I remember someone (Peter?) talking about a Pot/Obf rush deck a while ago,
and I was inspired to try my own. I'm looking for ideas to improve
it, in particular opinions about what the right balance for maneuvers
is. And yes, I would put another Beast in if I had one. ;-)
-Jasper
"Beast's Butt Whuppin' Beat Down Patrol"
VAMPIRES
Ebanezer Roush Nosferatu 8 POT, OBF, rush
Beast NosferatuA 7 POT, OBF, rush, +1 hand
2 Olivia NosferatuA 5 POT, OBF, bishop
2 Agatha NosferatuA 4 POT, obf
2 Duck Nosferatu 3 pot, obf
2 Watenda Malkavian 3 , obf, cancel
KoKo Nosferatu 2 pot
Lupo Brujah 2 pot
CONSIDERING
Nilolaus Vermeulen Nosferatu 7 POT, obf, prince, blood doll
Murat Nosferatu 7 POT, OBF, prince
Carlotta Giovanni 7 POT, obf, recycle
80 Cards
MASTER: 13
Nosferatu Kingdom
2 HG
Mob Connections
3 Blood Doll
3 Haven Uncovered
3 Potence
OTHER: 20
10 Bums Rush
3 Taste of Vitae
5 Pulled Fangs
2 JS Simmons/Tasha Morgan
POTENCE: 33
Disarm
7 Immortal Grapple
2 Fists of Death
5 Increased Strength
8 Torn Signpost
5 Undead Strength
5 Pushing the Limit
OBFUSCATE: 14
2 1000k Faces
4 Hidden Lurker
8 Behind You
IDEAS/NOTES
Rack
Palatial Estates
Rampage
IR Goggles?
More Taste?
Lose Mob and Kingdom?
--
/\ Jasper Phillips
/VVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz
j^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--.
* http://www.engr.orst.edu/~philljas/ "~"~'--`
Jasper Phillips (phil...@tx.ENGR.ORST.EDU) wrote:
: I remember someone (Peter?) talking about a Pot/Obf rush deck a while ago,: and I was inspired to try my own. I'm looking for ideas to improve
: it, in particular opinions about what the right balance for maneuvers
: is. And yes, I would put another Beast in if I had one. ;-)
Heh, heh. Yeah, I'd like to put a deck like this together myself, but I
know it'd be just like his deck. However, I do have suggestions on this
one.
: VAMPIRES: Ebanezer Roush Nosferatu 8 POT, OBF, rush
: Beast NosferatuA 7 POT, OBF, rush, +1 hand
: 2 Olivia NosferatuA 5 POT, OBF, bishop
: 2 Agatha NosferatuA 4 POT, obf
: 2 Duck Nosferatu 3 pot, obf
: 2 Watenda Malkavian 3 , obf, cancel
: KoKo Nosferatu 2 pot
: Lupo Brujah 2 pot
I would take out Ebenezer and the Watendas. Eb because he's really too
big for this deck, and Watenda because (a) without a master he's useless
to you and (2) his special is too defensive. To replace, I would go with
one of the following:
Hasina Kesi (don't laugh, Peter will back me up on this one)
Nigel the Shunned
Agrippina (and try to find some way to exploit OBF)
:
: CONSIDERING: Nilolaus Vermeulen Nosferatu 7 POT, obf, prince, blood doll
: Murat Nosferatu 7 POT, OBF, prince
: Carlotta Giovanni 7 POT, obf, recycle
All of these are big, and Nicolaus' ability won't alays work due to your
mixed crypt.
:
: 80 Cards:
: MASTER: 13
: Nosferatu Kingdom
: 2 HG
: Mob Connections
: 3 Blood Doll
: 3 Haven Uncovered
: 3 Potence
Ditch the Mob Connections and use Pot presses instead. I'm not a fan of
Hunting Grounds, but that may be just a personal preference.
: OTHER: 20: 10 Bums Rush
: 3 Taste of Vitae
: 5 Pulled Fangs
: 2 JS Simmons/Tasha Morgan
More Tastes if you got 'em. I'm iffy about Mr. and Mrs. +1 Bleed.
: POTENCE: 33: Disarm
: 7 Immortal Grapple
: 2 Fists of Death
: 5 Increased Strength
: 8 Torn Signpost
: 5 Undead Strength
: 5 Pushing the Limit
I always thought that Increased Strength was a good card until I put them
in a deck. Getting an Increased Strength with no Potence strike sucks and
happens more than you want it to. Take them out.
I would also replace the Pushing the Limits with Undead Strengths and
Mighty Grapples.
: OBFUSCATE: 14: 2 1000k Faces
: 4 Hidden Lurker
: 8 Behind You
The Behind You!'s are a must. The others may or may not work,
depending... I would try them out and see how things work.
