rec.games.trading-cards.jyhad

[Deck] Gangrel-Deck for critieque

10 messages from 10 participants · 18 October 2001 – 31 October 2001
original thread on Google Groups

Sascha Neumayr

Howdy folks! For quite some time I'm trying out a Gangrel-deck featuring Dominate, especially with Stanislava. In casual play the current version does quite well, making a solid stand. Now I'd like to bring this deck to tournament level and therefore I seek guidance by some of the seasoned deck-builders out there... Crypt: (12 cards) [Min: 21, Max: 44, Avg: 7,83] 2 Caitlin (ANI aus dom PRO, Gangrel Antitribu, 6, Bishop) 2 Iliana (DOM FOR PRO tha, Gangrel, 7) 1 Ingrid Rossler (ANI dom FOR PRO, Gangrel, 9, Prince) 1 Mirembe Kabbada (ani PRO SER, Gangrel, 5) 2 Raven (ani FOR PRO, Gangrel, 5) 4 Stanislava (ANI CEL DOM FOR PRO, Gangrel, 11, Inner Circle) Library: (90 cards) Master (18 cards) 2 Backways 4 Blood Doll 1 Dominate 2 Dreams of the Sphinx 2 Ecoterrorists 1 Giant's Blood 1 KRCG News Radio 1 Rumor Mill, Tabloid Newspaper, The 2 Sudden Reversal 2 Zoo Hunting Ground Action (8 cards) 7 Govern the Unaligned 1 Kine Dominance ActionMod (4 cards) 4 Freak Drive Reaction (11 cards) 6 Deflection 2 Delaying Tactics 3 Forced Awakening Combat (32 cards) 2 Bone Spur 13 Earth Meld 3 Flesh of Marble 11 Form of Mist 3 Rolling with the Punches Retainer (8 cards) 2 Homunculus 1 J. S. Simmons, Esq. 1 Mr. Winthrop 3 Raven Spy 1 Tasha Morgan Equipment (5 cards) 1 Palatial Estate 1 Sargon Fragment, The 3 Sport Bike Combo (4 cards) 4 Rapid Change Usually the plan goes like this: Have Stanislava in play and go for a bleed for three every round and another smaller Vampire with some Intercept to work as a wall. The deck can do this quite often and is not easy to stop if played correctly. Unfortunately it also suffers from several weaknesses: - rather slow development: I've pondered Zillah's Valley to bring out Stanislava faster. She and a blocker cost at least 16 blood and this will take a couple of rounds without speed-up. So especially in the beginning it is quite a vulnerable deck. - few vampires in play: You can usually only afford two vampires, three at most. This leads to the obvious problems vs. fast weenie decks and dedicated combat. - mix of combat cards: The current mix is on the edge. It includes only the bare minimum for Earth Melds and Form of Mists. Especially the Earth Melds sometimes don't last long enough if I'm under heavy pressure. But changing the mix towards Earth Meld strip me of valuable offensive punch. - blood support: The blood support is fair at best, with one Blood Doll in play on avarage, so the Governs become golden here to gain more pool. After all, the deck works much more smoothly with a third Vampire in play. At this point I'd like to discuss some possibly questionable or weird cars included so far: - Ingrid Rossler and Ilyana plus Dominate Master card and bleed enhancing retainers: They are meant to be the backup plan if Stanislava doesn't show up in the starting line-up. I don't think I have the time to go searching for her, so another Vamp must do. And I want at least two bleed on the offense. The Master card is here for Raven and Mirembe to go bleeding with Govern the Unaligned if necessary. OK, so call it all a prayer combo, but I don't have more copies of Stanislava and with my limited insight this is so far as good as it gets for an alternative plan. Any suggestions? - Flesh of Marble and Rolling with the Punches: They are the anti-grapple cards. Since you always have to expect Brujah, I want to have at least a chance to deal with them. - Bone Spurs: More of a surprise value and far from being a key card, but they did a surprisingly fine job so far. With 30 S:CE-cards, noone expects some aggro-damage out of nowhere. - Kine Dominance: Expensive, but only few people seem to have a way to deal with losing a key location. - The Sargon Fragment: Won me some VPs on it's own by bringing back the dearly needed card I need, usually a GtU or FoM. - Delaying Tactics: They are here to prevent nasty votes like Kindred Restructure or Banishment in the most desastrous moments. Any comment is dearly welcome! Vampirically yours, Sascha

