i had great fun with my American-style weenie pot deck on Saturday and it
set me thinking about other weenie rush decks. ANI/FOR ought to be even
better, methinks, specially if you have a few dog-packs. The basic idea
would be to start the deck off as classic weenie for/trap, but you would
aim to make as many minions as possible ANI and FOR, and you would be
going for DoTB, Dawn op, Freak Drives and each of your teeny-weenies
taking out three vamps every turn [Bum's Rush, Ambush and Haven
uncovered]. Now THAT should be fast enough to make combat competitive!
i've never seen this kind of deck in action, however, nor do i recall it
being talked about, at least not in exactly these terms. Does that mean
it's been tried and it sucks, or is there some other reason why this
can't work?
Crypt would be 12-ish cheap vamps with at least ani or for, ranging from
March and Uriah up to 5-6 cap Gangrels and Ravnos. Library would be
something like the following:
19 MASTERS
4 x ani
4 x for
3 x Effective Management
4 x Haven Uncovered
2 x Info Highway
2 x Tribute
16 ACTIONS
6 x Bum's Rush
6 x Ambush
4 x Tier of Souls [?]
38 COMBAT
8 x Trap
12 x DoTB
3 x Terror Frenzy [?]
2 x Aid from Bats
7 x Unflinching Persistence
6 x Skin of Steel
2 RETAINERS
2 x Dog Pack
15 MODIFIERS
8 x dawn Op
7 x Freak Drive
Maybe you don't really need the retainers, and maybe there should be some
blood gain in there too - Tastes, perhaps. Carrion Crows would obviously
be nice in this. But really i am interested in people's prior experience
of this kind of thing, if any. If the deck idea is novel, of course we
will only find out whether it is any good or not by playing it! Hmmm,
actually it's NOT that novel, is it? it's kind of a variation of the
weather control/Skin of Night deck. Anyway, i'd still like to know if
anyone has played around with this concept before!
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On Tue, 10 Aug 1999 14:17:24 GMT, legb...@my-deja.com wrote:
>i had great fun with my American-style weenie pot deck on Saturday and it
>set me thinking about other weenie rush decks. ANI/FOR ought to be even
>better, methinks, specially if you have a few dog-packs. The basic idea
>would be to start the deck off as classic weenie for/trap, but you would
>aim to make as many minions as possible ANI and FOR, and you would be
>going for DoTB, Dawn op, Freak Drives and each of your teeny-weenies
>taking out three vamps every turn [Bum's Rush, Ambush and Haven
>uncovered]. Now THAT should be fast enough to make combat competitive!
>i've never seen this kind of deck in action, however, nor do i recall it
>being talked about, at least not in exactly these terms. Does that mean
>it's been tried and it sucks, or is there some other reason why this
>can't work?
well, besides that Dawn Op only works when someone blocks...? =) and
then you're kind of sitting there with a DotB and a weenie, going
"sureyoudontwannablock?" to someone's Great Big Potence deck.
Even just a for weenie deck with plenty of pulled fangs, traps, undead
persistences, and skins-of-rock can be lots of fun. :) Not very
pleasant.. but lots of fun. And you run out of Rush actions
quickly... not in your hand, but in your DECK.
-- Derek
(replying by email? remove the nospam from my domain :)
>i had great fun with my American-style weenie pot deck on Saturday and it
>set me thinking about other weenie rush decks.
American-style weenie pot deck? What is that?
Conor
Prince of Raleigh
Celt wrote:
>>American-style weenie pot deck? What is that?>>
I'm pretty much guessing that Legbiter is referring to they type of Potence
Rush deck that is advocated by the likes of Josh Duffin, James Hamblin, and
myself (among others...)--small vampires with pot/POT using very focused
Potence Immortal Grapple combat. Usually contains about 12 Bum's Rush/4 Haven
Uncovered, and 12 Immortal Grapple as major deck components and revolves around
either the Brujah (using Cel for manuvers and some additional strikes) or the
Nosferatu (using Obf for Behind You manuvers). The Brujah have better manuvers
and other Cel cards to use, but the Nosferatu have a better small vampire
selection (more smallish vamps with POT--Agatha, Olivia, Nigel, not to mention
the not small but incredibly useful Beast).
If you dig around the web, I'm sure there are many variations of them archived
places--my Nosferatu version is in the Nosferatu Newsletters; Skywise made a
Brujah version in the Brujah newsletters; James's is in the !Bru newsletters
somewhere; Josh and Xian both have posted good ones around here at some point.
