This is my measure of popular perceived usefulness vs. real, actual
usefulness. It's not that these are bad cards. It's just grating to
hear certain people drool mindlessly over them when they're only good
in specific circumstances. Read it, snarl at me, and have anger:
10) Rat's Warning - Unless you can defend it and punk him in combat. Even
then, he can just ignore it and take one whole pool per turn. How many
heavy animalism decks I've built that use one of these. Or none.
9) Telepathic Counter - It's a neat concept but it just doesn't do enough
for
a reaction card you have to hold in your hand until someone else takes an
action that allows you to use it. If it canceled 2/3 instead of 1/2, it
would be an interesting option (but the game has enough defense as it is).
8) Info Highway - For decks not built to take constant advantage of a fifth
and sixth transfer, it's benefit is entirely worthless unless it comes
up in the top 9 or 10 cards. Those are not good odds.
7) Delaying Tactics - If it's your only way to stop votes, I'd consider not
bothering with it and accepting the fact that if a critical votes comes
up,
you're screwed - because it doesn't actually stop them (usually), only
slows them down. (OK, I don't hate this card as much as I used to - it
does have _some_ value, even in the general case.)
6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.
5) Sudden Reversal - Has uses against prey pool gain but if you're not a
quick
bleeding deck (or your prey doesn't have or doesn't draw his pool gain
cards), it's just you sacrificing your master phase for the benefit of the
rest of the table. Rather use my master phase to benefit me *alone*.
4) Recalled to the Founder - Sure it can put the hurt on someone - after
you've gotten two other event cards in play. You a trick shuffler?
3) Direct Intervention - Can save your butt if you're holding one at the
right
moment but most of the time, but a master phase plus a pool is too high a
price to be worthwhile most of the time.
2) Powerbase: Montreal - This is a card for weeny decks ("I'll trade action-
for-action between my weeny and your Leandro any day") and reaction
combat decks. It's other uses are...what other uses?
...and the most overrated card in Jyhad is:
1) Dreams of the Spinx - A short term high-speed Barrens. Other uses are
underwhelming.
> 10) Rat's Warning - Unless you can defend it and punk him in combat. Even
> then, he can just ignore it and take one whole pool per turn. How many
> heavy animalism decks I've built that use one of these. Or none.
Everybody understood that you meant Army of Rats, of course. Rat's Warning
would be VERY overrated if one thought it could make his prey lose some
pool... ;-)
> 9) Telepathic Counter - It's a neat concept but it just doesn't do enough
> for
> a reaction card you have to hold in your hand until someone else takes
an
> action that allows you to use it. If it canceled 2/3 instead of 1/2, it
> would be an interesting option (but the game has enough defense as it
is).
Or if the wrong rule for Wakes / Deflections (have to tap to play
deflections) was applied.
> 8) Info Highway - For decks not built to take constant advantage of a
fifth
> and sixth transfer, it's benefit is entirely worthless unless it comes
> up in the top 9 or 10 cards. Those are not good odds.
Which is why you put 4-6 in a deck. And with Anthelios, it isn't such a big
problem now.
> 7) Delaying Tactics - If it's your only way to stop votes, I'd consider
not
> bothering with it and accepting the fact that if a critical votes comes
> up,
> you're screwed - because it doesn't actually stop them (usually), only
> slows them down. (OK, I don't hate this card as much as I used to - it
> does have _some_ value, even in the general case.)
It can stop a change of places at the good moment. Is great with Revelations
(or Le Din Tho of course).
> 6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.
Majesty will have cost him a blood ; it will use his S:CE. Not so bad.
> 5) Sudden Reversal - Has uses against prey pool gain but if you're not a
> quick
> bleeding deck (or your prey doesn't have or doesn't draw his pool gain
> cards), it's just you sacrificing your master phase for the benefit of
the
> rest of the table. Rather use my master phase to benefit me *alone*.
???
ANY deck would be happy to sudden a BD, MT, and either a Haven Uncovered or
Secure Haven at the right time. Not to mention HGs, stealth locations etc. A
must-include !!
> 4) Recalled to the Founder - Sure it can put the hurt on someone - after
> you've gotten two other event cards in play. You a trick shuffler?
Gehenna cards are tricky to use, granted.
> 3) Direct Intervention - Can save your butt if you're holding one at the
> right
> moment but most of the time, but a master phase plus a pool is too high
a
> price to be worthwhile most of the time.
It allows for cross-table moves in any type of deck. For that, it is
priceless. Now, I do agree that it is hard to find master space for it, that
you have to choose between it and a SR at each given turn, and that it is
very hard to play correctly. I'm still learning.
> 2) Powerbase: Montreal - This is a card for weeny decks ("I'll trade
action-
> for-action between my weeny and your Leandro any day") and reaction
> combat decks. It's other uses are...what other uses?
Combat intercept, agreed. Powerful for them, shit for the rest.
> ...and the most overrated card in Jyhad is:
>
> 1) Dreams of the Spinx - A short term high-speed Barrens. Other uses are
> underwhelming.
You gotta be kidding.
Solaris Nocturnus,
Orpheus
> 7) Delaying Tactics - If it's your only way to stop votes, I'd consider
not
> 5) Sudden Reversal - Has uses against prey pool gain but if you're not a> 3) Direct Intervention - Can save your butt if you're holding one at the> 2) Powerbase: Montreal - This is a card for weeny decks ("I'll trade
action-
> 1) Dreams of the Spinx - A short term high-speed Barrens. Other uses are
Well, if someone would call for a TOP-10 list of cards, those would be in
there.
IMHO Dreams is tied with D.I for the spot of the best card in the game.
--
johannes walch
"Frederick Scott" <dont...@mymail.com> wrote in message news:<ARZPc.3542$oA5.3208@okepread05>...
> This is my measure of popular perceived usefulness vs. real, actual
> usefulness. It's not that these are bad cards. It's just grating to
> hear certain people drool mindlessly over them when they're only good
> in specific circumstances. Read it, snarl at me, and have anger:
OK. here we go :-)
>
> 10) Rat's Warning - Unless you can defend it and punk him in combat. Even
> then, he can just ignore it and take one whole pool per turn. How many
> heavy animalism decks I've built that use one of these. Or none.
Army of Rats.. well.. only for intercept combat decks that also play
with Smiling Jack.
>
> 9) Telepathic Counter - It's a neat concept but it just doesn't do enough
> for
> a reaction card you have to hold in your hand until someone else takes an
> action that allows you to use it. If it canceled 2/3 instead of 1/2, it
> would be an interesting option (but the game has enough defense as it is).
True. BUT nice defence when also using folderol: bleed for 3 => reduce
to 0. Bleed for more: Archon Investigation. Not really tourney
material. Biggest problem of TC is of course that AUS also gives acces
to bounce, so why reduce if you can bounce?
>
> 8) Info Highway - For decks not built to take constant advantage of a fifth
> and sixth transfer, it's benefit is entirely worthless unless it comes
> up in the top 9 or 10 cards. Those are not good odds.
OK. Also see your number 1.
>
> 7) Delaying Tactics - If it's your only way to stop votes, I'd consider not
> bothering with it and accepting the fact that if a critical votes comes
> up,
> you're screwed - because it doesn't actually stop them (usually), only
> slows them down. (OK, I don't hate this card as much as I used to - it
> does have _some_ value, even in the general case.)
Noooo! DT is IMO a bit too strong, even. why?
* you can play it on someone's Dramatic Upheaval that's meant to steal
your VP. play it again next turn? normally there's no use.
* It royally screws votedecks that have to use vote push. Play the DT
after someone emptied his vamp for an awe (and before the voter cap)
and next turn he won't be able to play it again.
* completely hoses Ancient influence, Pol. stranglehold and Reins of
Power.
* You need it in every non-camm deck you play: PTO, remember? It
gives you an extra turn to kill the IC who tried it.
* If people play with only KRC you effectively rob them of a turn.
* Last but not least: saying "i have a DT in hand" can be used to make
a vote deck see things your way.
>
> 6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.
Nobody plays with 20 majesty anymore. Besides: your Pscyhe! is
free... Another thing: guns give their maneuvres in a new combat.
Psyche is also a good card vs Drawing Out the Beast and other: "for
the duration of this combat"-cards.
>
> 5) Sudden Reversal - Has uses against prey pool gain but if you're not a
> quick
> bleeding deck (or your prey doesn't have or doesn't draw his pool gain
> cards), it's just you sacrificing your master phase for the benefit of the
> rest of the table. Rather use my master phase to benefit me *alone*.
It can also save your life vs Hostile Takeover and ToGP. And, of
course, Pentex subversion, Haven Uncovered, Secure Haven, Fame, ...
>
> 4) Recalled to the Founder - Sure it can put the hurt on someone - after
> you've gotten two other event cards in play. You a trick shuffler?
agree here
>
> 3) Direct Intervention - Can save your butt if you're holding one at the
> right
> moment but most of the time, but a master phase plus a pool is too high a
> price to be worthwhile most of the time.
why? It saves a vamp from anything and everthing. it can save yourself
from anything and everything.
your pred bounces a bleed to you? DI the deflection.
You're sitting next to a multirush deck: DI on the first freakdrive.
A bleed to you gets conditioned: DI the conditioning
Your key vamp gets rushed: DI the rush
etc...
>
> 2) Powerbase: Montreal - This is a card for weeny decks ("I'll trade action-
> for-action between my weeny and your Leandro any day") and reaction
> combat decks. It's other uses are...what other uses?
agree here
>
> ...and the most overrated card in Jyhad is:
>
> 1) Dreams of the Spinx - A short term high-speed Barrens. Other uses are
> underwhelming.
IME and IMO still one of the strongest cards in the game.
it's better than the Barrens. Not only is it faster (2 cards) but you
get to draw them first en only have to discard them at the end of the
turn. It's a very good way of getting complete combo's in hand,
cycling for bleed cards when you're prey tries to stealth jam you,...
Best thing: if you're playing more than one in a deck: you can get a
turn where you get 11 cards in hand.
secondary use: free transfer. What is underwhelming about that?
third use: OK this one sucks, but is still an option.
grtz,
Jeroen
"Frederick Scott" <dont...@mymail.com> wrote in message news:<ARZPc.3542$oA5.3208@okepread05>...
> This is my measure of popular perceived usefulness vs. real, actual
> usefulness. It's not that these are bad cards. It's just grating to
> hear certain people drool mindlessly over them when they're only good
> in specific circumstances. Read it, snarl at me, and have anger:
>> 10) Army of Rats - Unless you can defend it and punk him in combat. Even> then, he can just ignore it and take one whole pool per turn. How many
> heavy animalism decks I've built that use one of these. Or none.
Army of Rats is actually one of the more underrated cards around...
don't see this often enough, as it usually does more damage to your
prey than most actions for ANI-using clans.
> 9) Telepathic Counter - It's a neat concept but it just doesn't do enough
> for
> a reaction card you have to hold in your hand until someone else takes an
> action that allows you to use it. If it canceled 2/3 instead of 1/2, it
> would be an interesting option (but the game has enough defense as it is).
This one i'm not sure about. It's pretty ok at best, imo, and my
experiments with it have shown that it alone is usually not enough for
bleed defense. Maybe paired up with tele misdirection or some other
stuff.
> 8) Info Highway - For decks not built to take constant advantage of a fifth
> and sixth transfer, it's benefit is entirely worthless unless it comes
> up in the top 9 or 10 cards. Those are not good odds.
A lot of decks can make good use of the additional transfers it gives.
Superior governs, buying a vampire and transferring off the arcane
library pool, etc.
> 7) Delaying Tactics - If it's your only way to stop votes, I'd consider not
> bothering with it and accepting the fact that if a critical votes comes
> up,
> you're screwed - because it doesn't actually stop them (usually), only
> slows them down. (OK, I don't hate this card as much as I used to - it
> does have _some_ value, even in the general case.)
It gives you a big say in politics, and one turn DOES matter. It's
been a real hype around here, and now i think it's back to being
underrated.
> 6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.
thats (usually) 2 damage you did, and 2 S:CE cleared from his hand, at
the cost of one card, and a tapped minion. that's not bad. Also it has
some other uses, the most obvious being in the gun department
(maneuver on gun, bang, psyche, maneuver on gun, bang) I think it's
neither overrated nor underrated. Used when needed.
> 5) Sudden Reversal - Has uses against prey pool gain but if you're not a
> quick
> bleeding deck (or your prey doesn't have or doesn't draw his pool gain
> cards), it's just you sacrificing your master phase for the benefit of the
> rest of the table. Rather use my master phase to benefit me *alone*.
Sudden reversal does benefit you *alone*. SR is strong (at least as
strong as a lot of master cards) because you can -choose- which
mastercard to sudden, allowing you to cancel the others' most
powerful/essential/important masters.
It's a card that's quite underrated imo.
> 4) Recalled to the Founder - Sure it can put the hurt on someone - after
> you've gotten two other event cards in play. You a trick shuffler?
It's nasty, but not an event to build a deck on, imo. easy to
incorporate in your deck design if playing weenie-event.
> 3) Direct Intervention - Can save your butt if you're holding one at the
> right
> moment but most of the time, but a master phase plus a pool is too high a
> price to be worthwhile most of the time.
DI i think is less powerful than SR.
> 2) Powerbase: Montreal - This is a card for weeny decks ("I'll trade action-
> for-action between my weeny and your Leandro any day") and reaction
> combat decks. It's other uses are...what other uses?
Isn't that enough?
> ...and the most overrated card in Jyhad is:
>
> 1) Dreams of the Spinx - A short term high-speed Barrens. Other uses are
> underwhelming.
Right. First off, +2 handsize is a *LOT* better than discard 1 card.
Secondly, as a transfer accelerator it's worth it as well, as there's
iirc no other card that *generates* pool while giving you transfers.
Now put all that in one card, add another ability (even though it's
kinda weak, it still has a use) and conclude that either:
-You are on crack
-Have little experience with dreams
-Have little experience with v:tes
-Have bad judgement
or
-I fit one of the above :)
take care,
-Bram Vink
> 10) Rat's Warning - Unless you can defend it and punk him in combat.
Even
> then, he can just ignore it and take one whole pool per turn. How
many
> heavy animalism decks I've built that use one of these. Or none.
I agree with you on this, assuming you meant Army of Rats. I usually
splash a couple in animalism decks. He still has to take the action to
get rid of it and once you got 2 or 3 in play, it's simply not worth the
effort. It's still a pool per turn.
