rec.games.trading-cards.jyhad

Newbie Deck-Building tips requested

7 messages from 5 participants · 29 April 1997 – 06 May 1997
original thread on Google Groups

James E. Hamblin

Gwen Morse wrote: > > NOTE: It MUST be a Gangrel/Brujah mixed deck. I KNOW they don't share > disciplines in-clan, but, some of the higher cards do crossover > disciplines. Just a note: it's usually a good idea, when creating a new deck, to concentrate on one clan or one three discipline combination. This way, your deck is consistent and you'll usually have most of your vampires able to play most of your cards. > Additionally, 'Gwendolyn' the Brujah Inner Circle Member > must be one of the Crypt cards. That's because my name is 'Gwen', and > she's the only Gwen in the game. Finally, when suggeting cards not > listed below, it's best to stick with the original V:ES/Jyhad cards and > not suggest cards from expansion sets. While I have some DS's and a > whole box of AH's, I prolly don't have enough of the really buff rare > cards to make effective use of those expansions. I'm still working on > collecting the rare basic cards. Seeing the cards that are in your Library, I would honestly urge you to forget about rare cards, which are usually more quirky than they are useful. In Jyhad, it's the common cards which are most useful. The very best way to get a bunch of useful commons is to buy a box of Jyhad boosters, which usually still go for about $20 a box. It's well worth it. > crypt: > Brujah: Gwendolyn, Bianca, Black Cat, Dre - Leader of the Cold Dawn, > Lupo > Gangrel: Gunther - Beast Lord, Zack North, Badger, Bear Paw, Roman > Alexander > Other: Andrei Puxon, Gaspare Giovanni (tossed in because they matched OK, so you want to use the Gangrel and the Brujah. This gives you 6 disciplines to choose from. Again, I reccommend choosing three, and concentrating on those. So your choices are PRO FOR ANI POT CEL PRE. From the cards below, it looks like you want to make a combat deck. So let's take out the disciplines that aren't that useful in combat, namely Presence and Animalism. Of the four remaining disciplines, two good combos could be POT PRO FOR, and POT CEL FOR (Gwen would kick butt in this latter one). There are others. In your post, you didn't mention the Sabbat, which has a whole lot of good vampires in it (some would say too good). If you don't have any Sabbat cards, it would definitely be worth it to try trading at least for some of the vampires. When building a crypt, it's always a good idea to find the smallest vampires which fit into your deck. If all of your vampires are huge, you'll "spend 29 pool on vampires, get bled for 1, and die", as the saying goes around here. So good choices are: Lupo / KoKo: 2 pot Dre -- Leader of the Cold Dawn: 3 pot cel Ricki van Demsi: 3 pro for Anvil: 6 POT CEL [pre dom tha], Primogen Zack North: 6 pot pro for [ani], +1 hand damage Badger: 6 pot FOR PRO [ani] After this, you usually have to decide how you're going to compromise disciplines. What this means is that since your discipline choices are not all in one clan, you won't find that many vampires with them. So you need to choose one discipline that will be less important than the others, so that you can concentrate on the other two. This will make finding vampires for your crypt easier. In your case, if you decided to go with POT CEL FOR, I would reccommend making FOR kind of minor. It's very useful, but not enough vampires have all three. Another option is to go for the POT FOR deck. There are a suprising number of vampires with POT FOR, but unfortunately very few of them also have Celerity. The only two besides Gwendolyn that come to mind are Richter and Jimmy Dunn, two Sabbat vampires. As you can see, it's not easy to build a crypt, especially with a weird (albeit effective) combo of disciplines. If you're just learning the game, I would strongly reccommend making a one-clan crypt, with just the Brujah, for example. > Master Cards: > Disciplines: Potence, Animalism, Celerity, Fortitude all 2/each Master: Discipline cards are an acquired taste. I usually only put them in if I notice that a fairly large number of the vampires in my crypt don't have a particular discipline, or they at least don't have it at superior, when that's important. Two each of four is far too many. I would stay under 4 M:D cards. > Locations: Heidelburg Castle - Germany, Zoo hunting ground, Warzone > hunting ground, Elder Library, Backways Unless you have equipment, lose the Castle. It costs 2 pool, and you'll hardly ever use it. Some people swear by Hunting Grounds, but again, it's up to you. Elder Library is another one of those weird cards that some like and some don't. I've never used it, myself. Backways again costs 2 pool, and unless it's important that certain actions be at stealth, it's not worth it. > Other: Blood Doll (2), Sudden Reversal (2), Archon Investigation Two SR's is a little high. If you're a combat deck, I would take these out and put in two Arsons, since the nasty master cards are almost all locations. > Allies/Retainers: > Allies: Werewolf Allies Does this mean Renegade Garou _and_ Werewolf Pack? They're both very expensive; the former is marginally useful, and the latter is quite useless. Allies in general aren't that great. > Ret: Raven Spy, Spiritual Protector (for Andrei) Cardinal Rule of Jyhad #37: Don't put in any cards that only one vampire in your crypt can use. Chances are, you won't get that vamp, and the card will be a waste. > Other Cards: > Action Cards: The Embrace, Shepard's Innocence, Restoration (2) Shepherd's Innocence is only useful when other people are playing with Animalism. Since it isn't an amazingly useful discipline, not many do. I know that this has been very rambly, but I hope I have helped. James -- James E. Hamblin je...@cornell.edu "There is a greater darkness than the one we fight. It is the darkness of the soul that has lost its way. ... Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender." -- G'Kar, Babylon 5: "Z'ha'dum"