Aramis

> Howdy folks! > > For quite some time I'm trying out a Gangrel-deck featuring Dominate, > especially with Stanislava. In casual play the current version does quite > well, making a solid stand. Now I'd like to bring this deck to tournament > level and therefore I seek guidance by some of the seasoned deck-builders > out there... > > > Crypt: (12 cards) [Min: 21, Max: 44, Avg: 7,83] > 2 Caitlin (ANI aus dom PRO, Gangrel Antitribu, 6, > Bishop) > 2 Iliana (DOM FOR PRO tha, Gangrel, 7) > 1 Ingrid Rossler (ANI dom FOR PRO, Gangrel, 9, Prince) > 1 Mirembe Kabbada (ani PRO SER, Gangrel, 5) Ack!!! Why are you using this punk? No fortitude, no dominate, and a 5-cap... Use someone, anyone but Mirembe (Ramona could be fun) > 2 Raven (ani FOR PRO, Gangrel, 5) Ditch one of Raven and pick up one of her twin sister Camille. > 4 Stanislava (ANI CEL DOM FOR PRO, Gangrel, 11, Inner > Circle) > > Library: (90 cards) > Master (18 cards) > 2 Backways > 4 Blood Doll > 1 Dominate > 2 Dreams of the Sphinx > 2 Ecoterrorists > 1 Giant's Blood > 1 KRCG News Radio > 1 Rumor Mill, Tabloid Newspaper, The > 2 Sudden Reversal > 2 Zoo Hunting Ground > > Action (8 cards) > 7 Govern the Unaligned More... just plain more...maybe even include some threats/conditioning, mmm...Stanislava bleeding for 8, mmm... big bleed =) > 1 Kine Dominance > > ActionMod (4 cards) > 4 Freak Drive > > Reaction (11 cards) > 6 Deflection > 2 Delaying Tactics > 3 Forced Awakening > > Combat (32 cards) > 2 Bone Spur Claws of the Dead, maneuvers will help you more than multi-round agg damage imho. Especially if you're looking to use Form of Mist. > 13 Earth Meld Yikes, ditch some of these and just use Fortitude. IG will eat you alive unless you want to seriously up your maneuvers > 3 Flesh of Marble > 11 Form of Mist > 3 Rolling with the Punches Maybe it's just my Ravnos-hate talking, but Superior Mettle might be more useful to you if you see trap/combat, skin of steel if you see celerity combat. The potential to save a blood with RwtP is not worth the potential of being caught without defense. More prevents might be good regardless of what fortitude you use. You might even consider using a couple Horrific Countenance. For pushing that last killer bleed home. > > Retainer (8 cards) > 2 Homunculus > 1 J. S. Simmons, Esq. > 1 Mr. Winthrop > 3 Raven Spy > 1 Tasha Morgan Lots of retainers... they will slow you down some, so carefully examine if their effect is really worth the turn of inaction. > > Equipment (5 cards) > 1 Palatial Estate Unnecessary in my opinion, but if you're going for the long haul...maybe. > 1 Sargon Fragment, The The recycle is nice, but I think this is just fat you can trim out. > 3 Sport Bike More trimming to go... you have intercept locations and raven spy's that don't cost pool. Use those. If they're stealthing more than 2, bounce the bugger. > > Combo (4 cards) > 4 Rapid Change > > Usually the plan goes like this: Have Stanislava in play and go for a bleed > for three every round and another smaller Vampire with some Intercept to > work as a wall. The deck can do this quite often and is not easy to stop if > played correctly. Unfortunately it also suffers from several weaknesses: > > - rather slow development: I've pondered Zillah's Valley to bring out > Stanislava faster. She and a blocker cost at least 16 blood and this will > take a couple of rounds without speed-up. So especially in the beginning it > is quite a vulnerable deck. Adjust your crypt by adding a couple 4-caps, Ramona or Roman, they can block & poke okay enough to scare any early vamps. > > - few vampires in play: You can usually only afford two vampires, three at > most. This leads to the obvious problems vs. fast weenie decks and dedicated > combat. You really need to try Governing at superior. Of course you'll need more governs then... > > - mix of combat cards: The current mix is on the edge. It includes only the > bare minimum for Earth Melds and Form of Mists. Especially the Earth Melds > sometimes don't last long enough if I'm under heavy pressure. But changing > the mix towards Earth Meld strip me of valuable offensive punch. Like I said, ditch your Earth Melds for Fortitude. Even our combat-heavy metagame can't reliably hurt fortitude minions. > > - blood support: The blood support is fair at best, with one Blood Doll in > play on avarage, so the Governs become golden here to gain more pool. After > all, the deck works much more smoothly with a third Vampire in play. Well, the Ecoterrorists are always good for some blood too... not to mention having the Edge on occassion. > > At this point I'd like to discuss some possibly questionable or weird cars > included so far: > - Ingrid Rossler and Ilyana plus Dominate Master card and bleed enhancing > retainers: They are meant to be the backup plan if Stanislava doesn't show > up in the starting line-up. I don't think I have the time to go searching > for her, so another Vamp must do. And I want at least two bleed on the > offense. > The Master card is here for Raven and Mirembe to go bleeding with Govern the > Unaligned if necessary. Only one may be a bit of a prayer card... might want to just cut it entirely. > OK, so call it all a prayer combo, but I don't have more copies of > Stanislava Genevieve is another fat !Gangrel with nice votes, of course, no +2 bleed. =( > and with my limited insight this is so far as good as it gets for > an alternative plan. Any suggestions? > > - Flesh of Marble and Rolling with the Punches: They are the anti-grapple > cards. Since you always have to expect Brujah, I want to have at least a > chance to deal with them. > > - Bone Spurs: More of a surprise value and far from being a key card, but > they did a surprisingly fine job so far. With 30 S:CE-cards, noone expects > some aggro-damage out of nowhere. Like I mentioned before, Claws of the Dead, and maybe up them a tad if you can. If you're going get hit, might as well poke 'em in the eye on the way down. > > - Kine Dominance: Expensive, but only few people seem to have a way to deal > with losing a key location. > > - The Sargon Fragment: Won me some VPs on it's own by bringing back the > dearly needed card I need, usually a GtU or FoM. I think it's a pretty nice toy, but if you're going tournament-level, you'll enjoy the consistency of a well-tuned deck more than the cool toys factor. > > - Delaying Tactics: They are here to prevent nasty votes like Kindred > Restructure or Banishment in the most desastrous moments. Amen... DT is such a good card!!! > > Any comment is dearly welcome! > > Vampirically yours, > > Sascha Hope this helps, Aramis