> 9) Telepathic Counter - It's a neat concept but it just doesn't do
enough
> for
> a reaction card you have to hold in your hand until someone else
takes an
> action that allows you to use it. If it canceled 2/3 instead of
1/2, it
> would be an interesting option (but the game has enough defense as
it is).
I'd put this card on the list of most underrated cards. It stops the
alternate rush (Compu hacking), it helps vs those annoying "I bleed for
the Edge" attempts that you really don't want to block, it negates those
+1 bleed vampires.
And finally, more cornercase, but I actually had this situation a couple
of times last sunday on ECQ, you don't have to bounce that bleed to
someone else, who will just bounce it to HIS prey.
> 8) Info Highway - For decks not built to take constant advantage of a
fifth
> and sixth transfer, it's benefit is entirely worthless unless it
comes
> up in the top 9 or 10 cards. Those are not good odds.
I'd not put this in any top 20 or so, but it's still a good card for
various decks. It's not nessecarily only good in the first turn, as it
can also be used to draw a card from your crypt and influence out a
2-cap.
> 7) Delaying Tactics - If it's your only way to stop votes, I'd
consider not
> bothering with it and accepting the fact that if a critical votes
comes
> up,
> you're screwed - because it doesn't actually stop them (usually),
only
> slows them down. (OK, I don't hate this card as much as I used to -
it
> does have _some_ value, even in the general case.)
Delaying a Parity Shift after it has been Daring the Dawned and Awed is
actually pretty damn good. It surely stops them more often than not,
since it's the timed votes you need to delay. Sure, a KRC is usually not
worth delaying, but DU, Kindred Restructure or Parity Shift and
basically anything that has a requirement is good to delay. And, as said
before, it's a good way to get their vote pushers out of their hand.
> 6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.
Psyche! does more than beat S:CE. It also given you new maneuvers on
weapons and replenishes everything that can be done "once per combat".
On top of that, you'll usually pack more Psyche! than he packs S:CE
simply because you can *always* play your Psyche's while S:CE is limited
to being in combat, which is generally not where decks that play S:CE
want to be.
> 5) Sudden Reversal - Has uses against prey pool gain but if you're not
a
> quick
> bleeding deck (or your prey doesn't have or doesn't draw his pool
gain
> cards), it's just you sacrificing your master phase for the benefit
of the
> rest of the table. Rather use my master phase to benefit me
*alone*.
These are a must-have in many decks. Suddening that Blood Doll or Minion
Tap is priceless. Or what about that Palla Grande or Week of Nightmares?
Gaint's Blood? A first turn Zillah's Valley or Info Highway?
If it gets into your hand at the right time it can mean the different
between no VP's and a tablewin.
> 4) Recalled to the Founder - Sure it can put the hurt on someone -
after
> you've gotten two other event cards in play. You a trick shuffler?
I think nobody rates this card as powerful. If you get it out (Storage
Annex, Fortschritt, what do you mean trick shuffler?) it's most likely
gonna screw up the table. It's more annoying than anything else. A
mistake to ever print, IMO. That said, I have a deck that uses it to
some effect.
> 3) Direct Intervention - Can save your butt if you're holding one at
the
> right
> moment but most of the time, but a master phase plus a pool is too
high a
> price to be worthwhile most of the time.
How is this not a good card? I saved my butt *MANY* times and I possess
only one. I always put it in any serious deck I build and I have never
regretted its inclusion. Mr. Potence is sitting on 6 red cards and a
Bum's Rush. DI the Bum's rush, and you're safe for a couple of turns.
Your Cailean is about to get royally screwed because you have a bad
hand. DI whatever is screwing him and he lives. DI a stealth card or a
conditioning that would oust your grandprey.
It's *one* pool. What action that's worth DI'ing costs you less than
that in resources? I actually DI'd a Approximation of Loyalty that
cancelled a bounce card played by my predator. Yeah, I took the bleed
for 6 myself and went on to sweep. Something I'd never manage with my
grandpredator at 6 extra pool.
> 2) Powerbase: Montreal - This is a card for weeny decks ("I'll trade
action-
> for-action between my weeny and your Leandro any day") and reaction
> combat decks. It's other uses are...what other uses?
It gains you a pool per turn? It can be stolen, sure. Which deck has
actions to spare to steal it constantly? The good thing about this is
that you get its benefit the same turn you gain control of it. The only
person you don't want to have it, is your prey. If your predator steals
it, good, that's one less action to hurt you. If someone crosstable
steals it, you can usually deal with him to ping pong it for a while.
Your predator is also unlikely to block your action stealing it from him
since he has more dangerous things to block. Say, his own predator. If
you're sitting with a wall deck somewhere, don't play it.
> ...and the most overrated card in Jyhad is:
>
> 1) Dreams of the Spinx - A short term high-speed Barrens. Other uses
are
> underwhelming.
You're kidding on this one right?
It's an accelerator, a cycler and a poolgainer. It's along with Bdoll
and DI in the Top 3 of best cards in VTES. I doubt someone will
disagree.
Frederick Scott wrote:
> This is my measure of popular perceived usefulness vs. real, actual
> usefulness. It's not that these are bad cards. It's just grating to
> hear certain people drool mindlessly over them when they're only good
> in specific circumstances. Read it, snarl at me, and have anger:
>> 6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.>
> 5) Sudden Reversal - Has uses against prey pool gain but if you're not a
> quick
> bleeding deck (or your prey doesn't have or doesn't draw his pool gain
> cards), it's just you sacrificing your master phase for the benefit of the
> rest of the table. Rather use my master phase to benefit me *alone*.
>> 3) Direct Intervention - Can save your butt if you're holding one at the
> right
> moment but most of the time, but a master phase plus a pool is too high a
> price to be worthwhile most of the time.
>
> 2) Powerbase: Montreal - This is a card for weeny decks ("I'll trade action-
> for-action between my weeny and your Leandro any day") and reaction
> combat decks. It's other uses are...what other uses?
>
> ...and the most overrated card in Jyhad is:
>
> 1) Dreams of the Spinx - A short term high-speed Barrens. Other uses are
> underwhelming.
These cards are in the top 5% of vtes cards so you gotta be kidding!!!!!!
(although i agree dreams is overrated. but it is still very good)
stefan
Jeroen wrote:
> "Frederick Scott" <dont...@mymail.com> wrote in message news:<ARZPc.3542$oA5.3208@okepread05>...
>>>This is my measure of popular perceived usefulness vs. real, actual
>>usefulness. It's not that these are bad cards. It's just grating to
>>hear certain people drool mindlessly over them when they're only good
>>in specific circumstances. Read it, snarl at me, and have anger:>
>
> OK. here we go :-)
>>>9) Telepathic Counter - It's a neat concept but it just doesn't do enough>>for
>> a reaction card you have to hold in your hand until someone else takes an
>> action that allows you to use it. If it canceled 2/3 instead of 1/2, it
>> would be an interesting option (but the game has enough defense as it is).>
>
> True. BUT nice defence when also using folderol: bleed for 3 => reduce
> to 0. Bleed for more: Archon Investigation. Not really tourney
> material. Biggest problem of TC is of course that AUS also gives acces
> to bounce, so why reduce if you can bounce?
>
because you don´t tap and it doesn´t cost blood thats why.
>>>6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.>
>
> Nobody plays with 20 majesty anymore. Besides: your Pscyhe! is
> free... Another thing: guns give their maneuvres in a new combat.
> Psyche is also a good card vs Drawing Out the Beast and other: "for
> the duration of this combat"-cards.
>
psyche makes cel combat decks playable at tourneys.
>>>5) Sudden Reversal - Has uses against prey pool gain but if you're not a
>>quick
>> bleeding deck (or your prey doesn't have or doesn't draw his pool gain
>> cards), it's just you sacrificing your master phase for the benefit of the
>> rest of the table. Rather use my master phase to benefit me *alone*.>
>
> It can also save your life vs Hostile Takeover and ToGP. And, of
> course, Pentex subversion, Haven Uncovered, Secure Haven, Fame, ...
>
the ec finals were decided by a pentex subversion. i am pretty sure
antoni still wished he had a sudden in his hand back then.
>
>>>3) Direct Intervention - Can save your butt if you're holding one at the
>>right
>> moment but most of the time, but a master phase plus a pool is too high a
>> price to be worthwhile most of the time.>
di is by far the best card in vampire. it saves you from everything
except master cards and events!
>>>2) Powerbase: Montreal - This is a card for weeny decks ("I'll trade action-
>> for-action between my weeny and your Leandro any day") and reaction
>> combat decks. It's other uses are...what other uses?>
this card gives you 1 pool per turn without any cost and if you want you
can share it with other players
stefan
Izaak wrote:
>
>>>...and the most overrated card in Jyhad is:
>>
>>1) Dreams of the Spinx - A short term high-speed Barrens. Other uses>
> are
>>> underwhelming.>
>
> You're kidding on this one right?
>
> It's an accelerator, a cycler and a poolgainer. It's along with Bdoll
> and DI in the Top 3 of best cards in VTES. I doubt someone will
> disagree.
>
>
i disagree. it´s good but not top 3
stefan
Frederick Scott <dont...@mymail.com> wrote:
> This is my measure of popular perceived usefulness vs. real, actual
> usefulness. It's not that these are bad cards. It's just grating to
> hear certain people drool mindlessly over them when they're only good
> in specific circumstances. Read it, snarl at me, and have anger:
[10-9 snipped]
> 1) Dreams of the Spinx - A short term high-speed Barrens.
> Other uses are underwhelming.
Agreed, in that players tend to orgasm in regards to DotS, but I've got to
say that getting an 11-card hand for the rest of the turn in a dedicated
rush deck is among the happiest moments in VTES. =)
Kevin M., Prince of Henderson, NV (USA)
"Know your enemy, and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
Just gotta have my say in this one:
> > 10) Army of Rats- Unless you can defend it and punk him in combat
Agreed,it's pretyy much junk most of the time
> > 9) Telepathic Counter - It's a neat concept but it just doesn't do enough
> > for
> > a reaction card you have to hold in your hand until someone else takes
> an
> > action that allows you to use it.
Don't get me wrong, but..that's the case with most other reactoin
cards as well (deflections, tel misdirection etc.) so that logic
doesn't hold
> 7) Delaying Tactics - If it's your only way to stop votes, I'd
consider
> not
> > bothering with it and accepting the fact that if a critical votes comes
> > up,
> > you're screwed - because it doesn't actually stop them (usually), only
> > slows them down. (OK, I don't hate this card as much as I used to - it
> > does have _some_ value, even in the general case.)
Now you have got to be absolutely kidding! You can't really be serous
about this one, or? If it weren't for the existence of this card,
political decks would be nigh unbeatable.A well-built, well-played
political deck suffers more from Delays and DI's than from anything
else.
As an example: finals of last weekends Belgian ECQ. You can ask Ruben,
and all present how many times he failed in puling of his political
actions, only due to Delays..You say "if it's your only way to stop
votes". I say: it's the best, easiest, and most secure way of stopping
them, not to mention very often the only POSSIBLE way to stop them.It
screws up their hand, totally throwing them off balance, and prevents
nasty things from happening to you
> > 6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.
>
> Majesty will have cost him a blood ; it will use his S:CE. Not so bad.
Just compare simple stats: a Psyche! combat deck can easily pack 10 or
more Psyche!. How many decks do you know that pack so many S:CE? I'm
prety much known as one of the most non-combattive players, but
Psyche! is close to my worst possible adversary most of the time.
> > 5) Sudden Reversal - Has uses against prey pool gain but if you're not a
> > quick
> > bleeding deck (or your prey doesn't have or doesn't draw his pool gain
> > cards), it's just you sacrificing your master phase for the benefit of
> the
> > rest of the table. Rather use my master phase to benefit me *alone*.
>
Try Suddening a Pentex Subversion, or a Dia de Los Muertos for a
change. It will make you feel different about Sudden Reversal for
sure.
> ANY deck would be happy to sudden a BD, MT, and either a Haven Uncovered or
> Secure Haven at the right time. Not to mention HGs, stealth locations etc. A
> must-include !!
Agree with Orpheus
> > 4) Recalled to the Founder - Sure it can put the hurt on someone - after
> > you've gotten two other event cards in play. You a trick shuffler?
>
> Gehenna cards are tricky to use, granted.
agreed
>
> > 3) Direct Intervention - Can save your butt if you're holding one at the
> > right
> > moment but most of the time, but a master phase plus a pool is too high
> a
> > price to be worthwhile most of the time.
>
> It allows for cross-table moves in any type of deck. For that, it is
> priceless. Now, I do agree that it is hard to find master space for it, that
> you have to choose between it and a SR at each given turn, and that it is
> very hard to play correctly. I'm still learning.
You've got tihs one wrong Orphesu:Start by putting som DI's in your
deck, and then try finding master slots for the other ones.Yes, it
really is THAT good!!
>
> > 2) Powerbase: Montreal - This is a card for weeny decks ("I'll trade
> action-
> > for-action between my weeny and your Leandro any day") and reaction
> > combat decks. It's other uses are...what other uses?
>
> Combat intercept, agreed. Powerful for them, shit for the rest.
agreed
>
> > ...and the most overrated card in Jyhad is:
> >
> > 1) Dreams of the Spinx - A short term high-speed Barrens. Other uses are
> > underwhelming.
>
> You gotta be kidding.
I'm still guessing it's gotta be a joke. As the best influence
speedup, card drawer, and an admittedly less-used third option, it has
been for a long time, and simply still is, and will probably remain
the best card BY FAR.
> Solaris Nocturnus,
>
> Orpheus
Great minds think alike ;-)
Greetz
Jo
"Frederick Scott" <dont...@mymail.com> wrote in message news:<ARZPc.3542$oA5.3208@okepread05>...
> This is my measure of popular perceived usefulness vs. real, actual
> usefulness. It's not that these are bad cards. It's just grating to
> hear certain people drool mindlessly over them when they're only good
> in specific circumstances. Read it, snarl at me, and have anger:
>
> 10) Rat's Warning - Unless you can defend it and punk him in combat. Even
> then, he can just ignore it and take one whole pool per turn. How many
> heavy animalism decks I've built that use one of these. Or none.
>
Assuming you mean Army of Rats, it´s good for intercept combat decks.
Tzimisce decks and the odd !Nosferatu intercept deck can make great
use of it.
> 9) Telepathic Counter - It's a neat concept but it just doesn't do enough
> for
> a reaction card you have to hold in your hand until someone else takes an
> action that allows you to use it. If it canceled 2/3 instead of 1/2, it
> would be an interesting option (but the game has enough defense as it is).
