rec.games.trading-cards.jyhad

Gangel Deck Examples?

17 messages from 11 participants · 10 March 1995 – 18 March 1995
original thread on Google Groups

Michael Reiffer

Gunnar Sauermann (saue...@mailer.uni-marburg.de) wrote: : Hi, : I am looking for examples of Gangrel decks, including number of cards and : tactics. : Gunnar -- As with any deck, you need to build on the strengths of the vampires in your crypt. In this case those vampires are Gangrel and their strengths lie in Protean, Fortitude, and Animalism. From protean I would include things like Wolf Claws and Claws of the Dead for frequent torporizations in combat. Fortitude lends itself to damage prevention. Basically gangrel are a kick-butt combat clan so you must include many ways for them to get in combat like Haven's Uncovered and Bum's Rushes. Some cool 'special' cards to add are Amaranth and Form of Mist. Also, Wynn is a necessity in your crypt (he is like having a permanent haven uncovered). I know this said very little, but I hope it helps. ###################################################################### # Michael J. Reiffer |"To knock a thing down, especially if # # e-mail: mrei...@calvin.edu | it is cocked at an arrogant angle is # # March Madness Kingpin | a deep delight to the blood." # # | -George Santayana # ######################################################################

Mike Bohlmann

saue...@mailer.uni-marburg.de (Gunnar Sauermann) writes: >Hi, >I am looking for examples of Gangrel decks, including number of cards and >tactics. >Gunnar Well, since the Gangrels are my personal favorites, here's my tactics for my current deck: Gangrel and Nosferatu (not enough Gangrel for full deck) Put in LOTS of Cat's Guidance and Rat's Warning. These give you lots of untaps. Also, put in Earth Meld so your superior protean people can strike to end combat and untap. Also, you want to toss in Wolf Claws and Hands of the Dead (or something like that...) for aggravated hand damage. Some nice masters that I have to go along with all these are Backways (a location that get +1 stealth for a Gangrel by tapping) and Eco-Terrorists (tap to give 1 blood from bank to uncontrolled Gangrel...traded away all my thaumaturgy cards for that one:) Those are the main cards. Throw in other things you want to round out the deck. Play the agg. hand damage cards to send his big guys to torpor and go for the diablerize with a low vamp. If you want to know what I do for the Nos part of my deck, I can add that. Mike ----------------------------------------------------------------------------- German and Commerical Studies Mike Bohlmann University of Illinois-U/C mboh...@ux4.cso.uiuc.edu Es ist moeglich, und es ist Wirklichkeit geworden.

gomi no sensei

In article <3jqcqu$h...@uncle.calvin.edu>, Michael Reiffer <mrei...@news.calvin.edu> wrote: >Gunnar Sauermann (saue...@mailer.uni-marburg.de) wrote: >: Hi, >: I am looking for examples of Gangrel decks, including number of cards and >: tactics. >: Gunnar > As with any deck, you need to build on the strengths of the >vampires in your crypt. In this case those vampires are Gangrel and >their strengths lie in Protean, Fortitude, and Animalism. From protean I >would include things like Wolf Claws and Claws of the Dead for frequent >torporizations in combat. Fortitude lends itself to damage prevention. [rest elided] a problem i find with a gangrel combat deck are maneuvers, especially against my grilfiend's nosferatu deck. 'i maneuver out to range with aid from bats.' 'i maneuver out to range with a thrown gate.' 'i maneuver out to range with fake out.' i continually have a hard time getting to close range to use the wolf claws. ir goggles don't help when the opposition is holding a deer rifle and three strike/maneuver cards in hand, as well as drawing fake outs when those go. does anyone have any good suggestions for dealing with this? today i sat on a body of sun for at least five combats, because i couldn't get in to close range and i was damned if i was going to spend four blood and a rare to inflict only one aggravated. heckler maybe i'll go back to the ventrue voting deck; that one gave her more trouble -- Would you like a slice of his liver so nice? -Bryan O'Sullivan

CurtAdams

>Hi, >I am looking for examples of Gangrel decks, including number of cards and >tactics. >Gunnar There's a hellacious local Gangrel deck. Gangrel intercept! Auspex skill cands, Gunther 9who even gets to untap, Sports Bikes, and Raven spies. Plus Claws and Flesh of Marble. Very sick. Curt Adams (curt...@aol.com)

