Let's assume (JUST ASSUME) that Anarch Revolt needs fixing. Let's not
enter the "does it need fixing or not" debate. How would it be best
fixed?
There have been a few suggestions of late. Take your pick and say your
piece. Might even be worth doing a vote...
Solution No 1
Change the damage timing. Make the damage payable in the Discard
phase, giving almost a turn of grace to sort it, and also means the
"Revolter" has to pay in the same turn.
Solution No 2
Stop them stacking. Make it Unique or Make it like Army of Rats (i.e.
max of 1 pool damage regardless of numbers in play).
Solution No 3
Make them easier to get rid of. E.g. Like National Guard Support. OR
change the vote to remove one Anarch Revolt to "call a referendum to
remove all Anarch Revolts from play".
Solution No 4
Give an "easy out" solution. E.g. Make it so if you control a ready
Anarch you are immune to the pool damage.
Solution No 5
Change the terms. Change it from a vote to remove the revolts to a
straight action to remove the revolt (maybe with some extra kick -
e.g. "Any vampire with a capacity above 5 may take an Action to remove
this Anarch Revolt from play", or maybe add a blood cost).
Solution No 6
Get rid of it! Ban the card from Tournaments
I think these are the main, sensible ones.
Thoughts?
Dave
P.S. My favourite solution is in no. 3 - one vote to kill ALL Anarch
Revolts in play.
On 04 Sep 2003 10:53:03 GMT, colind...@aol.com (Colin Goodman)
scrawled:
>Maybe I missed something, but whats wrong with Anarch Revolt that you feel it
>needs changing?
we're playing make-beleive here. he wants us to pretend it does need
changing, and go on from there.
of course, it's hard to offer opinions on changing it when one doesn't
actually think it needs changing, because one would assume the changes
one would prefer would be to fix what one thinks is wrong with the
card, and if one doesn't think there is anything wrong with the card,
how does one think which way to fix that lack of a problem?
salem
domain:canberra http://www.geocities.com/salem_christ.geo/vtes.htm
On 4 Sep 2003 02:57:22 -0700, dave...@hotmail.com (hamdamcwa)
scrawled:
[snip]
>I think these are the main, sensible ones.
>
>Thoughts?
i thought just giving it a 1 pool cost was a fairly sensible change,
presuming it does need changing.
>Dave
>
>P.S. My favourite solution is in no. 3 - one vote to kill ALL Anarch
>Revolts in play.
makes delaying tactics an even better defense for AR decks. unless
each AR's text is considered a different political action, which it
probably would be (card in play), even though they'd all do the exact
same thing all the time.
(unlike, say, conservative ag and KRC, which CAN do the exact same
thing, but won't _always_ do the exact same thing..)
[ quoted text not captured ]
Colin Goodman wrote:
> Maybe I missed something, but whats wrong with Anarch Revolt that you feel it
> needs changing?
Looks like the part you missed was the first paragraph:
>> Let's assume (JUST ASSUME) that Anarch Revolt needs fixing. Let's not
>> enter the "does it need fixing or not" debate. How would it be best
>> fixed?
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to V:TES news, rules, cards, utilities, and tournament calendar:
http://www.white-wolf.com/vtes/
salem wrote:
> On 4 Sep 2003 02:57:22 -0700, dave...@hotmail.com (hamdamcwa)
> scrawled:>>P.S. My favourite solution is in no. 3 - one vote to kill ALL Anarch
>>Revolts in play.>
> makes delaying tactics an even better defense for AR decks. unless
> each AR's text is considered a different political action, which it
> probably would be (card in play), even though they'd all do the exact
> same thing all the time.
> (unlike, say, conservative ag and KRC, which CAN do the exact same
> thing, but won't _always_ do the exact same thing..)
To clarify:
The number of different ways terms can be set isn't a criterion for
determining if a the referendum can be called again after Delaying
Tactics.
Even if every Anarch Revolt had the same referendum (e.g. "burn all
Anarch Revolts in play") with no choices to be made, they'd still be
different actions. So after DT, the acting minion couldn't call any
referendum this turn (per the usual rules on political actions, not
because of any special effect of DT), but other vampires would be
free to call the referendum given on other Anarch Revolts in play;
they would only be prohibited from calling the referendum offered
by the Anarch Revolt whose referendum was Delayed.
[ quoted text not captured ]
[ quoted text not captured ]
What about Solution No 7:
Change the cost.
Either make it cost 1 pool, flat-out, or make it cost X = number of
Revolts in play.
In this case, I prefer the "X" solution, because it weakens the
overpowered focused Anarch Revolt decks, but still allows one or two
of them to be used casually in a deck, no worse than Smiling Jack or
Antediluvian Awakening.
Or maybe a variation on #4:
"During each Methuselah's untap phase, he or she burns 1 pool or taps a
ready untapped Anarch he or she controls." Or something like that.
Since Going Anarch is a cardless action, it helps slow the steamroller
down.
dave...@hotmail.com (hamdamcwa) wrote in message news:<9e10847c.03090...@posting.google.com>...
> Let's assume (JUST ASSUME) that Anarch Revolt needs fixing. Let's not
> enter the "does it need fixing or not" debate. How would it be best
> fixed?
>
OK, I'll assume, altough i don't agree. Only problem with this kind
of deck is that there should be a "minimum number of games played
before attempting this" clause on it :)
> There have been a few suggestions of late. Take your pick and say your
> piece. Might even be worth doing a vote...
>
> Solution No 1
> Change the damage timing. Make the damage payable in the Discard
> phase, giving almost a turn of grace to sort it, and also means the
> "Revolter" has to pay in the same turn.
a bit too harsh, IMO. that 'll walpaper it.
>
> Solution No 2
> Stop them stacking. Make it Unique or Make it like Army of Rats (i.e.
> max of 1 pool damage regardless of numbers in play).
maybe, but a max of 1 pool is a bit low. maybe a max of 3?
>
> Solution No 3
> Make them easier to get rid of. E.g. Like National Guard Support. OR
> change the vote to remove one Anarch Revolt to "call a referendum to
> remove all Anarch Revolts from play".
you're favourite? downside: one delaying tactics is enough to prevent
this vote. At it stands, a delaying tactics will only protect 1 AR en
the same minion can call a new referendum to destroy a second AR.
>
> Solution No 4
> Give an "easy out" solution. E.g. Make it so if you control a ready
> Anarch you are immune to the pool damage.
Or -like Smiling Jack- an optional way of paying for the AR. (eg,
burning blood of an Anarch)
>
> Solution No 5
> Change the terms. Change it from a vote to remove the revolts to a
> straight action to remove the revolt (maybe with some extra kick -
> e.g. "Any vampire with a capacity above 5 may take an Action to remove
> this Anarch Revolt from play", or maybe add a blood cost).
is IMO the best here. But maybe restrict this option to Anarch
vampires. the rest still needs to vote it away.
>
> Solution No 6
> Get rid of it! Ban the card from Tournaments
Why? Most players I've seen playing this deck end up shooting
themself in the foot more than 50% of the time. Against skillful
players an AR deck is 'just another decktype'. Keep the suddens for
the life boons, mess up his pool gain, contest Anson, don't vote the
ARs away (either jams his hand with reaction cards or prevents damage
to the AR deck player)
The big problem with this deck is of course its impact on a table, and
the reactions of less experienced players to this decktype....
Jeroen
anarch revolt is a balanced card
everyone takes the pool loss, including the meth who played it
there is no need to change it
why are you so fixated on this card?
did you get cut by it at some point?
then why not recomend that all of the edges on AR be rounded off?
-Prince of Harrisburg
colind...@aol.com (Colin Goodman) wrote in message news:<20030904065303...@mb-m12.aol.com>...
> Maybe I missed something, but whats wrong with Anarch Revolt that you feel it
> needs changing?
Read my original post again. Read the first line. Digest it.
If after that you really want an explaination, mail me privately.
However, there have been plenty enough posts lately to merit the
proposed discussion of this thread.
Sorry to sound sharp, but the main purpose of this post is to avoid
the whole debate of "is it broken" and focus on the "bext fix".
Cheers
Dave
Dave wrote:
> Let's assume (JUST ASSUME) that Anarch Revolt needs fixing. Let's not
> enter the "does it need fixing or not" debate.
Colin wrote:
> Maybe I missed something, but whats wrong with Anarch Revolt that you feel it
> needs changing?
LMAO :))
On 4 Sep 2003 06:44:22 -0700, id77...@yahoo.com (isaphrael) wrote:
>anarch revolt is a balanced card
No it isn't.
But before anyone goes on ranting about this card, it has been brought
up in a number of threads over the past year or two.
Rather than "reinventing the wheel", please take the time to read
through the old threads.
>everyone takes the pool loss, including the meth who played it
>there is no need to change it
Most often the person playing the AR will not take the damage, as a
smart table will do it's best to remove the AR as soon as possible.
Unfortunately, the players that have never been up against an AR deck
tend to dismiss them as relatively unimportant until it's too late.
>why are you so fixated on this card?
Because it's a card that disrupts the entire table and negates the
predator/prey relationship at any table they are played on.
Quite frankly, I was really suprised that AR didn't receive an
adjustment in The Anarch set.
>did you get cut by it at some point?
>then why not recomend that all of the edges on AR be rounded off?
Don't be silly, you can't play with marked cards! ;-)
>-Prince of Harrisburg
BernieTime
Lansing, Michigan
Anarch Revolt is the ONE game detroyer. I would love to see it's power
limited,
not fun to play 15 minute games and only be able to pick up one vamp.
I seen enough of decks with only 1 caps and computer hacking and/or
votes and dodge/manouver, with Parthenons and AR en masse.
> Solution No 1
> Change the damage timing. Make the damage payable in the Discard
> phase, giving almost a turn of grace to sort it, and also means the
> "Revolter" has to pay in the same turn.
not enough
> Solution No 2
> Stop them stacking. Make it Unique or Make it like Army of Rats (i.e.
> max of 1 pool damage regardless of numbers in play).
nice
> Solution No 3
> Make them easier to get rid of. E.g. Like National Guard Support. OR
> change the vote to remove one Anarch Revolt to "call a referendum to
> remove all Anarch Revolts from play".
the latter ok
> Solution No 4
> Give an "easy out" solution. E.g. Make it so if you control a ready
> Anarch you are immune to the pool damage.
nahh
> Solution No 5
> Change the terms. Change it from a vote to remove the revolts to a
> straight action to remove the revolt (maybe with some extra kick -
> e.g. "Any vampire with a capacity above 5 may take an Action to remove
> this Anarch Revolt from play", or maybe add a blood cost).
not enough
> Solution No 6
> Get rid of it! Ban the card from Tournaments
nice
Solution No 7:
Add text on AR. Pay one extra pool for each AR already in play.
Robert
On Thu, 04 Sep 2003 07:54:34 -0400, LSJ <vte...@white-wolf.com> wrote:
>salem wrote:>> On 4 Sep 2003 02:57:22 -0700, dave...@hotmail.com (hamdamcwa)
>> scrawled:>>>P.S. My favourite solution is in no. 3 - one vote to kill ALL Anarch
>>>Revolts in play.>>
>> makes delaying tactics an even better defense for AR decks. unless
>> each AR's text is considered a different political action, which it
>> probably would be (card in play), even though they'd all do the exact
>> same thing all the time.
>> (unlike, say, conservative ag and KRC, which CAN do the exact same
>> thing, but won't _always_ do the exact same thing..)>
>To clarify:
>
>The number of different ways terms can be set isn't a criterion for
>determining if a the referendum can be called again after Delaying
>Tactics.
>
>Even if every Anarch Revolt had the same referendum (e.g. "burn all
>Anarch Revolts in play") with no choices to be made, they'd still be
>different actions. So after DT, the acting minion couldn't call any
>referendum this turn (per the usual rules on political actions, not
>because of any special effect of DT), but other vampires would be
>free to call the referendum given on other Anarch Revolts in play;
>they would only be prohibited from calling the referendum offered
>by the Anarch Revolt whose referendum was Delayed.
So if I have 2 Meddling of Semsith in play, and a vampire calls a vote
to burn a MoS and I play a DT, another of that Methuselah's vampires
could still call a vote to remove the other MoS. Correct?
How is that different from my Vampire attempting to play a KRC which
gets hit by DT. If I have a 2nd copy of MoS in hand, shouldn't another
of my vampires be able to play the 2nd copy of MoS as it's a different
PA card which happens to share the same name?
Is there differentiation on referendums called from your hand as
opposed to a referendum called against cards in play?
>LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
BernieTime
Lansing, Michigan
<Snip>
Sorry Scott, I found a few critical typos in my previous example
(whoops!). The following fixes my query.
======================================
So if I have 2 Meddling of Semsith in play, and a vampire calls a vote
to burn a MoS and I play a DT, another of that Methuselah's vampires
could still call a vote to remove the other MoS. Correct?
How is that different from my Vampire attempting to play a KRC which
gets hit by DT. If I have a 2nd copy of KRC in hand, shouldn't another
of my vampires be able to play the 2nd copy of KRC as it's a different
[ quoted text not captured ]
colind...@aol.com (Colin Goodman) wrote in message news:<20030904065303...@mb-m12.aol.com>...
> Maybe I missed something, but whats wrong with Anarch Revolt that you feel it
> needs changing?
Well, a lot of folks feel that Anarch Revolt is simply too disruptive
to play and too easy to use. Anarch Revolt decks (i.e. decks that
generally put 1 or 2 Anarch Revolts into play every turn)tend to
completely destroy any game they are in. And while Anarch Revolt decks
tend to lose more often than not (and tend to make some random player
across the table win, just by luck), people keep playing them as there
is little disincentive to do so (other than losing). Most other deck
strategies that don't win manage to do so without completely
demolishing the table. Anarch Revolt decks, however, simply make
*everyone* suck, and tend to end games very quickly and randomly.
Many people think than Anarch Revolt should have been (or be) adjusted
to make it less attractive to play--perhaps changing when the damage
happens to the end of the turn rather than the beginning (so the guy
playing it takes the damage before anyone else); or making it cost a
pool to put into play; or making it cost X pool, where X is the number
of Anarch Revolts already in play. Something to make people consider
building decks out of them. As it currently stand, Anarch Revolt seems
viable enough to justify making a deck around them, which, generally
speaking, they aren't, and just make you lose. But if the card had
some higher cost, people would probably realize this sooner than
later.
-Peter
berni...@attbi.comHOLDLeSPAM wrote:
> <Snip>
>
> Sorry Scott, I found a few critical typos in my previous example
> (whoops!). The following fixes my query.
> ======================================
OK. I saw this self-reply early enough so that I haven't even read the
original reply. If there's anything else in the original reply, LMK.
> So if I have 2 Meddling of Semsith in play, and a vampire calls a vote
> to burn a MoS and I play a DT, another of that Methuselah's vampires
> could still call a vote to remove the other MoS. Correct?
Correct.
> How is that different from my Vampire attempting to play a KRC which
> gets hit by DT. If I have a 2nd copy of KRC in hand, shouldn't another
> of my vampires be able to play the 2nd copy of KRC as it's a different
> PA card which happens to share the same name?
No. Cards aren't tracked in hand. A KRC from hand is a KRC from hand.
They are the same. You can track the copies in play.
> Is there differentiation on referendums called from your hand as
> opposed to a referendum called against cards in play?
The difference is between referendums called via playing a PA from your
hand and referendums called *via* cards in play, yes. The target
of the referendum doesn't factor in.
http://groups.google.com/groups?selm=3D3D43EC.F6F48150%40white-wolf.comhttp://groups.google.com/groups?selm=3973571C.A57107A8%40white-wolf.com
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
[ quoted text not captured ]
hamdamcwa expounded:
> Let's assume (JUST ASSUME) that Anarch Revolt needs fixing. Let's not
> enter the "does it need fixing or not" debate. How would it be best
> fixed?
I don't feel strongly but I certainly don't think it would hurt to
change it.
> Solution No 1
> Change the damage timing. Make the damage payable in the Discard
> phase, giving almost a turn of grace to sort it, and also means the
> "Revolter" has to pay in the same turn.
Probably too strong as this takes away the "it's already hit me so why
should I remove it?" dimlemna. Better to just add cost so the player
still takes the loss but the dilemna remains.
> Solution No 2
> Stop them stacking. Make it Unique or Make it like Army of Rats (i.e.
> max of 1 pool damage regardless of numbers in play).
ok.
> Solution No 3
> Make them easier to get rid of. E.g. Like National Guard Support. OR
> change the vote to remove one Anarch Revolt to "call a referendum to
> remove all Anarch Revolts from play".
I like this -with the clarification from LSJ that it wouldn't make them
more delayable.
> Solution No 4
> Give an "easy out" solution. E.g. Make it so if you control a ready
> Anarch you are immune to the pool damage.
You could make it give pool to anarch ;-D THEN people would play them!
Atually blood to anarch vampires might be quite interesting...
> Solution No 5
> Change the terms. Change it from a vote to remove the revolts to a
> straight action to remove the revolt (maybe with some extra kick -
> e.g. "Any vampire with a capacity above 5 may take an Action to remove
> this Anarch Revolt from play", or maybe add a blood cost).
Don't like this much but I suppose it would work.
> Solution No 6
> Get rid of it! Ban the card from Tournaments
Obviously effective but rather extreme.
I quite like the idea of ARs but they are too easy to pile out.
I liked number 7 too (costs X/X+y where X is the number of ARs in play).
I think this might be the best but 3 would be good too.
Robert,
my previous attempt to reply got lost, so here is the abbreviated
version.
Try changing the cost to 1 pool, and delaying the timing, this
effectively kills the weenie deck version and makes the card still
useful in other decks.
The delaying of timing alone does help the game last longer, and helps
players get more out of the game, effectively making it a 45 minute
game :)
M.
In message <9e10847c.03090...@posting.google.com>,
dave...@hotmail.com (hamdamcwa) mumbled something about:
>Let's assume (JUST ASSUME) that Anarch Revolt needs fixing. Let's not
>enter the "does it need fixing or not" debate. How would it be best
>fixed?
Solution No. 8:
Rewrite card text as follows:
Anarch Revolt
Master.
Put this card in play. Each Methuselah {who controls a ready non-Anarch
vampire} burns 1 pool during his or her untap phase. Any {Anarch} can
call a referendum to burn this card as a +1 stealth political action.
Now it matches with Judgement: Camarilla Segregation, though note the
restrictions on 'ready' and who may remove the card.
Also makes for excellent "join the Mob or die" decks; turn all your own
minions to Anarchs, have them Revolt, and either people join up to avoid
the damage or get their guys sent to torpor or burned.
In desperation to avoid pool damage, you can always send all your own
minions Anarch; if you're a Cammie titles deck, well, it wouldn't be so
easy for a Prince to change sides, now would it? Does make it sort of
difficult to influence out new minions after a few of these hit the
table, admittedly, so possibly not the best fix.
-- Derek
"Ignorance more frequently begets confidence than does knowledge."
- C. Darwin, 1871
dave...@hotmail.com (hamdamcwa) wrote in message news:<9e10847c.03090...@posting.google.com>...
[ quoted text not captured ]
Another solution is to change card text to force the METH to pay an
additional pool for every anarch already in play when playing an
anarch revolt.
I do wonder about the whining though - i KNOW from TONS of experience
playing anarch decks that they seriously inhibit a lot of games/deck
archetypes - but what i haven't seen often enough is a TABLE'S
concerted effort in (each other Methuselah) deciding to do whatever is
in their power to OUST the offending AR player immediately and then
continue with the game as usual after the oust. How hard is that?
YOU'RE DEAD IF YOU DON'T. it's usually 4 on 1 anyway - most decks
can't deal with pressure from 2 sources.
eh?
i remember a tournament where i was playing in the finals with an
Anson / Huitzo AR deck... i would have won OUTRIGHT (and i mean JUST
with the ARs currently out not including the 3 i had in hand waiting
to play my next untap) in 2 turns were it not for my grand prey
deciding on a whim to attack anson with beast and torporize him...
even if the AR's were granting him a VP his very next turn.
it destroyed my chances of playing more than 2 masters that turn, and
i was ousted.
jds
another player from Toronto that quit because the playgroup disbanded
(among other reasons) and is anxiously awaiting the CCGWORKSHOP
version to start development!
Jozxyqk <jfeu...@eecs.tufts.edu> wrote in message news:<UFG5b.351294$Ho3.52663@sccrnsc03>...
> hamdamcwa <dave...@hotmail.com> wrote:
>
> > Solution No 1
> > Change the damage timing. Make the damage payable in the Discard
> > phase, giving almost a turn of grace to sort it, and also means the
> > "Revolter" has to pay in the same turn.
I don't have a real problem with the Meths playing AR getting a free
shot at 1 pool loss to the other Meths. If the damage were done during
the Master phase it wouldn't be nearly as lethal either. Edge blood
could be gained. Hunting Grounds would trigger. Blood Dolls and Minion
Taps could be used. But would this help the table or the AR player
more?
> > Solution No 2
> > Stop them stacking. Make it Unique or Make it like Army of Rats (i.e.
> > max of 1 pool damage regardless of numbers in play).
This makes the card almost unplayable.
> > Solution No 3
> > Make them easier to get rid of. E.g. Like National Guard Support. OR
> > change the vote to remove one Anarch Revolt to "call a referendum to
> > remove all Anarch Revolts from play".
Not a bad solution actually. But again, this might make the card
unplayable, except in 1s or 2s.
> > Solution No 4
> > Give an "easy out" solution. E.g. Make it so if you control a ready
> > Anarch you are immune to the pool damage.
While I don't necessarily think this is the best solution, it
certainly would be the most entertaining.
> > Solution No 5
> > Change the terms. Change it from a vote to remove the revolts to a
> > straight action to remove the revolt (maybe with some extra kick -
> > e.g. "Any vampire with a capacity above 5 may take an Action to remove
> > this Anarch Revolt from play", or maybe add a blood cost).
Depending on your deck construction, you might like seeing an Anarch
Revolt deck hit the table (Malk S&B Princes for example). The Anarchy
the Revolts are causing among the other Meths is actually an
interesting side-effect of this card--everyone has to come to a
consensus course of action AND QUICK!
> > Solution No 6
> > Get rid of it! Ban the card from Tournaments
Nah.
> What about Solution No 7:
> Change the cost.
> Either make it cost 1 pool, flat-out, or make it cost X = number of
> Revolts in play.
I like this one of course (since I proposed it elsewhere). For those
addicted to Anarch Revolt decks, "The first hit is always free." ;)
> In this case, I prefer the "X" solution, because it weakens the
> overpowered focused Anarch Revolt decks, but still allows one or two
> of them to be used casually in a deck, no worse than Smiling Jack or
> Antediluvian Awakening.
Exactly. And if the table actually bothers to remove the Anarch
Revolts, the cost reverts back to zero so an AR deck player can keep
playing them for free (or maybe 1).
> Or maybe a variation on #4:
> "During each Methuselah's untap phase, he or she burns 1 pool or taps a
> ready untapped Anarch he or she controls." Or something like that.
> Since Going Anarch is a cardless action, it helps slow the steamroller
> down.
Or burns 1 less pool for each ready Anarch he or she controls.
Eventually the AR player could have more ARs in play than the # of
Anarchs any Meth controls.
Here's another possibility:
Solution No 8:
Add text: Only 1 Anarch Revolt may be played each turn.
This way someone can't get Anson and Huitzi in play and drop 3 Anarchs
in a single turn. The table will have time to react, but if they don't
deal with them soon, there'll be Gehenna to pay.
What is the goal? Make decks built around AR not viable? Make them weaker?
Have it never see play? Have it only see play under certain circumstances?
See people try to have one in play at a time in decks that use them at all?
>Solution No 1
>Change the damage timing. Make the damage payable in the Discard
>phase, giving almost a turn of grace to sort it, and also means the
>"Revolter" has to pay in the same turn.
Kills any use besides not building around it, right? May be an effective ban
as it becomes just weak enough in a deck built around it to make the deck too
weak to play.
>Solution No 2
>Stop them stacking. Make it Unique or Make it like Army of Rats (i.e.
>max of 1 pool damage regardless of numbers in play).
Doesn't effect playing a small number. Kills decks that oust primarily or
entirely via them. This seems to be what people who want to fix it would
prefer.
>Solution No 3
>Make them easier to get rid of. E.g. Like National Guard Support. OR
>change the vote to remove one Anarch Revolt to "call a referendum to
>remove all Anarch Revolts from play".
Easier to get rid of still means the player's prey eats the greater percentage
of the damage. Not necessarily bad as AR decks don't necessarily put pressure
on any other way, so it ends up being much like a normal deck bleeding, voting,
Faming.
Sweeping them all in one shot does attack the AR deck conceptually. However,
it seems to me that it may not work. If you can mass nuke them, do you allow
multiples to be put into play before nuking them? If so, who gets rid of them
all? The prey of the AR player? Then, the prey eats an even higher percentage
of the pain than if the table cooperated to pick them off. There is the
possibility, though, that the deck becomes worthless if your prey's answer to
being screwed is to throw the game to the prey's prey by sweeping the ARs and
giving up on going forward. AR deck likely gains a VP but lacks the table pool
loss aspect of AR to go through more than one player.
>Solution No 4
>Give an "easy out" solution. E.g. Make it so if you control a ready
>Anarch you are immune to the pool damage.
This concept may work with minor things, e.g. gaining pool from Anarch Salon.
It's really bad with anything important (yes, I don't like J:CS either).
Essentially what you end up with is a hoser versus any deck incapable of
producing anarchs or screwed by doing so. Like other hosers, probably won't
see play, but if it does, it just screws games up. Though there's some flying
under the radar of playing one at a time, the random uselessness of it will
likely cause people to play superior masters.
>Solution No 5
>Change the terms. Change it from a vote to remove the revolts to a
>straight action to remove the revolt (maybe with some extra kick -
>e.g. "Any vampire with a capacity above 5 may take an Action to remove
>this Anarch Revolt from play", or maybe add a blood cost).
So, a wall deck prevents its prey from ever removing them and ignores it when
anyone else does? All this does is change how you protect them. And, it seems
clear to me that protecting ARs isn't important to heavy AR decks anyway.
>Solution No 6
>Get rid of it! Ban the card from Tournaments
Is it bad if a deck puts out one AR? I've played against someone's tournament
deck that did this sort of thing. People hated it, but then, they didn't make
much effort to counter it.
>I think these are the main, sensible ones.
I think this might comprise about a third of the realistic fixes, but I
couldn't name more than a couple others off the top of my head. Some probably
have never been posted or haven't been any time recently.
>Solution No. 8:
>
>Rewrite card text as follows:
>
>Anarch Revolt
>Master.
>Put this card in play. Each Methuselah {who controls a ready non-Anarch
>vampire} burns 1 pool during his or her untap phase. Any {Anarch} can
>call a referendum to burn this card as a +1 stealth political action.
So, take old AR (essentially) and make it harder to get rid of? This is a fix?
>Now it matches with Judgement: Camarilla Segregation, though note the
>restrictions on 'ready' and who may remove the card.
Another bad card.
>Also makes for excellent "join the Mob or die" decks; turn all your own
>minions to Anarchs, have them Revolt, and either people join up to avoid
>the damage or get their guys sent to torpor or burned.
>
>In desperation to avoid pool damage, you can always send all your own
>minions Anarch; if you're a Cammie titles deck, well, it wouldn't be so
>easy for a Prince to change sides, now would it? Does make it sort of
>difficult to influence out new minions after a few of these hit the
>table, admittedly, so possibly not the best fix.
Not seeing how it makes the game better to "force" people to play anarch decks.
Lots of people seem to want to tie the card to anarchdom, likely on thematic
grounds. I don't really care. However, here are a couple of ideas that do so:
Add - "Requires a ready anarch."
Add - "Each player may only control a number of Anarch Revolts equal to X+1
where X is the number of ready anarchs you control. (Burn excess copies.)"
The former adds a complication to Anson & friends AR decks. They can change
their crypt to add weenies and put in Galaric's or whatever, but it might
weaken them enough. The latter interests me a bit more now that I think about
it as it gives another possibly viable anarch archetype where I see very few
currently viable.
> >anarch revolt is a balanced card
>
> No it isn't.
in theory[of the game], yes it is
> But before anyone goes on ranting about this card, it has been brought
> up in a number of threads over the past year or two.
and here's another one, and people are ranting
so are you
> Most often the person playing the AR will not take the damage, as a
> smart table will do it's best to remove the AR as soon as possible.
