Hi all.
I'm currently working on a couple of clanbased decks, evolving around
clans i usually do not play a lot. This is the first creation, and as I
said, I really like some advice...
Crypt: all!Tremere:
2x Kij Dansi
and all !Tremere once
Library
Masters:
5x Blood Doll
1x Giant's Blood
1x The Rack
1x The Hungry Coyote
3x Thaumaturgy
1x Infernal Pact
1x Communal Haven: Temple
1x University Hunting Ground
2x Spirit Summoning Chamber
1x Dreams of the Sphinx
------------------------- 17
Non-Disciplined:
8x Forced Awakening
3x Fire Dance
------------------------- 11
Equipment & Such:
1x Mr Wintrop
1x Ivory bow
------------------------- 2
Auspex:
2x Enhanced Senses
2x Eagle Sight
2x Spirit's Touch
3x Precognition
------------------------- 9
Dominate:
2x Deflection
4x Govern the Unaligned
3x Scouting Mission
2x Threats
2x Conditioning
2x Thought's Betrayed
------------------------- 15
Thaumaturgy:
7x Theft of Vitae
2x Soul Burn
2x Blood To Water
5x Walk of Flame
2x Cauldron of Blood
14 Apportiation
4x Burst of Sunlight
------------------------- 36
------------------------- 90 cards, NL
Ehm, some cards need explaining. The Fire Dances are in there of course
for the Burst of Sunlight [and that's why Kij is doubled] but also
because I see a lot of Gangrel aggro damage. Threats are in here because
I really have never used it before....
Well, knock yourself out on this one. Be gentle:)
Tim
Sent via Deja.com http://www.deja.com/
Before you buy.
next to each sections are my suggestions
t_e...@my-deja.com wrote:
> Hi all.
>
> I'm currently working on a couple of clanbased decks, evolving around
> clans i usually do not play a lot. This is the first creation, and as I
> said, I really like some advice...
>
> Crypt: all!Tremere:
>
> 2x Kij Dansi
> and all !Tremere once
>
> Library
>
> Masters:
> 5x Blood Doll
> 1x Giant's Blood
> 1x The Rack
> 1x The Hungry Coyote
> 3x Thaumaturgy
> 1x Infernal Pact
> 1x Communal Haven: Temple
> 1x University Hunting Ground
> 2x Spirit Summoning Chamber
> 1x Dreams of the Sphinx> looks pretty good, but dreams of the sphinx may be unecessary, you alreay
> have a good deal of masters, 2nd hg my be preferrable, this deck looks
> like it could eat blood> ------------------------- 17
> Non-Disciplined:
> 8x Forced Awakening
> 3x Fire Dance> you really don't have the titled vamps in quanity to depend on getting one
> for fire dances, you may want to drop them, and if you are really that
> worrieed about agg add a few leather jackets instaed, besides most gangrel
> agg is close range, w/ 15 apportations you should be able to man out when
> necc.> ------------------------- 11
> Equipment & Such:
> 1x Mr Wintrop
> 1x Ivory bow> you have auspex, mr winthrop is just a wasted action, and ivory bow while
> cool, is only a +1 stealth equip that everyone will want to block.> ------------------------- 2
> Auspex:
> 2x Enhanced Senses
> 2x Eagle Sight
> 2x Spirit's Touch
> 3x Precognition> more enhanced sences +1, maybe.> ------------------------- 9
> Dominate:
> 2x Deflection
> 4x Govern the Unaligned
> 3x Scouting Mission
> 2x Threats
> 2x Conditioning
> 2x Thought's Betrayed> unless you play in an archon ivestigation free envioment drop the
> conditiong, and replace with bonding (stealth can be nice), and i would
> consider replaceing scouting missions with goverign's.
also if you see alot of stelth bleed maybe replace 4 forced with wwef and
replace some auspex with more deflections.
