rec.games.trading-cards.jyhad

POT OBF SER: The unholy marriage

40 messages from 11 participants · 22 August 1998 – 28 August 1998
original thread on Google Groups

Michael Beer

Jasper, here comes the POT OBF SER deck: Unholy marriage Nosferatu / Setite / Ventrue, Traditional Corruption deck Have fun with it. Anyone has ideas how to improve it? Michael Beer Crypt Name Clan and Capacity Disciplines Specials Suheila Ventrue, 9 pot OBF ser Prince, +1 bleed, +1 stealth on each of her actions if your prey controls a ready Prince or Justicar Suheila Murat Nosferatu, 7 POT OBF ser Prince Murat Dedefra Setite, 5 obf SER Non-Camarilla, +1 hand damage vs. Camarilla vamps Dedefra Agrippina Nosferatu, 4 pot OBF Agatha !Nosferatu, 4 POT obf Nikolaus Nosferatu, 7 POT obf Prince, during your untap you can move 1 blood to an uncontrolled Nosferatu Koko Nosferatu, 2 pot Dimple Nosferatu, 2 obf Duck Nosferatu, 3 pot obf Library Master: 15 2x Potence 2x Obfuscate 2x Serpentis 1x The Labyrinth 1x Opium Den 1x Ventrue Headquarters 3x Minion Tap 3x Blood Doll Actions: 20 3x 3rd Tradition 4x 4th Tradition 3x 5th Tradition 4x Night Moves 2x Form of Corruption 2x Temptation 1x Lure of the Serpent 1x Rampage Political Actions none Equipment: 5 2x Laptop Computer 1x Senguir Dagger 1x Sport Bike 1x Flack Jacket Retainers none Allies none Modifiers: 20 5x Cloak the Gathering 5x Mask of 1k Faces 5x Lost in Crowds 5x Faceless Nights Reactions: 10 6x 2nd Tradition 2x Wake of Evening's Freshness 2x Delaying Tactics Combat: 20 5x Torn Signpost 5x Undead Strength 4x Thrown Sewer Lid 1x Shattering Blow 5x Taste of Vitae Total number of cards: 90 Tactic: Have fun and surprise your opponents with an unusual deck Bleed defense: Traditional intercept, Blood machine Vote defense: own votes Combat defense: fight back with Potence House rules: Official DCI-rules, Concealed Weapon is skill-less Deck by: Michael Beer, Dortmund, Germany

Jasper Phillips

In article <35DEC8AE...@leila.ping.de>, Michael Beer <Mi...@leila.ping.de> wrote: > >Crypt > > Name Clan and Disciplines Specials > Capacity > Suheila Ventrue, 9 pot OBF ser each of her actions if your prey > Suheila > Murat Nosferatu, 7 POT OBF ser Prince > Murat > Dedefra Setite, 5 obf SER Non-Camarilla, +1 hand damage > Dedefra > AgrippinaNosferatu, 4 pot OBF > Agatha !Nosferatu, 4 POT obf > Nikolaus Nosferatu, 7 POT obf can move 1 blood to an > Koko Nosferatu, 2 pot > Dimple Nosferatu, 2 obf > Duck Nosferatu, 3 pot obf You might want to consider Olivia, who I'd prefer over Agrippina at least: 5 !Nos Bishop w/ POT OBF > * 1x Ventrue Headquarters Seems to me there aught to be something better here, since you don't have any of your own votes. The Grand Temple of Set could be fun, although you don't have much intercept. Actually, on second thought with all that stealth you need some Hand cycling -- badly. The Secret Library of Alexandria and perhaps a Barrens. > * 4x Night Moves > * 2x Form of Corruption > * 2x Temptation > * 1x Lure of the Serpent > * 1x Rampage Hmmm, which locations are you scared of? I'd probably ditch the Lure and the Rampage for another Temptation + Form of Corruption. What else are the Settites really for? ;-) >Equipment: 5 > > * 2x Laptop Computer > * 1x Senguir Dagger > * 1x Sport Bike > * 1x Flack Jacket This is more equipment then I normally care for, but this is a rather slowly developing deck, so maybe it's not so bad. >Modifiers: 20 > > * 5x Cloak the Gathering > * 5x Mask of 1k Faces > * 5x Lost in Crowds > * 5x Faceless Nights Why not lose some of this for some more corruption stuff? This is enough to cause serious problems with hand jam, and the only thing you have that people will really be wanting to block is the corruption -- which you don't have much of. I would probably ditch the Faceless Nights. Also, consider that you have 4 Night Moves in addition; those are probably good to keep -- or even increase, since they'll get you the edge to "tempt" your prey when he bleeds, and they're more easily cyclable. >Reactions: 10 > > * 6x 2nd Tradition > * 2x Wake of Evening's Freshness > * 2x Delaying Tactics Why Wakes instead of more 2nd Tradition, or something else? >Combat: 20 > > * 5x Torn Signpost > * 5x Undead Strength > * 4x Thrown Sewer Lid > * 1x Shattering Blow > * 5x Taste of Vitae Wheres the Immortal Grapple! Just kidding. ;-) Actually, a few just for suprise value might come in handy. Also, I'd ditch the Sewer Lids, since you have no way to get to long range by yourself; They're not enough of a deterent to stop a serious ranged attack deck anyway. This should give you a little bit more room for some of the other potence goodies. Actually, what might _really_ work well here is Death of My Conscience! It would help cycle those unused stealth cards (since any decent opponent won't try to block once he realizes what's going on), and quite possibly shock your opponent. Besides, the name seems rather fitting somehow in a Serpentis deck... Also, do you really fear Equipment? I'd ditch the Shattering Blow. All in all, a pretty cool deck. I'm tempted to give something similar a try, if only because I've always wanted to try to make Serpentis work. Thanks for posting it. :-) -- /\ Jasper Phillips /VVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz j^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--. * http://www.engr.orst.edu/~philljas/ "~"~'--`