> Unfortunately, the players that have never been up against an AR deck
> tend to dismiss them as relatively unimportant until it's too late.
yes, and a smart table will remove a heavy stealth bleeder from it as
well, before everyone dies to it, but that is just part of the game,
right? trying to stay alive while killing your prey?
> >why are you so fixated on this card?
>
> Because it's a card that disrupts the entire table and negates the
> predator/prey relationship at any table they are played on.
i think that dramatic upheaval [sp] and that other one to change
seats, what about the vote to change play order, what about political
flux, whatabout the madness network, etc?
all of those cards change the predator prey dynamic of the game, and i
dont hear you bitching about them
because they are balanced for the game, and so is anarch revolt
> Quite frankly, I was really suprised that AR didn't receive an
> adjustment in The Anarch set.
>
> >did you get cut by it at some point?
> >then why not recomend that all of the edges on AR be rounded off?
>
> Don't be silly, you can't play with marked cards! ;-)
i am well aware of that, and was using sarcasm
because, if all of the ARs in your play group are marked, no one can
play with them
*cough*sarcasmandwit*cough*
[ quoted text not captured ]
"Jeff Kuta" <jeff...@hotmail.com> wrote in message
> Here's another possibility:
>
> Solution No 8:
> Add text: Only 1 Anarch Revolt may be played each turn.
>
> This way someone can't get Anson and Huitzi in play and drop 3 Anarchs
> in a single turn. The table will have time to react, but if they don't
> deal with them soon, there'll be Gehenna to pay.
Better Yet with the same spirit : Make Anarch Revolt a Trifle =)
Jeff Kuta <jeff...@hotmail.com> wrote:
> Solution No 8:
> Add text: Only 1 Anarch Revolt may be played each turn.> This way someone can't get Anson and Huitzi in play and drop 3 Anarchs
> in a single turn. The table will have time to react, but if they don't
> deal with them soon, there'll be Gehenna to pay.
You could always achieve this effect by making it a Trifle.
Sure you would gain an extra MPA, but only one Trifle is playable per
turn, regardless of how many MPAs you have.
"Bobby_Doc" <robert_...@hotmail.com> wrote
> Anarch Revolt is the ONE game detroyer.
Yeah. Right. And if we ban/errata/wallpaperize Anarch Revolt, which other
card will be the ONE game destroyer ? Baltimore purge ?
Personnaly i had my games destroyed 1% of the time by Anarch Revolt and 99%
of the time by Direct Intervention, Kiss of Ra, Graverobbing, Arika, Pentex
subversion. And even, sometimes, all those cards in a single session ;)
So i just don't know what you are doing by trying to remove AR from the
game. Where will you draw the line between harmless and strong cards ? Are
we condemned to play with harmless, gentle cards with your policy ? I'm
asking that because i'm a fucking millenary methuselah who really wants to
trample his ennemies, and it would be annoying if you remove all my nice
toys from the game.
"hamdamcwa" <dave...@hotmail.com> wrote in message
news:9e10847c.03090...@posting.google.com...
> Let's assume (JUST ASSUME) that Anarch Revolt needs fixing. Let's not
> enter the "does it need fixing or not" debate. How would it be best
> fixed?
>
> There have been a few suggestions of late. Take your pick and say your
> piece. Might even be worth doing a vote...
My preferences, sort of in order, are:
Solution 2 (no stacking)
Solution 1 (damage comes during discard phase)
Solution 7 (cost to play = X), probably combined with...
Solution 8 (make it a Trifle - hey Reyda, that's a really funny
way to make it play-one-per-turn, I like it. ;-)
I do think the card's effect is strong enough that it would
remain playable even if unstackable like Army of Rats is. Army
of Rats still gets played, doesn't it, eh, eh?
You wouldn't be able to build decks around ousting everybody
with it in thirty minutes, no. But I don't see that as a bad
thing. To me, those decks are not really in the spirit of the
game. (You can sort of see the spirit of the game, in my
opinion, by looking at the actions defined in the rulebook:
bleed, hunt, equip, employ retainer, recruit ally, action
card, political action. Yeah, "rush" is only a subset of
"action card" and that implies a rather smaller role for
"combat decks" than that of a full partner in the "bleed,
vote, fight" tripod, but honestly I suspect that it actually
was intended by the creators to not be a primary aspect of
the game. But I'm sliding off on tangents now...)
What I don't like as much about solutions 3 and 5 is that
they don't seem to me to reduce the impact of the card enough
to really make enough difference. 4 might do it, but it's
"weird" enough that a simpler fix appeals more to me. 6
would certainly do it but we're well down the road of fixing
every fixable "broken" card rather than banning them, so
why stop now? :-)
Josh
yo put ya number on this paper cause i would love to date ya
dave...@hotmail.com (hamdamcwa) wrote in message news:<9e10847c.03090...@posting.google.com>...
> Let's assume (JUST ASSUME) that Anarch Revolt needs fixing. Let's not
> enter the "does it need fixing or not" debate. How would it be best
> fixed?
The best way to fix it would be to increase the amount of pool that
each methuselah starts with. Instead of every methuselah only having
one pool to start, why don't we raise it to thirty pool, so that other
players have time to react to and plan for Anarch Revolts as they hit
the table?
Another way to fix it would be to make the play of master cards a
limited resource. We should change the game so that instead of playing
as many master cards as you want, you are limited to playing only one
in your master phase, unless you have some special advantage, such as
a location (which should cost pool), a special ability from a unique
(and large!) minion, or maybe a vote could give you extra master phase
actions. That way, building a deck around AR would force you to make
compromises between it and your pool gain, and other players could
target your assets with rushes and arsons if they want to slow
everyone's pool loss.
This is a fun mental exercise. Next up: "Assume that Blood Doll needs
fixing. How do you fix it?" Should we make it cost a pool to play,
should it be a single-use card, or should your minion lose all blood
to the blood bank when it is played?
Jeff Kuta expounded:
> > > Solution No 1
> > > Change the damage timing. Make the damage payable in the Discard
> > > phase, giving almost a turn of grace to sort it, and also means the
> > > "Revolter" has to pay in the same turn.
> I don't have a real problem with the Meths playing AR getting a free
> shot at 1 pool loss to the other Meths. If the damage were done during
> the Master phase it wouldn't be nearly as lethal either. Edge blood
> could be gained. Hunting Grounds would trigger. Blood Dolls and Minion
> Taps could be used. But would this help the table or the AR player
> more?
Edge Pool can already be gained. The B-Dolls would certainly weaken the
ARs but not by much
> > > Solution No 2
> > > Stop them stacking. Make it Unique or Make it like Army of Rats (i.e.
> > > max of 1 pool damage regardless of numbers in play).
>
> This makes the card almost unplayable.
Hurrah! ;-P
> > > Solution No 3
> > > Make them easier to get rid of. E.g. Like National Guard Support. OR
> > > change the vote to remove one Anarch Revolt to "call a referendum to
> > > remove all Anarch Revolts from play".
>
> Not a bad solution actually. But again, this might make the card
> unplayable, except in 1s or 2s.
Isn't that the point?
I don't think they should be Trifles.
>i think that dramatic upheaval [sp] and that other one to change
>seats, what about the vote to change play order, what about political
>flux, whatabout the madness network, etc?
>all of those cards change the predator prey dynamic of the game, and i
>dont hear you bitching about them
>because they are balanced for the game, and so is anarch revolt
I'm all for killing the seat switching votes. Just because people bitch about
one thing doesn't mean they don't care about something else.
>So i just don't know what you are doing by trying to remove AR from the
>game. Where will you draw the line between harmless and strong cards ? Are
>we condemned to play with harmless, gentle cards with your policy ?
Ideally, there are no strong or weak cards, only different ones.
do...@umich.edu (Metropolis) wrote in message news:<e9ad0229.03090...@posting.google.com>...
> Robert,
>
> my previous attempt to reply got lost, so here is the abbreviated
> version.
>
> Try changing the cost to 1 pool, and delaying the timing, this
> effectively kills the weenie deck version and makes the card still
> useful in other decks.
explain how it is then useful
it becomes more useful to your predator than to you at that point,
since it would have burned 2 pool off of you, and only 1 off of
everyone else
that, in effect, makes it an unbalanced card [in terms of master
cards, judge vs. ascendance]
> The delaying of timing alone does help the game last longer, and helps
> players get more out of the game, effectively making it a 45 minute
> game :)
do you think that all of those revolting anarchs will just sit around
and only revolt when it's convenient for you?
personally, i dont enjoy having to play against someone using ARs, but
i am not enflamed about them
in fact, all of this talk is just making me want to use them more
> M.
"Curevei" <cur...@aol.commetal> wrote in message
news:20030904174606...@mb-m04.aol.com...
[ quoted text not captured ]
you wrote this statement, but were knowing it is wrong.
you are not a robot. you can always have a judgment value on a card.
example of strong card : blood doll.
example of weak card : command.
do i need to say more ?
"Emmit Svenson" <emmits...@hotmail.com> wrote
> > Let's assume (JUST ASSUME) that Anarch Revolt needs fixing. Let's not
> > enter the "does it need fixing or not" debate. How would it be best
> > fixed?
>
> The best way to fix it would be to increase the amount of pool that
> each methuselah starts with. Instead of every methuselah only having
> one pool to start, why don't we raise it to thirty pool, so that other
> players have time to react to and plan for Anarch Revolts as they hit
> the table?
*rolling on the floor*
> Another way to fix it would be to make the play of master cards a
> limited resource. We should change the game so that instead of playing
> as many master cards as you want, you are limited to playing only one
> in your master phase, unless you have some special advantage, such as
> a location (which should cost pool), a special ability from a unique
> (and large!) minion, or maybe a vote could give you extra master phase
> actions.
*collapsing under the desk*
> That way, building a deck around AR would force you to make
> compromises between it and your pool gain, and other players could
> target your assets with rushes and arsons if they want to slow
> everyone's pool loss.
*wiping the beverage spillt on the floor*
> This is a fun mental exercise. Next up: "Assume that Blood Doll needs
> fixing. How do you fix it?" Should we make it cost a pool to play,
> should it be a single-use card, or should your minion lose all blood
> to the blood bank when it is played?
*archiving the post* =)
id77...@yahoo.com (isaphrael) wrote in message
> in theory[of the game], yes it is
Balance isn't really the issue in this particular case--Anarch Revolt
is simply too easy to completely destroy all sembalance of standard
table dynamic with.
> yes, and a smart table will remove a heavy stealth bleeder from it as
> well, before everyone dies to it, but that is just part of the game,
> right? trying to stay alive while killing your prey?
The problem with Anarch Revolt is not that it kills your prey. The
problem with Anarch Revolt is that usually is destroys someone else's
prey before it kills yours. At completely demolishes the standard
table dynamic, and usually doesn't make you lose in doing so. A heavy
stealth bleeder does exactly what it is supposed to do--kill its prey.
If you are across the table from a heavy stealth bleeder, you are in a
fine position, and are just as likely to sweep as they are. If you are
across the table from an Anarch revolt deck, you are just as hosed as
everyone else at the table.
> i think that dramatic upheaval [sp] and that other one to change
> seats, what about the vote to change play order, what about political
> flux, whatabout the madness network, etc?
> all of those cards change the predator prey dynamic of the game, and i
> dont hear you bitching about them
They don't change the fundemental dynamic of thegame. They simply
change who is prey of who. Anarch Revolt tends to make a given game a
completely random, incredibly quick, pointless excercise.
Have you really never sat at a table in a game with a deck that played
1 or 2 ARs a turn? And not seen how it completely makes the game
pointless?
How would it be bad, say, if Anarch Revolt did its damage during the
Discard Phase. Or cost X to put into play, where X is the number of
Anarch Revolts in play?
-Peter
On Thu, 4 Sep 2003 21:39:06 +0200, "Reyda" <true_...@hotmail.com>
scrawled:
>we condemned to play with harmless, gentle cards with your policy ? I'm
>asking that because i'm a fucking millenary methuselah who really wants to
You make hats for the undead? :)
salem
domain:canberra http://www.geocities.com/salem_christ.geo/vtes.htm
On Fri, 5 Sep 2003 00:45:31 +0200, "Reyda" <true_...@hotmail.com>
scrawled:
[ quoted text not captured ]
IDEALLY, Command would be playable without there needing to be a block
attempt, so at the least you could cycle it when there are not allies.
IDEALLY, there are no strong or weak cards, only diferent ones.
He's not saying that at the moment there are no strong or weak cards,
he's saying that it'd be nice if the game was perfectly balanced with
respect to card power.
However, Ideals are very rarely perfectly attainable.
We accept this, but still try our best regardless, as some progress is
better than none.
[ quoted text not captured ]
On 4 Sep 2003 11:54:09 -0700, id77...@yahoo.com (isaphrael) wrote:
>> >anarch revolt is a balanced card
>>
>> No it isn't.>
>in theory[of the game], yes it is
>>> But before anyone goes on ranting about this card, it has been brought
>> up in a number of threads over the past year or two.>
>and here's another one, and people are ranting
>so are you
If you can't tell discussion from ranting, then perhaps you need to step
away from the keyboard for a few minutes before responding.
<Snip: remainder>
If you wish to discuss why Anarch Revolt is perceived as a problem card,
we'll discuss it with you. Of course that would assume that you would
be openminded enough to listen to the arguements objectively, and I'm
not getting that kind of vibe from your postings.
Peter {PDB] has given a better elaboration on your concerns in the
thread, and if you wish to provide a counterpoint to his observations I
and others would like to hear them. Perhaps you can offer a fresh
perspective that hasn't been considered?
Regards,
BernieTime
Lansing, Michigan
"salem" <salem_ch...@yahoo.com> wrote in message
news:23tflv8191jfg8u25...@4ax.com...
> On Thu, 4 Sep 2003 21:39:06 +0200, "Reyda" <true_...@hotmail.com>
> scrawled:
>
>
> >we condemned to play with harmless, gentle cards with your policy ? I'm
> >asking that because i'm a fucking millenary methuselah who really wants
to
>
> You make hats for the undead? :)
hehe :)
english is not my first language... anyway you understand the point. The
world of darkness is no place for carebears, all equal policy and mildly
powerful cards =)
Reyda expounded:
> english is not my first language... anyway you understand the point. The
> world of darkness is no place for carebears, all equal policy and mildly
> powerful cards =)
Hell no the Carebears are FAR to scary for WoD!
"Timlagor" <Timlagor...@yahoo.com> wrote in message
news:MPG.19c284258...@news.freeserve.com...
[ quoted text not captured ]
especially the pink one :)
"Reyda" <true_...@hotmail.com> wrote in message news:<3f57c1af$0$26358$79c1...@nan-newsreader-03.noos.net>...
[ quoted text not captured ]
I will pay you a beer, the next time you will come to Paris, for the
laugh i had.
Ridiculous doesnt' kill you. It just make you ridiculous...and it's
worse.
Just ASSUME that Minion tap need to be fixed. Afterall ALL the blood
on a vampire... A lot of player have had some discussions ont that
point and (the five guys who have a bad experience with that card on a
determined tournament, let's say, won by rob treasure, with sten
during in final round, playings anarchs revolt alltogether; don't
imagine that these two dudes, probably the best players of theirs
respectives countries, will not be in a final of a 28 players
tournaments, with any deck, even baali (your next challenge, rob : won
a tournament with a baali deck lol!!!) they all agree on that point.
There is so many ways to turn the AR against the guy who put it in
play, that all the discussion, in fact, turns on : how to explain that
people have to be smart enough not to die with their own cards.
The best way is : White Wolf pays another brains to players all around
the world. I'm quite sure that with Time of judgement, they will make
enough money to such an idea. (it's a joke: it will cost too many,
more than the debt of the third world. Let's ask Pentex Holdings
!!lol).
Kamel SENNI.
emmits...@hotmail.com (Emmit Svenson) wrote in message news:<75bdf7ed.03090...@posting.google.com>...
> dave...@hotmail.com (hamdamcwa) wrote in message news:<9e10847c.03090...@posting.google.com>...
> > Let's assume (JUST ASSUME) that Anarch Revolt needs fixing. Let's not
> > enter the "does it need fixing or not" debate. How would it be best
> > fixed?
>
> The best way to fix it would be to increase the amount of pool that
> each methuselah starts with. Instead of every methuselah only having
> one pool to start, why don't we raise it to thirty pool, so that other
> players have time to react to and plan for Anarch Revolts as they hit
> the table?
>
> Another way to fix it would be to make the play of master cards a
> limited resource. We should change the game so that instead of playing
> as many master cards as you want, you are limited to playing only one
> in your master phase, unless you have some special advantage, such as
> a location (which should cost pool), a special ability from a unique
> (and large!) minion, or maybe a vote could give you extra master phase
> actions. That way, building a deck around AR would force you to make
> compromises between it and your pool gain, and other players could
> target your assets with rushes and arsons if they want to slow
> everyone's pool loss.
>
LMAO, hilarious post. I appreciate it.
However, in the last part of this paragraph, you've hit upon the
reason so many people want to tweak Anarch Revolt: since your pool
gain/defense is compromised by building around AR, you player can get
completely hosed at the expense of cross-table methuselahs. The card
is simply too far-reaching for a lot of people, and I understand the
sentiment.
> This is a fun mental exercise. Next up: "Assume that Blood Doll needs
> fixing. How do you fix it?" Should we make it cost a pool to play,
> should it be a single-use card, or should your minion lose all blood
> to the blood bank when it is played?
Very entertaining post :D
Dorrinal
On Thu, 4 Sep 2003, Reyda wrote:
> Personnaly i had my games destroyed 1% of the time by Anarch Revolt and 99%
> of the time by Direct Intervention, Kiss of Ra, Graverobbing, Arika, Pentex
> subversion. And even, sometimes, all those cards in a single session ;)
You're missing the point. We've all had out individual games foiled by
any number of cards. This card foils the game as a whole. For everyone.
You may disagree, you may even be correct, but let's get the assertion
straight.
David Cherryholmes
Still haven't taken that head shot....
kamel...@yvelines.pref.gouv.fr (Kamel SENNI) wrote in message
> Just ASSUME that Minion tap need to be fixed. Afterall ALL the blood
> on a vampire...
I fully realize you are just trying to make a point, but it is an
incorrect point. Minion Tap, unlike Anarch Revolt, doesn't completely
destroy the standard table dynamic. Minion Tap helps one player (the
guy who plays it) and impedes one player (his predator). This is as it
should be.
Anarch Revolts, when played en-mass, destroy all relationships at the
table, turns the game into a random crap shoot, and just as often
makes the guy playing them lose as not. This is not the case with
Minion Tap. Or most cards.
Anarch Revolt, when played in multiples, tends to destroy the game,
and does so in a random absurd fashion. If there was an added cost to
the card (it cost a pool; it made you lose pool at the end of the turn
so the guy playing it took damage the turn he played it; something) it
would be much less attractive to play, and as such, would still show
up occasionally when warranted in decks, but wouldn't be seen all the
time in game destroying Anarch Revolt decks that lose just as often as
(if not moreoften than) they win. And destroy the game in the process.
> There is so many ways to turn the AR against the guy who put it in
> play, that all the discussion, in fact, turns on : how to explain that
> people have to be smart enough not to die with their own cards.
That is the whole point. The Anarch Revolt deck usually kills the guy
playing the Anarch Revolts--but manages to completely demolish the
rest of the table in the process. You can't make playing bad decks
illegal. But it is always a good idea to limit the effect they have on
the rest of the table. If I sit down with a "mundane" bad deck (say,
an "All Werewolf Pack" deck), I die, and my effect on the rest of the
table is fairly minimal--yeah, my predator and prey have an easier
time, but that is always a possibility. My bad deck, however, does not
throw the whole game into a tailspin. Anarch Revolt decks do just
that. They suck, and make everyone else suck too.
-Peter
pd...@lightlink.com (Peter D Bakija) wrote in message news:<aadbb36b.03090...@posting.google.com>...
> > There is so many ways to turn the AR against the guy who put it in
> > play, that all the discussion, in fact, turns on : how to explain that
> > people have to be smart enough not to die with their own cards.
>
> That is the whole point. The Anarch Revolt deck usually kills the guy
> playing the Anarch Revolts--but manages to completely demolish the
> rest of the table in the process. You can't make playing bad decks
> illegal. But it is always a good idea to limit the effect they have on
> the rest of the table. If I sit down with a "mundane" bad deck (say,
> an "All Werewolf Pack" deck), I die, and my effect on the rest of the
> table is fairly minimal--yeah, my predator and prey have an easier
> time, but that is always a possibility. My bad deck, however, does not
> throw the whole game into a tailspin. Anarch Revolt decks do just
> that. They suck, and make everyone else suck too.
>
> -Peter
And yet, I've seen perfectly straightforward irresponsible
stealth-bleed decks upset table balance exactly the same way in a
tournament environment. (I assume we're most concerned about
tournaments here. In a casual game, everyone just transfers out and
says, "Let's not play that deck again, hmm?")
I think the key is, how do you make Anarch Revolt unattractive enough
that people stop building BAD decks around it. A really good AR deck
doesn't destroy table balance, it sweeps. And quickly. When I see
someone play it well, I salute them, because picking up a game win
with an Anarch Revolt deck I think is one of the hardest things to do
in this game. You need to have life boons, dramatic upheavals/kindred
restructures and enough pool gain to stay ahead of not only your own
revolts but whatever your prey (and sometimes the table) is throwing
your way, on top of actually having the ability to continuously play
the ARs.
So yes, I get irritated when I see a revolt hit the table, but I like
to see it as a challenge. It's sort of the "can I handle this?"
moment for my deck. But nothing about the card itself needs to
change. We just need to convince people that it's a card that makes
you lose unless you're very very good. Just like Baltimore Purge.
Eric Simon
Prince of Chicago
vol...@yahoo.com (Eric Simon) wrote in message
> And yet, I've seen perfectly straightforward irresponsible
> stealth-bleed decks upset table balance exactly the same way in a
> tournament environment. (I assume we're most concerned about
> tournaments here. In a casual game, everyone just transfers out and
> says, "Let's not play that deck again, hmm?")
But they don't necessarily upset the table balance--they just make
themselves lose and their prey win (by virtue of blindly bleeding
forward into Deflections). This is much less destructive than making,
like, every deck at the table unable to play the game, all at the same
time.
>
> I think the key is, how do you make Anarch Revolt unattractive enough
> that people stop building BAD decks around it.
Well, that is the whole point of this discussion, now isn't it?
> A really good AR deck
> doesn't destroy table balance, it sweeps. And quickly.
It has no control over that. Sure, it can throw down AR's quickly, and
protect them, and bleed forward with momentum, but what if there is
another deck at the table is just as quick, but isn't hindered by the
need to play the Anarch Revolts and protect them? That deck is simply
going to win the game. And the Anarch revolt deck is what is insuring
this. Regardless of their relative table positions. Anarch Revolt is
simply too random to be reliable.
I have an all AUS Anarch Revolt deck that I like playing in 3 player
games (which I playa lot around here). In three player games, it does
very well. In 4 or 5 player games, it sucks, and generally does
nothing but get someone across the table ousted quickly. So I don't
play it in 4 or 5 player games. But that is 'cause I realize it is a
bad idea. A lot of otherpeople don't seem to realize this.
> When I see
> someone play it well, I salute them, because picking up a game win
> with an Anarch Revolt deck I think is one of the hardest things to do
> in this game.
Yes, it is. But on the otherhand, picking up a game win because
*someone else* is playing an Anarch Revolt deck is one of the easiest
thing to do in this game.
> So yes, I get irritated when I see a revolt hit the table, but I like
> to see it as a challenge. It's sort of the "can I handle this?"
> moment for my deck. But nothing about the card itself needs to
> change. We just need to convince people that it's a card that makes
> you lose unless you're very very good. Just like Baltimore Purge.
And in the mean time, people will regularly use it to inadvertently
demolish games left and right.
How, really, would it be bad if Anarch Revolt was powered down some?
Really? Say, make it cost X pool, where X is the number of Anarch
Revolts in play--it is completely untouched for decks that want to put
1 into play. You can manage to put a few in play if you want to pay
for it. Putting 5 or 6 in play is completely out of the question.
Which is only good. Really? How would this be bad? What would it
*hurt*? You could still use the card. You could still build it into
your deck strategy. But the days of facing decks that absurdly throw 2
into play per turn would be over. Which would only be good.
-Peter
pd...@lightlink.com (Peter D Bakija) wrote in message news:<aadbb36b.03090...@posting.google.com>...
> vol...@yahoo.com (Eric Simon) wrote in message
> > And yet, I've seen perfectly straightforward irresponsible
> > stealth-bleed decks upset table balance exactly the same way in a
> > tournament environment. (I assume we're most concerned about
> > tournaments here. In a casual game, everyone just transfers out and
> > says, "Let's not play that deck again, hmm?")
>
> But they don't necessarily upset the table balance--they just make
> themselves lose and their prey win (by virtue of blindly bleeding
> forward into Deflections). This is much less destructive than making,
> like, every deck at the table unable to play the game, all at the same
> time.
Actually, what I'm saying is that irresponsible bleed DOES upset table
balance, sometimes as much as an AR deck. A common complaint about
the game is that you can't play a tournament deck without bounce, and
while that is not necessarily true, it's an exaggeration with some
basis in fact. I have been in tournament rounds in which the
irresonsible bleeder turned the game into a test of who was out of
bounce. So no, the bleeder is not just helping their prey win. S/he
might in fact be helping their grand-predator win, or even their
predator. If you want to look straight at the effects, irresponsible
bleed is more of an unbalancing factor than ARs partially because of
the fact that revolts do hit everyone in a consistent and predictable
manner. If you are unable or unwilling to block a bleed there are
exactly four cards that allow you to send it somewhere else, combined
with a small smattering of cards that allow you to reduce the amount
of that bleed. Compare that to the number of cards and strategies
that allow you to gain pool. I would never call a deck a losing deck
because it had no bounce, as long as it had some hope of dealing with
stealth-bleed that maybe just didn't pan out. I WOULD call a deck a
losing deck if it has no pool gain. Anarch Revolt does nothing on its
own but make this factor more urgent for everyone equally. I guess
what I'm saying is that I don't buy the "random king-maker" factor as
much, because I think irresponsible bleed is a worse random
king-maker.
> > A really good AR deck
> > doesn't destroy table balance, it sweeps. And quickly.
>
> It has no control over that.
Sure it does. That's what distinguishes a "really good" AR deck. And
I mentioned how later in my paragraph, but you snipped that part, so
I'll go ahead and quote myself:
> You need to have life boons, dramatic upheavals/kindred
> restructures and enough pool gain to stay ahead of not only your own
> revolts but whatever your prey (and sometimes the table) is throwing
> your way, on top of actually having the ability to continuously play
> the ARs.
It's those OTHER cards and strategies that make a "good" AR deck. I
have seen AR decks played by very good players that sweep or at least
game-win nearly every time they're played. The card by itself is not
random. It's just that it creates a much larger set of
partially-controllable factors than most people are able to handle.
Essentially it condenses the problems of table-management into a much
smaller timespace while turning the table against you, making it
harder to create deals. Which is why it is not a strategy for the
faint of heart. (I'll go ahead and give credit where credit is due.
The most consistent winning with AR decks I personally have seen was
done by Stu Pieloch, Prince of Portland, my former playgroup.)
In essence, a bad AR deck does what many bad decks do - it hurts its
prey with no thought to what's happening to the rest of the table.
The essence of V:TES is this - Forward motion wins a point, table
management wins the game.
> > When I see
> > someone play it well, I salute them, because picking up a game win
> > with an Anarch Revolt deck I think is one of the hardest things to do
> > in this game.
>
> Yes, it is. But on the otherhand, picking up a game win because
> *someone else* is playing an Anarch Revolt deck is one of the easiest
> thing to do in this game.
Unless it's a good Anarch Revolt deck. I swear they exist. :)
> > We just need to convince people that it's a card that makes
> > you lose unless you're very very good. Just like Baltimore Purge.
>
> And in the mean time, people will regularly use it to inadvertently
> demolish games left and right.
Just like so many other things. There's a lot of bad play out there,
and a lot of it affects the whole table. Bad play doesn't make the
card broken. Someone can oust themselves on their second turn with
Gird Minions. Does that mean we have to put a limit on Gird Minions?
> How, really, would it be bad if Anarch Revolt was powered down some?
