rec.games.trading-cards.jyhad

Anti Malk Deck

9 messages from 7 participants · 19 September 1995 – 14 October 1995
original thread on Google Groups

Jake Holub

4 Bums Rushes 4 Haven Uncovered 4 Renegade Garou 4 Unflinching Persistence 4 Undead Persistance 4 Indomnibility 4 Skin of Rock 4 Lucky Blow 4 Taste of Vitae 4 Dead End Alley 4 Undead Persistance 4 Trap 4 Conquer the Beast 4 Freak Drive 4 Wake with Evenings Freshness 4 Rats Warning 2 Raven Spy 2 Sport Bike 2 Bastard Swords 2 Ritual of Challenge News Radio 2 Elysium Backways Eco Terrorists Zoo Hunting Ground Mob Connections 4 Fortitude 2 Animalism 3 Blood Doll Vampires 2 Melissa Benton? 2 Smudge the ignored A bunch of small to medium Gangrel I know this list needs tuning, I don't have the time to figure exactly the anti malk deck I used. I was able to take out two or more Vampires right away and save the cards to take out more vampires. Most games I would bully my predetor into submition then slowly eat through my prey. This deck never swept the table, because my predetors would usually be too crippled to defend them selves. The biggest problem with this deck, majesty. It looks a little slow, but the intercept and 2 hand damage stuff helps but isnt neccesary to the combat side. -Jake

Biomech8

I play against two Malkavians all the time and happen to play a Gangrel deck exclusively (though it undergoes changes all the time through adding other clans). I have found that even with greater animalism (for the cats), a sport bike, a raven spy and the use or the radio station, those pesky Malks still slip by. Not to mention it takes many turns to build up to that position. Though in one game Badger had an animalism skill card, a blood doll, a sport bike, two raven spies, and I had the use of the radio station. That stopped just about everything, but took half the game to get her set up. Since I have not found the rush combat deck to work well (splitting my rushes between prey and preadator, while everytime I rushed my predator he turned around with a Majesty), I think an intercept combat deck would work much better, if it had the addition of some Auspex. The master sculpter has protean as well as Zebulon (a malk in an anti malk deck?), and there is always the beast master. I think 4 renegade Garou is a little high, I personally wouldn't want four cards each costing 5 blood each, and requiring an action to bring them out. One is good enough (I haven't been playing with them because of their rare status, and I have been playing for ante). Ritual challenge and the bastard sword are good ways to get in damage round after round, though it costs an action to equip (and those Malks will be waiting to intercept, and then while your tapped bleed you for big the next round.) I've found that combat cards that increase damage work better, or you might use concealed weapon (if your group has deemed it an error), or throw in some nosferatu and disguised weapons (they also have potence and animalism!!!) Just some comments from one Methuselah to another, I'm not writing to put down your deck only to pass on what I have learned through playing games comprised totally of Malkavians. If there are any good ideas for Gangrel out there let me know.

Alec Habig

Andrew Coy <c...@physchem.kth.se> wrote: >The thing i really want ot try >though is to get a celerity into a deck.. i mean... Zack blurs with the >wolf claws for six aggravated dammage.. sounds kinda fun to me... This wouldn't help any - the first strike would do agg. damage to the bad guy, and torporize him before the rest of the strikes would resolve. You need to do all your agg. damage at once to do any good with it. Alec -- Alec Habig, Indiana University High Energy Astrophysics aha...@bigbang.astro.indiana.edu http://astrowww.astro.indiana.edu/personnel/ahabig/ Ted Kennedy's car has killed more people than my guns.

THeerm

In article <4549u6$o...@newsbf02.news.aol.com>, biom...@aol.com (Biomech8) writes: >No Zack (with >celerity) could not blur for 6 agg. with the help of Wolf Claws, but he >could save the Claws until his third strike and that is enough to burn a >vampire with 5 blood on it (4 reg. 2agg.) Wolf Claws makes damage aggravated for an ENTIRE round, not just one strike. And it can be played any time during the round. So it would in fact be six aggravated damage.

