hi, hi
only found a thread like this from 2002 (didn't look that hard ;) )
but with the release of the new set i'd be intereste what you consider
the top 10 v:tes card currently. i'm sure oppinions will differ
greatly but some things will be agreed on. to get the discussion
started heres my top 10 :D ... very hard choice though ;) eventually i
picked the once i thought to be 1. very powerful 2. usable in a great
number of situations and very important 3. in more than just one deck
(e.g. war ghoul not included).
1. Heart of Nizchetus
2. Blood Doll
3. Dreams of the Sphinx
4. Direct Intervention
5. Unmasking, the
6. Memories of Mortalety
7. Deflection
8. Carlton van Wyk (Hunter)
9. Aranthebes, the Imortal
10. Eagle Sight
eagle sight, unmasking, MoM have been includet as whole deck typs
would not be successfully playable without them. in that context i
should mention bum's rush, govern, KRC and lost in crowds :P
greating from germany - seba
Champion - best power in the game bar none IMO. Useable in all types
of Imbued decks. Better than Unmasking for mine.
--> J
grail_pbem "at" hotmail.com
> 1. Heart of Nizchetus
> 2. Blood Doll
> 3. Dreams of the Sphinx
> 4. Direct Intervention
> 5. Unmasking, the
> 6. Memories of Mortalety
> 7. Deflection
> 8. Carlton van Wyk (Hunter)
> 9. Aranthebes, the Imortal
> 10. Eagle Sight
My pick in no particular order (as if it isn't hard enough already),
and determined with some haste. This list also blurs the line with the
criteria: cards I play frequently.
1) Blood Doll
2) Direct intervention
3) Sargon Fragment
4) Deflection
5) Storage Annex
6) The Barrens
7) 2nd Tradition: Domain
8) Giants Blood
9) Mylan Horseed (Goblin)
10) Magic of the Smith
I expect some of these might be controversial [equips Flak Jacket].
Cheers
Paul
[ quoted text not captured ]
I'll go with top 10 library cards.
1. Parity Shift
2. Faceless Nights
3. Lost in Crowds
4. Govern the Unaligned
5. Pentex(TM) Subversion
6. Second Tradition
7. Consanguineous Boon
8. Earth Meld
9. War Ghoul
10.Telepathic Misdirection
Cheers,
B
so difficult...
1- Blood doll
2- Minion tap
3- Pentex subversion
4- Fame
5- Parity shift
6- Jake washington
7- Information highway
8- Voter captivation
9- Sudario refraction
10- Protect thine own
...
a lot of master cards... probably because they fit in many more decks
than minion cards.
Most usefull cards in the game
1 Blooddoll
2 Computer Hacking
3 Barrens
4 Dreams of the sphinx
5 Deflection
6 Carrion crows
7 Kine Recources Contested
8 .44 Magnum
9 Lost in Crowds
10 Govern the Unaligned
Aaahh need to mention more cards that are horribly strong and ever
usefull.
Greetz,
Oortje
[ quoted text not captured ]
Hallo!
This is my list:
1. Theft of Vitae
2. Mirror Walk
3. Magic of the Smith
4. Rutor's Hand
5. Movement of the Mind
6. Biothaumaturgic Experiment
7. Apportation
8. Walk of Flame
9. Perfect Clarity
10. Arcane Library
--
Dorrinal Blackmantle
Chantry Elder of Salt Lake City
SLC Qualifier May 12!
On Apr 10, 8:17 pm, "seba" <regiege...@gmx.de> wrote:
> only found a thread like this from 2002 (didn't look that hard ;) )
> but with the release of the new set i'd be intereste what you consider
> the top 10 v:tes card currently.
Well, see, the reason threads like this don't come up so much is that
it is really hard to come up with "the best cards" for this game,
'cause of the way it works. So you gotta kinda specificy what you are
looking for. For example, my list of the "most effective staple cards"
would be:
-Govern
-Deflection
-Conditioning
-Telepathic Misdirection
-Lost in Crowds
-Kine Resources Contested
-Wake/On the Qui
-Blood Doll
-Dreams
-Minion Tap
In the sense of "these are the cards that are most likely to show up
in a given field of decks, 'cause they are really good for their cost
and tend to enable entire strategies". I think it is notable that 8.5
of these are cards from the original set, and all but one of them are
commons. And 3 of them are Dominate.
I could come up with a list of "best cards for combat decks" or "best
cards for bleed decks" or "best master cards" or whatever. But a
general "best cards in the game" is a really hard list to invent.
