Will the new cards in Lords of Night actually kill Imbued decks?
October 25 is when they become tournament legal (If I calculated correctly).
Going off the spoiler list Uriel posted on 9/23, here are vamps and
cards I think will kill ally decks in general, and maybe Imbued in
particular:
Jamal
Ogwon
Pentweret
Lorenzo Detuono
Durga Syn
Ambulance
Permanent Vacation
Autonomic Mastery
Trochomancy
Set's Curse
Or not?
best -
chris
--
Super Fun Cards
http://stores.ebay.com/superfuncards/
auct...@superfuncards.com
On Sep 29, 11:44 pm, librarian <aucti...@superfuncards.com> wrote:
> Will the new cards in Lords of Night actually kill Imbued decks?
>
> October 25 is when they become tournament legal (If I calculated correctly).
>
> Going off the spoiler list Uriel posted on 9/23, here are vamps and
> cards I think will kill ally decks in general, and maybe Imbued in
> particular:
>
> Jamal
> Ogwon
> Pentweret
> Lorenzo Detuono
> Durga Syn
>
> Ambulance
> Permanent Vacation
> Autonomic Mastery
> Trochomancy
> Set's Curse
>
> Or not?
If we were only so lucky.....
Commetns Welcome,
Norman S. Brown, Jr
XZealot
Archon of the Swamp
librarian skrev:
> Will the new cards in Lords of Night actually kill Imbued decks?
>
> October 25 is when they become tournament legal (If I calculated
> correctly).
>
> Going off the spoiler list Uriel posted on 9/23, here are vamps and
> cards I think will kill ally decks in general, and maybe Imbued in
> particular:
>
> Jamal
> Ogwon
> Pentweret
> Lorenzo Detuono
> Durga Syn
>
> Ambulance
> Permanent Vacation
> Autonomic Mastery
> Trochomancy
> Set's Curse
>
> Or not?
>
>
> best -
>
> chris
>
Also consider that lots of these effects the Imbued will be able to
cancel by using react with conviction. All actions and strikes
requiering chimestry, dementation, dominate, presence or serpentis can
be canceled by this card.
Only an effect from a vampire (or ally) or an action like Chair of Hades:
Chair of Hades
LotN - rare
+1 stealth action
nec: Remove a mortal or ghoul (ally or retainer) from the game
NEC: Remove and non-wraith ally or retainer or vampire with capacity
less than 3 from the game.
can't be canceled with react.
But I guess it's a good thing that the Imbued has to put more reacts in
their libraries. Cardslots that could have been Strike or Second.
Regards
Alex
[ quoted text not captured ]> aucti...@superfuncards.com
I'm pretty sure the answer is NO.
I think its a great set, very much so. But adding a few anti ally
cards is not going to change the situation regarding imbued at all.
We already have GREAT anti-ally tech. Steal an ally, at 1 stealth for
no cost, it doesn't get much better than that. As I and many others
have said - releasing anti imbued cards is not the way to fix the
imbued, they need to be changed.. and the rules that surround them,
not make a few cards to help deal with them.
Ant
> We already have GREAT anti-ally tech. Steal an ally, at 1 stealth for
> no cost, it doesn't get much better than that. As I and many others
> have said - releasing anti imbued cards is not the way to fix the
> imbued, they need to be changed.. and the rules that surround them,
> not make a few cards to help deal with them.
Correct.
I doubt the new anti ally tech will weaken imbued, anymore than Vessel
will make Blood Dolls extinct. After a few games of "set's curse the
ally lol" people will realise there are better and more effective
cards to use in their decks, rather than cornercase bane tech.
1] powers covered under NRA
2] MoM nerfed to 1 per, or something similar
3] Jennie nerfed so her text only applies when she is ready
That will do it.
> I doubt the new anti ally tech will weaken imbued, anymore than Vessel
> will make Blood Dolls extinct. After a few games of "set's curse the
> ally lol" people will realise there are better and more effective
> cards to use in their decks, rather than cornercase bane tech.
>
> 1] powers covered under NRA
> 2] MoM nerfed to 1 per, or something similar
> 3] Jennie nerfed so her text only applies when she is ready
>
> That will do it.
MoM changed so that you just burn the blood to burn the card, maybe
burn 2 blood to burn the card, or you do it in the untap phase rather
than discard. Otherwise, I agree. It is really only multiple Powers
a turn and MoM that are the problem - and yes, Jennie should only get
her power when ready.
--> J
grail_pbem "at" hotmail.com
On Oct 3, 3:58 am, J <grai...@hotmail.com> wrote:
> MoM changed so that you just burn the blood to burn the card, maybe
> burn 2 blood to burn the card, or you do it in the untap phase rather
> than discard. Otherwise, I agree. It is really only multiple Powers
> a turn and MoM that are the problem - and yes, Jennie should only get
> her power when ready.
Agreed here too. While new anti-ally is nice and all, most of it won't
work any better than the current ones do. Champion + Determine hoses
most direct attacks on the Imbued, anyway.
The changes outlined above sound like a pretty sane way of balancing
things.
//Petri
In message <1191397976....@50g2000hsm.googlegroups.com>, IC-
[ quoted text not captured ]
The distinction being drawn is between:
- adapting your game in a way that will give you defences against a wide
variety of decks, which will also work against the Imbued
- adapting your deck in a way that will give you defences against the
Imbued.
For example, consider the Laibon.
Have you had to evolve your decks to deal with the new options that
Laibon players have? Sure, I can see players being perturbed by - say -
the Eldest Command Undeath, or by Tsunda/The Eldest are Kholo decks, or
all sorts of other decks. Have you tweaked your decks as a result -
perhaps using the new tech in Legacies of Blood? Sure, that seems
reasonable.
But, have you (the general you) been forced to put specific anti-Laibon
tech in a deck? Cards that won't work (or will be very, very weak)
against Camarilla decks, or against the Imbued, or the Sabbat, or a
mixed-clan deck, or...?
That's the problem that a number of people are seeing.
The problem is that a number of deck types can continue to use existing
tech against the Imbued, so some players won't see all that much of a
problem. Other decks don't have existing tech to use against the
Imbued, and the players of those decks object to being told to put in
specific anti-Imbued tech that won't see any use nine games out of ten,
but they'll be absolutely dead in the tenth game without it. If I never
see an ally deck, why should I put ten anti-Imbued cards in an S&B deck?
I don't need to against the Laibon - I use stealth, intercept, bounce
and everything else that I can use against everyone else. So if I don't
need specific anti-Laibon tech, why do I need specific anti-Imbued tech?
I don't need specific anti-Corruption tech to save me from Setites -
rush combat, intercept etc. will save me. I don't need specific anti-
Assamite/Contract tech, because I can use combat defence as usual.
If the answer for a given deck is "Put in some anti-Imbued cards", why
is it the case that I don't have to put in other specific anti-tech to
defend against other clans and sects?
I certainly do think that cards with incidental anti-Imbued effects are
good e.g. a combat card that is good, but particularly effectively
effective against Imbued/allies generally, or a vote that can hurt
anyone but will hurt Imbued/allies just a little bit more. And I do
think that if a particular deck finds it easier to cope with the Imbued
by including specific anti-tech (to cope with a particular metagame
shift, say) then it should have the options to (if it wants).
But that's all different from (some) deck-styles having to specifically
deal with the Imbued with anti-Imbued cards. And that's what a number
of players are objecting to being told to do.
Now, it's entirely possible that some of those players could adapt their
decks in a generic way that will help against Imbued - but they just
haven't worked out how (yet). But being told "Pack anti-Imbued tech"
feels like being told "Pack anti-Return to Innocence tech." If I need
to pack specific anti-tech, it's a good indication that something is
awry and should be discussed and investigated. It may turn out that you
can find the generic way, as part of that investigation. It may turn
out that the deck(s) having problems are substandard in a lot of other
ways too. But it may also turn out that there's a problem.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
On Oct 3, 4:38 am, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <1191397976.743667.36...@50g2000hsm.googlegroups.com>, IC-[ quoted text not captured ]
It's a false dilemma.
> The problem is that a number of deck types can continue to use existing
> tech against the Imbued, so some players won't see all that much of a
> problem. Other decks don't have existing tech to use against the
> Imbued, and the players of those decks object to being told to put in
> specific anti-Imbued tech that won't see any use nine games out of ten,
> but they'll be absolutely dead in the tenth game without it. If I never
> see an ally deck, why should I put ten anti-Imbued cards in an S&B deck?
Don't.
> I don't need to against the Laibon - I use stealth, intercept, bounce
> and everything else that I can use against everyone else. So if I don't
> need specific anti-Laibon tech, why do I need specific anti-Imbued tech?
> I don't need specific anti-Corruption tech to save me from Setites -
> rush combat, intercept etc. will save me. I don't need specific anti-
> Assamite/Contract tech, because I can use combat defence as usual.
Rush combat and intercept will "save" you against the imbued as well.
> If the answer for a given deck is "Put in some anti-Imbued cards", why
> is it the case that I don't have to put in other specific anti-tech to
> defend against other clans and sects?
If your deck has no rush combat or intercept, you're likely to have
problems with that corruption deck mentioned above, no? Why should I
have to put ten rush/intercept cards in my deck to defend myself
against that? Oh, right, I don't have to. I just have to suck it up if
they manage to beat me.
> I certainly do think that cards with incidental anti-Imbued effects are
> good e.g. a combat card that is good, but particularly effectively
> effective against Imbued/allies generally, or a vote that can hurt
> anyone but will hurt Imbued/allies just a little bit more.
These already exist (quietus anti-ally strikes, entombment, ancient
influence, reins of power, smiling jack...). But people like to
complain.
> And I do
> think that if a particular deck finds it easier to cope with the Imbued
> by including specific anti-tech (to cope with a particular metagame
> shift, say) then it should have the options to (if it wants).
>
> But that's all different from (some) deck-styles having to specifically
> deal with the Imbued with anti-Imbued cards. And that's what a number
> of players are objecting to being told to do.
Which ones? I get why rush combat has a lot of trouble *ousting* the
imbued, but even they have not-specifically-anti-imbued options
(Anarch Revolt).
> Now, it's entirely possible that some of those players could adapt their
> decks in a generic way that will help against Imbued - but they just
> haven't worked out how (yet). But being told "Pack anti-Imbued tech"
> feels like being told "Pack anti-Return to Innocence tech." If I need
> to pack specific anti-tech, it's a good indication that something is
> awry and should be discussed and investigated.
If someone's only answer to you is "pack anti-imbued tech", they
deserve a good slapping.
If someone gives you a list of good, generically useful cards to use
and you reject them all as "specifically anti-imbued tech" because you
just don't want to adapt to the metagame, you deserve a good slapping.
> It may turn out that you
> can find the generic way, as part of that investigation. It may turn
> out that the deck(s) having problems are substandard in a lot of other
> ways too. But it may also turn out that there's a problem.
I am personally of the opinion that the metagame has yet to fully
adapt to the imbued, and also that the imbued have yet to fully adapt
to the metagame. Until this happens, I don't think tinkering with
rules and errata is necessary.
witness1
> >I'm sorry, but that sounds to me like " I don't want to adapt to
> >current situation, ban this card."
>
> The distinction being drawn is between:
>
> - adapting your game in a way that will give you defences against a wide
> variety of decks, which will also work against the Imbued
>
> - adapting your deck in a way that will give you defences against the
> Imbued.
>
> For example, consider the Laibon.
[ snip rest of awesome post ]
James, thankyou. That is one of the most clear-headed, sane and
rational points anyone has put forward in this debate. That is really
the essence of the problem.
> Rush combat and intercept will "save" you against the imbued as well.
That's what everyone thought. Then they realised that it's not true.
Rush cards can be cancelled with Determine. Or Memories can be put on
the most dangerous rushing or blocking vampires each turn. They can be
recycled with Parthenon / Anthelios. Even assuming your rushes aren't
cancelled and your fighty vampires aren't Memoried, taking down an
Imbued doesn't do much because they can come out of "sleep"
unblockably (since it's not even an action). Also they are cheap, can
bloat easily, and multiply. Your scary combat dude might cost 6 or 7
(or more). Their dudes cost 3 or 4 or 5 pool, and they generally
quickly get out Travis / Church and gain 3 pool a turn. Take one down,
they'll bring another one out. Or the same one will slide out of the
bin unblockably and you are back where you started.
> These already exist (quietus anti-ally strikes, entombment, ancient
> influence, reins of power, smiling jack...). But people like to
> complain.
Not really. I don't like to complain, which is why I do it very
rarely. Most people don't either, which is why there isn't very much
complaining on this newsgroup. Mainly just people asking rules
questions, posting decks, tourney reports, etc. But there has been a
lot of complaining recently, because Imbued need to be fixed.
> Which ones? I get why rush combat has a lot of trouble *ousting* the
> imbued, but even they have not-specifically-anti-imbued options
> (Anarch Revolt).
You can't be serious... Imbued with Travis and Church can bloat for 3
pool a turn *without playing a card*. Sure, some vampire with dominate
can bloat with Govern for 3 pool a turn, but he needs a Govern in his
hand every turn, and spends a blood every turn. Imbued can very easily
set this up to do it for free (costs them convictions, but those tend
to multiply with terrifying rapidity). Putting down Anarch Revolts are
going to probably increase the chance an Imbued deck is going to win,
especially if other narky players start blocking their prey going
anarch. The Imbued player can also block or Champion THEIR prey going
anarch. Their prey probably also isn't bloating for 3 pool a turn.
There is of course a finite limit to the amount of times someone can
Champion, but that's a complicated one we will leave for now.
> If someone's only answer to you is "pack anti-imbued tech", they
> deserve a good slapping.
If someone's only answer is "pack some intercept and combat", they
deserve a good slapping.
> If someone gives you a list of good, generically useful cards to use
> and you reject them all as "specifically anti-imbued tech" because you
> just don't want to adapt to the metagame, you deserve a good slapping.
No no no. People have been using good, generically useful cards in
their decks, and they have been getting thrashed by Imbued over and
over and over again. Imbued are cheap. They get to continuously put
awesome useful cards on their vampires every turn from their hand,
library, or ash heap, for free. They get a card that gives them all +1
intercept, for free. They are completely immune to many of the "good
generically useful" cards in the game (Disarm, Taste, Drawing out the
Beast, three super ultra good, and useful combat cards, not to mention
the fact they can block Daring the Dawn type stuff). They all treat
agg damage as normal. They get a master that gives them a pool once a
turn whenever any of them does an action. They get to come out of
torpor without an action.
If White Wolf printed the Imbued as a vampire clan (i.e. printed a
vampire that cost 4, had super useful cards put down on them from
anywhere in your deck, treats agg damage as normal, immune to all
frenzy cards, comes out of torpor automatically, blah blah blah blah),
they would be howled down as the most ridiculously overpowered clan in
the game.
Take Unmasking, for example. Decks with vampires might use a card like
KRCG (Imbued might also, but let's also leave that for the moment).
Imbued are different; they tend to use Unmasking. Let's compare them.
KRCG costs TWO pool and can tap (i.e. usable once between your untap
phases) to give one minion +1 intercept. Unmasking is free, and
permanently gives +1 intercept to ALL your minions (assuming you are
playing Imbued). Which one sounds better to you? When the only allies
were Garous, War Ghouls and Hordes, that wasn't so much of a problem,
because those allies couldn't get much other intercept. Imbued get
Second Sight, and also have access to a large number of action
cancelling or redirecting or screwing-around-with cards. Giving them
Unmasking is crazy. No vampire clan in the game has access to anything
remotely NEAR that good for intercept. The only thing close to it is
Anima Gathering, which is also possibly overpowered, but balanced by
the fact that it can not only be DI'ed, but also quite easily blocked.
The KRCG / Unmasking thing is also another excellent example of James'
point. Let's say you are playing S&B, and you want some ways of
thwarting other methuselahs getting out intercept locations. You might
put a couple of Suddens in your deck to cancel a KRCG, and maybe a
couple of Unnatural Disasters (gets rid of it if you don't have a
sudden in your hand at the right time). Those cards are also excellent
against many other cards and strategies. Suddens can cancel Blood
Dolls or whatever, Disaster can burn a Secure Haven that your
crosstable buddy needs removed to take down Arika, or whatever. What
do those cards do against The Unmasking? Nothing whatsoever, it's an
Event, not a Master. OK so you need to put anti-event cards in your
deck. They will really help you against Imbued, because Imbued usually
pack at least a couple of events (Unmasking and E.E.). But what about
against vampire decks? Does bugger all, since 95% of vampire decks
don't use events at all. See? Is your answer then to "put some anti-
event cards in your deck"? Is that "adapting to the metagame"? See
James' point?
> I am personally of the opinion that the metagame has yet to fully
> adapt to the imbued, and also that the imbued have yet to fully adapt
> to the metagame.
Pfft, the Imbued don't have to "adapt" to the metagame. They are just
doing their own thing, putting in all their standard cards that do
general Imbued stuff, and riding the metagame like a bitch all the way
to the (blood) bank. What "adapting" are you suggesting they do?
Putting 5 memories in all their decks, because it completely screws a
vampire on the table for 1 pool? And some Champion / Determine to
totally and permanently shut down any threatening actions from the
entire table? Oh wait they already do.
If your suggestion of vampires "adapting to the metagame" is putting
some intercept and combat in decks, people have been doing that too,
and in case you hadn't noticed yet, it hasn't really been working.
On 3 , 11:38, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <1191397976.743667.36...@50g2000hsm.googlegroups.com>, IC-> The distinction being drawn is between:
>
> - adapting your game in a way that will give you defences against a wide
> variety of decks, which will also work against the Imbued
>
> - adapting your deck in a way that will give you defences against the
> Imbued.
I don't think so.
My point is:
Adapt your defense against what annoys you much.
So imbued have to put Smiling Jack, cause if it hit the table they are
screwed.
So big fatties have to put Aranthebes, cause if they meet weenie they
are screwed.
If the opportunity cost to play the card is low (as with Laibon), then
there is no reason
to put it in deck. But imbued deck became more and more popular, so
you can ignore
them and get screwed ( it's personal deckbuilding problem) or kill
them (that's your VP).
On Oct 3, 8:48 am, witness1 <jwnewqu...@bellsouth.net> wrote:
> Rush combat and intercept will "save" you against the imbued as well.
Well, as noted, Rush combat really won't save you against the Imbued--
they are incredibly resilient. They come out of the Hospital with
incredible ease (Jennie Orne) and without taking actions. Most of the
important offense for Rush decks don't work on the Imbued (as they
aren't vampires). Many important cards that make rush decks go don't
work on the Imbued (as they aren't vampires). It is possible that Rush
decks need to evolve to deal with the Imbued, but as the necessary
cards to evolve in that way don't exist, the ability to evolve is
highly limited (there is no Haven Uncovered that works on the Imbued;
there is no Taste that works on the Imbued; there is no Fame that
works on the Imbued; there is no Decapitate that works on the Imbued;
etc.)
I suspect that in their inception, there was fear that the Imbued
would be too vulnerable to combat. So they were given good combat
resilience. Which in the end turned out to be too resilient.
-Peter
<IC-O...@yandex.ru> wrote in message
news:1191397976....@50g2000hsm.googlegroups.com...
[ quoted text not captured ]
Sometimes, "I don't want to adapt to the current situation, ban this
card" is a totally reasonable suggestion. That's why certain cards
get banned or at least changed via errata or text update in a later
printing.
Note: this is a side point, not necessarily an endorsement of Chris's
position vis-a-vis Imbued. I just want to challenge what appears to
be an unjustified assumption: that all cards that are printed must be
perfectly good additions to the game as printed. Sometimes the
original card design was a mistake.
Fred
On Oct 3, 10:00 am, leon.tran...@gmail.com wrote:
> > Rush combat and intercept will "save" you against the imbued as well.
>
> That's what everyone thought. Then they realised that it's not true.
> Rush cards can be cancelled with Determine.
Okay, let's get something straight. Using Determine to cancel any
action card not named Reins of Power or Ancient Influence is,
generally speaking a BAD IDEA.
I'll tap my guy and burn a conviction to cancel your action, leave you
untapped, and oh my, you can't play the same action card again. Let me
do that three more times so I can be all tapped out. Now you turn
forward on your prey (using different action cards or cardless bleeds)
and my predator bleeds me out because I can't untap worth shit?
Oops...
> Or Memories can be put on
> the most dangerous rushing or blocking vampires each turn. They can be
> recycled with Parthenon / Anthelios. Even assuming your rushes aren't
> cancelled and your fighty vampires aren't Memoried, taking down an
> Imbued doesn't do much because they can come out of "sleep"
> unblockably (since it's not even an action).
You mean, the imbued players adapt to their weaknesses?
> Also they are cheap, can
> bloat easily, and multiply. Your scary combat dude might cost 6 or 7
> (or more). Their dudes cost 3 or 4 or 5 pool, and they generally
> quickly get out Travis / Church and gain 3 pool a turn. Take one down,
> they'll bring another one out.
They can multiply easily if nobody has any intercept. Bloating less
so, because "gaining 3 pool a turn" requires an Information Highway in
addition to Travis and the Church.
Your "scary combat dude" can just as easily be a 2-cap with pot or a 4-
cap with ANI as a 6 or 7 cost guy. But don't let facts get in the way
of your hyperbole.
> Or the same one will slide out of the
> bin unblockably and you are back where you started.
If you can't finish the job.
> > These already exist (quietus anti-ally strikes, entombment, ancient
> > influence, reins of power, smiling jack...). But people like to
> > complain.
>
> Not really. I don't like to complain, which is why I do it very
> rarely. Most people don't either, which is why there isn't very much
> complaining on this newsgroup. Mainly just people asking rules
> questions, posting decks, tourney reports, etc. But there has been a
> lot of complaining recently, because Imbued need to be fixed.
So you say.
> > Which ones? I get why rush combat has a lot of trouble *ousting* the
> > imbued, but even they have not-specifically-anti-imbued options
> > (Anarch Revolt).
>
> You can't be serious... Imbued with Travis and Church can bloat for 3
> pool a turn *without playing a card*.
And an Information Highway. And you assume Travis has conviction to
pay for his special, which he won't if you kill him with your big
scary combat. And even then they can't bloat for much more than that 3
no matter how many cards they play.
In any case you just bleed me and don't even bother with rush cards
(they can all point right, with maybe a special exception for Travis).
If I block, hey, that's as good as a rush, right? And if I don't, I
lose pool. Which you stack on top of the Anarch Revolt loss and I
can't survive it for long. Even if I do have Travis, the Church, the
Info Highway, and a Specialization (and 2 cards to pitch to it every
turn), I'm treading water at best against 2 Anarch Revolts and 2
bleeds of 1 each. My pool total cannot rise for the rest of the game
without ousting my prey or getting some kind of crosstable help.
> Sure, some vampire with dominate
> can bloat with Govern for 3 pool a turn,
Minion Tap/Voter Cap can gain you up to 12 pool in a turn.
Consanguineous Boon can get you a ridiculous sum of pool. Yes, they're
transient. Transients are generally more powerful (in the short term)
than permanents.
> but he needs a Govern in his
> hand every turn, and spends a blood every turn. Imbued can very easily
> set this up to do it for free (costs them convictions, but those tend
> to multiply with terrifying rapidity). Putting down Anarch Revolts are
> going to probably increase the chance an Imbued deck is going to win,
> especially if other narky players start blocking their prey going
> anarch. The Imbued player can also block or Champion THEIR prey going
> anarch. Their prey probably also isn't bloating for 3 pool a turn.
> There is of course a finite limit to the amount of times someone can
> Champion, but that's a complicated one we will leave for now.
If the imbued player is trying to Champion an undirected action, you
should take away his cards.
> > If someone's only answer to you is "pack anti-imbued tech", they
> > deserve a good slapping.
>
> If someone's only answer is "pack some intercept and combat", they
> deserve a good slapping.
I didn't say that you *ought* pack intercept and combat against the
imbued. See some of my other posts for why I don't actually think
that's the greatest of ideas.
James Coupe said that intercept and combat is good enough against
Corruption decks that we don't need specific anti-corruption tech. I
think they're good enough against imbued to do the same (in the
abstract; I realize that some combat options are going to be less good
against imbued, just as some options are going to be less good against
Setites). The point was not that you should pack this tech against the
imbued unless its in your deck already. But if we're fine with non-
intercepty, non-rushy decks not having good defenses against
Corruption, I'm not sure why there's a problem with some decks not
having good defenses against the imbued.
> > If someone gives you a list of good, generically useful cards to use
> > and you reject them all as "specifically anti-imbued tech" because you
> > just don't want to adapt to the metagame, you deserve a good slapping.
>
> No no no. People have been using good, generically useful cards in
> their decks, and they have been getting thrashed by Imbued over and
> over and over again.
Just a few threads down, someone rejected Misdirection as being
"specifically anti-imbued tech" when it was suggested as a means to
deal with Champion. Which is crazytalk.
> Imbued are cheap. They get to continuously put
> awesome useful cards on their vampires every turn from their hand,
> library, or ash heap, for free. They get a card that gives them all +1
> intercept, for free. They are completely immune to many of the "good
> generically useful" cards in the game (Disarm, Taste, Drawing out the
> Beast, three super ultra good, and useful combat cards, not to mention
> the fact they can block Daring the Dawn type stuff).
Those cards are not "generically useful" by definition. They're
*specifically* useful against vampires.
> They all treat
> agg damage as normal. They get a master that gives them a pool once a
> turn whenever any of them does an action. They get to come out of
> torpor without an action.
> If White Wolf printed the Imbued as a vampire clan (i.e. printed a
> vampire that cost 4, had super useful cards put down on them from
> anywhere in your deck, treats agg damage as normal, immune to all
> frenzy cards, comes out of torpor automatically, blah blah blah blah),
> they would be howled down as the most ridiculously overpowered clan in
> the game.
And they would be, because they would have none of the weaknesses of
the imbued, and all of the advantages of being vampires. Hell, when
the set first came out, a lot of people were like "What are these guys
even good for, anyway?" because of all the shit they _just_can't_do_.
Turns out the stuff they _can_ do is good enough to win games, which I
think of as a feature, but several other people seem to think of as a
bug.
> Take Unmasking, for example. Decks with vampires might use a card like
> KRCG (Imbued might also, but let's also leave that for the moment).
> Imbued are different; they tend to use Unmasking. Let's compare them.
> KRCG costs TWO pool and can tap (i.e. usable once between your untap
> phases) to give one minion +1 intercept. Unmasking is free, and
> permanently gives +1 intercept to ALL your minions (assuming you are
> playing Imbued). Which one sounds better to you? When the only allies
> were Garous, War Ghouls and Hordes, that wasn't so much of a problem,
> because those allies couldn't get much other intercept. Imbued get
> Second Sight, and also have access to a large number of action
> cancelling or redirecting or screwing-around-with cards. Giving them
> Unmasking is crazy. No vampire clan in the game has access to anything
> remotely NEAR that good for intercept. The only thing close to it is
> Anima Gathering, which is also possibly overpowered, but balanced by
> the fact that it can not only be DI'ed, but also quite easily blocked.
Lets compare some more: Vampires can play cards like Lost in Crowds,
Forgotten Labyrinth, and now Blithe Acceptance. The amount of stealth
an action can see is pretty high. So The Unmasking, combined with
Second Sight, and maybe a Discern gets me to three intercept. Which is
great, but getting much higher than that requires a much greater
investment than it would for vampires who wanted to do the same.
Gee, I wonder if we take away nearly all transient effects, and give
them a few permanent effects, maybe we can achieve some balance? I
guess not.
> The KRCG / Unmasking thing is also another excellent example of James'
> point. Let's say you are playing S&B, and you want some ways of
> thwarting other methuselahs getting out intercept locations. You might
> put a couple of Suddens in your deck to cancel a KRCG, and maybe a
> couple of Unnatural Disasters (gets rid of it if you don't have a
> sudden in your hand at the right time). Those cards are also excellent
> against many other cards and strategies. Suddens can cancel Blood
> Dolls or whatever, Disaster can burn a Secure Haven that your
> crosstable buddy needs removed to take down Arika, or whatever. What
> do those cards do against The Unmasking? Nothing whatsoever, it's an
> Event, not a Master. OK so you need to put anti-event cards in your
> deck. They will really help you against Imbued, because Imbued usually
> pack at least a couple of events (Unmasking and E.E.). But what about
> against vampire decks? Does bugger all, since 95% of vampire decks
> don't use events at all. See? Is your answer then to "put some anti-
> event cards in your deck"? Is that "adapting to the metagame"?
WTF? Put the same cards in your deck to get around The Unmasking that
you'd use to get around 3 guys with a Raven Spy each. THAT is adapting
to the metagame.
Use the anti-event tech if you actually see enough EVENTS to make it
worthwhile (Dragonbound, Anthelios, The Unmasking [it's not just for
the imbued!], Inconnu Tutelage, Narrow Minds...)
>See James' point?
I absolutely see James' point. I disagree with him about some
particulars, but I agree with him that saying "pack anti-imbued tech"
isn't terribly helpful. However, it's often difficult to be helpful in
the abstract - if someone were to post a particular deck and ask how
it might be made better able to handle the imbued, without sacrificing
its ability to win otherwise, it would be a lot easier to help that
person.
> > I am personally of the opinion that the metagame has yet to fully
> > adapt to the imbued, and also that the imbued have yet to fully adapt
> > to the metagame.
>
> Pfft, the Imbued don't have to "adapt" to the metagame.
Bullshit.
> They are just
> doing their own thing, putting in all their standard cards that do
> general Imbued stuff, and riding the metagame like a bitch all the way
> to the (blood) bank. What "adapting" are you suggesting they do?
> Putting 5 memories in all their decks, because it completely screws a
> vampire on the table for 1 pool?
I don't play with Memories, because I don't think the card is worth my
pool and MPA. But my opinions on *that* card are documented elsewhere.
>And some Champion / Determine to
> totally and permanently shut down any threatening actions from the
> entire table?
Ah, that's right. The BS how every imbued deck is a Defense/Vision/
Judgment/Memories/I always have every card that shuts down my opponent
crap. And what seems to be a misunderstanding about how Champion and
Determine even work (hint: they can't shut down the entire table
unless there's 3 or fewer people left).
>Oh wait they already do.
> If your suggestion of vampires "adapting to the metagame" is putting
> some intercept and combat in decks, people have been doing that too,
> and in case you hadn't noticed yet, it hasn't really been working.
Bullshit. That's _not_ my idea of adapting to the metagame. It was a
specific response to a specific statement by James.
Adapting to the metagame is considering options like Misdirection or
Blind Spot or even (heaven forbid) .44 Magnum in your stealth bleed
deck as a means to help deal with Champion. None of these are
"specific anti-imbued cards". All of them are plenty useful in other
scenarios that crop up, and it's your job as a player to decide which
is the best option. There are plenty of other, similarly broad cards
to consider. And there are specific anti-imbued hosers you can
consider as well (Wave of Insanity, Break the Code), if you think
they'll get the job done better overall.
If you would like more specific ideas on how to adapt, please post a
specific deck. I would be delighted to help you include choices that
work well against both vampires and imbued.
witness1
On Oct 3, 10:27 am, Peter D Bakija <p...@lightlink.com> wrote:
> On Oct 3, 8:48 am, witness1 <jwnewqu...@bellsouth.net> wrote:
>
> > Rush combat and intercept will "save" you against the imbued as well.
>
> Well, as noted, Rush combat really won't save you against the Imbued--
> they are incredibly resilient. They come out of the Hospital with
> incredible ease (Jennie Orne) and without taking actions. Most of the
> important offense for Rush decks don't work on the Imbued (as they
> aren't vampires). Many important cards that make rush decks go don't
> work on the Imbued (as they aren't vampires). It is possible that Rush
> decks need to evolve to deal with the Imbued, but as the necessary
> cards to evolve in that way don't exist, the ability to evolve is
> highly limited (there is no Haven Uncovered that works on the Imbued;
> there is no Taste that works on the Imbued; there is no Fame that
> works on the Imbued; there is no Decapitate that works on the Imbued;
> etc.)
There is a card so many light-years beyond Haven Uncovered that works
on the imbued that it's laughably silly to keep making that particular
claim. Granted, that card gives you no help if there's no imbued on
the table, but complaining that it doesn't exist is really baffling.