The more I think about this one, the more I agree with you. If you
have access to bounce, it´s usually better to just bounce.
>
> 8) Info Highway - For decks not built to take constant advantage of a fifth
> and sixth transfer, it's benefit is entirely worthless unless it comes
> up in the top 9 or 10 cards. Those are not good odds.
One or two can´t hurt a deck if your average crypt size is, well,
above average. Or you happen to be using the Torrance circle Blood
Brothers. :)
>
> 7) Delaying Tactics - If it's your only way to stop votes, I'd consider not
> bothering with it and accepting the fact that if a critical votes comes
> up,
> you're screwed - because it doesn't actually stop them (usually), only
> slows them down. (OK, I don't hate this card as much as I used to - it
> does have _some_ value, even in the general case.)
>
Mmmm... don´t quite agree here. Poison Pill now shares a bit of the
usefulness of this card, but it is still better than putting in a DI
and paying 1pool to cancel a political action the acting methuselah
has more copies of anyway. Delaying Tactics when used at the right
time can cause the offending player to lose as many or more cards from
his hand.
> 6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.
Then you will have cost the player 2blood usually, and always 2 cards
at least, against 1 of yours. Plus it can just give you a press at
inferior if you don´t see any S:CE. One of the Best celerity cards I
think.
>
> 5) Sudden Reversal - Has uses against prey pool gain but if you're not a
> quick
> bleeding deck (or your prey doesn't have or doesn't draw his pool gain
> cards), it's just you sacrificing your master phase for the benefit of the
> rest of the table. Rather use my master phase to benefit me *alone*.
I used to be addicted to including 2 Suddens at least in ALL decks I
made. Then I came to your conclusion. Never put another Sudden in 90%
of my decks now. THat was years ago, and I never regretted it.
>
> 4) Recalled to the Founder - Sure it can put the hurt on someone - after
> you've gotten two other event cards in play. You a trick shuffler?
Events that require more than one other Gehenna card in play are
tricky...
>
> 3) Direct Intervention - Can save your butt if you're holding one at the
> right
> moment but most of the time, but a master phase plus a pool is too high a
> price to be worthwhile most of the time.
>
Another card I personally don´t like. Only really good against combos.
Otherwise i´d only put it in Anson-Parthenon type decks.
> 2) Powerbase: Montreal - This is a card for weeny decks ("I'll trade action-
> for-action between my weeny and your Leandro any day") and reaction
> combat decks. It's other uses are...what other uses?
Yeah.. cards that give good benefits but can be stolen are best left
for very specific decks. Newbies can royally screw table balance by
slapping this, The Rack and some Events in their deck just for the
coolness. Only to later realize (some waaaaaaay later) the mistake
they´ve made.
>
> ...and the most overrated card in Jyhad is:
>
> 1) Dreams of the Spinx - A short term high-speed Barrens. Other uses are
> underwhelming.
Couldn´t agree more! Almost no one in our metagame uses this card. A
Blood Doll in it´s place usually gives you more pool than this. A
Barrens can cycle more cards than this easily. The term "overrrated"
fits this card like a glove. Sure it has it´s versatility, but that´s
where some people get fooled by it. Most of the time people use it
just for the cycling anyway.
Daniel.
Frederick Scott wrote:
> 6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.
Immortal Grapple vs. Majesty: you need to keep drawing your grapples.
Psyche vs. Majesty: he needs to keep drawing his Majesties.
They're just different.
--
David Cherryholmes
Frederick Scott wrote:
> 10) Rat's Warning - Unless you can defend it and punk him in combat. Even
> then, he can just ignore it and take one whole pool per turn. How many
> heavy animalism decks I've built that use one of these. Or none.
I don't think I have ever heard anyone claim that Rat's Warning is
particularly good. I mean, if you are going to call something "overrated",
it should probably have at least been "rated" in the past...
I agree that it isn't that useful (90% of the time, you are better off with
a Wake or a Forced). But I don't think *anyone* thinks it is that useful.
>
> 9) Telepathic Counter - It's a neat concept but it just doesn't do enough
> for
> a reaction card you have to hold in your hand until someone else takes an
> action that allows you to use it. If it canceled 2/3 instead of 1/2, it
> would be an interesting option (but the game has enough defense as it is).
Much like Rat's Warning, it isn't that useful, and I don't think anyone has
ever claimed it is.
>
> 8) Info Highway - For decks not built to take constant advantage of a fifth
> and sixth transfer, it's benefit is entirely worthless unless it comes
> up in the top 9 or 10 cards. Those are not good odds.
Ahh. Now here is a card that is claimed to be good by many, and as such,
could be called overrated. Agreed. It is a card that is really good if you
get it on the first turn. Meaning you need to have, like, 8 in your deck.
>
> 7) Delaying Tactics - If it's your only way to stop votes, I'd consider not
> bothering with it and accepting the fact that if a critical votes comes
> up,
> you're screwed - because it doesn't actually stop them (usually), only
> slows them down. (OK, I don't hate this card as much as I used to - it
> does have _some_ value, even in the general case.)
I don't think DT is overrated, as simply mentioned as a common base line
defense that is worth considering in most strategic decisions. It is never
the best anti vote option, but it is often one of the few viable anti vote
options, and as such, comes up a lot. I think I have one or two fringe
Delaying Tactics in pretty much every deck I own that doesn't have any other
significant vote defense (i.e. no inherrent vote lock or intercept). 'Cause
heck, even if you only stop the vote for a turn and it comes back the next
turn, keeping that 4 pool means you are alive an extra turn, which increases
your chances dramatically, or you keep your minion from getting PTOed for a
turn, at which point you can spitefully Rush the IC member, or most
importantly, you can stall the Dramatic Upheaval the turn before you oust
your prey, which is the turn voted "mostly likely for someone to play
Dramatic Upheval". Sure--other vote defenses are better (intercept, vote
power, whatever), but I'll still use a mini vote defense module of, like, 2
DT and a Vox Sennis (???--the vote trump OOT) in, like, all my Rush decks
and whatever. And DT is usually my last, best hope.
> 6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.
Also a card that could arguably be called overrated. I don't think it is,
but then, I think it is good (and consequently, giving you reason to call it
overrated :-) Yeah, it is a 1 for 1 race (ya know, plus the other cards used
to hurt someone). But at least Celerity has the option of doing damage
without spending a lot of card up front (usually guns)--manuver with a gun,
stike with the gun, they Majesty, you Psyche. The card loss is comperable.
Yeah, it is 1 for 1 race of cards, but on the up side, the combat deck tends
to cycle faster, and consequently draw into Psyches faster than the non
combat deck draws in to Majesty. And the combat deck can usually afford to
pack more Psyches than the non combat deck can pack Majesties--if the
Majesty deck isn't sitting next to a Rush deck/blocker, those Majesties are
going to muck up your hand something fierce, where the Rush deck can always
cycle Psyches, even if it doesn't see a Majesty the whole game (to just
start combat over and shoot you again instead of, like, pressing or
additional striking). That, and Psyche is (much like Delaying Tactics) the
only real S:CE defense for a celerity based deck. So it is going to be used
a lot, regardless of whether or not it is actually that good (which I think
it is, but that is me).
> 5) Sudden Reversal - Has uses against prey pool gain but if you're not a
> quick
> bleeding deck (or your prey doesn't have or doesn't draw his pool gain
> cards), it's just you sacrificing your master phase for the benefit of the
> rest of the table. Rather use my master phase to benefit me *alone*.
Ahah! I agree! Completely! Yaa! Yeah. SR? The one of the most overrated
cards in the game (int he sense that it actually is rated as very useful by
many, many players, and I think it is mostly trash). Yeah, I too have built
S+B decks where every master slot is a Sudden Reversal, and that is kinda
useful. And yeah, I have been in gams where the game is won simply by
someone having a SR at the exact right moment. But the vast majority of the
time, SR sits in your hand, waiting for the right moment, and it inevitably
gets used on an Animalism master cross table, just to get it out of your
hand.
>
> 4) Recalled to the Founder - Sure it can put the hurt on someone - after
> you've gotten two other event cards in play. You a trick shuffler?
Yeah, this one, much like all the other "killer" events, are much scarier in
theory than in reality. Thay are really hard to get into play. And even
Recalled is easy to avoid. Sure, *if* it hits the hable and *if* you are
playing a very clan focused deck, it'll hose you. But those are two big
"if"s.
>
> 3) Direct Intervention - Can save your butt if you're holding one at the
> right
> moment but most of the time, but a master phase plus a pool is too high a
> price to be worthwhile most of the time.
Also agreed. Much like SR, sooooo very randomly reactive. Occasionally,
it'll win you the game. Most of the time, not so much.
>
> 2) Powerbase: Montreal - This is a card for weeny decks ("I'll trade action-
> for-action between my weeny and your Leandro any day") and reaction
> combat decks. It's other uses are...what other uses?
Eh. I'd never claim that it is gonna, like, win you games, but it'll never
hurt you to put in your deck--it is free pool, possibly a lot of free pool.
And it is free pool you can give to someone who needs free pool.
>
> ...and the most overrated card in Jyhad is:
>
> 1) Dreams of the Spinx - A short term high-speed Barrens. Other uses are
> underwhelming.
It doesn't *need* any other uses. The other uses (use?) are pure gravy. It
is the *best* hand cycler in the game (The Barrens and Nod are both
incredibly common, as hand cycling is incredibly good, and as a cycler, it
is better than both of those) *and* it can, in a pinch, give you pool and
transfers. At the very least, it can pay for itself.
Unlike the other cards above that I agree are overrated (in the sense that
many folks seem to think they are really useful, but I tend to think not so
much), Dreams has *zero* down side. It doesn't clog your hand waiting for
the right moment. It is always proactively useful. It is usually free. If
you get it early, it speeds up your early game. If you get it mid game, it
gives you unprecidented hand cycling ability. If you get it late game, it
can get you some vital precious pool *or* cycle in a pinch. I'd never claim
that Dreams will win you the game just by being in your hand (although I
have many times won a game 'cause Dreams was in my hand...), but it is a
card with zero downside and many, many upsides. As I have argued about the
card many times, it doesn't have such a earth shattering effect that it
needs to be fixed/changed/tweaked/whatever. But it is a fantastic card that
is always good to have.
Peter D Bakija
pd...@lightlink.com
http://www.lightlink.com/pdb6
"Mr. President, ask not what your rest home can do for you.
Ask what you can do for your rest home."
-Elvis
Daniel Figueiredo <om...@uol.com.br> wrote:
>> 9) Telepathic Counter - It's a neat concept but it just doesn't do enough
>> for
>> a reaction card you have to hold in your hand until someone else takes an
>> action that allows you to use it. If it canceled 2/3 instead of 1/2, it
>> would be an interesting option (but the game has enough defense as it is).>
> The more I think about this one, the more I agree with you. If you> have access to bounce, it?s usually better to just bounce.
Bouncing won't help you keep the Edge.
I find a few well timed Counters can help quite a bit. They're also more
frustrating then bounces, since bouncing usually still results in either
the combat they wanted (cycling) or getting the Edge (as they wanted)
//Doc.
I wrote:
> I don't think I have ever heard anyone claim that Rat's Warning is
> particularly good. I mean, if you are going to call something "overrated",
> it should probably have at least been "rated" in the past...
>
> I agree that it isn't that useful (90% of the time, you are better off with
> a Wake or a Forced). But I don't think *anyone* thinks it is that useful.
Yeah. Now that I'm paying attention, yeah, I don't think I have ever seen
anyone ever claim that Army of Rats is that good, either. I mean, yeak, ok,
people will, like, throw Army of Rats into, like, various intercept decks as
some forward pressure, and it usually does what it is supposed to (makes
your prey lose some pool or get someone beat up as you intercept them and
kill them), but I've never seen anyone claim that Army of Rats is anything
other than, like, a moderately utilitarian card that should be much better
than it is (like, for instance, have a superior version...)
But "overrated"? Hardly.
[ quoted text not captured ]
> 10) Army of Rats
> 9) Telepathic Counter
> 6) Psyche!
I've snipped these because I don't hear anyone ranting.
> 8) Info Highway
> 7) Delaying Tactics
> 5) Sudden Reversal
> 3) Direct Intervention
I agree that people often put these into decks that could make better
use of other cards.
Especially Sudden Reversal. I try to play with it occasionally, only
to find that it's only making my hand size one smaller until I just
play it to get rid of it. I've never been a fan of attrition--at
least, not unless it's you and him.
> 4) Recalled to the Founder -
Overrated only until the whole Gehenna thing finally blows over.
> 2) Powerbase: Montreal -
Not many people would argue it should go in your deck if you're not
playing intercept+combat.
If you're intercept+combat, there is no better pool gain master.
> 1) Dreams of the Spinx - A short term high-speed Barrens. Other uses are
> underwhelming.
I would much like to argue with that description.
From your post:
> It's just grating to hear certain people drool mindlessly over
> them when they're only good in specific circumstances.
I would contend that "only good in specific circumstances" applies to
DotS LESS than it does to any other card in the ENTIRE GAME.
The Barrens is really quite good. A "high-speed Barrens" sounds even
better. And Dreams is such, only if and when you want it to be. You
could also call it a "way-improved Deal with the Devil", since after
replacing itself and being used 3 times you've got (1+2+2+2)=7 cards,
and you got to draw first instead of discard first. It is not "short
term" because 2 plays of Dreams = 6 turns. Given average game length
seems to be 12--15 turns, 6 turns is just under half, and being in
play for half of the game != "short-term".
I don't think there is better hand-cycling, unless you can protect
Fragment (or really mack it with Servitor of Irad. :) Everything else
seems to be one-shot or one-at-a-time.
To demonstrate Dreams of the Sphinx's use as pool gain, here is a list
(compiled before Black Hand, manually added Barranquilla) of Masters
that gain pool.
Arcane Library (and variant cards)
Golconda, Inner Peace
Game of Malkav
Khobar Towers, Al-Khubar
High Museum of Art, Atlanta
Ascendance
Dreams of the Sphinx
Blood Doll
Blood Puppy
Malkavian Game
Protracted Investment
Tower of London
The Realm of the Black Sun
Redeem the Lost Soul
Secret Horde
Short-Term Investment
Slave Auction
Tribute to the Master
Malkavian Prank
Ventrue Investment
Using the Advantage
Powerbase: Washington, D.C.