> ------------------------- 15
> Thaumaturgy:
> 7x Theft of Vitae
> 2x Soul Burn
> 2x Blood To Water
> 5x Walk of Flame
> 2x Cauldron of Blood
> 14 Apportiation
> 4x Burst of Sunlight> unless you see alot of weapon soul burn is inferior to theft, theft is
> free and gets you blood, soul costs you one. and if you drop fire dance
> obviously drop burst of sunlight, beside burst and fire is another multi
> card combo in a deck w/ thau, that already has alot of combos, instead
> maybe 4 blood to waters[ quoted text not captured ]
You use Tremere and are worried about agg. damage? I asume you fight
lots of Gangrels. They are the easiest to deal with when using the
blood thieves. Add some Drain Essence and traps. You might need a
couple more thefts too, like 9. Just trap the aggrivator, Theft of
vitae, press (trap) , Drain essence in the second round,press, drain etc
etc. until they are charred husks!! I've seen little ol" Sarah Cobbler
take out Stanislava this way many times. They can't prevent thefts with
fortitude either, so why use cauldron of blood? It is only damage. If
they do more than 2 aggrivated in one strike, you might have some
trouble though. Just my 2 cents.
Jeff
Prince of Cleveland
On Mon, 7 Feb 2000 16:21:05 -0500 (EST), Trut...@webtv.net (Jeffrey
Moore) wrote:
>You use Tremere and are worried about agg. damage? I asume you fight
>lots of Gangrels. They are the easiest to deal with when using the
>blood thieves. Add some Drain Essence and traps. You might need a
>couple more thefts too, like 9. Just trap the aggrivator, Theft of
>vitae, press (trap) , Drain essence in the second round,press, drain etc
>etc. until they are charred husks!! I've seen little ol" Sarah Cobbler
i'm failing to understand this one - you have that many maneuvers in
your deck so that you're never caught at close range and have your eye
poked out? Theft of Vitae is *the* Tremere staple card, and Drain
Essence is a slightly inferior Theft (only good if you are facing
someone with 6+ blood on them) - but there's a couple things here I
can't figure.
first, if you don't stay at long range, you'll get your eye poked out
by those pesky claws - Theft will get you the blood, sure, but then
you'll just have a vampire in torpor with 2 additional blood. that
means a LOT of maneuvers, if you're using Trap - I've never been able
to cram that many in my Tremere decks. I just
second, i hope you pack some Walk of Flame cards as well, since TV and
DE can't ever torporize a vampire - you just end up stealing 0 blood.
Even something as simple as theft, theft, theft, theft, punch works,
but you are going to need to deal with a punch at least once. =)
>take out Stanislava this way many times. They can't prevent thefts with
>fortitude either, so why use cauldron of blood? It is only damage. If
>they do more than 2 aggrivated in one strike, you might have some
>trouble though. Just my 2 cents.
Can't follow here how more or less than 2 aggravated is relevant. ANY
agg damage will toss you into torpor if you don't dodge or prevent it
- something Tremere aren't real good at doing.
-- Derek
Deafness never kept composers from hearing the music.
It only stopped them hearing the distractions.
On Tue, 8 Feb 2000, Derek Ray wrote:
> i'm failing to understand this one - you have that many maneuvers in
> your deck so that you're never caught at close range and have your eye
> poked out? Theft of Vitae is *the* Tremere staple card, and Drain
Indeed. Versus Gangrel Quick Meld, maneuvers are going to be needed in
droves.
--
James Coupe
On Mon, 7 Feb 2000, Jeffrey Moore wrote:
> You use Tremere and are worried about agg. damage? I asume you fight
> lots of Gangrels. They are the easiest to deal with when using the
> blood thieves. Add some Drain Essence and traps. You might need a
> couple more thefts too, like 9. Just trap the aggrivator, Theft of
> vitae, press (trap) , Drain essence in the second round,press, drain etc
> etc. until they are charred husks!!
You need a lot of maneuvers, else you'll take a Claw first round (assuming
Gangrel) and go to torpor. Stealing blood won't do anything about that,
and the Tremere don't do Damage Prevention well (certainly, not against
Gangrel using Scorpion Sting/Claw).
--
James Coupe
[ quoted text not captured ]
Yes but only Basilia and Samantha can poke an eye, without a blood on
them! Enter cel/CEL and Blur/Flash/TV tremere decks. A gangrel without a
blood for AGG is useless.
On Thu, 10 Feb 2000, student wrote:
> > Indeed. Versus Gangrel Quick Meld, maneuvers are going to be needed in
> > droves.
>
> Yes but only Basilia and Samantha can poke an eye, without a blood on
> them! Enter cel/CEL and Blur/Flash/TV tremere decks. A gangrel without a
> blood for AGG is useless.
But they have the blood to pay for the agg hand damage before the steal.
So you go to torpor, and only take two blood tops. Situation currently:
Gangrel -3 blood, Tremere in torpor. Eek!