James
ham...@math.wisc.edu
In article <6ju972$cf6$1...@news.nero.net>,
Jasper Phillips <phil...@tx.ENGR.ORST.EDU> wrote:
>I remember someone (Peter?) talking about a Pot/Obf rush deck a while ago,
>and I was inspired to try my own. I'm looking for ideas to improve
>it, in particular opinions about what the right balance for maneuvers
>is. And yes, I would put another Beast in if I had one. ;-)>"Beast's Butt Whuppin' Beat Down Patrol">VAMPIRES>Ebanezer Roush Nosferatu 8 POT, OBF, rush
>Beast NosferatuA 7 POT, OBF, rush, +1 hand
>2 Olivia NosferatuA 5 POT, OBF, bishop
>2 Agatha NosferatuA 4 POT, obf
>2 Duck Nosferatu 3 pot, obf
>2 Watenda Malkavian 3 , obf, cancel
>KoKo Nosferatu 2 pot
>Lupo Brujah 2 pot
That's not bad. But how about upgrading to ani/pot/obf? It's mostly
Nos and !Nos anyhow, so you've got the mix there. More on this later.
>CONSIDERING
>Nilolaus Vermeulen Nosferatu 7 POT, obf, prince, blood doll
>Murat Nosferatu 7 POT, OBF, prince
>Carlotta Giovanni 7 POT, obf, recycle
Nikolaus is just lovely, but I wouldn't use him unless you shift to
pot/ani/obf; in a bidisciplinary deck, any 7pointers you use should damn
well have both disciplines at superior. Contrariwise, Murat's a decent
choice, but, unfortunately, lacks ani (but she's really nice in a
Followers of Set Deck).
I don't think you rely on tricky combos enough to make Carlotta's special
applicable.
>80 Cards
>
>MASTER: 13
> Nosferatu Kingdom
>2 HG
> Mob Connections
>3 Blood Doll
>3 Haven Uncovered
>3 Potence
I never had much use for Mob Connections, and Potence provides plenty
of presses to continue.
>OTHER: 20
>10 Bums Rush
>3 Taste of Vitae
>5 Pulled Fangs
>2 JS Simmons/Tasha Morgan
eeeh. I'm a little leery of the retainers here -- you could throw
them out without seeing much of a performance hit. More tastes,
especially if you do wind up including Drawing out the Beast.
>POTENCE: 33
> Disarm
>7 Immortal Grapple
>2 Fists of Death
>5 Increased Strength
>8 Torn Signpost
>5 Undead Strength
>5 Pushing the Limit
This is okay, although you're a little low on Pot strikes to reliably
use the Increased Strengths (which is more of a card for a pitch deck
anyway). Consider chucking them for Decapitates, Disarms, Burning
Wraths, more Grapples, or more Undead Strength/Pushing the Limit/
Mighty Grapple/Growing Fury.
>OBFUSCATE: 14
>2 1000k Faces
>4 Hidden Lurker
>8 Behind You
I'm not sure what use you're going to get out of the M1KF. Lurkers are
nice, but you need obf maneuvers. The Behind yous are really nice.
Some Swallowed by the Night is a good idea -- you can't grapple if
you're at long range, and around here S:CE really means 'maneuver to
long range and S:CE' due to the prevalence of Grapples.
And here is where Drawing out the Beast really comes into its own (and
why I'm pushing for the inclusion of Animalism). It hoses, utterly
hoses, defensive maneuvering and ensures you'll be able to successfully
use the Grapples. More Tastes to make up for the extra hand damage
of the opponents and go to town.
>IDEAS/NOTES
> Rack
Can't defend it. Rack's a 'come get me' card useful for intercept decks.
> Palatial Estates
Always nice.
> Rampage
nice for hosing bad locations like Elysium/hunting grounds, and almost
as good as a bum's rush.
> IR Goggles?
Permanents are good for long-haul decks, but the actions needed to
get 'em out hurt you in the short-haul. use your own judgement to
strike a balance.
gomi
--
go ahead, wreck your life: that might be good
who can say what's wrong or right? nobody can
In article <6jurpo$jhu$1...@news.doit.wisc.edu>,
James Hamblin <ham...@math.wisc.edu> wrote:
>Jasper Phillips (phil...@tx.ENGR.ORST.EDU) wrote:
>: I remember someone (Peter?) talking about a Pot/Obf rush deck a while ago,
>: and I was inspired to try my own. I'm looking for ideas to improve
>: it, in particular opinions about what the right balance for maneuvers
>: is. And yes, I would put another Beast in if I had one. ;-)
>>Heh, heh. Yeah, I'd like to put a deck like this together myself, but I
>know it'd be just like his deck. However, I do have suggestions on this
>one.