mostly harmless

Sascha Neumayr <sascha....@gmx.net> schrieb in im Newsbeitrag: 3bcf4f2c$0$32068$5039...@newsreader01.highway.telekom.at... > Howdy folks! > > For quite some time I'm trying out a Gangrel-deck featuring Dominate, > especially with Stanislava. In casual play the current version does quite > well, making a solid stand. Now I'd like to bring this deck to tournament > level and therefore I seek guidance by some of the seasoned deck-builders > out there... Not that I'm too much of a seasoned deck builder, but here's a thought anyway. > [...] > Unfortunately it also suffers from several weaknesses: > > - rather slow development: I've pondered Zillah's Valley to bring out > Stanislava faster. She and a blocker cost at least 16 blood and this will > take a couple of rounds without speed-up. So especially in the beginning it > is quite a vulnerable deck. [...] > - blood support: The blood support is fair at best, with one Blood Doll in > play on avarage, so the Governs become golden here to gain more pool. After > all, the deck works much more smoothly with a third Vampire in play. If you're relying on bringing out an Inner Circle member, I'd put either Zillah's Valley or Information Highway in there, probably either 2 of 1 or 1 of each. For your deck I'd say Info Highway works better. It costs you one less pool and makes for a better blood support later in the game. Since your blood support is seems to be based on superior Governs, Ecoterrorists and transfers, Information Highway allows you to gain up to 3 pool per turn in this way. Michael