-Peter
On Apr 10, 8:17 pm, "seba" <regiege...@gmx.de> wrote:
> hi, hi
>
> only found a thread like this from 2002 (didn't look that hard ;) )
> but with the release of the new set i'd be intereste what you consider
> the top 10 v:tes card currently. i'm sure oppinions will differ
> greatly but some things will be agreed on. to get the discussion
> started heres my top 10 :D ... very hard choice though ;) eventually i
> picked the once i thought to be 1. very powerful 2. usable in a great
> number of situations and very important 3. in more than just one deck
> (e.g. war ghoul not included).
>
> 1. Heart of Nizchetus
> 2. Blood Doll
> 3. Dreams of the Sphinx
> 4. Direct Intervention
> 5. Unmasking, the
> 6. Memories of Mortalety
> 7. Deflection
> 8. Carlton van Wyk (Hunter)
> 9. Aranthebes, the Imortal
> 10. Eagle Sight
>
ok i'll give it a go:
govern
blood doll
carlton
procurer
kindred spirits
lost in crowds
temptation
voter cap
DI
deflection
the only one you guys can argue with on that list is the lowly
procurer. i put it on the list because you can almost always fit 2 in
any deck and it becomes almost instant pool gain as well as a good
blood manager.
[ quoted text not captured ]> blood manager.- Hide quoted text -
>
> - Show quoted text -
hmm my top ten is a bit different but hey thats whats so cool about
this game
1.freak drive
2.dreams of the sphinx
3.kine resorces contested
4. Immortal grapple
5.majesty
6.earth meld
7.deflection
8 PTO
9.44 mag
10.Wake/on the Qui
On 12/04/2007 Peter D Bakija wrote:
> For example, my list of the "most effective staple cards"
> would be:
>
> -Govern
> -Deflection
> -Conditioning
> -Telepathic Misdirection
> -Lost in Crowds
> -Kine Resources Contested
> -Wake/On the Qui
> -Blood Doll
> -Dreams
> -Minion Tap
>
> In the sense of "these are the cards that are most likely to show up
> in a given field of decks, 'cause they are really good for their cost
> and tend to enable entire strategies". I think it is notable that 8.5
> of these are cards from the original set, and all but one of them are
> commons. And 3 of them are Dominate.
and all of them are playable in a G1 malk deck. :P
--
salem
(replace 'hotmail' with 'yahoo' to email)
In article <461d...@dnews.tpgi.com.au>,
Salem <salem_ch...@hotmail.com> wrote:
> and all of them are playable in a G1 malk deck. :P
I think that is certainly worth noting as well...
Peter D Bakija
pd...@lightlink.com
http://www.lightlink.com/pdb6/vtes.html
[ quoted text not captured ]> blood manager.- Hide quoted text -
>
> - Show quoted text -
Shhhh, don't tell anyone how good Procurer is. A lot of people haven't
figure that out yet.
Later,
~Rehlow
its real nice to see that (quanteties and relativ amouts aside) old
and new cards make the list, hence good job WW. its also very nice to
see that apperently no singel 10 cards can be marked as stricktly the
best of the best (see power-9 in m:tg) showing us the game is as
flexiable as it should be and not restricted to archtypes beeing
netdeckt tones of times. my inital list i put together just to see
what the candidates are was well over 50 card long and any one here
will probably still want to add one or two cards to those 50+.
sure the game hast its mainstray decks and very few are the
tournaments not seeing someone play at least one of them . as has been
said very (very...) often befor but to the largest amount dismissed
any deck can win as IMO 2 thierds of winning are not the deck (playing
the table and luck). luck will fail you at some point but it will fail
all others too at some point. when compaired to dueling tcg v:tes has
the imens advantage that if arikas giving me headaches its not always
me that has to get rid of her :) ... the multiplay concept alone
allows deck theoreticaly much weeker to preform well the in a dueling
game. ironicly i learnd that playing muliplayer games of m:tg. nothing
beats the fun of seen tournament level deck crumbilg to table-hate
while the "harmless" pile of c**p takes the win :D
greatings from germany - seba
This is in no spesific order
Heart of Nizchetus
Procurer
Lost in Crowds
Blood Doll
Silence of Death
Govern the Unaligned
Sensory Deprivation
Draba
Dreams of the Sphinx
Alpha Glint
[ quoted text not captured ]
I really like your explenation of silence of death and Draba.
Especially on SOD, since I have never seen somebody play it.