Yah, that tends to have the same effect where I play too. Nobody
wants to copy someone else's deck. I'm such a Nos freak I had to make
this though. ;-)
>: VAMPIRES>: Ebanezer Roush Nosferatu 8 POT, OBF, rush
>: Beast NosferatuA 7 POT, OBF, rush, +1 hand
>: 2 Olivia NosferatuA 5 POT, OBF, bishop
>: 2 Agatha NosferatuA 4 POT, obf
>: 2 Duck Nosferatu 3 pot, obf
>: 2 Watenda Malkavian 3 , obf, cancel
>: KoKo Nosferatu 2 pot
>: Lupo Brujah 2 pot
>>I would take out Ebenezer and the Watendas. Eb because he's really too
>big for this deck, and Watenda because (a) without a master he's useless
>to you and (2) his special is too defensive. To replace, I would go with
>one of the following:
>
>Hasina Kesi (don't laugh, Peter will back me up on this one)
>Nigel the Shunned
>Agrippina (and try to find some way to exploit OBF)
Yah, Ebanezer really isn't all the great. I'll probably switch him for
Hasina. Watenda does need a skill card to get going, but his ability
is far from defensive. Use it to cancel Majesty, Fortitude, Maneuvers,
etc. The extra flexibility that Watenda allows is huge.
>: CONSIDERING>: Nilolaus Vermeulen Nosferatu 7 POT, obf, prince, blood doll
>: Murat Nosferatu 7 POT, OBF, prince
>: Carlotta Giovanni 7 POT, obf, recycle
>>All of these are big, and Nicolaus' ability won't alays work due to your
>mixed crypt.
Yah, none of these really fit. The most likely one would be Carlotta, since
she'd potentially help quite a bit when I run low on deck.
>: 80 Cards>:
>: MASTER: 13
>: Nosferatu Kingdom
>: 2 HG
>: Mob Connections
>: 3 Blood Doll
>: 3 Haven Uncovered
>: 3 Potence
>>Ditch the Mob Connections and use Pot presses instead. I'm not a fan of
>Hunting Grounds, but that may be just a personal preference.
You don't like Hunting Grounds? Wow. Pretty much gotta have pool/blood
gain somehow, and the combo with the Blood Doll is always good...
I'm tempted to work in more Taste of Vitae instead, but it's just
not as flexible.
The Mob Connections is borderline, and will likely go.
>: OTHER: 20>: 10 Bums Rush
>: 3 Taste of Vitae
>: 5 Pulled Fangs
>: 2 JS Simmons/Tasha Morgan
>>More Tastes if you got 'em. I'm iffy about Mr. and Mrs. +1 Bleed.
I kept them low because I have so many small vamps, but I always
find them usefull, so more might be good. I'm still undecided about
the bleed bonus: There's not enough to hand jam me, and that extra
little bit of bleed helps when your prey's vamps are gone, but he
has a fair amount of pool.
>: POTENCE: 33>: Disarm
>: 7 Immortal Grapple
>: 2 Fists of Death
>: 5 Increased Strength
>: 8 Torn Signpost
>: 5 Undead Strength
>: 5 Pushing the Limit
>>I always thought that Increased Strength was a good card until I put them
>in a deck. Getting an Increased Strength with no Potence strike sucks and
>happens more than you want it to. Take them out.
Doesn't happen too often to me. They kick ass. Extra stackable damage
is great and there is really no weakness, since even if you can't play
it for damage, you can still use it for free and get another card --
the only (very mild) cost is that when you do get them clumped you
burn through your deck faster than you'd like. A very similar effect
to having too many strike cards and having to discard.
>I would also replace the Pushing the Limits with Undead Strengths and
>Mighty Grapples.
Hmmm, I never cared much for Mighty Grapple. I'm much more interested
in putting someone out in one strike, especially since I have no damage
avoidance.
>: OBFUSCATE: 14>: 2 1000k Faces
>: 4 Hidden Lurker
>: 8 Behind You
>>The Behind You!'s are a must. The others may or may not work,
>depending... I would try them out and see how things work.
The Hidden Lurkers have worked fairly well for me, since they are
essentially additional rush, damage prevention, and Immortal Grapple.
The 1000k Faces never seem to work out, which is mostly my fault
since I forget to use them when I could trivially cycle them, and
always end up waiting until I've tapped the neccesary vampires.
Also, this is one of the places I think Watenda really kicks in. He can
cancel Maneuvers, and I don't have to play paper scissors rock
as much trying to guess how many maneuvers to include.
>James
>ham...@math.wisc.edu
Thanks for the input. :-)
-Jasper
[ quoted text not captured ]
In article <6juuup$prs$1...@shell3.ba.best.com>,
Gomi no Sensei <go...@best.com> wrote:
>In article <6ju972$cf6$1...@news.nero.net>,>Jasper Phillips <phil...@tx.ENGR.ORST.EDU> wrote:>>I remember someone (Peter?) talking about a Pot/Obf rush deck a while ago,
>>and I was inspired to try my own. I'm looking for ideas to improve
>>it, in particular opinions about what the right balance for maneuvers
>>is. And yes, I would put another Beast in if I had one. ;-)>>>"Beast's Butt Whuppin' Beat Down Patrol"
[Vamps snipped]
>That's not bad. But how about upgrading to ani/pot/obf? It's mostly
>Nos and !Nos anyhow, so you've got the mix there. More on this later.
I already have 3 different decks that rely on Drawing out the Beast...
Plus sticking to the 2 lets my crypt be quite a bit smaller (although
Nigel is always great fun :-) ).