Michael Beer

Jasper Phillips wrote: > In article <35DEC8AE...@leila.ping.de>, > Michael Beer <Mi...@leila.ping.de> wrote: > > > >Crypt > > > > Name Clan and Disciplines Specials > > AgrippinaNosferatu, 4 pot OBF > > You might want to consider Olivia, who I'd prefer over Agrippina at > least: 5 !Nos Bishop w/ POT OBF > Good point. > > > > > * 1x Ventrue Headquarters > > Seems to me there aught to be something better here, since you don't > have any of your own votes. The Grand Temple of Set could be fun, > although you don't have much intercept. > Diablerie. Vote defense. Diplomacy. > > > > Actually, on second thought with all that stealth you need some Hand > cycling -- badly. The Secret Library of Alexandria and perhaps a Barrens. > Hm. My environment is often intercept-heavy, and if some aggressive boy / girl is spotted hurling a decent deck, often other players ally so that the good deck gets toasted. This takes often the form of: I don't bleed you for the next 5 turns (your grandpredator's voice) I am glad that now crosstable bleeding is forbidden (too often some strong deck without bleed defense were bled crosstable by those who were intimidated by piles of pool and complete vote dominance. One of the reasons that votes decks are not so popular here), but often extreme boon mongering shows up if someone else can do you any harm crosstable ("I will do anything you want if you destroy my predator.") So serious stealth is needed if you want to act successfully long term. After all, with 3rd and 4th Tradition you can activate hordes of minions in a very short period of time. But since I want to go with permanent stealth (by location or vampire), I could use less stealth cards. The Secret Library is a worthy addition. I will test it out which card is better in actual game play. Succubus Club may be good too: You can trade away your surplus cards during untap and get some cool cards to waste during that turn... > > > > > * 4x Night Moves > > * 2x Form of Corruption > > * 2x Temptation > > * 1x Lure of the Serpent > > * 1x Rampage > > Hmmm, which locations are you scared of? I'd probably ditch the Lure and > the Rampage for another Temptation + Form of Corruption. What else > are the Settites really for? ;-) > Scared? Of none. But to see an Art Museum of your prey burning down to the ground is always satisfying AND helps you. The main reason that I didn't put in more of those serpentis corruption cards is - that I own only two of each. They're rares. Possible replacements for the Rampage and Lure of the Serpent are Heart of Darkness (unlikely because you need SER to gain maximum effect), Mark of Damnation (cool in this deck. Setites are NOT only for corruption ;), Sacrificial Lamb (one may be ok) and Computer Hacking (You don't block: you die.) > > > > >Equipment: 5 > > > > * 2x Laptop Computer > > * 1x Senguir Dagger > > * 1x Sport Bike > > * 1x Flack Jacket > > This is more equipment then I normally care for, but this is a rather > slowly developing deck, so maybe it's not so bad. > Especially since this is a minion-generating deck which will have a huge action recource. > > > > >Modifiers: 20 > > > > * 5x Cloak the Gathering > > * 5x Mask of 1k Faces > > * 5x Lost in Crowds > > * 5x Faceless Nights > > Why not lose some of this for some more corruption stuff? This is enough > to cause serious problems with hand jam, and the only thing you have > that people will really be wanting to block is the corruption -- > which you don't have much of. I would probably ditch the Faceless > Nights. Also, consider that you have 4 Night Moves in addition; those > are probably good to keep -- or even increase, since they'll get > you the edge to "tempt" your prey when he bleeds, and they're more easily > cyclable. > good points. Will ditch 5x Faceless Nights for 5x Night Moves. No powerpunch, but nearly irresistable. > > > > >Reactions: 10 > > > > * 6x 2nd Tradition > > * 2x Wake of Evening's Freshness > > * 2x Delaying Tactics > > Why Wakes instead of more 2nd Tradition, or something else? Sometimes even your princes need some peace, for example when they are low on blood. Then you might want someone else to do the dirty work. And the number of available princes is limited. > > > > > >Combat: 20 > > > > * 5x Torn Signpost > > * 5x Undead Strength > > * 4x Thrown Sewer Lid > > * 1x Shattering Blow > > * 5x Taste of Vitae > > Wheres the Immortal Grapple! Just kidding. ;-) Actually, a few just > for suprise value might come in handy. Also, I'd ditch the Sewer Lids, > since you have no way to get to long range by yourself; They're not > enough of a deterent to stop a serious ranged attack deck anyway. > This should give you a little bit more room for some of the other > potence goodies. > Ditch 4x Thrown Sewer Lid for 3x Death of my Concience + 1x Amaranth. I will keep the Shattering Blow since annoying equipment shows up often enough and I want to get rid of enemy's Flack Jackets and Sport Bikes. I love their face expression when they see their sport bike spit all over the street in pieces. > > > > Actually, what might _really_ work well here is Death of My Conscience! > It would help cycle those unused stealth cards (since any decent > opponent won't try to block once he realizes what's going on), > and quite possibly shock your opponent. Besides, the name seems > rather fitting somehow in a Serpentis deck... > yep. see above. > > > > All in all, a pretty cool deck. I'm tempted to give something similar > a try, if only because I've always wanted to try to make Serpentis work. > Thanks for posting it. :-) > No prob. Michael Beer

xi...@waste.org

To start off, I really like this concept...of course I'm very fond of unusual combinations...I've got a couple brief suggestions, but I think Jasper covered most of them... In article <6rmkvo$gvj$1...@news.NERO.NET>, phil...@tx.ENGR.ORST.EDU (Jasper Phillips) wrote: > In article <35DEC8AE...@leila.ping.de>, > Michael Beer <Mi...@leila.ping.de> wrote: > > > >Crypt > > * 1x Ventrue Headquarters > > Seems to me there aught to be something better here, since you don't > have any of your own votes. The Grand Temple of Set could be fun, > although you don't have much intercept. Personally, I like Realm of the Black Sun, but for this one card slot it's probably a matter of personal preference... > >Equipment: 5 > > > > * 2x Laptop Computer > > * 1x Senguir Dagger > > * 1x Sport Bike > > * 1x Flack Jacket > > This is more equipment then I normally care for, but this is a rather > slowly developing deck, so maybe it's not so bad. I'd recommend ditching the laptops for a couple of Spying Missions...and although the Sengir Dagger is always a bonus, I don't think 1 Sport Bike and 1 Flak Jacket in even a 90 card deck is enough to be useful. I'd say put more in or ditch them. > > >Modifiers: 20 > > > > * 5x Cloak the Gathering > > * 5x Mask of 1k Faces > > * 5x Lost in Crowds > > * 5x Faceless Nights > > Why not lose some of this for some more corruption stuff? This is enough > to cause serious problems with hand jam, and the only thing you have > that people will really be wanting to block is the corruption -- > which you don't have much of. I would probably ditch the Faceless > Nights. Also, consider that you have 4 Night Moves in addition; those > are probably good to keep -- or even increase, since they'll get > you the edge to "tempt" your prey when he bleeds, and they're more easily > cyclable. Yup. I'd knock most of those down to 3 each with 5 Lost in Crowds as the sole exception. Swallowed by Night is also good. > > >Reactions: 10 > > > > * 6x 2nd Tradition > > * 2x Wake of Evening's Freshness > > * 2x Delaying Tactics > > Why Wakes instead of more 2nd Tradition, or something else? Hmm...I'm intrigued by the Delaying Tactics. I've never found the card very useful...and I'd like to hear your reasoning for including it. I could see it in an intercept deck when you just don't have enough intercept right now, or at endgame, but otherwise, it has struck me as being close to wallpaper. > > >Combat: 20 > > > > * 5x Torn Signpost > > * 5x Undead Strength > > * 4x Thrown Sewer Lid > > * 1x Shattering Blow > > * 5x Taste of Vitae > > Wheres the Immortal Grapple! Just kidding. ;-) Actually, a few just > for suprise value might come in handy. Also, I'd ditch the Sewer Lids, > since you have no way to get to long range by yourself; They're not > enough of a deterent to stop a serious ranged attack deck anyway. > This should give you a little bit more room for some of the other > potence goodies. > > Actually, what might _really_ work well here is Death of My Conscience! > It would help cycle those unused stealth cards (since any decent > opponent won't try to block once he realizes what's going on), > and quite possibly shock your opponent. Besides, the name seems > rather fitting somehow in a Serpentis deck... There's never enough Death of My Conscience. Although you need the big boys to play it, it is *so* worthwhile. Sweet sweet Death of My Conscience. Boon to the Maximum Aggravated Hand Damage deck... > Also, do you really fear Equipment? I'd ditch the Shattering Blow. > > All in all, a pretty cool deck. I'm tempted to give something similar > a try, if only because I've always wanted to try to make Serpentis work. > Thanks for posting it. :-) Agreed... Xian -----== Posted via Deja News, The Leader in Internet Discussion ==----- http://www.dejanews.com/rg_mkgrp.xp Create Your Own Free Member Forum