James R. McClure Jr.

the...@aol.com (THeerm) wrote: [ quoted text not captured ] Peace be with you, Except for the fact that the first aggr strike sends the other vamp to torpor and the other strikes never resolve. Nil carborundum illigitimi, James R. McClure Jr. The OS/2 Apostle <insert disclaimer here>

Biomech8

In a previous posting I wrote: >>No Zack (with celerity) could not blur for 6 agg. with the help of Wolf Claws, but he >>could save the Claws until his third strike and that is enough to burn a vampire with >>5 blood on it (4 reg. 2agg.) and THeerm replied with: >Wolf Claws makes damage aggravated for an ENTIRE round, not just one >strike. And it can be played any time during the round. So it would in >fact be six aggravated damage. The exact wording on Claws of the Dead and Wolf Claws (minor ability): For the *remainder* of the round, this vampire's hand damage is aggravated. It has been ruled that either CotD or WC can be played during the resolve strike phase (of any strike), and unless protean now allows vampires to go back in time, I believe *remainder of the round* means that it only effects future strikes this round (including the one currently being resolved) and not that all previous damage from strikes this round are aggravated.

Biomech8

On Oct 11th, 1995, Algustas wrote: :On 9 Oct 1995, Biomech8 wrote: [ quoted text not captured ] :> :Hi Biomech8, : Actually, combat is over as soon as your oponent takes aggravated :damage, as your opponent goes to torpor right then, therefore no more :strikes. That was my point to responding to someone who said they could use Zack (with celerity skill cards) to blur for 6 aggravated damage! :If you could blur, you should beat him down to 0 or 1 blood, :then play wolf claws on the next strike and burn his vampire.... Didn't I write "he (meaning Zack who has 2 hand damage) could save the Claws until his third strike and that is enough to burn a vampire with 5 blood on it (4 reg. 2agg.)"??????????? My point was that you can not use aggravated damage then blur for more aggravated damage (or use any other card to grant additional strikes), and that you could instead hold onto your Wolf Claws/Claws of the Dead until your final strike for that round, causing your opponent to go to torpor after you did all the damage you could. For some reason THeerm thought that it the "Claws" could change damage from previously resolved strikes. Is everyone aware that you resolve strikes each individually??? I have seen some postings that seem to say that you can use additional strike cards (aside from acrobatics: dodge w/an additional strike) during the initial strike phase, which is not so (unless the Malkavian Dimentia is now spreading to Gangrel!) I do have a question however: If you play greater skin of steel during an additional strike does that prevent damage that has already been resolved??? The wording on the card would allow it, but this seems like time travel to me, maybe fortitude allows shifting of time and space instead of protean which can only change the physical form of a person. Who knows???? How did we get from Anti-Malk Deck to the technical aspects of aggravated damage anyway? I don't play favorites, I like to burn vampires from all clans, titles, and capacities!!

L. Scott Johnson

biom...@aol.com (Biomech8) writes: > [... bobbit ...] I do >have a question however: If you play greater skin of steel during an >additional strike does that prevent damage that has already been >resolved??? The wording on the card would allow it, but this seems like >time travel to me, maybe fortitude allows shifting of time and space >instead of protean which can only change the physical form of a person. >Who knows???? The answer is no to preventing previous damage. From: aa...@cats.ucsc.edu (Thomas R Wylie) Newsgroups: rec.games.trading-cards.jyhad Subject: Revised Jyhad FAQ: 4/18/95 version Date: 18 Apr 1995 23:01:44 GMT Message-ID: <3n1gco$7...@darkstar.UCSC.EDU> Q: Can Skin of Steel prevent previous damage in a round? A: No, it can only prevent current and future damage. -- L. Scott Johnson (sjoh...@math.sc.edu) | These opinions are mine and http://www.math.sc.edu/~sjohnson | are subject to card text. Graphics Specialist and V:tES Rulemonger. |

Algustas

Hi Biomech, Oops, responded to the wrong guy.... Algustas [ quoted text not captured ]