pallando

> Crypt: (12 cards) [Min: 21, Max: 44, Avg: 7,83] > 2 Caitlin (ANI aus dom PRO, Gangrel Antitribu, 6, > Bishop) > 2 Iliana (DOM FOR PRO tha, Gangrel, 7) > 1 Ingrid Rossler (ANI dom FOR PRO, Gangrel, 9, Prince) > 1 Mirembe Kabbada (ani PRO SER, Gangrel, 5) > 2 Raven (ani FOR PRO, Gangrel, 5) > 4 Stanislava (ANI CEL DOM FOR PRO, Gangrel, 11, Inner > Circle) you could ditch 1 caitlin, ingrid rossler and mirembe for chandler hungerford, ricky van demsi and anastasia grey. in my opinion vampires that can be brought out in a single turn are often life savers. and you can afford them in situations where you can't afford the others. 1 govern is enough to get them. > > Library: (90 cards) > Master (18 cards) > 2 Backways > 4 Blood Doll > 1 Dominate > 2 Dreams of the Sphinx > 2 Ecoterrorists > 1 Giant's Blood > 1 KRCG News Radio > 1 Rumor Mill, Tabloid Newspaper, The > 2 Sudden Reversal > 2 Zoo Hunting Ground you need better blood support and a way to get vampires faster. i'd ditch the the 2 suddens, the rumor mill and the krcg for 2 minion taps and 2 information highways. the information highway works on all vampires and can be played at all stages of the game because it is free. moreover it works nicely with govern the uinaligned on superior to gain 3 pool. > > Action (8 cards) > 7 Govern the Unaligned > 1 Kine Dominance > > ActionMod (4 cards) > 4 Freak Drive i'm not sure what they are for. you bleed with stanislava and then untap her. what do you do next, hunt? if it just for defense wake with evening's freshness might do the job just as well. if you plan to add obedience that's another thing. > Reaction (11 cards) > 6 Deflection > 2 Delaying Tactics good idea! > 3 Forced Awakening should be wakes because you won't block all of the time (deflection) . also they can be discarded for free. > Combat (32 cards) > 2 Bone Spur > 13 Earth Meld > 3 Flesh of Marble > 11 Form of Mist > 3 Rolling with the Punches i like the surprise factor of the bone spur. but like aramis said claws of the dead give ou a maneuver.. rolling witht the punches is also my favourite prevention card, specially if you don't face heavy combat all of the time. > Retainer (8 cards) > 2 Homunculus > 1 J. S. Simmons, Esq. > 1 Mr. Winthrop > 3 Raven Spy > 1 Tasha Morgan definitely take out the homunculus and the bleed retainers. with your big vampires you are slow anyway. those retainers slow you down even more. > Equipment (5 cards) > 1 Palatial Estate > 1 Sargon Fragment, The > 3 Sport Bike ditch palatial estate and sargon fragment. see above. > Combo (4 cards) > 4 Rapid Change generally spaeking this deck is slow because it uses large vampires. freak drive doesn't help here because all you plan to do is bleeding. to speed things up and focus the deck i would take out all retainers and equipment and the freak drives. this leaves room for 17 cards: 2 delaying tactics 2 deflection 3 wake with evening' freshness 5 govern the unaligned / scouting mission 3 rolling with the punches 2 threats / conditioning / foreshadowing destruction in term of defense you have the deflections against bleed your votes and the delaying tactics against votes and lots against combat. modify the numbers depending on meta game. let us know how the changes work out! regards pallando