Lupus Australis

On 22 Aug 1998, Jasper Phillips wrote: > In article <35DEC8AE...@leila.ping.de>, > Michael Beer <Mi...@leila.ping.de> wrote: > >Crypt > > > > Name Clan and Disciplines Specials > > Capacity > > Suheila Ventrue, 9 pot OBF ser each of her actions if your prey > > Suheila > > Murat Nosferatu, 7 POT OBF ser Prince > > Murat > > Dedefra Setite, 5 obf SER Non-Camarilla, +1 hand damage > > Dedefra > > AgrippinaNosferatu, 4 pot OBF > > Agatha !Nosferatu, 4 POT obf > > Nikolaus Nosferatu, 7 POT obf can move 1 blood to an > > Koko Nosferatu, 2 pot > > Dimple Nosferatu, 2 obf > > Duck Nosferatu, 3 pot obf > > You might want to consider Olivia, who I'd prefer over Agrippina at > least: 5 !Nos Bishop w/ POT OBF Don't listen to him! Those Sabbat vampires are EVIL SCUM!!! Lupus Australis ____ ____ \ \----/ / |()__()| __\ __ /__ / __\()/__ \ |/ \==/ \| | || |

Jaysen Knight

Cool. Very unorthodox. You could probably play this deck two or three times before people figure out exactly what it does. Whether it works or not....who cares, still cool. My suggestions are below. Sorry about the slight reformatting. Michael Beer wrote: > > Jasper, here comes the POT OBF SER deck: > > Unholy marriage > Nosferatu / Setite / Ventrue, Traditional Corruption deck > > Have fun with it. > > Anyone has ideas how to improve it? > > Michael Beer > > > > Crypt > > > > > Name Clan/Cap Disciplines Specials > Suheila Ventrue, 9 pot OBF ser Prince, +1 bleed, +1 stealth on > x2 each of her actions if your > prey controls ready Pr. or Jst. > > Murat Nosferatu, 7 POT OBF ser Prince > x2 > > Dedefra Setite, 5 obf SER Non-Camarilla, +1 hand damage > x2 vs. Camarilla vamps > > Agrippina Nosferatu, 4 pot OBF > Agatha !Nosferatu, 4 POT obf > Nikolaus Nosferatu, 7 POT obf Prince, during your untap you > can move 1 blood to an > uncontrolled Nosferatu > Koko Nosferatu, 2 pot > Dimple Nosferatu, 2 obf > Duck Nosferatu, 3 pot obf > Would Carlotta be a viable option in this deck? I think so. The recycle option is nice and I believe she has 'pot/obf'. > > > Library > > Master: 15 > > > * 2x Potence > * 2x Obfuscate > * 2x Serpentis > * 1x The Labyrinth > * 1x Opium Den > * 1x Ventrue Headquarters > * 3x Minion Tap > * 3x Blood Doll > > Actions: 20 > The Ventrue Headquarters isn't really an option, you only have the one Ventrue. Replace with Spawning Pool, Dreams of the Sphinx, another SER discipline card, etc. Yup, love that DotS - the Swiss Army Knife of master cards. > > * 3x 3rd Tradition > * 4x 4th Tradition > * 3x 5th Tradition > * 4x Night Moves > * 2x Form of Corruption > * 2x Temptation > * 1x Lure of the Serpent > * 1x Rampage > A lot of Night Moves, is there something better? I might do some research on this. Quick note, if you are going for the assured bleed, then 'The Secret Library' might be an option. > > Political Actions > > > * none > A lot of Prince stuff in your deck. Are you sure that throwing in a Nos Justicar or some Prince vote might not be a good idea - maybe put in two prayer votes? > > Equipment: 5 > > > * 2x Laptop Computer > * 1x Senguir Dagger > * 1x Sport Bike > * 1x Flack Jacket > Definite need. Throw in a Changeling Skin Mask and a Hand of Conrad. Instant OBF or POT. 'enuff said. This is the biggest suggestion I can make for this deck. > > Retainers > > > * none > > Allies > > > * none > > Modifiers: 20 > > > * 5x Cloak the Gathering > * 5x Mask of 1k Faces > * 5x Lost in Crowds > * 5x Faceless Nights > > Reactions: 10 > > > * 6x 2nd Tradition > * 2x Wake of Evening's Freshness > * 2x Delaying Tactics > > Combat: 20 > > > * 5x Torn Signpost > * 5x Undead Strength > * 4x Thrown Sewer Lid > * 1x Shattering Blow > * 5x Taste of Vitae > > Total number of cards: 90 > > Tactic: Have fun and surprise your opponents with an unusual deck > > Bleed defense: Traditional intercept, Blood machine > > Vote defense: own votes > > Combat defense: fight back with Potence > > House rules: Official DCI-rules, Concealed Weapon is skill-less > > Deck by: Michael Beer, Dortmund, Germany > Good Luck.