Powerbase: Chicago
Powerbase: Mexico City
Powerbase: New York
Powerbase: Barranquilla
Minion Tap
Taking out those that require randomness (Malkavian Prank), high cost
(Golconda), opportunity cost (Realm of the Black Sun), and gross MPA's
(Short-Term Investment), we are left with:
Arcane Library (and variant cards)
High Museum of Art, Atlanta
Ascendance
Dreams of the Sphinx
Blood Doll
Blood Puppy
Tribute to the Master
Powerbase: Washington, D.C.
Powerbase: Chicago
Powerbase: Mexico City
Powerbase: New York
Powerbase: Barranquilla
Minion Tap
For each Master (-TttM -Minion Tap) I have listed the pool you would
gain after that many turns have gone by:
#turns 1 2 3 4 5 6 7 8
Name of Pool gain
Arcane Library -1 0 1 2 3 4 5 6
Ascendance 1 1 1 1 1 1 1 1
Barranquilla -1 0 1 2 3 4 5 6
Blood Doll 1 2 3 4 5 6 7 8
Blood Puppy -2 1 2 3 4 5 6 7
Chicago -1 -1 0 1 2 3 4 5
High Museum of Art 4 4 4 4 4 4 4 4
Mexico City -2 -1 0 1 2 3 3 3
Montreal 1 2 3 4 5 6 7 8
Washington: D.C. -1 -1 0 1 2 2 3 4
Dreams of the Sphinx 0 1 2 2 2 2 2 2
Where the number is written as "# of pool you would gain if you
maximized pool retrieval from this card up to that point" and it is
assumed that any (D) actions at a card were unsuccessful.
Looking at 5 turns in play,
(This assumes you'll get 5 turns on average out of a poolgain master)
Arcane Library 3
Ascendance 1
Barranquilla 3, possibly burned
Blood Doll 5
Blood Puppy probably burned
Chicago 2
High Museum of Art unreliable at best
Mexico City 2
Montreal 5
Washington: D.C. try putting 6 pool on it
Dreams of the Sphinx 2
Meaning that DotS is as good a bet as any for pool gain (save
montreal/blood doll).
Taking out those that require protection from (D) actions, we have
Arcane Library -1 0 1 2 3 4 5 6
Ascendance 1 1 1 1 1 1 1 1
Blood Doll 1 2 3 4 5 6 7 8
Dreams of the Sphinx 0 1 2 2 2 2 2 2
So if you can't spare three more MPA's or a vampire, you don't want
random pool gain, and you can't count on protecting a location, this
is what you're left with.
Presumably Dreams is used in so many decks not just to speed up
influence, not just to draw a whole new hand (replace Dreams + draw 6
= 7 cards), but to Gain 2 Pool!
After all, there are remarkably few options to gain pool via master
cards, and actions can be blocked.
In conclusion:
Dreams is in the mid-range of master-card pool gain.
Dreams is on the Very Top of card cycling.
Dreams is on the Very Top of versatility.
Therefore, Dreams is VERY hard to overrate.
I own at least 13 copies of Dreams of the Sphinx.
I am planning on having over 30 decks.
I do not like switching cards between two or more decks.
It follows that I am planning on having around 40 copies of Dreams.
Current distribution of Dreams makes this expectation either
unrealistic or cost-prohibitive.
I would like to see Dreams made common.
If a player is likely to have 3 Blood Doll and 2 Dreams in a
Tournament-Winning Deck, why do 3 Blood Dolls come in a starter deck,
and no Dreams?
Alternately, if Dreams were only usable twice...
Eh.
In the meanwhile, please trade me all your Dreams.
-- Brian
Still doesn't have a good fix for Dreams, other than more pool-gain
masters.
"Frederick Scott" <dont...@mymail.com> wrote in message news:<ARZPc.3542$oA5.3208@okepread05>...
> This is my measure of popular perceived usefulness vs. real, actual
> usefulness. It's not that these are bad cards. It's just grating to
> hear certain people drool mindlessly over them when they're only good
> in specific circumstances. Read it, snarl at me, and have anger:
>> 6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.
Not if his S:CE is the ever-annoying Form of Mist. There's also the 'I
maneuver out of your hand range and shoot you with this gun. You don't
have S:CE? Here, I'll Psyche! and do it again! (Psyche may well still
be a little overrated, IMO, but there's value in just burning through
somebody's S:CE's as well - especially if they have to pay blood for
it.)
> 5) Sudden Reversal - Has uses against prey pool gain but if you're not a
> quick
> bleeding deck (or your prey doesn't have or doesn't draw his pool gain
> cards), it's just you sacrificing your master phase for the benefit of the
> rest of the table. Rather use my master phase to benefit me *alone*.
Also has uses against decks that get much nastier when they have a
specific Master in play, especially when it's your predator. Watch the
look on the face of somebody playing a Spirit Marionette deck when you
Sudden their Heidleburg Castle, for instance. Being able to cancel
your predator's stealth-location or a prey's intercept-location is
also very nice.
> 2) Powerbase: Montreal - This is a card for weeny decks ("I'll trade action-
> for-action between my weeny and your Leandro any day") and reaction
> combat decks. It's other uses are...what other uses?
Giovanni decks Haunting it are pretty amusing.
> ...and the most overrated card in Jyhad is:
>
> 1) Dreams of the Spinx - A short term high-speed Barrens. Other uses are
> underwhelming.
The 'extra pool for the edge' one is underwhelming. When a Dreams hits
the table within the first couple of turns, you almost NEVER see it
used for card-gain; the ability to get minions out _both_ cheaper and
faster early on is used instead, and rightly so. (I agree totally that
it's overrated still, but that's more a matter of the absurd value
some people give it instead of the usefulness of the card.)
-John Flournoy
Peter D Bakija wrote:
> Ahah! I agree! Completely! Yaa! Yeah. SR? The one of the most overrated
> cards in the game (int he sense that it actually is rated as very useful by
> many, many players, and I think it is mostly trash). Yeah, I too have built
> S+B decks where every master slot is a Sudden Reversal, and that is kinda
> useful. And yeah, I have been in gams where the game is won simply by
> someone having a SR at the exact right moment. But the vast majority of the
> time, SR sits in your hand, waiting for the right moment, and it inevitably
> gets used on an Animalism master cross table, just to get it out of your
> hand.
I think a lot of your thoughts about OOT masters look colored by the
idea that playing with a handsize of six for an extended period is an
unacceptable, nutpunchy burden. If it's not, then hanging on to that DI
or SR until its play becomes a power play is not a problem. And I think
we agree that their play could (and often is) a power play. Tacking on
that bit about the Animalism master is counter to my experience, and I
consider "I needed to flow it" across table to be synonymous with "I
suck ass".
> Also agreed. Much like SR, sooooo very randomly reactive. Occasionally,
> it'll win you the game. Most of the time, not so much.
There are just too many megatargets for DI for this to be true. I think
you should follow the advice of the Kindred Spirits Junky and *start*
your deck around the idea that you'll include 4 DI's, and then see what
else you can work in. I play with a bunch of guys who do that, while I
don't, and IME they rule the table because of it. I mean, I set myself
up by, you know, not playing weenies, and not playing 16 copies of 4
cards each, but if you step away from that line, DI will cream you.
--
David Cherryholmes
> >>9) Telepathic Counter - It's a neat concept but it just doesn't do
enough
> >>for
> >> a reaction card you have to hold in your hand until someone else takes
an
> >> action that allows you to use it. If it canceled 2/3 instead of 1/2,
it
> >> would be an interesting option (but the game has enough defense as it
is).
> >
> >
> > True. BUT nice defence when also using folderol: bleed for 3 => reduce
> > to 0. Bleed for more: Archon Investigation. Not really tourney
> > material. Biggest problem of TC is of course that AUS also gives acces
> > to bounce, so why reduce if you can bounce?
> >
>
> because you don´t tap and it doesn´t cost blood thats why.
>
I know that :-) but it won't save your ass against that deflected bleed of 7
comming your way, will it?
"Johannes Walch" <johanne...@vekn.de> wrote in message news:<ceq6dm$3fb$1...@stu1id2.ip.tesion.net>...
[ quoted text not captured ]
I think it's April's fool somewhere.
Good luck, Johannes, for the NAC ;-)))
Oh, don't forget to add succubus club in the worst-cards-ever.
Kamel Senni
Prince of Paris.
PS : blood doll is a shit card. You've seen, I can do the same jokes.
PPS : No, Johannes, the best card of VTES is Succubus Club. It should be banned...
David Cherryholmes wrote:
> I think a lot of your thoughts about OOT masters look colored by the
> idea that playing with a handsize of six for an extended period is an
> unacceptable, nutpunchy burden. If it's not, then hanging on to that DI
> or SR until its play becomes a power play is not a problem. And I think
> we agree that their play could (and often is) a power play. Tacking on
> that bit about the Animalism master is counter to my experience, and I
> consider "I needed to flow it" across table to be synonymous with "I
> suck ass".
Yeah, the Animalism Master part was just hyperbolic color commentary, but ya
know, whatever. I don't find the SR problematic 'cause it necessarily takes
up a hand slot. It is 'cause it takes up a hand slot hoping it will do
something significant, which it may never do, and could be a hand slot taken
up by something that I know *will* do something significant. Again, the
scores I have seen by the random SR (as opposed to the deck that has nothing
but 18 SRs are Masters, which is a very valid deck choice) are vastly
outweighed by the times I have seen the SR not have much of an effect. Yeah,
having an SR to stop the Minion Tap that is going to make youlose the game
is handy when it happens, but I'd rather have a deck that can deal with the
clinch Minion Tap proactively somehow (like killing the vampire first, or
bleeding enough that I don't care, or whatever). But that is me.
> There are just too many megatargets for DI for this to be true. I think
> you should follow the advice of the Kindred Spirits Junky and *start*
> your deck around the idea that you'll include 4 DI's, and then see what
> else you can work in. I play with a bunch of guys who do that, while I
> don't, and IME they rule the table because of it. I mean, I set myself
> up by, you know, not playing weenies, and not playing 16 copies of 4
> cards each, but if you step away from that line, DI will cream you.
Possibly. I've just never been in such an environment locally, tournamently,
or anything. Most of the time, I see the DI, like, save someone from a
clinch action, and it is often too little or too late.
-Peter
"Frederick Scott" <dont...@mymail.com> wrote in message
news:ARZPc.3542$oA5.3208@okepread05...
> This is my measure of popular perceived usefulness vs. real, actual
> usefulness. It's not that these are bad cards. It's just grating to
> hear certain people drool mindlessly over them when they're only good
> in specific circumstances. Read it, snarl at me, and have anger:
Heh, you picked some good ones to stir up a little controversy. :-)
> 10) [Army of Rats] - Unless you can defend it and punk him in combat.
Even
> then, he can just ignore it and take one whole pool per turn. How
many
> heavy animalism decks I've built that use one of these. Or none.
Sure, true enough. I wouldn't be that likely to build a heavy-Animalism
deck that *didn't* intend to block stuff and punk people in combat,
myself, though.
If it works the way you want it to, it's at least as good as, say, Tasha
Morgan: your prey loses an extra pool a turn once you put the permanent
in play. Like +bleed permanents, it's best when you can expect it to be
in play for a largish number of turns...
> 9) Telepathic Counter - It's a neat concept but it just doesn't do
enough
> for
> a reaction card you have to hold in your hand until someone else
takes an
> action that allows you to use it. If it canceled 2/3 instead of
1/2, it
> would be an interesting option (but the game has enough defense as
it is).
I pretty much agree with this. A lot of people I know don't really play
Counter much, but yeah, I do know some who I think overrate it. I have
to admit it is annoying to have my bleeds reduced several times in a row
by a single untapped vamp of my prey's, but in general I think you're
right that that effect-to-cardslot ratio is not in Telepathic Counter's
favor.
> 8) Info Highway - For decks not built to take constant advantage of a
fifth
> and sixth transfer, it's benefit is entirely worthless unless it
comes
> up in the top 9 or 10 cards. Those are not good odds.
Hmm, pretty much, sure. I don't play Info Highway (or see it played)
all that often in non-weenie/lots-of-transferring decks though. Main
other exception IMO is in a fatty deck that's also going to use Zillah's
Valley; having a couple Highways to go with a larger number of Valleys
seems sensible in that they're a cheaper (0 vs 1) transfer-accelerator
that can also be cycled for free later (which Zillah's can't).
> 7) Delaying Tactics - If it's your only way to stop votes, I'd
consider not
> bothering with it and accepting the fact that if a critical votes
comes
> up,
> you're screwed - because it doesn't actually stop them (usually),
only
> slows them down. (OK, I don't hate this card as much as I used to -
it
> does have _some_ value, even in the general case.)
I don't agree with this, though. In my opinion there aren't many
anti-vote angles worth bothering with, and Delaying Tactics is one of
the few (having decent intercept being one of the main alternatives).
The turn of "tempo advantage" it gets you is pretty worthwhile pretty
often, especially against the "timing-dependent large-swing" votes, and
the lack of requirements on the card means it's actually playable in a
lot of decks.
> 6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.
But (as others have pointed out) your opponent has to use two S:CE to
every Psyche you play to keep from getting capped in combat. That's
card advantage, baby! :-)
> 5) Sudden Reversal - Has uses against prey pool gain but if you're not
a
> quick
> bleeding deck (or your prey doesn't have or doesn't draw his pool
gain
> cards), it's just you sacrificing your master phase for the benefit
of the
> rest of the table. Rather use my master phase to benefit me
*alone*.
I rarely play Sudden myself, but there were a few times last night that
I wished I'd had one in hand (Giant's Blood, Minion Taps). While I
totally get your point about Suddening being a "table altruistic" play a
significant amount of the time, it's also true that if someone is
playing a master card that specifically screws *you* (predator with
Palla Grande, prey with Minion Tap, anyone with Pentex Subversion or
Temptation of Greater Power etc), Sudden is a "help myself defensively"
card that *does* pretty much benefit you alone (in that it keeps you
from being hurt).
> 4) Recalled to the Founder - Sure it can put the hurt on someone -
after
> you've gotten two other event cards in play. You a trick shuffler?
I think Dragonbound is probably more significant most of the time, since
it doesn't require any "starter" events. I don't see people
particularly rating Recalled as mighty, though - as annoying/potentially
frustrating, yes.
> 3) Direct Intervention - Can save your butt if you're holding one at
the
> right
> moment but most of the time, but a master phase plus a pool is too
high a
> price to be worthwhile most of the time.