> Really? Say, make it cost X pool, where X is the number of Anarch
> Revolts in play--it is completely untouched for decks that want to put
> 1 into play. You can manage to put a few in play if you want to pay
> for it. Putting 5 or 6 in play is completely out of the question.
> Which is only good. Really? How would this be bad? What would it
> *hurt*? You could still use the card. You could still build it into
> your deck strategy. But the days of facing decks that absurdly throw 2
> into play per turn would be over. Which would only be good.
And now I suppose I will toss in my answer to the hypothetical
question that started all this. Even if Anarch Revolt is not broken,
could it be improved by "fixing?" I generally don't assume that
things are fine as is, so I'm willing to look at this possibility.
First of all, I don't think we need to add a mechanic to limit the
number of Revolts in play. Doing so renders it useless as a
game-winning strategy, which would utterly marginalize the card. (We
already have a rarely-used card like that. It's called Antediluvian
Awakening.) Also, whereas AA has a cancel cost that many are
unwilling to pay, anyone with spare actions will call a vote to get
rid of an AR. Limiting the number in play makes it all the more
useless because its cancel cost is minimal. Because of this, I also
think that making it not stack (like Army of Rats) would marginalize
the card as well. People frequently have spare minions with animalism
to put Rats into play, but who would be willing to spare the master
phase action for no more than one per turn when, again, the card is so
fragile? Because the card is so fragile, I also think the last thing
that needs to be done is make it more fragile. Getting rid of all
Revolts in play with a single vote is definitely unnecessary
considering the amount of table cooperation they normally engender.
So then we get to the ideas of making it hurt the person who played it
a little more. Either making it cost a pool or perhaps take effect
during the discard phase (thus costing the owner and allowing his/her
prey a chance to get rid of it before being affected). This has more
of an Army of Rats feel, and I think it could still be playable. The
difficulty with this is it is largely unprecedented. Things happen
during untap in V:TES, they don't happen during discard.
Most of all, though, I get the impression that you, Peter, just don't
like seeing quite so many at a time. I can understand that, so I
think I go with the idea of making it a Trifle. Yes, I know people
think this actually powers it up, but it builds in a desired detriment
while keeping it very playable. Combine it with a timing change if
you want. Any more than that and it becomes wallpaper.
And as to the question of what it would hurt to make it
cost-prohibitive or even to eliminate entirely? That one I can
definitely answer. Anarch Revolt is about the only card that can
motivate some wall decks to move forward. Harbingers/Slaughterhouse
decks HATE Anarch Revolt because it makes them move before they want
to. If your prey is an intercept-heavy Harbingers deck that just
wants to sit there and block everything your minions do until everyone
is out of cards, how else can you damage their pool? You would need
some sort of master card that could hurt them. And you'd probably
need a stack of several of them.
So yes, I think Anarch Revolt needs to be in the game (and kept
effective) because it can be one of the few ways to break a wall. So
look at it this way - the more Anarch Revolt gets hurt, the more
likely I am to play Brinksmanship. :)
[ quoted text not captured ]
Eric Simon expounded:
> Most of all, though, I get the impression that you, Peter, just don't
> like seeing quite so many at a time. I can understand that, so I
> think I go with the idea of making it a Trifle. Yes, I know people
> think this actually powers it up, but it builds in a desired detriment
> while keeping it very playable. Combine it with a timing change if
> you want. Any more than that and it becomes wallpaper.
Adding a cost to AR is MUCH better than changing the timing IMOSHO. Hits
the player just the same but without removing the "it's already hit me"
effect on everyone else.
Changing the timing to the Master phase might work though..
The problem with trifling is that it majkes it even easier for the AR
deck to get extra Masters out (pool gain presumably). Do you view this
as just reasonable compensation for being unable to play so many ARs?
> to. If your prey is an intercept-heavy Harbingers deck that just
> wants to sit there and block everything your minions do until everyone
> is out of cards, how else can you damage their pool? You would need
> some sort of master card that could hurt them. And you'd probably
> need a stack of several of them.
Alternatively you could let them block you then smash them into little
pieces! ;D
[ quoted text not captured ]
Timlagor <Timlagor...@yahoo.com> wrote in message news:<MPG.19c518ed4...@news.freeserve.com>...
> Eric Simon expounded:
> > Most of all, though, I get the impression that you, Peter, just don't
> > like seeing quite so many at a time. I can understand that, so I
> > think I go with the idea of making it a Trifle. Yes, I know people
> > think this actually powers it up, but it builds in a desired detriment
> > while keeping it very playable. Combine it with a timing change if
> > you want. Any more than that and it becomes wallpaper.
>
> Adding a cost to AR is MUCH better than changing the timing IMOSHO. Hits
> the player just the same but without removing the "it's already hit me"
> effect on everyone else.
> Changing the timing to the Master phase might work though..
Agreed. If you want to hit the owner first turn, either make it a
cost or a master phase effect. As I mentioned, I don't like the idea
of creating one card whose effects happen during discard, since
nothing else does so. I do think, however, that if the card affects
its owner, the cancel cost should be increased. If I'm paying a pool
and a master phase action to cost my prey one pool and a minion
action, I'm losing.
> The problem with trifling is that it majkes it even easier for the AR
> deck to get extra Masters out (pool gain presumably). Do you view this
> as just reasonable compensation for being unable to play so many ARs?
I do. Basically, my thought is that no matter how you reduce it to
one per turn, anything that builds slowly like that (Smiling Jack, for
instance) needs a lot of support. If you can only play one per turn,
then you NEED to play one per turn every turn. If you can play
multiples per turn, it's okay to skip a turn in favor of pool gain.
Trifling keeps it viable and also balances well with the cancel cost.
I don't feel so bad about it going away each turn if it only costs me
a trifle action rather than a full MPA.
> > to. If your prey is an intercept-heavy Harbingers deck that just
> > wants to sit there and block everything your minions do until everyone
> > is out of cards, how else can you damage their pool? You would need
> > some sort of master card that could hurt them. And you'd probably
> > need a stack of several of them.
>
> Alternatively you could let them block you then smash them into little
> pieces! ;D
You haven't been playing against the same Harbingers I've been playing
against. Either that, or you play more Thaum and Quietus
unpreventable strikes than I do. The Harbingers have a really great
wall combo: AUS for intercept and bleed redirect, FOR for damage
prevention, and NEC for free S:CE. There are only a few combat
strategies that can get through that if it's well-built.
[ quoted text not captured ]
vol...@yahoo.com (Eric Simon) wrote:
> Actually, what I'm saying is that irresponsible bleed DOES upset table
> balance, sometimes as much as an AR deck.
Sometimes it does. But only in situations where its prey is playing,
like, 20 deflections. Most of the time, not so much. Most of the time,
the irresponsible stealth bleeder either ousts his prey (which is what
he is supposed to be doing in the first place), or gets ousted (which
is how the game works). Occasionally, yeah, someone with stealth bleed
indisciminantly forward, getting bounced to their grand prey, and
bleeding them for 7 over and over again. Yes. This is a possibility.
But most of the time this isn't really an issue.
Anarch Revolt decks, however, simply by virtue of their existance,
affects *everyone* badly. Your prey. Your grand prey. The guy across
the table. Your grand predator. Your predator. Everyone has a very
significant clock placed on them. That they are, in all likelyhood,
unprepared to deal with. Which demolishes the game.
> A common complaint about
> the game is that you can't play a tournament deck without bounce, and
> while that is not necessarily true, it's an exaggeration with some
> basis in fact.
Not really. It is very easy to play a tournament deck without bounce.
And do very well.
>I guess
> what I'm saying is that I don't buy the "random king-maker" factor as
> much, because I think irresponsible bleed is a worse random
> king-maker.
Not so much seeing that. AR decks, by their very existance, make the
game fall apart. S+B deck, by their very existance, either tend to win
or get killed. And if they get killed a lot, they don't get played
that often.
> Sure it does. That's what distinguishes a "really good" AR deck. And
> I mentioned how later in my paragraph, but you snipped that part, so
> I'll go ahead and quote myself:
Oh, I'm very familiar with the theory behind making a "good" Anarch
revolt deck. There are only so many Life Boons you can use to keep the
guy across the table alive. So he dies to the ARs anyway. And his
predator starts to sweep the table. And the "very good" Anarch Revolt
deck, once again, does little more than demolish the table.
> It's those OTHER cards and strategies that make a "good" AR deck. I
> have seen AR decks played by very good players that sweep or at least
> game-win nearly every time they're played. The card by itself is not
> random. It's just that it creates a much larger set of
> partially-controllable factors than most people are able to handle.
And in doing so, completely demolishes the basic game dynamic. Again,
I'm not here saying that Anarch Revolt is too powerful. It isn't. It
is just too random, and as such, bad for the game.
> In essence, a bad AR deck does what many bad decks do - it hurts its
> prey with no thought to what's happening to the rest of the table.
> The essence of V:TES is this - Forward motion wins a point, table
> management wins the game.
It hurts *everyone* with no thought of what is happening to the rest
of the table. It colapses the game to a point of absurdity. It is just
as bad idea.
> Unless it's a good Anarch Revolt deck. I swear they exist. :)
Oh, I've seen them all. I have one that is pretty good. And it wins 3
player games all the time. Add 1 or 2 extra players, and the Life
Boons and pool gain and Eagle's Sights and whatever just aren't
enough. So, like, 90% of the time, in a game larger than 3 players, it
just makes someone else random win.
> Just like so many other things. There's a lot of bad play out there,
> and a lot of it affects the whole table. Bad play doesn't make the
> card broken. Someone can oust themselves on their second turn with
> Gird Minions. Does that mean we have to put a limit on Gird Minions?
As I mentioned elswhere in this thread, you can't legislate against
bad play. You can, however, make it less attratctive.
> First of all, I don't think we need to add a mechanic to limit the
> number of Revolts in play. Doing so renders it useless as a
> game-winning strategy, which would utterly marginalize the card.
Hardly. The card works just fine as a limited use accelerator. Like
Army of Rats. Limiting the number that can be put into play means that
you'll use 1 or 2 when it makes you deck work better. Which is
perfectly reasonable. Removing the possibility of Anarch Revolt as a
"game winning" strategy is probably the the whole purpose of this
exercise, as the "game winning" strategy that is Anarch Revolt is
questionable, atbest, and horribly destructive to the game at worst.
It doesn't *need* to be a "game winning" strategy.
> (We
> already have a rarely-used card like that. It's called Antediluvian
> Awakening.)
Antedeluvian Awakening sees play as often as it needs to. And if
Anarch Revolt became limited in its ability to hit play, AA would
raise in stock value considerably.
> Most of all, though, I get the impression that you, Peter, just don't
> like seeing quite so many at a time. I can understand that, so I
> think I go with the idea of making it a Trifle. Yes, I know people
> think this actually powers it up, but it builds in a desired detriment
> while keeping it very playable. Combine it with a timing change if
> you want. Any more than that and it becomes wallpaper.
I think it is perfectly reasonable to make Anarch Revolt wallpaper. It
is unecessary to have such a randomly destructive card as the key to a
"viable strategy". The card does very little positive for the game.
And mostly wreaks havoc.
> And as to the question of what it would hurt to make it
> cost-prohibitive or even to eliminate entirely? That one I can
> definitely answer. Anarch Revolt is about the only card that can
> motivate some wall decks to move forward.
And if there was only one in play at a time, it would still do the
same thing.
> Harbingers/Slaughterhouse
> decks HATE Anarch Revolt because it makes them move before they want
> to.
So you feel that the existance of the also incredibly marginal and
mostly useless Harbingers/Slaughterhouse deck makes Anarch Revolt
necessary? It strikes me as a very reasonable price to pay to
marginalize AR.
>If your prey is an intercept-heavy Harbingers deck that just
> wants to sit there and block everything your minions do until everyone
> is out of cards, how else can you damage their pool?
Beat them up. Play an Anarch Revolt and an Antedeluvian Awakening,
costing them 2 pool per turn. Use more stealth.
The existance of another non winning strategy (i.e. Harbingers
Slaughterhaouse) does not so much justify the necessary existance of
a counter non winning strategy (Anarch Revolt).
> So yes, I think Anarch Revolt needs to be in the game (and kept
> effective) because it can be one of the few ways to break a wall.
If Anarch Revolt showed up on a regualr basis as the key to "breaking
a wall", then I might see that your argument holds water. But it
doesn't. It isn't used for that. It might have that effect, but rarely
does it have that implimentation. The vast majority of the time, AR
simply kills everyone and picks a random winner.
> So
> look at it this way - the more Anarch Revolt gets hurt, the more
> likely I am to play Brinksmanship. :)
More power to you. Such decks (Harbingers/Slaughterhouse) are unlikely
to win in any case, Anarch Revolt or no.
-Peter
Eric Simon expounded:
> Agreed. If you want to hit the owner first turn, either make it a
> cost or a master phase effect. As I mentioned, I don't like the idea
> of creating one card whose effects happen during discard, since
I don't see this as the problem. Are you sure that nothing else does?
Either way I like the "I've already been hit so why should I get rid of
it?" effect. Hmm I think I may have said that enough now ;-)
> nothing else does so. I do think, however, that if the card affects
> its owner, the cancel cost should be increased. If I'm paying a pool
> and a master phase action to cost my prey one pool and a minion
> action, I'm losing.
Bear in mind that they do have to pass the referendum with that action -
not be blocked and THEN ALSO have the votes. Most people will vote with
them to get rid of the ARs but it still gives you some options to defend
them.
> You haven't been playing against the same Harbingers I've been playing
> against. Either that, or you play more Thaum and Quietus
> unpreventable strikes than I do. The Harbingers have a really great
> wall combo: AUS for intercept and bleed redirect, FOR for damage
> prevention, and NEC for free S:CE. There are only a few combat
> strategies that can get through that if it's well-built.
I haven't been playing them at all ;-D
Seems to me that you should be able to either outstealth their intercept
(pack em with combat) or smash 'em lots at 0 stealth and fill em up with
intercept cards. Of course you would need some cooperation from their
prey. If you can't manage either of those: well your're out of luck ;-P
Does anyone advocate moving the timing to Discard Phase over adding a
pool cost to playing AR?
Peter D Bakija expounded:
> vol...@yahoo.com (Eric Simon) wrote:
> > Actually, what I'm saying is that irresponsible bleed DOES upset table
> > balance, sometimes as much as an AR deck.
SOMETIMES. AR decks always mangle the table.
> > Sure it does. That's what distinguishes a "really good" AR deck. And
> > I mentioned how later in my paragraph, but you snipped that part, so
> > I'll go ahead and quote myself:
>
> Oh, I'm very familiar with the theory behind making a "good" Anarch
> revolt deck. There are only so many Life Boons you can use to keep the
> guy across the table alive. So he dies to the ARs anyway. And his
> predator starts to sweep the table. And the "very good" Anarch Revolt
> deck, once again, does little more than demolish the table.
I've never been tempted to play one but:
Surely the trick here is to play your dramatic upheaval or Kindred
Restructure BEFORE you run out of Life Boons so that when "the guy
across the table dies anyway" he's your prey.
> > Unless it's a good Anarch Revolt deck. I swear they exist. :)
> Oh, I've seen them all. I have one that is pretty good. And it wins 3
> player games all the time. Add 1 or 2 extra players, and the Life
> Boons and pool gain and Eagle's Sights and whatever just aren't
> enough. So, like, 90% of the time, in a game larger than 3 players, it
> just makes someone else random win.
The obvious answer is that you aren't playing your DUs and KRs well
enough though I don't know how much control you can get with those.
Either way I don't think that the posited existence of "good AR decks"
(very rare) is sufficient compensation for the number of bad ones.
> > The problem with trifling is that it majkes it even easier for the AR
> > deck to get extra Masters out (pool gain presumably). Do you view this
> > as just reasonable compensation for being unable to play so many ARs?
>
> I do. Basically, my thought is that no matter how you reduce it to
> one per turn, anything that builds slowly like that (Smiling Jack, for
> instance) needs a lot of support. If you can only play one per turn,
> then you NEED to play one per turn every turn. If you can play
> multiples per turn, it's okay to skip a turn in favor of pool gain.
> Trifling keeps it viable and also balances well with the cancel cost.
> I don't feel so bad about it going away each turn if it only costs me
> a trifle action rather than a full MPA.
I'm rather opposed to making a 'heavy impact' card like anarch revolt
a trifle, If it wasnt for the reason of a trifle being, well, trifle
:) it would be extremely easy to include up to eight in, say, a malk
S&B, or some kind of powervote, or whatever deck with ousting power of
itself. A trifle that costs your prey at least one pool is too
powerful IMO.
-Bram Vink
Timlagor <Timlagor...@yahoo.com> wrote in message:
> SOMETIMES. AR decks always mangle the table.
Hmm. I'm not quite sure who you are responding to with this statement.
> I've never been tempted to play one but:
> Surely the trick here is to play your dramatic upheaval or Kindred
> Restructure BEFORE you run out of Life Boons so that when "the guy
> across the table dies anyway" he's your prey.
Ah, yes, 'cause the deck throwing out all the Anarch Revolts can:
-Play enough Anarch Revolts to justfy the deck strategy,
-Protect these Anarch Revolts,
-Generate enough pool to avoid dying to these Anarch Revolts,
-Protect itself from its predator so it doesn't get ousted by these
Anarch revolts,
-Bleed forward with enough momentum to oust its prey before faster
decks around the table take advantage of all the Anarch Revolts,
-Protect all the other players at the table from the Anarch Revolts so
that only its prey dies at a given moment,
-Have the necessary stealth and vote power to successfully call and
pass Dramatic Upheaval (or, ya know, Kindred Restructure, 'cause this
magical and wonderful Anarch Revolt deck also has Princes in it...)
Yes. This clearly is why Anarch Revolt decks are good to play. And
don't simply destroy a given game...
> The obvious answer is that you aren't playing your DUs and KRs well
> enough though I don't know how much control you can get with those.
Very little. 'Cause you can't pass them. Or call them, for that
matter. 'Cause you don't have stealth. Or if you do have stealth, you
don't have bleed momentum. Or if you have either, you can't pass votes
if there is any vote presence at the table. And you need to protect
the Anarchs with either intercept or Delaying Tactics. All while your
crypt is small enough so that you don't instantly oust yourself by
playing the deck, and so you can take actions in the shortened game.
And keep yourself alive at the same time.
> Either way I don't think that the posited existence of "good AR decks"
> (very rare) is sufficient compensation for the number of bad ones.
I think this is a reasonable statement. I suspect that the number of
consistiently winning Anarch Revolt decks is *vastly* smaller than the
number of consistiently bad Anarch Revolt decks.
To the point that it would benefit everyone if Anarch Revolt were
downpowerd such that you really only used them if it was a very good
idea.
-Peter
Peter D Bakija expounded:
> Timlagor <Timlagor...@yahoo.com> wrote in message:
> > SOMETIMES. AR decks always mangle the table.
> Hmm. I'm not quite sure who you are responding to with this statement.
Sorry.
SOMETIMES irresponsible bleed will wreck a table. ARs pretty much always
do so. Besides which AR could be fixed and irresponsible bleeding
couldn't ..well ok you could ban all bounce cards: I don't think anyone
wants that.
> > Surely the trick here is to play your dramatic upheaval or Kindred
> > Restructure BEFORE you run out of Life Boons so that when "the guy
> > across the table dies anyway" he's your prey.
> Ah, yes, 'cause the deck throwing out all the Anarch Revolts can:
> -Play enough Anarch Revolts to justfy the deck strategy,
> -Protect these Anarch Revolts,
> -Generate enough pool to avoid dying to these Anarch Revolts,
> -Protect itself from its predator so it doesn't get ousted by these
> Anarch revolts,
> -Bleed forward with enough momentum to oust its prey before faster
> decks around the table take advantage of all the Anarch Revolts,
Scratch this one. You don't need to go forward AT ALL (aside from the
ARs) because you are planning to swap to sit behind the person with the
least pool at the right moment. if you can pass a KR you might only need
to do it once.
> -Protect all the other players at the table from the Anarch Revolts so
> that only its prey dies at a given moment,
Again you are planning to be sitting behind the first to go.
> -Have the necessary stealth and vote power to successfully call and
> pass Dramatic Upheaval (or, ya know, Kindred Restructure, 'cause this
> magical and wonderful Anarch Revolt deck also has Princes in it...)
That could be tough. I've never tried. How the hell did I end up trying
to defend AR anyway?
> Yes. This clearly is why Anarch Revolt decks are good to play. And
> don't simply destroy a given game...
I certainly never said that!
> if there is any vote presence at the table. And you need to protect
> the Anarchs with either intercept or Delaying Tactics. All while your
> crypt is small enough so that you don't instantly oust yourself by
> playing the deck, and so you can take actions in the shortened game.
> And keep yourself alive at the same time.
Maybe it's not possible. Eric says it is and this is how I reckon it
could be done. Certainly Rob Treasure managed to pass his Dramatic
Upheaval (no Prince required) in the final of the UK Champtionship.
Perhaps Eric could post a "really good" AR deck to compare with Rob's
(in the WEEKENDA thread)?
I learned about weenie Potence from you, Peter, so here's the skinny
on Anarch Revolts.
pd...@lightlink.com (Peter D Bakija) wrote in message news:<aadbb36b.03090...@posting.google.com>...
> Ah, yes, 'cause the deck throwing out all the Anarch Revolts can:
> -Play enough Anarch Revolts to justfy the deck strategy,
Crypt: Mono Anson, or Anson & 3 weenies. Obviously multiple Parthenons
should be in the library.
> -Protect these Anarch Revolts,
Nah. Never protect your Anarch Revolts. Other people voting them down
guarantees that your prey loses far more pool to them than you do.
> -Generate enough pool to avoid dying to these Anarch Revolts,
You don't spend much pool, 'cause you only bring out one vampire and a
few locations, and you lose less pool to the revolts than every one
else if others are voting them out. On top of that, you can bloat with
Minion Tap/Golconda every other turn. That's old school; I've been
experimenting with a LitC/Blood Doll version.
> -Protect itself from its predator so it doesn't get ousted by these
> Anarch revolts,
For bleeds, Anson can Deflect, 2nd Tradition, Majesty. For rush, Sense
Dep, etc., you should include some Secure Havens...you only have one
vampire out, so that's total coverage. Votes can be the toughest
offense to deal with. Either plan to weather them or include a few
Dread Gaze/DTs, depending on your metagame.
> -Bleed forward with enough momentum to oust its prey before faster
> decks around the table take advantage of all the Anarch Revolts,
Bleeding is unnecessary. Let AR and other players do the damage for
you, then clean up with votes.
> -Protect all the other players at the table from the Anarch Revolts so
> that only its prey dies at a given moment,
Your grandprey is really the only other player you're very worried
about.
> -Have the necessary stealth and vote power to successfully call and
> pass Dramatic Upheaval (or, ya know, Kindred Restructure, 'cause this
> magical and wonderful Anarch Revolt deck also has Princes in it...)
Yes, Anson is a prince. I recommend a few Obfuscate masters in the
deck so you can Forgotten Labrynth with him. Awe and/or BO will pass
your votes when you need to.
One final note: your library should be 60 cards, or even fewer if
local rules allow. You'll never see its bottom.
On Fri, 5 Sep 2003 15:25:13 +0200, "Reyda" <true_...@hotmail.com>
scrawled:
[ quoted text not captured ]
Happy Tree Friends might be ok in the WoD, though. :)
www.happytreefriends.com
[ quoted text not captured ]
On Sun, 7 Sep 2003 18:44:03 +0100, Timlagor
<Timlagor...@yahoo.com> scrawled:
[snip]
>Does anyone advocate moving the timing to Discard Phase over adding a
>pool cost to playing AR?
under the assumption that it needs fixing, i advocate dicard phase
over cost.
with the caveat that i am not convinced either way as to whether it
_needs_ fixing or not.
[ quoted text not captured ]
"salem" <salem_ch...@yahoo.com> wrote
> >> Hell no the Carebears are FAR to scary for WoD!
> >
> >especially the pink one :)
>
> Happy Tree Friends might be ok in the WoD, though. :)
>
> www.happytreefriends.com
yeah. I feel like those creatures may be Garous of some sort :)
salem expounded:
> On Sun, 7 Sep 2003 18:44:03 +0100, Timlagor
> <Timlagor...@yahoo.com> scrawled:
>
> [snip]
> >Does anyone advocate moving the timing to Discard Phase over adding a
> >pool cost to playing AR?
>
> under the assumption that it needs fixing, i advocate dicard phase
> over cost.
There's always one isn't there. <sigh>
Could you share your reasons? (if you already have I can't find them
easily)
> with the caveat that i am not convinced either way as to whether it
> _needs_ fixing or not.
Yeah ok.
I think you are missing the point. Its not that making a good AR
deck is completely impossible. Clearly some people have won
tournaments with them. Its just that its so much easier for the deck
to lose, and in ANY game that a AR deck is at the table, whether or
not its a good deck, it completely destroys the game dynamic.
On top of that, I think most would agree that even a top quality AR
deck would be relatively easy to stop if anyone on the table was
runnign vote defense against the seat moves or Sudden reversals for
the Boons. Yet even in those cases where the good AR deck is stopped
by countermeasures, it would still "win" in a way, by destroying the
game even as it dies. That is the problem.
omgm...@aol.com (MarkandJosie) wrote in message news:<8de27bad.03090...@posting.google.com>...
> ...in ANY game that a AR deck is at the table, whether or> not its a good deck, it completely destroys the game dynamic.
Really? Players stop trying to oust their prey? They stop trying to
bleed, vote, rush or bloat? They stop trying to protect their pool?
They stop trying to act, or stop trying to block?
"Completely destroys" is pure hyperbole, and we've heard it too much
on this thread. Let's say it "radically accelerates" the game dynamic.
> ... even in those cases where the good AR deck is stopped> by countermeasures, it would still "win" in a way, by destroying the
> game even as it dies. That is the problem.
"Destroying the game as it dies?" You mean the game ends? No one can
earn victory points? The game times out? Everyone withdraws?
More hyperbole. After a AR deck is ousted, people are generally lower
on pool and have used less transfers, but the game doesn't fall apart.
emmits...@hotmail.com (Emmit Svenson) wrote in message
> Crypt: Mono Anson, or Anson & 3 weenies. Obviously multiple Parthenons
> should be in the library.
That is cetainly a viable possibility, but then you suffer from the
"all eggs in one basket" syndrome. If something embarrasing does
happen to Anson (like he is beat up, Sensory Deprivated, contested,
Pentex Subverted, or just blocked alot), you are SOL. And unless you
have a lot of Bewitchings to push those votes through, you'll have a
lot of trouble passing votes, as simply by virtue of you being an
Anarch revolt deck, the whole table is going to want your votes to
fail.
I realize that, in theory, there are ways to make Anarch Revolt decks
that should be able to win consistiently. In practice, however, this
isn't really the case, and mostly they just piss people off and make
them hate the game.
And if Anarch Revolt were powered down some, there would still, in
theory, be ways to make Anarch Revolt decks that win consistiently.
-Peter
Timlagor wrote:
>
> salem expounded:
> > On Sun, 7 Sep 2003 18:44:03 +0100, Timlagor
> > <Timlagor...@yahoo.com> scrawled:
> >
> > [snip]
> > >Does anyone advocate moving the timing to Discard Phase over adding a
> > >pool cost to playing AR?
> >
> > under the assumption that it needs fixing, i advocate dicard phase
> > over cost.
>
> There's always one isn't there. <sigh>
> Could you share your reasons? (if you already have I can't find them
> easily)
One what? One guy who doesn't agree Anarch Revolt is a problem? Oh,
there's lots of people who feel that way. If you want to know why, it's
because of the same reasons people usually give: if it were a play-balance
problem, you'd see lots of Anarch Revolt decks and many tournaments would
be constantly getting won by guys with Anarch Revolt decks. These are the
only real tell-tale signs of a problem.
I think people can make a pretty credible argument that Anarch Revolt
decks are really annoying and interfere with the fun most people have
with the game - whether the deck wins or not. I'm not sure it's bad
enough to convince me on that basis, though. I get a lot more annoyed
by weeny presence decks that take one V.P. and normally should never have
a shot at a game win. Or even just rush combat decks or intercept walls.
All can be really unfair to one opposing player who's biggest sin was to
have the bad luck of sitting in the wrong seat at the table. At least
Anarch Revolt decks aren't quite so predicable in their tendency to ruin
the game for certain other players.
Fred
Timlagor <Timlagor...@yahoo.com> wrote:
> Sorry.