[Other potential vampires I included snipped]
Yah, they really aren't worth it. Just remnants of my thought process.
>>80 Cards
>>
>>MASTER: 13
>> Nosferatu Kingdom
>>2 HG
>> Mob Connections
>>3 Blood Doll
>>3 Haven Uncovered
>>3 Potence>>I never had much use for Mob Connections, and Potence provides plenty
>of presses to continue.
I suppose. I do find that extra permanent press usefull from time
to time, but it's hardly crucial. Probably will leave to make way
for more Tastes.
>>>OTHER: 20
>>10 Bums Rush
>>3 Taste of Vitae
>>5 Pulled Fangs
>>2 JS Simmons/Tasha Morgan>>eeeh. I'm a little leery of the retainers here -- you could throw
>them out without seeing much of a performance hit. More tastes,
>especially if you do wind up including Drawing out the Beast.
Those are on test. There isn't enough to clog, and they've
come in handy. Since it doesn't seem to signifigantly water
the rest of the deck down I'm tempted to keep them.
>>POTENCE: 33
>> Disarm
>>7 Immortal Grapple
>>2 Fists of Death
>>5 Increased Strength
>>8 Torn Signpost
>>5 Undead Strength
>>5 Pushing the Limit>>This is okay, although you're a little low on Pot strikes to reliably
>use the Increased Strengths (which is more of a card for a pitch deck
>anyway). Consider chucking them for Decapitates, Disarms, Burning
>Wraths, more Grapples, or more Undead Strength/Pushing the Limit/
>Mighty Grapple/Growing Fury.
Nobody seems to like Increased Strength... Personally I think it's
great. Cards that potentially do nothing are only really a threat
if they stay around to clog your hand. I've never had trouble
getting rid of Increased Strength on the (fairly rare) occasions
when I couldn't use it.
>>OBFUSCATE: 14
>>2 1000k Faces
>>4 Hidden Lurker
>>8 Behind You>>I'm not sure what use you're going to get out of the M1KF. Lurkers are
>nice, but you need obf maneuvers. The Behind yous are really nice.
>Some Swallowed by the Night is a good idea -- you can't grapple if
>you're at long range, and around here S:CE really means 'maneuver to
>long range and S:CE' due to the prevalence of Grapples.
True, but if you include too many maneuvers you'll jam against decks
that don't (like most). Anyway I don't have enough OBF to make Swallowed
by Night usefull for maneuvers.
1000k is in there for suprise value, and I don't really have any problem
with it, since it's easily cycled.
>And here is where Drawing out the Beast really comes into its own (and
>why I'm pushing for the inclusion of Animalism). It hoses, utterly
>hoses, defensive maneuvering and ensures you'll be able to successfully
>use the Grapples. More Tastes to make up for the extra hand damage
>of the opponents and go to town.
True, plus it's not nearly as likely to jam your hand. However I have
lots of small vamps and no damage prevention. Drawing out the beast
would be kicking my ass too, and including animalism would neccesitate
a higher average crypt. I only really like it in combination with
Fortitude, or Hidden Lurker.
>>IDEAS/NOTES
>> Rack>
>Can't defend it. Rack's a 'come get me' card useful for intercept decks.
True, although I'm not afraid to go and get it.
>> Palatial Estates>
>Always nice.
Yah, this will probably go in to replace the bleed bonus or Mob Connection
at some point. However I only have one, and switch enough cards between
decks as it is.
>> Rampage>
>nice for hosing bad locations like Elysium/hunting grounds, and almost
>as good as a bum's rush.
True, I should put it back in, although strangely nobody around here
seems to play the Elysium.
>gomi
Thanks. :-)
[ quoted text not captured ]
In article <199805210232...@ladder01.news.aol.com>,
PDB6 <pd...@aol.com> wrote:
>Jasper Philips wrote:
>"Yah, that tends to have the same effect where I play too. Nobody
>wants to copy someone else's deck. I'm such a Nos freak I had to make this
>though. ;-)"
>>Hey! Yer making my deck! Doh!
Heh, I figured that since the only thing I'd heard about it was
that it was Pot/Obf I wouldn't be too close...
>" The extra flexibility that Watenda allows is huge."
>>But, however, Watenda does not start with Pot, which is a major disadvantage.
>Unless you draw an early Pot skill card, Watenda will be completely useless.
>The strength of small vampires in a Rush deck is being able to churn them out
>quickly and attack immediately. Getting Watenda out on the first tuen doesn't
>help at all if he doesn't learn Pot immediately. Hesina Kesi (or some other 1
>or 2 point Pot vamp) comes out on your first turn and kills a vampire on your
>second, regardless of skill cards. After playing with her for a while, man,
>that Hesina Kesi needs to be in every Pot deck...