Peter D Bakija
PD...@aol.com
"He sees the things he knows are his
He sees the bright and hollow sky"
-Iggy Pop
In article <7opc99$bup$1...@nnrp1.deja.com>, <legb...@my-deja.com> wrote:
>i had great fun with my American-style weenie pot deck on Saturday and it>set me thinking about other weenie rush decks. ANI/FOR ought to be even
>better, methinks, specially if you have a few dog-packs. The basic idea
>would be to start the deck off as classic weenie for/trap, but you would
>aim to make as many minions as possible ANI and FOR, and you would be
>going for DoTB, Dawn op, Freak Drives and each of your teeny-weenies
>taking out three vamps every turn [Bum's Rush, Ambush and Haven
>uncovered]. Now THAT should be fast enough to make combat competitive!
>i've never seen this kind of deck in action, however, nor do i recall it
>being talked about, at least not in exactly these terms. Does that mean
>it's been tried and it sucks, or is there some other reason why this
>can't work?
[Deck outline and post analysis snipped]
It's a neat idea, but has a couple of flaws:
It relies on the dog packs to deal with S:CE, which is slow,
easily blockable, and for the same combined price you could
get a much better vampire.
Too many working parts, and thus a lack of reliability. Trap, Fortitude,
Drawing out the Beast, Dawn Op, Dog Pack, Freak Drive, and probably
Taste of Vitae. I would guess it might work a few times, but
where a weenie potence deck has a tendency to hand jam about as
fast as you can "un-jam", this will leave you hand tied after
a few combats, which leads to the next point.
You aren't going to get so many combats in reality. Your hand
will jam first, and you don't have enough rush cards to make
use of this even if you didn't jam. So in the end you gain
little from being able to make multiple rushes, and potentially
lose greatly in the speed with which you get started if
you don't get your dog packs out. Hell, as you need both animalism
and fortitude (preferably superior of both), your effective
vampires will also be larger than weenie potence's.
Perhaps a more stripped down version based mostly on animalism
might work though? Mostly Ambush/Bum's Rush w/ Aid From Bats
and Carrion Crows, with a small amount of Terror Frenzy, Dog Pack,
and Dawn Op, and Freak Drive. Perhaps some extra maneuvers and a
smidgen of Fortitude. I suspect you might get better results out
of a purely Animalism Deck as it'd be faster and more reliable,
although this does have more flexibility and punch.
Hmmmm. What about Rush, then Trap plus Song of Serenity? That takes
advantage of trap much better than fortitude does, and is quite
humiliating to boot! Add in some Dog Packs, and Aid from Bats.
Perhaps a bit of fortitude, Dawn Op, and Freak Drive, but probably
not. I think I'd actually rather have some untap and a bit of
permanent intercept, as you can't really afford the Freak Drive,
Trap + Hand Damage is better than Dawn Op, and then you don't
need Fortitude. Carrion Crows might be a good hedge, but Aid From Bats
has a press to make sure the Trap works, and so is probably better
if somewhat monotonous.
This might even be a halfway functional Rush/Intercept Hybrid,
which would help offset its reliance on Dog Packs. The only
real problem I see is that you'd lose to other combat decks...
Not sure what to do about that.
--
/\ Jasper Phillips
/VVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz
j^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--.
* http://www.engr.orst.edu/~philljas/ "~"~'--`
I am very familiar with small vamp large pot rush decks. I just did not
know the difference between a America-style vs.. any other style. I guess
they are all American? I have even had the pleasure of playing Josh Duffin.
Conor
Prince of Raleigh
Peter D Bakija wrote in message
<19990811084354...@ng-cc1.aol.com>...
[ quoted text not captured ]
Just go for a weenie animalism deck instead.
Take a bunch of 1-3 cap vamps with ani, maybe
a couple of 5 cap with ANI.
Lots of animalism skill masters (really need ANI).
Bum's Rush en masse.
Then tons of DotB and Aid from Bats, really the only
combat cards you need.
Spice a little with Raven spy, Cats Guidence, Guard Dogs, WwEF.
Maybe some Computer Hacking and "Bleed Devices".
And of course Master cards like Info Highway, Tribute t t M,
Blood Doll, Dreams o t Sphinx, Barrens, Effective Management, ...
But, of course, this kind of deck tends to be a little booooring.
Never plays these kind of decks myself, so I fully understand if
you're trying to do something little more unusual.
Good Luck!