The rest of your points are all pretty valid except...
> I suspect that in their inception, there was fear that the Imbued
> would be too vulnerable to combat. So they were given good combat
> resilience. Which in the end turned out to be too resilient.
...I'm specifically talking about *defending* against the imbued.
There's no good reason that backrushing them off the table shouldn't
be able to do that in a satisfactory manner in at least some fair
chunk of the cases. I know it's happened to me at least a few times in
the past.
witness1
On Wed, 3 Oct 2007, witness1 wrote:
>> That's what everyone thought. Then they realised that it's not true.
>> Rush cards can be cancelled with Determine.>
> Okay, let's get something straight. Using Determine to cancel any
> action card not named Reins of Power or Ancient Influence is,
> generally speaking a BAD IDEA.
>
> I'll tap my guy and burn a conviction to cancel your action, leave you
> untapped, and oh my, you can't play the same action card again. Let me
> do that three more times so I can be all tapped out. Now you turn
> forward on your prey (using different action cards or cardless bleeds)
> and my predator bleeds me out because I can't untap worth shit?
> Oops...
I sort of had the same opinion of Determine - that it was break glass in
case of emergency only - until I saw some players using it very
effectively. At the EC day 1 event, I was playing an Ishtarri vote deck
preying on an Imbued deck. I had considered Imbued when I made my deck
and attempted to make a deck that would be effective against them. I
spent a long time tuning my hand for the perfect lunge. I had stealth,
Majesty, a KRC, a Secret Must be Kept and an Anarchist Uprising as well as
a Dreams of the Sphinx and a Barrens, so I could keep cycling throughout
my turn. My prey used Determine to cancel every good action card I
played, playing 4-5 of them in the same turn. I was left with having
to bleed for 1, which didn't do the job. Then my prey ousted his prey.
I kept trying, but my prey ended up sweeping because he'd just use his
Unity to make sure he always had plenty of Determines. Also, he'd kill a
new prey every turn or two, so the cost of Unity was pretty negligible and
he could absorb a few bleeds as well as the KRC I managed to get through.
I think a deck that plans to get the most out of Determine can go pretty
far. Conviction costs are no big deal if you put enough Convictions in
your deck. Tapping isn't that costly if you were otherwise going to get
burned or ousted. I'm sure you know that Imbued decks often have a
minion advantage anyway.
So anyway, I think you could be right in some cases. In my case, I was
ready to have one or two of my actions cancelled - I had more good things
to do, but when I ended up having 4-5 actions cancelled, I completely ran
out of juice.
Matt Morgan
On Oct 3, 11:23 am, witness1 <jwnewqu...@bellsouth.net> wrote:
> There is a card so many light-years beyond Haven Uncovered that works
> on the imbued that it's laughably silly to keep making that particular
> claim.
Except that Break the Code isn't a Master card and you can't play
multiples of them--how many Break the Code is reasonable to have in a
deck? 1? You don't draw it. 2-3? Maybe you draw it, and then the rest
are dead cards. 5? You are clogging your deck with cards that are
pretty much totally dead if you aren't sitting next to the Imbued.
Break the Code is pretty good *specific* anti-Imbued tech. Including
one or two in a combat deck is reasonable. But then you are often just
as likely to not draw it as you are.
> Granted, that card gives you no help if there's no imbued on
> the table, but complaining that it doesn't exist is really baffling.
I'm not complaining that Break the Code doesn't exist. I'm pointing
out that there should probably be an analog to Haven Uncovered that
works on *both* Vampires and the Imbued. That doesn't shoot you in the
foot, like Frontal Assault does ("Yaa! I play Frontal Assault and
attack my prey's 5 Imbued with my 4 vampires. But 2 of my vampires
have Memories of Mortality on them. And so I get lucky and
uncapacitate 2 of them! And then I lose 3 pool. And the two Imbued get
out of the hospital during my prey's untap phase...")
> ...I'm specifically talking about *defending* against the imbued.
I'm talking about being viable against the Imbued. Which are, granted,
different things. Yes. Rush combat can slow the Imbued down. And maybe
keep them from winning. But lots of decks can do that.
> There's no good reason that backrushing them off the table shouldn't
> be able to do that in a satisfactory manner in at least some fair
> chunk of the cases. I know it's happened to me at least a few times in
> the past.
Sure. But then the Rush deck loses. 'Cause it had to play irrationally
and backrush the Imbued off the table. And instead of ousting its
prey, it had to go backwards. And if the Imbued is your prey, you are
totally hosed. 'Cause you can't oust them. You just can make both of
you lose.
-Peter
"witness1" <jwnew...@bellsouth.net> wrote in message
news:1191425027.1...@57g2000hsv.googlegroups.com...
> There is a card so many light-years beyond Haven Uncovered that works
> on the imbued that it's laughably silly to keep making that particular
> claim. Granted, that card gives you no help if there's no imbued on
> the table, but complaining that it doesn't exist is really baffling.
> The rest of your points are all pretty valid except...
This is classic example of a huge canard in disputes about CCG
metagames: "Card X exists which totally kills the thing your trying to
claim is overpowered. Ergo, what you're complaining about isn't really
a problem." Unfortunately, a card existing and a card being playable
are two different things. Sorry for all the whining but the card has
to be reasonable to use in the greater metagame, too - or else it should
be left out of the conversation.
Fred
hell, Brainwash kills everything - therefore, nothing can be overpowered...
[ quoted text not captured ]
Well, conviction costs are no big deal if you're only spending one per
turn per dude. It doesn't matter how many are in your deck if you're
spending them much faster than that (Well, there's Edge Explosion, but
then you need to be taking successful actions).
> So anyway, I think you could be right in some cases. In my case, I was
> ready to have one or two of my actions cancelled - I had more good things
> to do, but when I ended up having 4-5 actions cancelled, I completely ran
> out of juice.
I would very much like to see this deck. There are six minions in the
game that can play Determine. Two of them cost 6, 1 of them costs 5.
One of the 6-cost guys burns a conviction every turn if you have more
than 2 ready imbued. None of them is named Travis Miller, so assuming
he was using Travis to help bring out the others.
That's 4-5 minions he left untapped at the end of the turn to
Determine 4-5 of your actions. Did he pack a lot of Vigilance to keep
them untapped? How was he ousting his prey? Or was this 4-5 actions
over multiple turns?
I'm sure it could work in the right circumstances. But I'm sure the
deck is pretty unique. Not at all a "generic" imbued deck.
witness1
On Oct 3, 12:12 pm, Peter D Bakija <p...@lightlink.com> wrote:
> On Oct 3, 11:23 am, witness1 <jwnewqu...@bellsouth.net> wrote:
>
> > There is a card so many light-years beyond Haven Uncovered that works
> > on the imbued that it's laughably silly to keep making that particular
> > claim.
>
> Except that Break the Code isn't a Master card and you can't play
> multiples of them--how many Break the Code is reasonable to have in a
> deck? 1? You don't draw it. 2-3? Maybe you draw it, and then the rest
> are dead cards. 5? You are clogging your deck with cards that are
> pretty much totally dead if you aren't sitting next to the Imbued.
That depends a lot on the rest of your deck. If you're also packing
Dragonbound, I'd suggest 1 BtC and 2 Fortschritt Library (depending on
how prevalent imbued are in your metagame). Then you fetch Dragonbound
with Fortschritt if you're not seeing imbued, and Break the Code if
you are. You may need a bit more flush tech (Dreams, Barrens) than you
usually play to help you get rid of the excess, or you may be able to
make do without.
> Break the Code is pretty good *specific* anti-Imbued tech. Including
> one or two in a combat deck is reasonable. But then you are often just
> as likely to not draw it as you are.
Sure. But the statement "there's no Haven Uncovered that works on the
Imbued" isn't really true. Which was all I was trying to get at.
> > Granted, that card gives you no help if there's no imbued on
> > the table, but complaining that it doesn't exist is really baffling.
>
> I'm not complaining that Break the Code doesn't exist. I'm pointing
> out that there should probably be an analog to Haven Uncovered that
> works on *both* Vampires and the Imbued. That doesn't shoot you in the
> foot, like Frontal Assault does ("Yaa! I play Frontal Assault and
> attack my prey's 5 Imbued with my 4 vampires. But 2 of my vampires
> have Memories of Mortality on them. And so I get lucky and
> uncapacitate 2 of them! And then I lose 3 pool. And the two Imbued get
> out of the hospital during my prey's untap phase...")
I'm not at all opposed to the idea. It also looks like the Design Team
is headed in that direction.
> > ...I'm specifically talking about *defending* against the imbued.
>
> I'm talking about being viable against the Imbued. Which are, granted,
> different things. Yes. Rush combat can slow the Imbued down. And maybe
> keep them from winning. But lots of decks can do that.
>
> > There's no good reason that backrushing them off the table shouldn't
> > be able to do that in a satisfactory manner in at least some fair
> > chunk of the cases. I know it's happened to me at least a few times in
> > the past.
>
> Sure. But then the Rush deck loses. 'Cause it had to play irrationally
> and backrush the Imbued off the table. And instead of ousting its
> prey, it had to go backwards. And if the Imbued is your prey, you are
> totally hosed. 'Cause you can't oust them. You just can make both of
> you lose.
? I seem to recall that someone with your initials once wrote that it
was often a _good_ idea to wreck their predator. Maybe I
misunderstood. Or maybe the circumstances are always going to be
radically different when it's an imbued predator.
witness1
On Oct 3, 8:02 am, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> <IC-Odd...@yandex.ru> wrote in message[ quoted text not captured ]
And sometimes the original card design was fine, but addition of new
cards breaks it or makes it too powerful. Many people consider
Memories of Mortality to fall into this category now that Imbued are
better, cheaper and easier to use compared to most old school allies.
Jeff
On Oct 3, 12:34 pm, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> "witness1" <jwnewqu...@bellsouth.net> wrote in message>
> news:1191425027.1...@57g2000hsv.googlegroups.com...
>
> > There is a card so many light-years beyond Haven Uncovered that works
> > on the imbued that it's laughably silly to keep making that particular
> > claim. Granted, that card gives you no help if there's no imbued on
> > the table, but complaining that it doesn't exist is really baffling.
> > The rest of your points are all pretty valid except...
>
> This is classic example of a huge canard in disputes about CCG
> metagames: "Card X exists which totally kills the thing your trying to
> claim is overpowered. Ergo, what you're complaining about isn't really
> a problem." Unfortunately, a card existing and a card being playable
> are two different things. Sorry for all the whining but the card has
> to be reasonable to use in the greater metagame, too - or else it should
> be left out of the conversation.
A) I was specifically addressing the claim that "there is no Haven
Uncovered that works on the Imbued". The issue of overpoweredness
notwithstanding, that claim is demonstrably false. Peter has clarified
his statement (he wants one that works on both vampires and the
imbued, and isn't called Frontal Assault).
B) An event card is exactly as expensive to cycle out of your hand as
it is to put into play (either choice costs you a DPA). So it doesn't
make much sense to me to claim that Break the Code is somehow
unreasonable to use in the larger metagame. In some games, it gives
you a gigantic advantage (free, unremovable rush on all your
predator's/prey's minions, plus they get -1 intercept) for a small
cost (one DPA). In other games it just gives you a tiny cost (one DPA
to get rid of it and find something useful). But when you're building
your deck, you already know you're going to be short one DPA per event
you draw, no matter what else happens.
So, assuming you're going to pack the event in the first place, you
plan on getting around that DPA loss one way or another (flush tech, a
homogeneous deck, whatever). If, for whatever reason, it's difficult
to fit that amount of flush tech, or you're just not likely enough to
either see the imbued at all, or capitalize on the advantage BtC gives
you, then don't bother.
witness1
On Oct 3, 12:25 pm, witness1 <jwnewqu...@bellsouth.net> wrote:
> B) An event card is exactly as expensive to cycle out of your hand as
> it is to put into play (either choice costs you a DPA). So it doesn't
> make much sense to me to claim that Break the Code is somehow
> unreasonable to use in the larger metagame. In some games, it gives
> you a gigantic advantage (free, unremovable rush on all your
> predator's/prey's minions, plus they get -1 intercept) for a small
> cost (one DPA). In other games it just gives you a tiny cost (one DPA
> to get rid of it and find something useful). But when you're building
> your deck, you already know you're going to be short one DPA per event
> you draw, no matter what else happens.
>
> So, assuming you're going to pack the event in the first place, you
> plan on getting around that DPA loss one way or another (flush tech, a
> homogeneous deck, whatever). If, for whatever reason, it's difficult
> to fit that amount of flush tech, or you're just not likely enough to
> either see the imbued at all, or capitalize on the advantage BtC gives
> you, then don't bother.
>
> witness1
The other drawback of Break the Code and the other events is you
cannot
play it if it has already been played. If a player in a weak position
plays
it and then gets ousted, everbody else is denied that resource. This
is
probably a minor effect as it does not occur often (and may be
outweighed
by BtC getting onto the table earlier than if just 1 player had it)
but in the
late game BtC cannot be counted on, and this effect increases the more
people actually play BtC. (as likelihood of someone else playing it
increases).
Frontal Assault works nice against the imbued for rushes but its
likely to cost
its player pool as they do not gain pool from incapacitating the
imbued, but can still
lose pool if they fail to incap all the imbued. Its nice when you need
the rushes
but a haven uncovered that applies to minion would have higher use due
to
its repeatability and less risk.
<<Wandering off topic my playing the Unmasking at a table with the
imbued in the LCQ in LA forced the imbued to try and keep me around
so as to not lose the effect. But the benefit was lost to me as my
prey
was playing non-imbued allies able to block my recruits of my own
allies.
In that game my former prey (I having been ousted already) used
Frontal
Assault to kill his imbued prey's deck but lost pool and was weakened,
only a deal to kill the imbued kept my former prey around long enough
to
finish the task. >>
John P.
Winnipeg
"witness1" <jwnew...@bellsouth.net> wrote in message
news:1191432324.4...@r29g2000hsg.googlegroups.com...
> A) I was specifically addressing the claim that "there is no Haven
> Uncovered that works on the Imbued". The issue of overpoweredness
> notwithstanding, that claim is demonstrably false. Peter has clarified
> his statement (he wants one that works on both vampires and the
> imbued, and isn't called Frontal Assault).
I don't imagine it matters what it's called. I would suspect it's more
along the lines of, "..doesn't cost me 1 for every Imbued he has that I
fail to pillowface."
> B) An event card is exactly as expensive to cycle out of your hand as
> it is to put into play (either choice costs you a DPA). So it doesn't
> make much sense to me to claim that Break the Code is somehow
> unreasonable to use in the larger metagame.
No, but it doesn't make sense to claim that an Event card, which costs
a DPA whether played or discarded, is a substitute for Haven Uncovereds
which cost MPAs. I think a critic would have a pretty good argument
in saying the opportunity cost of the former is higher than the latter
in a combat deck.
> So, assuming you're going to pack the event in the first place, you
> plan on getting around that DPA loss one way or another (flush tech, a
> homogeneous deck, whatever).
This is waving your hands over a cost. You're suggesting that one must
be resigned to the cost of the thing you think does the trick. That's
a circular counterargument. The point is, you're not actually giving a
reason that the DPA loss isn't a bad thing relative to its overall
benefit in a combat deck. It may be arguable that one or two are worth
packing, depending on your metagame. But it really isn't the same thing
as the multiple Havens, which are almost always playable in a master
phase, even if they're not always useful.
> If, for whatever reason, it's difficult
> to fit that amount of flush tech, or you're just not likely enough to
> either see the imbued at all, or capitalize on the advantage BtC gives
> you, then don't bother.
Right. And "not bothering" = "it doesn't do any good".
Fred
On Oct 3, 1:21 pm, witness1 <jwnewqu...@bellsouth.net> wrote:
> That depends a lot on the rest of your deck. If you're also packing
> Dragonbound, I'd suggest 1 BtC and 2 Fortschritt Library (depending on
> how prevalent imbued are in your metagame). Then you fetch Dragonbound
> with Fortschritt if you're not seeing imbued, and Break the Code if
> you are. You may need a bit more flush tech (Dreams, Barrens) than you
> usually play to help you get rid of the excess, or you may be able to
> make do without.
And all of this is vastly deproving your ability to actually be
effective at winning games with such a deck--masters are at a premium
and deck space is at a premium. As a result, the deck's ability to win
on a reliable basis is being degraded in the name of making it work
better against the Imbued.
> Sure. But the statement "there's no Haven Uncovered that works on the
> Imbued" isn't really true. Which was all I was trying to get at.
Well, it is true. Haven Uncovered and Break the Code work very
differently. And Break the Code is completely Imbued specific. And
isn't a Master card. And isn't something you can reasonably use
multiples of in a given deck.
If Haven Uncovered (or some new version of the card) said "minion"
instead of "vampire", then there'd be a Haven Uncovered that works on
the imbued. Replacing Haven Uncovered with Break the Code is an
untennable solution. Adding Break the Code in along with Haven
Uncovered is either unreliable ('cause you have 1 or 2) or degrades
the deck considerably ('cause you have multiples and/or Forschritts).
> I'm not at all opposed to the idea. It also looks like the Design Team
> is headed in that direction.
Sure. But one doesn't exist yet--if the new set came with "We Know
Where You Live: Master. Place this card on a Minion. Other minions may
enter combat with this minion as a (D) action. This minion can take a
+1 stealth action to burn this card.", then we'd be getting somewhere.
But it didn't. And the last similar card (Frontal Assault) is
considerably disadvantagous against the Imbued in a way that it
doesn't really need to be.
> ? I seem to recall that someone with your initials once wrote that it
> was often a _good_ idea to wreck their predator.
No, no. I think you misunderstood. I am a vast advocate of wrecking
your prey, getting 1VP, and then playing backwards as neccessary. If
you go and read the write up from when I won a Qualifier with a Rush
deck, it is all about how I rarely ever backrushed. I am a vast
proponent of avoiding backrushing as much as possible--yeah, you gotta
back rush once and a while in most games, but in general, the less
backrushing you do, the more likely you are to actually win. Sometimes
you are *forced* to backrush extensively, but that is a sign that you
are losing anyway--if you are forced to backrush significantly to stay
alive, you are losing the game. Which sometimes is unfortunately the
case. But it isn't generally something you should be designing the
deck to do.
> Maybe I
> misunderstood. Or maybe the circumstances are always going to be
> radically different when it's an imbued predator.
Nope. When you have an Imbued predator and you are a Rush deck? Things
aren't actually that bad--back rush once and a while as necessary, and
just go forward. Not really much of a problem. When your *prey* is
imbued, however, and you are a Rush deck? Totally screwed. You aren't
going to oust them. You are going to be running up hill against a
river. Bad news.
-Peter
On Wed, 3 Oct 2007, witness1 wrote:
> Well, conviction costs are no big deal if you're only spending one per
> turn per dude. It doesn't matter how many are in your deck if you're
> spending them much faster than that (Well, there's Edge Explosion, but
> then you need to be taking successful actions).
Yeah, he spent a pile of Convictions to first thwart my lunge and then
oust his prey. Pretty much any amount of resources is worth that, don't
you think?
> I would very much like to see this deck. There are six minions in the
> game that can play Determine. Two of them cost 6, 1 of them costs 5.
> One of the 6-cost guys burns a conviction every turn if you have more
> than 2 ready imbued. None of them is named Travis Miller, so assuming
> he was using Travis to help bring out the others.
I believe this is the deck I was playing against:
http://vtes-hunter-net.tripod.com/decks/determinated-teemu.htm
I couldn't tell you if any changes had been made. Yes, Travis was in
play.
> That's 4-5 minions he left untapped at the end of the turn to
> Determine 4-5 of your actions. Did he pack a lot of Vigilance to keep
> them untapped? How was he ousting his prey? Or was this 4-5 actions
> over multiple turns?
He did have Vigilance, yes. In at least one case, he played an On the Qui
Vive to enable a Determine by a tapped Imbued, then later untapped that
guy with Angel of Berlin so he'd be available to take actions in the
upcoming turn. There might've been another OtQV/Determine play that left
the minion tapped.
> I'm sure it could work in the right circumstances. But I'm sure the
> deck is pretty unique. Not at all a "generic" imbued deck.
Well, judge for yourself. I would say there are some pretty typical
elements in there, but the deck runs more Determine and On the Qui Vive
than I'm used to seeing. It seems like the theory is that if you cancel
enough actions, decks will run out of good things to do. It worked in my
case.
Matt Morgan
On Oct 3, 2:07 pm, Peter D Bakija <p...@lightlink.com> wrote:
> On Oct 3, 1:21 pm, witness1 <jwnewqu...@bellsouth.net> wrote:
>
> > That depends a lot on the rest of your deck. If you're also packing
> > Dragonbound, I'd suggest 1 BtC and 2 Fortschritt Library (depending on
> > how prevalent imbued are in your metagame). Then you fetch Dragonbound
> > with Fortschritt if you're not seeing imbued, and Break the Code if
> > you are. You may need a bit more flush tech (Dreams, Barrens) than you
> > usually play to help you get rid of the excess, or you may be able to
> > make do without.
>
> And all of this is vastly deproving your ability to actually be
> effective at winning games with such a deck--masters are at a premium
> and deck space is at a premium. As a result, the deck's ability to win
> on a reliable basis is being degraded in the name of making it work
> better against the Imbued.
Welcome to my life.
> > Sure. But the statement "there's no Haven Uncovered that works on the
> > Imbued" isn't really true. Which was all I was trying to get at.
>
> Well, it is true. Haven Uncovered and Break the Code work very
> differently. And Break the Code is completely Imbued specific.
Haven Uncovered is completely vampire specific.
> And
> isn't a Master card. And isn't something you can reasonably use
> multiples of in a given deck.>From the receiving end, I've never seen that multiples were necessary.
Either it comes out and there's a permarush on me for the rest of the
game (on top of giving me -1 intercept), or the guy playing rush
combat has plenty of rush actions to take. Sometimes both.
> If Haven Uncovered (or some new version of the card) said "minion"
> instead of "vampire", then there'd be a Haven Uncovered that works on
> the imbued. Replacing Haven Uncovered with Break the Code is an
> untennable solution. Adding Break the Code in along with Haven
> Uncovered is either unreliable ('cause you have 1 or 2) or degrades
> the deck considerably ('cause you have multiples and/or Forschritts).
Sure. I'm not sure that it's necessary.
> > I'm not at all opposed to the idea. It also looks like the Design Team
> > is headed in that direction.
>
> Sure. But one doesn't exist yet--if the new set came with "We Know
> Where You Live: Master. Place this card on a Minion. Other minions may
> enter combat with this minion as a (D) action. This minion can take a
> +1 stealth action to burn this card.", then we'd be getting somewhere.
> But it didn't. And the last similar card (Frontal Assault) is
> considerably disadvantagous against the Imbued in a way that it
> doesn't really need to be.
I'm not actually sure there _needs_ to be such a card. I mean, I see
why iterative rushes are really good, particularly against opponents
who are packing lots of prevent or chump-blockers. But imbued don't
have so much prevention, and it seems like you'd pretty much paste
anyone who got in your way. And I see that it's annoying not to be
able to play the card against them when its your only rush in hand.
But then, I don't see much value in rushing forward against the imbued
anyway (except maybe Travis). Just bleed. If they block, you're in
combat and get to crush them. Otherwise, you take away their pool
(which is really the goal anyway). It's not like you're going to oust
them with a Fame or Tension any time soon.
> > ? I seem to recall that someone with your initials once wrote that it
> > was often a _good_ idea to wreck their predator.
>
> No, no. I think you misunderstood. I am a vast advocate of wrecking
> your prey, getting 1VP, and then playing backwards as neccessary. If
> you go and read the write up from when I won a Qualifier with a Rush
> deck, it is all about how I rarely ever backrushed. I am a vast
> proponent of avoiding backrushing as much as possible--yeah, you gotta
> back rush once and a while in most games, but in general, the less
> backrushing you do, the more likely you are to actually win. Sometimes
> you are *forced* to backrush extensively, but that is a sign that you
> are losing anyway--if you are forced to backrush significantly to stay
> alive, you are losing the game. Which sometimes is unfortunately the
> case. But it isn't generally something you should be designing the
> deck to do.
Fair enough. If Vengeance combat wasn't so crappy, I'd probably be
learning most of this on my own.
> > Maybe I
> > misunderstood. Or maybe the circumstances are always going to be
> > radically different when it's an imbued predator.
>
> Nope. When you have an Imbued predator and you are a Rush deck? Things
> aren't actually that bad--back rush once and a while as necessary, and
> just go forward. Not really much of a problem.
This is approximately the point I was trying to make.
> When your *prey* is
> imbued, however, and you are a Rush deck? Totally screwed. You aren't
> going to oust them. You are going to be running up hill against a
> river. Bad news.
Well, for most rush decks. I've been ousted by them before, but only
with Anarch Revolt tech or cross-table help (or both).
witness1
[ quoted text not captured ]
Agree. LSJ, please don't nerf the MoM as it would drastically weaken
most of the ally decks before Imbueds.
Repeat. Fixing Imbueds = OK, changing MoM card text not OK :)
- Guzmo
Peter D Bakija <pd...@lightlink.com> wrote:
> witness1 <jwnewqu...@bellsouth.net> wrote:>> There is a card so many light-years beyond Haven Uncovered
>> that works on the imbued that it's laughably silly to keep making
>> that particular claim.>
> Except that Break the Code isn't a Master card and you can't play
> multiples of them--how many Break the Code is reasonable to have in a
> deck? 1? You don't draw it. 2-3? Maybe you draw it, and then the rest
> are dead cards. 5? You are clogging your deck with cards that are
> pretty much totally dead if you aren't sitting next to the Imbued.
Well, I don't have any rush deck, or have seen any rush deck, with more
than 3x Haven Uncovered, and given that, I don't see much difference
between 3x HU and 3x BtC.
And given the fact that imbued exist, you probably SHOULD be playing 2-3x
BtC in your rush decks nowadays.
[rest of post snipped, mostly agreed with]
Kevin M., Prince of Las Vegas
"Know your enemy, and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
On Oct 2, 5:50 pm, noodle...@iprimus.com.au wrote:
> > We already have GREAT anti-ally tech. Steal an ally, at 1 stealth for
> > no cost, it doesn't get much better than that. As I and many others
> > have said - releasing anti imbued cards is not the way to fix the> > imbued, they need to be changed.. and the rules that surround them,
> > not make a few cards to help deal with them.
>
> Correct.
>
> I doubt the new anti ally tech will weaken imbued, anymore than Vessel
> will make Blood Dolls extinct. After a few games of "set's curse the
> ally lol" people will realise there are better and more effective
> cards to use in their decks, rather than cornercase bane tech.
>
> 1] powers covered under NRA
> 2] MoM nerfed to 1 per, or something similar
> 3] Jennie nerfed so her text only applies when she is ready
>
> That will do it.
4) Convictions only gained for free when ready and not incapacitated.
5) If not powers under NRA, then no free untap when getting a power.
6) Make all powers cost 1 conviction to acquire.
Lots of options without changing any card texts, though I still think
MoM is kinda really strong.
Jeff
On Oct 3, 4:33 pm, Jeff Kuta <jeff.k...@gmail.com> wrote:
> On Oct 2, 5:50 pm, noodle...@iprimus.com.au wrote:
>
>
>
>
>
> > > We already have GREAT anti-ally tech. Steal an ally, at 1 stealth for
> > > no cost, it doesn't get much better than that. As I and many others
> > > have said - releasing anti imbued cards is not the way to fix the
> > > imbued, they need to be changed.. and the rules that surround them,
> > > not make a few cards to help deal with them.
>
> > Correct.
>
> > I doubt the new anti ally tech will weaken imbued, anymore than Vessel
> > will make Blood Dolls extinct. After a few games of "set's curse the
> > ally lol" people will realise there are better and more effective
> > cards to use in their decks, rather than cornercase bane tech.
>
> > 1] powers covered under NRA
> > 2] MoM nerfed to 1 per, or something similar
> > 3] Jennie nerfed so her text only applies when she is ready
>
> > That will do it.
>
> 4) Convictions only gained for free when ready and not incapacitated.
Never leave incapacitated again? Or were you going to suggest
something along the lines of they could tap to gain it if
incapacitated?
> 5) If not powers under NRA, then no free untap when getting a power.
Pretty reasonable, as I've stated elsewhere.
> 6) Make all powers cost 1 conviction to acquire.
This seems bad to me. Some powers would still be worth acquiring with
the increased costs, but many of the already-sub-par powers just go
down the tubes to the point of just being bad. I'd hate to discourage
variety in imbued decks.
> Lots of options without changing any card texts, though I still think
> MoM is kinda really strong.
>
> Jeff
witness1
"Kevin M." <you...@imaspammer.org> wrote in message
news:EiSMi.149007$Mu5....@newsfe15.phx...
> Well, I don't have any rush deck, or have seen any rush deck, with more
> than 3x Haven Uncovered, and given that, I don't see much difference
> between 3x HU and 3x BtC.
Wow! How much self-nerfing can one rush deck take?!? I mean, I'm no
expert on playing rush but throwing three useless event cards (against
any but Imbued) into a combat deck? I was given to think the balance
issues in combat decks were already sort of critical.
And even so, it's amazing how often three critical cards can be in the
bottom 50 out of your 90 cards. I mean, like, this happens to me A LOT!
My idea of, "I must draw this card" usually starts at around six and
goes up from there.
Fred
On Oct 4, 7:32 am, witness1 <jwnewqu...@bellsouth.net> wrote:
> But then, I don't see much value in rushing forward against the imbued
> anyway (except maybe Travis). Just bleed. If they block, you're in
> combat and get to crush them. Otherwise, you take away their pool
> (which is really the goal anyway). It's not like you're going to oust
> them with a Fame or Tension any time soon.
You know this actually makes a lot of sense and to be fair I hadn't
really thought about it like that.
Like I'm totally on the side of some combat cards that don't work
against Imbued (eg Taste) should do, but I agree with witness that
it's partly people haven't adapted to how to beat them yet. Including
a couple of copies of Break the Code for a pure rush deck doesn't seem
unreasonable if you're planning on ousting via Fame and Tension you're
a bit hosed otherwise. Threaten backwards and bleed forward pausing
only to bin Travis as required.
Simon
In article <EiSMi.149007$Mu5....@newsfe15.phx>,
"Kevin M." <you...@imaspammer.org> wrote:
> Well, I don't have any rush deck, or have seen any rush deck, with more
> than 3x Haven Uncovered, and given that, I don't see much difference
> between 3x HU and 3x BtC.
Well, 4 Haven Uncovered still strikes me as totally reasonable, but in
any case, the difference is that 3xHaven Uncovered are 3 cards that are
useful 90% of the time where 3xBreak the Code are 3 cards that are
useless 90% of the time.
Peter D Bakija
pd...@lightlink.com
http://www.lightlink.com/pdb6/vtes.html
"Find hungry samurai."
-The Old Man
In article <1191436377.9...@w3g2000hsg.googlegroups.com>,
witness1 <jwnew...@bellsouth.net> wrote:
> Haven Uncovered is completely vampire specific.
Which means it works 90% of the time, as opposed to Break the Code with
works 10% of the time (numbers made up but not that far off off
reasonable). And Haven Uncovered is useable in multiples. Different
animal.
> From the receiving end, I've never seen that multiples were necessary.
> Either it comes out and there's a permarush on me for the rest of the
> game (on top of giving me -1 intercept), or the guy playing rush
> combat has plenty of rush actions to take. Sometimes both.
Sure--really, the ability to get into combat with the Imbued isn't a
huge problem--the side discussion on Break the Code came up simply
because Haven Uncovered is yet another example of a totally standard
tool in a combat deck that is rendered useless by the Imbued (like Fame,
Taste, Dragonbound, Disarm, Decapitate, etc). Getting into combat with
them is rarely an issue for most combat decks--you can play Bum's Rush
instead. The big problem is that when you get there, you don't
accomplish much.
> Sure. I'm not sure that it's necessary.
I don't positively think it is necessary either (the "works on Imbued
too" Haven Uncovered). But that so many standard tools that combat decks
rely on to be playable are rendered toothless by the Imbued and no
viable replacements on the horizon *is* a significant problem.
