I keep reading people saying gangrel decks can't compete.
I totally disagree.
who need AoR anyhow. jez.
My deck includes a few intercept cards (raven spy, radio station, sport bike)
alot of direct attack (bum's rush, haven uncovered, brainwash)
alot of aggravated (claws, burst of sunlight, etc.)
no weapons, no + bleed, no + stealth
a lot of deck shuffling cards (book of nod, barrens, deal with devil)
amaranth, rotscheck,
some speed cards (info highway, eco terrorist)
and alot of low cost vamps.
a few end combat cards (earth meld, allysium)
very little fortitude cards (skin of steel)
drawing out of the beast (against weapon decks)
by the 5th turn, he has no vampires, can't get anymore out,
and i have 3-6 vamps bleeding for only 1, but hey, try to block.
fear that combo, bum's rush, claws, rotscheck, amaranth.
you are gone no matter what (except sudden reversal)
brainwash slows him to a crawl, and my overwhelming number of vamps
beats sense into those bleed decks.
this deck even can stop your prey and predator at the same time ..
it's very effective.
never underestimate the power of the gangrel.
tiamat@alpha2.csd.uwm.edu
Elijah Isaiah Hall (tiamat@alpha2.csd.uwm.edu) wrote:
: never underestimate the power of the gangrel.
: tiamat@alpha2.csd.uwm.edu
Hurray! Long life to the Gangrels!!!
One of the best deck I've seen so far for them. I always thought Gangrel
could be used (... must be used) to literally trample your opponent, but
I've rarely seen such an effective combination. Congratulations. Mind
if I follow your idea?
BTW, one of the most effective defense against this deck is
let him pass, and use Telepathic Counting or Misdirection
or pack your deck with a lot (and I mean A LOT) of
GangrelDe-Evolution (reduces a Gangrel's Bleed by 1 for remainder of game)
But all in all, nice thinking.
--
Karrde
"I've found that what people call luck if often little more than raw
talent combined with the ability to make the most of opportunities."
Tallon Karrde to Mara Jade
karrde@step.polymtl.ca
Elijah Isaiah Hall (tiamat@alpha2.csd.uwm.edu) wrote:
: I keep reading people saying gangrel decks can't compete.
: I totally disagree.
: who need AoR anyhow. jez.: My deck includes a few intercept cards (raven spy, radio station, sport bike)
: alot of direct attack (bum's rush, haven uncovered, brainwash)
: alot of aggravated (claws, burst of sunlight, etc.)
: no weapons, no + bleed, no + stealth
: a lot of deck shuffling cards (book of nod, barrens, deal with devil)
: amaranth, rotscheck,
: some speed cards (info highway, eco terrorist)
: and alot of low cost vamps.
: a few end combat cards (earth meld, allysium)
: very little fortitude cards (skin of steel)
: drawing out of the beast (against weapon decks): by the 5th turn, he has no vampires, can't get anymore out,
: and i have 3-6 vamps bleeding for only 1, but hey, try to block.
: fear that combo, bum's rush, claws, rotscheck, amaranth.
: you are gone no matter what (except sudden reversal): brainwash slows him to a crawl, and my overwhelming number of vamps
: beats sense into those bleed decks.: this deck even can stop your prey and predator at the same time ..
: it's very effective.: never underestimate the power of the gangrel.
: tiamat@alpha2.csd.uwm.edu
Sounds pretty good to me. I don't know what conditions you play under but
in the games I play there is a four card maximum for all cards, and 1 card
maximum for unique cards and vampires. This changes the strategy a little
but the gangreals do pretty well. The only disciplines I put in my deck
are potence (a lot), protean(a lot), fortitude(medium) and Animalism(few).
With the potence and the protean combined you can take vampires out before
they can even go to torpor. Just play an aggravated damage protean card and
then build up your damage with potence cards. It's pretty easy to get 5
or 6 aggravated damge, which will immediately *burn* a 4 or 5 vampire, and
*severely* weaken any vampire (a 10 would be at 5, minus to for torpor 3).
Throw in a a hefty amount of sewer lids and thrown cars, and they're even
afraid to manuver away. Of course they are great for blocking or direct
combat attacks, but watch those stealthy hefty bleeds, they can make you
worry. Try to take your prey out *quickly* to get those 6 extra blood. I
also take out medium high vampires (princes and primogens) because with
that many combat cards, there is very little room for political actions, and
that can be dangerous.
--
/===================================================\
| Paul Jensen |
| pjensen@orion.it.luc.edu |
| Chicago, IL |
+---------------------------------------------------+
| Good advertising space for rent |
| (It must be pretty good YOU just read it) |
\===================================================/
But if your opponent is bleeding w/ even one vampire, your losing.
Furthermore, you'll have to knock out all of the vampires of your predator
and prey. And even if you really are doing that good, your vampires will
be bloodhunted if they try to Amaranth. Oh, and not all of us have that
many rares and un commons.
Lucyred
Paul Jensen <pjensen@orion.it.luc.edu> wrote:
>Just play an aggravated damage protean card and
>then build up your damage with potence cards. It's pretty easy to get 5
>or 6 aggravated damge, which will immediately *burn* a 4 or 5 vampire...
Technical point: 5 or 6 aggravated damage will only burn a vampire with
3 or 4 blood, respectively (or less, of course). As a rule of thumb,
to burn a vampire via aggravated damage you need to inflict its current
blood capacity plus two: one damage to send it to torpor, enough damage
to wipe out its blood capacity, and one more damage to actually burn it.
Note that only two of the damage needs to be aggravated, since any
normal damage would be applied first (and would thus wipe out any blood
on the vampire).
It's fairly difficult to burn a 5-6 blood vampire outright with aggravated
damage and just common cards unless you can press to an additional round,
when Growing Fury can kick in, in which case you would have taken some of
its blood off during the first round...
Tom Wylie rec.games.deckmaster Network Representative for
aahz@hal.com Wizards of the Coast, Inc.
In article <37f0as$44c@uwm.edu>, tiamat@alpha2.csd.uwm.edu (Elijah Isaiah
Hall) writes:
>fear that combo, bum's rush, claws, rotscheck, amaranth.
>you are gone no matter what (except sudden reversal)
Not when he blocks you - Rotschreck cannot be played on your turn. There
is also some dissent on which vampire it affects, tho I agree with your
use.
The Gyspies come in really handy too, that little bit of added stealth,
plus the ability to bring them out, as WELL as using your four transfers
can help a lot. Means you can have the Gypsies and 2 low level gangrels
out at the end of your second turn.
/\_____ "And on the darkened nights,
// ~ / .\_____ when the pale moon paints the sky,
/ \ \ ' .. \/ drawn to the evil lights,
// \ /~__ -_/ where the innocence must die..." - Me
/\/ |\/ / ~--
/ \\\| \ Evan ~ThunderFoot~ Gibson
/ / \ Bale Wolf of the Yawning Dark
/ "The longer I am off a leash the more feral I become..."