James Hamblin

xi...@waste.org wrote: > > Hmm...I'm intrigued by the Delaying Tactics. I've never found the > card very useful...and I'd like to hear your reasoning for including > it. I could see it in an intercept deck when you just don't have > enough intercept right now, or at endgame, but otherwise, it has > struck me as being close to wallpaper. Nah. Delaying Tactics is pretty solid vote defense. It may seem like only a one turn stay of execution, but it keeps the vote from being called for the whole turn, and with NRA they can't vote with that vampire again either. It's more efficient than trying to vote the vote down, and hardly anyone can play with reliable intercept and still hope to win. > There's never enough Death of My Conscience. Although you need the > big boys to play it, it is *so* worthwhile. Sweet sweet Death of My > Conscience. Boon to the Maximum Aggravated Hand Damage deck... Maybe so, but I can't see it being very useful, especially in this deck. How worthwhile is it to spend all that blood, ditch cards out of your hand, and then they just Dodge? And if you're playing a serious potence combat deck (which this is not), Torn Signpost and Fists of Death are much better choices. No one ever has to have 10 hand damage; it just isn't worth it. James -- James Hamblin ham...@math.wisc.edu V:EKN FAQ Maintainer http://www.math.wisc.edu/~hamblin/faq.html "We _do_ kill people... that's sort of our raison d'etre" -- Spike

Michael Beer

xi...@waste.org wrote: > To start off, I really like this concept...of course I'm very fond of unusual > combinations...I've got a couple brief suggestions, but I think Jasper covered > most of them... > > In article <6rmkvo$gvj$1...@news.NERO.NET>, > phil...@tx.ENGR.ORST.EDU (Jasper Phillips) wrote: > > In article <35DEC8AE...@leila.ping.de>, > > Michael Beer <Mi...@leila.ping.de> wrote: > > > > > >Crypt > > > * 1x Ventrue Headquarters > > > > Seems to me there aught to be something better here, since you don't > > have any of your own votes. The Grand Temple of Set could be fun, > > although you don't have much intercept. > > Personally, I like Realm of the Black Sun, but for this one card slot it's > probably a matter of personal preference... > I thought of it too. I have to figure out which master cards are most effective in this deck. Currently my master card slots are these: 3x Potence 2x Obfuscate 1x The Labyrinth 1x Opium Den 1x Ventrue Headquarters 1x The Secret Library Alexandria 3x Minion Tap 3x Blood Doll > > > > > >Equipment: 5 > > > > > > * 2x Laptop Computer > > > * 1x Senguir Dagger > > > * 1x Sport Bike > > > * 1x Flack Jacket > > I'd recommend ditching the laptops for a couple of Spying Missions...and > although the Sengir Dagger is always a bonus, I don't think 1 Sport Bike and > 1 Flak Jacket in even a 90 card deck is enough to be useful. I'd say put > more in or ditch them. > I want to have lots of minions and equipment offers permanent effects, Spying Mission a transitory effect after a second successful action. The Sport Bike, the Dagger and the Flack Jacket are in there as bonus cards for special "hero" vampires who are dedicated to special tasks. The brunt "soldiers" will act anyway, and don't be caught in it, so they don't need this equipment. I think that I will leave it as is. > > > > > > > >Modifiers: 20 > > > > > > * 5x Cloak the Gathering > > > * 5x Mask of 1k Faces > > > * 5x Lost in Crowds > > > * 5x Faceless Nights > > > I exchanged the Faceless Nights for Night Moves. > > > > > > > > >Reactions: 10 > > > > > > * 6x 2nd Tradition > > > * 2x Wake of Evening's Freshness > > > * 2x Delaying Tactics > > > > Why Wakes instead of more 2nd Tradition, or something else? > > Hmm...I'm intrigued by the Delaying Tactics. I've never found the card very > useful...and I'd like to hear your reasoning for including it. Simple: most vote decks gather around a small variety of vote cards, mostly Kine Recources Contested. With only 1 skill less, non-tapping reaction card you can prevent a Methusalah from letting his minions calling a particular type of vote in the turn you play it. So you can slow them down significantly with incredible low effort. I played the card twice during Praxis: Seizure Portsmouth and showed the crowd how to stop hostile weeny voters... Blocking 0 stealth actions is easier than blocking +1 stealth actions, and bleed was his only option after I denied him his KRC. > I could see > it in an intercept deck when you just don't have enough intercept right now, > or at endgame, but otherwise, it has struck me as being close to wallpaper. > It gives you time. Time to oust your prey, time for your minion on your sport bike to untap during your next turn or else. Michael Beer

Michael Beer

Jaysen Knight wrote: > Cool. Very unorthodox. You could probably play this deck two or > three times before people figure out exactly what it does. Whether it > works or not....who cares, still cool. My suggestions are below. > Sorry about the slight reformatting. > thanx > > > > Michael Beer wrote: > > (crypt snipped) > > > > > > Would Carlotta be a viable option in this deck? I think so. The > recycle option is nice and I believe she has 'pot/obf'. > > Even POT obf. Yes. But she's a 7 cap and no prince. On the other side, her special *does* make her a valuable addition. I will add her. (heck, she recycles the Minion Tap and the 5th Trad to pay for her cost herself) > > > > > > > Library > > > > Master: 15 > > > > > > * 2x Potence > > * 2x Obfuscate > > * 2x Serpentis > > * 1x The Labyrinth > > * 1x Opium Den > > * 1x Ventrue Headquarters > > * 3x Minion Tap > > * 3x Blood Doll > > > > Actions: 20 > > > The Ventrue Headquarters isn't really an option, you only have the one > Ventrue. An important Ventrue. V HQ is the weakest master card slot. > Replace with Spawning Pool, You must reach the 2nd round of combat while blocking with a Nosferatu. Too unlikely in this deck. > Dreams of the Sphinx, good card. Perhaps the best idea 'cause you can cycle cards AND gain influence with it. > > > > Political Actions > > > > > > * none > > > A lot of Prince stuff in your deck. Are you sure that throwing in a > Nos Justicar or some Prince vote might not be a good idea - maybe put > in two prayer votes? It shall be a 90 card deck. Where should I take all those card slots from? > > > > > > > Equipment: 5 > > > > > > * 2x Laptop Computer > > * 1x Senguir Dagger > > * 1x Sport Bike > > * 1x Flack Jacket > > > Definite need. Throw in a Changeling Skin Mask and a Hand of Conrad. > Instant OBF or POT. 'enuff said. This is the biggest suggestion I > can make for this deck. again: good ideas but no card slots. Michael Beer

Jasper Phillips

In article <Pine.SUN.3.96.980822131206.9995A-100000@amanda>, Lupus Australis <jbwh...@dorsai.org> wrote: >> >> You might want to consider Olivia, who I'd prefer over Agrippina at >> least: 5 !Nos Bishop w/ POT OBF > >Don't listen to him! Those Sabbat vampires are EVIL SCUM!!! > >Lupus Australis Excuse me while I chant "Nigel! Nigel! Nigel!". It's true they aren't very nice -- which is why it's great to get them to do your dirty work! [ quoted text not captured ]