CurtAdams

>a problem i find with a gangrel combat deck are maneuvers, especially >against my grilfiend's nosferatu deck. There's a counter for everything, and maneuvers counter Gangrel. If she's got a deck tuned to toast Gangrel, you might as well play something else. Curt Adams (curt...@aol.com)

Alan Kwan

In article <3jrq0m$c...@phakt.usc.edu> pech...@phakt.usc.edu (gomi no sensei) writes: > >[rest elided] > >a problem i find with a gangrel combat deck are maneuvers, especially >against my grilfiend's nosferatu deck. > >'i maneuver out to range with aid from bats.' >'i maneuver out to range with a thrown gate.' >'i maneuver out to range with fake out.' > >i continually have a hard time getting to close range to use the >wolf claws. ir goggles don't help when the opposition is holding a >deer rifle and three strike/maneuver cards in hand, as well as drawing >fake outs when those go. > >does anyone have any good suggestions for dealing with this? today i >sat on a body of sun for at least five combats, because i couldn't get in >to close range and i was damned if i was going to spend four blood and a >rare to inflict only one aggravated. > >heckler >maybe i'll go back to the ventrue voting deck; that one gave her more >trouble That's why I say no deck limits. Besides Curt Adam's suggestion of playing something else, you can also try to counter her manuevers. There are two ways to counter manuevers: (a) use Manuevers. Put an absurd number of Fake Out's and Claws of the Dead's in your deck. You don't replace Fake Out's, and Claws of the Dead's are expensive, but so what, if you can torporize her. (b) use Presses, preferably with damage prevention. Thrown Gates and Aid from Bats? Play Indomitability with Superior. Put in a few Skin of Rock's plus a few Dead-End Alleys. You can put in a lot of the above (take out all your Wolf Claws and replace them with Claws of the Dead's) so that she runs out of manuevers before you run out of both manuevers and presses. I'd suggest actually using a lot of Claws of the Dead's and Indomitability's, because these two cards are otherwise useful even when enemy isn't a "manuever deck" tuned against Gangrel. However, you'll need Superior skills for those. One interesting thing about Jyhad is that, even against a deck tuned against your strategy, you can counter-tune your deck to have an edge over your opponent, without abandoning your original strategy. And it seems to me that, if opponent is not using some "spoiler" tricks, you can do the counter-tuning without making your deck "good against nothing but that one" (no need to use clan hosers, put in Sudden Reversals, etc.). That's why I like this game. -- "Live Life with Heart." Alan Kwan kw...@cs.cornell.edu

Semprini

In article <3jrq0m$c...@phakt.usc.edu>, gomi no sensei <pech...@phakt.usc.edu> wrote: > >a problem i find with a gangrel combat deck are maneuvers, especially >against my grilfiend's nosferatu deck. > >'i maneuver out to range with aid from bats.' >'i maneuver out to range with a thrown gate.' >'i maneuver out to range with fake out.' > >i continually have a hard time getting to close range to use the >wolf claws. ir goggles don't help when the opposition is holding a >deer rifle and three strike/maneuver cards in hand, as well as drawing >fake outs when those go. > >does anyone have any good suggestions for dealing with this? today i >sat on a body of sun for at least five combats, because i couldn't get in >to close range and i was damned if i was going to spend four blood and a >rare to inflict only one aggravated. > How about Form of the Ghost? Did you try Gleam of Red Eyes <superior>? Those are both Protean commons, you should have plenty of them. How about a Canine Horde to toast the Deer Rifle? Also, don't forget, your opponent can't play more than one strike+optional maneuver card per strike, and the first one they play is their strike for the round. You can't throw two gates just to get the maneuvers, then throw a sewer lid (without using additional strikes). I do agree with you on the Body of Sun, though. :( I've held that one several times and ultimately had to discard it. It's just too painful, especially compared to Burst of Sunlight. -- "I find that most philosophical discussions are psycho- // Bill Gilliland logically useful but, in the end, when you look back // historically at what was being said, and being said // "Semprini?" OY! OUT! with such vigour, it's almost always - to a degree - // nonsense!" (Richard Feynman) // ska...@u.washington.edu