:-) I find DI very worthwhile, myself. Like Delaying Tactics it makes
a good magic bullet against a lot of opposing special-purpose sort of
large-swing cards.
> 2) Powerbase: Montreal - This is a card for weeny decks ("I'll trade
action-
> for-action between my weeny and your Leandro any day") and reaction
> combat decks. It's other uses are...what other uses?
I think a lot of people I know used to like Powerbase Montreal more than
they do now. The romance is over, we now see that it makes games drag
on too long and doesn't usually benefit the person playing it enough
more than everyone else to justify that.
> ...and the most overrated card in Jyhad is:
>
> 1) Dreams of the Spinx - A short term high-speed Barrens. Other uses
are
> underwhelming.
Heh, another one that I find hard to overrate - not quite as much so as
Blood Doll I suppose, but I think Dreams really is that good. The pool
gain/influence acceleration is awfully nice in the early game,
especially if it helps where you would otherwise be 1 transfer short of
the vampire you want to get. And the card-drawing is really good in the
midgame, a lot of the time. As other people have said, the higher speed
and hand size rather than just discard/draw makes its cycling quite a
bit higher-quality than Barrens's.
Josh
the barrenses, we don't trust them, we don't
"Frederick Scott" <dont...@mymail.com> wrote in message news:<ARZPc.3542$oA5.3208@okepread05>...
> Read it, snarl at me, and have anger:
TROLL!! :)
> 10) Rat's Warning
Yes, overrated.
> 9) Telepathic Counter
Yes, overrated. Nonetheless, it is my "most hated" card in VTES. I
just can't stand "wasting" actions when my Assamites bleed for 1 and
get countered.
> 8) Info Highway
Great for weenie decks with lots of 2-caps. Not overrated, though
Uniqueness makes it more of a "prayer" card in most decks. Anthelios
makes it better.
> 7) Delaying Tactics
Yes, way overrated.
> 6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.
Yes, overrated. Reactive S:CE defense is mostly pointless. Saving
grace is Psyche! saves you from Aggro-poke/Rotschreck where Immortal
Grapple won't.
> 5) Sudden Reversal
Yes, overrated. There are plenty of occasions where I wish I would
have had a Sudden Reversal in hand. However, I think this one is
primarily best used in S&B decks where you want to deny your prey that
first crucial Blood Doll or Minion Tap.
> 4) Recalled to the Founder
Yes, overrated. So this hurts weenie decks or decks that get a major
advantage. It's a strong effect, but it's not going to ever have a
major impact in general gameplay.
> 3) Direct Intervention
Not overrated. This card is extremely strong in almost every
circumstance unless you're facing Anson/AR/MT/Golconda.dec. You troll!
:P :)
> 2) Powerbase: Montreal
Not overrated...in the right deck. This is a very good card for
weenies and intercept decks like you mention. I would and do certainly
include it in all such decks I make. I also often put it in ones where
I play with significant numbers of 5-cap vampires in my crypt, on the
off chance I'll get a 5-cap on turn 1.
> 1) Dreams of the Spinx (Leon Spinx?)
Not overrated. Uniqueness again is what makes this card "balanced." I
almost always put 2-3 of these in every deck which uses 9+ capacity
vampires or may suffer from hand jam. Turn 1 accelerators are very
nice and this one happens to function as a cycler in mid- to
late-game.
>This is my measure of popular perceived usefulness vs. real, actual
>usefulness. It's not that these are bad cards. It's just grating to
>hear certain people drool mindlessly over them when they're only good
>in specific circumstances. Read it, snarl at me, and have anger:
Measuring overratedness is a challenging endeavor, isn't it? I think the
easiest is to compare personal valuations to people around you. When trying to
gauge stranger valuations, it's hard to pinpoint just how strongly they feel
about a card. Of course, when people constantly say "this is one of the top 3
cards in the game", there's something to work with. Then, perceptions change
constantly and the game itself changes every once in a while.
Having said that, if I had to pare down to a 10 card list of what I felt people
overrated the most, it would be something like (in alphabetical order, ignoring
Gehenna):
Art Scam
Disarm
Gather
Khobar Towers
Read the Winds
Skin of Rock
Tribute to the Master
Visit from the Capuchin
Year of Fortune
Zillah's Valley
Out of the cards you mentioned, I'd consider PB: Montreal. I tried to
eliminate cards that were really bad that people thought weren't really bad,
i.e. tried to come up with cards that either were okay but thought of as
particularly good or were even good but were thought of as OMG!. Just to get
people to focus on the difference between saying something is overrated and
saying something isn't good, for instance, I see Read the Winds as a good card
but not up to the hype. I suppose it's not terribly useful to people to just
list the cards without any explanation, but I want to try to cut down on *some*
of the verbiage and I still see this thread being Fred's show.
>8) Info Highway - For decks not built to take constant advantage of a fifth
> and sixth transfer, it's benefit is entirely worthless unless it comes
> up in the top 9 or 10 cards. Those are not good odds.
I'm not sure what suggests people overrate this. I don't see people make a big
deal of playing it. If anything, right this moment, I'd be thinking people
underrated it. Certainly, our valuations of it (and other cards) color views.
I see Info Highway often having uses in the mid or endgame and being the most
powerful first turn play in the game.
>6) Psyche! - You Psyche!, he S:CE's again. Oh, joy.
I think people overrate Celerity as a whole, but without Psyche!, why would
anyone play Celerity combat (without support from things like T. Tracking or
Grapple) given that combat ends would always defeat it?
As I said, PB: Montreal is the only one on your list that might make mine.
And, having seen it in fewer decklists and fewer "you should play this"
comments, I'm not so sure it would mark.
What we could use, though, is probably an underrated thread. T10 overrated
isn't likely to stimulate deckbuilding creativity whereas T10 underrated may.
But, it might be a real pain to come up with a well-organized list.
David Cherryholmes <david.che...@duke.edu> wrote in message news:<2nc6esF...@uni-berlin.de>...
[ quoted text not captured ]
More than different. As you know, one IG is typically sufficient,
coupled with other Potence damage enhancers, to put down a minion once
you engage them in combat. If someone survives two rounds of Potence
combat under IG, relying on S:CE as combat defense, they're extremely
fortunate.
Psyche! on the other hand means that both you and your opponent get
another chance to cycle into more combat, and your opponent has likely
untapped to boot!
You were wise not to even delve into strike cards. :)
Jeff Kuta wrote:
> More than different. As you know, one IG is typically sufficient,
> coupled with other Potence damage enhancers, to put down a minion once
> you engage them in combat. If someone survives two rounds of Potence
> combat under IG, relying on S:CE as combat defense, they're extremely
> fortunate.
Yeah, and you got that guy -- which is good. But he's still got the
Majesty in his hand -- which is bad.
> Psyche! on the other hand means that both you and your opponent get
> another chance to cycle into more combat, and your opponent has likely
> untapped to boot!
He can go to torpor empty and untapped, then. I guess it does him some
good. I stand by what I said: Psyche forces them to have the next
Majesty. Grapple forces you to have the next grapple. They each have
benefits.
Now, we both like Assamites a lot (too much, perhaps), and blowing all
kinds of pre-range and scrabbling to long is a big, fat waste. Which is
why Quietus is a nutpunch, since it'll siren's call you into thinking
you can build a deck around those strikes. But I think we should leave
grapple to potence and trim cards with a set range effect. Set
range/set range + burn a blood at superior would be about right, I think.
> You were wise not to even delve into strike cards. :)
You mean the ones I just delved into? :)
--
David Cherryholmes
I惴 sure the original poster was joking. All those cards are staple
goods in our enviroment (惡ept that Recalled to the Founder).
Proposing D.I and Dreams to be overvalued is like... like... not true.
> Art Scam
> Disarm
> Gather
> Khobar Towers
> Read the Winds
> Skin of Rock
> Tribute to the Master
> Visit from the Capuchin
> Year of Fortune
> Zillah's Valley
I think your list is somewhat a little better. Let me try mine, in no
particular order
1 - Army of rats : I don't think this puts sufficient pressure on your
prey to be worth the slot.
2 - Gather : OK, it's cool. No more than cool.
3 - Year of Fortune : a striclty pointless card
4 - Shadow step. Manoeuver for free, then ? Good, but not THAT good.
5 - Protect thine own. Not quite as efficient as many people here seem
to think.
6 - Blood Sweat. One of the game crappiest cards, close to chainsaw
and such. Still played by some quietus maniacs.
7 - Skin of steel. Which often turns into "press, rince & repeat"
8 - Form of corruption. Which has the side effect of being the more
efficient "bleed deterrent" in the game.
9 - Ian Forrestal. This vampire sucks completely.
10 - Typhonic beast. Yes it is funny. No it isn't powerfull. Not even
a little bit.
I think it was Brian <firstco...@aol.com>, who once wrote:
> Blood Doll 1 2 3 4 5 6 7 8
> Dreams of the Sphinx 0 1 2 2 2 2 2 2
Wow, this really makes things clear to me. I'll stick with blood dolls. :P
Rogar
"Rogar" <MYNICKN...@phreaker.net> wrote in message news:slrnch49lr.cpm...@toad.stack.nl...
[ quoted text not captured ]
Don't forget that the pool you're gaining from the Blood Doll is actually
coming off of a single vampire of yours. All the other pool gainers there
actually make pool (rather than transmuting blood into pool).
With that slant, you could list Minion Tap:
Minion Tap 11 11 11 11 11 11 11 11 11
And "see" that it is the better deal.
--
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/
Brian <firstco...@aol.com> wrote:
>
> #turns 1 2 3 4 5 6 7 8
> Name of Pool gain
>
> Arcane Library -1 0 1 2 3 4 5 6
This assumes being willing to spend 2 transfers to gain the pool.
> Ascendance 1 1 1 1 1 1 1 1
You could play Ascendance every turn...
> Blood Doll 1 2 3 4 5 6 7 8
Assuming the minion has 8 blood to give...
> Chicago -1 -1 0 1 2 3 4 5
Why take it off every other turn, let it grow!
> Washington: D.C. -1 -1 0 1 2 2 3 4
Why put only 1 on it?
> Where the number is written as "# of pool you would gain if you
> maximized pool retrieval from this card up to that point" and it is
> assumed that any (D) actions at a card were unsuccessful.
I don't see you maximizing.
> Washington: D.C. try putting 6 pool on it
:)
And then block the hell out of anyone that tries. So much fun.
Then follow up by graverobbing the attacker you liked the most.
//Doc.
> PPS : No, Johannes, the best card of VTES is Succubus Club. It should be
banned...
Well it depends. When you are down to 2 players Succubus Club isn´t really
THAT good :-)))
J.
I think it was LSJ <vte...@white-wolf.com>, who once wrote:
> "Rogar" <MYNICKN...@phreaker.net> wrote in message news:slrnch49lr.cpm...@toad.stack.nl...
> > I think it was Brian <firstco...@aol.com>, who once wrote:
> > > Blood Doll 1 2 3 4 5 6 7 8
> > > Dreams of the Sphinx 0 1 2 2 2 2 2 2
> >
> > Wow, this really makes things clear to me. I'll stick with blood dolls. :P
>
> Don't forget that the pool you're gaining from the Blood Doll is actually
> coming off of a single vampire of yours. All the other pool gainers there
> actually make pool (rather than transmuting blood into pool).
There was a smiley at the end, you know. ;)
Still, two pool doesn't make Dreams much of a pool gainer. Now, if I needed
early tranferring speed -and- later card cycling, then it starts looking
better. Maybe I just don't like tossing the same stuff in every deck. The
Blood Dolls is bad enough.
> With that slant, you could list Minion Tap:
>
> Minion Tap 11 11 11 11 11 11 11 11 11
>
> And "see" that it is the better deal.
Sure, if you're using 11-caps. Or high-caps, anyway. They can fill back up
pretty fast anyway.
Rogar
"Rogar" <MYNICKN...@phreaker.net> wrote in message news:slrnch4h5m.cpm...@toad.stack.nl...
> I think it was LSJ <vte...@white-wolf.com>, who once wrote:
> > "Rogar" <MYNICKN...@phreaker.net> wrote in message news:slrnch49lr.cpm...@toad.stack.nl...
> > > I think it was Brian <firstco...@aol.com>, who once wrote:
> > > > Blood Doll 1 2 3 4 5 6 7 8
> > > > Dreams of the Sphinx 0 1 2 2 2 2 2 2
> > >
> > > Wow, this really makes things clear to me. I'll stick with blood dolls. :P
> >
> > Don't forget that the pool you're gaining from the Blood Doll is actually
> > coming off of a single vampire of yours. All the other pool gainers there
> > actually make pool (rather than transmuting blood into pool).
>
> There was a smiley at the end, you know. ;)
I only saw a tongue-out emoticon, not a smiley. :-)
> > With that slant, you could list Minion Tap:
> >
> > Minion Tap 11 11 11 11 11 11 11 11 11
> >
> > And "see" that it is the better deal.
>
> Sure, if you're using 11-caps.
That's more of the point I was making, yeah.
Blood Doll is only worth 8 on 8 turns with a stack of assumptions.
So as long as we're passing all the pre-reqs to assumptions, Minion
Tap comes out on top.
> Or high-caps, anyway. They can fill back up
> pretty fast anyway.
Um, sure. Good luck with that. :-)
[ quoted text not captured ]
I think it was LSJ <vte...@white-wolf.com>, who once wrote:
> "Rogar" <MYNICKN...@phreaker.net> wrote in message news:slrnch4h5m.cpm...@toad.stack.nl...> > Or high-caps, anyway. They can fill back up
> > pretty fast anyway.
>
> Um, sure. Good luck with that. :-)
Woo, LSJ made sarcastic comments about my deck building techniques! *swoon* ;)
Rogar
>9 - Ian Forrestal. This vampire sucks completely.
Throwing vampires in the mix would be fun, but that way lies more seemingly
counterproductive arguing.
As for Forestal, he was very much overrated at one point. Thing about him,
though, is that he constantly gets stronger. Bloodlines turned him from not
good to good. Even without bloodline discipline support, more multidisciplines
(especially if he has one of the disciplines to begin with), more 3-ways, et al
just fuel that ability.
Forestal, like the names of the forest guardians in the Thomas Covenant series.
I actually don't care much if people misspell card names and I wouldn't care
if people misspelled Forestal if they did it in a variety of ways such that
people realized it wasn't spelled correctly - Foresstal, Forestall, etc. The
problem with constantly, pervasively spelling it Forrestal is that it causes
more people to misspell it that way since it seems right.