// Robert Doktorow
[ quoted text not captured ]
[Big ol' snip]
> Perhaps a more stripped down version based mostly on animalism
> might work though? Mostly Ambush/Bum's Rush w/ Aid From Bats
> and Carrion Crows, with a small amount of Terror Frenzy, Dog Pack,
> and Dawn Op, and Freak Drive. Perhaps some extra maneuvers and a
> smidgen of Fortitude. I suspect you might get better results out
> of a purely Animalism Deck as it'd be faster and more reliable,
> although this does have more flexibility and punch.
>
> Hmmmm. What about Rush, then Trap plus Song of Serenity? That takes
> advantage of trap much better than fortitude does, and is quite
> humiliating to boot! Add in some Dog Packs, and Aid from Bats.
> Perhaps a bit of fortitude, Dawn Op, and Freak Drive, but probably
> not. I think I'd actually rather have some untap and a bit of
> permanent intercept, as you can't really afford the Freak Drive,
> Trap + Hand Damage is better than Dawn Op, and then you don't
> need Fortitude. Carrion Crows might be a good hedge, but Aid From Bats
> has a press to make sure the Trap works, and so is probably better
> if somewhat monotonous.
>
> This might even be a halfway functional Rush/Intercept Hybrid,
> which would help offset its reliance on Dog Packs. The only
> real problem I see is that you'd lose to other combat decks...
> Not sure what to do about that.
A good idea, and I think with some of the Animalism-style maneuvers and
maneuver prevents, you could even have a go with the other combat decks. The
Aid From Bats alone might not keep you away from those Immortal Grapple decks,
but if you have the resources for it, a Terror Frenzy + Aid From Bats (and a
possible Carrion Crows) combination might be just the thing.
The Terror Frenzy would last the whole of combat, so would be nice with the
Traps, and would also prevent weapons use by the opposing minion. It still
lets them press to end combat, so what do you do there? Heheh Drawing Out
The Beast! Fun stuff. Hold them exactly where you want them for exactly as
long as you want. They can't maneuver, no matter the range, and they can't
press, either to continue or to end. They can't use weapons and they take
unpreventable damage after each round. 2 cards and one blood. Probably
excessive, yes. But damn it sounds like fun. Imagine, Animalism clans
playing mind games like the Dominate clans. Of course (say the Dominate
clans) one Thoughts Betrayed throws a wrench the size of Africa into the
works.
Could be a fun deck. Now to find about 10 more Terror Frenzy cards...
> A good idea, and I think with some of the Animalism-style maneuvers and
> maneuver prevents, you could even have a go with the other combat decks. The
> Aid From Bats alone might not keep you away from those Immortal Grapple decks,
> but if you have the resources for it, a Terror Frenzy + Aid From Bats (and a
> possible Carrion Crows) combination might be just the thing.
>
> The Terror Frenzy would last the whole of combat, so would be nice with the
> Traps, and would also prevent weapons use by the opposing minion. It still
> lets them press to end combat, so what do you do there? Heheh Drawing Out
> The Beast! Fun stuff. Hold them exactly where you want them for exactly as
> long as you want. They can't maneuver, no matter the range, and they can't
> press, either to continue or to end. They can't use weapons and they take
> unpreventable damage after each round. 2 cards and one blood. Probably
> excessive, yes. But damn it sounds like fun. Imagine, Animalism clans
> playing mind games like the Dominate clans. Of course (say the Dominate
> clans) one Thoughts Betrayed throws a wrench the size of Africa into the
> works.
>
> Could be a fun deck. Now to find about 10 more Terror Frenzy cards...
Hmm, taking a peek at the card texts for Terror Frenzy and Drawing Out The Beast:
Terror Frenzy
1 blood, Animalism
Combat
Only usable before range is determined on the first round. During this combat, the
opposing minion can only use maneuvers to set the combat at long range, can only
use presses to end combat, and cannot use equipment.
(S) Only usable before range is determined. Opposing minion pays an additional
blood when playing combat cards this combat.
Drawing Out the Beast
Animalism
Combat
Only usable before range is determined on the first round. During this combat,
opposing vampire gets +1 hand damage, but he or she can only use maneuvers to
cancel maneuvers, can only use presses to continue combat, and cannot use
equipment.
(S) As above, and opposing vampire takes 1 damage after each round. This damage
cannot be prevented.
So now I'm thinking that since each card seems to explicitly give permission for a
certain type of maneuvering (rather than denying a type, which is what I was
thinking previously), you would not hold the opposing minion in place, but rather
you would allow him whichever maneuvering the card, TF or DotB, played second in
this combo allowed.