--
James Coupe
On Thu, 10 Feb 2000 14:37:36 +0700, student <stu...@canberra.edu.au>
wrote:
>James Coupe wrote:>>
>> On Tue, 8 Feb 2000, Derek Ray wrote:
>> > i'm failing to understand this one - you have that many maneuvers in
>> > your deck so that you're never caught at close range and have your eye
>> > poked out? Theft of Vitae is *the* Tremere staple card, and Drain
>>>> Indeed. Versus Gangrel Quick Meld, maneuvers are going to be needed in
>> droves.>
>Yes but only Basilia and Samantha can poke an eye, without a blood on
>them! Enter cel/CEL and Blur/Flash/TV tremere decks. A gangrel without a
>blood for AGG is useless.
While announcing hand strikes, I pay a blood from my vampire and play
my Claws - BEFORE the steal happens. If I had only one blood, this is
an excellent solution for me - you steal zero, and I poke your eye
out, and I DON'T go to torpor.
Also, THA/CEL is neat, but you better have a lot of Flash. If you
ever get caught at close range, the first pair of strikes resolve
first, and Blur won't matter much while you're in torpor.
[ quoted text not captured ]
I see the confusion. We play that stealing blood works the same as
damage prevention. Seeing how combat is "supposed" to be simultaneous
but the vamp gets a chance to play fortitude cards instead of going
straight to torpor, we play the stolen blood is gained after damage is
dealt. This way, aggravated damage is prevented. It may be wrong, but
oh well.
Jeff
[ quoted text not captured ]
Stealing blood doesn't prevent damage, since damage is not simply
the loss of blood.
For the timing of damage vs. steal blood, here's a quote from the
rulebook [6.4.3]:
When a minion or retainer takes damage (either from a strike or from other
means), he must burn blood or lose life, as appropriate (see Resolving
Damage, sec. 6.4.6). Note that the effects of a strike are applied and then
damage is resolved. This timing is important for some special strikes, like
steal blood (see Strike Effects, sec. 6.4.5).
--
LSJ (vte...@wizards.com) V:TES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.wizards.com/VTES/rules.asp
On Thu, 10 Feb 2000, Jeffrey Moore wrote:
> dealt. This way, aggravated damage is prevented. It may be wrong, but
> oh well.
The point of aggravated damage is that it isn't how much blood you lose
that sends you to torpor, merely the fact that you took some at all. The
shock of it (even if you end up on lots of extra blood) shocks the system
into shutting down, causing torpor.
--
James Coupe
Hi all,
It looks like this has gone from a couple of ideas and questions, to a
"debate" about Gangrel vs Tremere.
But while we're on the subject..how about Gangrel vs brujah, giovanni,
lasombra, nosferatu and more. Basically all clans that do not combat end
or prevent are screwed by a scorpion sting followed by a wolf claw.
And they just have to live with it, IMO.
I can of course rebuild the deck especially against gangrel, but they
are NOT the only clan being played plus the fact that I find those
so-called anti-decks very, very uncreative. I'd rather play a deck and
see how it does against any deck than build any anti-deck.
There are numerous way to handle 2 aggro damage, but putting those in
a deck which I already have trouble with keeping under 90 cards
[cardslot vs utility] is something I generally dislike. I mean i'd
rather have any card that has a benefit against any clan [e.g. GtU] than
put in, say Leather jackets just in case I see a gangrel-deck next to
me. I tend to build decks that have to work in any enviroment and
against any other deck. So it has to go out from it's own strenghts and
not it's weaknesses. And boy, do tremere have weaknesses!! But IMO there
is nothing more satisfying [cardwise speaking] than playing a deck thatn
you know has problems with any aspect of the game, and still play it to
the best of it's potential. I that weren't so we'd all be playing the
standard combat/bleed/vote engines. And that would not be fun, right.
But these are all my opinions....
Greetz:)
[ quoted text not captured ]
On Thu, 10 Feb 2000 18:37:21 -0500 (EST), Trut...@webtv.net (Jeffrey
Moore) wrote:
>I see the confusion. We play that stealing blood works the same as
>damage prevention. Seeing how combat is "supposed" to be simultaneous
well, this certainly gets my vote for "unique house rule".