> SOMETIMES irresponsible bleed will wreck a table. ARs pretty much always
> do so. Besides which AR could be fixed and irresponsible bleeding
> couldn't ..well ok you could ban all bounce cards: I don't think anyone
> wants that.
Yeah, that is what I figured. I think you were responding to something
that someone else wrote, yet you thought it was me. Not a problem.
> Scratch this one. You don't need to go forward AT ALL (aside from the
> ARs) because you are planning to swap to sit behind the person with the
> least pool at the right moment. if you can pass a KR you might only need
> to do it once.
That is a *highly* sketchy plan for an Anarch Revolt deck--it is very
easy for something to go wrong with the vote you need to call at
exactly the right moment--Intercept; table votes; Delaying Tactics.
Sure, if everything works perfectly, and then your difficult to pull
off gambit gets pulled off, you might do well. But then, that doesn't
happen that often. Which is why Anarch Revolt decks simply hose the
whole table rather than win. But then we both agree on that point :-)
> Maybe it's not possible. Eric says it is and this is how I reckon it
> could be done. Certainly Rob Treasure managed to pass his Dramatic
> Upheaval (no Prince required) in the final of the UK Champtionship.
I think it is *possible*. But very difficult. And unlike most other
decks that are possible, yet difficult to win with, the AR deck tends
to destroy the game when it doesn't win (which is the most likely
outcome of such a deck). Other bad decks just get plowed under, and
don't do much colatteral damage.
-Peter
Frederick Scott expounded:
> Timlagor wrote:
> >
> > salem expounded:
> > > On Sun, 7 Sep 2003 18:44:03 +0100, Timlagor
> > > <Timlagor...@yahoo.com> scrawled:
> > >
> > > [snip]
> > > >Does anyone advocate moving the timing to Discard Phase over adding a
> > > >pool cost to playing AR?
> > >
> > > under the assumption that it needs fixing, i advocate dicard phase
> > > over cost.
> >
> > There's always one isn't there. <sigh>
> > Could you share your reasons? (if you already have I can't find them
> > easily)
should have had a smiley with that "<sigh>". <sigh>
> One what? One guy who doesn't agree Anarch Revolt is a problem? Oh,
Nope. One guy who thinks moving the timing to Discard phase is better
than adding a pool cost (assuming as we already are that it needs
fixing). You did read the post didn't you? :-P
> there's lots of people who feel that way. If you want to know why, it's
> because of the same reasons people usually give: if it were a play-balance
> problem, you'd see lots of Anarch Revolt decks and many tournaments would
> be constantly getting won by guys with Anarch Revolt decks. These are the
> only real tell-tale signs of a problem.
That wasn't the question.
Peter D Bakija expounded:
> Timlagor <Timlagor...@yahoo.com> wrote:
> > Sorry.
> > SOMETIMES irresponsible bleed will wreck a table. ARs pretty much always
> > do so. Besides which AR could be fixed and irresponsible bleeding
> > couldn't ..well ok you could ban all bounce cards: I don't think anyone
> > wants that.
>
> Yeah, that is what I figured. I think you were responding to something
> that someone else wrote, yet you thought it was me. Not a problem.
I was. I didn't. It isn't. ;)
I did quote the bit I was responding to which was written by someone
else but since you had already quoted it and it was (I think) the only
thing in their post I wanted to respond to, I didn't bother to put in a
totally seperate post; there were other parts where i wanted to respond
to both of you together too.
I agree that it wasn't completely clear.
> That is a *highly* sketchy plan for an Anarch Revolt deck--it is very
Sure it is. I haven't thought about the actual proportions or anything.
I dno't think I've even sat down with a serious AR deck yet.
> easy for something to go wrong with the vote you need to call at
> exactly the right moment--Intercept; table votes; Delaying Tactics.
As I see it DT is the big threat here. Anything else, you can prepare
for. I suppose you could pack both DU and KR as defence against DT and
try it a turn earlier than you think you actually need to.
Peter D Bakija expounded:
> "all eggs in one basket" syndrome. If something embarrasing does
> happen to Anson (like he is beat up, Sensory Deprivated, contested,
> Pentex Subverted, or just blocked alot), you are SOL. And unless you
SOL?
Timlagor wrote:
>
> Frederick Scott expounded:
> > Timlagor wrote:
> > > <Timlagor...@yahoo.com> scrawled:
> > >
> > > [snip]
> > > >Does anyone advocate moving the timing to Discard Phase over adding a
> > > >pool cost to playing AR?
> > >> > > There's always one isn't there. <sigh>
> > > Could you share your reasons? (if you already have I can't find them
> > > easily)
...
> > One what? One guy who doesn't agree Anarch Revolt is a problem? Oh,
>
> Nope. One guy who thinks moving the timing to Discard phase is better
> than adding a pool cost (assuming as we already are that it needs
> fixing). You did read the post didn't you? :-P
Wasn't following the thread. I missed exact the turn of words in the
sentence, "OVER adding a pool cost". I was thinking you were implying
that changing the timing would have the effect of adding a pool cost to
the person who plays it - which it does.
Adding a pool cost to the card is probably more straightforward. Changing
the timing, I suppose, is probably an even worse penalty. Though it allows
the guy who plays it his minion phase to pay for it and still survive (if he
should be on his last pool) it also allows his prey to as well.
Probably doesn't matter. Either one would almost certainly eviscerate the
card. Who cares how a card works if no one's ever gonna use it?
Fred
Peter D Bakija wrote:
> How, really, would it be bad if Anarch Revolt was powered down some?
It becomes a waste of cardboard, which this game has too much of as
it is. (OK, I know, many other games are far worse. Still...)
Better to just ban it than bother to "tone down" a card you don't like
for non-play-balance reasons. Overpowered cards can be fixed this way.
Cards that simply do unpopular things simply become dreck.
Fred
> > ...in ANY game that a AR deck is at the table, whether or
> > not its a good deck, it completely destroys the game dynamic.
>
> Really? Players stop trying to oust their prey? They stop trying to
> bleed, vote, rush or bloat? They stop trying to protect their pool?
> They stop trying to act, or stop trying to block?
>
> "Completely destroys" is pure hyperbole, and we've heard it too much
> on this thread. Let's say it "radically accelerates" the game dynamic.
Saying that something doesnt "destroy" the game but simply
"radically accelerates" the game dynamic is a distinction without a
difference. When everyone at a game is losing 3 pool or more a turn
to ARs, its clearly a radically different game then any other
situation given almost any other decks. It adds a huge random
element to the game, also so large that you might as well be flipping
a coin to see who ousts who. Yes, I consider that destroying the
game. You think it "radically accelerates it". As I said earlier,
a distinction without a difference.
>
> > ... even in those cases where the good AR deck is stopped
> > by countermeasures, it would still "win" in a way, by destroying the
> > game even as it dies. That is the problem.
>
> "Destroying the game as it dies?" You mean the game ends? No one can
> earn victory points? The game times out? Everyone withdraws?
>
> More hyperbole. After a AR deck is ousted, people are generally lower
> on pool and have used less transfers, but the game doesn't fall apart.
Actually it does fall apart. If a game that normally lasts 2
hours is done in 15 minutes because every player at the table lost a
large proportion of their pool to AR, how is that not destroying the
game? As Peter pointed out already, all it takes to radically throw
a game out the window is for one player to decide to slap down 3 AR a
turn. At that point, the most dominant factor in the game is no
longer your own deck, or even your predators or preys, its dealing or
figuring out a way to survive around the ARs. Yes, thats destroying
the game.
The other things that people consider equivalent, and that are used
to defend ARs are hardly even in the same ballpark. Irresponsible
bleed might oust one or two people, but doesnt turn a 2 hour game into
a 15 minute crapshoot. Wall decks might be annoying for some people,
but they hardly utterly change a games dynamics. The only card I can
think of that is as bad as AR as far as randomizing a game, was Return
to Innocence. A few deflections later, random people were dying
around the table. That card clearly needed to be fixed, and it was.
AR is almost worse in some ways, since at least with AR it was only
killing one person, and not dropping everyones pool.
Timlagor <Timlagor...@yahoo.com> wrote in message news:<MPG.19c6fab3...@news.freeserve.com>...
[ quoted text not captured ]
Shit Outta Luck. Fairly common phrase that apparently isn't as common as I thought.
-Peter
Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3F5CED03...@removethis.com>...
[ quoted text not captured ]
But many of the proposed fixes leave it useful, but not a waste of
cardboard.
The "costs X, where X is the number of other Anarch Revolts in play"
solution, for instance, has *zero* effect on playing 1 of them. Many
decks can benefit from playing 1 Anarch Revolt, and these decks aren't
affected at all. If you need a few more, but not, like, 5, you play
Anarch and Antedeluvian Awakening.
Changing the timing of the card (say, lose the pool at the end of
turn) leaves the card still useful for most purposes (like the
"breaking a wall" use mentioned elsewhere) but gives the card a cost
worth worrying about, such that it won't be played willy-nilly.
-Peter
On Mon, 8 Sep 2003 12:16:41 +0100, Timlagor
<Timlagor...@yahoo.com> scrawled:
>salem expounded:>> On Sun, 7 Sep 2003 18:44:03 +0100, Timlagor
>> <Timlagor...@yahoo.com> scrawled:
>>
>> [snip]
>> >Does anyone advocate moving the timing to Discard Phase over adding a
>> >pool cost to playing AR?
>>
>> under the assumption that it needs fixing, i advocate dicard phase
>> over cost.>
>There's always one isn't there. <sigh>
>Could you share your reasons? (if you already have I can't find them
>easily)
Ok. The worst thing about AR, that i see, is that it does it's pool
damage to the prey in the Untap Phase. the prey will always take 1
damage. no ifs. no buts. just, takes it. done. sure, they might be
lucky enough to have untap phase pool gain to offset it, but there is
still nothing the prey can do.
It's part of the table destabilising effect that each person that is
getting hurt by it can't do anything about it. they have to rely on
other people earlier in the turn order to get rid of it.
if you move it to the discard phase, at least they get a chance to get
rid of it before they're spanked.
Although maybe it should also get an exemption clause for the meth who
played it on the turn they played it. otherwise it'd probably end up
too weak.
but then, i'm still not convinced it's too good now, which is probably
why i think weakening it might make it...too weak. or something.
[ quoted text not captured ]
On Mon, 8 Sep 2003 21:44:05 +0100, Timlagor
<Timlagor...@yahoo.com> scrawled:
>Peter D Bakija expounded:
[snip]
>> easy for something to go wrong with the vote you need to call at
>> exactly the right moment--Intercept; table votes; Delaying Tactics.>
>As I see it DT is the big threat here. Anything else, you can prepare
>for. I suppose you could pack both DU and KR as defence against DT and
>try it a turn earlier than you think you actually need to.
i think the biggest problem with the 'table jump' to snatch vps is:
the person who is about to die will probably die to what their
predator does, plus the ARs, in one go.
If you jump in before the predator does it's thing, you don't have the
forward movement that their old predator does, so the ARs won't finish
them off.
If you wait until after the predator has done it's thing, the ARs kick
in and finish the guy off before you get a chance to jump in.
Your only recourse then is Life Boon, followed by your table jumping.
Which just adds yet another layer of fragility to the whole thing.
Plus, you have to hope the guy who you life booned doesn't just oust
himself out of spite during his own turn (if he is reasonably sure he
can't get any further vps anyway..).
[ quoted text not captured ]
On Mon, 08 Sep 2003 20:58:39 GMT, Frederick Scott
<freds64_at_...@removethis.com> scrawled:
[ quoted text not captured ]
ummm...how is powering it down to levels that _you_ think are too low
worse than banning it?
in the former case, _other_ people might still like to try it and play
it, thus making it not a waste of cardboard for them.
in the latter case, if you ban it, NO ONE is even allowed to play it,
thus making it a waste of cardboard for everyone.
[ quoted text not captured ]
salem expounded:
> Ok. The worst thing about AR, that i see, is that it does it's pool
> damage to the prey in the Untap Phase. the prey will always take 1
> damage. no ifs. no buts. just, takes it. done. sure, they might be
> lucky enough to have untap phase pool gain to offset it, but there is
> still nothing the prey can do.
>
> It's part of the table destabilising effect that each person that is
> getting hurt by it can't do anything about it. they have to rely on
> other people earlier in the turn order to get rid of it.
I see what you mean and I agree that that is a nasty feature.
Personally I think that that nasty feature is just about the only
redeeming feature of ARS as it is INTERESTING: Nasty but in an
interesting way.
That isn't really the feature that makes tables go crunch either though
it does contribute.
Moving it to the discard phase would make it unplayable: "Every time you
play an AR, I will take actions to remove them rather than going forward
so you will give the game to my prey -your grandprey."
I hadn't really thought of that before. Moving to discard would probably
be the most complete 'nerf' for AR.
[ quoted text not captured ]
Sadly out of luck. (Or something similar :-).
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to V:TES news, rules, cards, utilities, and tournament calendar:
http://www.white-wolf.com/vtes/
"Eric Simon" <vol...@yahoo.com> wrote in message
news:6f81fa2c.03090...@posting.google.com...
> Timlagor <Timlagor...@yahoo.com> wrote in message
news:<MPG.19c518ed4...@news.freeserve.com>...
> > Adding a cost to AR is MUCH better than changing the timing IMOSHO. Hits
> > the player just the same but without removing the "it's already hit me"
> > effect on everyone else.
> > Changing the timing to the Master phase might work though..
>
> Agreed. If you want to hit the owner first turn, either make it a
> cost or a master phase effect. As I mentioned, I don't like the idea
> of creating one card whose effects happen during discard, since
> nothing else does so. I do think, however, that if the card affects
> its owner, the cancel cost should be increased. If I'm paying a pool
> and a master phase action to cost my prey one pool and a minion
> action, I'm losing.
There are other cards whose effects take place during the
discard phase. A bunch of vampires' effects, a number of
untap effects, plus:
Camarilla Threat's damage-on-discard.
Chiram's Hold's way-to-burn.
Elder Michaelis's Hold's way to burn.
Millicent Smith's pass-to-the-right.
Temptation of Greater Power's debt-payment.
Waste Management Operation's library-replishment.
I may have missed some other non-untap, non-vampire effects,
too.
On the topic of what Anarch Revolt's cost should be: I
think you're right that paying 1 pool and a MPA to make
your prey lose 1 pool and a vampire action isn't an
inherently winning plan. But if we're assuming that Anarch
Revolt shouldn't make you win all by itself, that may not
be a problem...
Josh
turns my stomach...
omgm...@aol.com (MarkandJosie) wrote in message news:<8de27bad.0309...@posting.google.com>...
> It adds a huge random
> element to the game, also so large that you might as well be flipping
> a coin to see who ousts who.
No, it doesn't. There is nothing random about Anarch Revolt. It is
absolutely and utterly predictable. One pool a turn during untap
clockwise round the table until it's gone. Why do you call this
random? Is it because you are often surprised by who is ousted first
in a game with ARs in it? That's not because AR adds a random element
to the game, it's because AR amplifies the effect of good decisions
and bad decisions by eliminating any comfortable pool buffer people
have
> > More hyperbole. After a AR deck is ousted, people are generally lower
> > on pool and have used less transfers, but the game doesn't fall apart.
>
> Actually it does fall apart. If a game that normally lasts 2
> hours is done in 15 minutes because every player at the table lost a
> large proportion of their pool to AR, how is that not destroying the
> game?
The game has a winner, who wins because of superior deckbuilding and
strategy. If this were not true, I would concede that the game was
harmed.
In any case, AR games do not take 15 minutes...that's ridiculous.
> ...all it takes to radically throw> a game out the window is for one player to decide to slap down 3 AR a
> turn. At that point, the most dominant factor in the game is no
> longer your own deck, or even your predators or preys, its dealing or
> figuring out a way to survive around the ARs.
Tell me, how does figuring out a way to survive around the ARs not
involve your own deck, or your predator's or prey's?
You must still use your deck to your best advantage. You don't have
the luxury to dawdle, true...decks with a lot of setup time suffer the
most. But then, that's a choice you made, to bring a slow deck to the
table.
People are accusing AR of everything short of shooting the Kennedys.
Take a rational look at the card and you see that it isn't the
antichrist. It makes games faster. If you absolutely cannot stand this
card, hey, at least you know you won't have to suffer long.
Peter D Bakija wrote:
>
> Frederick Scott <freds64_at_...@removethis.com> wrote in message > news:<3F5CED03...@removethis.com>...
> > Peter D Bakija wrote:
> > > How, really, would it be bad if Anarch Revolt was powered down some?
> >
> > It becomes a waste of cardboard, which this game has too much of as
> > it is. (OK, I know, many other games are far worse. Still...)
> > Better to just ban it than bother to "tone down" a card you don't like
> > for non-play-balance reasons. Overpowered cards can be fixed this way.
> > Cards that simply do unpopular things simply become dreck.
>
> But many of the proposed fixes leave it useful, but not a waste of
> cardboard.
I haven't heard one. The problem is, the way to win with Anarch Revolt
is *exactly* the thing you don't like about it. Tone that down and you've
remove any incentive people have to play it. Tone it down moderately and
you'll wind up somewhere between "a card you sort of hate" and and a "sort
of useless" card. (Both of your suggestions seem to fall into this category,
by the way.) I don't think that's much improvement.
I have seen people use small numbers of them in decks which would tend to
belie my opinion of them. But in almost all cases I wasn't very impressed
with the whole deck or else I wasn't impressed with the value of the Anarch
Revolts to the deck.
Fred
salem wrote:
>
> On Mon, 08 Sep 2003 20:58:39 GMT, Frederick Scott
> <freds64_at_...@removethis.com> scrawled:
>
> >Peter D Bakija wrote:
> >> How, really, would it be bad if Anarch Revolt was powered down some?
> >
> >It becomes a waste of cardboard, which this game has too much of as
> >it is. (OK, I know, many other games are far worse. Still...)
> >Better to just ban it than bother to "tone down" a card you don't like
> >for non-play-balance reasons. Overpowered cards can be fixed this way.
> >Cards that simply do unpopular things simply become dreck.
>
> ummm...how is powering it down to levels that _you_ think are too low
> worse than banning it?
White Wolf would print them and people would have to get them in packs,
in place of a useful, interesting card. And you can infer a variation of
opinion on its power all you like. The fact is, its not out of balance
right now (or it would inevitably win tournaments) and a balanced card
powered down significantly always becomes a nearly useless card.
Fred
(Emmit Svenson) wrote:
> No, it doesn't. There is nothing random about Anarch Revolt. It is
> absolutely and utterly predictable. One pool a turn during untap
> clockwise round the table until it's gone. Why do you call this
> random? Is it because you are often surprised by who is ousted first
> in a game with ARs in it? That's not because AR adds a random element
> to the game, it's because AR amplifies the effect of good decisions
> and bad decisions by eliminating any comfortable pool buffer people
> have
Emmit is spot on here. Take note of my Malkavian "Vertigo" deck that I
posted yesterday. After using Madness Network, Dramatic Upheaval &
Reversal of Fortune to throw peoples' games off by completely
disrupting the flow of the game, dropping Anarch Revolts increases
their discomfort by putting a steady pressure on the entire table.
> > > More hyperbole. After a AR deck is ousted, people are generally lower
> > > on pool and have used less transfers, but the game doesn't fall apart.
> >
> > Actually it does fall apart. If a game that normally lasts 2
> > hours is done in 15 minutes because every player at the table lost a
> > large proportion of their pool to AR, how is that not destroying the
> > game?
>
> The game has a winner, who wins because of superior deckbuilding and
> strategy. If this were not true, I would concede that the game was
> harmed.
I, too, fail to understand how speeding up a game has necessarily
destroyed it. I find that stealth bleed decks are much more disruptive
and are generally more prone to manipulation by their prey. Besides
which, the game has to "fall apart" at some point. Otherwise, all
games would go to the time limit with everyone having a tie.
> In any case, AR games do not take 15 minutes...that's ridiculous.
Actually, it's not. I've personally seen games involving Anarch decks
go less than 15 minutes. I believe the Anarch deck in question was
also a weenie presence bleed deck. (Yes, that's a whole helluva lot of
cheese in one deck.)
> You must still use your deck to your best advantage. You don't have
> the luxury to dawdle, true...decks with a lot of setup time suffer the
> most. But then, that's a choice you made, to bring a slow deck to the
> table.
This, I believe, is the crux of the argument. People upset by AR tend
to believe they have a right to a setup time and try to "fix" anything
that deprives them of it. As long as the effect is balanced, I see no
problem with any card that speeds up the game. After all, VTES is a
war of attrition and AR only speeds that attrition up.
Regards,
Noal
On Tue, 9 Sep 2003 11:33:42 +0100, Timlagor
<Timlagor...@yahoo.com> scrawled:
>salem expounded:[ quoted text not captured ]
It might 'nerf' AR decks as we currently know them, but it might be
the right choice anyway.
Those intercept decks, who fear time running out. they slip in one or
two ARs. now, if your prey is doing what you hypothesise above, he's
doing actions you can block without eagles sight. yay.
if he does just push forward, great, he's softening up the next guy
for you. and you don't eagles sight when your grand prey tries to burn
the things.
as for the making your prey clam up...Form of Corruption already does
that, and in a much worse way, i think. (as it _can't_ be removed by
the guy who's going to hurt from it, other than helping his predator
get ousted).
[ quoted text not captured ]
pd...@lightlink.com (Peter D Bakija) wrote:
> > The obvious answer is that you aren't playing your DUs and KRs well
> > enough though I don't know how much control you can get with those.
>
> Very little. 'Cause you can't pass them. Or call them, for that
> matter. 'Cause you don't have stealth. Or if you do have stealth, you
> don't have bleed momentum. Or if you have either, you can't pass votes
> if there is any vote presence at the table. And you need to protect
> the Anarchs with either intercept or Delaying Tactics. All while your
> crypt is small enough so that you don't instantly oust yourself by
> playing the deck, and so you can take actions in the shortened game.
> And keep yourself alive at the same time.
You don't need a small crypt if you use Ventrue. And a large crypt can
do most of these things.
The only AR deck that I've ever built relied upon large ventrue
princes and Lucinde Alastor. It had reasonable amounts of intercept
(Second Tradition), combat defence (Fortitude and Obedience), and good
vote presence. I won a few games with a combination of AR pool damage
and Dread Gaze+Elder Kindred Network. Kindred Restructure was in the
deck, but only called when necessary (I hate the hassle of moving
everybody around the table).
I'm sure that there are better decks out there (and there are
certainly more interesting ones; this was a bit dull to play, so I
dismantled it) but it was certainly -viable-. The games I played with
it were a good bit shorter, but there wasn't much in the way of
"chaos".
If only the deck had used Necromancy or something interesting, I might
have kept it.
--
james o'rance
http://www.geocities.com/dragon-dreamer/vampire
emmits...@hotmail.com (Emmit Svenson) wrote in message news:<75bdf7ed.03090...@posting.google.com>...
<snip>
> In any case, AR games do not take 15 minutes...that's ridiculous.
I've been on a 4 player table with an AR deck in a tournament, that
game took 25 minutes.
Of course, I made sure my predator (the AR player) didn't win anything
for his trouble.
> People are accusing AR of everything short of shooting the Kennedys.
> Take a rational look at the card and you see that it isn't the
> antichrist. It makes games faster. If you absolutely cannot stand this
> card, hey, at least you know you won't have to suffer long.
I think the problem's not so much the card itself, but the way it's
been played by some people. I don't get all upset when wouter brings
out his anson-Anarch deck, because I know he will play the tactical
game, and definately not upset the table in a way he's not able to
(try to) control.
On the other hand, I've been in that 25-minute game. I didn't mind
then - if it only happens once it's kind of funny, and I was on
holidays then anyways, so had plenty of time to socialise then.
However, if I was in an area where tables were getting hit with AR a
lot, by players who don't care who takes the table if it's not them,
and who wind up losing lots of times with their AR deck anyways... I
would be upset as well.
Of course, sometimes you can solve this by talking to the players.
Sometimes you can't.
Tobias
Deventer
"Frederick Scott" <freds64_at_...@removethis.com> wrote in message
news:3F5CDD54...@removethis.com...
<snip>
> One what? One guy who doesn't agree Anarch Revolt is a problem? Oh,
> there's lots of people who feel that way. If you want to know why, it's
> because of the same reasons people usually give: if it were a play-balance
> problem, you'd see lots of Anarch Revolt decks and many tournaments would
> be constantly getting won by guys with Anarch Revolt decks. These are the
> only real tell-tale signs of a problem.
Well over here in the UK it seems like Anarch Revolt is starting to be a
problem, which is why we've raised the issue on the group again just
recently. ARs have featured heavily in the last 3 or 4 tournaments I've been
to, and consensus in each case was that the card (when stacked) destabilised
the table and ruined most people's enjoyment of the game. The likelyhood is
that (due to good sportsmanship) we'll probably now see a deliberate shift
in the metagame away from the card in the short term, but that won't really
address the issues at hand. Everyone over here could *in theory* keep
playing the same AR based decks until everyone is sick of the game and gives
up altogether (and TBH if that's what it takes to change the card then that
could easily happen). Perhaps most importantly, because facing stacked AR is
so unenjoyable, it's going to completely put off any new players that make
an effort to come along to an event for the first time. Even if nothing
changes officially, I'm almost tempted to enforce a restriction of the card
for all future local events in any case. This is a situation that I am sure
White Wolf does not want, and it's a much larger argument than just a few
people whining about losing because their decks don't make the grade.
Regards,
Mike Nudd
VEKN Prince of London
[ quoted text not captured ]
"Emmit Svenson" <emmits...@hotmail.com> wrote in message
news:75bdf7ed.03090...@posting.google.com...
> omgm...@aol.com (MarkandJosie) wrote in message
news:<8de27bad.0309...@posting.google.com>...
> > Actually it does fall apart. If a game that normally lasts 2> > hours is done in 15 minutes because every player at the table lost a
> > large proportion of their pool to AR, how is that not destroying the
> > game?
>
> The game has a winner, who wins because of superior deckbuilding and
> strategy. If this were not true, I would concede that the game was
> harmed.
>
> In any case, AR games do not take 15 minutes...that's ridiculous.
They do if they're three-player Rapid Thought games. :-)
(I played three or four Rapid Thought games in the side-event
thing at the Atlanta qualifier back in May. I was playing
weenie-Dominate-Anarch-Revolt + bleed. None of my games took
over 20 minutes, I'm pretty sure, and some of them more like
10. Of course, being three players speeds that up quite a
bit. I won at least half of them, maybe more.)
Josh
anarchs are revolting, annoying, and their cost is not
balanced against their effect.
"Frederick Scott" <freds64_at_...@removethis.com> wrote in message
news:3F5E9AE7...@removethis.com...
> salem wrote:> > ummm...how is powering it down to levels that _you_ think are too low
> > worse than banning it?
>
> White Wolf would print them and people would have to get them in packs,
> in place of a useful, interesting card. And you can infer a variation of
> opinion on its power all you like. The fact is, its not out of balance
> right now (or it would inevitably win tournaments) and a balanced card
> powered down significantly always becomes a nearly useless card.
The "or it would always win" argument is simply not correct.
Not everyone chooses decks based solely on what deck they
think is the strongest. A lot of people seem to get bored
with playing the same deck all the time, or playing the
"obvious" decks all the time, and play various less-strong
concepts just for the sake of variety and their own (or
others') entertainment. Even in tournaments.
Besides that, an overpowered card doesn't have to result
in its deck always winning. It just increases the chances
of its deck winning.
Beyond this, an unbalanced card isn't *necessarily* one
that makes its player win a lot. It can have too large an
effect for its cost, even if the effect isn't always going
to be useful in making its player win. This is where I
think Anarch Revolt fits: it causes (in a 5-player game) 5
pool loss per time around the table, for the cost of 0
pool and 1 master phase action. Conservative Agitation,
by comparison, requires an unblocked action, passing a vote,
and using a card each time you want to get the effect (and
is still a strong card). Slave Auction can gain you 4
pool, but costs 6 master phase actions to do so (and takes
6 times around the table too).
Josh
crush revolting anarch poopiness!
dhar...@my-deja.com (Noal McDonald) wrote in message news:<bb705c59.03090...@posting.google.com>...