Michael Reiffer

Semprini (ska...@u.washington.edu) wrote: : In article <3jrq0m$c...@phakt.usc.edu>, : gomi no sensei <pech...@phakt.usc.edu> wrote: : > : >a problem i find with a gangrel combat deck are maneuvers, especially : >against my grilfiend's nosferatu deck. : > : >'i maneuver out to range with aid from bats.' : >'i maneuver out to range with a thrown gate.' : >'i maneuver out to range with fake out.' : > : >i continually have a hard time getting to close range to use the : >wolf claws. ir goggles don't help when the opposition is holding a : >deer rifle and three strike/maneuver cards in hand, as well as drawing : >fake outs when those go. : > : >does anyone have any good suggestions for dealing with this? today i : >sat on a body of sun for at least five combats, because i couldn't get in : >to close range and i was damned if i was going to spend four blood and a : >rare to inflict only one aggravated. : > -- If you add a few Nosferatu to your crypt, you could include a Storm Sewers in your library. It can be tapped to make any combat close range. Just a thought, but I know it may be perilous to do since your girlfriend already plays Nos. [ quoted text not captured ]

Joseph Cochran

In article <3k06b2$f...@uncle.calvin.edu>, Michael Reiffer <mrei...@news.calvin.edu> wrote: > If you add a few Nosferatu to your crypt, you could include a >Storm Sewers in your library. It can be tapped to make any combat close >range. Just a thought, but I know it may be perilous to do since your >girlfriend already plays Nos. No, it's much more specific than that. It only works like that if the action is blocked. This can be an important distinction when using a card to enter combat. A Bum's Rush will not get the close quarters (BTW, why did they define close quarters in the rules and then not use it on this card???!?) if it goes through to its intended target. If someone else steps in the way, however, it will be at close quarters. And it also much be declared as the action is announced. You can't go back and do it after you find out who's blocking you. | If you've got a hot lead on a new | *--Joe--* | PC game, call the announce line at | js...@vt.edu | ** csi...@discus.ise.vt.edu ** | +-------------------------------------+---------------------------------- "Carnivores, oy!" -- Timon, TLK

CONCORDIA RADIO SIR GEORGE

An example of my deck. All clan gangrel Smudge Igo Zoo hunting Eco Terr 4 acedence I power base chicago 1 blood doll 1 minion tap 1 fortitude i protien 1 animalism 4 claws of the dead 3 sports bikes 4 skin of steal 4 luky blow 3 amaranth 2 ritual/bitter rose 2 canine horde 2 drawing out the beast 2 earth meld 3 form of mist 1 murder of crows 1 KRCG news radio 2 rats warning 4 cats guidance 1 homculus 1 tasha morgtan 1 garou 1 Mr Winthrope 1 flamthrower 2 raven spy. 1 backways I play around with the numbers of the cards, ie take out canine horde when I play a deck that I know lacks equipment, and for multiplayer games add more stealth (earth control) and blood givers, ie short term. When I get the right combination of cards up this deck is very powerfull, although in large multiplayergames it lacks "legs". ------------------------------------------------------------------------------- CCC RRR SS GGG 88 88 999 Music - Gareth Jarvis C R R S G 8 8 8 8 9 9 Program - Avi Goldberg C R R S G 88 88 999 848-7401 C R R S G GG 8 8 8 8 :: 9 CCC R R SS GGG 88 88 :: 9 CABLE FM

CONCORDIA RADIO SIR GEORGE

oh and I forgot 4 unflincing persistance for manouver and damage prevent. [ quoted text not captured ]