What you say is true, but there's no particular reason to bring Watenda
out until you have a potence skill card. I find that I really burn
through cards with this deck, and the only drawback is that my 4th
vampire will come out slower instead of my 5th -- a risk I am entirely
willing to take considering Watenda's brutality. Against decks that
can even partially fight back Watenda is essential: Lots of decks
play with fortitude around here, and people with maneuvers often have
alot -- largely since we reduced the cost of non-unique weapons by 1
recently, and people are trying out moderatly succesfull gun decks.
Incidentally reducing weapons' cost (and disciplineless Concealed
Weapon) has helped alot, despite the annoying fact that it increases
the utility of already usefull cards like Immortal Grapple, and Drawing
out the Beast. Weapon decks hardly kick ass, but at least they don't
get totally stomped. I'd even go for reducing the cost of non unique
weapons by 2.
>Leave Carlotta out and make the deck 90 cards. I'd also go for a smaller crypt
>in general (but then you'd be making my deck eevn more :-). The 7s are good
>vampires, but as you are playing a 2 discipline deck, you can easily make it
>with all 5 and less vampires.
The deck definitly needs to be 90 cards, and probably the only person over
5 I'll keep is Beast. I have to admit I want to include Carlotta mostly
because I like the card, not because it really fits.
>">: Nosferatu Kingdom"
>
>I'd lose the Nosferatu Kingdom. It is amazingly good in a pure !Nos deck, but
>with mixed, small vampires, it will never work out the way you hope it will. I
>know. I tried...
I was thinking the same thing actually, but thought I'd try it, partially
since there's a good chance that I'll have a duplicate !Nos (good term)
after a few crypt pulls. And in any event I seem to cycle fine anyway,
and so can ditch it if it isn't usefull, which might be worth it considering
the potential pool gain. I'll probably take it out, even though I hate
to make a deck completely focused.
>
>"...I'm tempted to work in more Taste of Vitae instead, but it's just not as
>flexible."
>
>Oh man, Taste is the best card in the world. You can always play it, it
>ususally does good, and most of the time does definite good. I'd go with 8 or
>10, m'self. I don't use Hunting Grounds in combat decks either. They are too
>expensive for a deck with low pool gain potential and have a fairly protracted
>benefit. Rely on the Tastes instead.
The HGs always come in usefull when your vamps are out of blood, and
have to hunt. Still their cost is high, and Tastes would tend to
alleviate the problem... I'll have to think about it.
>">: 10 Bums Rush>>: 3 Taste of Vitae
>>: 2 JS Simmons/Tasha Morgan">
>Go more Bum's Rush. Lose the Bleed people. If you are tapping to get a
>retainer, you aren't killing someone...
That's the thing, I often find I'm not tapping to kill someone because
there's either nobody left (although I guess I could start going cross
table). Anyway, they are expirimental, and too date have helped, if only
marginally. Probably not worth the potential, even if slim, of hand jam.
>Pushing the Limit isn't really needed, nor is Fists of Death. If you can't
>kill yopur opponent with 5 hand damage from a Signpost and an Undead Strength
>combined with either a few presses or Pulled Fangs/Disarm, the extra hand
>damage from those two cards certainly isn't going to help, and the Blood cost
>is pretty severe, considering the small vampires used. Increased Strength is
>also semi questionable, as others have pointed out. I'd replace some or all
>with Undead Strength or Torn Signpost. Don't underestimate the Mighty Grapple
>either. 4 hand damage (TS+MG) is often all you need to kill someone, and the
>presses can be invaluable.
I still think Increased Strength is awesome, especially considering there's
no opurtunity cost -- it either kicks ass, or it's like it was never in
my hand at all. You do make a good point about Mighty Grapple, but there
is often the press from IG (and the mob connections). In any event the
extra damage helps most with little potence vamps, and is worth it IMHO
to make them a bigger threat.
>"Hmmm, I never cared much for Mighty Grapple. I'm much more interested in
>putting someone out in one strike, especially since I have no damage
>avoidance."
>>A good theory, but usually not difficult to do with just 5 hand damage. If
>your opponent can survive 5 hand damage, he is either very large or using
>Fortitude. Fortitude will make your life hard, and pressess are the only
>reliable way to fight it. Having more Tastes will help with damage avoidance.
>Just hope you don't run into the Gangrel...
The presses would help against fortitude, although generally when I'm up
against fortitude I'm in torpor, one of the reasons I'm not too keen on
presses. Anyway the damage with MG is only 4, and a measely 2 with inf.pot.
>">: 2 1000k Faces>>: 4 Hidden Lurker">
>The M10K is very questionable. If the Hidden Lurkers are working, go with it,
>but from my point of view, if it takes 2 vampires to do the work of one, I'm
>losing anyway.
I can't see how 1000k is very questionable, since you can easily cycle it,
and there's not so much of it to jam during combat. There are often a lot
of combat decks around here, and the threat of it is nice, since who's
rushing often determines who blocks. HL does take 2 vamps, but often enough
1 isn't enough, and the combination IG, "fortitude", and rush has worked.
[ quoted text not captured ]
PDB6 wrote in message <199805210232...@ladder01.news.aol.com>...