>but the vamp gets a chance to play fortitude cards instead of going
>straight to torpor, we play the stolen blood is gained after damage is>dealt. This way, aggravated damage is prevented. It may be wrong, but
>oh well.
well, it certainly makes a Tremere/Thoughts Betrayed bruise-bleed deck
HIDEOUSLY powerful... only thing that can properly counter it would be
a good Potence rush deck. Yech.
[ quoted text not captured ]
I see the timing point, but you can't say damage prevention is not
"healing." The rules say you can play "damage prevention" after taking
aggravated damage. Despite this, IMO, if aggravated is SO dangerous,
then fortitude folk should be in torpor where they could "then" play
damage prevention. Another twist would be to play damage prevention
"before" combat like "come on, I can take it!" perhaps before range is
chosen. This would be more like prevention then healing.
Do the responders play agg damage like 'no damage, just go to
torpor (like the original rules)' or '1 damage and go to torpor?' I
play the later, btw (more dangerous and hateful, hee hee!!). As you
read from my earlier molotov cocktail-like posts, I don't keep up with
nor agree with every new ruling so I'm not sure of the "official" way
agg damage is handled, so don't be offended.
Jeff
Sure flesh of marble and others differentiate between regular and
aggravated, but their effects with basic skill are usually monstrous
against regular damage i.e. 1 dam. the rest of combat! That's huge.
Going by my way, a skin of rock or something similar would be needed to
then cancel the 1 damage you had to take. This would require another
card thus another space in your deck. I'm afraid it's too late to
change the way our group has been doing it. Stealing blood this way
makes the Tremere not so whimpy. They are castrated played the official
way. I never use them, but they are supposed to be one of the most
vicious clans and in our games they are nightmares. Also, this makes
the Gangrels not so overwhelming so the loop or repeated action deck
scheiße is allowed in our group. A superior thaum Tremere could easily
burn him by blocking or bum rushing him if given a chance. It does make
for some nasty fights.
Again I say it may be wrong, but we came to the conclusion that
"hey, it's a strike. Resolve it at the the same time just like any other
strike."
You won't see us at any big DCI event because of things like this
and certain rule changes, so when you win that box of cards you have
thousands of already, please drink a beer for me.
Oh, about the ivory bow issue. I did not see the debate on it. I
assume they made it a special case in regards to the agg. damage rules.
No need to go into it.
Jeff
Prince of Cleveland
On Sat, 12 Feb 2000 15:04:03 -0500 (EST), Trut...@webtv.net (Jeffrey
Moore) wrote:
>I see the timing point, but you can't say damage prevention is not
>"healing." The rules say you can play "damage prevention" after taking
Damage prevention is being too tough to take damage... ie Fortitude.
The bullet bounces off your chest because you're just one burly
bastard.
Healing is different - a vampire burns blood to heal damage. The
damage is still taken, ie a bullet goes through your chest, but you
expend some of your mystical magical vampire blood to heal the damage,
and the shooter sees the wound mysteriously stop bleeding and close
up.
>aggravated damage. Despite this, IMO, if aggravated is SO dangerous,
>then fortitude folk should be in torpor where they could "then" play
>damage prevention. Another twist would be to play damage prevention
See Resilience (prevent 3 non-agg), Flesh of Marble (agg may not be
prevented at inferior), etc. etc. Several damage prevention cards DO
distinguish between the two. Some cards (Weather Control, Daring the
Dawn, etc.) specify "unpreventable", so the fortitude buggers will
still go to torpor.
>"before" combat like "come on, I can take it!" perhaps before range is
>chosen. This would be more like prevention then healing.
Yes, but this puts Fortitude at a SEVERE disadvantage, and in fact
makes Fortitude worthless - why bother playing with it since nobody is
going to do anything but "strike hands, for one" when it would just be
a waste? Yech.
> Do the responders play agg damage like 'no damage, just go to
>torpor (like the original rules)' or '1 damage and go to torpor?' I
- Aggravated damage cannot be healed, only prevented.
- A healthy vampire who takes a point of aggravated damage becomes
wounded.
- A wounded vampire who takes a point of aggravated damage must burn a
blood or be destroyed.
- Wounded vampires are "on their way to torpor" and will end up there
at the conclusion of the action, if not destroyed first.
If you get poked in the eye by Igo, the Hungry, you just go to torpor
with no blood loss. Igo goes too, since he got punched AND spent a
blood to be aggaravating.