GreySeer

"Aramis" <came...@hotmail.com> wrote in message news:d9925496.01101...@posting.google.com... > > Howdy folks! > > > > For quite some time I'm trying out a Gangrel-deck featuring Dominate, > > especially with Stanislava. In casual play the current version does quite > > well, making a solid stand. Now I'd like to bring this deck to tournament > > level and therefore I seek guidance by some of the seasoned deck-builders > > out there... > > > > > > Crypt: (12 cards) [Min: 21, Max: 44, Avg: 7,83] > > 2 Caitlin (ANI aus dom PRO, Gangrel Antitribu, 6, > > Bishop) > > 2 Iliana (DOM FOR PRO tha, Gangrel, 7) > > 1 Ingrid Rossler (ANI dom FOR PRO, Gangrel, 9, Prince) > > 1 Mirembe Kabbada (ani PRO SER, Gangrel, 5) > > Ack!!! Why are you using this punk? No fortitude, no dominate, and a > 5-cap... Use someone, anyone but Mirembe (Ramona could be fun) Mirembe is pretty pointless, I'd use a second Ingrid, when you GtU(S) you can transfer all blood off in one go. You can get her out first and then Stalinslava. > > 2 Raven (ani FOR PRO, Gangrel, 5) > > Ditch one of Raven and pick up one of her twin sister Camille. > > > 4 Stanislava (ANI CEL DOM FOR PRO, Gangrel, 11, Inner > > Circle) > > > > Library: (90 cards) > > Master (18 cards) > > 2 Backways > > 4 Blood Doll > > 1 Dominate > > 2 Dreams of the Sphinx > > 2 Ecoterrorists > > 1 Giant's Blood > > 1 KRCG News Radio > > 1 Rumor Mill, Tabloid Newspaper, The > > 2 Sudden Reversal > > 2 Zoo Hunting Ground > > > > Action (8 cards) > > 7 Govern the Unaligned > > More... just plain more...maybe even include some > threats/conditioning, mmm...Stanislava bleeding for 8, mmm... big > bleed =) A few Conditonings wouldn't go a stray (3?) for those ppl who can't deflect or Archon Investigation. Maybe even a Forshadowing instead > > 1 Kine Dominance > > > > ActionMod (4 cards) > > 4 Freak Drive > > > > Reaction (11 cards) > > 6 Deflection > > 2 Delaying Tactics > > 3 Forced Awakening > > > > Combat (32 cards) > > 2 Bone Spur > > Claws of the Dead, maneuvers will help you more than multi-round agg > damage imho. Especially if you're looking to use Form of Mist. I agree here, CotD can be handy for manuvers in emergencies. > > 13 Earth Meld > > Yikes, ditch some of these and just use Fortitude. IG will eat you > alive unless you want to seriously up your maneuvers Maybe a bit too many Earth Meld, but I'm guessing it's mainly for defense so he can untap after blocking. > > 3 Flesh of Marble > > 11 Form of Mist > > 3 Rolling with the Punches > > Maybe it's just my Ravnos-hate talking, but Superior Mettle might be > more useful to you if you see trap/combat, skin of steel if you see > celerity combat. The potential to save a blood with RwtP is not worth > the potential of being caught without defense. More prevents might be > good regardless of what fortitude you use. Skin of Steel is preferable to RwtP but you might be seeing a lot of multi-round combat in you meatgame, considering you're also using Bone Spur. > You might even consider using a couple Horrific Countenance. For > pushing that last killer bleed home. I'd add 2, maybe 3, although you could use Day Op but you have to be more careful with that because you have to be certain that the rescue will get through. > > > > Retainer (8 cards) > > 2 Homunculus > > 1 J. S. Simmons, Esq. > > 1 Mr. Winthrop > > 3 Raven Spy > > 1 Tasha Morgan > > Lots of retainers... they will slow you down some, so carefully > examine if their effect is really worth the turn of inaction. Way too many, no need any of them except the Homunculi, the media outlets will cover you for intercept needed for actions and S&B is covered by deflection. Every retainer you emply is a bleed Stalinslavia is not making. If it's your other minion then it's another untap you need. > > > > Equipment (5 cards) > > 1 Palatial Estate > > Unnecessary in my opinion, but if you're going for the long > haul...maybe. Could be more useful if you're packing Horrific Countenance > > 1 Sargon Fragment, The > > The recycle is nice, but I think this is just fat you can trim out. And the recycle is an action that is probably better spent bleeding. > > 3 Sport Bike > > More trimming to go... you have intercept locations and raven spy's > that don't cost pool. Use those. If they're stealthing more than 2, > bounce the bugger. Exactly, if you can bounce then you can be light on the intercept. > > Combo (4 cards) > > 4 Rapid Change > > > > Usually the plan goes like this: Have Stanislava in play and go for a bleed > > for three every round and another smaller Vampire with some Intercept to > > work as a wall. The deck can do this quite often and is not easy to stop if > > played correctly. Unfortunately it also suffers from several weaknesses: > > > > - rather slow development: I've pondered Zillah's Valley to bring out > > Stanislava faster. She and a blocker cost at least 16 blood and this will > > take a couple of rounds without speed-up. So especially in the beginning it > > is quite a vulnerable deck. You could try 2 Zillahs and 1 less HG and 1 Backways. I mean, how often has Backways been essential to the deck's operation? > Adjust your crypt by adding a couple 4-caps, Ramona or Roman, they can > block & poke okay enough to scare any early vamps. Anything small with PRO will be handy so they can play Earth Meld, there's a 4 and a 3 that spring to mind immediately, maybe then you can afford the actions to get Raven Spy's and/or Sport Bikes. > > > > - few vampires in play: You can usually only afford two vampires, three at > > most. This leads to the obvious problems vs. fast weenie decks and dedicated > > combat. > > You really need to try Governing at superior. Of course you'll need > more governs then... GtU is a great and Flexible card more never goes astray. [ quoted text not captured ] Using one card slot for a prayer card I usually find acceptable. There's very little difference between dom and DOM when it comes to bleeding but having DOM means you can sup GtU. [ quoted text not captured ] I also think you'll do better by not mucking around with retainers and equipment and going hard as soon as someone with dom comes out otherwise you've given them too long to build their defenses. They've got too much time as it is because it takes so long to get the vamps out. > > > > - Delaying Tactics: They are here to prevent nasty votes like Kindred > > Restructure or Banishment in the most desastrous moments. > > Amen... DT is such a good card!!! > > > > > Any comment is dearly welcome! > > > > Vampirically yours, > > > > Sascha > > Hope this helps, > Aramis A lot depends of your metagame but most bleed decks do best when they aren't distracted by non-bleed actions.