Curevei wrote:
> As for Forestal, he was very much overrated at one point. Thing about him,
> though, is that he constantly gets stronger. Bloodlines turned him from not
> good to good. Even without bloodline discipline support, more
> multidisciplines
> (especially if he has one of the disciplines to begin with), more 3-ways, et
> al
> just fuel that ability.
Sigh. Ian Forrestal is not overrated (or, ya know, not for my money), but he
always was and continues to be completely wrong and a totally bad idea. I
mean, it is mostly irrelevant, as no other Ian Forrestal vampires have been
printed (i.e. vampires with 25+ exra points in disciplines than they should
have), so his status as a bad precident is no more significant than most of
the Sabbat vampires with way too many points (although none have as many as
Ian...). But still, just wrong in a design sense. Always was. Will continue
to be.
[ quoted text not captured ]
Peter D Bakija wrote:
> Sigh. Ian Forrestal is not overrated (or, ya know, not for my money), but he
> always was and continues to be completely wrong and a totally bad idea. I
> mean, it is mostly irrelevant, as no other Ian Forrestal vampires have been
> printed (i.e. vampires with 25+ exra points in disciplines than they should
> have), so his status as a bad precident is no more significant than most of
> the Sabbat vampires with way too many points (although none have as many as
> Ian...). But still, just wrong in a design sense. Always was. Will continue
> to be.
Costing vampires based on disciplines may be easy and mostly somewhat
correct, but why should it be a hard and fast rule?
Consider a vampire who has, oh, 13 disciplines at basic. And that's it.
No votes, no +anything, no specials, nothing. Should this vampire
really be an 11 cap? Who would play it?
Conversely, would Helena's WwEF-like special be "fair" to put onto an
AUS CEL 5-cap?
--Colin McGuigan
Colin McGuigan wrote:
> Costing vampires based on disciplines may be easy and mostly somewhat
> correct, but why should it be a hard and fast rule?
'Cause, in general, it is a hard and fast rule. I mean, yeah, you could
certainly argue that it would be ok to build vampires completely arbitrarily
(i.e. there being no relationship at all between the size of the vampire and
thenumber of abilities) and it wouldn't destroy the game. But that isn't how
the game works currently. Nor is it ever how that game has worked. Vampires
have always been designed such that there is a direct relationship between
capacity and abilities. Ian Forrestal completely ignore this relationship.
If you are going to have rules, you might as well follow them.
Again, that Ian exists isn't breaking the game. But for my money, it is much
better that the current design team chose to leave Ian Forrestal (which the
current design team didn't design, mind you) as a freak outlier rather than
using him as an excuse to make lots of other vampires that completely ignore
the existing design rules.
Vampire design follows hard and fast rules. And it still does. Ian is a
freak outlier. And seeing how the vast majority of the vampires printed
since SW have followed the hard and fast rule, it is reasonable to think
that the designers want to continue to follow that hard and fast rule.
[ quoted text not captured ]
Peter D Bakija <pd...@lightlink.com> wrote in message news:<BD37F19C.18B11%pd...@lightlink.com>...
> Curevei wrote:
> > As for Forestal, he was very much overrated at one point.
>> Sigh. Ian Forrestal is not overrated (or, ya know, not for my money), but he
> always was and continues to be completely wrong and a totally bad idea.
IMO, very few people, except us fanatics, would play with Ian if he
were an Assamite with that special ability. A good deal of his
strength is AUS/DOM, regardless of his special ability.
> This assumes being willing to spend 2 transfers to gain the pool.
Assuming we're talking about pool gain here.
Besides, if you use it as a transfer to get a minion out it's also pool
gain; it's pool you don't have to spend getting that minion out.
> > Ascendance 1 1 1 1 1 1 1 1
He's talking about one cardslot. You can't put 8 Ascendances in a single
card slot.
> You could play Ascendance every turn...
>
> > Blood Doll 1 2 3 4 5 6 7 8
>
> Assuming the minion has 8 blood to give...
Yup. He can hunt every turn though :-)
> > Chicago -1 -1 0 1 2 3 4 5
>
> Why take it off every other turn, let it grow!
And have it stolen at 3 blood? Good idea.
> > Washington: D.C. -1 -1 0 1 2 2 3 4
>
> Why put only 1 on it?
>
> > Where the number is written as "# of pool you would gain if you
> > maximized pool retrieval from this card up to that point" and it is
> > assumed that any (D) actions at a card were unsuccessful.
>
> I don't see you maximizing.
>
> > Washington: D.C. try putting 6 pool on it
>
> :)
>
> And then block the hell out of anyone that tries. So much fun.
> Then follow up by graverobbing the attacker you liked the most.
I'm sure we play a different game. People will go for PB Washington if
you put 2 on it (making 4 with the blood bank addition). That's *4*
pool. Can be gained by a single (D) action. Sure, you can block all
stealing attemps? You're playing two player games then?
Or you could of course block your grandprey's attemps to gain an easy 4
(or 6) pool and beat the living shit out of his minion, graverob it and
hand your grandpredator the game. Yah; sounds like a good plan.
Jeff Kuta wrote:
> IMO, very few people, except us fanatics, would play with Ian if he
> were an Assamite with that special ability. A good deal of his
> strength is AUS/DOM, regardless of his special ability.
And again, missing the point. Ian is not particularly useful. But he is a
bad idea, 'cause he completely, utterly ignores the relationship between
capacity and disciplines. But it isn't really a problem, 'cause the current
design team, which did not design Ian, did not use him as a precident to
make other absurd vampires (like, say, a 6 point vampires with a mysterious
title that grants him 10 votes. Or a 9 point vampire with +12 hand damage).
But if he *had* been used as a precident (i.e. the current design team made
all sorts of crazy vampires that totally ignored the basic design scheme and
then pointed to Ian saying "well, *he* doesn't follow the template..."),
that would have been bad. 'Cause Ian is wrongly designed. And shouldn't be.
[ quoted text not captured ]
Peter D Bakija <pd...@lightlink.com> wrote in message news:<BD37F19C.18B11%pd...@lightlink.com>...
> Curevei wrote:
>
> > As for Forestal, he was very much overrated at one point. Thing about him,
> > though, is that he constantly gets stronger. Bloodlines turned him from not
> > good to good. Even without bloodline discipline support, more
> > multidisciplines
> > (especially if he has one of the disciplines to begin with), more 3-ways, et
> > al
> > just fuel that ability.
>
> Sigh. Ian Forrestal is not overrated (or, ya know, not for my money), but he
> always was and continues to be completely wrong and a totally bad idea. I
> mean, it is mostly irrelevant, as no other Ian Forrestal vampires have been
> printed (i.e. vampires with 25+ exra points in disciplines than they should> have), so his status as a bad precedent is no more significant than most of> the Sabbat vampires with way too many points (although none have as many as
> Ian...). But still, just wrong in a design sense. Always was. Will continue
> to be.
I think you are ignoring the fact that his 'extra disciplines' aren't
actual disciplines. A point I'm certain I have voiced before :)
If he had 20+ points in disciplines it would set a bad precedent, but
he doesn't. He has 2 seperate abilities, one to play every card that
requires a discipline at inferior, and one that gives him a superior
ability if you put a master: discipline on him.
NB: The fact that his ability allows him to play cards as if he has a
discipline is irrelevant. It is a special ability, and he's not too
strong in play. He's not dominating, he's not gamebreaking.
His special ability is costed well. *even though it mimics
disciplines*
If you want to make a point about the design templates, you should say
that 8cap vampires shouldn't have 3 points in special abilities.
-Bram Vink
deja vu
Darky wrote:
> I think you are ignoring the fact that his 'extra disciplines' aren't
> actual disciplines. A point I'm certain I have voiced before :)
Yes, yes you have.
> If he had 20+ points in disciplines it would set a bad precedent, but
> he doesn't. He has 2 seperate abilities, one to play every card that
> requires a discipline at inferior, and one that gives him a superior
> ability if you put a master: discipline on him.
And the functional difference between having 20+ disciplines printed on him
at inferior and his two special abilities? Virtually nil. Yeah, it makes a
difference for, like, a small handfull of cards (in the Kiss of Ra vein
that, to the disadvantage of Ian, are becoming more common; the very small
number of cards that affect a vampires card text). The vast majority of the
time, his "special abilities" are simply "I have 20+ discplines at inferior,
but there wasn't space to print them".
> NB: The fact that his ability allows him to play cards as if he has a
> discipline is irrelevant. It is a special ability, and he's not too
> strong in play. He's not dominating, he's not gamebreaking.
And no one is saying he is. But if he had been the start of a wave of
similarly designed vampires, he would have been very, very bad.
> His special ability is costed well. *even though it mimics
> disciplines*
If you say so. And another vampire with a special ability that said "this
vampire has no title, but has 10 votes in any referendum" would be ok? It
mimics having a title without actually having a title. No other vampire gets
10 votes. Let's say it costs 3 points for the vampire.
> If you want to make a point about the design templates, you should say
> that 8cap vampires shouldn't have 3 points in special abilities.
The point I want to make about design templates is that it isn't a good idea
to circumvent them by inventing a special ability, even if it is more
expensive than most other special abilities, that is essentially equivelant
to having 20+ disciplines printed on the card. You can invent ways that it
isn't like having 20+ disciplines printed on the card all you want. That
doesn't mean it isn't like having 20+ disciplines printed on the card.
[ quoted text not captured ]
On 05 Aug 2004 17:50:58 GMT, cur...@aol.commetal (Curevei) scrawled:
[snip]
>Forestal, like the names of the forest guardians in the Thomas Covenant series.
> I actually don't care much if people misspell card names and I wouldn't care
actually, spelling card names right can really help for when people
later do searches for various things.
salem
domain:canberra http://www.geocities.com/salem_christ.geo/vtes.htm
(replace "hotmail" with "yahoo" to email)
The Doctor <D...@freemail.nl> wrote in message news:<41123893$0$6968$e4fe...@news.xs4all.nl>...
> Brian <firstco...@aol.com> wrote:
> >
> > #turns 1 2 3 4 5 6 7 8
> > Name of Pool gain
> >
> > Arcane Library -1 0 1 2 3 4 5 6
>
> This assumes being willing to spend 2 transfers to gain the pool.
Actually, I assume that at on any given turn, I am either done
bringing out vampires, or not done bringing out vampires. If I am
done, then I'm not going to use my transfers for anything else and I
transfer back at no real cost. If I'm not done, then Arcane Library
gives me 1 pool AND 1 transfer each turn.
(IF I want to transfer onto one vampire in my uncontrolled region AND
off of a second, most vampires can hold a couple blood long enough for
me to finish transfering forward, and I can transfer back later when
transfers don't mean anything to me.)
> > Ascendance 1 1 1 1 1 1 1 1
>
> You could play Ascendance every turn...
...But then I'd be comparing the value of 5 or 6 Ascendance to one
lone Blood Doll. (And by the way, Blood Doll would still get me as
much pool.) :)
> > Blood Doll 1 2 3 4 5 6 7 8
>
> Assuming the minion has 8 blood to give...
In a large vampire deck, you have 8 blood to give. In a weenie deck,
bring out Basil, give him a Blood Doll, hunt every turn. In a combat
deck, pack enough Tastes of Vitae for Blood Doll to have an
insignificant cost.
Again, I was maximizing each card's pool production. In order for us
to talk about the maximum production of 1 Blood Doll, we must assume
we can take one blood off of it each turn.
> > Chicago -1 -1 0 1 2 3 4 5
>
> Why take it off every other turn, let it grow!
I did not take it off every other turn. Each entry shows pool gain if
Pb:C gains a counter every turn, then the pool is all taken off on the
turn corresponding with that entry.
Turn 1, player must have lost 1 pool. (-1)
Turn 2, player puts one on, but has been unable to gain any yet. (-1)
Turn 3, player may have put one on and taken it off. (0)
Turn 4, player may have put on twice and taken them off. (+1)
Turn 5, player may have put on thrice and taken them off. (+2)
Turn 6, player may have put on four times and taken them off (+3)
I would not take off every other turn; I would maximize pool gain for
each turn separately. The chart of how much pool you can gain was not
intended to be linear.
> > Washington: D.C. -1 -1 0 1 2 2 3 4
>
> Why put only 1 on it?
Turn 1, only possible return is "paid 1 pool." (-1)
Turn 2, best possible return is to not put counters on. (-1)
Turn 3, best return is put 1 pool on, and take two counters off. (0)
Turn 4, best return is put 2 pool on, and take four counters off. (1)
Turn 5, best return is put 3 pool on, and take six counters off. (2)
Turn 6, best return is still put 3 on, take 6 off. (2)
Turn 7, best return is just like turn 5, plus put 1 pool on and take 2
off. (3)
I hope you understand what I am doing here.
Turn 4 (above) and Turn 5 (above) cannot coexist. You must choose one
or the other. Each one maximizes Pb:WDC's pool gain for that turn,
but not for any of the others.
A chart of Powerbase: Washington, D.C.'s pool change when taken to be
both linear and long-term would read:
W, D.C. -1 -4 -2 0 2 -1 1 3 5 2
Choppy and crappy and clear why nobody uses Pb:WDC -- Because even at
turn 10, you've only gained 2 pool.
> > Where the number is written as "# of pool you would gain if you
> > maximized pool retrieval from this card up to that point" and it is
> > assumed that any (D) actions at a card were unsuccessful.
>
> I don't see you maximizing.
Getting the pool gains listed above to come out in the /order/ listed
would be impossible for some of the cards. I only intended to
maximize pool [for each entry], not [for each entry given previous
entry states were all passed through]
-- Brian
Brian <firstco...@aol.com> wrote:
>> I don't see you maximizing.>
> Getting the pool gains listed above to come out in the /order/ listed
> would be impossible for some of the cards. I only intended to
> maximize pool [for each entry], not [for each entry given previous
> entry states were all passed through]
Much more clear now :)
//Doc.
The Doctor <D...@freemail.nl> wrote in message news:<41123a2f$0$6968$e4fe...@news.xs4all.nl>...
> Henrik Klippstr?m <as...@hotmail.com> wrote:
> > All those cards are staple goods in our enviroment
>
> That sort of proves his point, actually.
Care to explain that remark before I take it as an insult? How is the
cards being staple cards in our enviroment = the cards are overrated?
[ quoted text not captured ]
If a card is overrated it will obviously be used a lot, since people find
it's value to be high.
So you'd be very likely to see a lot of overrated cards. And you claiming
you see these cards a lot, well, means they might very well be overrated
then.
