Halcyan 2#
There are some Tremere cards which don't exactly seem to be that useful to me.
I was wondering if anyone had any variable uses for the following cards:
Chantry: Although this can save a rescue from torpor action, it can only be
used on Tremere and can only be used during the Master phase. Unless you're
playing a Burst of Sunlight deck or something and can torporized during your
predator's turn, it would seem you would have lots of problems fending off
potential diablierists (sp). Unless Blood Hunts are common and effective, it
seems like your torpored vamps would be destroyed before you could use the
Chantry.
Charnas the Imp: This card also seems fairly useless. It can obviously do a
good job in helping to take down a powerful opposing vampire, but after that
vamp is down, you'll probably have Charnas on your own minions. Of course in a
Cryptic Mission deck, you can just easily kill Charnas off and play another
one, but he seems to be more of a problem overall than a benefit. BTW: I'm
fairly familiar with Vampire: The Masquerade and the Tremere clan -- but what's
an "imp?" I know what mummies, werewolves, homonculus' (actually they should
be a Tremere card, not a Protean one), gargoyles, and even dauntains are, but
I've never heard of an "imp!"
Tremere Convocation: Actually, I already know this card is incredibly useful,
but I just wanted to know more uses for it. Obviously, allowing vamps with
inferior to play superior combat is a MAJOR benefit, allowing you to dispense
with a lot of skill cards. But how about the +1 stealth? Cryptic Mission,
Infernal Familiar, Magic of the Smith, Seeds of Corruption, and Rutor's Hand
are the only cases when this would actually help. The first four don't seem to
be very common in decks unless the decks focus on those cards. And the +1 is
fairly light, definitely not that helpful in getting past even light-intercept
decks.
Wasserschloss Anif, Austria: First question, exactly what is Wasserschloss?
Tried looking it up and didn't find anything. Is it a significant location or
something?
Unique location. During your master phase, you may move 1 blood from any
Tremere you control to this card. During your influence phase, you may tap
this card to move all counters on this card to a Tremere in your inactive
region. This card may be burned by any minion as a (D) action; Malkavians
get +1 stealth when attempting that action. If this card is burned, all of
the
blood on it is lost.
I could be misinterpreting it, but it looks like a water down version of Arcane
Library. It still costs 2 pool, but in order to use it, it requires constant
blood from your vampires. I'm interpreting it as being able to move only 1
blood per turn from 1 vampire. Is that right? In addition, this card can be
burned. It would seem as if it should have more benefits for all the flaws.
I'm guessing that you can move 1 blood from each Tremere you have?
Spirit Summoning Chamber (okay, it's Tremere Anti's but...): Actually this card
was discussed on this board a while ago. Not only is it useful in getting a
quick combat card, but the fact that you *show* everyone else your card can
seriously deter other players from messing with you, even if you don't plan on
using it. It only costs a blood from a Tremere Anti so that doesn't seem that
bad. But what I see as a major problem is that, like all cards where you
search your library, you end up needing to discard a card (since you exceed the
hand limit). Thus using this card a lot seems to really help deplete your
library. So does this become a problem often? And do you use this card
frequently, or only when you *need* a particular combat or other Thaumaturgy
card?
Thanks for any comments and responses.
Halcyan 2