Bobby_Doc

> Crypt: (12 cards) [Min: 21, Max: 44, Avg: 7,83] > 2 Caitlin (ANI aus dom PRO, Gangrel Antitribu, 6, > Bishop) > 2 Iliana (DOM FOR PRO tha, Gangrel, 7) > 1 Ingrid Rossler (ANI dom FOR PRO, Gangrel, 9, Prince) > 1 Mirembe Kabbada (ani PRO SER, Gangrel, 5) > 2 Raven (ani FOR PRO, Gangrel, 5) > 4 Stanislava (ANI CEL DOM FOR PRO, Gangrel, 11, Inner > Circle) I have an idea that will maybe solve some of your problems. Put 4-5 Ingrid in the Crypt. If you do so, you should get her up first. Then you will have 6 transfers. Also She have access to the traditions. Ditch all intercept and wake cards and replace with Domain. Also she can fill up with Hospitality. Keep the two Iliana. The 1-2 remaining should be weenie(s) like Giuliano or Sadie. You will probably only control Stanislava and Ingrid. But both of them can bleed quite ok. The downside of the idea is you will depend heavily on Ingrid and Stanislava and will experiance severe problems if you loose one of them. Also Seducing Ingrid, your main blocker, will cause problems. If you go for this you should do some changes in the Library: > Library: (90 cards) > Master (18 cards) > 2 Backways > 4 Blood Doll > 1 Dominate > 2 Dreams of the Sphinx > 2 Ecoterrorists > 1 Giant's Blood > 1 KRCG News Radio > 1 Rumor Mill, Tabloid Newspaper, The > 2 Sudden Reversal > 2 Zoo Hunting Ground One more dominate maybe. Drop Blood Dolls, KRCG, Rumor and HG's for 5 Minion Tap and 3 Zillahs Valley. > Action (8 cards) > 7 Govern the Unaligned > 1 Kine Dominance Maybe one more Govern. Add 3-5 Hospitality. Maybe one Distraction for handjam. > ActionMod (4 cards) > 4 Freak Drive Also maybe some bleed modifiers like Conditioning. > Reaction (11 cards) > 6 Deflection > 2 Delaying Tactics > 3 Forced Awakening Ditch FA , also maybe 1-2 Deflection. Add 9 Domain. > Combat (32 cards) > 2 Bone Spur > 13 Earth Meld > 3 Flesh of Marble > 11 Form of Mist > 3 Rolling with the Punches You block, acting vamp plays S:CE+untap -> you are not allowed to play Eartmeld. So I would have 50/50 Earthmeld and Cats Guidance. CG is also +1 intercept, that can be really useful. > Retainer (8 cards) > 2 Homunculus > 1 J. S. Simmons, Esq. > 1 Mr. Winthrop > 3 Raven Spy > 1 Tasha Morgan Ditch all of them. The deck is to slow. > Equipment (5 cards) > 1 Palatial Estate > 1 Sargon Fragment, The > 3 Sport Bike Ditch. > Combo (4 cards) > 4 Rapid Change For me Earth Control is better. Bleed on! Robert