Gwen Morse

I'm a 'new' player to both V:TES and CCG's in general (Vampire being the only game I've learned (sort of) to play so far. I have a rather unstructured deck I set up the first time I played, and have used ever since (mostly because I wanted something to play with while I learned the rules, I didn't care that I would be toasted). I was wondering if someone out there would be willing to take pity on me, look over my 60-card deck, and suggest changes that might make it more effective. NOTE: It MUST be a Gangrel/Brujah mixed deck. I KNOW they don't share disciplines in-clan, but, some of the higher cards do crossover disciplines. Additionally, 'Gwendolyn' the Brujah Inner Circle Member must be one of the Crypt cards. That's because my name is 'Gwen', and she's the only Gwen in the game. Finally, when suggeting cards not listed below, it's best to stick with the original V:ES/Jyhad cards and not suggest cards from expansion sets. While I have some DS's and a whole box of AH's, I prolly don't have enough of the really buff rare cards to make effective use of those expansions. I'm still working on collecting the rare basic cards. crypt: Brujah: Gwendolyn, Bianca, Black Cat, Dre - Leader of the Cold Dawn, Lupo Gangrel: Gunther - Beast Lord, Zack North, Badger, Bear Paw, Roman Alexander Other: Andrei Puxon, Gaspare Giovanni (tossed in because they matched Disciplines I was using and might be 'useful' non-Cammie types. Any suggestions to save them in the deck would be appreciated, but, I'm resigned to cutting them out) Master Cards: Disciplines: Potence, Animalism, Celerity, Fortitude all 2/each Locations: Heidelburg Castle - Germany, Zoo hunting ground, Warzone hunting ground, Elder Library, Backways Other: Blood Doll (2), Sudden Reversal (2), Archon Investigation Allies/Retainers: Allies: Werewolf Allies Ret: Raven Spy, Spiritual Protector (for Andrei) Combat Cards: Canine Hoard (2), Sideslip (2), Acrobatics (2), Skin of Steel (2), Skin of Rock (2), Taste of Vitae (2), Fakeout, Flash, Aid From Bats, Lucky Blow, Boxed In, Dodge, Trap, Shattering Blow, Open Gate, Thrown Sewer Lid, Majesty, Vampiric Speed, Nosferatu Putresence (used against a Nossie deck), Undead Strength, Might Grapple, Thrown Sewer Lid, Blood Rage, Thrown Gate, Mighty Grapple, Dead-End Alley Other Cards: Action Cards: The Embrace, Shepard's Innocence, Restoration (2) Action Mod: Dawn Operation, Earth Control, Change of Target That should be all 60 of them! Any constructive responses will be appreciated! Gwen Morse -- Many people believed that the forest was a foreboding and dangerous place and never set foot in it. Red Riding Hood, however, was confident enough in her own budding sexuality that such obvious Freudian imagery did not intimidate her. --