Jasper Phillips

In article <35DF3043...@math.wisc.edu>, James Hamblin <ham...@math.wisc.edu> wrote: >xi...@waste.org wrote: > >> There's never enough Death of My Conscience. Although you need the >> big boys to play it, it is *so* worthwhile. Sweet sweet Death of My >> Conscience. Boon to the Maximum Aggravated Hand Damage deck... > >Maybe so, but I can't see it being very useful, especially in this deck. >How worthwhile is it to spend all that blood, ditch cards out of your >hand, and then they just Dodge? And if you're playing a serious potence >combat deck (which this is not), Torn Signpost and Fists of Death are >much better choices. No one ever has to have 10 hand damage; it just >isn't worth it. Well, a couple of points. -Ditching cards out of your hand can very easily be a _good_ effect, especially in a stealth deck. -Most Potence decks I've seen don't use much dodge, and in order for it to matter, it'd have to be a dodge with an extra strike. -Torn Signpost is already in there, and Fist of Death costs blood too. -10 Hand Damage isn't the issue (although I've seen that be usefull!), but being able to easily do 5 or 7, or have a vampire with only pot do 6, can be quite usefull. Plus, while it's true that if it doesn't work it sucks, if you're in combat against someone like that, you're going to _lose_ badly anyway and the extra blood isn't going to save you. [ quoted text not captured ]

Jasper Phillips

In article <35DF0FCC...@internorth.com>, Jaysen Knight <jay...@compusmart.ab.ca> wrote: >Would Carlotta be a viable option in this deck? I think so. The >recycle option is nice and I believe she has 'pot/obf'. Oh no, shes POT/obf. >The Ventrue Headquarters isn't really an option, you only have the one >Ventrue. Replace with Spawning Pool, Dreams of the Sphinx, another >SER discipline card, etc. Yup, love that DotS - the Swiss Army Knife >of master cards. Looking back over the deck, you also only have one Settite. I'd ditch the Opium den, and since you only have 5 Serpentis cards in the deck I'd lose the Serpentis Masters too. [ quoted text not captured ]

Michael Beer

Jasper Phillips wrote: > >The Ventrue Headquarters isn't really an option, you only have the one > >Ventrue. > Looking back over the deck, you also only have one Settite. I'd ditch > the Opium den, and since you only have 5 Serpentis cards in the deck > I'd lose the Serpentis Masters too. > I DOUBLED both my one Ventrue and my one Setite because I want both of them to show up. When they show up, both cards may be useful. Opium Den is immediately useful, Ventrue HQ *may* be useful, Dreams of the Sphinx is probably the better choice. I will definitely keep the Den. Michael Beer

James Hamblin

Jasper Phillips wrote: > > >Maybe so, but I can't see it being very useful, especially in this deck. > >How worthwhile is it to spend all that blood, ditch cards out of your > >hand, and then they just Dodge? And if you're playing a serious potence > >combat deck (which this is not), Torn Signpost and Fists of Death are > >much better choices. No one ever has to have 10 hand damage; it just > >isn't worth it. > > Well, a couple of points. > -Ditching cards out of your hand can very easily be a _good_ effect, > especially in a stealth deck. I don't know. There are better ways to cycle your hand than with DoMC. > -Most Potence decks I've seen don't use much dodge, and in order > for it to matter, it'd have to be a dodge with an extra strike. No, no. Your _opponent_ dodges. After you've spent 3 blood and ditched half your hand. > -Torn Signpost is already in there, and Fist of Death costs blood too. But Fists is _so_ much better than Death. The only advantage Death gives you is the ability to have a _very_ high base hand damage, which is only really cost-effective when you get to about +6. > -10 Hand Damage isn't the issue (although I've seen that be usefull!), > but being able to easily do 5 or 7, or have a vampire with only pot > do 6, can be quite usefull. Try Pushing the Limit or Increased Strength. Both of these are much better alternatives. > Plus, while it's true that if it doesn't work it sucks, if you're > in combat against someone like that, you're going to _lose_ badly > anyway and the extra blood isn't going to save you. It's certainly not uncommon for an opponent to play with Dodge or S:CE. It's very, very common. My point is that in a not-very-dedicated combat deck, it's not worthwhile to put so much effort into getting a big strike when you can't guarantee that it will connect (i.e., with Immortal Grapple). In a dedicated combat deck, there are many less costly and better alternatives to Death. [ quoted text not captured ]

Lupus Australis

On Sat, 22 Aug 1998, James Hamblin wrote: > Nah. Delaying Tactics is pretty solid vote defense. It may seem like > only a one turn stay of execution, but it keeps the vote from being > called for the whole turn, and with NRA they can't vote with that > vampire again either. Correct me if I'm wrong, but I do not believe that NRA is applicable to Delaying Tactics. Last I heard, NRA only applies to actions which resolve, (ie. was either successful, or blocked), and not to actions that are cancelled before this can be determined, Direct Interventioned, or Masked to another Vampire. I'm not sure how this applies to Change of Target, which also cancels an action (but after the block). [ quoted text not captured ]

Jaysen Knight

I believe the card text for DT disallows that vote to be called by that methusaleh again that turn. So you stop one KRC that turn.... and you stop them all (that turn). Jaysen [ quoted text not captured ]

James Coupe

In article <35DEE92B...@leila.ping.de>, Michael Beer <Mi...@leila.ping.de> writes >> >> >> >> > * 1x Ventrue Headquarters >> >> Seems to me there aught to be something better here, since you don't >> have any of your own votes. The Grand Temple of Set could be fun, >> although you don't have much intercept. >> > >Diablerie. Vote defense. Diplomacy. You already have five princes in the deck. You need one of them out (Suhailah) to get this out. There's a difference, I think, between diplomacy and vote defence and over kill. You're not a vote deck so you won't be able to get a vote lock on the table, but should be doing just enough to annoy people - especially with other players on the table. Like I say, everyone should have voting vampires! >> > * 4x Night Moves >> > * 2x Form of Corruption >> > * 2x Temptation >> > * 1x Lure of the Serpent >> > * 1x Rampage >> >> Hmmm, which locations are you scared of? I'd probably ditch the Lure and >> the Rampage for another Temptation + Form of Corruption. What else >> are the Settites really for? ;-) >> > >Scared? Of none. But to see an Art Museum of your prey burning down to the >ground is always satisfying AND helps you. I do have to agree with you here. Having a prayer card to kill locations with is a generally quite common tactic from what I see. It's useful because it means that people bringing locations out still have that edge of doubt. Actually, Rob Treasure noted that the tournament metagame in England seems to shifting away from master: locations anyway. But still...... >The main reason that I didn't put >in more of those serpentis corruption cards is - that I own only two of each. >They're rares. Possible replacements for the Rampage and Lure of the Serpent >are Heart of Darkness (unlikely because you need SER to gain maximum effect), >Mark of Damnation (cool in this deck. Setites are NOT only for corruption ;), That might work well in a deck designed round it actually...... put that on the vampire, and rush them. An alternative take on the deck - go more for heavy combat. >Sacrificial Lamb (one may be ok) Always nice. If you can get someone on the table in torpor, KILL. Then you don't need the diablerie vote dominance. And the blood from it works on capacity, not blood left like diablerie. >and Computer Hacking (You don't block: you >die.) Always a possibility in any deck. -- James Coupe (Prince of Mercia) Change nospam to obeah to reply Vampire: Elder Kindred Network http://madnessnetwork.hexagon.net