Flash Grenade
Govern
Carlton
On the Qui Vive
Vigilance
Minion Tap
Gurchon Hall
Telepathic Misdirection
Champion
Flash Grenade
witness1
-believe the lie
[ quoted text not captured ]
I sense a certain leaning on this one. I would have moved Apportation
to either 2 or 3, and certainly above Movement of the Mind, simply due
to the Press to continue.
best -
chris
> --
> Dorrinal Blackmantle
> Chantry Elder of Salt Lake City
>
> SLC Qualifier May 12!
>
--
Super Fun Cards
http://myworld.ebay.com/superfuncards/
auct...@superfuncards.com
seba wrote:
The below 4 are the best individual cards in the game.
Blood Doll
Heart of Nizzledizzle
Arika
Dreams
The following are classes of cards that are quite powerful. However,
they aren't always perfect in every deck. For instance, I rarely pack
Wakes in rush decks. That said, I think they are quite powerful by class.
Governs (Govern, Scouting, Enchant K)
Wakers (WWEF, OtQV, FA)
Bouncers (Telepathic Misdirection, Deflect)
Untappers (Freak, Forced March, Vigilance, 2nds, Eternal Vigilance, No
Secrets)
Stealers (Mind Rape, Temptation, Spirit Marionette, Grave Robbing,
Hostile Takeover, Temptation of Greater Power)
Deniers (Pentex Subversion, Sense Dep, DI, Sudden)
Destroyers (PTO, Banishment, Society of Leopold)
Undercosted vampires (scores of them)
best -
chris
[ quoted text not captured ]
In message <P0wTh.126448$ZA5.1...@newsfe15.phx>, librarian
<auct...@superfuncards.com> writes:
>I sense a certain leaning on this one. I would have moved Apportation
>to either 2 or 3, and certainly above Movement of the Mind, simply due
>to the Press to continue.
That's why Movement of the Mind comes higher. Second round Tremere
combat just isn't worth the effort. Free maneuver + Theft is where it's
at.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
James Coupe wrote:
> In message <P0wTh.126448$ZA5.1...@newsfe15.phx>, librarian
> <auct...@superfuncards.com> writes:>> I sense a certain leaning on this one. I would have moved Apportation
>> to either 2 or 3, and certainly above Movement of the Mind, simply due
>> to the Press to continue.>
> That's why Movement of the Mind comes higher. Second round Tremere
> combat just isn't worth the effort. Free maneuver + Theft is where it's
> at.
>
Yeah, but you get a free maneuver with Apportation too (just like with
Movement of the Mind, at superior THA). AND a press to continue (giving
you an option).
best -
chris
[ quoted text not captured ]
On Apr 12, 3:13 pm, librarian <aucti...@superfuncards.com> wrote:
> James Coupe wrote:> > In message <P0wTh.126448$ZA5.117...@newsfe15.phx>, librarian> > <aucti...@superfuncards.com> writes:
> >> I sense a certain leaning on this one. I would have moved Apportation
> >> to either 2 or 3, and certainly above Movement of the Mind, simply due
> >> to the Press to continue.
>
> > That's why Movement of the Mind comes higher. Second round Tremere
> > combat just isn't worth the effort. Free maneuver + Theft is where it's
> > at.
>
> Yeah, but you get a free maneuver with Apportation too (just like with
> Movement of the Mind, at superior THA). AND a press to continue (giving
> you an option).
For Tremere combat, Press to End is stronger than Press to Continue in
more situations. Try it out for yourself, or else take my word for
it. Darn thing should have been reprinted in BH or 3E, in my opinion.
[ quoted text not captured ]
[ quoted text not captured ]
Having just played against a Tremere deck with my POT/for deck, it was
the second round stuff that was scaring me, for those occasions where I
didn't have enough Fort in my hand. Not much I could do against Soul
Burns and Thefts. Oh except Torn Signpost Disarm.
Never was a big Tremere/Tha guy. So I will have to take your word for
it. There's no way you could explain it or give examples? Old tech:
Theft, press, Walk of Flame. What's the new tech that makes Press to
End so much better?
And the Press to End is that much better than say, Perfect Clarity?
[ quoted text not captured ]
On Apr 12, 3:53 pm, librarian <aucti...@superfuncards.com> wrote:
> Dorrinal Blackmantle wrote:
> > On Apr 12, 3:13 pm, librarian <aucti...@superfuncards.com> wrote:
> >> James Coupe wrote:
> >>> In message <P0wTh.126448$ZA5.117...@newsfe15.phx>, librarian
> >>> <aucti...@superfuncards.com> writes:
> >>>> I sense a certain leaning on this one. I would have moved Apportation
> >>>> to either 2 or 3, and certainly above Movement of the Mind, simply due
> >>>> to the Press to continue.