> (Emmit Svenson) wrote:
> > No, it doesn't. There is nothing random about Anarch Revolt. It is
> > absolutely and utterly predictable. One pool a turn during untap
> > clockwise round the table until it's gone. Why do you call this
> > random? Is it because you are often surprised by who is ousted first
> > in a game with ARs in it? That's not because AR adds a random element
> > to the game, it's because AR amplifies the effect of good decisions
> > and bad decisions by eliminating any comfortable pool buffer people
> > have
>
> Emmit is spot on here. Take note of my Malkavian "Vertigo" deck that I
> posted yesterday. After using Madness Network, Dramatic Upheaval &
> Reversal of Fortune to throw peoples' games off by completely
> disrupting the flow of the game, dropping Anarch Revolts increases
> their discomfort by putting a steady pressure on the entire table.
You didn't make an Anarch Revolt deck. "Vertigo" is an excellent
example of a deck that splashes Anarch Revolt to good effect. You're
essentially trying to create order through chaos the Malkavian way. I
see nothing wrong with this. It's the decks which pack 20+ Anarch
Revolts and expect them to do ALL the work that I personally have
problems with.
> > > > More hyperbole. After a AR deck is ousted, people are generally lower
> > > > on pool and have used less transfers, but the game doesn't fall apart.
> > >
> > > Actually it does fall apart. If a game that normally lasts 2
> > > hours is done in 15 minutes because every player at the table lost a
> > > large proportion of their pool to AR, how is that not destroying the
> > > game?
> >
> > The game has a winner, who wins because of superior deckbuilding and
> > strategy. If this were not true, I would concede that the game was
> > harmed.
>
> I, too, fail to understand how speeding up a game has necessarily
> destroyed it. I find that stealth bleed decks are much more disruptive
> and are generally more prone to manipulation by their prey.
Well I think that's the point. Anarch Revolt as a primary strategy is
very hard to disrupt if you're its prey. You eat pool every upkeep and
you'd better have a way to deal with it because you're likely the
first to go. The game degenerates to a point where it really is
unplayable except as a reaction to the Anarch Revolt player, except in
a few very narrow circumstance.
> > You must still use your deck to your best advantage. You don't have
> > the luxury to dawdle, true...decks with a lot of setup time suffer the
> > most. But then, that's a choice you made, to bring a slow deck to the
> > table.
>
> This, I believe, is the crux of the argument. People upset by AR tend
> to believe they have a right to a setup time and try to "fix" anything
> that deprives them of it. As long as the effect is balanced, I see no
> problem with any card that speeds up the game. After all, VTES is a
> war of attrition and AR only speeds that attrition up.
Anarch Revolt not only speeds attrition up, it makes many types of
decks completely unplayable due to its speed and inevitability of the
outcome. Unless you have immediate ways to bloat and bloat heavily,
you will be destroyed in short order. The only other option is to
eliminate the AR players means of bloating. In the JOL tournament, I
took my Assamites upstream against Wouter's Anarch Revolt deck to
deprive him of any chance to bloat. It was my only way to survive. Due
to some freaky table mechanics, I was able to get 1 VP, but that
wouldn't have happened otherwise.
The main reason I think we don't see more Anarch Revolt decks making
the rounds is peer pressure. I think the sentiment that Anarch Revolt
is "cheese" is nearly universal. It's "cheese" because none of the
three major strategies (bleed, politics or combat) are being utilized.
There are players who don't consider the cheese factor a taboo against
playing it, and that's just fine. But most others don't want to have a
local stigma attached to them for playing decks that "require no
skill" to play, even though decision-making for the AR player is
paramount. If this peer pressure weren't in place, I think we'd see
many more Anarch Revolt decks played because they can win and win big.
Most VTES players want to have *FUN* when playing and AR really isn't
fun for most people. In casual play, there is almost no chance to set
up some funky combo deck or bizarre Anarch or Ally strategy. In
tournaments, Anarch Revolt often rears its ugly head and that can
contribute to the casual player's disgust with the tournament
environment. If White Wolf is promoting tournaments as a marketing
tool, they'd better hope players are enjoying themselves while they
participate. The VTES player base isn't nearly as cutthroat as that of
other CCGs, and I think that to keep things growing we shouldn't fall
into the trap of going for hyper-competitiveness.
Joshua Duffin wrote:
> Beyond this, an unbalanced card isn't *necessarily* one
> that makes its player win a lot. It can have too large an
> effect for its cost, even if the effect isn't always going
> to be useful in making its player win. This is where I
> think Anarch Revolt fits: it causes (in a 5-player game) 5
> pool loss per time around the table, for the cost of 0
> pool and 1 master phase action.
It _might_ cause that much pool loss. There is that
political action to remove it, after all.
> Conservative Agitation, by comparison, requires an unblocked
> action, passing a vote, and using a card each time you want
> to get the effect (and is still a strong card).
And, by comparison, up to 4 of the damage can be concentrated
upon a single player.
- Ben Peal, Prince of Boston
fu...@mindstorm.com
>The "or it would always win" argument is simply not correct.
>
>Not everyone chooses decks based solely on what deck they
>think is the strongest. A lot of people seem to get bored
>with playing the same deck all the time, or playing the
>"obvious" decks all the time, and play various less-strong
>concepts just for the sake of variety and their own (or
>others') entertainment. Even in tournaments.
>
>Besides that, an overpowered card doesn't have to result
>in its deck always winning. It just increases the chances
>of its deck winning.
Expand on this in a way. It's much harder to determine problem cards in
multiplayer CCGs. Sure, someone can make the "if everyone has to gang up to
stop it, then it's broken" argument except that this argument rarely has
results to support it since good players do gang up to stop it whereas with
two-player CCGs (accurate) results (from competent players) are an excellent
source for supporting arguments.
Even in tournament play, social factors affect the strength of decks. Peer
pressure not to play distasteful decks often works on a local basis which is
unfortunate. Unfortunate in that problem cards/strategies are often not
sufficiently examined as too many regions peer pressure out decks they find
distasteful without necessarily realizing it. This, in turn, means less
rigorous analysis of the game and less complaint about what's truly wrong with
it when played on the most competitive level and more complaint about what's
wrong in regional metagames.
Certainly, it's the point of individual card text to provide variety to a CCG.
However, if only a single card (unlikely) or a tiny fraction of the cards
(probable) cause a game to play completely differently such that one is playing
a "different" game even if the game isn't a stronger one, then it's the case
that those cards are badly designed.
Anarch Revolt has some positive features. It produces viable and distinctive
archetypes. The problem is that it can also eliminate the viability of a
greater number of archetypes. This goes to the issue of fun in CCGing (taking
a cue from Mike Nudd's post). Not every deck has to be competitive; there are
always going to be stronger and weaker decks; but, it's more fun to have more
options of viable decks.
It's also more fun to have quality interaction and AR's strength comes from how
hard it is to interact with.
AR is not the only antifun culprit. Weenie decks all but guarantee killing one
player only being balanced by burning out too fast too often to guarantee
victory. The ease of bleeding heavily forces a major metagame presence of
bleed bounce. And, so on*. Maybe it's not possible to rein all of the problem
areas in a CCG in to produce a balanced environment, but it's worth constantly
considering what's problematic in a CCG in case a little pain - errata,
banning, rules change - can result in a greater benefit.
* Decks running at different speeds is often at the heart of complaints how
something isn't fun. Some variation of speed is likely necessary. Wide
variations means something isn't going to be fun to play.
"Joshua Duffin" wrote:
> This is where I
> think Anarch Revolt fits: it causes (in a 5-player game) 5
> pool loss per time around the table, for the cost of 0
> pool and 1 master phase action.
This is incorrect. If it causes 5 pool loss in a 5 player table than
it has caused 4 pool of damage at a cost of 1 pool and a master pahse
action. That makes it more expensive than a KRC vote; 4 pool loss at
a cost of o pool and 1 minion action.
The fact that the player of Anarch Revolt pays the same as everyone
else unless someone else calls a vote to get rid of it or it's part of
a Vertigo style deck, is what makes it balanced. Everyone suffers
evenly. As a point of note, most poorly designed AR decks often die
from their own ARs.
For these reasons, I would argue that Anarch Revolt is the most
balanced card in the game.
> crush revolting anarch poopiness!
Perhaps if you were less biased, you could discuss the topic more
logically.
Regards,
Noal
Mike Nudd wrote:
>
> "Frederick Scott" <freds64_at_...@removethis.com> wrote in message
> news:3F5CDD54...@removethis.com...
>
> <snip>
>
> > One what? One guy who doesn't agree Anarch Revolt is a problem? Oh,
> > there's lots of people who feel that way. If you want to know why, it's
> > because of the same reasons people usually give: if it were a play-balance
> > problem, you'd see lots of Anarch Revolt decks and many tournaments would
> > be constantly getting won by guys with Anarch Revolt decks. These are the
> > only real tell-tale signs of a problem.
>
> Well over here in the UK it seems like Anarch Revolt is starting to be a
> problem, which is why we've raised the issue on the group again just
> recently. ARs have featured heavily in the last 3 or 4 tournaments I've been
> to, and consensus in each case was that the card (when stacked) destabilised
> the table and ruined most people's enjoyment of the game.
That right. That is the "real" problem with it. (Though I disagree even
with *that* conclusion. Personally, rush combat ruins *my* enjoyment of
the game far worse than Anarch Revolt is ever likely to.) And it's important
to separate out which kind of a problem you're addressing when ask that a
card be fixed. I do think "making the game suck" (in general, if not in the
case of Anarch Revolt) is a legitimate problem that should be addressed if
a large enough chunk of the player based hates it enough. Just that it
needs to be solved a different way.
> The likelyhood is that (due to good sportsmanship) we'll probably now see
> a deliberate shift in the metagame away from the card in the short term,
> but that won't really address the issues at hand. Everyone over here
> could *in theory* keep playing the same AR based decks until everyone is
> sick of the game and gives up altogether (and TBH if that's what it takes
> to change the card then that could easily happen).
Are you saying that you think perhaps the card *does* have a play-balance
problem but it's not showing up because people are being "nice" and not
playing it? (You're not being very specific about this.) If so, I'm
pretty skeptical play-balance problems work that way. It sure didn't seem
to keep people from playing the original Return to Innocence.
And as far as it quote-ruining-unquote people's enjoyment of the game, the
exact same thing happens to me when a potence rush combat deck sits down next
to me. In my book, potence rush combat is far worse. In most metagames both
potence rush combat and heavy Anarch Revolt decks are impossible to prepare
for without seriously weakening yourself against too many of the more common
decks you'll face. So typically you just don't bother. But potence rush
combat just totally takes out a guy who happened to sit in the wrong place.
The results of Anarch Revolt tend to be quite a bit more random and the
damage is spread around the board a lot more evenly. Thus, I find claims that
it "ruins" the game pretty hard to sympathize with. It *affects* the game
greatly and often those effects tend to cause a game to come out a lot
differently than it might have. But I can see why it bothers people as
much as it seems to.
> Perhaps most importantly, because facing stacked AR is
> so unenjoyable, it's going to completely put off any new players that make
> an effort to come along to an event for the first time.
It really shouldn't. I think you just have to explain the situation
to them. Is it possible that you're projecting your own lack of enjoyment
with such games (for whatever reason it bothers you) on other players?
> Even if nothing
> changes officially, I'm almost tempted to enforce a restriction of the card
> for all future local events in any case. This is a situation that I am sure
> White Wolf does not want, and it's a much larger argument than just a few
> people whining about losing because their decks don't make the grade.
You're free to what you want, as long as you don't call them "Official
VEKN tournaments" or report them to VEKN as such. My opinion on this
is like all house rules games and tournaments: less fun because you're
not playing the "official" game. So it affects deck construction and
skews the outcome. In Phoenix, AZ, USA, I could care less what you're
doing over there. But if I lived around there, I'd be annoyed at having
less chance to play the real game. Evaluating my decks in a standard
environment is one of the benefits of playing under standard rules.
Fred
Tobias wrote:
>
(Re: Anarch Revolt decks causing games to be incredibly short:)
> On the other hand, I've been in that 25-minute game. I didn't mind
> then - if it only happens once it's kind of funny, and I was on
> holidays then anyways, so had plenty of time to socialise then.
>
> However, if I was in an area where tables were getting hit with AR a
> lot, by players who don't care who takes the table if it's not them,
> and who wind up losing lots of times with their AR deck anyways... I
> would be upset as well.
If it's happening *that* often, then it would seem to make sense to
start alter your deckbuilding in view of the metagame.
Fred
Joshua Duffin wrote:
>
> "Frederick Scott" <freds64_at_...@removethis.com> wrote in message
> news:3F5E9AE7...@removethis.com...
> > salem wrote:
>
> > > ummm...how is powering it down to levels that _you_ think are too low
> > > worse than banning it?
> >
> > White Wolf would print them and people would have to get them in packs,
> > in place of a useful, interesting card. And you can infer a variation of
> > opinion on its power all you like. The fact is, its not out of balance
> > right now (or it would inevitably win tournaments) and a balanced card
> > powered down significantly always becomes a nearly useless card.
>
> The "or it would always win" argument is simply not correct.
>
> Not everyone chooses decks based solely on what deck they
> think is the strongest. A lot of people seem to get bored
> with playing the same deck all the time, or playing the
> "obvious" decks all the time, and play various less-strong
> concepts just for the sake of variety and their own (or
> others') entertainment. Even in tournaments.
I'll give you all of those factors but I will never concede the
overall point. Please bear in mind that when I say it would "invariably
win tournaments", I don't mean absolutely every tournament - unless the
play-balance problem is really bad. But it would win more than it's
share of tournaments.
Otherwise, what you're telling me is that people basically don't play
to win. If *that's* the case, I don't care.
Sorry, Josh - there's just no room to drive between these arguments.
Folks are either going to have to show me a preponderance of tournament
wins or not claim a play-balance problem with a given card.
> Beyond this, an unbalanced card isn't *necessarily* one
> that makes its player win a lot. It can have too large an
> effect for its cost, even if the effect isn't always going
> to be useful in making its player win.
That could be a problem, I'd agree. But that falls in the category
of "making the game suck", not a play-balance problem. I don't find
that to be true of AR myself, but everyone has their opinion. In any
event, action taken should be appropriate to the type of problem perceived.
> This is where I
> think Anarch Revolt fits: it causes (in a 5-player game) 5
> pool loss per time around the table, for the cost of 0
> pool and 1 master phase action. Conservative Agitation,
> by comparison,
The trouble with your comparison is that you have no idea how much
pool loss an AR will inevitably cause. It won't necessarily cause
more than one. And often it does not.
Fred
Everyone suffers evenly. As a point of note, most poorly designed AR
decks often die > from their own ARs.
He he!! they sure do!
gotta love those JYHAD cards! why didn't i think of AR decks in 1994?
it's almost been 10 years... MY LIFE! (mr. show scene)
anyway,
may the funk be with you
jds
jeff...@hotmail.com (Jeff Kuta) wrote:
> You didn't make an Anarch Revolt deck. "Vertigo" is an excellent
> example of a deck that splashes Anarch Revolt to good effect.
Well, it certainly started out as one. As the deck evolved, it dropped
the number of ARs and increased the number of KRCs to a balance that
worked best. On a side note, the Malkavian Pranks are best used as a
means to get 4 pool to someone that you don't want ousted yet.
> It's the decks which pack 20+ Anarch
> Revolts and expect them to do ALL the work that I personally have
> problems with.
Sure. Anarch Revolt is a thinking man's card. If you use it
surgically, it is a very effective card. If you carpet bomb the whole
table, than you're correct. It pisses off the table and you're fairly
likely to go under from the weight of your own ARs or get ganged up on
by the table. Anarch Revolts, like stealth bleed, is a method that
requires careful thought to be effective.
The problem is that you really can't punish the AR carpet bombers any
more than the punishment they get from the results of playing them in
that manner.
> Well I think that's the point. Anarch Revolt as a primary strategy is
> very hard to disrupt if you're its prey. You eat pool every upkeep and
> you'd better have a way to deal with it because you're likely the
> first to go. The game degenerates to a point where it really is
> unplayable except as a reaction to the Anarch Revolt player, except in
> a few very narrow circumstance.
How is any of this different than stealth/bleed?
> The main reason I think we don't see more Anarch Revolt decks making
> the rounds is peer pressure. I think the sentiment that Anarch Revolt
> is "cheese" is nearly universal.
I don't think that's it at all. Return to the days of RtI. Nobody had
any compunctions of bringing gouda to tournaments back then. I think
that it's too arbitrary to be a primary focus and people prefer a
strategy they can control.
> Most VTES players want to have *FUN* when playing and AR really isn't
> fun for most people. In casual play, there is almost no chance to set
> up some funky combo deck or bizarre Anarch or Ally strategy.
Here's the thing. VTES is a strategy game. The pure object of the game
is to win by the most effective means possible. (Yes, it's supposed to
be fun, but that's supposed to derive from people's love of
competition, strategy & tactics.) If a strategy is more bizarre than
effective, then it will lose more often than not. Sometimes, the
simplest strategies and tactics are the best. That's not to say that
bizarre strategies cannot win. It's just that they have to eventually
boil down to removing the prey's pool faster than their own pool is
being removed.
Regards,
Noal
On 10 Sep 2003 11:35:16 -0700, dhar...@my-deja.com (Noal McDonald)
wrote:
>"Joshua Duffin" wrote:>> This is where I
>> think Anarch Revolt fits: it causes (in a 5-player game) 5
>> pool loss per time around the table, for the cost of 0
>> pool and 1 master phase action.>
>This is incorrect. If it causes 5 pool loss in a 5 player table than
>it has caused 4 pool of damage at a cost of 1 pool and a master pahse
>action. That makes it more expensive than a KRC vote; 4 pool loss at
>a cost of o pool and 1 minion action.
>
>The fact that the player of Anarch Revolt pays the same as everyone
>else unless someone else calls a vote to get rid of it or it's part of
>a Vertigo style deck, is what makes it balanced. Everyone suffers
>evenly. As a point of note, most poorly designed AR decks often die
>from their own ARs.
>
>For these reasons, I would argue that Anarch Revolt is the most
>balanced card in the game.
Noal must be on Crack today. And he didn't even offer to share :-P
I have to zip out the door, and will post a more proper reply later..
>> crush revolting anarch poopiness!>
>Perhaps if you were less biased, you could discuss the topic more
>logically.
>
>Regards,
>Noal
BernieTime
Lansing, Michigan
In message <3F5F8C64...@removethis.com>,
Frederick Scott <freds64_at_...@removethis.com> mumbled
something about:
>Sorry, Josh - there's just no room to drive between these arguments.
>Folks are either going to have to show me a preponderance of tournament
>wins or not claim a play-balance problem with a given card.
I never want to hear you complain about Potence Rush again, then.
It does not have a preponderance of tournament wins, but you claim it is
one of the most unbalancing deck types:
"And as far as it quote-ruining-unquote people's enjoyment of the game,
the exact same thing happens to me when a potence rush combat deck sits
down next to me. In my book, potence rush combat is far worse."
What you REALLY claim is that it always makes you lose when you sit next
to it, which isn't surprising considering the decks you play. That's
fine; it's your choice to play those decks, but POT Rush is going to
happen to crunch them. Not all decks are going to be so easily
crunched, however.
Now, would you like to revisit your flawed conclusion that Anarch Revolt
must have a preponderance of tournament wins to be an unbalanced card?
Or would you like to revisit your opinion on Potence Rush?
-- Derek
"Ignorance more frequently begets confidence than does knowledge."
- C. Darwin, 1871
Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3F5F8A36...@removethis.com>...
> Tobias wrote:
> >
> (Re: Anarch Revolt decks causing games to be incredibly short:)
> > On the other hand, I've been in that 25-minute game. I didn't mind
> > then - if it only happens once it's kind of funny, and I was on
> > holidays then anyways, so had plenty of time to socialise then.
> >
> > However, if I was in an area where tables were getting hit with AR a
> > lot, by players who don't care who takes the table if it's not them,
> > and who wind up losing lots of times with their AR deck anyways... I
> > would be upset as well.
>
> If it's happening *that* often, then it would seem to make sense to
> start alter your deckbuilding in view of the metagame.
>
> Fred
Yup. Potence weenies (kill anson) with rampage/zoning board (kill
parthenon) and bleeding the vine (sudden an AR every turn) and tribute
to the master (recoup blood to ARs that do get through). Heck, pack a
couple of DT against the Rumours of Gehenna.
Although somewhere else in this thread, danger lurks 'cause someone
dislikes potence weenies as well... ;)
Tobias
Deventer
"Frederick Scott" <freds64_at_...@removethis.com> wrote in message
news:3F5F892A...@removethis.com...
> > Well over here in the UK it seems like Anarch Revolt is starting to be a
> > problem, which is why we've raised the issue on the group again just
> > recently. ARs have featured heavily in the last 3 or 4 tournaments I've
been
> > to, and consensus in each case was that the card (when stacked)
destabilised
> > the table and ruined most people's enjoyment of the game.
>
> That right. That is the "real" problem with it. (Though I disagree even
> with *that* conclusion. Personally, rush combat ruins *my* enjoyment of
> the game far worse than Anarch Revolt is ever likely to.) And it's
important
> to separate out which kind of a problem you're addressing when ask that a
> card be fixed. I do think "making the game suck" (in general, if not in
the
> case of Anarch Revolt) is a legitimate problem that should be addressed if
> a large enough chunk of the player based hates it enough. Just that it
> needs to be solved a different way.
Sure. It seems to me we're left with two choices - a warping of the metagame
towards anti-AR decks - i.e. vote & bloat - which are likely to lead to very
protracted, frustrating (i.e. not much fun) games in any case or we do
something that either neuters the power of stacked ARs, or makes them easier
to get rid of. I play V:TES because it fun, social *and* challenging.
Stacked ARs detract from this entirely, which I why I don't like it.
> Are you saying that you think perhaps the card *does* have a play-balance
> problem but it's not showing up because people are being "nice" and not
> playing it? (You're not being very specific about this.) If so, I'm
> pretty skeptical play-balance problems work that way. It sure didn't seem
> to keep people from playing the original Return to Innocence.
There are really several elements to this. Firstly, the V:TES scene here is
very social, and players know better than to keep playing the same deck
repetitively if it's going to cause a lot of grief amongst their friends.
Secondly, most of our players are extremely inventive, and can pull new and
competitive decks out which are likely to do well (not considering of course
the likely impact of stacked AR). Thirdly, many of our players rely on the
element of surprise, and they know damn well that if they keep playing the
same deck then people will build decks not to win, but to specifically
outlive it or kill it off, and so they pre-empt this from happening by
switching decks.
> And as far as it quote-ruining-unquote people's enjoyment of the game, the
> exact same thing happens to me when a potence rush combat deck sits down
next
> to me. In my book, potence rush combat is far worse.
I would have to disagree. A potence rush deck is really only going to affect
it's prey and it's predator (although it has the potential to cross-table if
necessary). If you're sitting next to a *good* potence rush deck, then you
may have your work cut out for you, but it's not an insurmoutnable problem.
If you're playing a competitive combat deck of your own, then you should be
able to hold your ground, or at least take them with you as Potence combat
usually lacks a lot of prevention. If you want to stay out of combat then
just packing a few S:CEs isn't going to cut it, so pack Obedience,
prevention, or cards that end combat like Purchase Pact or Elysium: the
Arboretum. Or at least pack maneuvers to avoid the IGs. If you're voting
then Banish the rushing vampires, and if you're bloating, then just keep
bringing out new vampires. Don't do stupid things like blocking the Potence
vampires when you don't need to. If the Potence deck is getting the upper
hand, then work with the other players on the table to shut it down. If he's
blocking you, then just stealth past or play crazy stuff like Kiss of Ra.
There are a myriad of ways of dealing with this kind of problem, and that's
not even considering hand jam on the part of the Potence player, who may not
be able to draw the rush cards or IG cards he needs in any case. If you
can't do *anything* except take it like a bitch then I'm afraid you should
really build yourself a better deck... :)
With a good stacked AR deck it's a completely different problem. You've got
two options:
a) bloat like a bastard to outlive every other deck on the table
b) use all your actions to kill the ARs, which *only* works if there enough
allied votes on the table
This means that playing any other deck or strategy is pretty much a waste of
time, and if you come to the table without being able to do a) or b) you're
dead in the water, regardless of where you sit on the table. This strikes me
as being a very unfair, unenjoyable situation.
> > Perhaps most importantly, because facing stacked AR is
> > so unenjoyable, it's going to completely put off any new players that
make
> > an effort to come along to an event for the first time.
>
> It really shouldn't. I think you just have to explain the situation
> to them. Is it possible that you're projecting your own lack of enjoyment
> with such games (for whatever reason it bothers you) on other players?
"Huh this is my first time and someone cross-table killed me at random
before I had a chance to do anything because of some cards he played. This
game sucks."
I'm not saying the *all* new players would give up after the first time, but
this kind of situation just makes our lives harder, not easier...
> You're free to what you want, as long as you don't call them "Official
> VEKN tournaments" or report them to VEKN as such.
Heh I know the drill! :) I'm just toying with the idea for now, but I'm
hoping that I won't need to take it much further... <shrugs>
Regards,
Mike
>
> With a good stacked AR deck it's a completely different problem. You've got
> two options:
>
> a) bloat like a bastard to outlive every other deck on the table
> b) use all your actions to kill the ARs, which *only* works if there enough
> allied votes on the table
>
You forgot:
c) take advantage of the AR as your prey also has to deal with the pool
loss and oust her.
Carl
"Carl Pilhatsch" <carl.pi...@chello.at> wrote in message
news:rnX7b.64793$ef4.5...@news.chello.at...
> You forgot:
> c) take advantage of the AR as your prey also has to deal with the pool
> loss and oust her.
Which by coincidence just so happens to be my favourite :o)
Rob
Derek Ray wrote:
>
> In message <3F5F8C64...@removethis.com>,
> Frederick Scott <freds64_at_...@removethis.com> mumbled
> something about:
>
> >Sorry, Josh - there's just no room to drive between these arguments.
> >Folks are either going to have to show me a preponderance of tournament
> >wins or not claim a play-balance problem with a given card.
>
> I never want to hear you complain about Potence Rush again, then.
>
> It does not have a preponderance of tournament wins, but you claim it is
> one of the most unbalancing deck types:
No, I do not. You are not reading my posts very well. I have consistently
distinguished between cards - or in this case a deck archetype - that
is unbalancing and one that "makes the game suck". In the latter case, we're
talking about a type of deck which does something to prevent the game from
being fun, in general.
A lot of the people who are complaining about Anarch Revolt are asserting
that it falls under the latter category - which is good, because it's pretty
clear to me it's not unbalanced. Trouble is, Josh is one of the few who
claimed it might be. Or at least, he's suggesting that my standards for
insisting that Anarch Revolt can't be unbalanced are flawed. This was
what I was responding to when you jumped in and mixed quotes in from another
part of the thread with other people (e.g. Peter Bakija) who didn't seem to
take issue with the card's balance, only it's effect on game play. To
those people, I was just pointing out that I can make a better argument about
potence rush "ruining the game" than they can make about Anarch Revolt and
I was giving the reasons why I felt that way.
Notice that I was not "complaining" about anything. There's really no
specific cards you could modify to make much difference to the effect
potence rush has on the game. Maybe Immortal Grapple, but IG is too important
in balancing out S:CE and other things. I wouldn't touch it and never
proposed to.
I'm sorry you're confused about what I was trying to say about this. But
it would help if you would not mix two different posts together and assume
the points I'm making in each are related to one another.
> "And as far as it quote-ruining-unquote people's enjoyment of the game,
> the exact same thing happens to me when a potence rush combat deck sits
> down next to me. In my book, potence rush combat is far worse."
>
> What you REALLY claim is that it always makes you lose when you sit next
> to it, which isn't surprising considering the decks you play. That's
> fine; it's your choice to play those decks, but POT Rush is going to
> happen to crunch them. Not all decks are going to be so easily
> crunched, however.
It depends. I'd point out to you that the decks I play are not completely
due to personal playing style. They're also a response to local metagame,
as everyone's should be. If you play where there's a lot of combat decks,
especially potence combat decks, then it's fairly reasonable to rely on cards
that neutralize it. However, I've noticed that potence rush combat is
extremely hard to prepare for in places that have a lot more sneaky,
stealthy decks that are geared towards screwing with opponents by getting
actions past blockers somehow. As I said in another post, you weaken
yourself far too much against the rest of the field by trying to cover
this one single type of deck. That's what irritates me about it.