kub...@imsa.edu

In article <35DF5188...@math.wisc.edu>, James Hamblin <ham...@math.wisc.edu> wrote: [snip] > > Well, a couple of points. > > -Ditching cards out of your hand can very easily be a _good_ effect, > > especially in a stealth deck. > > I don't know. There are better ways to cycle your hand than with DoMC. DoMC gives you _some_ potential benefits out of the cards you're cycling, unlike cyclers like Barrens, and Fragment. > > -Most Potence decks I've seen don't use much dodge, and in order > > for it to matter, it'd have to be a dodge with an extra strike. > > No, no. Your _opponent_ dodges. After you've spent 3 blood and ditched > half your hand. I believe the intention of DoMC in this deck is to give the Potence Rush predator something to think about. That deck wouldn't normally be dodging, and if it drops the IG, they've sealed their own torpor destination. It has the potential to torporize even the big Richter size rushers. > > -Torn Signpost is already in there, and Fist of Death costs blood too. > > But Fists is _so_ much better than Death. The only advantage Death > gives you is the ability to have a _very_ high base hand damage, which > is only really cost-effective when you get to about +6. Also cost effective for the cycling of jammed stealth. > > -10 Hand Damage isn't the issue (although I've seen that be usefull!), > > but being able to easily do 5 or 7, or have a vampire with only pot > > do 6, can be quite usefull. > > Try Pushing the Limit or Increased Strength. Both of these are much > better alternatives. Doesn't give you the oomph to smack them down while they're beating you into torpor. > > Plus, while it's true that if it doesn't work it sucks, if you're > > in combat against someone like that, you're going to _lose_ badly > > anyway and the extra blood isn't going to save you. > > It's certainly not uncommon for an opponent to play with Dodge or S:CE. > It's very, very common. My point is that in a not-very-dedicated combat > deck, it's not worthwhile to put so much effort into getting a big > strike when you can't guarantee that it will connect (i.e., with > Immortal Grapple). In a dedicated combat deck, there are many less > costly and better alternatives to Death. I'm getting the picture that the combat angle of this deck is more along the "Surprise! You're Dead!" route. It won't actively seek out fights, and most non-combat decks that use Dodge or S:CE won't either. > James > -- > James Hamblin > ham...@math.wisc.edu > > V:EKN FAQ Maintainer > http://www.math.wisc.edu/~hamblin/faq.html > > "We _do_ kill people... that's sort of our > raison d'etre" -- Spike Scott Harris kub...@imsa.edu [ quoted text not captured ]

Lupus Australis

You miss the point. I am aware of DT's card text. However the card text only covers "the same political action", whereas NRA covers the same action type, which is alot more restrictive, and would prevent the same minion from playing *any* political action. If NRA does not cover DT, then it makes a big difference. Suppose there are 3 anarch revolts in play. I call a vote to burn 1 of them, but my oppontent plays DT. I can then call a vote to burn the second one. He again plays DT. I can now call a vote to burn the 3rd. If that 3rd political action is stopped, I can still call a Consanguinous Boon, etc, etc. But NRA covers *any* political action. On Sun, 23 Aug 1998, Jaysen Knight wrote: > I believe the card text for DT disallows that vote to be called by > that methusaleh again that turn. So you stop one KRC that turn.... > and you stop them all (that turn). > [ quoted text not captured ]

James Coupe

In article <Pine.SUN.3.96.980822225535.15229A-100000@amanda>, Lupus Australis <jbwh...@dorsai.org> writes >Correct me if I'm wrong, but I do not believe that NRA is applicable to >Delaying Tactics. Last I heard, NRA only applies to actions which >resolve, (ie. was either successful, or blocked), and not to actions that >are cancelled before this can be determined, Direct Interventioned, or >Masked to another Vampire. A Delaying Tactics-ed vote has been successful. You cancel it during the referendum, which is part of the resolution of the vote. But the action itself has been successful. And there's text on Delaying Tactics to the same effect anyway. [ quoted text not captured ]

Michael Beer

Lupus Australis wrote: > You miss the point. I am aware of DT's card text. However the card text > only covers "the same political action", whereas NRA covers the same > action type, which is alot more restrictive, and would prevent the same > minion from playing *any* political action. > > If NRA does not cover DT, then it makes a big difference. Suppose there > are 3 anarch revolts in play. I call a vote to burn 1 of them, but my > oppontent plays DT. I can then call a vote to burn the second one. He > again plays DT. I can now call a vote to burn the 3rd. If that 3rd > political action is stopped, I can still call a Consanguinous Boon, etc, > etc. But NRA covers *any* political action. > Voting away Anarch revolt #1 and voting Anarch revolt #2 is the same political action, like calling KRC #1, Freak Drive, calling KRC #2. There is no difference. Delaying Tactics would jam voting the Anarch Revolts away for 1 turn for the Methusalah calling the vote. Michael Beer

Gomi no Sensei

In article <35E025B4...@leila.ping.de>, Michael Beer <Mi...@leila.ping.de> wrote: >Voting away Anarch revolt #1 and voting Anarch revolt #2 is the same political >action, >like calling KRC #1, Freak Drive, calling KRC #2. Actually, it's legal. In the same way that one can attack Vampire A through Haven Uncovered 1, Freak Drive, and attack Vampire B (Or even vampire A again) through Haven Uncovered 2. Each instantiation of the card is a 'different action' under the NRA rules. The difference is that these aren't 'action cards' but provide the opportunity for an action. Any non-unique card that provides an action (Army of Rats, Gangrel Revel, Haven Uncovered, Anarch Revolt, &c). Are considered 'different actions' under NRA. gomi

Lupus Australis

On Sun, 23 Aug 1998, James Coupe wrote: > In article <Pine.SUN.3.96.980822225535.15229A-100000@amanda>, Lupus > Australis <jbwh...@dorsai.org> writes > >Correct me if I'm wrong, but I do not believe that NRA is applicable to > >Delaying Tactics. Last I heard, NRA only applies to actions which > >resolve, (ie. was either successful, or blocked), and not to actions that > >are cancelled before this can be determined, Direct Interventioned, or > >Masked to another Vampire. > > A Delaying Tactics-ed vote has been successful. You cancel it during > the referendum, which is part of the resolution of the vote. That would imply that it was cancelled before it could resolve fully. > But the > action itself has been successful. Well, that's definitely not true. Cancelled actions are not considered successful: "An action is successful if it is unblocked and uncancelled, even if it has no other effect..." [RTR980623] > And there's text on Delaying Tactics > to the same effect anyway. It is not to the same effect at all. DT covers the same (political) action. NRA covers the same action type, and so would forbid the vampire from taking *any* other political action. It does make a difference if NRA covers DT. [ quoted text not captured ]