So if you played TF and then DotB, the DotB specifically states that the opposing
minion is allowed to use maneuvers to cancel maneuvers and can use presses to
continue combat, which I think would override the card text from the Terror
Frenzy.
Anyone following? Am I mad? Do I know what I'm talking about? Help?
p.
Patrick Harris wrote:
> Hmm, taking a peek at the card texts for Terror Frenzy and Drawing Out The Beast:
>
> Terror Frenzy
> 1 blood, Animalism
> Combat
> Only usable before range is determined on the first round. During this combat, the
> opposing minion can only use maneuvers to set the combat at long range, can only
> use presses to end combat, and cannot use equipment.
> (S) Only usable before range is determined. Opposing minion pays an additional
> blood when playing combat cards this combat.
>
> Drawing Out the Beast
> Animalism
> Combat
> Only usable before range is determined on the first round. During this combat,
> opposing vampire gets +1 hand damage, but he or she can only use maneuvers to
> cancel maneuvers, can only use presses to continue combat, and cannot use
> equipment.
> (S) As above, and opposing vampire takes 1 damage after each round. This damage
> cannot be prevented.
>
> So now I'm thinking that since each card seems to explicitly give permission for a
> certain type of maneuvering (rather than denying a type, which is what I was
> thinking previously), you would not hold the opposing minion in place, but rather
> you would allow him whichever maneuvering the card, TF or DotB, played second in
> this combo allowed.
No. The use of "only" there serves to make the text a restriction, not a
permission. You were right the first time: if you play both, the opposing
minion can neither maneuver nor press.
--
LSJ (vte...@wizards.com) V:TES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.wizards.com/VTES/rules.asp
[snipped card text]
Patrick Harris wrote:
> > So now I'm thinking that since each card seems to explicitly give permission for a
> > certain type of maneuvering (rather than denying a type, which is what I was
> > thinking previously), you would not hold the opposing minion in place, but rather
> > you would allow him whichever maneuvering the card, TF or DotB, played second in
> > this combo allowed.
LSJ wrote:
> No. The use of "only" there serves to make the text a restriction, not a
> permission. You were right the first time: if you play both, the opposing
> minion can neither maneuver nor press.
Yay! Now then.. I must go and sell my body to afford the Terror Frenzy cards I want.
Hey sailor, new in town?
p.
In article <7opc99$bup$1...@nnrp1.deja.com>,
legb...@my-deja.com wrote:
Freak Drives and each of your teeny-weenies
> taking out three vamps every turn [Bum's Rush, Ambush and Haven
> uncovered]. Now THAT should be fast enough to make combat competitive!
> i've never seen this kind of deck in action, however, nor do i recall
it
> being talked about, at least not in exactly these terms. Does that
mean
> it's been tried and it sucks, or is there some other reason why this
> can't work?
I tried something like this, only I used the multiple attack action
theme to make more use of Basilia.
I forewent the aggro claws, of course, to save cards for more freak
drives, taste of vitaes (to pay for the whole shebang) and rolling with
the punches.
Played it in jol76 and it didn't to do well. However, some other
deck featuring basilia was played, and we contested for about 7
rounds. In other games, it works surprisingly well. The max deck size
is a bit of a problem.
The dog pack feature has been really effective in face to face games,
since the multiple actions means that it's used a lot. Basilia would
DotB, scorpion sting, then roll with the punches and taste. That's
just about it. It works tremendously well, if you use moderation in
how much you attack. There's a capacity to down several vampires
suddenly.
A friend and I used MATLAB to script out the deck. We wanted to be
able to see how many cards of each in the combo would be necessary to
ensure drawing card Y in an average of X draws Z percent of the time.
being able to see the choices for each card, and pick the percentages
against each other is more helpful than I think people here would
expect.
I had more success with MATLAB in desiging the master card challenge;
a anarch revolt based deck. I know it's been done since and talked
about for even longer, (I think the life boon was what made mine a bit
different) but I only got it to /really/ work when I went and defined
constraints, i.e. I wish to draw a Rumours of Gehenna by turn 3 75% of
the time, and a secure haven by turn 4 80% of the time, and so on. I
ended up with about 16 Rumours, 10 secure havens, and so on - lots of
duplication. Anyway, I just wanted to recommend graphing out these
sorts of things to see exactly how precarious playing a combo-intensive
deck is. It's far from certain that these combos go off even with such
a high amount of duplication.
Since then, I've gone back to favoring flexible decks over focused
decks.
Dan
[ quoted text not captured ]