>Jasper Philips wrote:
<snip most deck critique>
>Pushing the Limit isn't really needed, nor is Fists of Death. If you can't
>kill yopur opponent with 5 hand damage from a Signpost and an Undead
Strength
>combined with either a few presses or Pulled Fangs/Disarm, the extra hand
>damage from those two cards certainly isn't going to help, and the Blood
cost
>is pretty severe, considering the small vampires used. Increased Strength
is
>also semi questionable, as others have pointed out. I'd replace some or
all
>with Undead Strength or Torn Signpost. Don't underestimate the Mighty
Grapple
>either. 4 hand damage (TS+MG) is often all you need to kill someone, and
the
>presses can be invaluable.
I don't mean to do major damage to the combo here, but I *thought* that Torn
Signpost has been ruled to read that you may strike at +1 or +2 (or at 2/3
hand damage for the remainder of combat). This screws my decks as well, but
the V:TES version of the card goes (off WOTC homepage, as LSJ's doesn't have
V:TES cardlist):
Card Title: Torn SignpostBlood/Pool: n/aClan/Discip.: Potence
Card Type: Combat
Card Text: Only usable before range is determined. This vampire
can inflict 2 hand damage as a strike for remainder of
the combat.
(S) As above, but vampire can inflict 3 hand damage as
a strike for the remainder of the combat.
Looks to me like "as a strike" means that the card = Undead Strength but
applies for the whole combat...I wish it didn't, but that's how I've been
playing it for the last year or so...if played with Jyhad text, it'd mean
that my Ebanezer deck could get off a 15 hand damage strike (or 17 if I
bothered to include Increased Strength...)...sigh...
>"Hmmm, I never cared much for Mighty Grapple. I'm much more interested in
>putting someone out in one strike, especially since I have no damage
>avoidance."
Mighty Grapple sucks without something else to back it up. Although in a
deck where you're not trying to get off one big strike to knock out the
opposing vampire, it might be okay...like in a Cel/Pot deck.
>A good theory, but usually not difficult to do with just 5 hand damage. If
>your opponent can survive 5 hand damage, he is either very large or using
>Fortitude. Fortitude will make your life hard, and pressess are the only
>reliable way to fight it. Having more Tastes will help with damage
avoidance.
>Just hope you don't run into the Gangrel...
Stupid Gangrel...stupid Fortitude (esp. Skin of Steel...) all going and
ruining my Eb deck...
>">: 2 1000k Faces>>: 4 Hidden Lurker">
>The M10K is very questionable. If the Hidden Lurkers are working, go with
it,
>but from my point of view, if it takes 2 vampires to do the work of one,
I'm
>losing anyway.
I'd agree that the M1K is questionable. You don't really have any actions
you *need* to mask, so why bother? There's not much point masking a Bum's
Rush, so...ditch all stealth or put a little more in, don't just go with 2
M1K. I think somebody already mentioned Swallowed by the Night, and you
said that you didn't have many, but if you *can* get some, they're so worth
it. Behind You is good as well, but I still can't get over +1
stealth/Maneuver...too damn sweet.
Xian
In article <6k1ahv$t...@epx.cis.umn.edu>, Xian <xi...@waste.org> wrote:
>PDB6 wrote in message <199805210232...@ladder01.news.aol.com>...>>Jasper Philips wrote:
[snip]
>>">: 2 1000k Faces>>>: 4 Hidden Lurker">>
>>The M10K is very questionable. If the Hidden Lurkers are working, go with>it,>>but from my point of view, if it takes 2 vampires to do the work of one,>I'm>>losing anyway.>
>
>I'd agree that the M1K is questionable. You don't really have any actions
>you *need* to mask, so why bother? There's not much point masking a Bum's
>Rush, so...ditch all stealth or put a little more in, don't just go with 2
>M1K. I think somebody already mentioned Swallowed by the Night, and you
>said that you didn't have many, but if you *can* get some, they're so worth
>it. Behind You is good as well, but I still can't get over +1
>stealth/Maneuver...too damn sweet.
>
>Xian
Actually, I find it's better with just a little, since it keeps people
guessing, but doesn't take much space. Whether it's actually worth including
at all I'm not sure, but I can definitly see uses for it against decks
that can fight back. Anyway, it's certainly not in there for the stealth.
Also, swallowed by night would suck in this deck, since even before I
removed Ebanezer, it's only got 2 vampires with OBF, and I genearlly
wouldn't be able to use the maneuver.
[ quoted text not captured ]
: I don't mean to do major damage to the combo here, but I *thought* that Torn: Signpost has been ruled to read that you may strike at +1 or +2 (or at 2/3
: hand damage for the remainder of combat). This screws my decks as well, but
: the V:TES version of the card goes (off WOTC homepage, as LSJ's doesn't have
: V:TES cardlist):
No, no. Torn Signpost works the way it did in Jyhad; they just tried to
clear up the wording in V:tES and made things worse. LSJ might be able to
word this better, but the card should read:
Torn Signpost
Inf: This vampire's base hand damage is 2 for the remainder of the round.