Lupus Australis

On Sun, 23 Aug 1998, Michael Beer wrote: > Voting away Anarch revolt #1 and voting Anarch revolt #2 is the same > political action, Nyet. It is a different political action. Please check the "Rulings" section under "Terminology" "Same Action" means: 1) The same inherent (cardless) action taken against the same target. 2) The action taken with the same card played from hand, regardless of target. 3) The same action provided by the same copy of a card in play. (Each action provided by a card in play is a distinct action (and doesn't count as the "same action")). :T02: [RTR 950905] > like calling KRC #1, Freak Drive, calling KRC #2. Well, this is forbidden by NRA, not card text or base rules. I guess you meant "KRC #1, Delaying Tactics, KRC #2". But you're right. That would of course be considered the "same political action" (as well as being the same action type, of course), and so would be forbidden by DT card text even if you were not playing with NRA, or even if you tried to do it with another minion. > There is no difference. Well, there is a difference, actually. One is a case of a political action allowed by a Political Action card. The other is a political action allowed by a card in play. The question is whether this difference is relevant. According to the above "terminology" ruling, it is. > Delaying Tactics would jam voting the Anarch Revolts away for 1 turn for the > Methusalah calling the vote. No. Even if NRA *does* cover DT, one could still call a vote to burn one Anarch revolt with one minion, have it cancelled, and then use another minion to burn another anarch revolt. If NRA does not cover this case, then you could use the same minion on the second anarch revolt. [ quoted text not captured ]

Lupus Australis

On 23 Aug 1998, Gomi no Sensei wrote: > Michael Beer <Mi...@leila.ping.de> wrote: > >Voting away Anarch revolt #1 and voting Anarch revolt #2 is the same > >political action, like calling KRC #1, Freak Drive, calling KRC #2. > Actually, it's legal. In the same way that one can attack Vampire A > through Haven Uncovered 1, Freak Drive, and attack Vampire B (Or even > vampire A again) through Haven Uncovered 2. > > Each instantiation of the card is a 'different action' under the NRA > rules. Well, I believe you are right about the "Haven Uncovered" example. However, remember that what is informally called "Rush" is not an "Action Type" as defined by the rulebook, and so would not be covered by NRA. Thus, two "rush" actions would not be considered the "Same Action Type" unless they were in fact the "Same Action". However, "political actions" are an action type. Thus, you could not, as in the above example, call a vote to burn Anarch-Revolt-1, Freak Drive, and then call a vote to burn Anarch-Revolt-2. NRA forbids it, even though they are different actions, because they are the "Same Action Type." That is why it makes a difference whether an action cancelled by DT is counted as "taken" for purposes of NRA. [ quoted text not captured ]

Gomi no Sensei

In article <Pine.SUN.3.96.980823200036.24183D-100000@amanda>, Lupus Australis <jbwh...@dorsai.org> wrote: >On 23 Aug 1998, Gomi no Sensei wrote: >> Actually, it's legal. In the same way that one can attack Vampire A >> through Haven Uncovered 1, Freak Drive, and attack Vampire B (Or even >> vampire A again) through Haven Uncovered 2. >Well, I believe you are right about the "Haven Uncovered" example. >However, remember that what is informally called "Rush" is not an "Action >Type" as defined by the rulebook, and so would not be covered by NRA. >Thus, two "rush" actions would not be considered the "Same Action Type" >unless they were in fact the "Same Action". >However, "political actions" are an action type. Thus, you could not, as >in the above example, call a vote to burn Anarch-Revolt-1, Freak Drive, >and then call a vote to burn Anarch-Revolt-2. NRA forbids it, even though >they are different actions, because they are the "Same Action Type." You are correct, sir. There is naught left for me but to hang my head in shame. gomi alack.

LSJ

Lupus Australis wrote: > > On Sat, 22 Aug 1998, James Hamblin wrote: > > > Nah. Delaying Tactics is pretty solid vote defense. It may seem like > > only a one turn stay of execution, but it keeps the vote from being > > called for the whole turn, and with NRA they can't vote with that > > vampire again either. > > Correct me if I'm wrong, but I do not believe that NRA is applicable to > Delaying Tactics. Last I heard, NRA only applies to actions which > resolve, (ie. was either successful, or blocked), and not to actions that Delaying Tactics cannot be played until the action resolves (i.e., remains unblocked) due to the "only usable during a political action" card text. As such, the acting minion is prohibited from taking another political action this turn (by the NRA rule). This was ruled explicitly in RTR 970630: 7) Delaying Tactics doesn't pretend that the political action was never taken; it simply cancels the voting process. Thus, it does not allow the acting minion to overcome the "no repeated action" rule, assuming that rule is in effect. > are cancelled before this can be determined, Direct Interventioned, or > Masked to another Vampire. Direct Intervention cancels the action card before the action can be taken (note the "remains untapped" instruction regarding the acting minion). Mask has been ruled to "pass on" the NRA restriction to the new acting vampire, so that the original acting minion is not restricted. > I'm not sure how this applies to Change of Target, which also cancels an > action (but after the block). Same as Delaying Tactics - the acting minion cannot attempt the same type of action again this turn. -- 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

LSJ

Lupus Australis wrote: > > On Sun, 23 Aug 1998, Michael Beer wrote: > > > Voting away Anarch revolt #1 and voting Anarch revolt #2 is the same > > political action, > > Nyet. It is a different political action. Please check the "Rulings" > section under "Terminology" > > "Same Action" means: 1) The same inherent (cardless) action taken > against the same target. 2) The action taken with the same card > played from hand, regardless of target. 3) The same action > provided by the same copy of a card in play. (Each action provided > by a card in play is a distinct action (and doesn't count as the > "same action")). :T02: [RTR 950905] Correct. They are two different actions, even though they are the same type of action. > > like calling KRC #1, Freak Drive, calling KRC #2. > > Well, this is forbidden by NRA, not card text or base rules. I guess you > meant "KRC #1, Delaying Tactics, KRC #2". But you're right. That would > of course be considered the "same political action" (as well as being the > same action type, of course), and so would be forbidden by DT card text > even if you were not playing with NRA, or even if you tried to do it with > another minion. Correct. Same action and same type of action. > > There is no difference. > > Well, there is a difference, actually. One is a case of a political > action allowed by a Political Action card. The other is a political > action allowed by a card in play. The question is whether this difference > is relevant. According to the above "terminology" ruling, it is. Right. KRC is an action by card name. The vote to burn Anarch Revolt is an action by instance of a card in play. > > Delaying Tactics would jam voting the Anarch Revolts away for 1 turn for the > > Methusalah calling the vote. > > No. Even if NRA *does* cover DT, one could still call a vote to burn > one Anarch revolt with one minion, have it cancelled, and then use another > minion to burn another anarch revolt. If NRA does not cover this case, > then you could use the same minion on the second anarch revolt. Correct. DT protects the specific Anarch Revolt being used to call the current political action, but doesn't protect others. [ quoted text not captured ]