CONCORDIA RADIO SIR GEORGE

In article <1995Mar11....@cs.cornell.edu>, kw...@cs.cornell.edu (Alan Kwan) writes... >In article <3jrq0m$c...@phakt.usc.edu> pech...@phakt.usc.edu (gomi no sensei) writes: >> >>[rest elided] >> >>a problem i find with a gangrel combat deck are maneuvers, especially >>against my grilfiend's nosferatu deck. >> >>'i maneuver out to range with aid from bats.' >>'i maneuver out to range with a thrown gate.' >>'i maneuver out to range with fake out.' >> >>i continually have a hard time getting to close range to use the >>wolf claws. ir goggles don't help when the opposition is holding a >>deer rifle and three strike/maneuver cards in hand, as well as drawing >>fake outs when those go. >> >>does anyone have any good suggestions for dealing with this? today i >>sat on a body of sun for at least five combats, because i couldn't get in >>to close range and i was damned if i was going to spend four blood and a >>rare to inflict only one aggravated. >> >>heckler >>maybe i'll go back to the ventrue voting deck; that one gave her more >>trouble use unflinching persistance at great (manouver and prevent one damage) or use drawing out the beast - I know that the other vampire gets +1 hand damage but its a small price to pay for torporing them. [ quoted text not captured ]

Alan Kwan

In article <3k1va6$1...@solaris.cc.vt.edu> js...@discus.ise.vt.edu (Joseph Cochran) writes: > [Storm Sewers] >(BTW, why did they define close quarters in the rules and then >not use it on this card???!?) Probably because it's the beta wording of the card? In the same way as Hawg? [ quoted text not captured ]

L. Scott Johnson

kw...@cs.cornell.edu (Alan Kwan) writes: >In article <3k1va6$1...@solaris.cc.vt.edu> js...@discus.ise.vt.edu (Joseph Cochran) writes: >> [Storm Sewers] >>(BTW, why did they define close quarters in the rules and then >>not use it on this card???!?) Because this card does not provide a strike. Close quarters (like Steal Blood) is defined as a strike.

Cristina Rivera

Playing a Trap card is very helpful to combat those pesky maneuvers to long range. Especially if your vampire has a lot more blodd than the opponent. Combat will continue for at least three rounds and at close range since each new combat requires new range determinations. If you opponent does decide to play maneuver cards, he will only prolong the trap which might hurt your minion, but will cause him to use up all of his maneuver cards. Hope I helped, Michael. ____________________________________________________________________________ Cris Rivera - Duke student / barkeep / all around fun person on a good day "Everybody who knows anything about history firsthand is dead. This means our only source of history is historians, who are useless because they keep changing everything around." -Dave Barry

CONCORDIA RADIO SIR GEORGE

In article <Pine.ULT.3.91.95031...@north4.acpub.duke.edu>, Cristina Rivera <c...@acpub.duke.edu> writes... >Playing a Trap card is very helpful to combat those pesky maneuvers to >long range. Especially if your vampire has a lot more blodd than the >opponent. Combat will continue for at least three rounds and at close >range since each new combat requires new range determinations. If you >opponent does decide to play maneuver cards, he will only prolong the >trap which might hurt your minion, but will cause him to use up all of >his maneuver cards. > >Hope I helped, >Michael. > Against a weapons deck I would rather use drawing out the beast and take the additional one point of hand damage, rather than have him manouver to long and shoot me. [ quoted text not captured ]

Martin Filion

CONCORDIA RADIO SIR GEORGE (cr...@vax2.concordia.ca) wrote: > >>a problem i find with a gangrel combat deck are maneuvers, especially > >>against my grilfiend's nosferatu deck. > >> > >>i continually have a hard time getting to close range to use the > >>wolf claws. ir goggles don't help when the opposition is holding a > >>deer rifle and three strike/maneuver cards in hand, as well as drawing > >>fake outs when those go. > >> > >>does anyone have any good suggestions for dealing with this? Strange. For me, one of the best clan for having Maneuvers is Gangrel. . Form of the Ghost (Protean): Maneuver, Press (sup.) . Glean of Red Eyes (Protean): Press, Maneuver (sup.) . Fake Out: Maneuver What do you want more? I use Form of the Ghost so I can draw a card when I play it, and Glean of Red Eyes is very usefull too when you have Protean Sup. You could use IR Goggles if you want on your vampires if it's that big of a problem. What I do with my Gangrel Deck is to put the combat in close range, put aggravated damage and use Amaranth. I put some Rave Spies in my deck so if I can't use Amaranth, I can intercept the vampire who wants to save the vampire in torpor, put him in Torpor too with aggravated damage, etc... Martin Filion Montreal, Qb (Canada) mord...@gmgate.gamemaster.qc.ca