The Corrupter#
In article <4kl3vm$c...@newsbf02.news.aol.com>, curt...@aol.com
(CurtAdams) wrote:
> In article <Pine.NXT.3.91.960411182725.964B-100000@pentode>, The Corrupter
> <sull...@cslab.uwlax.edu> writes:
> >[Re: work on a Withdraw deck]
> >Auspex: Counter/Misdirection, Aura Reading (to increase hand size),
> >Telepathic Vote counting.
> Iffy. Only offensive.
Noted. I forgot the text of the card and thought it was a reaction. Add
delaying tactics to the disciplineless cards...
> >Dominate: Deflection, Obedience, Pulling Strings, Kindred Coercion
> Deflection cost blood and doesn't help in the withdrawing round, although
> of course it's great before the end. Auspex is obligatory for this goal..
Deflection costs blood, but that is unimportant if you are attempting to
withdraw. You fail to withdraw if you lose _pool_ or are in combat.
[Snip Disciplineless cards.
> >Clans: Tremere, if you want to throw in Cryptic Missions and Arcane
Library.
> >Malkavians for Malkavian Pranks, Game of Malkav.
> I concede the Malks are VERY thematically appropriate.
[Re: Curt feels Toreador w/ Majesty/Presence, I feel Dominate works better.]
> No, you do need to be able to extract yourself from fights. You are
> correct that Dominate can sub for that too with Obedience. However,
> Celerity is great for the Distractions, which allow you to rebalance your
> hand AND speed up the end.
Distraction is good for clearing up one's hand, but this could be
subsituted for with Fragments of the Book of Nod and the Barrens. In
addition, the use of permanents allows for a smaller deck.
> You could do this with a Malk/Tremere deck (AUS/DOM). But it wouldn't
> have the Celerity.
True, but I don't think it's necessary.
A new question:
How to make a Withdraw deck that gets at least _TWO_ victory points? :)
I think that might be a fun project.
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# Adrian Sullivan sull...@cslab.uwlax.edu Spoutingly yours 8^) #
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