> >>> That's why Movement of the Mind comes higher. Second round Tremere
> >>> combat just isn't worth the effort. Free maneuver + Theft is where it's
> >>> at.
> >> Yeah, but you get a free maneuver with Apportation too (just like with
> >> Movement of the Mind, at superior THA). AND a press to continue (giving
> >> you an option).
>
> > For Tremere combat, Press to End is stronger than Press to Continue in
> > more situations. Try it out for yourself, or else take my word for
> > it. Darn thing should have been reprinted in BH or 3E, in my opinion.
>
> Having just played against a Tremere deck with my POT/for deck, it was
> the second round stuff that was scaring me, for those occasions where I
> didn't have enough Fort in my hand. Not much I could do against Soul
> Burns and Thefts. Oh except Torn Signpost Disarm.
IME it's a moot point, because against POT they're all maneuvers ;)
> Never was a big Tremere/Tha guy. So I will have to take your word for
> it. There's no way you could explain it or give examples? Old tech:
> Theft, press, Walk of Flame. What's the new tech that makes Press to
> End so much better?
Press, Walk of Flame is unreliable at best and occasionally gets stuck
in your hand (though it is very funny). You can build an efficient
combat package using fewer cards if you ignore the second-round
stuff. When you have given up on the Walk of Flame, Apportation makes
less sense. Since your combat is more defensive, your vampires stay
alive longer to implement whatever strategy your deck is built for,
and you have more cards available in the deck for that strategy.
And things go wrong in combat. Thaumaturgy is second-tier, and the
minions who weild it are typically vulnerable to hitback. Apportation
gives you offense potential at a great cost: you won't be able to save
yourself from continued Carrion Crows or guns or some devastating Trap
combo just by pressing to end.
> And the Press to End is that much better than say, Perfect Clarity?
Only in that the card is more widely applicable. Perfect Clarity
doesn't go into a deck as often as one of the maneuvers even though
the effect is clearly stronger.
[ quoted text not captured ]
[ quoted text not captured ]
Thanks, that now makes sense. Especially the point about Tha being a
second tier combat discipline. Of course. You govern bleed and
condition. If blocked, you maneuver to long, theft, press to end. At
superior, you just tooled yourself up for another Govern/Conditioning
next turn, off their blood.
On a different topic (sorry), is it worth it to explore rush THA, or is
that a non-starter due to lack of protection from hit-back?
[ quoted text not captured ]
In article <FPzTh.170446$907....@newsfe13.phx>,
librarian <auct...@superfuncards.com> wrote:
> On a different topic (sorry), is it worth it to explore rush THA, or is
> that a non-starter due to lack of protection from hit-back?
People try all the time, but usually with wacky discipline combos like:
-Tha/Pot (IG backed Blood Fury strikes)
-Tha/Cel (for manuvers/additionals/Psyche)
-Tha/For (to get the protection from hit back)
And they are certainly of dubious utility. I did pretty well with a
Rushy Pot/Tha/Pre based Create-a-clan deck (Team Evil Vampires from
Sunnydale) that was all about Rush/Torn Signpost/IG/Blood Fury. But I
don't think it is a good plan in general :-)
Plan brown Tremere Rush (using just Tha/Dom/Aus or whatever) can
certainly work in a low combat environment, but will get foiled by S:CE
(unless you pack a lot of Telepathic Tracking) and often just mangled by
opposing light combat (i.e. guns and Ivory Bows and whatever).
[ quoted text not captured ]
> On a different topic (sorry), is it worth it to explore rush THA, or is
> that a non-starter due to lack of protection from hit-back?
Lack of protection isn't the only problem. Other problems:
- fairly reliant on manuevers / presses, making the combo chains
fairly long and precarious.
- Inability to deal with dodge / combat ends (except via support
disciplines, see below)
- Inability to deliver large amounts of damage on the first round,
even assuming you can chain a good combo together (e.g. Pot has I.S. /
manuever / thrown lid; Tha can't do much on the first round at all)
Thaumaturgy's general support disciplines are Aus and Dom. While those
are great overall disciplines (arguably the best in the game), they
generally aren't much use in combat. However, each of those has a way
to deal with S:CE, one of the weaknesses of Tha combat.
