rec.games.trading-cards.jyhad

Week of Nightmares, Saturday

6 messages from 5 participants · 08 October 2006 – 13 October 2006
original thread on Google Groups

LSJ

The first round of the NAC hosted 65 players. Matt Morgan won the finals (and will post his winning deck as a follow up later), with 2 VPs against Johannes Walch who also got 2 VPs and Alex Ek who took the other VP and Hugues Bertrand and Mark Loughman. All five will go to the second round of the NAC tomorrow, along with: Steve Boyd-Bucy Magnus Hultin Darby Keeney Dave Feldman Brad Cashdollar Andreas Nusser Nick Watkins Alex Harmon Matt Hirsch Ben Swainbank Hugh Angseesing Nat Hammond Amber Thom Adam Hulse Pete Oh John Newquist Brian Moritz Bob Joseph Stefan Ferenci Matt Strehlow Ben Peal Kelly Nine Jon Sushinsky Josh Duffin John Flournoy Robyn Tatu Robert Goudie Shawn Stanley John McGlynn Bill Troxel Christian Chénard Kevin Mergen Michael Nilsen Pat Lusk Norm Brown

Salem

LSJ wrote: > The first round of the NAC hosted 65 players. > > Matt Morgan won the finals (and will post his winning deck as a follow > up later), with 2 VPs against Johannes Walch who also got 2 VPs and > Alex Ek who took the other VP and Hugues Bertrand and Mark Loughman. > > All five will go to the second round of the NAC tomorrow, along with: ... > Josh Duffin Go Josh FTW! -- salem http://users.tpg.com.au/adsltqna/vtes/ (replace 'hotmail' with 'yahoo' to email)

Matthew T. Morgan

On Sat, 7 Oct 2006, LSJ wrote: > The first round of the NAC hosted 65 players. > > Matt Morgan won the finals (and will post his winning deck as a follow > up later), with 2 VPs against Johannes Walch who also got 2 VPs and > Alex Ek who took the other VP and Hugues Bertrand and Mark Loughman. Here's my winning decklist: Deck Name : Ayo Stuffs the Ballot Box Author : Matt Morgan Description : Gain massive vote dominance with Ayo's special. Vote at 5 stealth or more. Gain pool. Kill. Crypt [12 vampires] Capacity min: 5 max: 10 average: 8.25 ------------------------------------------------------------ 5x Ayo Igoli 10 AUS CEL FOR PRE obf Ishtarri:4 1x Alicia Barrows 9 AUS PRE OBF archbishop !Malkavian:4 1x Falhu Shibaba 8 CEL FOR PRE magaji Ishtarri:3 1x Quentin King III 7 AUS pre obf prince Malkavian:3 1x Stavros 7 AUS PRE OBF priscus !Malkavian:4 1x Ubende 7 CEL for PRE obf magaji Ishtarri:4 1x Mustafa, The Heir 6 cel FOR PRE prince Ventrue:4 1x Victor Pelletier 5 cel for PRE Ventrue:4 /* Good crypt draws all day. I think all my minions saw play at one point or another. The cel/for is only for Forced March, so I don't need all my minions to have that. The ones without obf can just sit around giving me votes if I have intercept to contend with. Although Ubende is really good in this deck, I only want one copy because I don't want to have to double anyone other than Ayo. */ Library [90 cards] ------------------------------------------------------------ Action [1] 1x Entrancement /* Stole a Reanimated Corpse in round 1 and a Procurer in round 2. I would've liked to have another and maybe some more bleed, but couldn't find room. */ Action Modifier [26] 3x Bewitching Oration 1x Cloak the Gathering 1x Domain of Evernight 1x Faceless Night 4x Forced March 4x Forgotten Labyrinth 1x Lost in Crowds 1x Spying Mission 1x Strange Day 3x Uncontrolled Impulse 6x Voter Captivation Action Modifier/Combat [1] 1x Swallowed by the Night /* The intention here is to get past casual intercept and occasionally break a wall. I was imagining a Strange Day Banishment on Howler or something like that, but I never actually had to deal with much intercept. I lowballed the vote push because of the strength of titles. Since Ayo has inferior obfuscate, I play one of each obf card, plus the Uncontrolled Impulses, Forgotten Labyrinths and Forced Marches. That could add up to a lot of stealth. */ Action Modifier/Reaction [5] 2x Ishtarri Kholo 3x Scalpel Tongue /* I didn't get the Kholos all that often, but they aren't that important. Scalpel Tongue is a great card. I didn't have to use it defensively, but it's still nice to have. I originally had Telepathic Vote Counting, but I think Scalpel Tongue is a stronger card here. */ Combat [6] 6x Majesty /* No room for strong combat defense. These were mostly in case I get blocked, not if I got rushed. */ Master [16] 1x Ancestor Spirit 1x Blood Doll 3x Dreams of the Sphinx 1x Giant's Blood 1x Glutton 1x Golconda: Inner Peace 1x Mbare Market, Harare 4x Minion Tap 1x Pentex(TM) Subversion 1x Secure Haven 1x Ventrue Headquarters /* Most of these cards were important at one point or another. I sort of wanted to put in an Obfuscate skill card for Ayo, but couldn't think of what to take out. I never played the Pentex. That was put in for wall-busting only. I don't imagine this deck could defend it well. */ Political Action [22] 2x Anarchist Uprising 1x Ancient Influence 3x Banishment 1x Conservative Agitation 1x Disputed Territory 2x Domain Challenge 2x Eldest Command Undeath, The 8x Kine Resources Contested 2x Secret Must Be Kept, The /* Heavy payload here. Could probably drop one each of Eldest Command Undeath and Secret Must be Kept. I haven't gotten a lot of use out of those. Banishment was very important to my 2nd round victory. */ Reaction [13] 7x Telepathic Misdirection 6x Wake with Evening's Freshness /* Just enough bounce/intercept to keep my predator guessing. */