The 'sort of' points to the flaw, since it is by no means proof that all
of these cards should not be rated as high as they are rated.
But the fact that you see these cards a lot only backs up his preposition
of the cards being overrated, it does not counteract it. Hence the 'sort
of proofs his point'
//Doc.
The Doctor wrote:
> So you'd be very likely to see a lot of overrated cards. And you claiming
> you see these cards a lot, well, means they might very well be overrated
> then.
Or it means they may just be good.
If I open the refridgerator and there's no food inside, it might very
well mean a food thief has broken into my house and eaten all my food,
or it may simply mean that I'm lazy and put off going to the grocery
store too long.
--Colin McGuigan
"Colin McGuigan" <magu...@BGONEspeakeasy.net> wrote in message
news:S7GdncnU4Ow...@speakeasy.net...
> The Doctor wrote:
> > So you'd be very likely to see a lot of overrated cards. And
> > you claiming you see these cards a lot, well, means they
> > might very well be overrated then.
>
> Or it means they may just be good.
Well, the point is, a card being seen a lot doesn't prove it's
*not* overrated, which was what the other guy was trying to suggest.
I think the people who were saying things like "Telepathic
Counter _isn't_ rated highly in the first place so how can it be
overrated?" made a lot more sense.
Fred
The Doctor <D...@freemail.nl> wrote in message news:<411a58d4$0$48933$e4fe...@news.xs4all.nl>...
> Henrik Klippstr?m <as...@hotmail.com> wrote:
> > The Doctor <D...@freemail.nl> wrote in message news:<41123a2f$0$6968$e4fe...@news.xs4all.nl>...
> >> Henrik Klippstr?m <as...@hotmail.com> wrote:
> >> > All those cards are staple goods in our enviroment
> >>
> >> That sort of proves his point, actually.
> >
> > Care to explain that remark before I take it as an insult? How is the
> > cards being staple cards in our enviroment = the cards are overrated?
>
> If a card is overrated it will obviously be used a lot, since people find
> it's value to be high.
>
> So you'd be very likely to see a lot of overrated cards. And you claiming
> you see these cards a lot, well, means they might very well be overrated
> then.> The 'sort of' points to the flaw, since it is by no means proof that all
> of these cards should not be rated as high as they are rated.
> But the fact that you see these cards a lot only backs up his preposition
> of the cards being overrated, it does not counteract it. Hence the 'sort
> of proofs his point'
>
> //Doc.
Yeah, I agree with Colin. And if the cards are used alot (in our
excellent swedish enviroment AND in the tournament winning deck
archive), I stick to them being good, not overrated. Pretty basic.
This is my quick rundown:
10.) Army of rats - No other card does this effect, and a intercept
decks like it.
9.) Tele. counter - Cheap card that doesn´t tap the user. Good in
decks like Brinkmanship.
8.) Info Highway - The comment "entirely worthless unless it comes up
in the top 9 or 10 cards" suggests the poster never thought about
using 4-5 copies. Or? Absolutely essential (with Zillahs Valley) in
decks like OBF-Parity Shift-Obedience-Ventrues.
7.) Delaying Tactics - The only defense for most decks against that
critial vote that enables some vote-decks to win (changing places and
stuff like that). Sometimes its absolutely important to slow things
down, mess up the timing, not
STOP a deck.
6.) Psyche! - If Psyche! is that bad against S:CE, why do people
bother playing it? All the time? Sure, IG is better, but all decks
can´t use IG.
5.) Sudden Reversal - See Delaying tactics. Twarting that Minion Tap
that enables a deck to survive you/that Fame that would kill you is
not bad. What does "Has uses against prey pool gain but if you're not
a
quick bleeding deck (or your prey doesn't have or doesn't draw his
pool gain
cards), it's just you sacrificing your master phase for the benefit of
the
rest of the table. Rather use my master phase to benefit me *alone*."
actually MEAN??
4.) Recalled to the Founder - Agreed, but then again, I´ve seen it in
play like ONE time, and that was in a casual game.
3.) Direct Intervention - See DT and SR above. The card has a totally
UNIQUE effect and affects EVERY minion card. There is no end to the
number of games I´ve seen when this card has been decisive.
2.) Powerbase: Montreal - It is MEANT to be used by decks that can
defend it, or for being traded between allies which can spare the
actions to get it. Why the original poster thought something else is
not known to me.
1.) Dreams of the Spinx - Calling this a "short term high-speed
Barrens" is downright stupid. Having a 9-hand size for 3 turns is
often a matter of sweep or not for decks like S&B, and its not bad for
any other decks either. The TWD-archive speaks its clear language on
this one. The only reason not to use at lease a couple of these in any
deck is it being unique - but so is Barrens, Elder Library and
Fragment.
Peter D Bakija <pd...@lightlink.com> wrote in message news:<BD3915F3.18B58%pd...@lightlink.com>...
> > If he had 20+ points in disciplines it would set a bad precedent, but
> > he doesn't. He has 2 seperate abilities, one to play every card that
> > requires a discipline at inferior, and one that gives him a superior
> > ability if you put a master: discipline on him.
>
> And the functional difference between having 20+ disciplines printed on him
> at inferior and his two special abilities? Virtually nil. Yeah, it makes a
> difference for, like, a small handfull of cards (in the Kiss of Ra vein
> that, to the disadvantage of Ian, are becoming more common; the very small
> number of cards that affect a vampires card text). The vast majority of the
> time, his "special abilities" are simply "I have 20+ discplines at inferior,
> but there wasn't space to print them".
More and more cards have clauses allowing vampires with certain
disciplines to do something. Ian is unable to exploit those
opportunities. His ability only works with cards you actually pack (as
opposed to having Fortitude or Potence 'just in case'). Meaning, the
only way you can exlpoit his ability is to put in cards (not counting
fragments and antiques). Doing that, you'll face the very same
obstacles you face when building an Ivan Krenyenko or other many
discipline, one-man show deck.
It is generally more efficient to use a vampire that has actual
disciplines you need. Especially since Ian has only inferiors.
> > NB: The fact that his ability allows him to play cards as if he has a
> > discipline is irrelevant. It is a special ability, and he's not too
> > strong in play. He's not dominating, he's not gamebreaking.
>
> And no one is saying he is. But if he had been the start of a wave of
> similarly designed vampires, he would have been very, very bad.
Agreed.
> > His special ability is costed well. *even though it mimics
> > disciplines*
>
> If you say so. And another vampire with a special ability that said "this
> vampire has no title, but has 10 votes in any referendum" would be ok? It
> mimics having a title without actually having a title. No other vampire gets
> 10 votes. Let's say it costs 3 points for the vampire.
No. The vampire should read, "this vampire can play cards that require
titles as if he or she had the minimal necessary title to play them".
> > If you want to make a point about the design templates, you should say
> > that 8cap vampires shouldn't have 3 points in special abilities.
>
> The point I want to make about design templates is that it isn't a good idea
> to circumvent them by inventing a special ability, even if it is more
> expensive than most other special abilities, that is essentially equivelant
> to having 20+ disciplines printed on the card. You can invent ways that it
> isn't like having 20+ disciplines printed on the card all you want. That
> doesn't mean it isn't like having 20+ disciplines printed on the card.
I thinks Ian is perfectly okay the way he is, pretty far from being
overpowered. His ability is a very strong one but it is pretty much
cornercase given the way effective decks usually work. He is an
excellent filler for certain one-man-show or odd-discipline-combo
decks. We are thankful though that he is Unique and so is his power.
Bye,
Daneel
some of these cards are overated. But heard onybody complaining aboat
an army of rats.
here is my list. I dont think anybody is interested in the list and I
dont blaim em.
1.
Wait a minute..... I could just waste my time commenting on usefull
topics.
goodbye
Oortje
Colin McGuigan <magu...@bgonespeakeasy.net> wrote:
> The Doctor wrote:>> So you'd be very likely to see a lot of overrated cards. And you claiming
>> you see these cards a lot, well, means they might very well be overrated
>> then.>
> Or it means they may just be good.
Next time read the whole post.
//Doc.
> And the functional difference between having 20+ disciplines printed on him
> at inferior and his two special abilities? Virtually nil. Yeah, it makes a
> difference for, like, a small handfull of cards (in the Kiss of Ra vein
> that, to the disadvantage of Ian, are becoming more common; the very small
> number of cards that affect a vampires card text). The vast majority of the
> time, his "special abilities" are simply "I have 20+ discplines at inferior,
> but there wasn't space to print them".
The interactional difference between vampire and library card
discipline requirements is the fundamental flaw in your arguement.
> > His special ability is costed well. *even though it mimics
> > disciplines*
>
> If you say so. And another vampire with a special ability that said "this
> vampire has no title, but has 10 votes in any referendum" would be ok? It
> mimics having a title without actually having a title. No other vampire gets
> 10 votes. Let's say it costs 3 points for the vampire.
This is a poor strawman arguement. You should state that he has no
title and 10 votes but can only cast 3 of them either for or against a
referendum. That would me a more accurate analogy.
> > If you want to make a point about the design templates, you should say
> > that 8cap vampires shouldn't have 3 points in special abilities.
>
> The point I want to make about design templates is that it isn't a good idea
> to circumvent them by inventing a special ability, even if it is more
> expensive than most other special abilities, that is essentially equivelant
> to having 20+ disciplines printed on the card. You can invent ways that it
> isn't like having 20+ disciplines printed on the card all you want. That
> doesn't mean it isn't like having 20+ disciplines printed on the card.
I don't even know that a 4-cap with no disciplines and Ian Forrestal's
special would even be that broken.
Comments Welcome,
Norman S. Brown, Jr
XZealot
Archon of the Swamp
"Henrik Klippstr?m" <as...@hotmail.com> wrote in message
> This is my quick rundown:> 8.) Info Highway - The comment "entirely worthless unless it comes
> up in the top 9 or 10 cards" suggests the poster never thought
> about using 4-5 copies.
Of course I've considered that. In fact, I do it all the time with
cards like The Parthenon that are worth the redundancy. Info
Highway is not.
> Or? Absolutely essential (with Zillahs Valley) in
> decks like OBF-Parity Shift-Obedience-Ventrues.
From my original post, capitalizing for emphasis:
# 8) Info Highway - FOR DECKS NOT BUILT TO TAKE CONSTANT ADVANTAGE OF
# A FIFTH AND SIXTH TRANSFER,
> 5.) Sudden Reversal - See Delaying tactics. Twarting that Minion
> Tap that enables a deck to survive you/that Fame that would kill
> you is not bad. What does "Has uses against prey pool gain but
> if you're not a quick bleeding deck (or your prey doesn't have
> or doesn't draw his pool gain cards), it's just you sacrificing
> your master phase for the benefit of the rest of the table.
> Rather use my master phase to benefit me *alone*." actually MEAN??
Just what it says: I see people Sudden Reversing a cross-table
Hunting Ground all that time. Is that not "sacrificing your master
phase for the benefit of the rest of the table"? I'd rather PLAY
MY OWN Hunting Ground than SR someone else's. The possible
exception is if my prey plays a Hunting Ground - but such situations
don't seem to come up often enough to justify SR. The only major
archetype (i.e. not trick/gimmick decks) I've seen that has enough
CONSISTENT good use for SR is a quick-moving bleed deck because
they need to stop the Minion Taps and Blood Dolls that will allow
they're prey to hang on too long.
> 2.) Powerbase: Montreal - It is MEANT to be used by decks that can
> defend it, or for being traded between allies which can spare the
> actions to get it. Why the original poster thought something else
> is not known to me.
I'm not sure what you mean "being traded between allies" except in
the context of a deck that can defend it. Otherwise, your enemies
will step in and grab just as often - making the whole thing
pointless and possibly counterproductive.
As for why I thought something else, because I see people throwing
it into decks that can't either defend it or trade action-for-
action using weenies and thus benefitting from the trade. There's
certain people who seem to think that if they get some use from
Powerbase: Montreal, they're unconcerned if other players get just
as much use from it. If players are wiser in your part of the
world, that's great. But I can only comment on what I see.
> 1.) Dreams of the Spinx - Calling this a "short term high-speed
> Barrens" is downright stupid. Having a 9-hand size for 3 turns is
> often a matter of sweep or not for decks like S&B,
It doesn't seem to have that much effect that I've ever noticed.
Fred
I think it was Henrik Klippstr?m <as...@hotmail.com>, who once wrote:
> 1.) Dreams of the Spinx - Calling this a "short term high-speed
> Barrens" is downright stupid. Having a 9-hand size for 3 turns is
> often a matter of sweep or not for decks like S&B, and its not bad for
> any other decks either. The TWD-archive speaks its clear language on
> this one. The only reason not to use at lease a couple of these in any
> deck is it being unique - but so is Barrens, Elder Library and
> Fragment.
The TWD-archive is only clear on the popularity of Dreams, not on its
actual use. It could very well be that those decks carry Dreams because
everyone says they should, for example. ;)
Rogar
Frederick Scott wrote:
>>5.) Sudden Reversal - See Delaying tactics. Twarting that Minion> Just what it says: I see people Sudden Reversing a cross-table> Hunting Ground all that time. Is that not "sacrificing your master
> phase for the benefit of the rest of the table"? I'd rather PLAY
> MY OWN Hunting Ground than SR someone else's. The possible
> exception is if my prey plays a Hunting Ground - but such situations
> don't seem to come up often enough to justify SR. The only major
> archetype (i.e. not trick/gimmick decks) I've seen that has enough
> CONSISTENT good use for SR is a quick-moving bleed deck because
> they need to stop the Minion Taps and Blood Dolls that will allow
> they're prey to hang on too long.
First of all, I don't see the cross table Sudden "just to cycle" often
at all. I can remember, years ago, seeing plays like that. I think we
have gotten better. Also, my playgroup and the people I play against at
tournaments do a pretty good job of playing a master card a turn. A
kick ass target will come along soon enough; some people view holding a
card for a while as anathema, but good decks can deal with it.
Next, I don't see a fast forward moving deck as benefiting from SR more
than others. The fact that they generate the highest, fastest amount of
pool damage means bloat will have the least impact on their strategies.
The deck that creeps forward towards its first VP and then collapses
the three way would benefit far more by Suddening pool gain, for example.
> As for why I thought something else, because I see people throwing
> it into decks that can't either defend it or trade action-for-
> action using weenies and thus benefitting from the trade. There's
> certain people who seem to think that if they get some use from
> Powerbase: Montreal, they're unconcerned if other players get just
> as much use from it. If players are wiser in your part of the
> world, that's great. But I can only comment on what I see.