There's nothing else in the game I can think of that doesn't get covered
by fairly standard "good cards" that you'd be well-advised to use anyway if
you can spare the deckspace for them. Most gadget decks are covered by
sufficient intercept. Anything that packs too much stealth to be
regularly stopped by a fair amount of intercept is too simple to be very
powerful. The exception is bleed - which you bounce or at least try to make
them choke on their stealth. Only trying to cover potence rush combat with
IG and maneuvers (basically Brujah rush) makes you pack things you wouldn't
need against anything else.
It's not that rush combat is unbalanced. If you play where combat abounds,
it's certainly going to run into combat decks that will take it out. It's
just where combat *isn't* that common that it seems to have this effect
that leaves people having to decide whether to prepare for it or for
everything else. And if such rush combat decks actually usually won in
places like that because they had a metagame advantage, I wouldn't mind so
much. Then it would just be a sign that everyone else needed to adjust
what they were doing. But usually, it seems like they just crush their
neighbors a lot more than they actually win games.
Fred
Mike Nudd wrote:
>
> "Frederick Scott" <freds64_at_...@removethis.com> wrote in message
> news:3F5F892A...@removethis.com...
>> > And as far as it quote-ruining-unquote people's enjoyment of the game,
> > the exact same thing happens to me when a potence rush combat deck sits
> > down next to me. In my book, potence rush combat is far worse.
>
> I would have to disagree. A potence rush deck is really only going to affect
> it's prey and it's predator (although it has the potential to cross-table if
> necessary). If you're sitting next to a *good* potence rush deck, then you
> may have your work cut out for you, but it's not an insurmoutnable problem.
All right, I'll bite. Just understand for Derek Ray's sake that I'm *not*
suggesting potence rush is unbalanced. I'm just saying I mind it a lot more
than Anarch Revolts and I think I have good reasons for that. I agree with
Emmitt Svenson's view that ARs most just speed up games. I'd also concede
that they introduce some annoying randomness in the outcome, where the guy
playing them doesn't win himself. But to me, you have a lot more control
and the AR deck is a lot less focused against any one particular player at
the table than against a rush combat deck.
> If you're playing a competitive combat deck of your own, then you should be
> able to hold your ground, or at least take them with you as Potence combat
> usually lacks a lot of prevention.
I'll concede that. But decks that are primarily focused on combat are a
fairly small portion of the game - which is as it should be or there's a
lot of action cards and politics and other stuff that would wind up getting
stuffed into a minor corner of the metagame environment. Saying you have
to play combat to answer this is kind of a poor answer - like saying you
have to be playing intercept to counter Return to Innocence.
> If you want to stay out of combat then just packing a few S:CEs isn't
> going to cut it, so pack Obedience, prevention, or cards that end combat
> like Purchase Pact or Elysium: the Arboretum.
Obedience and prevention are extremely narrow cards. Obedience requires
you to use large enough vampires to win the cap comparison. Thus, it's
really not worth doing with even mid-caps, since they become dead weight
against large combat vampires. Fortitude is better but to be useful, you
have usually have to take up more deckspace with it than, say, S:CE.
> Or at least pack maneuvers to avoid the IGs.
You're not going to pack more maneuvers than a Brujah rush deck has.
He just uses the Flashes that are there to press for maneuvers. (Or
maneuvers AND presses...) And maneuver-away combat defense is vulnerable
against so many other common decks that I've given up bothering with it
myself.
> If you're voting then Banish the rushing vampires,
Just delays the problem, doesn't fix it at all. And who is supposed
to call the vote if you're vampires all in torpor? You have to survive
combats to make votes do anything.
> and if you're bloating, then just keep bringing out new vampires.
With what are you supposed to bloat if your vampires are in torpor or
burnt?!?
Sorry, these seems like a bunch of Pollyanna solutions that never work
in practice. I mean, if you want to suggest dreamland solutions, you
could propose to slap Brainwashes down on all his vampires but it wouldn't
win much as a deck. There's a certain level of frustration I get to when
someone's "answer" to a problem don't seem very realistic. Even I can
come up with better answers myself than Banish and bloat.
> If you can't do *anything* except take it like a bitch then I'm afraid
> you should really build yourself a better deck... :)
It's not that there's nothing you can do at all. There always is. But
whether the solutions are realistic in terms of building a deck that's
likely to win after you've solved the rush combat deck problem is another
question.
> With a good stacked AR deck it's a completely different problem. You've got
> two options:
>
> a) bloat like a bastard to outlive every other deck on the table
> b) use all your actions to kill the ARs, which *only* works if there enough
> allied votes on the table
Well, what's wrong with B? I'm not sure why you're so despondent about it.
You only need more votes than the *one* deck that's playing the ARs. And
if he's got the only votes and no one at the table has the ability to take
those vampires out, then he's got vote lock. Frankly, there are decks that
are *much* better geared to take advantage of vote lock than any AR deck I've
ever seen.
What it usually takes is just simple cooperation between the other players.
Given that, I've never noticed that it's hard at all to stop an AR deck.
The issue is really about who took what collateral damage as it's being
stopped. That's a legitimate complaint about the deck. But I'd rather see
an AR deck than potence rush any day.
> > > Perhaps most importantly, because facing stacked AR is so unenjoyable,
> > > it's going to completely put off any new players that make
> > > an effort to come along to an event for the first time.
> >
> > It really shouldn't. I think you just have to explain the situation
> > to them. Is it possible that you're projecting your own lack of enjoyment
> > with such games (for whatever reason it bothers you) on other players?
>
> "Huh this is my first time and someone cross-table killed me at random
> before I had a chance to do anything because of some cards he played. This
> game sucks."
If that's happening a lot, then you guys aren't doing a good job of stopping
the ARs. And YES! Once in a while you get cross-table killed at random in
this game. AR decks are hardly the only thing guilty of that in this game.
Just more guilty than most.
Fred
On Thu, 11 Sep 2003, Frederick Scott wrote:
> I'll concede that. But decks that are primarily focused on combat are a
> fairly small portion of the game - which is as it should be or there's a
> lot of action cards and politics and other stuff that would wind up getting
> stuffed into a minor corner of the metagame environment. Saying you have
> to play combat to answer this is kind of a poor answer - like saying you
> have to be playing intercept to counter Return to Innocence.
If you can hold the weenie rush deck off for just a few turns, I've found
they inevitably need to turn their attention back upstream. Suddens and
DI's are general utility cards that can help out a lot. Sudden the Havens
and DI the grapples (remember, they can only play one). Alternatively,
you can configure you deck to hit back for three without throwing *too*
many card slots at it, and often that's enough to dunk the nerds. Your
guy may go down under repeated onslaught, but the steady stream of weenies
going to torpor will facilitate their player needing to play more
defensively. I'm not suggesting it's an easy deck to play against, but
I'm personally more comfortable with it than AR.
Also, if you are still playing the same style of decks as the last time I
got to play with you, I think you are often the perfect target for weenie
pot rush i.e. playing a weenie deck yourself devoted towards stealth, or
maybe vote.
> You're not going to pack more maneuvers than a Brujah rush deck has.
> He just uses the Flashes that are there to press for maneuvers. (Or
> maneuvers AND presses...) And maneuver-away combat defense is vulnerable
> against so many other common decks that I've given up bothering with it
> myself.
Agreed, unless you are yourself a combat deck (hey, you know some us play
that stuff regularly, even in tournaments). That's why I'd recommend hit
back. Crows + Hands, POT and Torn, Blur, etc et al. Three isn't hard to
come by.
> Sorry, these seems like a bunch of Pollyanna solutions that never work
> in practice. I mean, if you want to suggest dreamland solutions, you
> could propose to slap Brainwashes down on all his vampires but it wouldn't
> win much as a deck. There's a certain level of frustration I get to when
> someone's "answer" to a problem don't seem very realistic. Even I can
> come up with better answers myself than Banish and bloat.
I hope my suggestions aren't also "dreamland solutions"!
> It's not that there's nothing you can do at all. There always is. But
> whether the solutions are realistic in terms of building a deck that's
> likely to win after you've solved the rush combat deck problem is another
> question.
A counter I've often used in Weenie Debates.
David Cherryholmes
Duke Radiology
P.E.T. Facility
(919) 684-7714
david.che...@duke.edu
On 11 Sep 2003 00:39:48 -0700, tobiasop...@hotmail.com (Tobias)
scrawled:
[snip]
>parthenon) and bleeding the vine (sudden an AR every turn)
so you pay a pool every turn to be able to 'sudden' an AR every turn,
AND give him a new MPA (from the bleeding the vine), which he can use
to play another AR. Good work. this way only YOU lose that extra 1
pool that the first AR would have been. ;)
salem
domain:canberra http://www.geocities.com/salem_christ.geo/vtes.htm
salem <salem_ch...@yahoo.com> wrote in message news:<pug2mvoeb64fuuo1c...@4ax.com>...
> On 11 Sep 2003 00:39:48 -0700, tobiasop...@hotmail.com (Tobias)
> scrawled:
>
> [snip]
> >parthenon) and bleeding the vine (sudden an AR every turn)
>
> so you pay a pool every turn to be able to 'sudden' an AR every turn,
> AND give him a new MPA (from the bleeding the vine), which he can use
> to play another AR. Good work. this way only YOU lose that extra 1
> pool that the first AR would have been. ;)
Yup. Lovely idea, right?
Tobias
Deventer
> All right, I'll bite. Just understand for Derek Ray's sake that I'm *not*
> suggesting potence rush is unbalanced. I'm just saying I mind it a lot
more
> than Anarch Revolts and I think I have good reasons for that. I agree
with
> Emmitt Svenson's view that ARs most just speed up games. I'd also concede
> that they introduce some annoying randomness in the outcome, where the guy
> playing them doesn't win himself. But to me, you have a lot more control
> and the AR deck is a lot less focused against any one particular player at
> the table than against a rush combat deck.
I suppose it's a question of degrees. There's a difference between speeding
up the game a bit, and arbitrarily ending it in only a handful of turns. I
don't have a problem with 1 or 2 ARs in play, but 5? 8? There really isn't
enough time to react...
> > If you're playing a competitive combat deck of your own, then you should
be
> > able to hold your ground, or at least take them with you as Potence
combat
> > usually lacks a lot of prevention.
>
> I'll concede that. But decks that are primarily focused on combat are a
> fairly small portion of the game
Pfft. I guess your local metagame is quite different from ours then. I don't
think it's possible to play a game these days without seeing serious combat.
I personally see combat as a perfectly viable strategy in any case. Even if
you're not playing combat, you should expect to see it, and should hence
build your deck to cater for it. Or am I mad? :)
> - which is as it should be or there's a
> lot of action cards and politics and other stuff that would wind up
getting
> stuffed into a minor corner of the metagame environment. Saying you have
> to play combat to answer this is kind of a poor answer - like saying you
> have to be playing intercept to counter Return to Innocence.
Err if you're playing a *good* combat deck then you should be able to wipe
the floor with the Pot rush, and everyone else on the table to boot, no? Why
is this poor?
And BTW yes, I am also of the opinion that you should *always* play some
intercept too. Letting your prey and predator do what they like is a pretty
crazy strategy to me. But again I could be mad? :)
> > If you want to stay out of combat then just packing a few S:CEs isn't
> > going to cut it, so pack Obedience, prevention, or cards that end combat
> > like Purchase Pact or Elysium: the Arboretum.
>
> Obedience and prevention are extremely narrow cards. Obedience requires
> you to use large enough vampires to win the cap comparison.
Sure. I don't see that as a problem though. One fatty and a handful of
Obedience will stop a combat deck completely dead in its tracks. Sounds
pretty efficient and a viable option to me.
> > Or at least pack maneuvers to avoid the IGs.
>
> You're not going to pack more maneuvers than a Brujah rush deck has.
> He just uses the Flashes that are there to press for maneuvers. (Or
> maneuvers AND presses...) And maneuver-away combat defense is vulnerable
> against so many other common decks that I've given up bothering with it
> myself.
You'd be suprised how many Pot decks don't have that many maneuvers though.
In any case, one option is to draw out all the maneuver cards out by packing
Deer Rifles. Even a deck with loads of maneuver cards will dry up pretty
quick if you put your mind to it.
<snip>
> Sorry, these seems like a bunch of Pollyanna solutions that never work
> in practice
Sorry, it sounds like you're playing very fragile decks with small vampires
that simply can't defend themselves. :)
> It's not that there's nothing you can do at all. There always is. But
> whether the solutions are realistic in terms of building a deck that's
> likely to win after you've solved the rush combat deck problem is another
> question.
Well, as Mr Cherryholmes noticed on his response, most rush decks will get
bored pretty quickly if you can prove that you can survive them for a few
turns. Besides, if they can't unload their hand on you, then they're gonna
get jammed pretty well so they can't cycle for better cards. And, in
context, just surviving and staying on the table is a step towards winning
the game. You may have to sacrifice some forward motion to keep your deck
alive for longer for in the long run I'm sure it would pay off.
> > a) bloat like a bastard to outlive every other deck on the table
> > b) use all your actions to kill the ARs, which *only* works if there
enough
> > allied votes on the table
>
> Well, what's wrong with B? I'm not sure why you're so despondent about
it.
> You only need more votes than the *one* deck that's playing the ARs.
Unless they're playing vote reaction cards or can cancel or change your
votes. Which happens (for good AR decks anyway).
In any case, if I'm forced to play with titled vampires in every deck just
so I can compete, that kinda defeats the object of having a wider collection
of cards that cater for more types of strategy. I can't help feeling you've
missed the point a little here :)
> And if he's got the only votes and no one at the table has the ability to
take
> those vampires out, then he's got vote lock.
Yup. And with (for example) 5 or more ARs in play you simply don't have time
to get out the cards you need to do anything useful. Game over. Great :(
> Frankly, there are decks that
> are *much* better geared to take advantage of vote lock than any AR deck
I've
> ever seen.
Yup, but those decks don't systematically destroy the whole table randomly
in a matter of only a few turns, and they preserve for the most part the
predator-prey relationship.
Regards,
Mike
Frederick Scott expounded:
> It's not that rush combat is unbalanced. If you play where combat abounds,
> it's certainly going to run into combat decks that will take it out. It's
> just where combat *isn't* that common that it seems to have this effect
> that leaves people having to decide whether to prepare for it or for
> everything else. And if such rush combat decks actually usually won in
> places like that because they had a metagame advantage, I wouldn't mind so
> much. Then it would just be a sign that everyone else needed to adjust
> what they were doing. But usually, it seems like they just crush their
> neighbors a lot more than they actually win games.
Looks like a bad case of the Metagame with a lack of anyone able
(/willing) to take advantage of it. If potence rush so completely
smashes everyone it would win. Perhaps it's just you after all.
On Fri, 12 Sep 2003, Mike Nudd wrote:
> Sure. I don't see that as a problem though. One fatty and a handful of
> Obedience will stop a combat deck completely dead in its tracks. Sounds
> pretty efficient and a viable option to me.
It tends to fail against weenie combat + Haven Uncovered, though. By
spreading your ten pool into five seperate rush actions, the odds of the
opponent having his "counter" in sufficient numbers is small. This is
another reason why hit-back is to be preferred; combat defense provides no
deterrence. Against non-weenie/multi-rush decks (i.e. tepid and slow),
your suggestion is a valid solution.
Man, I want to fight me some Brits! And Australians!
[ quoted text not captured ]
"Reyda" <true_...@hotmail.com> wrote in message news:<3f584d13$0$9294$79c1...@nan-newsreader-01.noos.net>...
> "salem" <salem_ch...@yahoo.com> wrote in message> news:23tflv8191jfg8u25...@4ax.com...
> > On Thu, 4 Sep 2003 21:39:06 +0200, "Reyda" <true_...@hotmail.com>
> > scrawled:
> >
> >
> > >we condemned to play with harmless, gentle cards with your policy ? I'm
> > >asking that because i'm a fucking millenary methuselah who really wants
> to
> >
> > You make hats for the undead? :)
>
> hehe :)
> english is not my first language
I just read this entire thread and these quotes seem to bother me the
most.
Mistakes and typos happen regularly, though some stick out as amusing
or terribly incorrect, so they are pointed out. In this case the
person who seemed to have made the mistake made the excuse that
English is not his first language. Well, I hope the same is true for
the person who pointed out the "mistake" since Reyda seemed to be
using an adjective to describe that he was a thousand year old
methuselah and not a 'hat maker' as that would be a millinery
methuselah.
Robert Scythe
On 12 Sep 2003 14:12:43 -0700, robert...@hotmail.com (Robert
Scythe) scrawled:
[ quoted text not captured ]
I was actually neither pointing out bad english nor a typo, but merely
trying to make a pun.
For a pun it just has to sound roughly like what i'm punning about,
right?
:D
[ quoted text not captured ]
Mike Nudd wrote:
>
(Re: coping with potence rush combat)
> > > If you're playing a competitive combat deck of your own, then you should
> > > be able to hold your ground, or at least take them with you as Potence
> > > combat usually lacks a lot of prevention.
> >
> > I'll concede that. But decks that are primarily focused on combat are a
> > fairly small portion of the game
>
> Pfft. I guess your local metagame is quite different from ours then. I don't
> think it's possible to play a game these days without seeing serious combat.
> I personally see combat as a perfectly viable strategy in any case. Even if
> you're not playing combat, you should expect to see it, and should hence
> build your deck to cater for it. Or am I mad? :)
*Seeing it*, OK. But it should not be necessary to *play* it yourself to
have a shot at winning a tournament, any more than it should be necessary
to play a heavy intercept to counter people's stealth bleed. I'm not
claiming it is, mind you. I'm just responding to the suggestion that I'd
need to play combat to survive potence rush. That, to me, is beside the
point.
Again, getting back to the original problem, as I see it, anyway: trying to
play in a environment that's not combat heavy, how do you prepare yourself
for a rush combat deck without seriously weakening my deck vs. most
everything else? So that having a rush combat deck sit down as your prey
isn't a death sentence for the game?
> > Saying you have
> > to play combat to answer this is kind of a poor answer - like saying you
> > have to be playing intercept to counter Return to Innocence.
>
> Err if you're playing a *good* combat deck then you should be able to wipe
> the floor with the Pot rush, and everyone else on the table to boot, no? Why
> is this poor?
Because then the whole game is just about who's combat 'nads are bigger.
I'll put it this way: if the game is supposed to be all about combat, then
quit printing all those other cards that have nothing to do with it.
> And BTW yes, I am also of the opinion that you should *always* play some
> intercept too. Letting your prey and predator do what they like is a pretty
> crazy strategy to me. But again I could be mad? :)
You could be. Pity the poor Ventrue. No intercept disciplines at all.
Guess they never do anything...
> > > If you want to stay out of combat then just packing a few S:CEs isn't
> > > going to cut it, so pack Obedience, prevention, or cards that end combat
> > > like Purchase Pact or Elysium: the Arboretum.
> >
> > Obedience and prevention are extremely narrow cards. Obedience requires
> > you to use large enough vampires to win the cap comparison.
>
> Sure. I don't see that as a problem though. One fatty and a handful of
> Obedience will stop a combat deck completely dead in its tracks. Sounds
> pretty efficient and a viable option to me.
It doesn't to me. Crypts don't work like that, for thing. I don't know
how you think about crypt-building but I don't know how to order up just
exactly one fatty (with superior dominate, by the way).
Anyway, I'm not really saying it's a bad idea. I'm just saying it's not
a useful idea for most decks. That's what "narrow" means. It may work -
but it's not going to be much help to a midcap Toreador Antitribu deck.
Or any of the other vast majority of decks for which throwing in large
cap vampires with dominate would hurt the deck.
And at that, it's all useless if the other guy has his own fatty to rush
with.
> > Sorry, these seems like a bunch of Pollyanna solutions that never work
> > in practice
>
> Sorry, it sounds like you're playing very fragile decks with small vampires
> that simply can't defend themselves. :)
Or mid-caps. A *lot* of decks fall into this category.
> > It's not that there's nothing you can do at all. There always is. But
> > whether the solutions are realistic in terms of building a deck that's
> > likely to win after you've solved the rush combat deck problem is another
> > question.
>
> Well, as Mr Cherryholmes noticed on his response, most rush decks will get
> bored pretty quickly if you can prove that you can survive them for a few
> turns.
Bored? What are they gonna do? Dramatic Upheaval themselves to the next
table? They got no place else to go. You have to survive them for more
than a few turns, I think.
(David's response confused me. I tend to think of rushers going upstream
*first* to make sure they've got their predator controlled, *then* go
after their prey. It all depends on who's sitting where, of course...)
> Besides, if they can't unload their hand on you, then they're gonna
> get jammed pretty well so they can't cycle for better cards.
I agree. But David's suggestion of using a large chunk of your master
card space for DIs and SRs, much though I think it would work well enough,
would be another thing that qualifies as covering rush by weakening your
deck against everything else. In my decks, master card space is extremely
precious. Very few of them would work if I diverted more than a couple of
cards to stopping rushes.
> > > a) bloat like a bastard to outlive every other deck on the table
> > > b) use all your actions to kill the ARs, which *only* works if there
> > > enough allied votes on the table
> >
> > Well, what's wrong with B? I'm not sure why you're so despondent about
> > it. You only need more votes than the *one* deck that's playing the ARs.
>
> Unless they're playing vote reaction cards or can cancel or change your
> votes. Which happens (for good AR decks anyway).
I'm not sure I agree. I've seen AR decks work with vote reaction cards and
without them. I've seen both sorts fall flat on their faces. Thing is,
if they devote too many cards to stopping votes, they risk other bad things
they're not prepared for - for instance, being bled out themselves by their
predator due to have little or no bleed defense. I always thought having a
good supply of bounce was important. Also, something like Night Moves or
something so you don't have to worry about your prey sitting on the edge.
Intercept and sudden reversals to prevent naughty pool managing on prey's
part. Some AR decks like boons in order to keep the other parts of the table
stacked to fall down in a friendly way. And, of course, you need some pool
management of your own for the same reason you need bleed defense. That's
a lot of stuff to wedge in enough cards for stopping votes.
> In any case, if I'm forced to play with titled vampires in every deck just
> so I can compete, that kinda defeats the object of having a wider collection
> of cards that cater for more types of strategy. I can't help feeling you've
> missed the point a little here :)
I don't think you should have to play titled vampires to prevent AR decks
from working, no. I think that's where we disagree about this issue.
Usually *someone* on the table has some kind of votes to push through
a vote, especially if the edge is in sympathetic hands. If no one can,
someone often has some kind of deck that can go mess with the AR player.
Ironically enough, lots of AR decks have gone down in flames to a guy
with a good combat rush deck. There are other things, too. What kind of
rock you use depends on what kind of rocks are at hand.
Fred
Timlagor wrote:
>
> Frederick Scott expounded:> > And if such rush combat decks actually usually won in
> > places like that because they had a metagame advantage, I wouldn't mind so
> > much. Then it would just be a sign that everyone else needed to adjust
> > what they were doing. But usually, it seems like they just crush their
> > neighbors a lot more than they actually win games.
>
> Looks like a bad case of the Metagame with a lack of anyone able
> (/willing) to take advantage of it. If potence rush so completely
> smashes everyone it would win.
Nope. The trouble is, it's one thing to slap your neighbor around like
a red-headed step child. It's quite another thing to bleed people out
and earn enough victory points to win a table. I see too many games
where these decks unbalance tables but run out of gas too soon to keep
someone - their grandpredator if not their predator - from finding a
way to oust them.
Fred
Frederick Scott expounded:
> (Re: coping with potence rush combat)> Again, getting back to the original problem, as I see it, anyway: trying to
> play in a environment that's not combat heavy, how do you prepare yourself
> for a rush combat deck without seriously weakening my deck vs. most
> everything else? So that having a rush combat deck sit down as your prey
> isn't a death sentence for the game?
Either you just ignore it and suffer the consequences when ou do meet
the Pot OR you prepare for it. Obviously preparing will have some
opportunity cost. How you do it will naturally determine the cost and
some ways will be more efficient than others.
It would hardly be fair if you could counter combat without any damage
to your own plans.
> > And BTW yes, I am also of the opinion that you should *always* play some
> > intercept too. Letting your prey and predator do what they like is a pretty
> > crazy strategy to me. But again I could be mad? :)
>
> You could be. Pity the poor Ventrue. No intercept disciplines at all.
> Guess they never do anything...
Oh absolutely. Because there are absolutely no ways to get any intercept
at all without Auspex or Animalism are there?
<puts aside the trowel>
> It doesn't to me. Crypts don't work like that, for thing. I don't know
> how you think about crypt-building but I don't know how to order up just
> exactly one fatty (with superior dominate, by the way).
4 copies of one fatty.
> Anyway, I'm not really saying it's a bad idea. I'm just saying it's not
> a useful idea for most decks. That's what "narrow" means. It may work -
> but it's not going to be much help to a midcap Toreador Antitribu deck.
Try a few guns.
> Bored? What are they gonna do? Dramatic Upheaval themselves to the next
> table? They got no place else to go. You have to survive them for more
> than a few turns, I think.
They might die. They might start rushing someone else.
> I agree. But David's suggestion of using a large chunk of your master
> card space for DIs and SRs, much though I think it would work well enough,
> would be another thing that qualifies as covering rush by weakening your
> deck against everything else. In my decks, master card space is extremely
What can't SRs and DI's be used to defend against?
On Fri, 12 Sep 2003, Frederick Scott wrote:
> *Seeing it*, OK. But it should not be necessary to *play* it yourself to
> have a shot at winning a tournament, any more than it should be necessary
> to play a heavy intercept to counter people's stealth bleed. I'm not
> claiming it is, mind you. I'm just responding to the suggestion that I'd
> need to play combat to survive potence rush. That, to me, is beside the
Define "play". Do you mean you expect to not need to play any red cards
whatsoever? Probably not, because that's dumb. I ask because I thought I
demonstrated in my post that you could include elements to stymie --
though of course not shut down entirely - weenie potence. More robust
decks require correspondingly more card slots to get your delivery of
three damage to a reliable percentage, but you were complaining about a
specific deck.
> Again, getting back to the original problem, as I see it, anyway: trying to
> play in a environment that's not combat heavy, how do you prepare yourself
> for a rush combat deck without seriously weakening my deck vs. most
> everything else? So that having a rush combat deck sit down as your prey
> isn't a death sentence for the game?
What is "seriously weakening"? 10 cards? 20? 30? My general take is that
you can devote only about half to two-thirds your deck to killing your
prey and do fine. That leaves a lot of card slots for defenses, combat
being among them. You may be suffering from an over-emphasis on ousting
and not enough on living. Tricky balance, of course.
> Because then the whole game is just about who's combat 'nads are bigger.
> I'll put it this way: if the game is supposed to be all about combat, then
> quit printing all those other cards that have nothing to do with it.
Interesting combination of logic and hyperbole. What is "all
about" supposed to mean? Any element of the game is a legitimate target
for singling out and trying to build a deck around. Some may fail, but
you can't expect people not to try (and by element, I mean intercept, or
combat. Not Werewolf Pack).
> You could be. Pity the poor Ventrue. No intercept disciplines at all.
> Guess they never do anything...
Credibility. Approaching. Ground zero. Fred... Second Tradition? It's
*the* benchmark for stealth, and they play it more easily than
anyone. Sure sure, maybe your Ventrue deck doesn't have any titles. You
should examine your tendancy to think of this game from the weenie
end. You've argued they aren't broken, so you should be comfortable with
admitting it's at least a tradeoff.
> (David's response confused me. I tend to think of rushers going upstream
> *first* to make sure they've got their predator controlled, *then* go
> after their prey. It all depends on who's sitting where, of course...)
I think the rush deck *tries* to be a good boy and go for its prey. It's
just that they tend to include nothing but rush and combat (talking the
weenies here), so they really have no defense other than upstream
rush. Often, that rush has the opposite affect of accelerating your
predator's forward momentum, while he's still got vampires left, provoking
further rush, and it just spirals downward. Potentially, you just trim
them back to a level of pool loss that you can survive and still oust your
prey. That would be in Logical World, though.
> I agree. But David's suggestion of using a large chunk of your master
> card space for DIs and SRs, much though I think it would work well enough,
> would be another thing that qualifies as covering rush by weakening your
> deck against everything else. In my decks, master card space is extremely
> precious. Very few of them would work if I diverted more than a couple of
> cards to stopping rushes.
Not a large chunk, but perhaps more than I would play otherwise, if I was
metagaming aginst this deck in such a way that I don't eat too many card
slots. I know eight masters is a lot, but 4 and 4 would be a comfortable
number. They aren't going to be playing *that* many Havens -- the card
you mainly worry about in weenie rush -- and pool gain is prettty
pointless when their strategy is just to smash your vampires as you bring
them out (i.e. there might be some cards you could swap out).