Philippe DUCHON

James E. Hamblin writes: [Helpful tips to Gwen deleted] > >So your choices are PRO FOR ANI POT CEL PRE. > >From the cards below, it looks like you want to make a combat deck. So >let's take out the disciplines that aren't that useful in combat, namely >Presence and Animalism. Of the four remaining disciplines, two good >combos could be POT PRO FOR, and POT CEL FOR (Gwen would kick butt in >this latter one). There are others. Let me correct: ANI wasn't too great in combat _until_ AH and Sabbat. Now ANI has some cute cards like Scorpion Sting and Carrion Crows... Scorpion Sting is useless when all your fights are under Immortal Grapple, but it's a nice alternative when facing POT CEL decks that keep dodging as their first strike... >> Other Cards: >> Action Cards: The Embrace, Shepard's Innocence, Restoration (2) > >Shepherd's Innocence is only useful when other people are playing with >Animalism. Since it isn't an amazingly useful discipline, not many do. > Depends on style, I'd say. People around here kill for permanent intercept and you see Raven Spies in all animalism-related decks (as well as Sport Bikes _and_ KRCGs). Then some also use Wolf Companions and/or Murders of Crows. All are nice to get with a Shepherd's Innocence, but ANI users tend to intercept things that bother them... Now, I recently put an Owl Companion in my Nosferatu (Camarilla & Anti) POT/ANI deck, and it's a very nice touch. Funny how so many people don't like to have their hands exposed for all to see... ("OK, so you have a Majesty and no other combat card, eh ? Think I'll play an Immortal Grapple then...") Also, regarding Master Disciplines: I tend to think like you do, but these days we have very violent games where lots of vamps are diablerized, and it always feels like I lost something when a young vamp diablerizes, survives, and can't get a discipline just because I didn't include enough. Philippe

James E. Hamblin

Philippe DUCHON wrote: > > Let me correct: ANI wasn't too great in combat _until_ AH and Sabbat. Now > ANI has some cute cards like Scorpion Sting and Carrion Crows... Scorpion > Sting is useless when all your fights are under Immortal Grapple, but it's > a nice alternative when facing POT CEL decks that keep dodging as their > first strike... It still isn't very useful. S:CE stops Carrion Crows / Wolf Companion damage, and if you really don't want people to dodge/S:CE, use Potence. By the way, Scorpion Sting _is_ a hand strike, and is thus usable under an Immortal Grapple (though the superior has no effect, of course). > >Shepherd's Innocence is only useful when other people are playing with > >Animalism. Since it isn't an amazingly useful discipline, not many do. > > Depends on style, I'd say. People around here kill for permanent intercept > and you see Raven Spies in all animalism-related decks (as well as Sport > Bikes _and_ KRCGs). This seems to be a general trend in some groups. I've seen some posts which imply that in some groups, all decks have some intercept in them. I don't really understand this. For example, if you're a Stealth/Bleed deck, why would you have any intercept at all? What about a Rush combat deck? Why water down the effectiveness of these decks with intercept, when, to use the intercept, you need to keep some vampires untapped. Then they're not doing whatever it is the deck does, and you don't win. > Then some also use Wolf Companions and/or Murders of > Crows. All are nice to get with a Shepherd's Innocence, but ANI users tend > to intercept things that bother them... Do you really ever see a game in which more than one person is playing a deck which not only uses Animalism, but uses Animalism retainers? This is really odd. > Now, I recently put an Owl Companion in my Nosferatu (Camarilla & Anti) > POT/ANI deck, and it's a very nice touch. Funny how so many people don't like > to have their hands exposed for all to see... ("OK, so you have a Majesty and > no other combat card, eh ? Think I'll play an Immortal Grapple then...") Owl Companion is useful, but it takes an action to go get, and it's not really worth it. > Also, regarding Master Disciplines: I tend to think like you do, but these > days we have very violent games where lots of vamps are diablerized, and it > always feels like I lost something when a young vamp diablerizes, survives, > and can't get a discipline just because I didn't include enough. If you feel that your vampires need to have the particular disciplines, then put in the cards. Just because you might feel unfulfilled if Smudge doesn't learn anything from Arika's entrails doesn't mean that you should volunarily risk a bad hand jam on M:D cards. [ quoted text not captured ]