> I'm not actually sure there _needs_ to be such a card. I mean, I see
> why iterative rushes are really good, particularly against opponents
> who are packing lots of prevent or chump-blockers. But imbued don't
> have so much prevention, and it seems like you'd pretty much paste
> anyone who got in your way. And I see that it's annoying not to be
> able to play the card against them when its your only rush in hand.
Again, the big issue is not Haven Uncovered not working on the Imbued.
It is that a large number of standard cards in combat decks don't work
against the Imbued, making combat decks largely hindered against the
Imbued. Add in multiples of Memories, a few Determines, and Jennie Orne
and combat decks become incredibly toothless when faced by the Imbued.
> But then, I don't see much value in rushing forward against the imbued
> anyway (except maybe Travis). Just bleed. If they block, you're in
> combat and get to crush them. Otherwise, you take away their pool
> (which is really the goal anyway). It's not like you're going to oust
> them with a Fame or Tension any time soon.
Exactly. So you bleed forward for 3 or 4 pool a turn. They spend not a
ton of pool on minions, gain pool regularly, and grow as you aren't
mangling them. Not a workable solution.
> Fair enough. If Vengeance combat wasn't so crappy, I'd probably be
> learning most of this on my own.
Heh.
> Well, for most rush decks. I've been ousted by them before, but only
> with Anarch Revolt tech or cross-table help (or both).
See. That is a significant problem. Rush decks are already pretty knife
edge. Against the Imbued, they are toothless, in terms of viably ousting
them. So when folks say "combat kills the imbued", I'm unconvinced.
[ quoted text not captured ]
On Wed, 03 Oct 2007 19:24:32 -0400, Peter D Bakija wrote:
>So when folks say "combat kills the imbued", I'm unconvinced.
Carrion Crows plus a press or hand damage killed my Imbued in three
different tournament games at the Week of Nightmares.
Combat absolutely kills the Imbued.
Just not Fame/Tension/Path of Lilith combat.
> 4) Convictions only gained for free when ready and not incapacitated.
> 5) If not powers under NRA, then no free untap when getting a power.
> 6) Make all powers cost 1 conviction to acquire.
>
> Lots of options without changing any card texts, though I still think
> MoM is kinda really strong.
Those changes are too extreme. Imbued are not the problem. MoM and
multiple powers a turn really is it, and mainly, it's MoM.
One of the other things about imbued, is how little people know about
their cards - even players playing Imbued.
Leon mentioning use of Champion against undirected actions.
Imbued players thinking they can use Determine against anyone, not
only Predator or Prey.
People not understanding that MoM doesn't affect environmental damage
or theft.
People not understanding that when an Imbued is burned, you get their
stuff.
People not realising that Imbued live and die by their convictions.
Force them to burn them and they are weak.
Other than Leon's gaff, I have seen ALL the other mistakes made in
tournaments by players I would have thought should know better.
Now, if people understood Imbued better, they wouldn't be as scared of
them, coz really fear is all it comes down to. (And a broken MoM/
Power getting ability).
--> J
grail_pbem "at" hotmail.com
In article <1191453016.3...@22g2000hsm.googlegroups.com>,
Shade <sha...@gmail.com> wrote:
> Like I'm totally on the side of some combat cards that don't work
> against Imbued (eg Taste) should do, but I agree with witness that
> it's partly people haven't adapted to how to beat them yet.
It isn't really a matter of adaptation. It is a matter that most of the
really important cards that make combat decks go (Haven Uncovered, Fame,
Tension, Dragonbound, Taste) don't work against the Imbued, and there
aren't viable alternatives. If you could adapt with viable alternatives,
there would be an argument here. But the viable alternatives simply
don't exist:
-Haven Uncovered: You could use Frontal, but that is just as likely to
kill you as not against the Imbued; Break the Code *only* works on the
Imbued, making it dead, like, 90% of the time.
-Fame/Tension/Dragonbound: Anarch Revolt is also just as likely to get
you killed as not, and is *much* less effective against the not imbued.
-Taste: One of the most important cards in the arsenal of the combat
deck for being viable. Doesn't work against the Imbued. No alternative.
Mind you, I have played Break the Code in every rush deck I have played
in competition since the Imbued hit the scene, and really, it doesn't
help that much. Yeah, it lets you attack them more often, and lets other
folks block them more often, but still, if the Imbued is your prey, you
simply aren't ousting them any time soon, if ever.
> Including
> a couple of copies of Break the Code for a pure rush deck doesn't seem
> unreasonable if you're planning on ousting via Fame and Tension you're
> a bit hosed otherwise. Threaten backwards and bleed forward pausing
> only to bin Travis as required.
You are hosed due to Fame and Tension (and Dragonbound) not working
against the Imbued, and these are the cards that were invented/reworded
pretty much specifically to make combat decks viable, in terms of
ousting folks. You sit behind the Imbued? Your most viable ousting
mechanisms are removed. So you get to bleed some, choke on combat cards,
and swim upstream to survive. If you don't press the Imbued (and by
"press", I mean "beat up a lot"), they get set up, gain steam, and oust
folks. If you do press the Imbued, you slow them down, don't oust them,
and eventually get ousted by either your first predator or your new
predator after you mangle your original predator and get him ousted.
[ quoted text not captured ]
"The Lasombra" <TheLa...@hotmail.com> wrote in message
news:0d98g35gnrto3c9gf...@4ax.com...
[ quoted text not captured ]
Um, was this the Imbued deck that you mention you would have preferred
to play with a half a dozen Memories of Mortality but couldn't find
any copies?
Fred
On Wed, 3 Oct 2007 17:09:53 -0700, "Frederick Scott" wrote:
>>>So when folks say "combat kills the imbued", I'm unconvinced.>> Carrion Crows plus a press or hand damage killed my Imbued in three
>> different tournament games at the Week of Nightmares.>> Combat absolutely kills the Imbued.>> Just not Fame/Tension/Path of Lilith combat.>Um, was this the Imbued deck that you mention you would have preferred
>to play with a half a dozen Memories of Mortality but couldn't find
>any copies?
Yes.
In two of the three games Travis was killed while attempting his first
action, and pillowfaced before my turn came around.
No chance of Jenny Orne, extremely unlikely chance of MoM in the
opening hand, even if I had 6 in the deck.
Prey made it happen one game, predator the other.
In article <0d98g35gnrto3c9gf...@4ax.com>,
The Lasombra <TheLa...@hotmail.com> wrote:
> Carrion Crows plus a press or hand damage killed my Imbued in three
> different tournament games at the Week of Nightmares.
Did these decks oust you? Did they win the game?
[ quoted text not captured ]
> > Carrion Crows plus a press or hand damage killed my Imbued in three
> > different tournament games at the Week of Nightmares.
>> Um, was this the Imbued deck that you mention you would have preferred
> to play with a half a dozen Memories of Mortality but couldn't find
> any copies?
>
Carrion Crows doesn't care one bit about Memories of Mortality.
The number of people who don't realise, or forget this in tournament
play is astounding.
So, yes, Carrion Crows kills Imbued dead... end of.
[ quoted text not captured ]
On Wed, 03 Oct 2007 20:20:04 -0400, Peter D Bakija
<pd...@lightlink.com> wrote:
>In article <0d98g35gnrto3c9gf...@4ax.com>,
> The Lasombra <TheLa...@hotmail.com> wrote:
>>> Carrion Crows plus a press or hand damage killed my Imbued in three
>> different tournament games at the Week of Nightmares.>
>Did these decks oust you? Did they win the game?
Oust me, yes.
Win the game, one of the three times, yes.
On Oct 4, 12:41 pm, Peter D Bakija <p...@lightlink.com> wrote:
> -Haven Uncovered: You could use Frontal, but that is just as likely to
> kill you as not against the Imbued; Break the Code *only* works on the
> Imbued, making it dead, like, 90% of the time.
>
> -Fame/Tension/Dragonbound: Anarch Revolt is also just as likely to get
> you killed as not, and is *much* less effective against the not imbued.
>
> -Taste: One of the most important cards in the arsenal of the combat
> deck for being viable. Doesn't work against the Imbued. No alternative.
Totally agree with all those not working being very annoying and the
lack of good alternatives. I don't think it's unreasonable to include
a Break the Code to at least ensure you're going to get into combat
although as you point out that isn't always helpful as it's more how
to oust that's the problem rather than getting into combat per se.
I myself haven't played enough combat against Imbued to know what does
and doesn't work yet which is basically the point I'm making.
> You are hosed due to Fame and Tension (and Dragonbound) not working
> against the Imbued, and these are the cards that were invented/reworded
> pretty much specifically to make combat decks viable, in terms of
> ousting folks. You sit behind the Imbued? Your most viable ousting
> mechanisms are removed. So you get to bleed some, choke on combat cards,
> and swim upstream to survive. If you don't press the Imbued (and by
> "press", I mean "beat up a lot"), they get set up, gain steam, and oust
> folks. If you do press the Imbued, you slow them down, don't oust them,
> and eventually get ousted by either your first predator or your new
> predator after you mangle your original predator and get him ousted.
If your only method of ousting is due to Fame / Tension / Dragonbound
then preying on an Imbued is bad news for sure. Similar if you're
playing Baltimore Purge (been there, most annoying) and a few others.
Like I totally agree with you that those cards (maybe not Fame but at
leas the other two) should work. But they don't and that means combat
decks planning on ousting using those cards *only* need to come up
with a plan B. Which of course might not actually exist for some
decks or in general even, but it's no different to playing many decks,
looking left and right and thinking oh dear...
Simon
In article <1191460848....@57g2000hsv.googlegroups.com>,
Shade <sha...@gmail.com> wrote:
> Totally agree with all those not working being very annoying and the
> lack of good alternatives. I don't think it's unreasonable to include
> a Break the Code to at least ensure you're going to get into combat
> although as you point out that isn't always helpful as it's more how
> to oust that's the problem rather than getting into combat per se.
Oh, sure--I'm not here saying Break the Code is *bad*; as noted
elsewhere, I use Break the Code in every combat deck I play in
competition, as it is virtually necessary. But also as noted, it doesn't
actually help that much, in terms of ousting the Imbued. It helps you
mess them up, but you were already messing them up with Bum's Rush most
of the time. It is making the messing up actually take that is the issue.
> If your only method of ousting is due to Fame / Tension / Dragonbound
> then preying on an Imbued is bad news for sure.
Well, there is also always bleeding for 1 (or 2 with Hacking), but the
cards that push the combat deck up into viable territory tend to be the
Fame/Tension/Dragonbounds.
> playing Baltimore Purge (been there, most annoying) and a few others.
> Like I totally agree with you that those cards (maybe not Fame but at
> leas the other two) should work. But they don't and that means combat
> decks planning on ousting using those cards *only* need to come up
> with a plan B.
And that is one of the big problems--combat decks spent years and years
coming up with a viable Plan A, and suddenly the legs have been kicked
out from under Plan A, and nothing new has been introduced to make Plan
B viable yet.
[ quoted text not captured ]
In article <1191460848....@57g2000hsv.googlegroups.com>,
Shade <sha...@gmail.com> wrote:
> Totally agree with all those not working being very annoying and the
> lack of good alternatives. I don't think it's unreasonable to include
> a Break the Code to at least ensure you're going to get into combat
> although as you point out that isn't always helpful as it's more how
> to oust that's the problem rather than getting into combat per se.
Oh, sure--I'm not here saying Break the Code is *bad*; as noted
elsewhere, I use Break the Code in every combat deck I play in
competition, as it is virtually necessary. But also as noted, it doesn't
actually help that much, in terms of ousting the Imbued. It helps you
mess them up, but you were already messing them up with Bum's Rush most
of the time. It is making the messing up actually take that is the issue.
> If your only method of ousting is due to Fame / Tension / Dragonbound> then preying on an Imbued is bad news for sure.
Well, there is also always bleeding for 1 (or 2 with Hacking), but the
cards that push the combat deck up into viable territory tend to be the
Fame/Tension/Dragonbounds.
> playing Baltimore Purge (been there, most annoying) and a few others.> Like I totally agree with you that those cards (maybe not Fame but at
> leas the other two) should work. But they don't and that means combat
> decks planning on ousting using those cards *only* need to come up
> with a plan B.
And that is one of the big problems--combat decks spent years and years
coming up with a viable Plan A, and suddenly the legs have been kicked
out from under Plan A, and nothing new has been introduced to make Plan
B viable yet.
Peter D Bakija
[ quoted text not captured ]
> Oh, sure--I'm not here saying Break the Code is *bad*; as noted
> elsewhere, I use Break the Code in every combat deck I play in
> competition, as it is virtually necessary. But also as noted, it doesn't
> actually help that much, in terms of ousting the Imbued.
Sure it does.
Break the Code gives all imbued -1 intercept against Monsters. If
you're looking at it from a purely combat perspective, it also allows
more rush against them. More rush means more chance of removing their
vamp from play so that's got to help. If you're only looking at it
inflicting pool damage, then you are looking at it the wrong way.
IMO, every deck at a tournament should pack a Break the Code (except
the Imbued obviously). For stealth decks, it's like a permanent 1
point of stealth against the Imbued. For rush decks, it's permarush,
for other decks it means that they have to spend more resources to
keep going. For 1 card. For decks playing a couple events, Break the
Code should be the Enabler Event of choice. It's automatically
replaced, doesn't do anything negative to you in any way, and enables
your other events. Events such as Blood Trade/Anthelios which have
been used as Enabling Events can bite you back if your prey/predator
can get better use out of them than you.
[ quoted text not captured ]
Peter D Bakija <pd...@lightlink.com> wrote:
> "Kevin M." wrote:>> Well, I don't have any rush deck, or have seen any rush deck,
>> with more than 3x Haven Uncovered, and given that, I don't
>> see much difference between 3x HU and 3x BtC.>
> Well, 4 Haven Uncovered still strikes me as totally reasonable,
> but in any case, the difference is that 3xHaven Uncovered are
> 3 cards that are useful 90% of the time where 3xBreak the Code
> are 3 cards that are useless 90% of the time.
OK, perhaps we could (should?) look at what a typical Potence "rush" deck
begins with. I would say, assuming 90 cards, it goes something like this:
the Master module [15 cards]:
3x "Blood gain" (e.g. Blood Doll, Tribute to the Master)
3x "Blood gain stoppers" (e.g. Wash/Sudden, Vessel)
3x Fame
3x Haven Uncovered
1x Frontal Assault
1x Tension in the Ranks
1x Fortschritt Library
the Combat module [50 cards]:
12x "Get-into-combat" (e.g. Bum's Rush, Ambush)
8x Torn Signpost
5x Anti-maneuver-to-long (Fake Out, Celerity-whatever)
10x Immortal Grapple
8x "Damage-booster" (e.g. Undead Strength, Slam)
7x Taste of Vitae
the Event module [2 cards]:
(remember: 1x Fortschritt Library)
1x Dragonbound
1x Break the Code
OK, that is 67 cards. The other 23 you fill to taste, such as:
* some Dreams of the Sphinx (I prefer 3x Wash + 3x Dreams)
* a Barrens
* a Secure Haven, for contesting
* a Heart of Cheating
* some Trap
* some Wake-type cards (or 2nd Tradition if possible)
* more or different Get-into-combat cards (Rumble, Harass,
* some bleed cards (Computer Hacking, I recommend 4-8 of them)
* some permanents giving +Bleed (Camera Phone, Heart o'the City,
retainers)
* more useful actions (Carlton, Aranthebes, Scrounging)
* more useful (D)actions that sometimes work as rushes (Rampage, Brick
Laying)
* additions to the Combat module (Pushing the Limit, Disarm, Thrown Sewer
Lid)
* modification of the Combat module if you have another discipline--
Animalism: Carrion Crows, Taunt the Caged Beast, Song of Serenity
Auspex: Nose of the Hound, Telepathic Tracking, wake+bounce/intercept
Celerity: maneuvers/presses, additional strikes, Psyche, Fast Hands
Dominate: +Bleed, Graverobbing, Far Mastery, wake+bounce
Fortitude: prevent, "unblockable", Freak Drive
Necromancy: +Stealth, "regrowth", Shambling Hordes
Obfuscate: +Stealth, maneuvers/presses, Spying Mission, Mask of 1k Faces
Obtenebration: +Stealth, maneuver, Black Metamorphosis, Entombment
Presence: +Bleed, Heart of the City, Entrancement
Protean: maneuvers/presses, agg damage
Those 23 cards are what makes the necessarily vanilla rush deck into your
own personal portrait of what you like and think will do well. Comments?
[ quoted text not captured ]
In message <1191425027.1...@57g2000hsv.googlegroups.com>,
witness1 <jwnew...@bellsouth.net> writes:
>There is a card so many light-years beyond Haven Uncovered that works
>on the imbued that it's laughably silly to keep making that particular>claim. Granted, that card gives you no help if there's no imbued on
>the table, but complaining that it doesn't exist is really baffling.
Compare your earlier statement:
> If someone's only answer to you is "pack anti-imbued tech", they
> deserve a good slapping.
Yay, you're telling people to quit whining about Haven Uncovered because
they can use a card that "gives you no help if there's no imbued on the
table".
Please, give yourself a good, hard slapping.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
In message <EiSMi.149007$Mu5....@newsfe15.phx>, Kevin M.
<you...@imaspammer.org> writes:
>Well, I don't have any rush deck, or have seen any rush deck, with more
>than 3x Haven Uncovered, and given that, I don't see much difference
>between 3x HU and 3x BtC.
Given that you were telling Daneel off for parochial views just
recently, you can do better than this.
TWDA, over the last few years (remembering that heavy pro-combat is hard
to win with):
First hit, 5 * Haven Uncovered, 3 * Bum's Rush.
Invoking the Beast, 4 Ambush, 3 Harass, 3 Bum's Rush, 6 Haven Uncovered
The Mongols, 4 Haven Uncovered, 5 Ambush, 5 Bum's Rush
And, of course, quite a few decks using 1-3 of them.
It may also be worth remembering that, for many years, standard rush
deck tech - as pioneered by people like Peter - was tiny weenies, 10-12
Bum's Rush, 4 Haven Uncovered. This later evolved to including a number
of Computer Hackings instead of Rush (to speed the oust) - 8 of each is
the number I remember. But the Haven Uncovereds were often left alone.
[ quoted text not captured ]
Peter D Bakija wrote:
> -Taste: One of the most important cards in the arsenal of the combat
> deck for being viable. Doesn't work against the Imbued. No alternative.
I was thinking "But what about Orgy of Blood"??
Then I read it's text, and it doesn't work for so many reasons. :(
Maybe *it's* the card that needs errata-ing, not taste?
Change it from:
Only usable when a minion you control burns an ally controlled by
another Methuselah.
Each of your vampires gains X blood from the blood bank, where X is the
recruitment cost of the ally. (Remove excess blood.)
to
Only usable when an ally controlled by another Methuselah is no longer
ready after combat with a minion you control.
Each of your vampires gains X blood from the blood bank, where X is the
cost of the ally. (Remove excess blood.)
--
salem
(replace 'hotmail' with 'yahoo' to email)
Matthew T. Morgan schrieb:
> Well, judge for yourself. I would say there are some pretty typical
> elements in there, but the deck runs more Determine and On the Qui Vive
> than I'm used to seeing. It seems like the theory is that if you cancel
> enough actions, decks will run out of good things to do. It worked in
> my case.
Also I might add (being the predator of Matt in this game) that Matt did
have 0 (in word zero) pressure from me since I had a hard time being one
of the Atonio Erlette Decks on the table. So even with a nicely dialed
hand and no worries to tap out Matt wasn´t able to inflict serious
damage to the Imbued deck not even thinking about ousting.
On Oct 3, 2:23 pm, "Matthew T. Morgan" <farq...@io.com> wrote:
> On Wed, 3 Oct 2007, witness1 wrote:
> > Well, conviction costs are no big deal if you're only spending one per
> > turn per dude. It doesn't matter how many are in your deck if you're
> > spending them much faster than that (Well, there's Edge Explosion, but
> > then you need to be taking successful actions).
>
> Yeah, he spent a pile of Convictions to first thwart my lunge and then
> oust his prey. Pretty much any amount of resources is worth that, don't
> you think?
Oh sure. Conviction + pool lost to bleeds. I'm not used to being in a
position where I can survive that for more than a turn or two, but
obviously some people can.
> > I would very much like to see this deck. There are six minions in the
> > game that can play Determine. Two of them cost 6, 1 of them costs 5.
> > One of the 6-cost guys burns a conviction every turn if you have more
> > than 2 ready imbued. None of them is named Travis Miller, so assuming
> > he was using Travis to help bring out the others.
>
> I believe this is the deck I was playing against:
>
> http://vtes-hunter-net.tripod.com/decks/determinated-teemu.htm
>
> I couldn't tell you if any changes had been made. Yes, Travis was in
> play.
>
> > That's 4-5 minions he left untapped at the end of the turn to
> > Determine 4-5 of your actions. Did he pack a lot of Vigilance to keep
> > them untapped? How was he ousting his prey? Or was this 4-5 actions
> > over multiple turns?
>
> He did have Vigilance, yes. In at least one case, he played an On the Qui
> Vive to enable a Determine by a tapped Imbued, then later untapped that
> guy with Angel of Berlin so he'd be available to take actions in the
> upcoming turn.
Not really any more helpful than just playing the Angel in the first
place, but okay.
> There might've been another OtQV/Determine play that left
> the minion tapped.
>
> > I'm sure it could work in the right circumstances. But I'm sure the
> > deck is pretty unique. Not at all a "generic" imbued deck.>
> Well, judge for yourself. I would say there are some pretty typical
> elements in there, but the deck runs more Determine and On the Qui Vive
> than I'm used to seeing.
There *have* to be some of the "pretty typical elements" there.
There's not enough different options available to the imbued to do
otherwise. But I'll note that there's not a single Champion, for
example, nor any way to get more than +2 intercept. No Suddens or
Smiling Jack to contest. No NRA PAC or Leather Jacket to go with all
the Vigilance.
> It seems like the theory is that if you cancel
> enough actions, decks will run out of good things to do. It worked in my
> case.
Obviously. I'm not used to being in situations favorable to that kind
of thing.
witness1
On Oct 4, 4:47 am, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <1191425027.142542.133...@57g2000hsv.googlegroups.com>,>
> witness1 <jwnewqu...@bellsouth.net> writes:
> >There is a card so many light-years beyond Haven Uncovered that works
> >on the imbued that it's laughably silly to keep making that particular
> >claim. Granted, that card gives you no help if there's no imbued on
> >the table, but complaining that it doesn't exist is really baffling.
>
> Compare your earlier statement:
>
> > If someone's only answer to you is "pack anti-imbued tech", they
> > deserve a good slapping.
>
> Yay, you're telling people to quit whining about Haven Uncovered because
> they can use a card that "gives you no help if there's no imbued on the
> table".
>
> Please, give yourself a good, hard slapping.
Because clearly, that's the only thing I've said in this whole thread.
witness1
On Oct 4, 5:05 am, Salem <salem_christ....@hotmail.com> wrote:
> I was thinking "But what about Orgy of Blood"??
>
> Then I read it's text, and it doesn't work for so many reasons. :(
>
> Maybe *it's* the card that needs errata-ing, not taste?
Orgy of Blood *only* works on allies--which is another example of
hobbling yourself so that you are viable against the Imbued. If Orgy
of Blood worked against Vampires *and* the Imbued, then there might be
somewhere to go here.
-Peter
On Thu, 4 Oct 2007, witness1 wrote:
>> He did have Vigilance, yes. In at least one case, he played an On the Qui
>> Vive to enable a Determine by a tapped Imbued, then later untapped that
>> guy with Angel of Berlin so he'd be available to take actions in the
>> upcoming turn.>
> Not really any more helpful than just playing the Angel in the first
> place, but okay.
No, actually you can't Angel of Berlin to untap and Determine an action
card as it's announced. On the Qui Vive is necessary here.
>> There might've been another OtQV/Determine play that left
>> the minion tapped.
>>>>> I'm sure it could work in the right circumstances. But I'm sure the
>>> deck is pretty unique. Not at all a "generic" imbued deck.>>
>> Well, judge for yourself. I would say there are some pretty typical
>> elements in there, but the deck runs more Determine and On the Qui Vive
>> than I'm used to seeing.>
> There *have* to be some of the "pretty typical elements" there.
> There's not enough different options available to the imbued to do
> otherwise. But I'll note that there's not a single Champion, for
> example, nor any way to get more than +2 intercept. No Suddens or
> Smiling Jack to contest. No NRA PAC or Leather Jacket to go with all
> the Vigilance.
Maybe some of that stuff was added, but I don't recall seeing it. I guess
Champion is less necessary if you don't mind bouncing bleeds to your
grandpredator. Anyway, that stuff could certainly be in a deck with 8
Determines.
>> It seems like the theory is that if you cancel
>> enough actions, decks will run out of good things to do. It worked in my
>> case.>
> Obviously. I'm not used to being in situations favorable to that kind
> of thing.
Not quite sure what you mean here. Are you saying you always play games
where everybody can cross-table you all they want? If so, that is a bit
of a bummer. In the game I'm talking about here, I was the only vote
deck, so I couldn't get any KRC help from afar.
Matt Morgan
On Oct 4, 12:02 am, "Kevin M." <youw...@imaspammer.org> wrote:
> Peter D Bakija <p...@lightlink.com> wrote:> OK, perhaps we could (should?) look at what a typical Potence "rush" deck
> begins with. I would say, assuming 90 cards, it goes something like this:
Fair enough.
> the Master module [15 cards]:
> 3x "Blood gain" (e.g. Blood Doll, Tribute to the Master)
> 3x "Blood gain stoppers" (e.g. Wash/Sudden, Vessel)
> 3x Fame
> 3x Haven Uncovered
> 1x Frontal Assault
> 1x Tension in the Ranks
> 1x Fortschritt Library
Yeah, I generally fine 15 Masters are too many Masters--you end up
choking on them. I generally hover around the 10-12 Masters zone.
> the Combat module [50 cards]:
> 12x "Get-into-combat" (e.g. Bum's Rush, Ambush)
> 8x Torn Signpost
> 5x Anti-maneuver-to-long (Fake Out, Celerity-whatever)
> 10x Immortal Grapple
> 8x "Damage-booster" (e.g. Undead Strength, Slam)
> 7x Taste of Vitae
This looks pretty low to me. I just put my POT/obf Rush deck back
together to take advantage of the new Slam, and ended up with:
11 Masters (3 Haven/1Frontal/2 Blood Doll/2 Fame/1Tension/1 Potence/1
Dreams?)
12 Rush
12 Torn Signpost
12 Immortal Grapple
9 Slam (all I owned at the time--I probably want 10)
4 Mighty Grapple
3 Disarm
7 Taste
6 Behind You
2 Pulled Fang
8 Computer Hacking
4 Glancing Blow
Which I haven't played yet, so it might not work. But maybe.
-Peter
On Oct 4, 10:23 am, "Matthew T. Morgan" <farq...@io.com> wrote:
> On Thu, 4 Oct 2007, witness1 wrote:
> >> He did have Vigilance, yes. In at least one case, he played an On the Qui
> >> Vive to enable a Determine by a tapped Imbued, then later untapped that
> >> guy with Angel of Berlin so he'd be available to take actions in the
> >> upcoming turn.
>
> > Not really any more helpful than just playing the Angel in the first
> > place, but okay.
>
> No, actually you can't Angel of Berlin to untap and Determine an action
> card as it's announced. On the Qui Vive is necessary here.
Ah. I guess you're right. Could've Angeled during a previous action,
though, or even during your master phase.
> >> There might've been another OtQV/Determine play that left
> >> the minion tapped.
>
> >>> I'm sure it could work in the right circumstances. But I'm sure the
> >>> deck is pretty unique. Not at all a "generic" imbued deck.
>
> >> Well, judge for yourself. I would say there are some pretty typical
> >> elements in there, but the deck runs more Determine and On the Qui Vive
> >> than I'm used to seeing.
>
> > There *have* to be some of the "pretty typical elements" there.
> > There's not enough different options available to the imbued to do
> > otherwise. But I'll note that there's not a single Champion, for
> > example, nor any way to get more than +2 intercept. No Suddens or
> > Smiling Jack to contest. No NRA PAC or Leather Jacket to go with all
> > the Vigilance.
>
> Maybe some of that stuff was added, but I don't recall seeing it. I guess
> Champion is less necessary if you don't mind bouncing bleeds to your
> grandpredator.
I would think so.
> Anyway, that stuff could certainly be in a deck with 8
> Determines.
If you sacrifice the Vigilance side, you could add Champion. Only two
unique guys in that crypt could play Champion without Edge Explosion,
and Travis has better things to do. Only 3 in the crypt can play his 6
Vigilance without Edge Explosion.
It would probably be a worse deck. Vigilance is too important if you
need that many untapped guys.
> >> It seems like the theory is that if you cancel
> >> enough actions, decks will run out of good things to do. It worked in my
> >> case.
>
> > Obviously. I'm not used to being in situations favorable to that kind
> > of thing.
>
> Not quite sure what you mean here. Are you saying you always play games
> where everybody can cross-table you all they want? If so, that is a bit
> of a bummer. In the game I'm talking about here, I was the only vote
> deck, so I couldn't get any KRC help from afar.
I'm used to playing games where two turns of "I bleed for my base
bleed with every minion" is sufficient to oust me if I'm tapped out
because I played 4-5 determines. Particularly if there's any bounced
bleeds that come in against me beforehand, because Determine can't
even be played there.
Possibly with enough modifications I could make it work here. I'll
give it a try sometime.
The players here in Atlanta are actually pretty good about not cross-
tabling me without reason. At last year's NAC, Robyn even discarded
Ancient Influence as my grandpredator rather than calling it to gain 4
pool. But in other games, that 4-6 pool is too good to pass up, or
I've been established as the table threat and I just have to have the
Poison Pill in my hand if I don't want to eat 5 pool loss.
> Matt Morgan
witness1
In article <1191466831.2...@n39g2000hsh.googlegroups.com>,
J <gra...@hotmail.com> wrote:
> Sure it does.
> Break the Code gives all imbued -1 intercept against Monsters. If
> you're looking at it from a purely combat perspective, it also allows
> more rush against them. More rush means more chance of removing their
> vamp from play so that's got to help. If you're only looking at it
> inflicting pool damage, then you are looking at it the wrong way.
See, here is the thing. I play a lot of combat decks, to say the least.
And I play generally pretty good combat decks. And win games with pure
Rush. And in the last few years, I have played pretty good Rush decks
(i.e. Rush decks that in practice get 1VP on a regular basis, win games
reasonably often) in large, blind competitive events. And even *with*
Break the Code? The Imbued totally hose me. Maybe it is just me. Maybe
the decks I build suck against the Imbued. But the combination of:
A) Memories of Mortality.
B) The ease of becoming uncapacitated.
C) The horrible events which tend to permiate Imbued decks.
D) The failing of a large number of vital cards that make Rush decks go.
Makes the Imbued a really horrible thing to run into.
> IMO, every deck at a tournament should pack a Break the Code (except
> the Imbued obviously).
Oh, I agree. And am pretty certain that every deck I have played in
competition since NoR came out *has* had Break the Code in it. Heck, one
game I was in at the NERQ (North East coast qualifier) last year went
like this:
-Player A: "For my discard phase action, I play Break the Code."
-Player B: "For my discard phase action, I discard Break the Code."
-Player C: "For my discard phase action, I discard Break the Code."
-Player D: "Well, damn. For my discard phase action, I discard Break the
Code too."
-Player E: "Huh. I don't discard anything. Good thing no one is playing
the Imbued at this table..."
Break the Code is, I suspect, pretty common in competition. And yet the
Imbued are still doing pretty darn well across the board.
[ quoted text not captured ]
Peter D Bakija <pd...@lightlink.com> wrote:
> "Kevin M." <youw...@imaspammer.org> wrote:>> Peter D Bakija <p...@lightlink.com> wrote:
>> OK, perhaps we could (should?) look at what a typical Potence "rush"
>> deck begins with. I would say, assuming 90 cards, it goes something
>> like this:>
> Fair enough.
>>> the Master module [15 cards]:
>> 3x "Blood gain" (e.g. Blood Doll, Tribute to the Master)
>> 3x "Blood gain stoppers" (e.g. Wash/Sudden, Vessel)
>> 3x Fame
>> 3x Haven Uncovered
>> 1x Frontal Assault
>> 1x Tension in the Ranks
>> 1x Fortschritt Library>
> Yeah, I generally fine 15 Masters are too many Masters--you end up
> choking on them. I generally hover around the 10-12 Masters zone.