[ quoted text not captured ]
freds64_at_...@removethis.com writes:
>Again, getting back to the original problem,
>as I see it, anyway: trying to
>play in a environment that's not combat
>heavy, how do you prepare yourself
>for a rush combat deck without seriously
> weakening my deck vs. most
>everything else? So that having a rush
>combat deck sit down as your prey
>isn't a death sentence for the game?
Same way you prepare for weenie DOM bleed in
an enviroment which isn't bleed heavy without
weakining your deck: you don't. A deck which
beats its meta-environment is extremely strong
precisely because the opportunity costs of
its counters are too high. The solution is for
the metagame to become more combat heavy
so a good stack of combat defense is a reasonable
option.
>Because then the whole game is just about who's
>combat 'nads are bigger.
>I'll put it this way: if the game is supposed to
>be all about combat, then
>quit printing all those other cards that
>have nothing to do with it.
You're just being melodramatic. Even in very combat-
heavy environments it's no problem to make decks
with strong non-combat abilities *and* adequate
combat defense to handle POT rush. I do it all the
time because half the decks in our typical game are
combat.
Curt Adams (curt...@aol.com)
"It is better to be wrong than to be vague" - Freeman Dyson
"Frederick Scott" <freds64_at_...@removethis.com> wrote in message
news:3F624609...@removethis.com...
> > Pfft. I guess your local metagame is quite different from ours then. I
don't
> > think it's possible to play a game these days without seeing serious
combat.
> > I personally see combat as a perfectly viable strategy in any case. Even
if
> > you're not playing combat, you should expect to see it, and should hence
> > build your deck to cater for it. Or am I mad? :)
>
> *Seeing it*, OK. But it should not be necessary to *play* it yourself to
> have a shot at winning a tournament,
Well, it depends on what you are trying to achieve. You gave me the
impression you were having trouble avoiding heavy combat decks, so maybe you
should try a different strategy, like fighting back?
From a design point of view, it seems clear to me that combat *should* be a
viable way of winning games and tournaments in any case, with fighting
sitting alongside voting and bleeding to make the 3 main approaches to the
game. Sounds to me like you're implying that fighting *shouldn't* be a way
of winning? :)
> any more than it should be necessary
> to play a heavy intercept to counter people's stealth bleed.
Errr if you want to stop people from stealth-bleeding you then you either
1) play heavy intercept
2) pack plenty of reduce/bounce
3) get rid of the stealthy vampires (by rushing them?)
I see packing heavy intercept as a perfectly viable counter to these types
of decks. If you're seeing heavy stealth in your local metagame and you're
*not* packing a way of dealing with that either, then surely your making the
wrong decks? :)
> claiming it is, mind you. I'm just responding to the suggestion that I'd
> need to play combat to survive potence rush. That, to me, is beside the
> point.
No, I believe I said that combat is *one* way of several to deal with
Potence rush.
> Again, getting back to the original problem, as I see it, anyway: trying
to
> play in a environment that's not combat heavy, how do you prepare yourself
> for a rush combat deck without seriously weakening my deck vs. most
> everything else? So that having a rush combat deck sit down as your prey
> isn't a death sentence for the game?
Well even in a combat-heavy environment I usually only devote about 20 cards
out of 90 to defence, and this is usually enough. In any case, even if you
*don't* see heavy rush, cards such as Majesty and Skin Of Steel are still
useful, and can still be cycled easily in any case. I don't see including
these cards as a weakness, and I'm not sure what your point is?
> > Err if you're playing a *good* combat deck then you should be able to
wipe
> > the floor with the Pot rush, and everyone else on the table to boot, no?
Why
> > is this poor?
>
> Because then the whole game is just about who's combat 'nads are bigger.
> I'll put it this way: if the game is supposed to be all about combat, then
> quit printing all those other cards that have nothing to do with it.
Now you're just being silly. Combat should be equally viable as bleeding and
voting, and throwing all your toys out of the pram isn't going to change the
fact that you have to deal with it in the metagame, or make way for people
who can.
> You could be. Pity the poor Ventrue. No intercept disciplines at all.
> Guess they never do anything...
Err, Bueller? 2nd Tradition anyone? Sports bikes? For f***s sake, it's
really not that hard...
> > Sure. I don't see that as a problem though. One fatty and a handful of
> > Obedience will stop a combat deck completely dead in its tracks. Sounds
> > pretty efficient and a viable option to me.
>
> It doesn't to me. Crypts don't work like that, for thing. I don't know
> how you think about crypt-building but I don't know how to order up just
> exactly one fatty (with superior dominate, by the way).
Well in a crypt of 12 vampires, about 4 big ones should gaurantee that you
have at least one in your uncontrolled region when you start play.
> Anyway, I'm not really saying it's a bad idea. I'm just saying it's not
> a useful idea for most decks. That's what "narrow" means. It may work -
> but it's not going to be much help to a midcap Toreador Antitribu deck.
Ok. !Tor can either go for:
- bounce and reduce with Aus to avoid unecessary blocks
- maneuver with Cel and then S:CE with Presence
- mixing in some guns with Cel to pack a real punch to warn off fiesty
vampires
- mixing in some Art of Pain for some close-range (although albeit more
risky) combat deterrance
- using Purchase Pact to screen out Sabbat vampires
- using Secure Haven or Secret Passage to deny rush (D) actions
- use DI to cancel critical opposing combat cards
And that's without mixing in other Disciplines, clans or other quirks. For
Christ's sake, where's your imagination?
> Or any of the other vast majority of decks for which throwing in large
> cap vampires with dominate would hurt the deck.
Err, so use something else?
> And at that, it's all useless if the other guy has his own fatty to rush
> with.
True, but rush decks that rely on big vampires are going to be able to act a
lot less, so they're going to be much more conservative and considered in
their targets, and you'll have more time to muster up your own defences.
> > Sorry, it sounds like you're playing very fragile decks with small
vampires
> > that simply can't defend themselves. :)
>
> Or mid-caps. A *lot* of decks fall into this category.
Mid-cap decks that are still that fragile? I see them, but then only because
they're not very well built... :)
> > Unless they're playing vote reaction cards or can cancel or change your
> > votes. Which happens (for good AR decks anyway).
>
> I'm not sure I agree. I've seen AR decks work with vote reaction cards
and
> without them. I've seen both sorts fall flat on their faces. Thing is,
> if they devote too many cards to stopping votes, they risk other bad
things
> they're not prepared for
That's true of any deck, AR, Potence rush, or otherwise. That doesn't change
the fact that slapping down large multiples of AR is bad for the metagame,
and people's enjoyment of it.
> I don't think you should have to play titled vampires to prevent AR decks
> from working, no. I think that's where we disagree about this issue.
> Usually *someone* on the table has some kind of votes to push through
> a vote, especially if the edge is in sympathetic hands.
That's a big if. Following that reasoning, if everyone comes to the table
expecting *someone else* to play votes, that there won't be any at all.
Besides, that's a huge metagame flaw if you *have* to rely on player's deck
choices just to be able to compete yourself.
Regards,
Mike
Timlagor wrote:
>
> Frederick Scott expounded:
> > (Re: coping with potence rush combat)
> > Again, getting back to the original problem, as I see it, anyway: trying to
> > play in a environment that's not combat heavy, how do you prepare yourself
> > for a rush combat deck without seriously weakening my deck vs. most
> > everything else? So that having a rush combat deck sit down as your prey
> > isn't a death sentence for the game?
>
> Either you just ignore it and suffer the consequences when ou do meet
> the Pot OR you prepare for it. Obviously preparing will have some
> opportunity cost. How you do it will naturally determine the cost and
> some ways will be more efficient than others.
All true. But doesn't counter my point.
> It would hardly be fair if you could counter combat without any damage
> to your own plans.
Combat in *general*, yes. The problem is specifically potence combat,
because of its IG. Using S:CE or (to a lesser extent) at least Dodges will
give you some general defense against combat. But you have to throw in a
bunch of maneuver to reliably escape IG. And against potence/celerity decks
with lots of Flashes, even that's not likely to help. So you're throwing
in lots and lots of combat cards to cover *one* type of deck. That is why
potence/celerity rush is kind of the "bump" on the metagame matrix. (Unless,
as I said earlier, your whole environment is heavy on combat decks.)
> > It doesn't to me. Crypts don't work like that, for thing. I don't know
> > how you think about crypt-building but I don't know how to order up just
> > exactly one fatty (with superior dominate, by the way).
>
> 4 copies of one fatty.
...and draw three of them in your opening crypt. Or none of them in your
opening crypt, and none in either the first two cards on top of the pile.
I never understand people who think in terms of, "just add X of them and
you'll draw an average number". I've seen so many games ruined by that
expectation. If your deck works well enough despite a strange draw, it's
probably OK. But expecting to make use of a large number of Obediences
when you didn't draw your fatty isn't realistic.
> > Anyway, I'm not really saying it's a bad idea. I'm just saying it's not
> > a useful idea for most decks. That's what "narrow" means. It may work -
> > but it's not going to be much help to a midcap Toreador Antitribu deck.
>
> Try a few guns.
Guns won't save you Brujah rush. One maneuver (or two in the case of a
Deer Rifle) and ... PUNCH, PUNCH, PUNCH, *SPLA-A-A-T*. Mangled Deer
Rifle...AMARANTH...*MY* Deer Rifle!
> > Bored? What are they gonna do? Dramatic Upheaval themselves to the next
> > table? They got no place else to go. You have to survive them for more
> > than a few turns, I think.
>
> They might die. They might start rushing someone else.
All right. Fine. Yes, if your neighbors neighbor is the anti-deck, then
you always have a chance of living. I've seen more than one guy cope with
a rush deck predator by not bringing any minions out. "You can bleed me
for one/minion/turn." It's pretty silly but I've actually seen it work.
This is always true in Jyhad, no matter what part of the metagame you're
looking at. It's not really an answer.
> > I agree. But David's suggestion of using a large chunk of your master
> > card space for DIs and SRs, much though I think it would work well enough,
> > would be another thing that qualifies as covering rush by weakening your
> > deck against everything else. In my decks, master card space is extremely
>
> What can't SRs and DI's be used to defend against?
I didn't say SRs and DIs can't be used to defend against lots of things.
But *other* masters usually help your deck more.
Fred
David Cherryholmes wrote:
>
> On Fri, 12 Sep 2003, Frederick Scott wrote:
>
> > *Seeing it*, OK. But it should not be necessary to *play* it yourself to
> > have a shot at winning a tournament, any more than it should be necessary
> > to play a heavy intercept to counter people's stealth bleed. I'm not
> > claiming it is, mind you. I'm just responding to the suggestion that I'd
> > need to play combat to survive potence rush. That, to me, is beside the
>
> Define "play".
...
Elided questions that are all answered in quote below:
> > Again, getting back to the original problem, as I see it, anyway: trying to
> > play in a environment that's not combat heavy, how do you prepare yourself
> > for a rush combat deck without seriously weakening my deck vs. most
> > everything else? So that having a rush combat deck sit down as your prey
> > isn't a death sentence for the game?
>
> What is "seriously weakening"? 10 cards? 20? 30?
It's any serious number of cards that need to be added against ONE SPECIFIC
TYPE OF DECK. My deck has to have combat defense, fine. But most types of
combat decks are covered to some degree or other by just the S:CE. You
run out of them, you splat. Someone runs you out of S:CE using Telepathic
Tracking or Psyche or something, you also go splat. But that's fine. At
least you have a sporting chance. It's the plentiful IG that ignores all
of your combat defense and mows down your minions from the get go that's
tough. And to defend against, I have to add a bunch of maneuvers that are
useful against NOTHING ELSE! *THAT'S* what I'm complaining about!
...except I'm not really complaining. I understand why IG is necessary.
In fact, I wouldn't mind potence rush in general if it just won more when
no one defended against it. Like I've said before, the annoying thing
about it is how often it JUST takes out its neighbors and then doesn't
win itself.
> > Because then the whole game is just about who's combat 'nads are bigger.
> > I'll put it this way: if the game is supposed to be all about combat, then
> > quit printing all those other cards that have nothing to do with it.
>
> Interesting combination of logic and hyperbole. What is "all
> about" supposed to mean?
In other words, if you can't survive without some complex combat card
arrangement in every deck, then the various action cards cease to have
much effect on play because you can't include many of them in your decks.
> Any element of the game is a legitimate target
> for singling out and trying to build a deck around.
I agree. I never questioned that. I think my words are getting twisted
around here from being pulled out of context. Go back up the thread
and look at the genesis of exchange if you want to see what I was responding
to. In general, I'm fine with the idea of building combat decks and winning
with them when you catch your metagame by surprise (...and you're just good
at playing them).
> > You could be. Pity the poor Ventrue. No intercept disciplines at all.
> > Guess they never do anything...
>
> Credibility. Approaching. Ground zero. Fred... Second Tradition?
Fine. NON-PRINCE Ventrue then. Not EVERYBODY plays 8-caps when building
a clan deck.
> > (David's response confused me. I tend to think of rushers going upstream
> > *first* to make sure they've got their predator controlled, *then* go
> > after their prey. It all depends on who's sitting where, of course...)
>
> I think the rush deck *tries* to be a good boy and go for its prey. It's
> just that they tend to include nothing but rush and combat (talking the
> weenies here), so they really have no defense other than upstream
> rush. Often, that rush has the opposite affect of accelerating your
> predator's forward momentum, while he's still got vampires left, provoking
> further rush, and it just spirals downward. Potentially, you just trim
> them back to a level of pool loss that you can survive and still oust your
> prey. That would be in Logical World, though.
I would call it the "ideal world", myself. It has a nasty tendency to run
out rushes or some other critical component at the wrong time. Or something
unexpected happens, for instance your grandpredator doesn't look like a
threat at all so you take that one extra rush at your predator and then
all of sudden the grandpredator pulls off a bleed for 8 and finishes your
predator off. Or some kinda damn thing.
> > I agree. But David's suggestion of using a large chunk of your master
> > card space for DIs and SRs, much though I think it would work well enough,
> > would be another thing that qualifies as covering rush by weakening your
> > deck against everything else. In my decks, master card space is extremely
> > precious. Very few of them would work if I diverted more than a couple of
> > cards to stopping rushes.
>
> Not a large chunk, but perhaps more than I would play otherwise,
Well, I don't play any at all. (All right, maybe a couple of SRs if it's all
forward quick bleed and I have any extra master card space whatsoever. But
that's highly unusual.)
> if I was
> metagaming aginst this deck in such a way that I don't eat too many card
> slots. I know eight masters is a lot, but 4 and 4 would be a comfortable
> number. They aren't going to be playing *that* many Havens -- the card
> you mainly worry about in weenie rush -- and pool gain is prettty
> pointless when their strategy is just to smash your vampires as you bring
> them out (i.e. there might be some cards you could swap out).
Sure. And if you *don't* run up against rush combat, those 8 master cards
are a lot weaker than what I would use in their place. This, again, is the
whole problem. I'm diverting 8 master slots that weaken me against most all
other decks to cover this *one* type of deck.
Fred
CurtAdams wrote:
>
> freds64_at_...@removethis.com writes:
>
> >Again, getting back to the original problem,
> >as I see it, anyway: trying to
> >play in a environment that's not combat
> >heavy, how do you prepare yourself
> >for a rush combat deck without seriously
> > weakening my deck vs. most
> >everything else? So that having a rush
> >combat deck sit down as your prey
> >isn't a death sentence for the game?
>
> Same way you prepare for weenie DOM bleed in
> an enviroment which isn't bleed heavy without
> weakining your deck: you don't.
Sorry, I disagree. You can use bounce, you use
intercept, you can use combat yourself to splat
the weenies. These are all standard answers and
they all work, at least to a degree that depends
on exactly what and how much defense you put in.
They're also stuff that works to a degree against
other types of predators. Sometimes you'll make the
wrong choice for exactly the predator you drew,
but in most cases you at LEAST have a defense that
does something. I think the nature of having a
potence rush combat deck as your neighbor is
different, as explained elsewhere.
> >Because then the whole game is just about who's
> >combat 'nads are bigger.
> >I'll put it this way: if the game is supposed to
> >be all about combat, then
> >quit printing all those other cards that
> >have nothing to do with it.
>
> You're just being melodramatic.
(blah, blah...)
Again, responded to a thing I was not saying because
the quote is being interpreted out of context.
Fred
Mike Nudd wrote:
>
> "Frederick Scott" <freds64_at_...@removethis.com> wrote in message
> news:3F624609...@removethis.com...
>
> > > Pfft. I guess your local metagame is quite different from ours then. I
> > > don't think it's possible to play a game these days without seeing
> > > serious combat. I personally see combat as a perfectly viable strategy
> > > in any case. Even if
> > > you're not playing combat, you should expect to see it, and should hence
> > > build your deck to cater for it. Or am I mad? :)
> >
> > *Seeing it*, OK. But it should not be necessary to *play* it yourself to
> > have a shot at winning a tournament,
>
> Well, it depends on what you are trying to achieve. You gave me the
> impression you were having trouble avoiding heavy combat decks, so maybe you
> should try a different strategy, like fighting back?
No, that is not the problem. It's not that I'm seeing too much of them.
It's that on the rare occasions I *do* see them, what they tend to do is
take out their neighbors more than they win games. They do this because
their relative rarity means that people don't prepare for them. (I
certainly don't.) If they invariably took out tables because people
don't prepare for them, that would be fine. And some of the time, they
do win games, especially when played by quality players. But a lot of the
time they just unbalance the game and get ousted by the grandpredator or
something. Or they spend too much time rushing backwards and their prey
wreaks havoc on the table. Or they kill the prey's minions but take a long
time ousting so the grandprey wreak havoc on the table.
To bring the complaint back around full circle, I am pointing out that this
table unbalancing nature of these sorts of decks looks awfully similar to
Anarch Revolt decks. And I find it more irritating because the victims of
the decks tend to be the rush combat decks neighbors SPECIFICALLY. At least
with AR decks, the collateral damage tends to be a lot more random. IMO,
at least.
Fred
"Frederick Scott" <freds64_at_...@removethis.com> wrote in message
news:3F672F86...@removethis.com...
> To bring the complaint back around full circle, I am pointing out that
this
> table unbalancing nature of these sorts of decks looks awfully similar to
> Anarch Revolt decks. And I find it more irritating because the victims of
> the decks tend to be the rush combat decks neighbors SPECIFICALLY. At
least
> with AR decks, the collateral damage tends to be a lot more random. IMO,
> at least.
I don't really understand how you can draw a comparison. A Potence rush deck
is only potentially unbalancing in that it can destabilise it's own side of
the table, and this will only really happen when its opponents play decks
that do not cater for combat or combat defence. Since combat is significant
portion of the metagame (IMHO approx. 1/3), this strikes me as more of an
issue of deck choice and construction rather than the metagame itself.
In contrast slapping down large multiples of AR affects *every* player on
the table, and to such a degree that the game ends randomly in only a small
number of turns so that there is barely enough time to react. In many cases,
deck choice is entirely irrelevant. This strikes me as an issue more to do
with the card and it's impact on the metagame rather than in people's own
deck choices.
Regards,
Mike
On Tue, 16 Sep 2003, Frederick Scott wrote:
> > What is "seriously weakening"? 10 cards? 20? 30?> It's any serious number of cards that need to be added against ONE SPECIFIC
> TYPE OF DECK. My deck has to have combat defense, fine. But most types of
> combat decks are covered to some degree or other by just the S:CE. You
> run out of them, you splat. Someone runs you out of S:CE using Telepathic
> Tracking or Psyche or something, you also go splat. But that's fine. At
> least you have a sporting chance. It's the plentiful IG that ignores all
> of your combat defense and mows down your minions from the get go that's
> tough. And to defend against, I have to add a bunch of maneuvers that are
> useful against NOTHING ELSE! *THAT'S* what I'm complaining about!
You've witnessed the debates over the years about whether S:CE is too good
or not. You've seen the recent hit S:CE took in an attempt to bring it
down, yet it is still strong as hell. You know this, so this is your
anti-combat card of choice. And, yes, IG is *the* hoser for your choice
of combat defense. If you are going to put all your eggs in that basket,
IG is going to take you apart. You could chose to play hit-back (as I
detailed). You could chose to play fortitude. You could forego combat
defense altogether as a waste of effort and instead funnel those slots
into pure speed death. But you want your "my one card trumps your
five" so that you can, I dunno, go straight for the pool. Tough luck.
And, incidentally, a maneuver is good for tons of stuff. Maybe not
against CEL/pot or pot/CEL, but that's moving the goal posts, isn't it?
> ...except I'm not really complaining. I understand why IG is necessary.
> In fact, I wouldn't mind potence rush in general if it just won more when
> no one defended against it. Like I've said before, the annoying thing
> about it is how often it JUST takes out its neighbors and then doesn't
> win itself.
I can't speak to every game you've ever played, but weenie combat decks do
just fine. In fact, I believe they are nearly as brainless to run as the
much-maligned Malk 1994's. The key lies in their big, fat pool cushion
and the ability to bleed for one, like, six times a turn. Your complaint
might have some basis in fact if you were describing rush decks that try
to get it done on one or two rushes a turn, as I think they do tend to
flail about and churn the table on their way down. Bad decks destabilize
tables. I've moved on from the 'weenie curse' to the 'big, sucking vacuum
where my grandpredator should be curse', so I've had ample opportunity to
watch this dynamic lately.
> In other words, if you can't survive without some complex combat card
> arrangement in every deck, then the various action cards cease to have
> much effect on play because you can't include many of them in your decks.
But you can. Against weenie potence, one maneuver sends you home
free. They aren't packing that many lids or whatnot, if any at all. Are
you complaining about weenie potence, or midcap Brujah, or combat in
general? Your arguments are all over the place. And you certainly can
survive anyway. So your minion gets dunked. That's what bridge partners
are for. And even if that hook-up never happened, presumably while your
combat predator has packed his deck full of "I rip your nerd's head off",
yours is packed with "prey, take six", and you'll oust and gain and bring
guys out fast enough that you're eventually knocking on his door. I'm not
saying that happens every time. I'm not even saying it is likely. But it
isn't this mono-dimensional problem you're presenting (albeit predicated
upon some hazy superset of decks). It really sounds to me like you are
pissed that one copy of Majesty doesn't let you pretend combat decks don't
exist.
> Fine. NON-PRINCE Ventrue then. Not EVERYBODY plays 8-caps when building
> a clan deck.
When I think Ventrue, I think "Law Firm", but that core group of 3 vamps
(two of which are 7 caps) Governs/freaks/scouts/freaks/enchants/freaks the
rest of the crypt out, who may then be suitably Justicar'd or Praxis'd at
your leasure. It doesn't have to be an eight cap shoved out by brute
force.
> I would call it the "ideal world", myself. It has a nasty tendency to run
> out rushes or some other critical component at the wrong time.
If you can keep your combats down to three cards (two are even better),
then it has no more likelihood of gagging than any other deck. Long
chains of necessary cards are a weakness. Grapple-punch would be the
mono-potence way. The rest of the cards are contingencies.
> Or something
> unexpected happens, for instance your grandpredator doesn't look like a
> threat at all so you take that one extra rush at your predator and then
> all of sudden the grandpredator pulls off a bleed for 8 and finishes your
> predator off. Or some kinda damn thing.
Combat decks don't sweep. A VP or two going "elsewhere" should be part of
the combat deck's strategy. I'm only saying that because, in essence,
your argument seems to be "shit happens". All I'm trying to show is that
the weenie rush deck isn't any more vulnerable to shit happening than any
other deck. Assuming we are talking about weenie potence, still; I'm not
sure we are.
> Well, I don't play any at all. (All right, maybe a couple of SRs if it's all
> forward quick bleed and I have any extra master card space whatsoever. But
> that's highly unusual.)
Reactive or not, DI is now in my #1 slot for best mastercard in the
game. I play all this convoluted crap that relies on thing like Paths and
Contracts and what-not, so I can sympathize with your stance that
mastercards get eaten up, but I suspect that the decks that you play
really don't need the staples as badly as you think they do. Please feel
free to correct me, though, as that's just a hunch.
> Sure. And if you *don't* run up against rush combat, those 8 master cards
> are a lot weaker than what I would use in their place. This, again, is the
> whole problem. I'm diverting 8 master slots that weaken me against most all
> other decks to cover this *one* type of deck.
I dunno, Fred. Suddens and DI's are pretty generally useful. DI's moreso
than Suddens, but I thought you were describing a problem specific to
weenie rush, and Haven is one of the power cards for that archetype. How
else are you going to stop a Master that lets the horde swarm you? When
was the last time you tried, say, dumping the pool gain and the hand
cycling for 4 Suddens/ 4 DI's? Maybe you should tweak the numbers, like
3/3 or 4/2, but it's generally useful against lots of decks.
[ quoted text not captured ]
fred writes:
>> Same way you prepare for weenie DOM bleed in
>> an enviroment which isn't bleed heavy without
>> weakining your deck: you don't.>Sorry, I disagree. You can use bounce, you use
>intercept, you can use combat yourself to splat
>the weenies. These are all standard answers and
>they all work, at least to a degree that depends
>on exactly what and how much defense you put in.
C'mon Fred. Surely you've sat prey to a weenie
DOM deck? With fatties there's nothing you can
do. I just got fried last Saturday: turn 2, 1 boosted
bleed; turn 3; 3 more boosted bleeds; turn 4;
Pentex Subversion, 4 more boosted bleeds; ousted.
I'd seen 10 cards and never got to take an action. What, exactly, could I
possibly have done?
I got hit once playing a defensive Malkie
deck; all 3-7 cap minions, 10+ bleed bounce cards,
plenty of intercept; didn't help. The table had to
"save" me, defined as when the whole table gang-
banged the DOM bleeder I surved with two empty
minions and 3 pool as a morsel for my grandpredator.
The only way to survive weenie DOM bleed is with
20 or so deflections, weenie intercept, and weenie
POT rush, all of which are unplayable if there's
a reasonable amount of combat about.
[ quoted text not captured ]
Mike Nudd wrote:
>
> "Frederick Scott" <freds64_at_...@removethis.com> wrote in message
> news:3F672F86...@removethis.com...
>
> > To bring the complaint back around full circle, I am pointing out that
> > this table unbalancing nature of these sorts of decks looks awfully
> > similar to Anarch Revolt decks. And I find it more irritating because
> > the victims of the decks tend to be the rush combat decks neighbors
> > SPECIFICALLY. At least with AR decks, the collateral damage tends to
> > be a lot more random. IMO, at least.
>
> I don't really understand how you can draw a comparison. A Potence rush deck
> is only potentially unbalancing in that it can destabilise it's own side of
> the table, and this will only really happen when its opponents play decks
> that do not cater for combat or combat defence. Since combat is significant
> portion of the metagame (IMHO approx. 1/3), this strikes me as more of an
> issue of deck choice and construction rather than the metagame itself.
I guess it depends on what you call "combat" decks. A lot of decks have
some element of combat in them, it's true. I certainly don't find that
1/3 of all decks can stand up to a dedicated potence/celerity rush combat
deck, so the semantics don't matter. If that many could, there'd be little
point to ever playing the rush deck, since they don't have any other
advantages outside of destroying minions. Even a deck that has enough combat
to merely slow down the process of being wiped out is still not going to
have much chance of winning itself.
> In contrast slapping down large multiples of AR affects *every* player on
> the table, and to such a degree that the game ends randomly in only a small
> number of turns so that there is barely enough time to react.
But only some of the time. And often enough, I feel that when it happens
it's mainly because the opponents of the AR deck played poorly.
Fred
David Cherryholmes wrote:
>
> On Tue, 16 Sep 2003, Frederick Scott wrote:
>
> > > What is "seriously weakening"? 10 cards? 20? 30?
>
> > It's any serious number of cards that need to be added against ONE SPECIFIC
> > TYPE OF DECK. My deck has to have combat defense, fine. But most types of
> > combat decks are covered to some degree or other by just the S:CE. You
> > run out of them, you splat. Someone runs you out of S:CE using Telepathic
> > Tracking or Psyche or something, you also go splat. But that's fine. At
> > least you have a sporting chance. It's the plentiful IG that ignores all
> > of your combat defense and mows down your minions from the get go that's
> > tough. And to defend against, I have to add a bunch of maneuvers that are
> > useful against NOTHING ELSE! *THAT'S* what I'm complaining about!