Mike Mirathe

James E. Hamblin wrote: > By the way, Scorpion Sting _is_ a hand strike It is NOT a hand strike. It is an Animalism strike which deals damage with +1 hand damage. Look on Potence cards: There you can read: Use your hand or melee weapon at + ? damage ... Hand Damage is done with your hands, Scorpion Sting damage is done with a scorpion sting. (So: No wolf claws may effect this strike.) Not all Potence short ranged strikes are hand strikes. Burning Wrath is NOT a hand strike (see above). So an Immortal Grapple will fizzle the Scorpion Sting. -- Michael Beer, Dortmund, Germany ------------------------------- Life is founded on Chaos. So if you find your living room became disordered: Don't panic! It's natural... :)

James E. Hamblin

Mike Mirathe wrote: > > James E. Hamblin wrote: > > > By the way, Scorpion Sting _is_ a hand strike > > It is NOT a hand strike. It IS a hand strike. From LSJ's rulings postings: | Combat | Hand Strike - any non-ranged, non-weapon strike that deals damage based | on the striking minion's hand damage, or any minion's non-ranged | damage-dealing innate strike. [LSJ 970224] | Hand Damage - damage from a hand strike. [LSJ 970224] | e.g. Damage from a Bastard Sword is *not* hand damage. > It is an Animalism strike which deals damage with +1 hand damage. So it is non-ranged, non-weapon, and is based on hand damage. > Look on Potence cards: There you can read: Use your hand or melee weapon > at + ? damage ... These cards were made better than the later ones, so this ruling is required. > Hand Damage is done with your hands, Scorpion Sting damage is done with > a scorpion sting. (So: No wolf claws may effect this strike.) Scorpion Sting damage is hand damage since Scorpion Sting is a hand strike. > Not all Potence short ranged strikes are hand strikes. Burning Wrath is > NOT a hand strike (see above). You are correct that not all non-ranged Pot strikes are hand strikes; Fractured Armament comes to mind. However, Burning Wrath is also a hand strike. > So an Immortal Grapple will fizzle the Scorpion Sting. Let me clear this up. Since the Immortal Grapple is played once range is determined (to be close), but before strikes are played, there is no possible "fizzling" with Scorpion Sting. OTOH, if a minion uses a gun to maneuver and is later IG'd, their strike will "fizzle". When visiting other play groups, I've seen a lot of lackadaisical combats, i.e., not going through the motions of "Do you maneuver? No? I don't maneuver. What's your strike? My strike is *. Any effects before damage dealing? Do you prevent my damage?" and so on. I've seen players enter combat and simply play Majesty, expecting it to always work. They're quite dismayed when they get Immortally Grappled and mangled. [ quoted text not captured ]

L. Scott Johnson

Mike Mirathe wrote: > James E. Hamblin wrote: > > By the way, Scorpion Sting _is_ a hand strike > > It is NOT a hand strike. > > It is an Animalism strike which deals damage with +1 hand damage. It is a hand strike. Refer to the definition used for hand strike: Hand Strike - any non-ranged, non-weapon strike that deals damage based on the striking minion's hand damage, or any minion's non-ranged damage-dealing innate strike. > Look on Potence cards: There you can read: Use your hand or melee weapon > at + ? damage ... Those strikes (along with Lucky Blow) as worded the way they are to allow you to use them to boost your hand strike or a melee weapon strike. Scorpion Sting is worded differently because it is not intended to be usable to modify a weapon strike. > Hand Damage is done with your hands, Scorpion Sting damage is done with > a scorpion sting. (So: No wolf claws may effect this strike.) Scorpion Sting describes the motion of your hands (you whip your fist out like a scoripion would whip his tail out - so fast that it cannot be dodge if you have superior animalism). If you use Wolf Claws, then this strike will do aggravated damage. > Not all Potence short ranged strikes are hand strikes. Burning Wrath is > NOT a hand strike (see above). Burning Wrath is a hand strike, by the definition currently being used to define what constitutes a hand strike. > So an Immortal Grapple will fizzle the Scorpion Sting. Not true. -- L. Scott Johnson (vte...@regency.wizards.com) Official VtES Net.Rep for Wizards of the Coast. (*) - Subject to review by Rules Team