Note a part of my post that you clipped states that I use 3x Wash/3x
Dreams, which puts the Master count at 12.
>> the Combat module [50 cards]:
>> 12x "Get-into-combat" (e.g. Bum's Rush, Ambush)
>> 8x Torn Signpost
>> 5x Anti-maneuver-to-long (Fake Out, Celerity-whatever)
>> 10x Immortal Grapple
>> 8x "Damage-booster" (e.g. Undead Strength, Slam)
>> 7x Taste of Vitae>
> This looks pretty low to me. I just put my POT/obf Rush deck back
> together to take advantage of the new Slam, and ended up with:
Again, in the part that you clipped, I state to use the rest of the open
space in the deck to do many things, and one of which is to add more cards
to the combat module.
> 11 Masters (3 Haven/1Frontal/2 Blood Doll/2 Fame/1Tension/1 Potence/1
> Dreams?)
> 12 Rush
> 12 Torn Signpost
> 12 Immortal Grapple
> 9 Slam (all I owned at the time--I probably want 10)
> 4 Mighty Grapple
> 3 Disarm
> 7 Taste
> 6 Behind You
> 2 Pulled Fang
> 8 Computer Hacking
> 4 Glancing Blow
>
> Which I haven't played yet, so it might not work. But maybe.
It won't work without some Wash/Sudden. I thought we had discussed this!
=)
[ quoted text not captured ]
On Thu, 04 Oct 2007 15:51:16 -0400, Peter D Bakija
<pd...@lightlink.com> wrote:
>The Imbued totally hose me. Maybe it is just me. Maybe
>the decks I build suck against the Imbued. But the combination of:>A) Memories of Mortality.
MoM is not the Imbued.
>B) The ease of becoming uncapacitated.
>C) The horrible events which tend to permiate Imbued decks.
Events are not the Imbued.
>D) The failing of a large number of vital cards that make Rush decks go.>Makes the Imbued a really horrible thing to run into.
Nope.
Premise is flawed, so conclusion is flawed.
Tournament winning decks featuring the Imbued are more likely to only
have The Unmasking and Edge Explosion, and a starter event or two in
case Edge Explosion shows up before The Unmasking.
See also:
http://vtes-hunter-net.tripod.com/ITWDA.htm
On Thu, 04 Oct 2007 07:03:36 -0700, Peter D Bakija wrote:
>Orgy of Blood *only* works on allies--which is another example of
>hobbling yourself so that you are viable against the Imbued. If Orgy
>of Blood worked against Vampires *and* the Imbued, then there might be
>somewhere to go here.
Orgy of Blood doesn't work on Imbued...
(unless you are playing with Autonomic Mastery or Entombment).
That was Salem's point.
In article <ecoag3dd07os9bvfp...@4ax.com>,
The Lasombra <TheLa...@hotmail.com> wrote:
> Orgy of Blood doesn't work on Imbued...
> (unless you are playing with Autonomic Mastery or Entombment).
No, no. I know that. His point was "if we changed Orgy of Blood to work
on the Imbued, then it might be a good replacement for Taste..."
My response was "[even if Orgy of Blood were errated so that it] only
works on the Imbued, it is a card that only works on the Imbued..."
See where I was going there?
[ quoted text not captured ]
On Thu, 04 Oct 2007 18:09:14 -0400, Peter D Bakija wrote:
>> Orgy of Blood doesn't work on Imbued...
>> (unless you are playing with Autonomic Mastery or Entombment).>No, no. I know that. His point was "if we changed Orgy of Blood to work
>on the Imbued, then it might be a good replacement for Taste...">My response was "[even if Orgy of Blood were errated so that it] only
>works on the Imbued, it is a card that only works on the Imbued...">See where I was going there?
No.
The card was trash when it was printed, there is no redeeming it.
Play the game.
New cards, no errata!
Can I has game win?
In article <LAbNi.115825$xZ2....@newsfe10.phx>,
"Kevin M." <you...@imaspammer.org> wrote:
> >> the Master module [15 cards]:
> >> 3x "Blood gain" (e.g. Blood Doll, Tribute to the Master)
> >> 3x "Blood gain stoppers" (e.g. Wash/Sudden, Vessel)
> >> 3x Fame
> >> 3x Haven Uncovered
> >> 1x Frontal Assault
> >> 1x Tension in the Ranks
> >> 1x Fortschritt Library
> >
> > Yeah, I generally fine 15 Masters are too many Masters--you end up
> > choking on them. I generally hover around the 10-12 Masters zone.
>
> Note a part of my post that you clipped states that I use 3x Wash/3x
> Dreams, which puts the Master count at 12.
Well, sort of. The "module" you present above does not include 3 Dreams
(so above becomes 18 Masters if you have 3 Dreams), and even with 15,
including 3 Wash, you still have 15 Master cards, and the problem with
too many Master Cards in your deck is not not having enough Master Phase
Actions to play them, but that you draw them in the middle of the turn
when you are cycling cards like crazy and they tend to clog you up in
the middle of a turn, which shuts you down. So playing 15 Masters, even
if 3 of them are Trifles, still, is cutting it close.
If you have 3xDreams and 3xWash, then you have 3 trifles and 3 hand size
increasers, which helps some, but then you also have 6 Master cards
already spoken for. Add in 3xFame, 3xHaven Uncovered, 3xBlood Doll, 1x
Frontal Assault, and you have 16 Masters. And then you still want
Tension and/or Forschritt. That is a lot of masters, trifles or no.
> Again, in the part that you clipped, I state to use the rest of the open
> space in the deck to do many things, and one of which is to add more cards
> to the combat module.
Sure. I didn't clip that part of your post to somehow trip you up or
catch you in some sort of elaborate web of logic. It just seemed
unecessary to address.
> It won't work without some Wash/Sudden. I thought we had discussed this!
Ya know, I was trying that, and really, the Washes didn't actually make
much of a difference--if you can kill their guys before they get
Tapped/Blood Dolled/Whatever, then you don't need to Wash the Minion
Tap. I mean, in theory, it seems like a good idea, but in practice, I
didn't find them that necessary.
[ quoted text not captured ]
In article <c7oag3ltg06l2195k...@4ax.com>,
The Lasombra <TheLa...@hotmail.com> wrote:
> MoM is not the Imbued.
Sigh. No, Memories is not the Imbued. But Memories is one of the cards
that facilitate the Imbued being useful. If not too useful.
> >B) The ease of becoming uncapacitated.
> >C) The horrible events which tend to permiate Imbued decks.
>
> Events are not the Imbued.
Sigh. No, Events are not the Imbued. But Events are some of the cards
that facilitate the Imbued being useful. If not too useful.
> >Makes the Imbued a really horrible thing to run into.
>
> Nope.
>
> Premise is flawed, so conclusion is flawed.
What premise? That Memories and Events make the Imbued a really horrible
thing to run into? What part of that is flawed?
> Tournament winning decks featuring the Imbued are more likely to only
> have The Unmasking and Edge Explosion, and a starter event or two in
> case Edge Explosion shows up before The Unmasking.
That doesn't mean that The Imbued don't use other Events. 'Cause they do.
[ quoted text not captured ]
On Oct 4, 3:51 pm, Peter D Bakija <p...@lightlink.com> wrote:
> C) The horrible events which tend to permiate Imbued decks.
I think you've misplaced a word there.
C) The * events which tend to perm[e]ate *horrible* Imbued decks.
There, that's much more accurate, from what I've seen. :-)
(I know that wasn't actually what you meant, but really truly, the
better Imbued decks *don't* use the "horribly debilitating" events -
they might help you win, in the long game, if the table hate doesn't
off you, but they might just as easily destabilize the table into
someone else winning. In my experience, anyway.)
- D.J.
In article <1191537196....@19g2000hsx.googlegroups.com>,
Meej <dj...@comcast.net> wrote:
> I think you've misplaced a word there.
>
> C) The * events which tend to perm[e]ate *horrible* Imbued decks.
>
> There, that's much more accurate, from what I've seen. :-)
Heh--really, I have seen other debilitating Events in Imbued decks
(Thirst, Nightmares upon Nightmares) that are held till late in the
game--when the game is down to 3 people, say, generating extra table
hate is irrelevant. Yeah, if you bust out of the gate with all the evil
Events in the game, things go badly for you. But if you hold a few
clinch evil Events till late? Often a game winner.
> (I know that wasn't actually what you meant, but really truly, the
> better Imbued decks *don't* use the "horribly debilitating" events -
> they might help you win, in the long game, if the table hate doesn't
> off you, but they might just as easily destabilize the table into
> someone else winning. In my experience, anyway.)
Sure. If you play them dumb. So you play them smart :-)
[ quoted text not captured ]
In article <84pag31rr0tu200h7...@4ax.com>,
The Lasombra <TheLa...@hotmail.com> wrote:
> No.
>
> The card was trash when it was printed, there is no redeeming it.
Yes. I know. I wasn't suggesting that it get redeemed.
> Play the game.
>
> New cards, no errata!
I wasn't suggesting anything of the sort. Salem suggested that Orgy
might benefit from some errata, and then might be a viable replacement
for Taste. I disagreed on all levels. Even ones that might not have been
envisioned.
> Can I has game win?
Kitties are cute.
[ quoted text not captured ]
On Oct 4, 2:37 am, The Lasombra <TheLasom...@hotmail.com> wrote:
> On Wed, 03 Oct 2007 20:20:04 -0400, Peter D Bakija
>
> <p...@lightlink.com> wrote:
> >In article <0d98g35gnrto3c9gf28h8id3qulstfq...@4ax.com>,
> > The Lasombra <TheLasom...@hotmail.com> wrote:
>
> >> Carrion Crows plus a press or hand damage killed my Imbued in three
> >> different tournament games at the Week of Nightmares.
>
> >Did these decks oust you? Did they win the game?
>
> Oust me, yes.
>
> Win the game, one of the three times, yes.
Sorry to jump in late into the game Peter. I can see you need some
backing up here.
And sorry, Jeffrey, but I'm going to have to disagree with you here.
I've played against imbued extensively here (probably 20+ competitive
tournament worthy imbued decks with me playing rush combat). I've
adapted the shit out of my rush combat decks, and must admit, the
combat decks that do tend to work against the imbued, tend not to work
in any other decent table environment.
Yes, I agree that Carrion Crows combat does work, specifically when
tied in with weenie animalism and aid from bats. Unfortunately, weenie
animalism is not the strongest *rush* deck archetype, especially when
facing (A) Imbued with Flash Grenades, which is a popular choice, or
(B) any kind of S:CE decks, which are very popular everywhere, BTW, or
(C) a deck that can deal far range damage back, like gun decks, or
thrown sewer lid decks, etc.
Yes, you can pack canine hordes to get around (A), but then you are
devoting a large amount of deck space for a problem in a very few
decks. And as anyone who plays rush combat knows, deck space is not
something you can afford to waste.
Carrion crows in other combat decks may help you knock down the
Imbued, but if you were playing smartly as the Imbued player, you
wouldn't waste your conviction on anything but returning your imbued
from incapacitated, and blocking your predator from pillow facing your
imbued. Chances are, that if he is playing rush combat, he is probably
not going to waste deck space on stealth anyway. And if he is not
playing animalism weenies, you will have more minions out than he
will.
Also, your 'carrion crows' predator winning the game 1 out of 3 times
is actually quite a piss-poor percentage. 1 out of 3 is also about the
percentage of games I get help from others on the table to oust the
imbued player when I play a rush combat deck. All sorts of other
things can account for that table win that have little to do with the
strength of that carrion crows deck.
>From the sounds of things, what got you ousted from the game was more
table hate than a strong combat predator. If a deck archetype needs
table hate in order to take it down, that's usually a very good
indicator that the deck archetype is overpowered. It's tough for most
decks to win if they have table hate, especially if people have the
ability to do more than sneak-bleed their prey (i.e are capable of
going backwards or cross-table).
One thing I'd also like to just mention is "Anarch revolt". A lot of
imbued players advicate this as a better option for combat decks to
use instead of Dragonbound, Fame, et al., as they say it affects
vampires and imbued (in an even greater fashion). Anarch revolt is NOT
a viable alternative. Trust me, I've tried against a couple of imbued
decks and it has failed every time.
Firstly, every anarch revolt is another master phase gone, for
starters, and you need a whole whackload of them to oust in a timely
fashion.
Secondly, anarch revolt affects the whole table, including yourself.
It doesn't help if your imbued player is blocking all of your own
attempts to become anarch. Unless you are packing galarics etc - which
equates to less deck space devoted to combat. This makes your combat
module *much* weaker, and, in turn, causes you to oust much less
frequently then any other combat ousting module (backup bleed, fame et
al., etc.) Yes, you could also play stealth to push the generic action
through, and stealth is useful for some other actions, but generally,
as a combat deck, you usually need to pack as much combat as possible
into your deck if you dream of ousting more than a single player,
otherwise you simply run out of combat to play - especially when you
are facing little guys like the imbued that need loads of combat.
Thirdly, this also means the imbued can block their prey from becoming
anarchs as well (as was previously mentioned), making it even easier
for their prey to be ousted, and the imbued player becoming 6 pool
richer.
Forthly, if anyone is playing a vote deck with titled vamps, they are
rather just going to call the vote to burn anarch revolt, especially
on a table that you come across with little or no imbued (increasing
the likelihood of someone voting it off). You generally need the whole
table on your side to pull of anarch revolts, otherwise it just gets
voted away and your combat deck falls apart. Yes, and this has
happened repeatedly to me whenever I play anarch revolts, and I
imagine it would happen to most people the moment they start looking
like any sort of table threat - which combat-heavy decks are prone to
looking like (even when they're not).
On Thu, 04 Oct 2007 16:52:00 -0700, The Name Forgotten
<tex...@telkomsa.net> wrote:
>(A) Imbued with Flash Grenades, which is a popular choice, or>Yes, you can pack canine hordes to get around (A), but t
No, actually, you cannot.
The Canine Horde strike will not resolve.
Strike: combat ends resolves before the first offensive strike of
Canine Horde.
On Thu, 04 Oct 2007 16:52:00 -0700, The Name Forgotten
<tex...@telkomsa.net> wrote:
>Also, your 'carrion crows' predator winning the game 1 out of 3 times
>is actually quite a piss-poor percentage.
It wasn't my predator 3 times.
Sorry to burst your bubble Val.
You don't have the full story, you cannot comment on it validly.
On Thu, 04 Oct 2007 16:52:00 -0700, The Name Forgotten
<tex...@telkomsa.net> wrote:
>Trust me, I've tried against a couple of imbued
>decks and it has failed every time.
You are failing.
Why should I trust that?
My Anarch Revolt rush deck does not fail to oust Imbued.
On Thu, 04 Oct 2007 16:52:00 -0700, The Name Forgotten
<tex...@telkomsa.net> wrote:
> You generally need the whole
>table on your side to pull of anarch revolts, otherwise it just gets
>voted away and your combat deck falls apart.
I have never seen this happen, in 13+ years of playing the game.
I am glad that your players have become so self-enlightened so
quickly.
Peter D Bakija wrote:
> I wasn't suggesting anything of the sort. Salem suggested that Orgy
> might benefit from some errata, and then might be a viable replacement
> for Taste. I disagreed on all levels. Even ones that might not have been
> envisioned.
yeah i never said it was a _good_ idea... :)
but i don't like the idea of Taste being useful against allies. I'd
rather there be some thought involved in deck construction. If Taste
worked against allies and vampires, it would be a complete no-brainer,
every time.
And since Orgy gives the blood to _all_ your vampires from the play of
the one card, it could be worth including in lesser amounts, because you
wouldn't need to play it as often. And if you only need lesser amounts,
then that's a lower risk to your overall deck when you _don't_ face allies.
[ quoted text not captured ]
On Oct 4, 6:52 pm, The Name Forgotten <tex...@telkomsa.net> wrote:
> On Oct 4, 2:37 am, The Lasombra <TheLasom...@hotmail.com> wrote:
>
> > On Wed, 03 Oct 2007 20:20:04 -0400, Peter D Bakija
>
> > <p...@lightlink.com> wrote:
> > >In article <0d98g35gnrto3c9gf28h8id3qulstfq...@4ax.com>,
> > > The Lasombra <TheLasom...@hotmail.com> wrote:
>
> > >> Carrion Crows plus a press or hand damage killed my Imbued in three
> > >> different tournament games at the Week of Nightmares.
>
> > >Did these decks oust you? Did they win the game?
>
> > Oust me, yes.
>
> > Win the game, one of the three times, yes.
>
> Sorry to jump in late into the game Peter. I can see you need some
> backing up here.
>
> And sorry, Jeffrey, but I'm going to have to disagree with you here.
> I've played against imbued extensively here (probably 20+ competitive
> tournament worthy imbued decks with me playing rush combat). I've
> adapted the shit out of my rush combat decks, and must admit, the
> combat decks that do tend to work against the imbued, tend not to work
> in any other decent table environment.
Potence and Animalism work wonders against imbued. Protean, Viccitude
and Aggro really don't.
> Yes, I agree that Carrion Crows combat does work, specifically when
> tied in with weenie animalism and aid from bats. Unfortunately, weenie
> animalism is not the strongest *rush* deck archetype, especially when
> facing (A) Imbued with Flash Grenades, which is a popular choice, or
> (B) any kind of S:CE decks, which are very popular everywhere, BTW, or
> (C) a deck that can deal far range damage back, like gun decks, or
> thrown sewer lid decks, etc.
>
> Yes, you can pack canine hordes to get around (A), but then you are
> devoting a large amount of deck space for a problem in a very few
> decks. And as anyone who plays rush combat knows, deck space is not
> something you can afford to waste.
Pack Immortal Grapples.
> Carrion crows in other combat decks may help you knock down the
> Imbued, but if you were playing smartly as the Imbued player, you
> wouldn't waste your conviction on anything but returning your imbued
> from incapacitated, and blocking your predator from pillow facing your
> imbued. Chances are, that if he is playing rush combat, he is probably
> not going to waste deck space on stealth anyway. And if he is not
> playing animalism weenies, you will have more minions out than he
> will.
lol, a player blocking my pillow face attempts just ends up with all
his imbued in the incapacitated region.
> Also, your 'carrion crows' predator winning the game 1 out of 3 times
> is actually quite a piss-poor percentage. 1 out of 3 is also about the
> percentage of games I get help from others on the table to oust the
> imbued player when I play a rush combat deck. All sorts of other
> things can account for that table win that have little to do with the
> strength of that carrion crows deck.
You must play on 2 person tables for 1 of 3 wins to be below average.
1 out of 5 wins is average for 5 person tables, and any more than that
is better than average (see, 1/3 is greater than 1/5).
> >From the sounds of things, what got you ousted from the game was more
>
> table hate than a strong combat predator. If a deck archetype needs
> table hate in order to take it down, that's usually a very good
> indicator that the deck archetype is overpowered. It's tough for most
> decks to win if they have table hate, especially if people have the
> ability to do more than sneak-bleed their prey (i.e are capable of
> going backwards or cross-table).
>
> One thing I'd also like to just mention is "Anarch revolt". A lot of
> imbued players advicate this as a better option for combat decks to
> use instead of Dragonbound, Fame, et al., as they say it affects
> vampires and imbued (in an even greater fashion). Anarch revolt is NOT
> a viable alternative. Trust me, I've tried against a couple of imbued
> decks and it has failed every time.
My anarch revolt decks crush imbued.
> Firstly, every anarch revolt is another master phase gone, for
> starters, and you need a whole whackload of them to oust in a timely
> fashion.
But the game ends alot faster. ALOT faster when you have done 5+ pool
damage to every player on the table.
> Secondly, anarch revolt affects the whole table, including yourself.
> It doesn't help if your imbued player is blocking all of your own
> attempts to become anarch. Unless you are packing galarics etc - which
> equates to less deck space devoted to combat.
Go Anarchs work well too! They cycle fantastically if you haven't
tried them. I use them alot. Since I am not using Anarch combat
cards, I get to beat the crap out of anyone who blocks me.
<snip your Anarch Hardway explanation>
>
> Thirdly, this also means the imbued can block their prey from becoming
> anarchs as well (as was previously mentioned), making it even easier
> for their prey to be ousted, and the imbued player becoming 6 pool
> richer.
....but they are blocking the combat deck and generally, using
convictions to do it. Don't they need those convictions to get
themselves out of the incapacitated regioan that my combat deck puts
them?
> Forthly, if anyone is playing a vote deck with titled vamps, they are
> rather just going to call the vote to burn anarch revolt, especially
> on a table that you come across with little or no imbued (increasing
> the likelihood of someone voting it off). You generally need the whole
> table on your side to pull of anarch revolts, otherwise it just gets
> voted away and your combat deck falls apart. Yes, and this has
> happened repeatedly to me whenever I play anarch revolts, and I
> imagine it would happen to most people the moment they start looking
> like any sort of table threat - which combat-heavy decks are prone to
> looking like (even when they're not).
That's actually a bonus, someone voting the anarch revolts away means
that you take one less pool damage if you don't control an anarch
yet. I pack anarch revolts in presence voter decks to do some damage
to my prey and to cycle any vote push that might have clumped in my
hand.
Anarch Revolt is strong. GRRR!
Comments Welcome,
Norman S. Brown, Jr
XZealot
Archon of the Swamp
Peter D Bakija <pd...@lightlink.com> wrote:
> "Kevin M." <you...@imaspammer.org> wrote:>> It won't work without some Wash/Sudden.
>> I thought we had discussed this!>
> Ya know, I was trying that, and really, the Washes didn't actually
> make much of a difference--if you can kill their guys before they get
> Tapped/Blood Dolled/Whatever, then you don't need to Wash the
> Minion Tap. I mean, in theory, it seems like a good idea, but in
practice,
> I didn't find them that necessary.
Wow. I guess you must be talking about weenie-rush, then, since pretty
much every time I play mid-cap rush around here, I take down a guy who has
already been Blood Doll'd/Minion Tap'd/Groom'd.
[ quoted text not captured ]
J wrote:
>>> Carrion Crows plus a press or hand damage killed my Imbued in three
>>> different tournament games at the Week of Nightmares.>> Um, was this the Imbued deck that you mention you would have preferred
>> to play with a half a dozen Memories of Mortality but couldn't find
>> any copies?
>>>
> Carrion Crows doesn't care one bit about Memories of Mortality.
> The number of people who don't realise, or forget this in tournament
> play is astounding.
>
> So, yes, Carrion Crows kills Imbued dead... end of.
>
I would also recommend Theft of Vitae.
best -
chris
--
Super Fun Cards
http://stores.ebay.com/superfuncards/
auct...@superfuncards.com
> > So, yes, Carrion Crows kills Imbued dead... end of.
>
> I would also recommend Theft of Vitae.
Yup, I mentioned this early on.
Any theft effect or Enviromental damage effect couldn't care less
about MoM.
Ghoul Retainer with Assault Rifle!
I Grapple you, my Ghoul shoots you in the face. :D
--> J
grail_pbem "at" hotmail.com
[ quoted text not captured ]
i could get a whole new vampire for the price of that set-up, though!
one that could play Theft...
[ quoted text not captured ]
> i could get a whole new vampire for the price of that set-up, though!
>
> one that could play Theft...
And?
Assault Rifles are more fun.
[ quoted text not captured ]
On Oct 4, 10:04 pm, Salem <salem_christ....@hotmail.com> wrote:
> you forgot 4x Orgy of Blood....in case of ...umm...Shamblers?
Or war ghouls, procurers, thuggees, Mylan, Carlton Van Wyk, etc.
There are a good number of decent ally targets now, some of which show
up pretty consistently. I certainly wouldn't fault anyone for putting
1 Orgy in their deck now as a prayer card... but 4 would still be
crazy.
Brent Ross
On Oct 4, 7:52 pm, The Name Forgotten <tex...@telkomsa.net> wrote:
> Sorry to jump in late into the game Peter. I can see you need some
> backing up here.
Heh--and don't think I don't appreciate it :-)
> I've
> adapted the shit out of my rush combat decks, and must admit, the
> combat decks that do tend to work against the imbued, tend not to work
> in any other decent table environment.
Which is where I have been going all along.
-Peter
On Oct 4, 9:59 pm, "Kevin M." <youw...@imaspammer.org> wrote:
> Wow. I guess you must be talking about weenie-rush, then, since pretty
> much every time I play mid-cap rush around here, I take down a guy who has
> already been Blood Doll'd/Minion Tap'd/Groom'd.
Heh--probably. All my viable Rush decks have an average capacity of,
like, 3-4, so I guess that is the difference. I rarely find mid cap
Rush decks to work out well. Maybe it is 'cause I don't use enough SR/
Wash :-)
-Peter
On Oct 4, 9:32 pm, Salem <salem_christ....@hotmail.com> wrote:
> yeah i never said it was a _good_ idea... :)
Heh.
> but i don't like the idea of Taste being useful against allies. I'd
> rather there be some thought involved in deck construction. If Taste
> worked against allies and vampires, it would be a complete no-brainer,
> every time.
There is certainly an argument to be made here. I would suggest,
however, that before the Imbued, Taste already *was* a complete no-
brainer, and also one of the only things that made Rush combat a
viable archetype. If you make it less of a no brainer, yeah, more
choices need to be made, but you also kick the legs out from under a
deck archetype that is already far behind on the "effective" train and
constantly struggling to catch up.
In the last few exapansions (barring NoR...), Combat has been gifted
with countless strong cards to make it more competetive (Tension,
Dragonbound, Frontal, etc.). Except that all the gound gained by
combat decks with all these cool new cards is completely nullified by
the kick in the junk (in terms of being competetive--yes, combat can
wreck the Imbued, but combat can't reliably *oust* the imbued, unless
the combat deck is specifically tuned to deal with the Imbued, which
makes it worse in every other situation) by the Imbued.
-Peter
Peter D Bakija wrote:
> On Oct 4, 9:32 pm, Salem <salem_christ....@hotmail.com> wrote:>> but i don't like the idea of Taste being useful against allies. I'd
>> rather there be some thought involved in deck construction. If Taste
>> worked against allies and vampires, it would be a complete no-brainer,
>> every time.>
> There is certainly an argument to be made here. I would suggest,
> however, that before the Imbued, Taste already *was* a complete no-
> brainer, and also one of the only things that made Rush combat a
> viable archetype.
I disagree a bit. I have had various levels of success with non-taste
Rush combat (agg-based, mostly, but not exclusively).
I do agree Taste was very very close to a no-brainer, though, and I
didn't like that then (pre-Imbued), either.
> If you make it less of a no brainer, yeah, more
> choices need to be made, but you also kick the legs out from under a
> deck archetype that is already far behind on the "effective" train and
> constantly struggling to catch up.
Maybe it was never meant to be an archetype? Just a consequence of
blocking (for the most part).
> In the last few exapansions (barring NoR...), Combat has been gifted
> with countless strong cards to make it more competetive (Tension,
> Dragonbound, Frontal, etc.).
I still need some Frontals to give them a go...
> Except that all the gound gained by
> combat decks with all these cool new cards is completely nullified by
> the kick in the junk (in terms of being competetive--yes, combat can
> wreck the Imbued, but combat can't reliably *oust* the imbued, unless
> the combat deck is specifically tuned to deal with the Imbued, which
> makes it worse in every other situation) by the Imbued.
You totally need to win the NAC or something so they can make a new POT
card called "Kick in the Junk", with a picture of you kicking someone.
That'd be awesome.
But back to the matter at hand, i'd like to see Orgy betterified, and
other viable things added to the rush archetype (since I do think it
_should_ be a viable archetype, even if i was questioning Garfield's
intent to whether it should be an archetype), rather than to continue to
have Taste be the shiny golden star of every non-agg rush deck.
Like in Jyhad, Bum's Rush was the rush card you used. It was it. Haven
for a little variety. But Bum's Rush was the only choice. Then more sets
came out with other options. Ambush, Harass, etc. as well as some
discipline based rushes. So then you got to choose the one that suited
your deck best, or mix them up a bit, or whatever.
Currently, Taste is the only choice (barring Provisions, I guess...but
we all know Assamites suck. That's why they have "Ass" in their name).
I'd like to see _other_ choices. Orgy (with new text as per my other
post), and maybe a new card, say something like:
Suck them off while they're lying down
Combat
Play at the end of combat where this vampire is ready and the opposing
minion is not.
Move 2 blood from the opposing vampire to this vampire, or add 1 blood
to this vampire if the opposing minion was an ally.
which would be useful for agg decks, and still useful against Imbued to
a minor extent (assuming your agg deck can get them to torpor).
Just...options. Viable options.
Like Vessel is seemingly going to be to Blood Doll.
Previously Blood Doll was pretty much a first choice, unless strong
reasons otherwise (Fatties might prefer minion tap, etc). But now you
can have Blood Doll or Vessel, Blood Doll AND Vessel. Only Vessel,
whatever. Much more options for tweaking and shifting.
I'd like to see that, but in the 'gain blood on my vamp for beating shit
up' category that Taste pretty much has the market cornered in.
Plus I want the one Orgy of Blood I own to be not-wallpaper. I've
already given up on my Twisting the Knife, though.
[ quoted text not captured ]
[ quoted text not captured ]
probably more like you're not using enough Deflection/Conditioning. :)
How awesome is Dr Julius Sutphen?!?
[ quoted text not captured ]
[ quoted text not captured ]
Ah, true. Sorry, I must admit I don't pack all too much canine horde's
anyway, and I generally wouldn't waste them on something that will
burn anyway.
bwross wrote:
> On Oct 4, 10:04 pm, Salem <salem_christ....@hotmail.com> wrote:>> you forgot 4x Orgy of Blood....in case of ...umm...Shamblers?>
> Or war ghouls, procurers, thuggees, Mylan, Carlton Van Wyk, etc.
3 blood, 2 blood, 1, 1, 1...
So not really that useful for the ones you can kill easily...although
you don't have to be ready to play Orgy, from what I understand of it's
text (it does NOT have the "not usable by a vampire being burned or
going into torpor" text like Decapitate, Taste, Disarm have).
So if you burn a War Ghoul and it simultaneously torpors your poor POT
weenie, then I think you can still have an Orgy to get 3 blood on each
of your vampires (ready and torpored, including the weenie the War Ghoul
just torpored).
> There are a good number of decent ally targets now, some of which show
> up pretty consistently. I certainly wouldn't fault anyone for putting
> 1 Orgy in their deck now as a prayer card... but 4 would still be
> crazy.
The more I think about it, the more I am willing to have a try...
(The one card prayer option, that is....I don't even own 4...)
[ quoted text not captured ]
On Oct 5, 8:33 am, Salem <salem_christ....@hotmail.com> wrote:
> Peter D Bakija wrote:
> > Except that all the gound gained by
> > combat decks with all these cool new cards is completely nullified by
> > the kick in the junk (in terms of being competetive--yes, combat can
> > wreck the Imbued, but combat can't reliably *oust* the imbued, unless
> > the combat deck is specifically tuned to deal with the Imbued, which
> > makes it worse in every other situation) by the Imbued.
>
> You totally need to win the NAC or something so they can make a new POT
> card called "Kick in the Junk", with a picture of you kicking someone.
> That'd be awesome.
Target: Junk
Aim. Play when choosing a strike. The opposing minion's controller may
cancel this card by discarding one combat card. If any damage is
successfully inflicted by this strike, the opposing minion cannot
maneuver, strike, or press this action. A minion may play only one aim
card each strike.
Picture is Peter Bakija firing a bazooka at a boat.
witness1
[ quoted text not captured ]
I know I don't have the full story. But using an example without
giving the full story isn't very helpful in a discussion. At least
give us enough information that we can make valid comments, otherwise
it's not very useful.
A decklist + the general decks the table was playing would be a good
start. The average reader can't tell whether your deck lost to some
design flaw that wasn't expecting that sort of metagame, or if your
deck is truly representative of Imbued decks. Plus your Imbued deck is
only one style of Imbued decks. As much as some people might like to
think that they're all the same, they're not. There are a whole range
of options that an Imbued player makes at the design stage, some have
their strengths in one area, others have their strengths in another.