Thoughts Betrayed is the better since it stops them playing SCE in the
first place, though it is expensive. Theft will help make up for this,
but again you are open to hitback, and if that hitback takes the form
of a punch for 4 from Beast with a signpost, then you're in big poo
(and that's before you get disarmed).
Telepathic Tracking is less strong since they can S:CE on the next
round again if they have one. It also has the risk of restarting a
combat with an effect you are not enjoying (e.g. Crows, DotB at super,
Weather Control, etc.) For this reason it is generally played by
Tzimisce in a deck that itself plays Crows (and/or other 'each round'
nastiness like KrakKiss / Horrid Form).
Both of those cost blood, boo, whereas IG is free, and thus full of
win.
As Peter said, for all these reasons, Tha combat is usually bolted on
to another combat module (pot/for, pot/cel, etc.) rather than used by
Tremere / !Tremere as a fundamental combat discipline itself. I've
played around with it and found it be quite ineffective on its own
(though perhaps one day I will make a pot/tha or maybe even pot/tha/
pro deck and have fun punching people for 4 unpreventable aggravated
damage in a grapple).
> Plan brown Tremere Rush (using just Tha/Dom/Aus or whatever) can
> certainly work in a low combat environment, but will get foiled by S:CE
> (unless you pack a lot of Telepathic Tracking) and often just mangled by
> opposing light combat (i.e. guns and Ivory Bows and whatever).
I don't know. You can generally get decent low-mid caps with THA, or
even lower if you want to pack discipline cards. And with small vamps
who can wake to flick afterwards, you have the ability to interate
those S:CE guys into torpor or the ash pile.
I've got a deck that's ok along these lines. Trap, h1, thefts and
walks. Sure, S:CE gets around it a bit, but I play the deck very
aggressively. Rushing or bleeding with pretty much all my minions all
the time. It has taken GW, and taken them in tournaments. It came
3rd at the Aus LCQ last year which had a surprising amount of combat.
The first table it sat on was a 4 player. Me - Blood Brothers - cel/
POT trophy - !Ventrue with hitback. And it swept that table. Sure,
it got toasted in a later round by the eventual winner playing !
Brujah, but there wasn't a table that I didn't sit on where there
wasn't plenty of combat.
I definately don't think that you can play big cap THA combat though -
unless you are definately packing Thoughts, because your actions just
don't have the effect that you can get with other combat disciplines.
So, in the bigger decks - it's better to play THA defensively.
--> J
grail_pbem "at" hotmail.com
On 11 avr, 18:14, "Peter D Bakija" <p...@lightlink.com> wrote:
> For example, my list of the "most effective staple cards"
> would be:
>
> -Govern
> -Deflection
> -Conditioning
> -Telepathic Misdirection
> -Lost in Crowds
> -Kine Resources Contested
> -Wake/On the Qui
> -Blood Doll
> -Dreams
> -Minion Tap
and i strongly agree with the fact that you point that most "power
cards" were in the original design of the game.
I'd remove the Telepathic misdirection though (less effective at the
inferior) but add Ivory Bow instead :)
[ quoted text not captured ]
"More versatile" can sometimes overcome "less effective at the inferior" when
judging card strength.
Hard to block an Ivory Bow equip action with Deflection.
On Apr 13, 10:45 am, "Reyda !" <Rey...@gmail.com> wrote:
> I'd remove the Telepathic misdirection though (less effective at the
> inferior) but add Ivory Bow instead :)
Heh. See, Telepathic Misdirection is the only other relaible source of
bleed bounce in the game. And as we all know, bleed bounce is
*incredibly* effective as a defense. To that point that many people
don't even build decks unless they can fit in bleed bounce. Your
options for bleed bounce are, pretty much, Deflection (Redirection is
ok, but considerably less useful than Deflection, and in the majority
of cases, the 1 blood cost for the Deflection is going to seem
insignificant compared to the increased usefulness) and Telepathic
Misdirection (My Enemy's Enemy is also ok, but it tends to be used as
a "+1 intercept card that I can use as bounce in a pinch" as opposed
to the other way around for TM) .
That, and Telepathic Misdirection is a lot more flexible than
Deflection--you can play TM for intercept if you need to and it is
still a useful card as a result in the 2 player end game. I mean,
yeah, I agree that Deflection is better in an absolute sense than
Telepathic Misdirection for bleed bounce (i.e. given the choice, most
of the time I'll take Deflection over Telepathic Misdirection for a
bleed bounce defense), but as cards of utility go in the grand scheme,
Telepathic Misdirection is one of the best in the game. As it is good
bleed bounce.