A.J.Behrends

Hi, congrats on the win. > Deck Name : Ayo Stuffs the Ballot Box I like your deck (including the name :) and got some Qs: > Master [16] > 1x Ancestor Spirit > 1x Blood Doll > 3x Dreams of the Sphinx > 1x Giant's Blood > 1x Glutton > 1x Golconda: Inner Peace > 1x Mbare Market, Harare > 4x Minion Tap > 1x Pentex(TM) Subversion > 1x Secure Haven > 1x Ventrue Headquarters 3 Dreams seems excessive to me. Do you need these so desperately or do you contest too? I feel like often enough one have to wait until someone else's Dreams are exhausted before playing your own. Then again Ventrue HQ with 2 Ventrue in the Crypt seems prayerish. Did it make a "difference"? > Political Action [22] > 2x Anarchist Uprising > 1x Ancient Influence > 3x Banishment > 1x Conservative Agitation > 1x Disputed Territory > 2x Domain Challenge > 2x Eldest Command Undeath, The > 8x Kine Resources Contested > 2x Secret Must Be Kept, The > > /* Heavy payload here. Could probably drop one each of Eldest Command > Undeath and Secret Must be Kept. I haven't gotten a lot of use out of > those. Banishment was very important to my 2nd round victory. */ SmbK could be your 2nd Entrancement. Let the buggers work for you instead of burning them ;-) > > Reaction [13] > 7x Telepathic Misdirection > 6x Wake with Evening's Freshness > > /* Just enough bounce/intercept to keep my predator guessing. */ Could swap 1 or 2 TMs for My Enemies Enemy. More guessing. Although the blood cost for TM is propably no problem for the deck I guess. Nice concept. Cheers, Alf

Matthew T. Morgan

On Fri, 12 Oct 2006, A.J.Behrends wrote: >> Master [16] >> 1x Ancestor Spirit >> 1x Blood Doll >> 3x Dreams of the Sphinx >> 1x Giant's Blood >> 1x Glutton >> 1x Golconda: Inner Peace >> 1x Mbare Market, Harare >> 4x Minion Tap >> 1x Pentex(TM) Subversion >> 1x Secure Haven >> 1x Ventrue Headquarters > > 3 Dreams seems excessive to me. Do you need these so desperately or > do you contest too? I feel like often enough one have to wait until > someone else's Dreams are exhausted before playing your own. Imagine it's 2 Dreams and 1 Info Highway. The reason I play 3 Dreams is because I want to get a 10 cap out first and if one is in my starting hand and I go 4th or 5th, I can do that on turn 2. No, I never contested. I didn't see a lot of DotS on that particular day for some reason. I think Dreams is great to draw into needed stealth or flush additional stealth. I believe I played two dreams in round 1 (2nd turn Ayo, draw the votes I needed), two in round 2 (influence faster, draw the votes I needed), none in round 3 (got ousted) and none in the final (managed to win anyway). This deck should never need all 90 cards, so cyclers can be good. > Then again Ventrue HQ with 2 Ventrue in the Crypt seems prayerish. > Did it make a "difference"? I only got it out in the round I was ousted, so no, it didn't matter. I still think it's worth including. It's just one card. If I don't get Ventrue, I can discard it. >> Political Action [22] >> 2x Anarchist Uprising >> 1x Ancient Influence >> 3x Banishment >> 1x Conservative Agitation >> 1x Disputed Territory >> 2x Domain Challenge >> 2x Eldest Command Undeath, The >> 8x Kine Resources Contested >> 2x Secret Must Be Kept, The >> >> /* Heavy payload here. Could probably drop one each of Eldest Command >> Undeath and Secret Must be Kept. I haven't gotten a lot of use out of >> those. Banishment was very important to my 2nd round victory. */ > > SmbK could be your 2nd Entrancement. Let the buggers work for > you instead of burning them ;-) Agreed, though SMBK is better against Imbued. I think the second Eldest Command Undeath should just be another Banishment. I did play ECU in my first round, but Banishment would've worked just as well because the vampire in question would not have been re-influenced due to my prey's low pool total. >> Reaction [13] >> 7x Telepathic Misdirection >> 6x Wake with Evening's Freshness >> >> /* Just enough bounce/intercept to keep my predator guessing. */ > > Could swap 1 or 2 TMs for My Enemies Enemy. More guessing. > Although the blood cost for TM is propably no problem for the deck I > guess. I don't really like My Enemy's Enemy. I prefer the forward pressure that Telepathic Misdirection gets me. Oddly enough, the bounce didn't really matter in any of my games. I guess that's why I won. > Nice concept. Thanks! Matt Morgan

Peter D Bakija

On Oct 13, 2:53 am, "A.J.Behrends" <tree.beard.DO.NOT.SPAM...@gmx.de> wrote: > 3 Dreams seems excessive to me. Do you need these so desperately or > do you contest too? I feel like often enough one have to wait until > someone else's Dreams are exhausted before playing your own. Wha? 3 Dreams is never excessive. Yeah, once and a while, you'll have to wait for someone to burn out theirs to play yours, but getting one early is always good for accelerating influence and jump starting your hand; getting one mid-late is always good for getting you out of a hand jam or generating a bit of extra pool. -Peter