[ quoted text not captured ]
In my world? I find that tournaments are often won by the same bunch
of people whose decks are often tiers ahead of the other players. Now,
if you claim that X deck is the bane of your imbued deck, and still
does very well against vampires, I'd expect that if they were sitting
as your predator (which might have been an incorrect assumption on my
behalf, but that's what it sounded like to me) they should at least
get your VP (since they are your antithesis).
After having a VP, one out of three wins is well below average for a
deck in the hands of a skilled player - especially considering the
event of a four player table.
[ quoted text not captured ]
Oh sure, I'm not arguing that Anarch Revolt rush decks won't oust
their Imbued prey. For me, it's usually a 50-50 chance, cos it depends
if there is a cross-table voter who will let me keep the anarch
revolts in play for long enough to oust my prey. As often as not,
other players will just wait for me to cripple the imbued player, then
vote off my anarch revolts, making both me and my prey easy sweep
targets.
Also after ousting the imbued player, it get's more and more difficult
to hold onto the anarch revolts, which makes a game win much more
unlikely than the old fame/ dragonbound et al. decks. I won't deny
that it may be my failing, but I doubt it. Usually my rush decks own
the kazbah. I don't usually win tournaments with them, but I often
come 2nd / 3rd - often thanks to the imbued decks. Now days, though, I
hardly play combat decks in tournaments anymore. I just don't find
them viable enough to play and expect regular wins like I did pre-
Imbued.
On Oct 5, 8:45 am, The Name Forgotten <tex...@telkomsa.net> wrote:
> > You don't have the full story, you cannot comment on it validly.> I know I don't have the full story. But using an example without
> giving the full story isn't very helpful in a discussion.
Where did you get the impression I was trying to be helpful?
I was slamming Peter's overstatements, misattributions, hyperbole, and
slanders.
Poking holes in those statements to reveal the reality as seen by a
player who plays against Imbued in every local game session, if not
every single game, is sort of a duty.
I played the Champion Vigilantes deck (Oh, The Humanity - NAC LCQ
thread) twice during the week of tournaments in Los Angeles.
In the Monday event, I took zero vps with the deck.
In the Friday event, I took 4.5 vps with the deck.
With the bane of my deck as my predator (Nosferatu Antitribu with
permanent intercept, Carrion Crows and Potence strikes) crippling me,
he can still get ousted by his block fails dominate bleed predator and
not win the game.
That you feel he should win a 5 player game because 1 player is
destroyed by his deck is naive.
I did not find that the players at the North American Continental
Championship were tiers apart in ability. A few had less experience
against certain things than others, but they were definitely not tiers
apart.
On Oct 5, 3:38 am, XZealot <xzea...@cox.net> wrote:
> On Oct 4, 6:52 pm, The Name Forgotten <tex...@telkomsa.net> wrote:
>> > On Oct 4, 2:37 am, The Lasombra <TheLasom...@hotmail.com> wrote:
>
> > > On Wed, 03 Oct 2007 20:20:04 -0400, Peter D Bakija
>
> > > <p...@lightlink.com> wrote:
> > > >In article <0d98g35gnrto3c9gf28h8id3qulstfq...@4ax.com>,
> > > > The Lasombra <TheLasom...@hotmail.com> wrote:
>
[snip]
>
> Potence and Animalism work wonders against imbued. Protean, Viccitude
> and Aggro really don't.
Not if you can't burn the Imbued as well. Yes, you slow them down, but
it's very tough to oust them without table support.
>
> > Yes, I agree that Carrion Crows combat does work, specifically when
> > tied in with weenie animalism and aid from bats. Unfortunately, weenie
> > animalism is not the strongest *rush* deck archetype, especially when
> > facing (A) Imbued with Flash Grenades, which is a popular choice, or
> > (B) any kind of S:CE decks, which are very popular everywhere, BTW, or
> > (C) a deck that can deal far range damage back, like gun decks, or
> > thrown sewer lid decks, etc.
>
> > Yes, you can pack canine hordes to get around (A), but then you are
> > devoting a large amount of deck space for a problem in a very few
> > decks. And as anyone who plays rush combat knows, deck space is not
> > something you can afford to waste.
>
> Pack Immortal Grapples.
It sounds like you're suggesting the only typical combat deck that's
useful against the imbued actually consists of all two clans of Nos/!
Nos since they're the only ones who have ANI and POT, unless you're
reaching for 4th disciplines. Unfortunately, Nos/!Nos have a whole
host of other weaknesses, like say, your typical agg deck (Tzi,
Gangrels, Akunanse, etc.) or heavy manuever/set range deck, and that's
just the combat. With little access to bleed deflect or loads of
intercept (which again, wears down your combat module) they don't last
long against your very typical bleed decks. I don't see too many Nos/!
Nos winning tournaments.
Anyway, I do pack IG, and plenty of it anyway. Here is the decklist of
my last attempt at an Anarch Revolt rush deck - although I do remember
making a few tweaks here or there to the decklist, but the basic
framework is there.
Deck Name: Anarch Revolt POT/dom weenies
Created By: Val Teixeira
Description:
Crypt: (12 cards, Min: 11, Max: 24, Avg: 4.33)
----------------------------------------------
1 Arnold Simpson pot 2 Brujah
1 Wah Chun-Yuen cel dom pre POT 5 Brujah
Antitribu
1 Hugo pre vic POT 4 Brujah
Antitribu
1 Chas Giovanni Tello DOM POT 4 Giovanni
1 Paul DiCarlo pot 2 Giovanni
1 Cameron dom pot 3 Lasombra
1 Dr. Julius Sutphen dom obt POT 5 Lasombra
1 Dr. Julius Sutphen (ADV) dom obt POT 5 Lasombra
1 Agatha obf POT 4 Nosferatu
Antitribu
1 Jimmy Dunn for CEL POT 4 Pander
2 Theo Bell cel dom pre POT 7 Brujah
Library: (90 cards)
-------------------
Master (15 cards)
4 Blood Doll
1 KRCG News Radio
1 Potence
1 Yawp Court
8 Anarch Revolt
Action (14 cards)
2 Bum`s Rush
4 Games of Instinct
1 Rampage
1 Aranthebes, The Immortal
4 Harass
2 Ambush
* I play around alot with different rush cards to see what works best
- this was just my last saved one.
Reaction (14 cards)
8 Deflection
6 Wake with Evening`s Freshness *Some of these were OtQV
Combat (46 cards)
2 Disarm
6 Earthshock
12 Immortal Grapple
4 Increased Strength
4 Taste of Vitae
10 Torn Signpost
8 Undead Strength
Event (1 card)
1 Break the Code
*A very similar variant of this deck got me second place in a 14-
player tournament, and I lost at time-out, and on an Imbued prey,
having earned 1.5 VP on the final table, if memory serves me correctly
(I can't remember so well, there have just been way too many games in
between - I know I ousted my first prey, and that the imbued was my
next predator - after sitting herself on the other end of the table
from me, and I remember she managed to oust 1 player for sure, and
either managed to oust the second, or came very close). The imbued
deck of choice there played quite a bit of gehenna events, but 2 of
the 4 decks there were completely useless against the imbued, which
didn't help me (an agg-rotshreck wall deck and a dawn op, weather
control, skin of night big bleeder - which was my first prey).
> > Carrion crows in other combat decks may help you knock down the
> > Imbued, but if you were playing smartly as the Imbued player, you
> > wouldn't waste your conviction on anything but returning your imbued
> > from incapacitated, and blocking your predator from pillow facing your
> > imbued. Chances are, that if he is playing rush combat, he is probably
> > not going to waste deck space on stealth anyway. And if he is not
> > playing animalism weenies, you will have more minions out than he
> > will.
>
> lol, a player blocking my pillow face attempts just ends up with all
> his imbued in the incapacitated region.
Only if you have more minions/actions than he does, and you aren't
afraid to be tapped out all the time. Typically, if you have 3 decent
combat machines, which is pretty ideal, then you typically can only
afford to rush and try to burn a minion and leave one untapped for
defense. I'm not saying this is true of all combat decks, but I'm just
taking a typical one. Plus combat decks that are stuck with cards they
can't play, like taste of vitae and disarm, tend not to cycle so
nicely that they can expect perfect combat every time.
> > Also, your 'carrion crows' predator winning the game 1 out of 3 times
> > is actually quite a piss-poor percentage. 1 out of 3 is also about the
> > percentage of games I get help from others on the table to oust the
> > imbued player when I play a rush combat deck. All sorts of other
> > things can account for that table win that have little to do with the
> > strength of that carrion crows deck.
>
> You must play on 2 person tables for 1 of 3 wins to be below average.
> 1 out of 5 wins is average for 5 person tables, and any more than that
> is better than average (see, 1/3 is greater than 1/5).
Again, that may be true in a general game, but definitely not if you
consider yourself an above average player who stands a very good
chance of landing on a final table - AND you are supposedly the best
there is out there in combating your first prey (which should be the
equivalent of a bonus VP and 6 pool minus some cards and a few turns).
>
[snip]
>
> My anarch revolt decks crush imbued.
Yes, but do they crush entire tables regularly is the question. Maybe
you are lucky enough that yours do. In our metagame they certainly
don't. Put one out there and it's bound to be voted away the moment
you make headway.
> > Firstly, every anarch revolt is another master phase gone, for
> > starters, and you need a whole whackload of them to oust in a timely
> > fashion.
>
> But the game ends alot faster. ALOT faster when you have done 5+ pool
> damage to every player on the table.
If they don't go anarch cross-table before hand. Taking on an entire
table is hardly a situation you want to put yourself in to make sure
they all stay week, especially when they can all get together and vote
off your anarch revolts.
> > Secondly, anarch revolt affects the whole table, including yourself.
> > It doesn't help if your imbued player is blocking all of your own
> > attempts to become anarch. Unless you are packing galarics etc - which
> > equates to less deck space devoted to combat.
>
> Go Anarchs work well too! They cycle fantastically if you haven't
> tried them. I use them alot. Since I am not using Anarch combat
> cards, I get to beat the crap out of anyone who blocks me.
> <snip your Anarch Hardway explanation>
Lemme quote myself again here: "Unless you are packing galarics etc -
which
equates to less deck space devoted to combat."
By "galarics etc" I include Go Anarchs. Less space for combat = less
effective.
> > Thirdly, this also means the imbued can block their prey from becoming
> > anarchs as well (as was previously mentioned), making it even easier
> > for their prey to be ousted, and the imbued player becoming 6 pool
> > richer.
>
> ....but they are blocking the combat deck and generally, using
> convictions to do it.
Not necessarily, with the typical Unmasking out, firstly, and secondly
- they would only be blocking the combat deck if they had the combat
deck as both predator and prey, in this example. I was talking about
being the predator of an imbued deck playing a rush combat deck -
using Anarch Revolt's, which is supposed to be the saving grace of
combat rush decks against the imbued. Needless to say, I'm not
convinced.
> Don't they need those convictions to get
> themselves out of the incapacitated regioan that my combat deck puts
> them?
Yes, they need two (with Jennie in play, which is pretty typical of
majority of Imbued tournament decks). Not a tall stretch for most
imbued unless the combat deck can consistantly rush and bin more than
2 imbued every turn with no breaks in between. Otherwise they just
bounce out of torpor, and you did nothing more than slow them down a
little. And if you're playing loads of little guys, chances is you are
taking as much as you are giving, but you'll recover slower than they
will.
> > Forthly, if anyone is playing a vote deck with titled vamps, they are
> > rather just going to call the vote to burn anarch revolt, especially
> > on a table that you come across with little or no imbued (increasing
> > the likelihood of someone voting it off). You generally need the whole
> > table on your side to pull of anarch revolts, otherwise it just gets
> > voted away and your combat deck falls apart. Yes, and this has
> > happened repeatedly to me whenever I play anarch revolts, and I
> > imagine it would happen to most people the moment they start looking
> > like any sort of table threat - which combat-heavy decks are prone to
> > looking like (even when they're not).
>
> That's actually a bonus, someone voting the anarch revolts away means
> that you take one less pool damage if you don't control an anarch
> yet. I pack anarch revolts in presence voter decks to do some damage
> to my prey and to cycle any vote push that might have clumped in my
> hand.
Gee, that's a way of really looking for a silver lining. Yes, it's
really great when the only decent pool damaging card you have in the
game is completely nullified on a regular basis. And Sarcasm is just a
service that I'm happy to provide.
>
> Anarch Revolt is strong. GRRR!
>
Yeah, you're a big boy now :)
On Oct 5, 1:54 pm, Peter D Bakija <p...@lightlink.com> wrote:
> On Oct 4, 9:59 pm, "Kevin M." <youw...@imaspammer.org> wrote:
>
> > Wow. I guess you must be talking about weenie-rush, then, since pretty
> > much every time I play mid-cap rush around here, I take down a guy who has
> > already been Blood Doll'd/Minion Tap'd/Groom'd.
>
> Heh--probably. All my viable Rush decks have an average capacity of,
> like, 3-4, so I guess that is the difference. I rarely find mid cap
> Rush decks to work out well. Maybe it is 'cause I don't use enough SR/
> Wash :-)
>
> -Peter
Agreed. I actually attribute a fair whack of my decent combat rush
decks here to ideas that have filtered down from you. Weenies are
generally the way to go in a rush deck. Other than multi-rush 'team-
captain' decks (also known as superstar etc. decks). When Count
Germaine grabs an Assualt Rifle, you better be prepared for some
pain ;)
Then again, with Ravnos and Setites on the rise again, superstar decks
will have a harder time working, when they're corrupted and sense
dep'ed.
On Oct 5, 9:37 am, The Lasombra <thelasom...@hotmail.com> wrote:
> On Oct 5, 8:45 am, The Name Forgotten <tex...@telkomsa.net> wrote:
> Where did you get the impression I was trying to be helpful?
>
> I was slamming Peter's overstatements, misattributions, hyperbole, and
> slanders.
Oh, Jeff. Really? Slander? You are honestly going to call my
statements "slander"?
Talk about hyperbole...
Listen. What I have said is "The Imbued make it hard for combat decks
to win." Which I think they do. And "Combat is not necessarily the
answer to the Imbued that folks think it is." Which I think is true.
And I have said that the The Imbued combined with Memories of
Mortality and brutal events make life very hard for combat decks. And
yes, I know that Memories of Mortality and Events are not the Imbued.
But that is irrelevant to the point of "The Imbued with Memories of
Mortality and events make life hard for combat decks."
You can disagree with this all you want. But slander? Is that really
where you want to go here?
> Poking holes in those statements to reveal the reality as seen by a
> player who plays against Imbued in every local game session, if not
> every single game, is sort of a duty.
Sure. Go nuts. So actually poke holes with something other than single
line vagueties and accusations of slander.
On Oct 5, 8:33 am, Salem <salem_christ....@hotmail.com> wrote:
> I disagree a bit. I have had various levels of success with non-taste
> Rush combat (agg-based, mostly, but not exclusively).
> I do agree Taste was very very close to a no-brainer, though, and I
> didn't like that then (pre-Imbued), either.
Fair enough. From my experience, Taste is one of the main enabling
factors for viable combat decks. So they tend to rely on it to go.
Which means there is a good chunk of them in the deck, for the most
part. And then you run into the Imbued, and you suddenly have +/-8
dead cards (along with all the other ones that end up in the same
boat). Which makes decks that rely on Taste to actually go not work
out so well.
Sure, there are ways to make combat decks *without* Taste. But I think
it is a common experience that Taste is often a very important cog in
the wheel of combat.
> Maybe it was never meant to be an archetype? Just a consequence of
> blocking (for the most part).
Maybe--there is also certainly an argument to be made there (well,
except from the original statement of the designer about how the game
is meant to have a three sided strategy situation, of which combat was
one of them). But even then, the constant inclusion of cards that seem
specifically designed to make combat a viable ousting mechanism would
seem to indicate that the designers want it to *be* a viable
archetype.
> I still need some Frontals to give them a go...
They are ok--I find that they are kind of one of those cards where if
you are already winning, and you play Frontal, you start winning more,
but if you aren't doing so hot, the Frontal tends not to help much and
often shoots you in the foot. And against the Imbued, they often just
shoot you in the foot.
> Currently, Taste is the only choice (barring Provisions, I guess...but
> we all know Assamites suck. That's why they have "Ass" in their name).
> I'd like to see _other_ choices. Orgy (with new text as per my other
> post), and maybe a new card, say something like:
Sure--other viable choices would be good. But there currently aren't
other viable choices. Which is part of the problem.
-Peter
On Oct 5, 10:35 am, Peter D Bakija <p...@lightlink.com> wrote:
> On Oct 5, 8:33 am, Salem <salem_christ....@hotmail.com> wrote:
>
> > I disagree a bit. I have had various levels of success with non-taste
> > Rush combat (agg-based, mostly, but not exclusively).
> > I do agree Taste was very very close to a no-brainer, though, and I
> > didn't like that then (pre-Imbued), either.
>
> Fair enough. From my experience, Taste is one of the main enabling
> factors for viable combat decks. So they tend to rely on it to go.
> Which means there is a good chunk of them in the deck, for the most
> part. And then you run into the Imbued, and you suddenly have +/-8
> dead cards (along with all the other ones that end up in the same
> boat). Which makes decks that rely on Taste to actually go not work
> out so well.
I imagine this would be somewhat less of a problem in practice if you
could at least cycle the Taste with no effect against allies. If
you're grappling, the imbued have the option of hitting you back for
1, 2 if they're willing to spend the conviction they'll likely need to
get out of incap. You ought to be able to beat on them for a while,
then backrush one of your predator's vamps to Taste up as needed. But
that's harder to do if you're jammed on those 8 Tastes.
witness1
witness1
On Oct 5, 3:37 pm, The Lasombra <thelasom...@hotmail.com> wrote:
> On Oct 5, 8:45 am, The Name Forgotten <tex...@telkomsa.net> wrote:
>> > > You don't have the full story, you cannot comment on it validly.
> > I know I don't have the full story. But using an example without
> > giving the full story isn't very helpful in a discussion.>
> Where did you get the impression I was trying to be helpful?
>
>
> I was slamming Peter's overstatements, misattributions, hyperbole, and
> slanders.
>
I'd consider that being helpful. Trying to show people the error of
someone's beliefs is being helpful. Yes, it maybe isn't helpful in the
sense that it strengthenes Peter's argument, but if it was simply
stating your difference of opinion, and you weren't trying to be
helpful in adding to the debate, then you would've messaged him
privately, and not publicly.
> Poking holes in those statements to reveal the reality as seen by a
> player who plays against Imbued in every local game session, if not
> every single game, is sort of a duty.
For a long time I played against Imbued as regularly as you have,
probably (to say at least a bi-weekly, if not weekly basis). Not so
much now, unless it's at a tournament scene, because my local group
shuts down the imbued deck pretty much as soon as it gets started, so
the local players have moved on. But at tournaments with a whole lot
of people who have precious little experience against imbued decks
(and mostly against badly built 'cute' imbued decks) these decks often
run rampant.
> I played the Champion Vigilantes deck (Oh, The Humanity - NAC LCQ
> thread) twice during the week of tournaments in Los Angeles.
>
> In the Monday event, I took zero vps with the deck.
>
> In the Friday event, I took 4.5 vps with the deck.
>
> With the bane of my deck as my predator (Nosferatu Antitribu with
> permanent intercept, Carrion Crows and Potence strikes) crippling me,
> he can still get ousted by his block fails dominate bleed predator and
> not win the game.
Yeah, which is exactly typical of a combat deck that can battle the
imbued decently. They tend to die from their own predator, and often
without taking out the imbued prey.
> That you feel he should win a 5 player game because 1 player is
> destroyed by his deck is naive.
No, but I do expect that a very good tournament deck that should
supposedly white-wash their prey should have a better than even chance
of getting the game win at that table.
My point is that these Carrion Crow, Immortal Grapple-wielding decks
may be very good at knocking out the imbued, but they tend to be
pretty weak against the rest of the decks around, and rarely earn
table wins. Maybe we are arguing different points?
To clarify - my point is that I have not seen or played a rush deck
that is capable of ousting the imbued as easily as a vampire player
AND has the ability to get game wins on a regular basis (better than
even chance, 25%+, they'll take at least one game win at a tournament
where they encounter Imbued).
> I did not find that the players at the North American Continental
> Championship were tiers apart in ability.
I'd hardly consider the NAC championship to have the ratio of players
typical in an average tournament. They are most likely to include the
top players who generally get onto final tables on a regular basis
(or, to account for tournament size, end up in the top 40% in at least
every second/third local tournament they enter). Of course, you'll
have a few players who are 'tiers apart' as such, but the ratio will
be much smaller. (Tiers apart may be a bit of a hyperbole, but at
least 1/2 tier/s apart is pretty typical of more than half the players
here in a typical tournament scene.)
> A few had less experience
> against certain things than others, but they were definitely not tiers
> apart.
Well, I'll take for granted that this may be less of a problem in the
USA where the ratio of long-term, experienced, well-resourced players
to all the other players is a lot more even in an average tournament
than here, if you take for granted that not everywhere in the world
there are tournaments filled with people that have hundreds and
thousands of cards at their disposal, and a vast knowledge of the
game. Generally, it is pretty easy to build a cheap-man's imbued deck
that is exceptionally nasty, if you know what you are doing, it's
almost as easy as building a focussed S&B deck.
On Oct 5, 10:25 am, Peter D Bakija <p...@lightlink.com> wrote:
> > Where did you get the impression I was trying to be helpful?> > I was slamming Peter's overstatements, misattributions, hyperbole, and
> > slanders.> Oh, Jeff. Really? Slander? You are honestly going to call my
> statements "slander"?> Talk about hyperbole...
This is what you said:
http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/5ce2357e3e4ff341
That is what I object to.
My replies to Val and to you are all based from that message.
On Oct 5, 10:25 am, Peter D Bakija <p...@lightlink.com> wrote:
>Sure. Go nuts. So actually poke holes with something other than single
>line vagueties and accusations of slander.
No thanks.
I prefer slander.
:>
(Late arriving smilie brought to you by Damnans, and by getting caught
at work posting to Usenet.)
On Oct 5, 4:25 pm, Peter D Bakija <p...@lightlink.com> wrote:
> On Oct 5, 9:37 am, The Lasombra <thelasom...@hotmail.com> wrote:
>
> > On Oct 5, 8:45 am, The Name Forgotten <tex...@telkomsa.net> wrote:
> > Where did you get the impression I was trying to be helpful?
>
> > I was slamming Peter's overstatements, misattributions, hyperbole, and
> > slanders.
>
> Oh, Jeff. Really? Slander? You are honestly going to call my
> statements "slander"?
>
> Talk about hyperbole...
>
> Listen. What I have said is "The Imbued make it hard for combat decks
> to win." Which I think they do. And "Combat is not necessarily the
> answer to the Imbued that folks think it is." Which I think is true.
> And I have said that the The Imbued combined with Memories of
> Mortality and brutal events make life very hard for combat decks. And
> yes, I know that Memories of Mortality and Events are not the Imbued.
> But that is irrelevant to the point of "The Imbued with Memories of
> Mortality and events make life hard for combat decks."
>
> You can disagree with this all you want. But slander? Is that really
> where you want to go here?
Hey, he's already accused me of 'failing'. Did you see me go there
when Jeff said he picked up no VP's at the tournament with his imbued
deck? No. I trust that he built an actual decent imbued deck that may
have failed due to a metagame issue (that's where I hedged my bet), or
unlucky card draws or seating, not that he built a crap deck, cos I
actually have faith in his deck building skills. Would be nice if he
could at least have a little faith that we actually build decent
combat decks.
I mean, we have been doing combat decks for a lot longer than he's
been building Imbued decks, and generally successful ones I might add.
For a good long while my combat decks were feared in my local games,
and people were putting in hoser cards to get back at them. Yes, I
know the players here aren't all of the caliber that the players there
might be, but my local group I reckon could play as mean a game as any
other local group out there.
On Oct 5, 11:34 am, The Lasombra <thelasom...@hotmail.com> wrote:
> This is what you >said:http://groups.google.com/group/rec.games.tradingcards.jyhad/msg/5ce2...
(the link you provided only links to your response to something I
wrote, so I'm still a little unclear as to what exactly you are
calling "slander")
> That is what I object to.
> My replies to Val and to you are all based from that message.
So please feel free to again explain what you object to. The link you
provided didn't actually illuminate anything. But I went back and
found the post that you were replying to. And here is what it said:
"See, here is the thing. I play a lot of combat decks, to say the
least.
And I play generally pretty good combat decks. And win games with
pure
Rush. And in the last few years, I have played pretty good Rush decks
(i.e. Rush decks that in practice get 1VP on a regular basis, win
games
reasonably often) in large, blind competitive events. And even *with*
Break the Code? The Imbued totally hose me. Maybe it is just me.
Maybe
the decks I build suck against the Imbued. But the combination of:
A) Memories of Mortality.
B) The ease of becoming uncapacitated.
C) The horrible events which tend to permiate Imbued decks.
D) The failing of a large number of vital cards that make Rush decks
go.
Makes the Imbued a really horrible thing to run into."
This is slander? This is hyperbole? I said "the Imbued totally hose
me". Which, is true, in my experience. Me listing a combination of
Memories, ease at becoming uncapacitated, horrible events, and the
failing of a large number of vital cards (all of which are pretty much
just statement of fact) make running into the Imbued horrible, is
somehow a misstatement?
Like, honestly here, I'm kind of confused as to what you were reacting
to.
-Peter
On Oct 5, 11:35 am, The Name Forgotten <tex...@telkomsa.net> wrote:
> Hey, he's already accused me of 'failing'.
No, you typed that you were failing.
I simply repeated it and said that this was not indicitive of my rush
decks with Anarch Revolt.
Rush combat is more likely to convince players to leave the game than
anything else I have experienced. (And I have experienced A LOT of
players leaving the game in the last 13+ years. I can only attribute
90% of that to my personality, the rest must be the game.)
Scenario Rush:
Player 1 influences a minion into play. His predator has already done
so.
Before player 1 ever gets a master phase with that minion in play, the
minion is removed by rush combat from that predator's minion. Player
1 gets up and walks away.
Scenario Imbued:
Player 1 influences a minion into play. His predator brings out an
Imbued minion. Player 1 plays for another hour and then is ousted.
I think rush and all of the enhancements to rush can hurt the play of
the game at the local level a lot more than the Imbued, even with
events and Memories of Mortality.
This idea above is certainly going to be an unpopular position, but I
will not play a rush deck for months after a new player shows up, just
to ensure that they have enjoyed the game and the playgroup enough to
come back after being crushed like that.
I wouldn't play an Imbued deck against that new player either, not
until they had a firm grasp on stealth and intercept.
Tournaments should be the nastiest decks and dirty tricks (as enabled
solely by the cards, not table talk) that you can find. That is some
of the joy of the event. Seeing the things that work really well in
refined, tuned decks.
This has rambled quite a bit, and it is time for lunch.
Enjoy.
On Oct 5, 11:51 am, The Lasombra <thelasom...@hotmail.com> wrote:
> Rush combat is more likely to convince players to leave the game than
> anything else I have experienced. (And I have experienced A LOT of
> players leaving the game in the last 13+ years. I can only attribute
> 90% of that to my personality, the rest must be the game.)
Sure. But that is a completely different discussion than "The Imbued
make Rush difficult to play". Lots of decks convince players to leave
the game--weenie bleed, power S+B, weenie vote, Sensory Deprivation
lockdown, whatever. Some decks in this game are horrible to play
against. That is part of the game.
> This idea above is certainly going to be an unpopular position, but I
> will not play a rush deck for months after a new player shows up, just
> to ensure that they have enjoyed the game and the playgroup enough to
> come back after being crushed like that.
I don't either. Play Rush decks against new players, that is. But that
isn't what is being discussed here--what is being discussed here is
that the Imbued are tough on combat decks.
That Rush decks are mean and make people elave the game isn't really
justification for the Imbued making them hard to play.
> Tournaments should be the nastiest decks and dirty tricks (as enabled
> solely by the cards, not table talk) that you can find. That is some
> of the joy of the event. Seeing the things that work really well in
> refined, tuned decks.
Sure. And in such an environment, the Imbued make Rush decks very
difficult to play. Which might be a good result, for your money, sure.
But that doesn't make it any less true.
-Peter
On Oct 5, 11:49 am, Peter D Bakija <p...@lightlink.com> wrote:
>So please feel free to again explain what you object to.
The conflation of Imbued with other broken objects.
Memories of Mortality is broken with any sufficient quantity of allies
that can bleed. See also: Nephandus Mage, Shadow Court Satyr.
Gehenna events can break the game with any minions. See also: Weenie
disciplineless Computer Hack, Weenie disciplineless vote.
Imbued are suceptible to good rush decks, as the minions are very
similar in capacity and the rush predator should win, as Jennie Orne
is the only one that "has to be" pillowfaced. Good weenie rush decks
bleed to win, with an occasional spike from Fame/Tension/Dragonbound/
Path of Lilith. This bleeding can be accomplished as soon as the
Imbued are tapped out. Tapping out the Imbued is not much of a
challenge for a weenie deck.
Tangentially, I have observed that posting from work is poor for my
communication skills, so this will be my last post from work.
"The Lasombra" <thela...@hotmail.com> wrote in message news:1191598445.5...@50g2000hsm.googlegroups.com...
> On Oct 5, 10:25 am, Peter D Bakija <p...@lightlink.com> wrote:>> > Where did you get the impression I was trying to be helpful?>>> > I was slamming Peter's overstatements, misattributions, hyperbole, and
>> > slanders.>>> Oh, Jeff. Really? Slander? You are honestly going to call my
>> statements "slander"?>>> Talk about hyperbole...>
> This is what you said:
> http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/5ce2357e3e4ff341
>
> That is what I object to.
OK....so where are the "overstatements, misattributions, hyperbole, and
slanders"? Not in that post.
"Overstatements" may be arguable in your "MoM is not the Imbued" line of a
argument. But personally, I think that's a classic case of misrepresentation
of multiple causes logic error. Yes, it's true, that Memories of Mortality is
a card that was printed long before Nights of Reckoning and that it is also
partially to blame for the situation, separately from Nights of Reckoning.
Still, allies before NoR did not cause the degree of problems that combat decks
have with allies until NoR came along. It's the Imbued which are the
fundamentally new and separate "thing" in VtES and it can be expected that
players building Imbued decks will pick up any useful tools that already existed
before the Imbued came along. I mean, by the same logic, you could claim the
problem with Return to Innocence was OBFUSCATE STEALTH, for crying out loud!
Your assertions that "MoM is not the Imbued" and "Events are not the Imbued"
miss the point by huge margin. If you insist on that form of argumentation
you are absolutely guaranteed to wind up talking past anyone you argue with
in this kind of thread.
> My replies to Val and to you are all based from that message.
That's just plain confusing, then. Look at the post you linked to.
Overstatements? Arguable. Hyperbole? Maybe. Misattributions and
Slander? Certainly not.
Fred
"The Lasombra" <thela...@hotmail.com> wrote in message
news:1191599475.0...@w3g2000hsg.googlegroups.com...
> Rush combat is more likely to convince players to leave the game than
> anything else I have experienced. (And I have experienced A LOT of
> players leaving the game in the last 13+ years. I can only attribute
> 90% of that to my personality, the rest must be the game.)
That's an ironic statement. I thought so, too - until I experience
the Imbued. I've had experience with players in my area having
horribly negative experiences and lots of anger about Nights of
Reckoning to a degree I've never witness to rush combat, which is
more of a personal reaction. Now it's probably arguable that Imbued
are one of those things that players need experience with to realize
they're not quite as bad in reality as one might think from one's
first encounter with them - especially after some adjustment of decks
to a new metagame. But still, I find it absolutely amazing to see this
quote in this context.
Fred
On Oct 5, 5:51 pm, The Lasombra <thelasom...@hotmail.com> wrote:
> On Oct 5, 11:35 am, The Name Forgotten <tex...@telkomsa.net> wrote:
>
> > Hey, he's already accused me of 'failing'.
>
> No, you typed that you were failing.
Yeah, I was being a bit tongue in cheek. Don't worry, I didn't take it
that way, was just saying that I could've, and was trying to tell
Peter (in my tongue in cheek way) that he shouldn't take the slander
comment personally, cos it was probably said in the same manner.