-Peter
Mine (based on the cards i have and play):
- Dreams of the Sphinx (Master)
- Direct Intervention (Master)
- Second Tradition (Reaction, requires Prince)
- Protect Thine Own (Political, requires Inner Circle/Justicar)
- Telepathic Misdirection (Reaction, Auspex)
- Wash (Master)
- Blood Doll (Master)
- Powerbase: Montreal (Master)
- Rotschreck (Master)
- Ivory Bow (Equipment)
Two more:
- Forgotten Labyrinth (Action Modifier)
- Aranthebes the Immortal (Action/Ally)
The sort isn't really important here for me.
-Fire on the Mountain
-Sanguinary Wind
-Phobia
-Twisting the Knife
-Riposte
-The Treatment
-Caseless Rounds
-Fortune Teller
-Werewolf Pack
-Tortured Confessions
and so many more. To the defense, oh, bleeding hearts.
"Robert Scythe" <rob...@exploretalent.com> writes:
[ quoted text not captured ]
Eyes of the Dead and Mummify! How *could* you forget Eyes of the Dead and
Mummify?
--
hg@ "If you can't offend part of your audience,
iki.fi there is no point in being an artist at all." -Hakim Bey
Janne Hägglund wrote:
> "Robert Scythe" <rob...@exploretalent.com> writes:
>>> -Fire on the Mountain
>> -Sanguinary Wind
>> -Phobia
>> -Twisting the Knife
>> -Riposte
>> -The Treatment
>> -Caseless Rounds
>> -Fortune Teller
>> -Werewolf Pack
>> -Tortured Confessions
>>
>> and so many more. To the defense, oh, bleeding hearts.>
> Eyes of the Dead and Mummify! How *could* you forget Eyes of the Dead and
> Mummify?
>
>
>
I'm going to play my Mummify deck at the SoCal qualifier, and I plan to
sweep all prelims and the finals!
ha!
[ quoted text not captured ]
On Apr 13, 12:32 pm, h...@iki.fi.remove.these.invalid (Janne Hägglund)
wrote:
> "Robert Scythe" <robe...@exploretalent.com> writes:> > and so many more. To the defense, oh, bleeding hearts.
>
> Eyes of the Dead and Mummify! How *could* you forget Eyes of the Dead and
> Mummify?
Only had 10 slots and wanted to showcase some newer ones?
librarian <auct...@superfuncards.com> wrote:
> James Coupe wrote:>> librarian <auct...@superfuncards.com> writes:>>> I sense a certain leaning on this one. I would have moved
>>> Apportation to either 2 or 3, and certainly above Movement
>>> of the Mind, simply due to the Press to continue.>>
>> That's why Movement of the Mind comes higher. Second round
>> Tremere combat just isn't worth the effort. Free maneuver + Theft
>> is where it's at.>
> Yeah, but you get a free maneuver with Apportation too (just like with
> Movement of the Mind, at superior THA). AND a press to continue
> (giving you an option).
But since 2nd-Round Tremere combat is a trick perpetrated by the
Thaumaturgy-haters at WOTC, you should ***NEVER*** be playing it, which is
why the logical choice is to choose the press-to-live-vs-IG/Trap that MotM
gives to you.
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
> > "Robert Scythe" <robe...@exploretalent.com> writes:
> > > and so many more. To the defense, oh, bleeding hearts.
>> Only had 10 slots and wanted to showcase some newer ones?
I've got a "doozy" to add to your list Robert.
Esteem....now inform me if I missed the boat on this card..but isn't
it totally wallpaper?
Anyways here is my top 10 best (reasonably speaking) list.
1. Blood Doll
2. WWEF
3. Govern
4. Telepathic Misdirection/Deflection
5. Minion Tap
6. Voter Cap
7. Kindred Spirits
8. 2nd Tradition
9. Parity Shift
10. Clan Specific Pool Gaining Locations (ie.) Art Museum
My list as quickly as I made it, could very easly be changed almost
daily. But everything on it has a mild theme. They can all preserve
your pool, or get you more.
KS lets a bleed deck continue to bleed and gain pool, not wasting
other actions to gain pool. I wanted to add stealth and intercept
cards, but they accentuate those base actions that are so vital.
Actions are the most important in this game to me.
My honorable mentions
swallowed by the night
Cat's Guidance
Occlusion
changling/plasmic form
.44
plain ole DODGE