Sup: " " " " " 3 " " " "
The point is, it ups your hand damage by 1 or 2 and is not stackable. The
wording problem came from how to say "non stackable" in Jyhad lingo.
James
ham...@math.wisc.edu
Xian wrote:
> I don't mean to do major damage to the combo here, but I *thought* that Torn
> Signpost has been ruled to read that you may strike at +1 or +2 (or at 2/3
> hand damage for the remainder of combat). This screws my decks as well, but
> the V:TES version of the card goes (off WOTC homepage, as LSJ's doesn't have
> V:TES cardlist):
>> Card Text: Only usable before range is determined. This vampire
> can inflict 2 hand damage as a strike for remainder of
> the combat.
> (S) As above, but vampire can inflict 3 hand damage as
> a strike for the remainder of the combat.
>
> Looks to me like "as a strike" means that the card = Undead Strength but
> applies for the whole combat...I wish it didn't, but that's how I've been
> playing it for the last year or so...if played with Jyhad text, it'd mean
> that my Ebanezer deck could get off a 15 hand damage strike (or 17 if I
> bothered to include Increased Strength...)...sigh...
The VTES version has been errata'ed by the RT to work the
way the Jyhad card reads - it just sets the vampire's hand
damage to 2 or 3.
--
L. Scott Johnson (vte...@wizards.com) VtES Net.Rep for Wizards of the Coast.
Searchable database of official card text, errata, and rulings:
http://deckserver.net/cgi-deckserver/rulemonger.cgi/powersearch
Xian wrote:
"I don't mean to do major damage to the combo here, but I *thought* that Torn
Signpost has been ruled to read that you may strike at +1 or +2 (or at 2/3 hand
damage for the remainder of combat). This screws my decks as well, but the
V:TES version of the card goes (off WOTC homepage, as LSJ's doesn't have V:TES
cardlist):"
As I'm sure someone has already pointed out, Torn Signpost does nothing but
give a vampire 2 or 3 base hand damage for the remainder of combat. It does
not constitute a strike in and of itself, nor is it a melee weapon or anything
like that. The VTES version of TS is very poorly worded, but I assure you that
it simply gives a vampire a larger base hand damage. Assuming POT, a vampire
who plays TS has 3 base hand damage. He may then play Fists of Death for an
additional +2 hand damage, and then strike with Undead Strength for a total of
7 hand damage.
"Mighty Grapple sucks without something else to back it up. Although in a deck
where you're not trying to get off one big strike to knock out the opposing
vampire, it might be okay...like in a Cel/Pot deck."
Mighty Grapple is good in that it is a press and additional hand damage at
superior. With good utilitarian presses (like MG), small vampires like KoKo
can cause a great deal of damage. KoKo Rushes someone, plays TS to get 2 hand
damage, Immortally Grapples his opponent, strikes with Undead Strength for 3,
Tastes, uses MG for a press, and strikes again for 2. This will send a full
capacity 4 point vampire to torpor, bloodless, which is what KoKo is meant to
do.
Peter D Bakija
PD...@aol.com
"When they kick out your front door, how you gonna come?
with your hands on your head or the trigger of your gun?"
-The Clash
Jasper wrote:
"Heh, I figured that since the only thing I'd heard about it was that it was
Pot/Obf I wouldn't be too close..."
Well, with Pot/Obf, there really isn't that much room to move :-)
I'll be sure to post mine after I get my ass kicked at Origins...
"What you say is true, but there's no particular reason to bring Watenda out
until you have a potence skill card."
Hmm. Watenda. Not bad in reality, but I generally don't like relying on
drawing the skill cards. The offensive use of his ability is pretty clever,
though.
"I was thinking the same thing actually, but thought I'd try it, partially
since there's a good chance that I'll have a duplicate !Nos (good term)"
Who came up with that? I saw someone reputible using it in some post recently
and decided to spread it around. It is real handy.
"And in any event I seem to cycle fine anyway, and so can ditch it if it isn't
usefull, which might be worth it considering the potential pool gain. I'll
probably take it out, even though I hate to make a deck completely focused."
Yeah, I suppose. I always find that I never have enough room for masters, so I
can't aford to have ones that are only occasioanlly useful. I am, however,
using Storm Sewers, which you seem to be omitting. Storm Sewers is very
strong.
"The HGs always come in usefull when your vamps are out of blood, and have to
hunt. Still their cost is high, and Tastes would tend to alleviate the
problem... I'll have to think about it."
There is no question as to the utility of Hunting grounds in general, but while
some folks seem to automatically include them in every deck they build, I am
ususally very critical of them. They are expensive, so if you draw them late
in the game, you can't play them. Their benefit is fairly long term and slow
considering their high cost. I use them in many decks, but in Rush decks where
I can rely on Taste to fill my vampires, I replace them with other vital
Masters.
"I can't see how 1000k is very questionable, since you can easily cycle it, and
there's not so much of it to jam during combat."
Cause they are 2 cards that could be, like, Pulled Fangs or Immortal Grapples.