The Lasombra

"Bobby_Doc" <robert_...@hotmail.com> wrote in message news:87708033.01101...@posting.google.com... > > Combat (32 cards) > > 2 Bone Spur > > 13 Earth Meld > > 3 Flesh of Marble > > 11 Form of Mist > > 3 Rolling with the Punches > > You block, acting vamp plays S:CE+untap -> you are not allowed to play > Eartmeld. This is absolutely wrong. In every combat both minions play strikes. If both strikes are combat ends, both strikes take effect. See 6.4.3 of the online rulebook, here: http://www.white-wolf.com/vtes/rulebook/rulebook.html#sec6_4_3 Both minions choose strikes. Then the strikes resolve. Carpe noctem. Lasombra http://www.TheLasombra.com -- Posted from rr-163-54-196.atl.mediaone.net [24.163.54.196] via Mailgate.ORG Server - http://www.Mailgate.ORG

Jason Bell

"Sascha Neumayr" <sascha....@gmx.net> wrote > Howdy folks! > > For quite some time I'm trying out a Gangrel-deck featuring Dominate, > especially with Stanislava. In casual play the current version does quite > well, making a solid stand. Now I'd like to bring this deck to tournament > level and therefore I seek guidance by some of the seasoned deck-builders > out there... Some suggestions (easy, since I have the deck built already). First, more Dominate master cards. Second, you've got to be some sort of crazy person not to play Chandler Hungerford. And despite all her claims to the contrary, Daliyah is a Gangrel. You have 24 Strike: Combat Ends cards, isn't that a tad many? Four Stanislava? - Jason Bell

Karim - Anarch of Scarborough

> > You block, acting vamp plays S:CE+untap -> you are not allowed to play > > Earthmeld. > > This is absolutely wrong. > In every combat both minions play strikes. > If both strikes are combat ends, both strikes take effect. > > See 6.4.3 of the online rulebook, here: > > http://www.white-wolf.com/vtes/rulebook/rulebook.html#sec6_4_3 > > Both minions choose strikes. > Then the strikes resolve. Here is what it says in the rulebook, it appears there is not phaze or action slot reserved for the 'end combat', it just happens immediately, even in response to a first strike?? "6.4.5. Strike Effects Combat Ends: This effect ends combat immediately. This type of strike is always the first to resolve, even before a strike done with first strike, and ends combat before other strikes can be resolved or any damage dealt. Combat ends is effective at any range. Combat ends is not affected by a dodge, since dodge only cancels effects that are directed at the dodging minion."

LSJ

[ quoted text not captured ] It ends combat immediately when it resolves, just as a hand strike inflicts damage when it resolves. See 6.4.3 (as previously cited): Choose Strike: Each minion chooses... Resolve Strikes: The effects of the strikes from both minions are resolved simultaneously. By 6.4.5., the effective resolution ordering is: 1) all S:CE (if both minions S:CE, then both strikes go off here) 2) all Dodges 3) all strikes done with First Strike (except Dodges and S:CE) 4) all other strikes -- LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc. Links to revised rulebook, rulings, errata, and tournament rules: http://www.white-wolf.com/vtes/