[snip]
>
> I think rush and all of the enhancements to rush can hurt the play of
> the game at the local level a lot more than the Imbued, even with
> events and Memories of Mortality.
This really becomes very subjective. Personally, if someone knows a
little bit about combat, they generally know that there are things
that can counter-act your rush combat that will be as useful to that
rush combat deck as to a vast multitude of other decks - i.e. they
don't have to 'dilute' there deck in order to survive rush combat
solely.
On the other hand, spending an hour bashing up against a wall and
getting absolutely nowhere seems far more likely to annoy a player out
of the game. Or being told that, sorry, you can't really taste my
damage, or you can't put a haven uncovered on my minion, or a host of
other things that suddenly get completely shut down by the imbued
decks. Having a deck that you've spent a long time building suddenly
become completely useless, to me, would seem like a far better reason
for someone to leave the game - because it is a hugely demoralising
thing to happen.
I can't recall anyone ever thinking that rush combat is ridiculous as
say, a Malk 94 deck, or an Arika PTO deck. Being rushed out of
existence in the first turn of bringing out a minion happens, but not
so frequently that people complain about it regularly. There are too
many weaknesses to exploit in combat.
> This idea above is certainly going to be an unpopular position, but I
> will not play a rush deck for months after a new player shows up, just
> to ensure that they have enjoyed the game and the playgroup enough to
> come back after being crushed like that.
Geez, that's a pretty hardline approach. Look I won't play my leanest
and meanest combat decks around new players, unless I explicitly tell
them before hand that I want to showcase the deck and what some top-
tier decks are capable of - but that showcase is usually followed by
an explanation of the decks shortcomings, and explaining how to adapt
to that sort of deck. However, I will play more cute rush style decks
against a new player from fairly early.
> I wouldn't play an Imbued deck against that new player either, not
> until they had a firm grasp on stealth and intercept.
Yeah, Imbued are admittedly a bit more tricky for a new player to
grasp, because it has it own set of rules. I generally wouldn't play
them against a newbie either, but more because it would confuse the
hell out of them than because I thought they were overpowered or
anything (not that I really think the imbued are that overpowered -
although I do believe they are on the high end of the power scale).
> Tournaments should be the nastiest decks and dirty tricks (as enabled
> solely by the cards, not table talk) that you can find. That is some
> of the joy of the event. Seeing the things that work really well in
> refined, tuned decks.
>
Yes and no. Some tournaments I think should be like this, especially
qualifiers and championships, or any tournament that has a decently
large prize.
But a lot of tournaments are, for me at least, just a chance to get
players together who may not normally play with each other (after all,
it's difficult to host 12+ players on a regular basis at somebodies
house, and even more difficult for everyone to travel the distance
every time), showcase some decks that you've been able to build that
are reasonably powerful, but are not necessarily uber-powered Master
of the Universe decks, as we call them round here.
Still, I advocate that both views of VTES tournament play have their
merit, and both should have their place. Some tournaments should be
downright balls to the wall competitive, some should be more like
conventions where people have a few games against decks and players
they don't see very often, and also promote the game in the meanwhile.
I know I've gone to a quite a few tournaments with a deck that I was
pretty sure wouldn't win, but was such an interesting concept that
people probably would be interested to see. A good example of this is
my current favorite Guruhi Restricted Vitae steal blood and farm deck.
Not exactly tier 1, but very interesting when it gets going and in the
right (lucky) environment.
Hey, that rambling is infectious... :)
"The Lasombra" <thela...@hotmail.com> wrote in message news:1191603279.9...@y42g2000hsy.googlegroups.com...
> On Oct 5, 11:49 am, Peter D Bakija <p...@lightlink.com> wrote:
>>>So please feel free to again explain what you object to.>
> The conflation of Imbued with other broken objects.
>
> Memories of Mortality is broken with any sufficient quantity of allies
> that can bleed. See also: Nephandus Mage, Shadow Court Satyr.
Ah, _that_ explains something. I think you will find that a hard
argument to back up as few people recognized MoM as being even close
to broken apart from use with the Imbued.
> Gehenna events can break the game with any minions. See also: Weenie
> disciplineless Computer Hack, Weenie disciplineless vote.
Likewise, Gehenna events were never particularly popular or feared
prior to the arrival of the Imbued. If you truly believe this stuff,
then difference between you and Peter (and me and some other people)
are inevitable and irreconcilable.
Fred
On Oct 5, 12:54 pm, The Lasombra <thelasom...@hotmail.com> wrote:
> The conflation of Imbued with other broken objects.
Ok. But I'm not doing that. My post, that you responded to, discussed
how Imbued decks, in combination with things like Memories of
Mortality and Events, are hard to beat with Rush decks. Which is not a
statement of The Imbued=Memories of Mortality.
It is perfectly possible that the problem in that chain is actually,
say, Memories of Mortality. And that what needs fixing is Memories of
Mortality. But that doesn't make the statement of "The Imbued with
Memories of Mortality are brutal on combat decks" any less true.
> Memories of Mortality is broken with any sufficient quantity of allies
> that can bleed. See also: Nephandus Mage, Shadow Court Satyr.
Yes. This is likely true. You'll note that most of the discussion
about fixing the Imbued generally start with "fix Memories of
Mortality and go from there".
I suspect if you go back and research my participation in discussions
involving fixing the Imbued, you'll note that my suggestions involve:
A) Fix Memories of Mortality.
B) Fix Jennie Orne.
C) Maybe remove the free untap from getting a power.
This is not conflating the Imbued with other broken objects. This is
noting that there are certain problems the Imbued have, possibly in
combination with other cards, that tend to make them overpowered in
many situations, and these are possible ways to remedy that.
> Imbued are suceptible to good rush decks, as the minions are very
> similar in capacity and the rush predator should win, as Jennie Orne
> is the only one that "has to be" pillowfaced.
As I mentioned in my earlier post, this has not been my experience. I
also mentioned, in the same post, that it might just be that I suck.
-Peter
On Oct 5, 1:55 pm, The Name Forgotten <tex...@telkomsa.net> wrote:
> Yeah, Imbued are admittedly a bit more tricky for a new player to
> grasp, because it has it own set of rules.
"Eeek! It's almost five hundred words worth of new rules (including
the list of virtues and creeds and the redundant definitions card)!
And if you include the guidelines for how to figure out how pre-imbued
cards interact with them, that adds another whole hundred! OMGWTF!
How is anyone ever supposed to learn all that, even if they are
printed on five handy reference cards for easy location and review at
the table? Oh, the standard game rules that take up 17,000 words just
for the rules alone, then countless online clarifications and FAQ? No
problem."
Sheesh. Can we give this ridiculous argument a rest, folks? If you
teach a new player the Imbued as part of the process of teaching, it's
just fine. Or are people seriously claiming that the rules for Imbued
are that arcane?
- D.J.
On Oct 5, 11:26 am, The Name Forgotten <tex...@telkomsa.net> wrote:
> Generally, it is pretty easy to build a cheap-man's imbued deck
> that is exceptionally nasty, if you know what you are doing, it's
> almost as easy as building a focussed S&B deck.
Huh. Are you advocating that the people who spend more money on cards
should be able to build nastier decks, then?
You seem like a reasonable person, and I don't *think* that's the
position you're taking here, but I can't figure out another way to
parse your statement that makes sense. Did I miss something?
John Eno
Peter D Bakija <pd...@lightlink.com> wrote:
> "Kevin M." <youw...@imaspammer.org> wrote:>> Wow. I guess you must be talking about weenie-rush, then, since
>> pretty much every time I play mid-cap rush around here, I take down
>> a guy who has already been Blood Doll'd/Minion Tap'd/Groom'd.>
> Heh--probably. All my viable Rush decks have an average capacity of,
> like, 3-4, so I guess that is the difference. I rarely find mid cap
> Rush decks to work out well. Maybe it is 'cause I don't use enough SR/
> Wash :-)
Well, perhaps we are talking about the same subject but different genres,
then. At least we know why we were disagreeing, now. :)
Kevin M., Prince of Las Vegas
"Know your enemy, and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
[ quoted text not captured ]
Sheesh. Can we relax a little here? It all depends on how much of a
noob the player is. Generally I don't go throwing newbies into the
deep end of vampire-based decks either. I find it's usually better to
start with a simplistic combat module, for example, with basic
manuevers, strikes, prevention, additionals, and presses. I leave out
things like Carrion Crows, etc for later. I usually leave votes out as
well when I start as well.
I'm not trying to say that one should not teach a new player about the
imbued until much, much later, I'm just saying that I'd probably only
teach them once all the basics are down.
Although I haven't sat there and counted every last word, even if what
you say is true, my counter-argument would still be - what is easier
to teach - 17 000 words or 17 600 words? Cos without those first 17
000 words, that last 600 will be highly confusing.
Still, your point is valid - even a relatively new player can grasp
the concept of the imbued. Although having known someone who started
learning the game from the imbued perspective, I reckon it would've
been easier for them to learn the normal vampire rules first (and have
heard comments that confirm this from them).
> Listen. What I have said is "The Imbued make it hard for combat decks
> to win." Which I think they do. And "Combat is not necessarily the
> answer to the Imbued that folks think it is." Which I think is true.
> And I have said that the The Imbued combined with Memories of
> Mortality and brutal events make life very hard for combat decks. And
> yes, I know that Memories of Mortality and Events are not the Imbued.
> But that is irrelevant to the point of "The Imbued with Memories of
> Mortality and events make life hard for combat decks."
I shutdown my predator the other day in a social game with my Outcast
Mage bleed deck. He was playing CEL/POT/FOR rush. And I was packing
MoM. My prey had put Anthelios into play, so I was pitching masters
to get my MoM back and leaving just enough Mages untapped to stop his
rushes dead.
I could have done this before Imbued hit the gaming scene.
So is it really a problem with Imbued?
--> J
grail_pbem "at" hotmail.com
[ quoted text not captured ]
Hmmm. I don't know whether to agree or disagree with that statement.
Yes, to some extent I think that someone who has spent a significant
amount of money on the game should be able to build nastier decks -
and I mean this in the descriptive sense - I'm not advocating that
this should be the way, merely that it is, and that in the current
situation, I'd assume that someone with more cards should be able to
build nastier decks than someone who has very few. A quick count of
the number of hard-to-get-hold-of cards in the majority of decks in
the TWDA tends to confirm this suspicion.
Of course, I'm very happy about the fact that someone can invest a
relatively small amount of money in the game and still build an
incredibly effective deck. The big problem with this tho, is that
every other schmoo with a bit of money who is also new to the game is
probably going to come to the same conclusions that you do, and then
you end up with a situation like we have here, with an average of 3 !
Malk decks running around every tournament because they are so easy,
affordable and effective. Of course, this brings out lovely
contestation battles, which is just fun all round.
In other words, I'm not trying to advocate that this should/shouldn't
be the case, merely that it is generally the case (with some
exceptions).
Do you not think that somebody who has infinite access to any card
they want would build a far nastier deck than, say, a beginning player
with 2/3 starters and a handful of boosters?
On Oct 6, 12:55 am, J <grai...@hotmail.com> wrote:
>
> I shutdown my predator the other day in a social game with my Outcast
> Mage bleed deck. He was playing CEL/POT/FOR rush. And I was packing
> MoM. My prey had put Anthelios into play, so I was pitching masters
> to get my MoM back and leaving just enough Mages untapped to stop his
> rushes dead.
>
> I could have done this before Imbued hit the gaming scene.
>
> So is it really a problem with Imbued?
>
> --> J
> grail_pbem "at" hotmail.com
Yes, it is a problem with Imbued. The rush deck that attempting to
oust you is merely one of many.
Here are some major differences:
1) For Outcast Mage deck you need at least a tremere to bring them out
- which immediately serves as a weak chain. This already allows that
player to play cards that would ordinarily have no effect, and still
get something out of them, such as Fame, Tension in the Ranks, Haven
Uncovered etc. which means at least the player won't have dead cards
in their hand.
2) Outcast Mage's have 0 hand damage, and their strike is easily
avoided by play IG, prevention, or dodges (covering pot, cel, and
for).
3) Any enviroment damage can quickly burn your Outcasts, instead of
sending them to incapacitated where they will pop out in 2 turns.
4) Outcast Mages can't outright kill your rush actions with
Determines, meaning they at least have to fight.
5) Outcast Mages take actions to bring out, and cost 3 pool - hardly
as cost-effective as the Imbued, especially if the main vamp get's
taken out very early.
6) Until you get Unmasking/Sport Bike out, using a Haven Uncovered is
sure to send your Tremere to a dirt nap, and then your whole deck
falls apart.
I'm sorry, but a single game against one type of rush deck is hardly
enough to convince me that MoM is good in other ally decks. Having
built plenty, I can say that CEL/POT/FOR rush decks are not the
easiest to get right as they need a whole lot to get going and work,
especially because the discipline spread is tough to get right and
vamps and usually requires some very high caps. The only feasible
version of them would be to use a multi-rush version, in which case
you'd be playing forced marches (which is also extra stealth to get
your rush actions through) and freak drives - at least 12 of them in
total, to make the deck feasible as a tournament worthy rush deck.
Still, I've built that kind of rush deck before, and it has loads of
weaknesses and is hardly representative of a good rush deck. For
example, if you were playing against my weenie POT/dom deck I listed
above, the chances is that I would tear your poor Outcast Mage deck
apart, as I'd probably have 1 more minion out than the number of
Outcast mages you have out in the early game, and I'd take out your
Tremere before you even got going. And you'd have to play loads of MoM
to keep up as well. MoM in this fashion, only really works in combat
decks that rely on very big cap vamps with no stealth or environment
damage - which is a small percentage of rush decks.
On Oct 5, 7:12 pm, The Name Forgotten <tex...@telkomsa.net> wrote:
> Do you not think that somebody who has infinite access to any card
> they want would build a far nastier deck than, say, a beginning player
> with 2/3 starters and a handful of boosters?
I think the important distinction that you're ignoring in your
statement is the "beginning player" part.
If you consider the hypothetical case of an experienced player with a
small card collection and a beginning player who started out by
spending lots of money on cards, I think the former is going to build
a better deck.
Regardless, I'm not sure why you think that NoR being a near-complete
set is a bad thing, which is what you seem to be getting at. I think
it's great that WW produced a very small, possibly self-contained set.
John Eno
On Oct 7, 8:42 am, Kushiel <invisibleking...@gmail.com> wrote:
> On Oct 5, 7:12 pm, The Name Forgotten <tex...@telkomsa.net> wrote:
>
> > Do you not think that somebody who has infinite access to any card
> > they want would build a far nastier deck than, say, a beginning player
> > with 2/3 starters and a handful of boosters?
>
> I think the important distinction that you're ignoring in your
> statement is the "beginning player" part.
>
Ok. Let's say the skill levels are equal. Not that I meant beginning
player in terms of skill level in this instance, btw, but I meant it
more in the sense that they not heavily invested in the game (resource-
wise).
If skill levels are equal - I'd still think that some with infinite
access to any card they want is going to build a far nastier deck than
if s/he had access to only 2/3 starters and a handful of boosters.
Now, also include in this example that a huge group of players will
have access to the same resources as you - i.e. if everybody in your
playgroup had infinite access to any card they want, the level of the
decks will be substatially higher than a group in which each person in
that group has only 2/3 starters and a handful of boosters - mostly
because it is possible to build a substantially good deck using
minimal resources - but if there are a substantial number of people in
the same boat, than it becomes exceedingly more difficult to build one
that isn't going to be the same as someone elses. Having a group of
the same/similar style of decks in tournaments/social games on a
regular basis makes it harder for each of those decks in turn, as the
metagame shifts to prepare for that style of decks.
To give a case study of things here:
When 3rd Edition came out, every player who wanted to build a lethal
deck without a huge investment went out and got a couple of starters
of the !Malk deck, because it is very easy to build a lethal deck with
that precon (S&B is pretty easy to get right in alot of games). Now,
we had a long period of regular appearance of G4 !Malk in every
tournament and almost every social game.
In steps 2 problems:
1) People playing !Malk begin contesting like crazy, making it more
difficult for those !Malk decks to succeed because of lack of
resources for variety.
2) People not playing !Malk start wising up to the huge increase in
S&B decks, and, where they have access to cards, start putting in
defenses against that sort of thing, making it more difficult for
those !Malk decks to succeed because of lack of resources for variety.
> If you consider the hypothetical case of an experienced player with a
> small card collection and a beginning player who started out by
> spending lots of money on cards, I think the former is going to build
> a better deck.
Maybe the difference might not be so noticable for a *single* player
comparison - but in my original post I was talking about the
difference between resources of a playing *group*. Plus, as I said, I
wasn't talking about a beginning player in the sense of skill, but in
the sense of monetary investment into the game - which is not the same
thing. Someone who is just beginning to spend money in the game may
have played the games for years using someone else's cards, for
example.
> Regardless, I'm not sure why you think that NoR being a near-complete
> set is a bad thing, which is what you seem to be getting at. I think
> it's great that WW produced a very small, possibly self-contained set.
I never said it was a bad thing to release a set like this. (I can't
seem to find exactly what I said, and you haven't quoted me, so I'm
finding it very difficult to clarify).
My stance would be more in line with: It's relatively easy to build a
small range of very competitive Imbued-only deck with minimal
resources - say 2-4 booster boxes. For each person to build a deck
that can combat them reasonably without worrying about contestation,
and still be useful against vampire-based decks as well, requires a
much higher (IMO 2/3 x at least) investment.
In the USA, and especially in a Continentals Championship, this sort
of investment is probably more common than in the average tournament
in many other places in the world (at least, by looking at the posted
decks, people's comments etc.) Thus, it is possible that it is easier
and less of a problem to combat Imbued and vampire-based decks when
you do have access to more cards.
In a setting like ours, however, were the majority of decks built for
tournaments are 'cheap-man' decks - i.e. are built by players who have
a very limited amount of cards - it is far easier for the 'cheap-
man's' Imbued deck to run rampant and earn loads of VP's, and there
definitely is a disparity in the levels of decks between players, as
all the good cheap decks get taken very quickly, so players are forced
to chose between running the risk of playing the same decks as other
players OR play an inferior deck that will work in most conditions,
but will likely fail if it comes across, say, an imbued player.
Also, on a side note, all the cards that make Imbued powerful (such as
the ones Peter refered to) can be shared by all the imbued players on
the table - i.e. Jennie's text affects all imbued, not just the one's
that are controlled by the same methuselah. MoM affects all imbued
equally - meaning that vampire will not be able to damage or block all
the Imbued players. And powers, obviously, are commonly found in all
Imbued decks and aren't contested. Meaning, it is often as beneficial
to play on the same table as another Imbued as it is a hindrance - as
compared to two G4 !Malk sitting on the same table, even if their deck-
styles are different (one playing stealth-votes and one playing s&b
for example).
That being said - a small, self-contained set that allows for a
variety of decks to be built is a great thing, in my book, which is
why I'm equally pleased with LotN - especially since I find the
precons to be more usable for a group of players with little resources
than 3rd Ed was.
In message <47062ee7$1...@dnews.tpgi.com.au>, Salem
<salem_ch...@hotmail.com> writes:
>Peter D Bakija wrote:>> There is certainly an argument to be made here. I would suggest,
>> however, that before the Imbued, Taste already *was* a complete no-
>> brainer, and also one of the only things that made Rush combat a
>> viable archetype.>
>I disagree a bit. I have had various levels of success with non-taste
>Rush combat (agg-based, mostly, but not exclusively).
>I do agree Taste was very very close to a no-brainer, though, and I
>didn't like that then (pre-Imbued), either.
I certainly wouldn't object to seeing a Taste-like card that was a bit
different to Taste, and better in some circumstances and worse in others
(perhaps unpredictably).
>> If you make it less of a no brainer, yeah, more
>> choices need to be made, but you also kick the legs out from under a
>> deck archetype that is already far behind on the "effective" train and
>> constantly struggling to catch up.>
>Maybe it was never meant to be an archetype? Just a consequence of
>blocking (for the most part).
Well, we roughly know the following:
- combat was one of three legs of the game as Garfield envisaged it
(politics and bleed being the other two legs)
- their combat decks were generally closer to bruise-bleed
- the Gangrel were considered the better combat clan (between them and
Brujah, basically), this being a consequence, so far as we can
guess, of Majesty etc. not having been abused in 12+ quantities
- Garfield generally wanted the very best decks to combine more than one
element of the game (though he wasn't explicit about quite how)
But we also know that they printed:
- Wynn (built in rush)
- Bum's Rush
- Haven Uncovered
- Archon
- Bloodhunt
- Talbot's Chainsaw
all of which - TC, in particular - point to the possibility of much more
aggressive combat being a possibility. That TC isn't that great is
possibly more a facet of the general overcostedness of equipment.
Now, I'm not sure that the pot/cel weenies or pot/obf weenies with 12
Rush and 4 Havens would be quite what they had in mind or tested.
But I'd be hard pressed to believe that the original designers would go
"Woah, that's totally out of nowhere, we didn't think of that at all!"
if a deck included, say, 6 Bum's Rush, 2 Havens and a Chainsaw, say,
which would probably still be pretty heavy on combat.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
In article <1191624954.4...@22g2000hsm.googlegroups.com>,
J <gra...@hotmail.com> wrote:
> I shutdown my predator the other day in a social game with my Outcast
> Mage bleed deck. He was playing CEL/POT/FOR rush. And I was packing
> MoM. My prey had put Anthelios into play, so I was pitching masters
> to get my MoM back and leaving just enough Mages untapped to stop his
> rushes dead.
>
> I could have done this before Imbued hit the gaming scene.
>
> So is it really a problem with Imbued?
Yes. In the combination of Imbued+Memories, likely the real problem is
the Memories and not the Imbued. But this is mostly an irrelevant
point--the argument is "The Imbued with Memories is too powerful", and
taking that and pointing out that it is Memories is too powerful and not
necessarily the Imbued doesn't actually do anything.
Most discussions that address fixing the Imbued tend to start with "Fix
Memories of Mortality" and go from there.
The academic point of "well, it is Memories that is broken, not the
Imbued" is not really relevant to the discussion. Especially as most
folks who are addressing the subject suggest fixing Memories before
doing anything else.
Peter D Bakija
pd...@lightlink.com
http://www.lightlink.com/pdb6/vtes.html
"Find hungry samurai."
-The Old Man
James Coupe wrote:
> Well, we roughly know the following:
>
> - combat was one of three legs of the game as Garfield envisaged it
> (politics and bleed being the other two legs)
.. which isn't the same thing as "combat decks were one of the three legs of the
game". Garfield perhaps envisioned decks making use of combat, bleed, and vote
in various degrees.
In message <wpcOi.1280$lE2...@newssvr22.news.prodigy.net>, LSJ
[ quoted text not captured ]
That's why I also wrote, just a few lines down:
- Garfield generally wanted the very best decks to combine more than one
element of the game (though he wasn't explicit about quite how)
However, Garfield did explicitly write about combat decks (*his* combat
decks, which aren't the same as our rush decks) as an explicit
archetype:
After Gamma I was pretty sure that I wanted to equalize the pursuit
of combat monster, sneak-and-bleed, or political decks. Ideally the
best decks would have elements of at least two of these pursuits.
After all, a few enhanced bleed cards in a Brujah combat deck can
really be an improvement.
So "combat monster" was a deck style he wanted to allow as a legitimate
pursuit; the ideal was making combinations the best, but it seems pretty
likely that he both planned for, and expected, players to not do that.
As discussed earlier, though, combat monster was a bit less explicitly
rush-y:
The combat monster strategy was pretty straightforward: if your
vampires were so deadly in combat that no one dared to block them,
you could waltz over to your prey and bleed him at will. Your
predator, on the other hand, would think twice about sending a
vampire to bleed you when she might have to face one of your servants
in combat.
So there's a likelihood of some sort of bleed for 1-get blocked, and
block people doing the same. Presumably, a few rush cards would be for
taking out people who were annoying in some specific way, or to combat a
sneak-bleed predator. Garfield talks about sneak-bleeders being able to
evade blocks and so not needing combat defence for that, so I guess rush
cards might well have been see as one reasonable way to handle that -
part of the balancing of Gamma, perhaps.
[ quoted text not captured ]
In message <1191759881.2...@50g2000hsm.googlegroups.com>, The
Name Forgotten <tex...@telkomsa.net> writes:
>If skill levels are equal - I'd still think that some with infinite
>access to any card they want is going to build a far nastier deck than
>if s/he had access to only 2/3 starters and a handful of boosters.
Up to a point, this is true. But once you get beyond a relatively small
number of cards, purchased with some advice[0] from another player, you
can build very good decks. You won't be able to build the same decks as
the other player and if you want to play a heavy combat deck, say, this
might be frustrating - a combat deck will often rely on multiples of
particular cards that might not be in starters (say, a lot of Psyche! or
a lot of Telepathic Tracking or Immortal Grapple or...). But you can
certainly put together a very solid deck with only a few hundred cards.
You might also want to allow for a small number of trades or singles
purchases, to get that particular card that hasn't been reprinted in
ages, or which would require purchasing 8 starters (or 8 tins!) to get 8
copies (1 in each) when a player will lend or trade you them.
If you were doing this for real, it would potentially be prudent to buy
your boosters (i.e. the random source of cards) first. Look what you've
got in your, say, dozen boosters. A lot of sneak bleed? Okay then, you
should buy...
It's also often really easy to pick up a load of commons for free or
cheap, and some archetypes can be put together really well, just with
commons. Sneak-bleed is obvious, as is weenie bleed. And you
absolutely can win with those archetypes, using masses and masses of
common cards and fixed cards.
Yeah, the infinite-cards player can put together decks with 15 War
Ghouls and the 8 PTO Inner Circle dance. But you know what? You don't
need to play those to win.
[0] By which I mean, players trying to tell you that Legacies of Blood
boosters won't be the best start for you, or that maybe you don't want
to buy Camarilla Edition and Lords of the Night, or whatever.
[ quoted text not captured ]
> The academic point of "well, it is Memories that is broken, not the
> Imbued" is not really relevant to the discussion. Especially as most
> folks who are addressing the subject suggest fixing Memories before
> doing anything else.
Of course it is relevant.
If MoM was modified so that it was as dominant a card as it was, the
majority of all arguments against the imbued would be made moot,
especially yours that they hose combat.
It is not the Imbued that hose combat, as my example with the Outcast
Mages proove. Sure, with normal allies rush could still get some love
from Fame, Tension etc, but with well timed and placed MoM and allies,
anyone can really shut down a rush predator that isn't relying on
stealth. This has always been availble, just not as prevalent since
we have gotten decks with ally only crypts.
If we were able to use normal allies such as Garou/Mages etc as crypt
cards, but with no new mechanics for them, you'd make the same
arguments, but it would all boil down to MoM.
[ quoted text not captured ]
In article <1191801722.0...@57g2000hsv.googlegroups.com>,
J <gra...@hotmail.com> wrote:
> Of course it is relevant.
> If MoM was modified so that it was as dominant a card as it was, the
> majority of all arguments against the imbued would be made moot,
> especially yours that they hose combat.
Sigh. Listen. The statement I have made is "The Imbued and Memories are
too powerful." No one is saying "don't fix Memories.". In fact, I'm
pretty sure everyone is saying "Fix Memories." That people are
continually saying "But Memories is a problem! Not Imbued!" is the
irrelevant part. And unecessary to point out. As no one is saying that
Memories should not be fixed.
> It is not the Imbued that hose combat, as my example with the Outcast
> Mages proove.
It is the Imbued and Memories (among other things) that hoses combat.
Yes. It is probably true that fixing Memories would fix a lot of this.
Pointing this out in this discussion is the irrelevant part. As no one
is claiming otherwise.
[ quoted text not captured ]
> Sigh. Listen. The statement I have made is "The Imbued and Memories are
> too powerful." No one is saying "don't fix Memories.". In fact, I'm
> pretty sure everyone is saying "Fix Memories." That people are
> continually saying "But Memories is a problem! Not Imbued!" is the
> irrelevant part. And unecessary to point out. As no one is saying that
> Memories should not be fixed.
Your point that Imbued and Memories are too powerful is irrelevant.
It has nothing to do with Imbued, so why continually bring them up?
If you think that it is unneccesary to point out MoM, then I
conjecture that it is irrelevant to blame Imbued UNTIL MoM is modified
and see if it still is a problem.
[ quoted text not captured ]
In message <pdb6-EDF26D.1...@news-server.stny.rr.com>, Peter D
Bakija <pd...@lightlink.com> writes:
>Yes. In the combination of Imbued+Memories, likely the real problem is
>the Memories and not the Imbued. But this is mostly an irrelevant
>point--the argument is "The Imbued with Memories is too powerful", and
>taking that and pointing out that it is Memories is too powerful and not
>necessarily the Imbued doesn't actually do anything.
The fact that it's the combination is relevant, though, and I for one
don't want to see the conversation dumbed down to "Memories is evil!
Fix it!" The fact that it's the Imbued+Memories combination that causes
some people problems is important.
People don't appear to have the same issues with Memories and 10 War
Ghouls, or Memories and Shamblers, or Memories and Mummies, or whatever
else... I'd rather keep that point in focus, if LSJ is considering
errata.
If people are having similar "Argh, it's unstoppable and unoustable"
problems with the War Ghouls and Shamblers and everything else, in
concert with Memories of Mortality, it would be *great* if they could
mention it too, so that those experiences could be considered in the
round. Or even just "They're really powerful, even if I can oust them."
But that doesn't seem to be happening.
Example: if there was a keyword like "monster" that applied to allies
except the Imbued, that would strictly return Memories to pre-Nights of
Reckoning power (plus any newly printed allies, of course).
Put this card on a vampire; this vampire cannot attempt to block
library allies. Any damage this vampire inflicts on library
allies is reduced to 0. This vampire may burn 1 blood during his
or her controller's influence phase to burn this card; he or she
then goes into torpor.
Where "library ally" means "an ally that's a library card". Whether
that would include Absimiliard's Army or Spell of Life is up for grabs.
It could just be "non-Imbued ally", or something.
Alternatives:
- library ally
- ally with a recruit cost greater than zero. ("Any damage this
vampire inflicts on those allies..." to keep the text down.)
- non-Imbued ally
- ally that was recruited
[ quoted text not captured ]
In article <z$ODFLR7x...@gratiano.zephyr.org.uk>,
James Coupe <ja...@zephyr.org.uk> wrote:
> The fact that it's the combination is relevant, though, and I for one
> don't want to see the conversation dumbed down to "Memories is evil!
> Fix it!" The fact that it's the Imbued+Memories combination that causes
> some people problems is important.
Oh, I totally agree with you here. But still, in the statement
"Imbued+Memories is too good", it is still very possible that the big
issue in the combination is Memories. Thus, most discussion starts with
"Fix Memories and go from there...", which does not exclude *also*
tweaking the Imbued after Memories takes a hit.
> People don't appear to have the same issues with Memories and 10 War
> Ghouls, or Memories and Shamblers, or Memories and Mummies, or whatever
> else... I'd rather keep that point in focus, if LSJ is considering
> errata.
Well, to be fair, Memories and War Ghouls or Memories and Hordes is
pretty brutal, but due to the Ghouls and Hordes being fragile in a way
that the Imbued are not (i.e. if you kill one, it is dead), the
combination isn't quite as horrible. The whole "Memories and Nephandus"
issue is also significant, but it is only very recently that this became
something that anyone noticed, due to Nephandus suddenly being available
in huge numbers *and* the near simultaneous introduction of Antonio
d'Erlette (is that his name?)--both of which facilitated the winning
Nephandus deck. And while Memories is certainly a significant factor
here, I'd submit that the real clincher in this deck is the existence of
Antonio.
> If people are having similar "Argh, it's unstoppable and unoustable"
> problems with the War Ghouls and Shamblers and everything else, in
> concert with Memories of Mortality, it would be *great* if they could
> mention it too, so that those experiences could be considered in the
> round. Or even just "They're really powerful, even if I can oust them."
> But that doesn't seem to be happening.
True. Although even pre Imbued, whenever I played Memories on someone
and then killed them with Hordes, they were all like "Man. That card
sucks.", but that is kind different :-)
[ quoted text not captured ]
In article <1191805580.3...@v3g2000hsg.googlegroups.com>,
J <gra...@hotmail.com> wrote:
> Your point that Imbued and Memories are too powerful is irrelevant.