If you get poked in the eye by Don Cruez who has played a Torn
Signpost, Increased Strength, and Undead Strength, that'll be 7 agg.
The first point wounds you. The next 6 require you to burn 6 blood
(one for each) or be destroyed.
If you play Force of Will at superior and get blocked, and then, say,
Agatha smacks you for 7 normal points of damage, emptying you and
sending you to torpor... you will actually burn, since you are wounded
and taking a point of agg with no blood to burn.
>play the later, btw (more dangerous and hateful, hee hee!!). As you
also somewhat unbalanced, since under the new rules the Ivory Bow can
burn vampires. Ick. (Dejanews has the entire argument that went on
over "new agg v. old agg" about nine months ago. I'm not going into
details on it again.)
[ quoted text not captured ]
On Sat, 12 Feb 2000, Jeffrey Moore wrote:
> Going by my way, a skin of rock or something similar would be needed to
> then cancel the 1 damage you had to take.
No, it wouldn't. Flesh of Marble means that you cannot prevent the final
1 point of damage, part of its downside.
> This would require another
> card thus another space in your deck.
Yes, lots of cards require you to add another card to your deck to work
around their problems or exploit their possibilities. Combos, to whatever
degree, are part of the essential nature of the game.
> I'm afraid it's too late to
> change the way our group has been doing it.
Why? The only reason I can see is "Because we don't want to" rather than
any actually reason preventing you from changing.
> Stealing blood this way
> makes the Tremere not so whimpy. They are castrated played the official
> way.
They are still castrated this way. They just get a slight benefit versus
agg damage.
You are also castrating the Gangrel, whose prime function is the ability
to send people to torpor easily.
> I never use them, but they are supposed to be one of the most
> vicious clans and in our games they are nightmares. Also, this makes
> the Gangrels not so overwhelming so the loop or repeated action deck
> scheiße is allowed in our group.
The loop deck is nothing to do with agg damage/steal blood. It's an
entirely different deck strategy. Just out of interest, do your players
really like just waiting for a Gangrel to pull off one bleed and then have
27 bleeds come their way, which is what playing without NRA allows? You
effectively castrate anyone not playing a bounce deck.
> A superior thaum Tremere could easily
> burn him by blocking or bum rushing him if given a chance.
There are many problems. One involves getting to the second round, or
having enough blood to pay for Shotgun Ritual - or even having a Shotgun
Ritual. The second is presses. A lot of the Gangrel cards provide
presses - Wolf Claws, for instance, Form of the Ghost, Gleam of Red Eyes,
all of which form a staple part of many decks.
> It does make
> for some nasty fights.
> Again I say it may be wrong, but we came to the conclusion that
> "hey, it's a strike. Resolve it at the the same time just like any other
> strike."
You do. However, strike resolution, for damage dealing strikes, merely
sets the amount and types of damage being done. You then get to prevent
the damaeg and heal blood
> You won't see us at any big DCI event because of things like this
What, playing by the rules? These have been the rules since Jyhad, that
steal blood doesn't equate to prevent damage.
Aggravated damage has never worked based around what blood yuo end up on,
merely that taking aggravated damage sends you to torpor.
> Oh, about the ivory bow issue. I did not see the debate on it. I
> assume they made it a special case in regards to the agg. damage rules.
The Jyhad rules did. Ivory Bow couldn't burn you. The changes made in
V:TES were much for the worse, though they amde some things slightly
simpler.
--
James Coupe
You are entitled to your opinion. The Gangrel still do very very well
even in our games. And yes, we don't want to change this aspect of the
game. House rules, baby.
Jeff
Prince of Cleveland
On Sun, 13 Feb 2000, Jeffrey Moore wrote:
> You are entitled to your opinion.
You might want to quote some of the previous post. It makes it
substantially easier for people to find out what on earth you're
referencing.
> The Gangrel still do very very well
> even in our games.
Yes, you allow the Gangrel infinite loop deck. Of course they do well.
> And yes, we don't want to change this aspect of the
> game.
Given the time delay between my post and your response, this "we" appears
to be "I".
> House rules, baby.
*shrug* House rules are fine. If you come here, though, you will almost
certainly always get the official set of rules.
--
James Coupe
[ quoted text not captured ]
Yes, my second fave Gan trick. Strike: hands, Strike: not Combat
ends/Dodge, did I mention mine was Agg?
The assumption was a range setting, until you could wack them for 1
hands or that X+2 at long.