Having 2 cards that ocasioanally are surprising and rarely give +1 stealth just
isn't worth it.
[ quoted text not captured ]
In article <199805212328...@ladder03.news.aol.com>,
PDB6 <pd...@aol.com> wrote:
>Jasper wrote:
>"Heh, I figured that since the only thing I'd heard about it was that it was
>Pot/Obf I wouldn't be too close..."
>>Well, with Pot/Obf, there really isn't that much room to move :-)
Well, you could go for some sort of wacky Increased Strength Pitch
deck, which actually might be pretty good... If only I had more
Increased Strength.
>I'll be sure to post mine after I get my ass kicked at Origins...
Heh, I'm not really sure just yet how good Pot/Obf is... I'm beggining
to like it alot since it's as fast and brutal as Pot/Cel, but I'm
guessing it would have the edge over Pot/Cel head to head because
of the higher damage on the first strike.
>"What you say is true, but there's no particular reason to bring Watenda out
>until you have a potence skill card."
>>Hmm. Watenda. Not bad in reality, but I generally don't like relying on
>drawing the skill cards. The offensive use of his ability is pretty clever,
>though.
Try it, you'll like it. :-) Against decks that a rush deck normally
hoses the minor loss of speed won't really hurt -- an easy price to
pay for the added flexibility in dealing with decks that can be
a real pain in the ass, especially those Skin of Steel Bastards. ;-)
>"And in any event I seem to cycle fine anyway, and so can ditch it if it isn't
>usefull, which might be worth it considering the potential pool gain. I'll
>probably take it out, even though I hate to make a deck completely focused."
>>Yeah, I suppose. I always find that I never have enough room for masters, so I
>can't aford to have ones that are only occasioanlly useful. I am, however,
>using Storm Sewers, which you seem to be omitting. Storm Sewers is very
>strong.
Good point, I'd kind of forgotten about it. I never really liked the
fact that you had to use it ahead of time, but I suppose that doesn't
really matter much in a deck like this. Hmmm, after looking at it again
I see it only works if you're blocked... then again if you're not you
get the maneuver from Bum's Rush.
Anyway, in this deck it's certainly better than the !Nos Kingdom.
>There is no question as to the utility of Hunting grounds in general,but while>some folks seem to automatically include them in every deck they build, I am
>ususally very critical of them. They are expensive, so if you draw them late
>in the game, you can't play them. Their benefit is fairly long term and slow
>considering their high cost. I use them in many decks, but in Rush decks where
>I can rely on Taste to fill my vampires, I replace them with other vital
>Masters.
I have to admit I did include them as a knee jerk reaction, but I don't
own too many tastes, and couldn't think of any other masters that
fit any better.
>"I can't see how 1000k is very questionable,since you can easily cycle it, and>there's not so much of it to jam during combat."
>>Cause they are 2 cards that could be, like, Pulled Fangs or Immortal Grapples.>Having 2cards that ocasioanally are surprising and rarely give +1 stealth just
>isn't worth it.
Well, I'm not really arguing that they're good, just saying they're
not completely worthless. ;-)
[ quoted text not captured ]
In article <6k340h$8p1$1...@news.NERO.NET>,
Jasper Phillips <phil...@tx.ENGR.ORST.EDU> wrote:
>In article <199805212328...@ladder03.news.aol.com>,
>PDB6 <pd...@aol.com> wrote:>>Jasper wrote:
>>"Heh, I figured that since the only thing I'd heard about it was that it was
>>Pot/Obf I wouldn't be too close..."
>>>>Well, with Pot/Obf, there really isn't that much room to move :-)>
>Well, you could go for some sort of wacky Increased Strength Pitch
>deck, which actually might be pretty good... If only I had more
>Increased Strength.
Of course, this would actually suck, since you'd have no way to deal with
S:CE or dodge. I was dreaming for a second there. :-/
[ quoted text not captured ]
PDB6 wrote in message <199805212328...@ladder03.news.aol.com>...
>Jasper wrote:
>"I was thinking the same thing actually, but thought I'd try it, partially
>since there's a good chance that I'll have a duplicate !Nos (good term)"
>>Who came up with that? I saw someone reputible using it in some post
recently
>and decided to spread it around. It is real handy.
I first saw Gomi using it...although we'd have to ask him.
Xian
In article <6k49kt$j...@epx.cis.umn.edu>, Xian <xi...@waste.org> wrote:
>PDB6 wrote in message <199805212328...@ladder03.news.aol.com>...>>Jasper wrote:>>"I was thinking the same thing actually, but thought I'd try it, partially
>>since there's a good chance that I'll have a duplicate !Nos (good term)">>Who came up with that? I saw someone reputible using it in some post>recently>>and decided to spread it around. It is real handy.>I first saw Gomi using it...although we'd have to ask him.
Ya, that was me. I guess c jargon stuck to me from all the codegeeks
I hang out with (!= means not equal in c, for those unversed in the
language). It's nice shorthand for the anticlans.
gomi
wow, i'm reputable now
[ quoted text not captured ]