> It has nothing to do with Imbued, so why continually bring them up?
Well, no. I realize you are just being pedantic here, but the issue I am
addressing is specifically the Imbued in combination with Memories of
Mortality (along with all the bits available that make them really
tougher on combat than they probably ought to be). It has *everything*
to do with the Imbued. As noted elsewhere, yes, it is very possible that
Memories is in and of itself, way too good. But until the Imbued were
around to really take advantage of it, no one noticed. Which doesn't
mean that Memories isn't possibly a huge problem. But really, it is only
a *huge* problem in combination with the Imbued, as other allies are
still saddled with serious disadvantages (i.e. they tend to die quickly;
tend to be expensive for what they do; they don't come with powerful,
continually recurring resources; you have to recruit them). That
suddenly Nephandai decks are doing really well, honestly, has likely
more to do with Antonio existing than Memories of Mortality.
> If you think that it is unneccesary to point out MoM, then I
> conjecture that it is irrelevant to blame Imbued UNTIL MoM is modified
> and see if it still is a problem.
And you notice how I have continually said "so let's fix Memories and go
from there...", right?
[ quoted text not captured ]
On Oct 8, 1:30 am, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <1191759881.278577.244...@50g2000hsm.googlegroups.com>, The>
> Name Forgotten <tex...@telkomsa.net> writes:
> >If skill levels are equal - I'd still think that some with infinite
> >access to any card they want is going to build a far nastier deck than
> >if s/he had access to only 2/3 starters and a handful of boosters.
>
> Up to a point, this is true. But once you get beyond a relatively small
> number of cards, purchased with some advice[0] from another player, you
> can build very good decks. You won't be able to build the same decks as
> the other player and if you want to play a heavy combat deck, say, this
> might be frustrating - a combat deck will often rely on multiples of
> particular cards that might not be in starters (say, a lot of Psyche! or
> a lot of Telepathic Tracking or Immortal Grapple or...). But you can
> certainly put together a very solid deck with only a few hundred cards.
Very much agreed on this point.
> You might also want to allow for a small number of trades or singles
> purchases, to get that particular card that hasn't been reprinted in
> ages, or which would require purchasing 8 starters (or 8 tins!) to get 8
> copies (1 in each) when a player will lend or trade you them.
Yeah, here it's much more of, "okay here, have these cards" than
actual trading.
> It's also often really easy to pick up a load of commons for free or
> cheap, and some archetypes can be put together really well, just with
> commons. Sneak-bleed is obvious, as is weenie bleed. And you
> absolutely can win with those archetypes, using masses and masses of
> common cards and fixed cards.
Yeah, s&b is probably the easiest to build, weenie bleed takes a
little more cards IMO, but is easy enough to manage if someone gives
you the right commons and the right weenies en masse. Like I said,
we've been lucky enough here to have quite a big influx of players
recently, some of them old players who had sold off their cards and
are returning to the game again, some brand spanking new, and some who
still have their old stock, or a few old decks, but aren't really keen
on buying more cards at the moment.
This tends to mean that alot of S&B are present on our tables - and so
going to tournaments without some deflects or archon investigations in
your deck is usually a very, very bad idea. Even high-intercept decks
have a rough time, mostly cos they spend a whole lot of their
resources just surviving their predator, or because it takes a while
to build up that high level of intercept.
> Yeah, the infinite-cards player can put together decks with 15 War
> Ghouls and the 8 PTO Inner Circle dance. But you know what? You don't
> need to play those to win.
Maybe not, but it certainly helps. 8^P
Still, whenever I look through the TWDA, the vast, vast majority of
decks I see winning are decks that, if we are lucky, maybe around 3
players here can put together due to the high number of hard-to-get
cards. That being said, we are pretty much the exceptions though,
being at the ass-end of the world (South Africa) and really only
having a strong playing group in one city - although Blooded Sand may
enlighten me otherwise.
Then again, gimme another year and we'll get there.
At the end of the day, it was a highly contextualised argument. I was
trying to point out that the NAC isn't best place to observe decks as
representations of what happens at local tournaments around the world.
You are likely to get a greater variety of very strong decks, probably
including the 15 War Ghoul deck, and/or the 8 PTO Inner Circle Dance,
than you will observe in the rest of the world's local tournaments.
On a side note, I don't think there is a single player here who has a
15 War Ghoul deck or an 8 PTO deck.
"Peter D Bakija" <pd...@lightlink.com> wrote in message
news:pdb6-630EC6.0...@news-server.stny.rr.com...
> In article <z$ODFLR7x...@gratiano.zephyr.org.uk>,
> James Coupe <ja...@zephyr.org.uk> wrote:
>>> The fact that it's the combination is relevant, though, and I for one
>> don't want to see the conversation dumbed down to "Memories is evil!
>> Fix it!" The fact that it's the Imbued+Memories combination that causes
>> some people problems is important.>
> Oh, I totally agree with you here. But still, in the statement
> "Imbued+Memories is too good", it is still very possible that the big
> issue in the combination is Memories. Thus, most discussion starts with
> "Fix Memories and go from there...", which does not exclude *also*
> tweaking the Imbued after Memories takes a hit.
Besides that, if you look at Memories in combination with non-Imbued
allies, it seems pretty near balanced to me. It strikes me as being
a shame to neuter Memories plus non-Imbued Allies decks in the course
of fixing Memories because it's too powerful used _with_ the Imbued.
All of this kind of spotlights a point that people need to be aware of
as they jigger around with solutions to Imbued decks: Imbued are allies
who make for more powerful decks than vampire-recruited ally-focused
decks. Of course, this is understandable: prior to NoR, allies were
kind of a sideshow. I always thought they were too underpowered in
the vast majority of cases and cards like Charisma and the odd ally-
enhancing vampire power like Antonio d'Erlette tended to make me feel
justified in that outlook. Memories of Mortality is one of the things
you use to help make all those ally cards something more viable than
useless pieces of cardboard and it would be nice if it could continue
to do so. The Unmasking is another huge one.
In general, I would advocate that anyone considering whether errata or
reprinting changes for these sorts of cards in view of their contribution
to the success of Imbued decks stay alert to the differences between
Imbued decks and vampire-recruited ally decks. So "fixing" cards like
Memories of Mortality would be better accomplished to the degree the
fix addresses Imbued, specifically, and not allies generally.
Fred
On Oct 5, 6:29 pm, The Name Forgotten <tex...@telkomsa.net> wrote:
> Sheesh. Can we relax a little here?
Heh; yeah, I suppose I can. "They work under a whole different set of
rules that are too much to figure out" is an argument that I keep
hearing (not from you particularly, to be honest) that really gets
under my skin, though, since it's, in my opinion, patently
ridiculous. Looking back at your post again, I'm sorry I posted this
in response to you, as that's not quite what you were saying there.
Mea culpa.
> I'm not trying to say that one should not teach a new player about the
> imbued until much, much later, I'm just saying that I'd probably only
> teach them once all the basics are down.
Sure. Same here. And I'm not saying I'd try to teach a new player
about Imbued right off the bat, either.
> Although I haven't sat there and counted every last word, even if what
> you say is true,
Well, I let Word's word-count feature count a pasted-in version of
both rules sets off of White Wolf's webpage. Beyond that, I can't
completely vouch for them, but there weren't weird glitchy formatting
things making either word count grossly off, if anything. So it's not
precise, but it's valid.
> my counter-argument would still be - what is easier
> to teach - 17 000 words or 17 600 words? Cos without those first 17
> 000 words, that last 600 will be highly confusing.
Sure, true. I'd just argue that, functionally, there's no appreciable
difference between 17k and 17.6k. And actually, that was sort of my
point - if without the first 17,000 the last 600 would be highly
confusing, then it's not "a whole new game" or "a whole different set
of rules" at all. Again, I recognize that wasn't what you were
posting, now.
> Still, your point is valid - even a relatively new player can grasp
> the concept of the imbued. Although having known someone who started
> learning the game from the imbued perspective, I reckon it would've
> been easier for them to learn the normal vampire rules first (and have
> heard comments that confirm this from them).
Yeah, they're not easy to play well, and knowing how the game as a
whole works is a much better strategy...
- D.J.
On Mon, 8 Oct 2007 12:08:28 -0700, Frederick Scott
<nos...@no.spam.dot.com> wrote:
> "Peter D Bakija" <pd...@lightlink.com> wrote in message
> news:pdb6-630EC6.0...@news-server.stny.rr.com...>> In article <z$ODFLR7x...@gratiano.zephyr.org.uk>,
>> James Coupe <ja...@zephyr.org.uk> wrote:
>>>>> The fact that it's the combination is relevant, though, and I for one
>>> don't want to see the conversation dumbed down to "Memories is evil!
>>> Fix it!" The fact that it's the Imbued+Memories combination that
>>> causes some people problems is important.>>
>> Oh, I totally agree with you here. But still, in the statement
>> "Imbued+Memories is too good", it is still very possible that the big
>> issue in the combination is Memories. Thus, most discussion starts with
>> "Fix Memories and go from there...", which does not exclude *also*
>> tweaking the Imbued after Memories takes a hit.>
> Besides that, if you look at Memories in combination with non-Imbued
> allies, it seems pretty near balanced to me. It strikes me as being
> a shame to neuter Memories plus non-Imbued Allies decks in the course
> of fixing Memories because it's too powerful used _with_ the Imbued.
I agree. Memories never struck me as an overpowered card. I've played it
some and got hosed by it sometimes but nothing spectacularly
game-breaking.
In order to avoid drawing a parallel with the old joke about spirits and
water I think that even if we agree that Imbued + Memories is strong we
need to look at why because it can be the Imbued, it can be Memories, or
it can be a specific, unhealthy synergy between them. For my money, I
say it's the Imbued, because on the one hand, in other combinations
Memories doesn't strike me as overpowered; the closest would probably be
the Antonio d'Erlette + horde of Nephandi deck, as Nephandi can actually
burn torpid vampires; but even that deck isn't overpowered, although it
is probably Tier 1. On the other hand, even without Memories, Imbued
strike me as an overpowered bunch because of their combat resilience and
their denial power cards like Determine and Champion.
--
Regards,
Daneel
> In order to avoid drawing a parallel with the old joke about spirits and
> water I think that even if we agree that Imbued + Memories is strong we
> need to look at why because it can be the Imbued, it can be Memories, or
> it can be a specific, unhealthy synergy between them. For my money, I
> say it's the Imbued, because on the one hand, in other combinations
> Memories doesn't strike me as overpowered; the closest would probably be
> the Antonio d'Erlette + horde of Nephandi deck, as Nephandi can actually
> burn torpid vampires; but even that deck isn't overpowered, although it
> is probably Tier 1. On the other hand, even without Memories, Imbued
> strike me as an overpowered bunch because of their combat resilience and
> their denial power cards like Determine and Champion.
Slapping down 2 MoM a turn and recycling them with Anthelios and then
bleeding with Allies that actually have a bleed is powerful. As to
Imbued Combat resilience, I laugh at that. Take MoM out and they have
virtually 0 resilience unless you build a deck that is designed to be
a combat deck. Most Imbued decks only pack a couple of combat cards
because when in conjunction with MoM they don't need them. So where
does this combat resilience come from? Jennie Orn? Right - so
without MoM she gets bashed and eaten.
Imbued are actually pretty squishy when you get down to it.
[ quoted text not captured ]
On Oct 9, 12:32 am, J <grai...@hotmail.com> wrote:
[snip]
> As to
> Imbued Combat resilience, I laugh at that. Take MoM out and they have
> virtually 0 resilience unless you build a deck that is designed to be
> a combat deck. Most Imbued decks only pack a couple of combat cards
> because when in conjunction with MoM they don't need them. So where
> does this combat resilience come from? Jennie Orn? Right - so
> without MoM she gets bashed and eaten.
>
> Imbued are actually pretty squishy when you get down to it.
>
This is beginning to be repetitive - especially since we seem to be
repeating the same things to the same people.
Combat resilience factors:
1) Jennie Orne text works even if she is incapacitated. A combat deck
needs to burn her outright to stop the imbued from popping out of
hospital all of the time.
2) Imbued don't worry about agg, making all agg-damage related combat
decks almost entirely useless.
3) You can't taste Imbued - ensuring that they will probably wear your
combat deck down slowly, especially if they start using their strikes
with conviction. This is bigger than most people realise - combat
decks need to keep gaining their blood back to keep going, otherwise
they end up in torpor more often than their opponents - combat is
costly (as a general rule).
4) You can't Fame/Dragonbound/Path of Lilith them, and Tension in the
Ranks and Frontal Assualt only works when you burn them. This makes
sure it's really difficult for a rush combat deck to oust them without
strapping on another ousting method (like bleed or vote).
5) You can't play Haven Uncovered on them, and many of your rush cards
can simply be determined away.
6) Imbued use conviction use all their powers - not blood/life, so
being on one life after they bounce out of hospital is fine for them,
so long as they can keep avoiding combat or bouncing out of hospital.
Fixing Memories of Mortality for the Imbued will help combat decks
defeat them, but the Imbued would still be pretty damn resilient
against combat decks. They may not win with a combat deck on it's
tail, but the chances of the combat deck winning are pretty slim
(unless, as has been said, you strap on another ousting strategy to
them, like vote or bleed).
On Oct 9, 1:25 pm, The Name Forgotten <tex...@telkomsa.net> wrote:
> On Oct 9, 12:32 am, J <grai...@hotmail.com> wrote:
(snip)
> > So where
> > does this combat resilience come from? Jennie Orn? Right - so
> > without MoM she gets bashed and eaten.
>
> > Imbued are actually pretty squishy when you get down to it.
>
> This is beginning to be repetitive - especially since we seem to be
> repeating the same things to the same people.
It is, definitely, getting repetitive.
> Combat resilience factors:
> 1) Jennie Orne text works even if she is incapacitated. A combat deck
> needs to burn her outright to stop the imbued from popping out of
> hospital all of the time.
Well, popping out once every two untaps (2 conviction, after all).
But if a combat deck's doing its job, I'd hope it can spare an action
now and then to pillowface one on the same turn. If that's blocked,
fine - consider it another rush. I'll grant that if the Imbued have
enough conviction, they bounce back a few times, but... well, see your
point 6 below.
> 2) Imbued don't worry about agg, making all agg-damage related combat
> decks almost entirely useless.
Wait - agg-damage combat decks that don't work the Rotschreck loophole
actually work, in your experience? Huh. Maybe I've just seen too
much fortitude for that. (Agg-based burning at the end of big combat
works, sometimes; agg-poke is, in my experience and metagame at least,
fairly terrible anyway, vampires or Imbued.)
> 3) You can't taste Imbued - ensuring that they will probably wear your
> combat deck down slowly, especially if they start using their strikes
> with conviction. This is bigger than most people realise - combat
> decks need to keep gaining their blood back to keep going, otherwise
> they end up in torpor more often than their opponents - combat is
> costly (as a general rule).
Well, bad combat or overwhelming combat is costly, sure. But, um, you
can't taste against a Fortitude deck either, and in that case your
combat didn't even have any effect. At least with Imbued, Taste or
no, your damage *did* something. And if Taste is the sole blood-
management strategy a combat deck has, well...
> 4) You can't Fame/Dragonbound/Path of Lilith them, and Tension in the
> Ranks and Frontal Assualt only works when you burn them. This makes
> sure it's really difficult for a rush combat deck to oust them without
> strapping on another ousting method (like bleed or vote).
Completely, 100% true. Fixing those cards, or printing reasonable
alternatives, is completely a good idea, IMO.
(Of course, that has little to do with them being resilient *in
combat* and more to do with combat decks not working well to oust them
as a solo strategy. And it seems to start with the opinion that rush
combat decks don't have a difficult time ousting without strapping
something on anyway, which isn't my experience...)
> 5) You can't play Haven Uncovered on them, and many of your rush cards
> can simply be determined away.
Haven - see point 4. Could easily be fixed, and probably should.
The "Determine" situation - good. Uses up convictions, and then you
can go pillowface something, or bleed, or whatever. Sure, you don't
actually get to hit Jennie, but stressing Convictions at a rate higher
than one a turn - whether that's through recovering from the hospital
or making them spend Convictions to Determine actions or on Vigilance
untaps for extra block or whatever - stressing Convictions *is* what
ousts the Imbued, in the end. Start it early and don't let up any
more than you strictly need to. This is what folks who seem to panic
and wall up miss.
Imbued are like roaches - let them breed, and set up, and they're hard
to get rid of. Smacking a few now and then won't stop anything. But
going on a full-scale, high-pressure extermination program works.
> 6) Imbued use conviction use all their powers - not blood/life, so
> being on one life after they bounce out of hospital is fine for them,
> so long as they can keep avoiding combat or bouncing out of hospital.
If they can keep bouncing out, they're avoiding combat anyway long
enough to rack up another 2 convictions. Even *with* Jennie, they can
only do that every other turn after a little while...
And if you're talking about combat resilience, saying "they can keep
going just fine after coming out of the hospital if they can avoid
combat" isn't, really, all that convincing.
> This is beginning to be repetitive - especially since we seem to be
> repeating the same things to the same people.
You don't listen.
> Combat resilience factors:
> 1) Jennie Orne text works even if she is incapacitated. A combat deck
> needs to burn her outright to stop the imbued from popping out of
> hospital all of the time.
Irrelevant, because without MoM she is dead.
> 2) Imbued don't worry about agg, making all agg-damage related combat
> decks almost entirely useless.
Irrelevant, because agg combat sucks balls anyway. And there are
plenty of ways to prevent agg for vampires, so if combat decks are
just relying on 1 or 2 agg for their punch, they are shit to start
with, Imbued or no.
> 3) You can't taste Imbued - ensuring that they will probably wear your
> combat deck down slowly, especially if they start using their strikes
> with conviction. This is bigger than most people realise - combat
> decks need to keep gaining their blood back to keep going, otherwise
> they end up in torpor more often than their opponents - combat is
> costly (as a general rule).
Irrelevant, it doesn't make Imbued combat resilient, it just means
that the vampire can't fill up easily after bashing them. The Imbued
is still in hospital though.
> 4) You can't Fame/Dragonbound/Path of Lilith them, and Tension in the
> Ranks and Frontal Assualt only works when you burn them. This makes
> sure it's really difficult for a rush combat deck to oust them without
> strapping on another ousting method (like bleed or vote).
Irrelevant. We aren't talking about pool damage here at the moment,
but whether Imbued are resilient to combat. And anyway, combat decks
shouldn't rely solely on ousting with Fame/Dragonbound/Path/Tension
but should also be capable of old fashion ousting (bleed). Weenie
combat decks, (the most viable before Imbued) are perfect for doing
this, because Imbued only have so many wakes. Bleed en masse is fine.
As to Imbued not being affected by these cards, it's moot - they still
end up in hospital or burned.
> 5) You can't play Haven Uncovered on them, and many of your rush cards
> can simply be determined away.
Partially Irrelevant. It doesn't make them more resilient once you
get into combat, if you cannot succeed in rush, bleed with all of your
minions and watch them start to block you. Eventually you'll get
them. And anyway, I've had pretty decent success bleeding forward and
rushing back with my combat decks. Eventually, they will be forced to
block you.
> 6) Imbued use conviction use all their powers - not blood/life, so
> being on one life after they bounce out of hospital is fine for them,
> so long as they can keep avoiding combat or bouncing out of hospital.
Irrelevant. When they bounce out of hospital they have 1 life, it's
pretty easy to do 1 more point of damage to them. If they bounce out
of hospital, they generally have 0 convictions. If they are doing the
hospital yo-yo dance, then they aren't really being resilient are
they?
> Fixing Memories of Mortality for the Imbued will help combat decks
> defeat them, but the Imbued would still be pretty damn resilient
> against combat decks. They may not win with a combat deck on it's
> tail, but the chances of the combat deck winning are pretty slim
> (unless, as has been said, you strap on another ousting strategy to
> them, like vote or bleed).
Every deck has bleed as a strategy (unless you're playing a Martin
Frankle Superstar deck). Weenie decks excel at bleeding, with or
without cards. 5 minions bleeding for 1 every turn is more than most
decks can handle for long, especially if it is backed up with brutal
combat.
You have not really argued successfully that Imbued are combat
resilient, indeed you have missed that angle pretty much entirely.
[ quoted text not captured ]
In article <1191968779....@g4g2000hsf.googlegroups.com>,
J <gra...@hotmail.com> wrote:
> Irrelevant, because without MoM she is dead.
Hardly. You have other minions to block. You have Determine to cancel
Rush actions. You have Champion to save her from a successful Rush. And
Flash Grenade.
As noted, Imbued with Memories are super good. Even without Memories,
they are pretty resilient against combat.
[ quoted text not captured ]
In article <1191953274.0...@d55g2000hsg.googlegroups.com>,
Meej <dj...@comcast.net> wrote:
> Imbued are like roaches - let them breed, and set up, and they're hard
> to get rid of. Smacking a few now and then won't stop anything. But
> going on a full-scale, high-pressure extermination program works.
Heh. This is something I agree with completely. Which means that the
next time I'm in a tournament, and my predator or prey bring out an
Imbued, and I then proceed to completely and with absolute predjudice,
exterminate them, let them not take a single action, and essentially
back oust them (if they are my predator), I wanna have this statement
archived somewhere so I can point them to it when they whine...
[ quoted text not captured ]
> > Irrelevant, because without MoM she is dead.
>
> Hardly. You have other minions to block. You have Determine to cancel
> Rush actions. You have Champion to save her from a successful Rush. And
> Flash Grenade.
>
> As noted, Imbued with Memories are super good. Even without Memories,
> they are pretty resilient against combat.
Fine, I don't want to turn this into a measuring contest, we'll agree
to disagree. You are the eternal pessimist, content to say "woe is
me", I am the optimist, happy to say "where there is a will, there is
a way".
--> J
grail_pbem "at" hotmail.clom
In article <1191975950.6...@19g2000hsx.googlegroups.com>,
J <gra...@hotmail.com> wrote:
> Fine, I don't want to turn this into a measuring contest, we'll agree
> to disagree. You are the eternal pessimist, content to say "woe is
> me", I am the optimist, happy to say "where there is a will, there is
> a way".
You could do that. Or you could illuminate problems in the game in hopes
of getting them fixed. I choose to illuminate problems, rather than hope
it all just works out ok.
[ quoted text not captured ]
> You could do that. Or you could illuminate problems in the game in hopes
> of getting them fixed. I choose to illuminate problems, rather than hope
> it all just works out ok.
You believe that the problem is Imbued, I declare MoM (and multiple
powers) is the only issue. Why is it then that your belief that there
are problems is more valid than mine that there are relatively few? I
feel that you just don't want to adapt your game to new challenges.
Right or wrong, but that is the kind of attitude you are displaying.
This game is about meeting challenges and adapting, else there'd never
be a point to printing new cards - ever.
Now I might be wrong, I haven't discounted that - but I feel that you
have discounted the possiblity that you are wrong, and are content to
be the little emo kid crying about how bleak the future is
Play a few games with some mods to MoM and see how it turns out
p'haps.
Play the same games with mods to Power rules with NRA dictating only 1
per turn per Imbued, or not untapping after getting them.
Play the same games where you are the one playing the Imbued.
Then, see if it is a problem with the Imbued themselves, or the way
that you respond to them when they hit the table.
[ quoted text not captured ]
In article <1191978365....@50g2000hsm.googlegroups.com>,
J <gra...@hotmail.com> wrote:
> You believe that the problem is Imbued, I declare MoM (and multiple
> powers) is the only issue.
Oh, for fuck sake. I have said multiple times that I think the problem
is The Imbued plus various things that interact with them. One of which
is Memories of Mortality. Others of which include the mostly
unintentional fact that a lot of cards say "vampire" instead of
"minion", and you kinda need them to say "minion". And some of the
capabilities the Imbued have access to (Jennie Orne, untap after getting
powers).
Oh, wait. That is pretty much exactly what you are saying too.
> Right or wrong, but that is the kind of attitude you are displaying.
Who the hell cares what kind of "attitude" I am displaying?
> Play a few games with some mods to MoM and see how it turns out
> p'haps.
> Play the same games with mods to Power rules with NRA dictating only 1
> per turn per Imbued, or not untapping after getting them.
> Play the same games where you are the one playing the Imbued.
If there were things to playtest that I felt were worth playtesting (as
opposed to me just screwing around with house rules", I'd be all over
it. Sadly, nothing like this looms on the horizion.
But if I did play with Memories being removed from play and not
untapping after getting a power? I'd be playing with the things I have
already suggested as likely the best ideas to start with. Oh, wait, you
suggested the same thing. It is like we actually agree. Yet you seem
compelled to be a crank. For reasons that are beyond me.
[ quoted text not captured ]
Peter D Bakija wrote:
> In article <1191953274.0...@d55g2000hsg.googlegroups.com>,
> Meej <dj...@comcast.net> wrote:
>
> > Imbued are like roaches - let them breed, and set up, and they're hard
> > to get rid of. Smacking a few now and then won't stop anything. But
> > going on a full-scale, high-pressure extermination program works.
>
> Heh. This is something I agree with completely. Which means that the
> next time I'm in a tournament, and my predator or prey bring out an
> Imbued, and I then proceed to completely and with absolute predjudice,
> exterminate them, let them not take a single action, and essentially
> back oust them (if they are my predator), I wanna have this statement
> archived somewhere so I can point them to it when they whine...
Ha! Well, I suppose I did say it. A little stronger interpretation
on your part than what I'd meant, though it will certainly work.
What I meant, really, was that if it becomes necessary to (back)oust
them or whatever, the way to do it is to stress the hell out of their
convictions. And frankly, given that you can do that with just about
any sort of deck if you try, their predator really should be doing so
anyway, rather than their prey (except in odd or extreme
circumstances). 'Cause it's always necessary to oust your prey,
anyhow.
Mostly, it's just a case of "stop the key setup actions or, if they
get them off, terminate with extreme prejudice." At least, that's
been my experience playing Imbued - if the hurt gets laid down early,
or my key actions get blocked, or my convictions get extra-stressed,
trouble. (Which, again, is why my Imbued deck works on S:CE and has
OBF mixed in. 'Cause otherwise, around here, I get blocked and/or
killed.)
- D.J.
In message <pdb6-AB972F.2...@news-server.stny.rr.com>, Peter D
Bakija <pd...@lightlink.com> writes:
>In article <1191968779....@g4g2000hsf.googlegroups.com>,
> J <gra...@hotmail.com> wrote:
<Jennie Orne>
>> Irrelevant, because without MoM she is dead.>
>Hardly. You have other minions to block. You have Determine to cancel
>Rush actions. You have Champion to save her from a successful Rush. And
>Flash Grenade.
Secure Haven and/or Hide might well also feature as protective measures
for individual key minions, if you couldn't use Memories to take out the
combat wombats.
[ quoted text not captured ]
On Oct 9, 11:10 pm, Meej <dj...@comcast.net> wrote:
> Ha! Well, I suppose I did say it. A little stronger interpretation
> on your part than what I'd meant, though it will certainly work.
Yeah, I suspect that the best way, really, to adapt to the Imbued is
not to let them play the game as it is the best way to keep them from
getting set up. Which is sad, but I suppose necessary. So I am warning
you all--if:
A) I am playing a Rush deck.
and
B) You influence out an Imbued.
I will do everything in my power to ensure that you don't ever take a
single action, and that every minion you influence out is immediately
uncapacitated and eaten.
That'll teach'em.
-Peter
On Oct 10, 8:29 am, Peter D Bakija <p...@lightlink.com> wrote:
> On Oct 9, 11:10 pm, Meej <dj...@comcast.net> wrote:
>
> > Ha! Well, I suppose I did say it. A little stronger interpretation
> > on your part than what I'd meant, though it will certainly work.
>
> Yeah, I suspect that the best way, really, to adapt to the Imbued is
> not to let them play the game as it is the best way to keep them from
> getting set up. Which is sad, but I suppose necessary.
(snip)
> That'll teach'em.
I still say that's overkill, at least as an absolute - I mean, if
they're your prey, sure. If you're spending all your time and energy
doing their predator's (and prey's too, in some cases) job for them,
though, you're going to throw your game away too. There's a point in
between this reaction (exterminate on sight) and the "I don't know if
I can get this one action through, so I'll just sit back and pray for
an opening that's not going to show up, then complain when one
doesn't" that a lot of people seem to take. (At least, they must,
'cause when you keep applying *any* real pressure to the Imbued, not
even needing "complete extermination" tactics, they typically
crumble.)
In other words, I don't see a reason to be quite so extreme as all
that - it's not like they're the Nergal deck or something. Ruining a
whole table's balance completely, as opposed to just "keeping the
Imbued in check," seems like a sure way to make sure someone other
than you wins. Sure, it makes sure someone other than the Imbued
wins, too, but... well... cutting off one's nose to spite one's face,
and all that.
- D.J.
- D.J.
On Oct 10, 10:06 am, Meej <dj...@comcast.net> wrote:
> I still say that's overkill, at least as an absolute
Oh, it is certainly overkill.
> - I mean, if
> they're your prey, sure. If you're spending all your time and energy
> doing their predator's (and prey's too, in some cases) job for them,
> though, you're going to throw your game away too.
Probably. But if I was gonna lose anyway? I'll throw away my position
to spite my opponents. I love spite.
> In other words, I don't see a reason to be quite so extreme as all
> that
In a rational sense, you are probably right. But as the answer to the
Imbued being too handy is "you need to adapt", I think the most
(satisfying?) adaptation is simply to never let them take actions.
Extermination absolute.
> Ruining a
> whole table's balance completely, as opposed to just "keeping the
> Imbued in check," seems like a sure way to make sure someone other
> than you wins.
This is true. But then again, if I was in a bad seat anyway...
-Peter
On Wed, 10 Oct 2007, Peter D Bakija wrote:
> Probably. But if I was gonna lose anyway? I'll throw away my position
> to spite my opponents. I love spite.
You'll throw away a shot at 1 or more VPs to make sure the Imbued never do
anything useful? I hate to start another PTW thread....
Matt Morgan
On Oct 10, 12:26 am, J <grai...@hotmail.com> wrote:
> > Combat resilience factors:
> > 1) Jennie Orne text works even if she is incapacitated. A combat deck
> > needs to burn her outright to stop the imbued from popping out of
> > hospital all of the time.
>
> Irrelevant, because without MoM she is dead.
No, without MoM she is incapacitated. Her text still works while she
is incapacitated. Getting her dead i.e. burnt, is a little more
tricky. She needs to be burnt for her text not to affect the game.
>
> > 2) Imbued don't worry about agg, making all agg-damage related combat
> > decks almost entirely useless.
>
> Irrelevant, because agg combat sucks balls anyway. And there are
> plenty of ways to prevent agg for vampires, so if combat decks are
> just relying on 1 or 2 agg for their punch, they are shit to start
> with, Imbued or no.
Agg combat was at least a viable way to win a tourney. Now it isn't.
That is a BIG difference in my books. Vampire's may have plenty of
ways to prevent agg damage - but I'd hardly say they were in the
majority of tournament decks (with 2 agg being the average they'd need
to prevent on a regular basis), and especially not in big numbers. At
least, that has been my experience here. S:CE is a far greater and
more prevalent tool for combat defence.
> > 3) You can't taste Imbued - ensuring that they will probably wear your
> > combat deck down slowly, especially if they start using their strikes
> > with conviction. This is bigger than most people realise - combat
> > decks need to keep gaining their blood back to keep going, otherwise
> > they end up in torpor more often than their opponents - combat is
> > costly (as a general rule).
>
> Irrelevant, it doesn't make Imbued combat resilient, it just means
> that the vampire can't fill up easily after bashing them. The Imbued
> is still in hospital though.
Yes, but with the Vampire not filling up, he becomes a weaker
opponent, and soon he is unable to play his cards or take the little
bit of damage you are dealing him, and then it's dirt nap time. And
once your vamp takes a dirt nap, good luck getting him out, cos you'll
need stealth and blood everytime. Hence the Imbued will out-survive
the combat deck, making them combat resilient.
> > 4) You can't Fame/Dragonbound/Path of Lilith them, and Tension in the
> > Ranks and Frontal Assualt only works when you burn them. This makes
> > sure it's really difficult for a rush combat deck to oust them without
> > strapping on another ousting method (like bleed or vote).