Yeah, I'll agree that those people are being short-sighted. But it can
also be used as a "flak" card.... one that's so juicy the
DEM/DOM/PRE/Prince action to your dome morphs into "pretty shiny".
--
David Cherryholmes
interne...@hotmail.com (Oortje4ever) wrote in message news:<6ccd3235.04081...@posting.google.com>...
[ quoted text not captured ]
Sorry for spening even more ink (...whatever) on posts.
I realy have to preview my posts better before posting. The typoos are nasty.
Oortje
www.oortje.bravehost.com
"David Cherryholmes" <david.che...@duke.edu> wrote in message
news:2o263fF...@uni-berlin.de...
> First of all, I don't see the cross table Sudden "just to cycle"
> often at all. I can remember, years ago, seeing plays like that.
> I think we have gotten better. Also, my playgroup and the people
> I play against at tournaments do a pretty good job of playing a
> master card a turn. A kick ass target will come along soon
> enough; some people view holding a card for a while as anathema,
> but good decks can deal with it.
OK, could be metagame differences again. I don't find that obvious
targets come along all that often overall. And I do find my
crosstable players SRing my permanents far more often than (I think)
they should.
> Next, I don't see a fast forward moving deck as benefiting from
> SR more than others. The fact that they generate the highest,
> fastest amount of pool damage means bloat will have the least
> impact on their strategies.
I guess I have a completely different way of seeing it. Again,
this hinges on the point that if you hover _near_ an early oust,
the table will turn against you trying to prevent it and your
prey will turn backwards trying to survive. I usually see defense
as what you usually give up to get all the offense for the quick
kill. So having a prey get off even one Minion Tap could be the
difference between sweep-the-table and being ousted. It's long
slow decks that shouldn't bother trying to stop bloat - you're
NOT going to stop all of your opponents from bloating over the
course of the game.
>The deck that creeps forward towards its first VP and then
>collapses the three way would benefit far more by Suddening
>pool gain, for example.
Don't think so. Obviously, you're not going to oust anyone in
"slow motion". You might chip off their pool a bit until they're
within range and then suddenly tap out trying to oust. Against
bloat, you wind up hoping they spend themselves within range since
you're just not going to bleed them anywhere near death yourself,
even with SRs. And I don't know why you'd expect to collapse
the three-way after that, since all your master card power has been
concentrated on the guy who's out of the game.
But usually, I think of a slow deck as something that's building
its own power over time. Playing one-against-three or one-against-
four by cancel other peoples' masters with your masters is a losing
game.
Fred
"Frederick Scott" <dont...@mymail.com> wrote in message news:<hrOSc.164$ni.112@okepread01>...
> "Henrik Klippstr?m" <as...@hotmail.com> wrote in message
> > This is my quick rundown:
> > 8.) Info Highway - The comment "entirely worthless unless it comes
> > up in the top 9 or 10 cards" suggests the poster never thought
> > about using 4-5 copies.
>
> Of course I've considered that. In fact, I do it all the time with
> cards like The Parthenon that are worth the redundancy. Info
> Highway is not.
>
> > Or? Absolutely essential (with Zillahs Valley) in
> > decks like OBF-Parity Shift-Obedience-Ventrues.
>
> From my original post, capitalizing for emphasis:
> # 8) Info Highway - FOR DECKS NOT BUILT TO TAKE CONSTANT ADVANTAGE OF
> # A FIFTH AND SIXTH TRANSFER,
Sorry for this. But I think I see the problem: You play with people
who use cards in their deck they should not be using. Playing Info
Highway in a decj THAT DO NOT TAKE CONSTANT ADVANTAGE OF A FIFTH AND
SIXTH TRANSFER is very stupid. I agree, the card should not be used if
there is no use for it. But I don´t see it being used so, and I glance
at the TWDs don´t imply so either. So I get it - it´s your enviroment.
> > 5.) Sudden Reversal - See Delaying tactics. Twarting that Minion
> > Tap that enables a deck to survive you/that Fame that would kill
> > you is not bad. What does "Has uses against prey pool gain but
> > if you're not a quick bleeding deck (or your prey doesn't have
> > or doesn't draw his pool gain cards), it's just you sacrificing
> > your master phase for the benefit of the rest of the table.
> > Rather use my master phase to benefit me *alone*." actually MEAN??
>
> Just what it says: I see people Sudden Reversing a cross-table
> Hunting Ground all that time. Is that not "sacrificing your master
> phase for the benefit of the rest of the table"? I'd rather PLAY
> MY OWN Hunting Ground than SR someone else's. The possible
> exception is if my prey plays a Hunting Ground - but such situations
> don't seem to come up often enough to justify SR. The only major
> archetype (i.e. not trick/gimmick decks) I've seen that has enough
> CONSISTENT good use for SR is a quick-moving bleed deck because
> they need to stop the Minion Taps and Blood Dolls that will allow
> they're prey to hang on too long.
I recognize this remark - you seem to be playing with the same guys
who "have to" PTO their grandpredators vamp "just to cycle cards"
(this is one of the reasons the same people speak of PTO as broken).
These are newbies or dumb people. Over here, we think much of longterm
goodwill as a strategy and SELDOM do things like sudden our
grandpredators HG "just to cycle cards". Again, a difference in game
enviroment.
> > 2.) Powerbase: Montreal - It is MEANT to be used by decks that can
> > defend it, or for being traded between allies which can spare the
> > actions to get it. Why the original poster thought something else
> > is not known to me.
>
> I'm not sure what you mean "being traded between allies" except in
> the context of a deck that can defend it. Otherwise, your enemies
> will step in and grab just as often - making the whole thing
> pointless and possibly counterproductive.
I mean traded between allies as in - "hey mr crosstable, we both know
you and I can fight for the Powerbase and the other decks can´t - care
to spare a action each turn to share it with me?"
> As for why I thought something else, because I see people throwing
> it into decks that can't either defend it or trade action-for-
> action using weenies and thus benefitting from the trade. There's
> certain people who seem to think that if they get some use from
> Powerbase: Montreal, they're unconcerned if other players get just
> as much use from it. If players are wiser in your part of the
> world, that's great. But I can only comment on what I see.
OK, difference in enviroment again. I never see the powerbase used in
a deck that can´t defend it or at lease able to deal with it in the
way mentioned above. And I can´t remember seeing it "misused" in any
deck on the net either, so it felt wrong for me seeing you mention it
as overrated (I mean, c´mon, when you CAN defend it, the Powerbase is
just about the best card to control!)
> > 1.) Dreams of the Spinx - Calling this a "short term high-speed
> > Barrens" is downright stupid. Having a 9-hand size for 3 turns is
> > often a matter of sweep or not for decks like S&B,
>
> It doesn't seem to have that much effect that I've ever noticed.
This is very weird. But I´m not mathematician, so I´m not the right
man to explain the value of having +2 hand size for 3 turns. I just
has worked out great for me and lots of other people I´ve seen. But I
guess that must have been luck then.
The Doctor <D...@freemail.nl> wrote in message news:<411a58d4$0$48933$e4fe...@news.xs4all.nl>...
> Henrik Klippstr?m <as...@hotmail.com> wrote:
> > The Doctor <D...@freemail.nl> wrote in message news:<41123a2f$0$6968$e4fe...@news.xs4all.nl>...
> >> Henrik Klippstr?m <as...@hotmail.com> wrote:
> >> > All those cards are staple goods in our enviroment
> >>
> >> That sort of proves his point, actually.
> >
> > Care to explain that remark before I take it as an insult? How is the
> > cards being staple cards in our enviroment = the cards are overrated?
>
> If a card is overrated it will obviously be used a lot, since people find
> it's value to be high.
>
> So you'd be very likely to see a lot of overrated cards. And you claiming
> you see these cards a lot, well, means they might very well be overrated
> then.
>
> The 'sort of' points to the flaw, since it is by no means proof that all
> of these cards should not be rated as high as they are rated.
> But the fact that you see these cards a lot only backs up his preposition
> of the cards being overrated, it does not counteract it. Hence the 'sort
> of proofs his point'
Still don´t get it. Isn´t it VERY MUCH more likely that a card is good
than overrated if its used in many successful decks and by many
top-ranking players?
"Henrik Klippstr?m" <as...@hotmail.com> wrote in message
news:5a3b0aea.04081...@posting.google.com...
> "Frederick Scott" <dont...@mymail.com> wrote in message
news:<hrOSc.164$ni.112@okepread01>...
> > "Henrik Klippstr?m" <as...@hotmail.com> wrote in message
> > > This is my quick rundown:> > From my original post, capitalizing for emphasis:
> > # 8) Info Highway - FOR DECKS NOT BUILT TO TAKE CONSTANT
> > ADVANTAGE OF # A FIFTH AND SIXTH TRANSFER,
>
> Sorry for this. But I think I see the problem: You play with people
> who use cards in their deck they should not be using. Playing Info
> Highway in a decj THAT DO NOT TAKE CONSTANT ADVANTAGE OF A FIFTH
> AND SIXTH TRANSFER is very stupid. I agree, the card should not be
> used if there is no use for it. But I don´t see it being used so,
Wow! That's quite a difference in metagames. The number of times
I see Info Highway on the board, I'd say 5 to 1 or more are people
who only use it for intial transfers. I'm glad we agree that's
stupid.
> > > 5.) Sudden Reversal
...
> > > What does "Has uses against prey pool gain but
> > > if you're not a quick bleeding deck (or your prey doesn't have
> > > or doesn't draw his pool gain cards), it's just you sacrificing
> > > your master phase for the benefit of the rest of the table.
> > > Rather use my master phase to benefit me *alone*." actually
> > > MEAN??
> >
> > Just what it says: I see people Sudden Reversing a cross-table
> > Hunting Ground all that time. Is that not "sacrificing your
> > master phase for the benefit of the rest of the table"? I'd
> > rather PLAY MY OWN Hunting Ground than SR someone else's. The
> > possible exception is if my prey plays a Hunting Ground - but
> > such situations don't seem to come up often enough to justify
> > SR. The only major archetype (i.e. not trick/gimmick decks)
> > I've seen that has enough CONSISTENT good use for SR is a
> > quick-moving bleed deck because they need to stop the Minion> > Taps and Blood Dolls that will allowthey're prey to hang on> > too long.
>
> I recognize this remark - you seem to be playing with the same guys
> who "have to" PTO their grandpredators vamp "just to cycle cards"
> (this is one of the reasons the same people speak of PTO as
> broken). These are newbies or dumb people. Over here, we think
> much of longterm goodwill as a strategy and SELDOM do things like
> sudden our grandpredators HG "just to cycle cards". Again, a
> difference in game enviroment.
Yea, but you're not addressing the issue. The issue isn't about
needing to cycle the card vs. discarding. It's about needing to
do one or the other too often. If you confine your usage of SR to
stopping: a) attacks directly upon your position; and b) things that
help your predator and prey in the ways you don't want them to
be helped (that is, I seldom worry much about my prey's stealth
or my predator's blood gain), I don't wind up using SR enough to
care about it as much as master cards I could use to build my own
position.
And remember, the weakness in sitting their SRing your prey's
blood dolls is that if you succeed and oust your prey, you
now face a (former grand)prey who already has his blood dolls on
the board. This is my overall complaint with master-canceling
masters - you're injuring one guy by canceling his master card...
at the cost of not being able to play a master card. You're hurting
yourself as bad as you hurt your opponent. And two or three other
guys in the game may freely use THEIR corresponding master cards
for their own benefit. Not a good way to spend the master card,
on the whole.
> > > 2.) Powerbase: Montreal - It is MEANT to be used by decks
> > > that can defend it, or for being traded between allies which
> > > can spare the actions to get it. Why the original poster
> > > thought something else is not known to me.
> >
> > I'm not sure what you mean "being traded between allies"
> > except in the context of a deck that can defend it.
> > Otherwise, your enemies will step in and grab just as often -
> > making the whole thing pointless and possibly counterproductive.
>
> I mean traded between allies as in - "hey mr crosstable, we both
> know you and I can fight for the Powerbase and the other decks
> can´t - care to spare a action each turn to share it with me?"
Oh, I see. Aside from constructing your deck with weeny minions
to spend cheap actions getting it back (which I understand and
allowed for in the original post), you're now conjecturing that your
cross-table allies happen to be weeny decks too? I suppose that
could happen. Could also happen that your predator has the weeny
deck and your ally is Mr. Huitzie-and-the-Beast deck (or something).
Strange argument.
> > I see people throwing it into decks that can't either defend> > it or trade action-for-action using weenies and thus
> > benefitting from the trade.
...
> OK, difference in enviroment again. I never see the powerbase
> used in a deck that can´t defend it or at lease able to deal
> with it in the way mentioned above.
Well, this one's also not just about the bad uses of it I see.
I also see it go on EBAY for far more than it seems like it ought
to be worth, if only it's play value and rarity are taken into
account. It's one of those strange cards that people just can't
seem to get enough of for reasons I can't fathom.
> (I mean, c´mon, when you CAN defend it, the Powerbase is
> just about the best card to control!)
I'm not sure about being the best card to _control_. (For instance,
Club Zombie would be better.) But for the price, it would
certainly be an excellent card to put in your deck (which I suspect
is what you meant), I agree.
Fred
as...@hotmail.com (Henrik Klippstr?m) wrote in message news:<5a3b0aea.04081...@posting.google.com>...
> I recognize this remark - you seem to be playing with the same guys
> who "have to" PTO their grandpredators vamp "just to cycle cards"
> (this is one of the reasons the same people speak of PTO as broken).
> These are newbies or dumb people. Over here, we think much of longterm
> goodwill as a strategy and SELDOM do things like sudden our
> grandpredators HG "just to cycle cards". Again, a difference in game
> enviroment.
[sarcasm]
The bottom line: stop playing with stupid people. Play with Henrik
instead. He's the best in case you did not know. *smirk*
[/sarcasm]
Bye,
Daneel
dan...@eposta.hu (Daneel) wrote in message news:<a23a105e.04081...@posting.google.com>...
[ quoted text not captured ]
Yeah, I am the greatest! Too bad my ranking doesn´t show that, I
wonder what could be wrong...
as...@hotmail.com (Henrik Klippstr?m) wrote in message news:<5a3b0aea.0408...@posting.google.com>...
> Yeah, I am the greatest! Too bad my ranking doesn´t show that, I
> wonder what could be wrong...
Obviously the rating system is flawed. We need a new one...
Bye,
Daneel