>
> You've witnessed the debates over the years about whether S:CE is too good
> or not. You've seen the recent hit S:CE took in an attempt to bring it
> down, yet it is still strong as hell. You know this, so this is your
> anti-combat card of choice. And, yes, IG is *the* hoser for your choice
> of combat defense.
None of this is anything I've ever disputed nor does it directly address
my point. I will point out, just to keep some perspective on this, that
IG is the hoser to quite a lot of things: dodge, non-hand ag strikes,
scary weapons. It's "Thoughts Betrayed" against everything but hand
strikes.
> If you are going to put all your eggs in that basket,
> IG is going to take you apart. You could chose to play hit-back (as I
> detailed). You could chose to play fortitude. You could forego combat
> defense altogether as a waste of effort and instead funnel those slots
> into pure speed death. But you want your "my one card trumps your
> five" so that you can, I dunno, go straight for the pool. Tough luck.
I'm not sure I agree with all of this. But, again, it's all beside the
point. You seem to keep wanting to turn this into a big, "Fix-Fred's-
deck-vs.-Brujah-Rush-Combat" clinic and that shows a misunderstanding
of the complaint. The problem with your answers is *NOT* that they
fail to fix my deck if I know I'm going to be facing this kind of deck.
I know plenty of things I can do in that instance. My preferred answer -
due to the relative rarity of a Brujah rush combat deck - is to simply
ignore the possibility.
The problem is, none of your answers is really a nice drop-in for most
of my decks that wouldn't weaken them for what they USUALLY face. Most
of your answers are only stuff I'd really need to face the one type of
deck and won't do much for me otherwise. I'd concede that Fortitude
does, though sometimes it works out the same because I find I can't
afford the level of Fortitude I'd need to stand up to being rushed.
(And to some extent, I really think you want to use different kinds of
Fortitude cards against 2-3 strike, 2-4 damage-per-strike combat decks than
just about any other kind.)
> And, incidentally, a maneuver is good for tons of stuff. Maybe not
> against CEL/pot or pot/CEL, but that's moving the goal posts, isn't it?
What, you mean to bring celerity into it as well? That was mostly intended
to be there in the first place. I seldom see rush decks that don't
involve celerity. Usually, Lasombra and Giovanni combat decks tend to
be bruise and bleed or use combat as only part of their strategy, which
is sporting enough for its opponents. Blood Brothers I haven't seen
enough of to tell, though my first impressions is that it can be awesome -
once it gets tooled up and provided it doesn't trip over itself.
> > ...except I'm not really complaining. I understand why IG is necessary.
> > In fact, I wouldn't mind potence rush in general if it just won more when
> > no one defended against it. Like I've said before, the annoying thing
> > about it is how often it JUST takes out its neighbors and then doesn't
> > win itself.
>
> I can't speak to every game you've ever played, but weenie combat decks do
> just fine. In fact, I believe they are nearly as brainless to run as the
> much-maligned Malk 1994's. The key lies in their big, fat pool cushion
> and the ability to bleed for one, like, six times a turn.
I guess I don't see them. Even the weeniest combat decks I've seen
aren't going have more than, say, four minions out until they at least
get an oust. It's not safe. We may be talking about different decks.
...
> > In other words, if you can't survive without some complex combat card
> > arrangement in every deck, then the various action cards cease to have
> > much effect on play because you can't include many of them in your decks.
>
> But you can. Against weenie potence, one maneuver sends you home
> free.
The more you talk about it, the more I'm doubting that this weeny
potence deck you talk about is one that would bother me. If possession
of a mere Saturday Night Special would save my minion, then I don't
care about it. This is not the deck I fear. Well, it would kill
certain of my decks, no question - but that doesn't bother me at
all because I just lost the metagame and you'd likely get a VP for
your efforts. I'm not complaining about simply losing a metagame.
> Are you complaining about weenie potence, or midcap Brujah, or combat in
> general? Your arguments are all over the place.
My arguments have attempted to be consistent. Part of the problem is
that you and Mike Nudd keep drawing me (sometimes successfully) off
track by turning this into a combat defense deck clinic. I was not
looking for sympathy or deck building help vs. potence rush or anything
like that. I was pointing to a problem in the game: that building your
deck to resist potence rush can weaken it against the real metagame
many of us face - so we just don't. So when potence rush DOES show up,
(and yes, "midcap Brujah" probably describes it much better) it often
wipes the ground with its neighbors but doesn't win nearly as many games
as a deck should when it wins metagames like that.
The rest elided because it seems to be based on a misunderstanding
of which kind of deck bothers me. I'll save the debate about the value
of SRs and DIs for another juicy day...
Fred
CurtAdams wrote:
>
> fred writes:
>
> >> Same way you prepare for weenie DOM bleed in
> >> an enviroment which isn't bleed heavy without
> >> weakining your deck: you don't.
>
> >Sorry, I disagree. You can use bounce, you use
> >intercept, you can use combat yourself to splat
> >the weenies. These are all standard answers and
> >they all work, at least to a degree that depends
> >on exactly what and how much defense you put in.
>
> C'mon Fred. Surely you've sat prey to a weenie
> DOM deck? With fatties there's nothing you can
> do. I just got fried last Saturday: turn 2, 1 boosted
> bleed; turn 3; 3 more boosted bleeds; turn 4;
> Pentex Subversion, 4 more boosted bleeds; ousted.
> I'd seen 10 cards and never got to take an action.
> What, exactly, could I possibly have done?
If you're talking about the kind deck I think you're talking
about (like Darby's weeny presence deck at Gateway), then
my answer is different. Those kind of decks are likewise
hard to prepare for, yes. But they almost never get more than
one VP before the table closes ranks against them. That, by
itself, is counterincentive to play them.
But, yes, if so then your point is well-taken. But I find
those decks so rare that I don't bother to bitch about them.
YMMV, I suppose. I didn't expect to see any experienced
players in LA using one, frankly.
Fred
"Frederick Scott" <freds64_at_...@removethis.com> wrote in message
news:3F67FE2E...@removethis.com...
> > I don't really understand how you can draw a comparison. A Potence rush
deck
> > is only potentially unbalancing in that it can destabilise it's own side
of
> > the table, and this will only really happen when its opponents play
decks
> > that do not cater for combat or combat defence. Since combat is
significant
> > portion of the metagame (IMHO approx. 1/3), this strikes me as more of
an
> > issue of deck choice and construction rather than the metagame itself.
>
> I guess it depends on what you call "combat" decks. A lot of decks have
> some element of combat in them, it's true. I certainly don't find that
> 1/3 of all decks can stand up to a dedicated potence/celerity rush combat
> deck, so the semantics don't matter. If that many could, there'd be
little
> point to ever playing the rush deck, since they don't have any other
> advantages outside of destroying minions. Even a deck that has enough
combat
> to merely slow down the process of being wiped out is still not going to
> have much chance of winning itself.
It sounds very much like you're chasing your own tail - the same argument
applies to any type of strategy. A very focused bleed deck is going to get
past most opponents, except for those that pack serious amounts of intercept
and/or bounce, or alternative ways of shutting the opposing vampires down. A
very focused voting deck is going to get past most opponents, except for
those that pack serious amounts of intercept and/or votes of their own, or
alternative ways of shutting the opposing vampires down. A very focused
combat deck is going to get past most opponents, except for those that pack
anti-combat and/or combat of their own, or alternative ways of shutting the
opposing vampires down. That's the way the game works. In any case, no-one's
going to disagree that Potence is just one of many options in regards to the
wider combat strategy, but I think most people would also agree that it's
much more easily dealt with that you keep trying to make out. Do you
actually have a point, because it sounds like you just keep whinging about
the fact that you can't build decks to stand up to heavy combat...?
> > In contrast slapping down large multiples of AR affects *every* player
on
> > the table, and to such a degree that the game ends randomly in only a
small
> > number of turns so that there is barely enough time to react.
>
> But only some of the time. And often enough, I feel that when it happens
> it's mainly because the opponents of the AR deck played poorly.
But that 'some of the time' is enough. I'm not worried about seeing 1 or 2
ARs on the table as there is obviously plenty of opportunity to get rid of
them, and yes, tough s*** for those players who don't make an effort to get
rid of them, get rid of the controller's vampires, or bloat up to counter
the pool loss (which isn't that bad, and no different really from taking a
bleed each turn). What I'm talking about is when you get say 5 or more on
the table mid- to end-game from nowhere (using multiple master actions).
*Most* decks simply won't have enough time to turn against the AR controller
before they are ousted, and the offending deck only needs to fend the table
off for 2 or 3 turns before it's all over. In fact, IMHO the best use of
Anarch Revolt does seem to be to play it late to take people by surprise.
This is unequivocally bad. It has nothing really to do with how good the
players are, or what decks they play. Large amounts of ARs end the game far
too quickly, and to me this runs contrary to what the metagame is supposed
to be all about. Nothing you have said so far addresses this. And I'll
reiterate that I don't think AR would need to be changed that much to
address this problem. Even just stating that 'only 1 AR may be played by a
methuselah each turn' would probably be enough to give the rest of the table
a chance.
Regards,
Mike
Frederick Scott expounded:
> To bring the complaint back around full circle, I am pointing out that this
> table unbalancing nature of these sorts of decks looks awfully similar to
> Anarch Revolt decks. And I find it more irritating because the victims of
> the decks tend to be the rush combat decks neighbors SPECIFICALLY. At least
> with AR decks, the collateral damage tends to be a lot more random. IMO,
> at least.
YOU ARE SUPPOSED TO MESS UP YOUR PREDATOR AND PREY. It sounds like the
problem there is that the rest of the table isn't messing up their pred
and prey enough.
Your main complaint now seems to be that the people playing combat don't
do it well enough to win.
Frederick Scott expounded:
> hard to prepare for, yes. But they almost never get more than
> one VP before the table closes ranks against them. That, by
> itself, is counterincentive to play them.
Which apparently applies perfectly to exactly the decks you ARE
complaining about.
On Wed, 17 Sep 2003, Frederick Scott wrote:
> None of this is anything I've ever disputed nor does it directly address
> my point. I will point out, just to keep some perspective on this, that
> IG is the hoser to quite a lot of things: dodge, non-hand ag strikes,
> scary weapons. It's "Thoughts Betrayed" against everything but hand
> strikes.
Your point seemed to be predicated upon the effects of IG. Examining the
effects of IG seems relevant. I mean, I *think* I get what you claim your
point is, that there's this type of deck out there that you ignore,
because planning for it would take too much away from what you're trying
to do with your own deck. Since that deck seems to be "mid cap Brujah
running manevers, IG, and big strikes", I don't really see the
problem... there's always going to be a paper to your rock, nor does that
deck seem sufficiently common or strong to expect it often. What I
*don't* get is how this one deck, which squishes you, is relevant to the
AR discussion. That bit about "just makes someone else lose" is difficult
to support, and might apply equally to many other decks (some of which you
noted).
> I'm not sure I agree with all of this. But, again, it's all beside the
> point. You seem to keep wanting to turn this into a big, "Fix-Fred's-
> deck-vs.-Brujah-Rush-Combat" clinic and that shows a misunderstanding
> of the complaint. The problem with your answers is *NOT* that they
> fail to fix my deck if I know I'm going to be facing this kind of deck.
> I know plenty of things I can do in that instance. My preferred answer -
> due to the relative rarity of a Brujah rush combat deck - is to simply
> ignore the possibility.
That's nice. It doesn't shed any light on why this deck -- that you know
about and choose to take your chances with not seeing -- creates a
game-altering effect comperable to stacks of AR's.
> The problem is, none of your answers is really a nice drop-in for most
> of my decks that wouldn't weaken them for what they USUALLY face. Most
> of your answers are only stuff I'd really need to face the one type of
> deck and won't do much for me otherwise.
So you don't get blocked, ever? A maneuver away, or preventing one point
and saving a blood, isn't worth including in your deck? These aren't
effects that only come into play against a grapple. For example, denying
the other guy the ability to flow his cards, because you've chosen to be
at the wrong range, is good all by itself. It just sounds like you've got
a wierd "iajitsu" metagame, Fred. I'm imagining all these +1 stealth
actions sailing through or, if not, pansy-slaps for one. If that's your
game, so be it; don't project that onto the rest of us, who assume we have
to plan for combat, just like votes, bleed, and stealth.
> I'd concede that Fortitude
> does, though sometimes it works out the same because I find I can't
> afford the level of Fortitude I'd need to stand up to being rushed.
> (And to some extent, I really think you want to use different kinds of
> Fortitude cards against 2-3 strike, 2-4 damage-per-strike combat decks than
> just about any other kind.)
Something I came to accept during the long, dark, weenie years is that
there are just going to be certain decks that take yours apart. If the
deck isn't that common (and pure rush decks aren't), consider yourself
lucky. I'm still not even convinced that it's as bad as you say it is
when it does appear, but we're also talking around your decks, which makes
any real analysis of your experiences difficult.
> What, you mean to bring celerity into it as well? That was mostly intended
> to be there in the first place. I seldom see rush decks that don't
> involve celerity.
I'm pretty sure you said something to frame the conversation in terms of
weenie potence. If that wasn't your intent, fine, but then the deck
you're complaining about gets even more cornercase.
> I guess I don't see them. Even the weeniest combat decks I've seen
> aren't going have more than, say, four minions out until they at least
> get an oust. It's not safe. We may be talking about different decks.
Then this is a big impediment to our discussion. The decks I'm talking
about can be pretty succinctly described as: weenie mono-potence, weenie
celerity with guns, and weenie fortitude Trap/UP. They all get way more
than four minions out, as I see them played. Effective Managements,
Dreams, Blood Dolls, Info Highway. The fact that they can usually nuke
whatever threat to their remaining pool (which is substantial) exists
makes it even more likely you'll see a horde. When I said six minions, I
was really being generous to your arguments. Against these decks, you
really can't include enough combat defense. The number of times they'll
iterate the attack, combined with relative cardflows, means you'll die
anyway. The weenie-ness is the real culprit, though, not a deck built
around combat. All this fed into my initial suggestion to just play
hit-back, because that drops the overhead imposed on your deck way, way
down from where it'd be just to defend.
> So when potence rush DOES show up,
> (and yes, "midcap Brujah" probably describes it much better) it often
> wipes the ground with its neighbors but doesn't win nearly as many games
> as a deck should when it wins metagames like that.
Speaking as someone who thinks about rush a lot, the problem here isn't
with the disciplines, or even the library. Rush decks built around one or
two rushes a turn just don't do well. And if they are playing midcaps,
combined with the weaknesses inherent in the archtype (i.e. no intercept,
no bounce, etc etc), two is probably all they'll get. With so few
actions, light combat defenses *can* slow you down enough that you just
get nuked or pulled upstream while hanging on for dear life. If that's
the crypt, then there needs to be untap, 2nds, bounce,
bleed.... *something*, all of which pulls it away from being a rush deck
and into something else.
> The rest elided because it seems to be based on a misunderstanding
> of which kind of deck bothers me. I'll save the debate about the value
> of SRs and DIs for another juicy day...
Okee-doke. Let me just say, though, that I'm a fairly recent convert to
the DI camp. I'd recommend just giving it a try. I've never had one in
hand that I didn't get a huge effect from.
[ quoted text not captured ]
[ quoted text not captured ]
Not to intrude too much in this discussion, especially as it seems to have
gotten far away from AR though I don't feel like changing the subject line, but
there is a difference between voting, bleeding, and fighting. The defenses for
each of the first two are narrower, thus easier to implement. General ways to
stop voting - intercept, more votes, DT. Bleed decks have a bit more
variation, but bounce, reduction, intercept wall will have an effect on all of
them. With combat, once you get past the defense of never entering combat
which you often don't have control over, the defenses against particular brands
of combat will vary tremendously.
I think this goes to the heart of Fred's complaint. If not, it goes to the
heart of my complaint about combat fairness. Combat lends itself to producing
more unfair matchups than voting and bleeding because reasonable defenses
against an open metagame either require restricting viable deck archetypes or
require devoting too much space to defense. Put another way, in a tournament
situation, I don't play games where I think "my predator's a bleed deck, I'm
screwed". (Though, the problem of weenie decks is the first prey *is* screwed
in almost every game, but the problem of weenie decks is worthy of its own
complaints.) But, it's quite possible to think "my predator's combat trumps my
combat, I'm screwed". Could be IG, could be Protean, could be Entombment,
anti-dodge, steal blood, unpreventable damage, etc., and there's even the
possibility that an opponent's lack of combat can screw you by making bunches
of cards in your deck dead draws. There's an element of turning games into
crap shoots. I got tired of craps before I got out of high school.
freds64_at_...@removethis.com writes:
>If you're talking about the kind deck I think you're talking
>about (like Darby's weeny presence deck at Gateway), then
>my answer is different. Those kind of decks are likewise
>hard to prepare for, yes.
Which is my point - a weenie monothematic deck is not
really practical to plan against unless the theme is ubiquitous
in your metagame. It's not specific to weenie rush. WW
is trying to edit out weenie vote by making the newer titles
require larger vamps but at present weenie Praxis Seizure is
still a go.
>But they almost never get more than
>one VP before the table closes ranks against them.
However, unless there's a rush deck on the table, the table
is often unable to do much to them.
>But, yes, if so then your point is well-taken. But I find
>those decks so rare that I don't bother to bitch about them.
>YMMV, I suppose. I didn't expect to see any experienced
>players in LA using one, frankly.
I see one in most tourneys in LA, actually, and they not
infrequently make finals. (See as in "in the tourney" not
as in "interact with"). I see them about as often as the
ultra-brutal weenie rush decks. I do see more rush decks
in general, but often ones where reasonable defense *does*
have a chance - ie. not weenie or no/few IG.
[ quoted text not captured ]
curt...@aol.com (CurtAdams) wrote in message news:<20030918185237...@mb-m11.aol.com>...
> freds64_at_...@removethis.com writes:
>
> >If you're talking about the kind deck I think you're talking
> >about (like Darby's weeny presence deck at Gateway), then
> >my answer is different. Those kind of decks are likewise
> >hard to prepare for, yes.
>
> Which is my point - a weenie monothematic deck is not
> really practical to plan against unless the theme is ubiquitous
> in your metagame. It's not specific to weenie rush. WW
> is trying to edit out weenie vote by making the newer titles
> require larger vamps but at present weenie Praxis Seizure is
> still a go.
And it always will be, unless more specific anti-weenie (vote) cards
are made. Which we don't need, I think.
> >But they almost never get more than
> >one VP before the table closes ranks against them.
>
> However, unless there's a rush deck on the table, the table
> is often unable to do much to them.
I went into the finals of the last 2 tournaments I played in ... with
weenie presence vote.
Of course, I ain't in LA.
Tobias
Deventer
[ quoted text not captured ]
Agreed, in principle. In my experience, people _do_ play the kind
of combat decks I'm complaining about a lot more often than the sort
of weeny bleed deck Curt is talking about. For one thing, it's a lot
more possible to pull off a game win with the former than the latter,
especially when played by a good player. But, in general, they still
destroy their neighbors more than they win.
Fred
CurtAdams wrote:
>
> freds64_at_...@removethis.com writes:
(concerning weeny bleed decks that have the same quality as
what I'm complaining about rush potence/celerity decks doing
to a table)
> >But, yes, if so then your point is well-taken. But I find
> >those decks so rare that I don't bother to bitch about them.
> >YMMV, I suppose. I didn't expect to see any experienced
> >players in LA using one, frankly.
>
> I see one in most tourneys in LA, actually, and they not
> infrequently make finals.
If you're talking about at Orccon/Gamex/Gateway tournaments,
the last one that made the finals that I recall was Robyn's,
over a year ago. Prior to the game win rule, in face. (Though
granted, I haven't been diligently cataloguing what makes every
final. And I didn't attend Gamex last year, so there's four
finals I know nothing about.) In fact, Darby's was the first
weeny bleed deck like that I've even seen at all since before the
game win rule.
Fred
CurtAdams wrote:
>
> freds64_at_...@removethis.com writes:
(also about weeny balls-out bleed decks)
> >But they almost never get more than
> >one VP before the table closes ranks against them.
>
> However, unless there's a rush deck on the table, the table
> is often unable to do much to them.
By the way, this I strongly disagree with. You don't need
a rush combat deck to take out the weeny bleed deck. Like
the Anarch Revolt deck, you just need to do some common
sense cooperating. It's usually not hard at all. If there's
any a bleed or vote damage deck behind the weeny bleed deck,
it's predator (the weeny bleed's grand predator) just has to
cooperate with it to allow to go about it's work unmolested.
Even failing that, any kind of directed bleed deck (Malkavian
with Kindred Spirits), cross table vote damage, any vote deck
on the table can help bloat the weeny bleed deck's prey with
Consanguineous Boon. There's about a million ways you can
deal with it apart from rushing. But people have to
cooperate, at least to some extent.
The only reason Darby made the finals at Gateway 4, by the way,
was because a) I never dreamed he was playing a deck like that
so I did the worst thing possible as his prey; and b) Paul
Johnson, who was his predator, was playing this weird Parity
Shift deck that apparently had no way of ousting when Darby
deliberately put his own pool down to one and left one or two
blockers. That shouldn't happen.
Fred
Mike Nudd wrote:
>
> "Frederick Scott" <freds64_at_...@removethis.com> wrote in message
> news:3F67FE2E...@removethis.com...
>
> > > I don't really understand how you can draw a comparison. A Potence rush
> > > deck is only potentially unbalancing in that it can destabilise it's
> > > own side of the table, and this will only really happen when its
> > > opponents play decks that do not cater for combat or combat defence.
> > > Since combat is significant portion of the metagame (IMHO approx. 1/3),
> > > this strikes me as more of an issue of deck choice and construction
> > > rather than the metagame itself.
> >
> > I guess it depends on what you call "combat" decks. A lot of decks have
> > some element of combat in them, it's true. I certainly don't find that
> > 1/3 of all decks can stand up to a dedicated potence/celerity rush combat
> > deck, so the semantics don't matter. If that many could, there'd be
> > little point to ever playing the rush deck, since they don't have any
> > other advantages outside of destroying minions. Even a deck that has
> > enough combat to merely slow down the process of being wiped out is
> > still not going to have much chance of winning itself.
>
> It sounds very much like you're chasing your own tail - the same argument
> applies to any type of strategy.
Hardly. I've had this argument with others, so I don't really intend to
spend time with it again. But what it boils down to is that rush combat
decks that torporize or burn vampires basically work differently than
other decks, bleed decks, votes decks, or whatever that try to work on
someone's pool directly. The rush decks that put out two or three combat
monsters destroy pool by preventing you from ever keeping a vampire on
the board. If you can't keep a vampire on the board, you can't do anything
at all. But, ironically, the fastest way to oust yourself with a combat
neighbor is to put vampires out for them to destroy. If you just let them
bleed you, they take forever. I've seen people successfully resist
being ousted by a rush predator when the predator tipped off what his deck
was (by rushing his predator). Then, they influence everyone to within
four transfers of bringing them all up - but not quite. Then, they sit
there and watch the predator rush everyone else at the table trying to
keep it stable and eventually burning himself out doing that.
That's a totally stupid way to have to defend yourself, but in a metagame
where it's not worth packing a lot of combat defense, that's what you have
to do.
> A very focused
> combat deck is going to get past most opponents, except for those that pack
> anti-combat and/or combat of their own, or alternative ways of shutting the
> opposing vampires down.
Unfortunately, that's a generalized statement that's not very accurate when
you get to looking at the details. "Packing anti-combat" is one thing.
Packing enough anti-combat cards to save you against a rush deck is so
different that it's usually not worth doing. You can kind of do it if
you happen to be playing a fortitude clan or (as you suggested), large
dominate vampires that can obedience. But there's a lot of different
decks archetypes for which trying to throw in enough to stop a rush/potence/
celerity deck is far more card intensive than what you have to do against
95% of the combat you're usually going to see. It's not worth it.
> Do you
> actually have a point, because it sounds like you just keep whinging about
> the fact that you can't build decks to stand up to heavy combat...?
I have a point. You just keep ignoring it and proceed to respond to to a
different point I've never tried to make. It's not about being unable to cope
with these kinds of decks. It's about it not being worthwhile to do so -
and then when you do play against them, they unbalance tables a lot more than
they win games.
> > > In contrast slapping down large multiples of AR affects *every* player> > > on the table, and to such a degree that the game ends randomly in only
> > > a small number of turns so that there is barely enough time to react.
> >
> > But only some of the time. And often enough, I feel that when it happens
> > it's mainly because the opponents of the AR deck played poorly.
>
> But that 'some of the time' is enough. I'm not worried about seeing 1 or 2
> ARs on the table as there is obviously plenty of opportunity to get rid of
> them, and yes, tough s*** for those players who don't make an effort to get
> rid of them, get rid of the controller's vampires, or bloat up to counter
> the pool loss (which isn't that bad, and no different really from taking a
> bleed each turn). What I'm talking about is when you get say 5 or more on
> the table mid- to end-game from nowhere (using multiple master actions).
So, I ask you, how do get "five or more on the table" without there only
being one or two on the table at some point. Most you can ever put out on
a turn is three. That's a whole turn to get rid of the ones that are out
there.
> *Most* decks simply won't have enough time to turn against the AR controller
> before they are ousted, and the offending deck only needs to fend the table
> off for 2 or 3 turns before it's all over.
Bleh. If it gets to that point, people haven't cooperated to do what they
have to do. Or the AR players has been tremendously lucky. How do you get
Anson (or alternately pass a Rumors of Gehenna) AND the Parthenon out
AND start drawing and dumping three ARs a turn AND draw enough of the
right cards to effectively frustrate votes before ALL of your opponents
get enough stuff out to vote the ARs off the table? It normally can't
be done unless people pass up a significant number of chances to get rid
of an AR. And almost any game I've seen where ARs have gotten out of hand,
that's exactly what happened.
I understand the temptation to let one or two go and to act in self-
interest. Sometimes, it turns out to the right thing to do. But if
you wind back the sort of game you're talking about, I guarantee you almost
all of them will involve a fair number of times someone chose to bleed (not
just to get the Edge in friendly hands) or act to build up his position
or something that wasn't necessary to stopping the ARs.
> In fact, IMHO the best use of
> Anarch Revolt does seem to be to play it late to take people by surprise.
> This is unequivocally bad.
Sorry, I still disagree. Again, you can't "suddenly" plop down five ARs.
If you play them late, what were you doing up until then? You can't
expect to be an AR deck if you don't have a lot of AR cards and support
for them. And you're not going to be good at anything else if you've
got a bunch of AR cards in your deck and clogging up your hand. So you're
not going to be able to do much about putting your prey in position to be
ousted (let alone line the table up to fall right) such that suddenly
dumping five ARs makes for easy win. If this is how people in your area
are winning with Anarch Revolts, the rest of you are doing something wrong.
Anyway, I'd say it's kind of self-contradictory to say ARs make the game
end too fast...but they're not played until the mid-game or end game.
It sounds like people are half ousting themselves and then bitching because
an AR deck suddenly pushes them over the top.
> Large amounts of ARs end the game far
> too quickly, and to me this runs contrary to what the metagame is supposed
> to be all about. Nothing you have said so far addresses this.
I have. I'm don't see how you can conclude that the metagame is "supposed"
to be about anything. In that sense, all AR decks do is change the nature
of a game to be much faster than a lot of people plan for - which means
essentially that they LOST the metagame by creating a slow-moving deck.
That's certainly fair enough, in my humble opinion. The only actual
*problem* here is when AR decks destabilize the table and create ousts which
do not help the AR player and randomly help someone else - which, as it
said, is already a far worse property of a rush combat deck.
Fred
Timlagor wrote:
>
> Frederick Scott expounded:
> > To bring the complaint back around full circle, I am pointing out that this
> > table unbalancing nature of these sorts of decks looks awfully similar to
> > Anarch Revolt decks. And I find it more irritating because the victims of
> > the decks tend to be the rush combat decks neighbors SPECIFICALLY. At least
> > with AR decks, the collateral damage tends to be a lot more random. IMO,
> > at least.
>
> YOU ARE SUPPOSED TO MESS UP YOUR PREDATOR AND PREY.
YOU ARE SUPPOSED TO WIN VICTORY POINTS.
> Your main complaint now seems to be that the people playing combat don't
> do it well enough to win.
What do you mean, *NOW*?!? EXACTLY!!! NOW YOU'VE GOT IT.
Fred