>
> Irrelevant. We aren't talking about pool damage here at the moment,
> but whether Imbued are resilient to combat. And anyway, combat decks
> shouldn't rely solely on ousting with Fame/Dragonbound/Path/Tension
> but should also be capable of old fashion ousting (bleed). Weenie
> combat decks, (the most viable before Imbued) are perfect for doing
> this, because Imbued only have so many wakes. Bleed en masse is fine.
First - as I said - without strapping on another ousting method.
Bleed, vote and combat should each be able to oust in their own right,
even though I believe having multiple methods of ousting is generally
better. The big problem there is that combat decks are notoriously
difficult to find space with. Other ousting methods take up space.
That being said - combat decks shouldn't be forced to become bruise-
bleed decks. They should have a reasonable chance of ousting their
prey, just like the other deck types do.
The issue you brought up was that Imbued are combat resilient. Telling
me that combat decks should rely on other ousting methods as well, is
already admitting that the Imbued are resilient to combat decks
ousting methods.
> As to Imbued not being affected by these cards, it's moot - they still
> end up in hospital or burned.
>
The thing is that the Imbued Meth will usually survive - hence they
are resilient to combat decks.
>
> > 5) You can't play Haven Uncovered on them, and many of your rush cards
> > can simply be determined away.
>
> Partially Irrelevant. It doesn't make them more resilient once you
> get into combat, if you cannot succeed in rush, bleed with all of your
> minions and watch them start to block you. Eventually you'll get
> them. And anyway, I've had pretty decent success bleeding forward and
> rushing back with my combat decks. Eventually, they will be forced to
> block you.
Again, this means your deck becomes a bleed deck, or a vote deck, with
combat as a way of delivering the payload.
> > 6) Imbued use conviction use all their powers - not blood/life, so
> > being on one life after they bounce out of hospital is fine for them,
> > so long as they can keep avoiding combat or bouncing out of hospital.
>
> Irrelevant. When they bounce out of hospital they have 1 life, it's
> pretty easy to do 1 more point of damage to them. If they bounce out
> of hospital, they generally have 0 convictions. If they are doing the
> hospital yo-yo dance, then they aren't really being resilient are
> they?
Yes, but when they do the yo-yo dance, you were lucky enough to (A)
get into combat with them, and (B) play enough cards that they
couldn't get out of the combat. Having to do this repeatedly quickly
depletes your resources, but does nothing to them, as their conviction
keeps coming back.
> > Fixing Memories of Mortality for the Imbued will help combat decks
> > defeat them, but the Imbued would still be pretty damn resilient
> > against combat decks. They may not win with a combat deck on it's
> > tail, but the chances of the combat deck winning are pretty slim
> > (unless, as has been said, you strap on another ousting strategy to
> > them, like vote or bleed).
>
> Every deck has bleed as a strategy (unless you're playing a Martin
> Frankle Superstar deck).
I beg to differ. Every deck is able to bleed. Not every deck has a
bleed strategy. Just like every deck is able to vote (given that they
are able to get the edge), not every deck has a vote strategy. A
strategy would have to include cards that improve the damage you do
while bleeding, otherwise it's not a strategy.
> Weenie decks excel at bleeding, with or
> without cards. 5 minions bleeding for 1 every turn is more than most
> decks can handle for long, especially if it is backed up with brutal
> combat.
Weenies are just one form of combat decks. And weenies can be knocked
down fairly easily by the Imbued, and will have a much harder time
recovering than the Imbued will.
>
> You have not really argued successfully that Imbued are combat
> resilient, indeed you have missed that angle pretty much entirely.
>
I have argued very successfully, it's that you are arguing a different
and much smaller point, and from a different viewpoint than the issues
that people have brought up here. You are coming from the viewpoint
that you think it will be difficult for the Imbued to win with a
strong combat deck predator, especially if MoM is no longer in the
picture. I agree with you there, on the most part. However, the
general point has always been, and still remains, that combat decks
struggle to oust the Imbued, and that's the straw that broke the
camel's back, as far as playing combat decks in tournaments go.
The argument about combat decks are that they have difficulty ousting
an imbued prey.
Your argument is that, without MoM, it's much easier for combat decks
to dunk the Imbued.
At least, that's as much as you have proved.
My argument is, "So what? Just cos we can dunk the Imbued, doesn't
mean we can oust them."
Weenie combat decks have their minions dunked just as much as the
Imbued do, but have a much harder time getting out of torpor, plus
they have a difficult time entering combat - no Haven's, frontals
really bad for them, no other funky permanent rushes, like blood
hunts.
Multi-rush combat decks (i.e. freak-drivers), which are the worst
affected by MoM, still struggle cos they need to find ways of getting
blood back fast enough without tastes.
A standard combat deck that doesn't fall under one of these two
categories, relies on a 3 vamp average. Either they are forced to go
full-tilt at their Imbued prey, in which case they are leaving
themselves wide open for their predator, or the Imbued get to do the
yo-yo dance, cos they'll block your pillow-facing, and you have
roughly 2 actions a turn to do something to your prey (dunk and
blocked pillow-face attempt). For most imbued, this level of recovery
is a joke if you have Jennie alive, and still pretty feasible if you
don't. You would have to dunk the blocker in each and every single
combat to make this even remotely feasible - which would mean a really
good hand for you, and/or little/no combat defence in theirs (i.e. no
flash grenades, manuevers with guns, surge etc.) Plus, you'd need to
get sufficient rush right - which is again, highly unlikely, cos
bleeding with two minions for 1 bleed is laughable. The Imbued can
easily handle that.
Your solution to my issue is, well, strap on some bleed. My response
is that combat decks should not be forced to become bleeding decks in
order to be playable in a tournament. They were feasible before and
they should remain so. Even before Imbued, getting a combat deck right
was tricky. Now it's nearly impossible.
On Oct 9, 8:07 pm, Meej <dj...@comcast.net> wrote:
> On Oct 9, 1:25 pm, The Name Forgotten <tex...@telkomsa.net> wrote:
>
> > On Oct 9, 12:32 am, J <grai...@hotmail.com> wrote:
> (snip)
>> > 2) Imbued don't worry about agg, making all agg-damage related combat
> > decks almost entirely useless.
>
> Wait - agg-damage combat decks that don't work the Rotschreck loophole
> actually work, in your experience?
Uhm, I did say agg-damage *related* decks didn't I?
> Huh. Maybe I've just seen too
> much fortitude for that. (Agg-based burning at the end of big combat
> works, sometimes; agg-poke is, in my experience and metagame at least,
> fairly terrible anyway, vampires or Imbued.)
Yeah, they generally don't work so well, but most vampire players will
squirm when they see someone hit the table who has permanent hand agg-
damage. It is often a fantastic deterent. I know whenever Hector hit's
the table I begin to worry.
> > 3) You can't taste Imbued - ensuring that they will probably wear your
> > combat deck down slowly, especially if they start using their strikes
> > with conviction. This is bigger than most people realise - combat
> > decks need to keep gaining their blood back to keep going, otherwise
> > they end up in torpor more often than their opponents - combat is
> > costly (as a general rule).
>
> Well, bad combat or overwhelming combat is costly, sure. But, um, you
> can't taste against a Fortitude deck either, and in that case your
> combat didn't even have any effect.
Unless you happen to play environmental damage as well. Then it's
usually a whole lot of prevention they need to play, and taste only
needs pay out a few times to really count.
> At least with Imbued, Taste or
> no, your damage *did* something. And if Taste is the sole blood-
> management strategy a combat deck has, well...
No, it's not the sole, but it often makes the difference between
winning and losing. Fortitude is a bitch, but thankfully, not to many
clans have fortitude as an in-clan discipline.
> > 4) You can't Fame/Dragonbound/Path of Lilith them, and Tension in the
> > Ranks and Frontal Assualt only works when you burn them. This makes
> > sure it's really difficult for a rush combat deck to oust them without
> > strapping on another ousting method (like bleed or vote).
>
> Completely, 100% true. Fixing those cards, or printing reasonable
> alternatives, is completely a good idea, IMO.
>
> (Of course, that has little to do with them being resilient *in
> combat* and more to do with combat decks not working well to oust them
> as a solo strategy. And it seems to start with the opinion that rush
> combat decks don't have a difficult time ousting without strapping
> something on anyway, which isn't my experience...)
I've had reasonable success pre-Imbued with rush decks without
strapping on bleed on vote. Although I have done so as often as not.
> The "Determine" situation - good. Uses up convictions, and then you
> can go pillowface something, or bleed, or whatever. Sure, you don't
> actually get to hit Jennie, but stressing Convictions at a rate higher
> than one a turn - whether that's through recovering from the hospital
> or making them spend Convictions to Determine actions or on Vigilance
> untaps for extra block or whatever - stressing Convictions *is* what
> ousts the Imbued, in the end. Start it early and don't let up any
> more than you strictly need to. This is what folks who seem to panic
> and wall up miss.
Yes, just like most people miss the fact that the Imbueds predator has
a predator too, who isn't exactly going to let you throw all your
weight into the imbued and do absolutely nothing in return (barring
some odd table situations).
>
> Imbued are like roaches - let them breed, and set up, and they're hard
> to get rid of. Smacking a few now and then won't stop anything. But
> going on a full-scale, high-pressure extermination program works.
Yes, but also leaves you completely open, and makes your predators job
of ousting you fairly simple.
> > 6) Imbued use conviction use all their powers - not blood/life, so
> > being on one life after they bounce out of hospital is fine for them,
> > so long as they can keep avoiding combat or bouncing out of hospital.
>
> If they can keep bouncing out, they're avoiding combat anyway long
> enough to rack up another 2 convictions. Even *with* Jennie, they can
> only do that every other turn after a little while...
Yes, but they really begin racking up the convictions when edge
explosion comes out, often gaining two convictions a turn. With Jennie
out, the average Imbued is gaining the convictions as fast as they are
losing them, but you are slowly losing your resources. In the war of
attrition the Imbued will pull out ahead.
> And if you're talking about combat resilience, saying "they can keep
> going just fine after coming out of the hospital if they can avoid
> combat" isn't, really, all that convincing.
It is if they have good ways of avoiding combat - and they do. As I've
said, it's very difficult to rush into combat with them, without
putting in hosers, at least.
On Oct 9, 12:32 am, J <grai...@hotmail.com> wrote:
>> Take MoM out and they have
> virtually 0 resilience unless you build a deck that is designed to be
> a combat deck.
Sorry, I misread the second part of this sentence. In the context of
the thread, I thought you were saying that that have virtually 0
resilience *when* you build a deck that is designed to be a combat
deck.
Guess we're closer to the same point than I thought. Although, a deck
that has little combat resilience against a deck that isn't designed
to be a combat deck is really admitting a tiny problem, as the least
worries you have from them is that they'll be playing much combat.
So, really, it's a very minor point.
On Oct 10, 11:19 am, "Matthew T. Morgan" <farq...@io.com> wrote:
> You'll throw away a shot at 1 or more VPs to make sure the Imbued never do
> anything useful? I hate to start another PTW thread....
Well, ya know, as one poster said, I need to adapt. And as another
poster said, they are like roaches, and you need to get them before
they breed. Add them together, and there you go.
-Peter
[ quoted text not captured ]
Round about the time Jyhad was released? Some still complain about
Rotschreck decks. (I saw a post on this newsgroup within the last 2
days of people talking about this very issue).
I'm not saying it was tier 1, but it did have a reasonable chance, if
built very well (around tier 2). In a recent tournament around here, a
Tzimisce weenie sneak-bleeder did very well with just agg damage pokes
and rotschrecks as it's combat defense (and funnily enough, it was
stopped dead as soon as it hit the imbued in the finals). While not an
agg combat deck, it definitely shows that agg is very useful in
combat.
As for aggressive combat decks, I've seen Hektor decks still do very
well recently, and I've seen a Karsh multi-rush deck, which I'm sure
could do very well if it gets some tuning. Pre-imbued, we had some
powerful Tzimisce & Tremere wall combat decks which used agg very
effectively. I'd still say these decks would be quite effective in a
tournament without the Imbued around, and I certainly wouldn't be
shocked to find out that one won in these conditions.
As I said, maybe not tier 1, cos it ain't no Ventrue Obfuscate, or
Malk 94 S&B deck, but it's still powerful enough to expect a final
table seating with it, generally (in a 15 player tournament).
[ quoted text not captured ]
and you did start out by saying 'if i'm going to lose anyway'.
So, obviously if letting the imbued get going means you have no chance
at a vp, you may as well take another path to that 0vps which involves
pillowfacing a bunch of filthy mortals instead. :)
--
salem
(replace 'hotmail' with 'yahoo' to email)
The Name Forgotten wrote:
> On Oct 10, 8:15 pm, Kushiel <invisibleking...@gmail.com> wrote:>> On Oct 10, 11:40 am, The Name Forgotten <tex...@telkomsa.net> wrote:
>>
>> > Agg combat was at least a viable way to win a tourney.
>>
>> When was this?
>>
>> John Eno>
> Round about the time Jyhad was released? Some still complain about
> Rotschreck decks. (I saw a post on this newsgroup within the last 2
> days of people talking about this very issue).
There's a bunch of decks in the TWDA choc full o' Breath of the Dragon
goodness (6+ copies, plus as many or more Chiropterans). I'd count them
as 'agg combat' decks.
[ quoted text not captured ]
In article <470d...@dnews.tpgi.com.au>,
Salem <salem_ch...@hotmail.com> wrote:
> and you did start out by saying 'if i'm going to lose anyway'.
>
> So, obviously if letting the imbued get going means you have no chance
> at a vp, you may as well take another path to that 0vps which involves
> pillowfacing a bunch of filthy mortals instead. :)
Indeed!
And I gotta say that multiple times, at multiple tournaments, I have
been sitting next to an Imbued deck while playing a Rush deck, and I
said "Huh. I could never let them take an action and irrationally
exterminate all the Imbued as soon as they hit the table, or I could
just play normally...", and then chose "play normally" (i.e. go forward,
back rush as needed to survive, bleed as often as possible). And ya know
what happend? Every time? The Imbued killed me (either as a predator or
by being too hard to oust as my prey).
So what history has shown me is that if I don't irrationally exterminate
the Imbued when I am sitting next to them? I'm going to lose. Therefore,
(seemingly) irrationally exterminating them as soon as they hit the
table? Playing to win.
It will be sad when the Imbued player never gets to take an action. And
will be sad when they get ousted when they are my predator. But what are
you gonna do? I'm adapting!
[ quoted text not captured ]
> It will be sad when the Imbued player never gets to take an action. And
> will be sad when they get ousted when they are my predator. But what are
> you gonna do? I'm adapting!
You know, since Touch of Pain has come out, I find that with my POT
combat decks that there has been less of a neccessity in rushing
backwards. Sure I've still done it, but not so much anymore. I've
also found that this then allows me to play less rush, more bleed.
Have you tried Touch of Pain against Imbued? A ToP + Wake +
Retribution module in a Potence deck will murder an Imbued Predator
and you never have to rush them, thus worrying about Champion/Flash
Grenade/Determine. Sure, you still have to worry some about MoM, but
you can choose to wake the non-MoM minion and play the cards. And
Retribution doesn't care a bit about MoM. This module is also really
good against Weenie Vote, Bleed or even mid cap vote/bleed, so it's
not like it's only anti-ally tech.
Of course, YMMV but this is what I've found, and it is a good card
that allows you to adapt without really compromising your deck or play
style.
[ quoted text not captured ]
In article <1192058881.6...@57g2000hsv.googlegroups.com>,
J <gra...@hotmail.com> wrote:
> You know, since Touch of Pain has come out, I find that with my POT
> combat decks that there has been less of a neccessity in rushing
> backwards.
My experience is that Touch of Pain is kind of awful in most
situations--it costs a blood, you need to be untapped/have a Wake, and
you need to be being bled in the first place (or being hit by KRC...).
It is kinda funny in a few decks here and there (mostly really sketchy
ones that also use Anarch Feind of Mine tech), but in a combat deck, it
generally just gums up the works and doesn't really save you from
someone bleeding you for 5.
If I'm gonna have reaction cards, really, Deflection is kinda the best
option.
[ quoted text not captured ]
> My experience is that Touch of Pain is kind of awful in most
> situations--it costs a blood, you need to be untapped/have a Wake, and
> you need to be being bled in the first place (or being hit by KRC...).
You don't need to be getting hit by any vote. It's just as long as
the vote is successful.
Touch of Pain
Reaction, 1 blood
Only usable when a bleed against you is successful or a referendum
passes. Play after resolution. [pot] This vampire inflicts one damage
on the acting minion. Only one Touch of Pain can be played each
action. [POT] As above, but for 2 damage.
So the vote can be across table, and do nothing to you, and you can
still ToP them. And I've found the blood cost negligible since I can
taste it back generally. I have killed Arika before with this
module. She bled, I ToP her, she freak drived and then Voted, I ToP
her and then Retributed her into torpor and diablerized her. All when
the opposing deck was packing plenty of Majesty + Skin of Steel.
[ quoted text not captured ]
"J" <gra...@hotmail.com> wrote in message
news:1192058881.6...@57g2000hsv.googlegroups.com...
> You know, since Touch of Pain has come out, I find that with my POT
> combat decks that there has been less of a neccessity in rushing
> backwards. Sure I've still done it, but not so much anymore. I've
> also found that this then allows me to play less rush, more bleed.
> Have you tried Touch of Pain against Imbued?
Have you?
> A ToP + Wake +
> Retribution module in a Potence deck will murder an Imbued Predator
> and you never have to rush them,
That seems pretty counterintuitive to me. So you incapacitate an
Imbued once in a while, so what? By the time Imbued are bleeding you,
they should be in good shape to sustain a bit of damage. If you can
stop a Darby Dance by predicting the last bleed in the chain for
the turn and then turn around and pillowface the Imbued with the
equipment, that could be truly helpful, I suppose. But for the most
part, I wouldn't think you could do this enough to make a difference.
Holding wakes and ToPs in a rush hand is bad for rushing, the central
theme of the deck. And Retribution can be used only once, hence it's
probably a hard argument to suggest more than one Retribution be
included. And, unlike traditional S&B which rears back and begins
bleeding from the first turn, Imbued will spend a bunch of the early
game gearing up, during which these are basically dead cards.
It's an interesting idea but I have a feeling it works a lot better
on midcap Malkavian antitribu and such than it does on Imbued.
Fred
> > Have you tried Touch of Pain against Imbued?
>
> Have you?
No, but I have had it used against me when playing Imbued, and man did
it suck. Whenever I've used this module I've been xtable or predator
to Imbued, or they've not been on the table. But having been on the
receiving end of ToP with Imbued I can tell you that it really hurts,
because no combat defense can stop it.
[ quoted text not captured ]
"J" <gra...@hotmail.com> wrote in message news:1192062159.2...@d55g2000hsg.googlegroups.com...
[ quoted text not captured ]
I'll grant you that. But that doesn't strike me as all the harmful,
at least not for the Imbued decks I've played against. I imagine
they'd just slow down their offense a bit and recover the incapacitated
hunter fairly quickly, especially if Jennie Orne was ready. What was it
you found so painful about it? Did your opponents manage to pillowface
the victim in most cases? Did they hit just one or your minions? Two?
Several?
Fred
> I'll grant you that. But that doesn't strike me as all the harmful,
> at least not for the Imbued decks I've played against. I imagine
> they'd just slow down their offense a bit and recover the incapacitated
> hunter fairly quickly, especially if Jennie Orne was ready. What was it
> you found so painful about it? Did your opponents manage to pillowface
> the victim in most cases? Did they hit just one or your minions? Two?
> Several?
Pillowfacing did occur on a couple occassions. It basically meant
that I had to take a couple turns between bleeds to use Vagabond
Mystic and Rejuvenate to recoup blood lost. Because even coming out
of incapacitated with 1 blood and less convictions meant that I
couldn't realiably attempt to bleed and survive against even a pot
guy. The fact that Imbued only need to reach 0 life to go
incapacitated is what can make ToP really effective against them.
[ quoted text not captured ]
In article <1192060950....@57g2000hsv.googlegroups.com>,
J <gra...@hotmail.com> wrote:
> You don't need to be getting hit by any vote. It's just as long as
> the vote is successful.
No, no. I know what the card does. It is just that if your predator is
passing votes, they are probably killing you with them.
[ quoted text not captured ]
"J" <gra...@hotmail.com> wrote in message
news:1192065251.8...@19g2000hsx.googlegroups.com...
> Pillowfacing did occur on a couple occassions. It basically meant
> that I had to take a couple turns between bleeds to use Vagabond
> Mystic and Rejuvenate to recoup blood lost. Because even coming out
> of incapacitated with 1 blood and less convictions meant that I
> couldn't realiably attempt to bleed and survive against even a pot
> guy. The fact that Imbued only need to reach 0 life to go
> incapacitated is what can make ToP really effective against them.
Well, of course, everything looks different when you're the victim
of the bleed defense vs. being the victim of the bleeding. But I'll
have to confess, from what you said above, it seems like the ToP/
Retribution thing to most of the Imbued positions I've seen played
would be in, "Ouch-I-hit-a-speed-bump" territory. Not "man-did-that-
suck!"
And the problem with Imbued, for the most part, isn't how to stop
them from ousting you. Unless you can be successful at getting
them early, as Peter says, they'll oust you sooner or later. It
may not be fast or pretty but they'll get you eventually. So a
bleed defense that slows them down even slower than they already
are doesn't really impress me. The problem is that even if you
hold them off, sooner or later you will have to try to oust them.
And that's the piece that's almost impossible. It's like, the
best you can expect at that point is a timeout.
Fred
> And the problem with Imbued, for the most part, isn't how to stop
> them from ousting you. Unless you can be successful at getting
> them early, as Peter says, they'll oust you sooner or later. It
> may not be fast or pretty but they'll get you eventually. So a
> bleed defense that slows them down even slower than they already
> are doesn't really impress me. The problem is that even if you
> hold them off, sooner or later you will have to try to oust them.
> And that's the piece that's almost impossible. It's like, the
> best you can expect at that point is a timeout.
Slowing them down has advantages.
1. It can slow them down enough so that you can keep ahead of them and
take your prey or 2 prey.
2. It can mean that they are forced to go more defensive to stop
themselves being ousted which can be a goto 1
Does Delaying Tactics stop Arika from burning your Lambach with a
PTO? Nope, just slows her down, you know she'll get him in the end.
But people still play it. Because that extra round or 2 grace can
make all the difference.
[ quoted text not captured ]
"J" <gra...@hotmail.com> wrote in message news:1192068860.9...@50g2000hsm.googlegroups.com...
> Slowing (the Imbued) down has advantages.> 1. It can slow them down enough so that you can keep ahead of them and
> take your prey or 2 prey.
Yea, sometimes that works. If you're the prey in a 5 player game, you
can get 3 VP and I've almost seen that happen once or twice. But,
really, a position that can expect no less than 2 VP is REALLY strong
position even if it doesn't always get the game win.
Not that I'm saying they can't be beat. But it gets down to, "beat
them early or don't beat them at all, early". And slowing down their
bleed helps not a whit in this sense.
> 2. It can mean that they are forced to go more defensive to stop
> themselves being ousted which can be a goto 1
Sure. But...same answer as 1.
> Does Delaying Tactics stop Arika from burning your Lambach with a
> PTO? Nope, just slows her down, you know she'll get him in the end.
> But people still play it. Because that extra round or 2 grace can
> make all the difference.
There are SO many problems with that analogy it's not worth
discussing. For crying out loud, analogous situations have to
have SOMETHING in common with one another besides the words
"slow" and "down". :-P
Hint: It's the day of your execution. What's the difference between
having your death sentence delayed for 24 hours and having the
COMMUTATION of your death sentence delayed for 24 hours. I mean,
gee, they're both 'delays', right? They must be equivalent.
Fred
> There are SO many problems with that analogy it's not worth
> discussing. For crying out loud, analogous situations have to
> have SOMETHING in common with one another besides the words
> "slow" and "down". :-P
It's a perfectly reasonable analogy. It shows the play that can be
undertaken to stop something bad happening for a turn or two, (maybe
getting ousted, maybe getting your main vamp burned which could very
easily lead to ousting). Therefore it is the same rationale as
playing ToP to slow your predator down. What is bleed reduction, but
something to slow your predator down? If you rush backwards are you
trying to slow your pred down or actively trying to oust backwards?
If it is the latter, then you'd be faming backwards as well as
rushing.
> Hint: It's the day of your execution. What's the difference between
> having your death sentence delayed for 24 hours and having the
> COMMUTATION of your death sentence delayed for 24 hours. I mean,
> gee, they're both 'delays', right? They must be equivalent.
Slightly different in that the outcomes are a) still bad b) not near
as bad. But you do make a point in that delays can be different.
However delays in VTES that stop bad thing X from hitting you can
really be similar and used in comparison.
[ quoted text not captured ]
On Oct 10, 2:43 pm, The Name Forgotten <tex...@telkomsa.net> wrote:
> Round about the time Jyhad was released? Some still complain about
> Rotschreck decks. (I saw a post on this newsgroup within the last 2
> days of people talking about this very issue).
No offense to the person who started that thread, but s/he didn't even
know what *cards* beat Rotschreck, let alone what strategies and
tactics do so. IE, we're talking about a relative newb here.
Remember when Ector demanded that Rotschreck be errata'd? Remember the
response from people with lots of experience with aggpoke's strengths
and weaknesses?
> I'm not saying it was tier 1, but it did have a reasonable chance, if
> built very well (around tier 2). In a recent tournament around here, a
> Tzimisce weenie sneak-bleeder did very well with just agg damage pokes
> and rotschrecks as it's combat defense (and funnily enough, it was
> stopped dead as soon as it hit the imbued in the finals). While not an
> agg combat deck, it definitely shows that agg is very useful in
> combat.
"Combat defense"/"useful in combat" =/= "a viable way to win a
tourney."
The deck you mention was a weenie bleeder, not an aggpoke rush deck.
The aggpoke was incidental; the deck's success came from weenie bleed.
> As for aggressive combat decks, I've seen Hektor decks still do very
> well recently, and I've seen a Karsh multi-rush deck, which I'm sure
> could do very well if it gets some tuning.
Both of those guys have POT. I'm assuming that they were using it.
That means those decks are no longer "aggpoke" by any useful
definition of the term.
> Pre-imbued, we had some
> powerful Tzimisce & Tremere wall combat decks which used agg very
> effectively. I'd still say these decks would be quite effective in a
> tournament without the Imbued around, and I certainly wouldn't be
> shocked to find out that one won in these conditions.
Sure. But those decks do well because they're wall decks, not because
they're aggpoke decks.
> As I said, maybe not tier 1, cos it ain't no Ventrue Obfuscate, or
> Malk 94 S&B deck, but it's still powerful enough to expect a final
> table seating with it, generally (in a 15 player tournament).
It's silly to expect a final seating with any deck, if you take the
person playing the deck out of the equation. That being said, I've
seen plenty of aggpoke walls and aggpoke rush decks fail to make the
finals, even in tournaments smaller than 15 people.
John Eno
On Oct 11, 11:25 am, Kushiel <invisibleking...@gmail.com> wrote:
> On Oct 10, 2:43 pm, The Name Forgotten <tex...@telkomsa.net> wrote:
>
[snip]
> Remember when Ector demanded that Rotschreck be errata'd? Remember the
> response from people with lots of experience with aggpoke's strengths
> and weaknesses?
I didn't say Rotschreck was incredibly uber-powerful that it needed to
be errated. I made the much smaller claim that it was a valid and
reasonable strategy for winning a tournament, along with some other
agg damage decks.
[snip]
> The deck you mention was a weenie bleeder, not an aggpoke rush deck.
> The aggpoke was incidental; the deck's success came from weenie bleed.
Which is why I mentioned other decks, but I brought up this deck to
show that the agg damage combat module in other decks would be
affected too; i.e. the problem is bigger than only agg damage combat
decks - all decks that use an agg damage combat get that aspect
completely neutered by the imbued.
In this case of the weenie bleed, it's defense package for combat was
completely neutralised. I'd say this is a pretty valid argument given
that the deck would've very likely won, were it not for the Imbued
decks on the table, and a large part of that win would be because of
it's agg damage combat module - in other words the decks success would
also be attributable to it's agg damage capability.
>
> > As for aggressive combat decks, I've seen Hektor decks still do very
> > well recently, and I've seen a Karsh multi-rush deck, which I'm sure
> > could do very well if it gets some tuning.
>
> Both of those guys have POT. I'm assuming that they were using it.
> That means those decks are no longer "aggpoke" by any useful
> definition of the term.
The argument was not restricted to agg-poke. My statement was that
aggravated combat decks were a viable way to win a tournament pre-
imbued.
Even so, I'd still worry if I was playing vampires and the person was
capable of blurring and doing multiple agg pokes, like Nizzam (even
without Khabar's) or Samantha, or Toreador's with Flamethrowers, Ivory
Bows, etc. For example, Nizzam with a contract on one of your vamps
who has a fame on them is pretty threatening to just about any deck,
even fortitude ones, because Nizzam can just Psyche his way through
all your combat ends and prevention until he lands a successful blow
(in most cases anyway).
> > Pre-imbued, we had some
> > powerful Tzimisce & Tremere wall combat decks which used agg very
> > effectively. I'd still say these decks would be quite effective in a
> > tournament without the Imbued around, and I certainly wouldn't be
> > shocked to find out that one won in these conditions.
>
> Sure. But those decks do well because they're wall decks, not because
> they're aggpoke decks.
Yes, they are wall decks, but they are combat wall decks that use agg
poke. They are not successful if they do not have agg poke.
Agg poke is a method of delivering the payload. Agg poke, in itself,
is not an ousting method, it's a way of getting your ousting method to
work. Before imbued, getting your actions right via threatening agg
damage was a valid way of winning. With the Imbued around, I no longer
bother, as the odds and risks of facing them are too great.
You are arguing against me by pointing at the payload, not at the
method of delivery. I'm not arguing that. I'm saying the 'agg damage'
method of delivery was a valid one - and I specifically mention it in
respects with combat style decks (i.e. decks that use fame/tension et
al. to oust) - although I then extended it to bruise-bleed and bruise-
vote decks that have consistent agg damage (such as the weenie
Tzimisce example).
>
[snip]
> It's silly to expect a final seating with any deck, if you take the
> person playing the deck out of the equation. That being said, I've
> seen plenty of aggpoke walls and aggpoke rush decks fail to make the
> finals, even in tournaments smaller than 15 people.
Depends what you mean by expect. I don't mean it in the sense you seem
to be taking it, which is the very extreme sense of absolutely being
shocked if it isn't in the final table. I mean 'expect' in the sense
that I'd have given them better than even odds of getting into the
final table, given a completely randomised set of decks. I believe
that to be a more sensible understanding of expect without going to
extremes.
Of course there are always other factors that come into play. I'd be
idiotic not to consider them, however, we are looking purely at deck
strength, and in the hands of a skilled player, aggravated damage
combat decks were a valid way of winning a tournament - a better than
even chance if built right (hence the skilled player part) and in a
tournament with a spread of different decks of varied strengths and
capabilities.
"J" <gra...@hotmail.com> wrote in message news:1192071946.6...@r29g2000hsg.googlegroups.com...
>> There are SO many problems with that analogy it's not worth
>> discussing. For crying out loud, analogous situations have to
>> have SOMETHING in common with one another besides the words
>> "slow" and "down". :-P>
> It's a perfectly reasonable analogy. It shows the play that can be
> undertaken to stop something bad happening for a turn or two, (maybe
> getting ousted, maybe getting your main vamp burned which could very
> easily lead to ousting).
It shows that - but that's not what happens against an Imbued opponent.
So it doesn't matter. Cripes! Some people think if two situations
demonstrate one conceptual similarity, they can therefore make a valid
analagous comparisons never-mind-that-in-reality-the-comparison-is-
TOTALLY-RIDICULOUS!!! If you could do something against the Imbued
in the one turn of respite you got from slowing them down, you might
begin to have a point. But the whole problem with Imbued is exactly
what Peter said it was: if you don't get them early, they breed like
cockroaches. So one turn of respite against them is totally pointless -
absolutely unlike your analogy, where an intercept god can change the
whole game merely by untapping.
Bleh. 'nuff said...
Fred