Awakening
x5 WWEF
x6 Aura Absorption
x2 Spectral Divination
The point of the deck is to drop some Necromen to play Jar the Soul
(at zero stealth, of course, cuz God forbid Shock Troops have any
redeeming value) to tap out my prey so the real vampires can bleed for
large amounts.
Here's what I learned. There's no way to overcome the supreme
coasterness of Shock Troops. Until recently, I completely overlooked
that they have -1 stealth on every action. Best guess that whoever
posted to the newsgroup about using it for Protean agg rushers
overlooked this as well as empty Protean dudes hunting at zero stealth
will fall over and die leading to that most glorious of situations
where you spent pool and used up master slots in your deck (this, of
course, assumes the Shock Troops card isn't Suddened) to have a bunch
of them sit in torpor. BTW, I do have a fourth; I just couldn't bring
myself to play with that many copies. Every single time I had one in
hand, I ended up discarding it. This deck doesn't have enough bleed,
which has something to do with putting in cards that a serious deck
wouldn't be playing. When I was writing it up in the ELDB, I was very
close to ditching the stupidity, but I found some way to get the deck
down to 90. I didn't nail the metagame with the notable exception of
Darkling Trickery (which isn't saying anything really as the card is
always useful to the Kiasyd) as I was constantly having problems with
card flow. And, remember, every deck is better with ultrarare weapon
hosers.
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J.A. Marbella
VEKN (Puppet) Prince of Castro Valley
http://www.geocities.com/powerbasecastrovalley/
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