James Coupe

In article <35DF3DBC...@leila.ping.de>, Michael Beer <Mi...@leila.ping.de> writes >I DOUBLED both my one Ventrue and my one Setite because I want both of them >to show up. When they show up, both cards may be useful. > >Opium Den is immediately useful, Ventrue HQ *may* be useful, Dreams of the >Sphinx is probably the better choice. I will definitely keep the Den. It's still unlikely that you'll get either of them in your inactive region though. And Opium Den ONLY benefits Dedefra (Tap to give a FoS). For something so fragile - hard to get out, hard to use much (what if Dedefra goes to torpor, say, or is burned - no other FoS to use it), can't be defended (not a major concern normally but for something so hard to get out, I'd like to keep it) - it just seems like a wasted card slot. The same is true of the Ventrue HQ - although you could still use it if Suh went to torpor etc. A deck with so many votes in it (for a non-vote deck), surely doesn't need any more? [ quoted text not captured ]

Michael Beer

James Coupe wrote: > In article <35DF3DBC...@leila.ping.de>, Michael Beer > <Mi...@leila.ping.de> writes > >I DOUBLED both my one Ventrue and my one Setite because I want both of them > >to show up. When they show up, both cards may be useful. > > > >Opium Den is immediately useful, Ventrue HQ *may* be useful, Dreams of the > >Sphinx is probably the better choice. I will definitely keep the Den. > > It's still unlikely that you'll get either of them in your inactive > region though. And Opium Den ONLY benefits Dedefra (Tap to give a FoS). > For something so fragile - hard to get out, only if you don't have Dedefra in your active region > hard to use much (what if > Dedefra goes to torpor, say, or is burned - no other FoS to use it) every time Dedefra acts - as good as Suhailah's permanent stealth > can't be defended (not a major concern normally but for something so > hard to get out, I'd like to keep it) - it just seems like a wasted card > slot. > If I would think that it is wasted, I would drop it. But Dedefra is my only vamp with superior Serpentis - a good reason to give her the possibility to act always at +1 stealth. > > > > The same is true of the Ventrue HQ - although you could still use it if > Suh went to torpor etc. A deck with so many votes in it (for a non-vote > deck), surely doesn't need any more? > It depends on what you are doing. WITH my Ventrue HQ I plan to do a lot of Diablerie (especially eat away rival voters) and some boon mongering. It is something guarding your back. Nice to have, an insurance. You don't need it until your house catches fire, and then you're glad that you have it. Michael Beer

Jasper Phillips

In article <35E1D583...@leila.ping.de>, Michael Beer <Mi...@leila.ping.de> wrote: >> Suh went to torpor etc. A deck with so many votes in it (for a non-vote >> deck), surely doesn't need any more? > >It depends on what you are doing. WITH my Ventrue HQ I plan to do a lot of >Diablerie (especially eat away rival voters) and some boon mongering. It is >something guarding your back. Nice to have, an insurance. You don't need it >until your house catches fire, and then you're glad that you have it. Well, wouldn't it be nice to have something that's good whether your house is burning or not? Just about anything can be usefull at the proper time (i.e. "when your house is burning"), but that doesn't mean there aren't better things to include. [ quoted text not captured ]

Lupus Australis

On Mon, 24 Aug 1998, LSJ wrote: > Lupus Australis wrote: > > > > Correct me if I'm wrong, but I do not believe that NRA is applicable to > > Delaying Tactics. Last I heard, NRA only applies to actions which > > resolve, (ie. was either successful, or blocked), and not to actions that > > Delaying Tactics cannot be played until the action resolves (i.e., > remains unblocked) due to the "only usable during a political action" > card text. As such, the acting minion is prohibited from taking > another political action this turn (by the NRA rule). I'm not sure it matters, but one *could* still Mask the action to another minion at the exact same point. (Right?) That is why the situations seemed similar to me. Mask cancels the action with respect to one minion, and resumes it with respect to another. DT cancels the action, and sends it right back to your hand (to be resumed later). Just out of curiousity, if the text had said "only usable during an attempt to call a vote", would this have changed the ruling? [ quoted text not captured ]

Michael Beer

Jasper Phillips wrote: > In article <35E1D583...@leila.ping.de>, > Michael Beer <Mi...@leila.ping.de> wrote: > >> Suh went to torpor etc. A deck with so many votes in it (for a non-vote > >> deck), surely doesn't need any more? > > > >It depends on what you are doing. WITH my Ventrue HQ I plan to do a lot of > >Diablerie (especially eat away rival voters) and some boon mongering. It is > >something guarding your back. Nice to have, an insurance. You don't need it > >until your house catches fire, and then you're glad that you have it. > > Well, wouldn't it be nice to have something that's good whether your > house is burning or not? Just about anything can be usefull at the > proper time (i.e. "when your house is burning"), but that doesn't > mean there aren't better things to include. > Of course. A simple Information Highway, for example. I will simply test it out. Michael Beer

LSJ

Lupus Australis wrote: > LSJ wrote: > > Delaying Tactics cannot be played until the action resolves (i.e., > > remains unblocked) due to the "only usable during a political action" > > card text. As such, the acting minion is prohibited from taking > > another political action this turn (by the NRA rule). > > I'm not sure it matters, but one *could* still Mask the action to another > minion at the exact same point. (Right?) Mask cannot be played after the action starts to resolve, no. You can play Mask after everyone has declined to block and before you start the referendum, yes. Delaying Tactics can only be played during the referendum part. > That is why the situations > seemed similar to me. Mask cancels the action with respect to one minion, > and resumes it with respect to another. DT cancels the action, and sends > it right back to your hand (to be resumed later). > > Just out of curiousity, if the text had said "only usable during an > attempt to call a vote", would this have changed the ruling? Possibly. That's a strange mechanism, though, so would probably introduce some strange rulings one way or the other. [ quoted text not captured ]

Joshua Duffin

Michael Beer (Mi...@leila.ping.de) wrote: : Ditch 4x Thrown Sewer Lid for 3x Death of my Concience + 1x Amaranth. I will : keep the Shattering Blow since annoying equipment shows up often enough and I : want to get rid of enemy's Flack Jackets and Sport Bikes. I love their face : expression when they see their sport bike spit all over the street in pieces. Regarding Death of my Conscience - I don't think this is a very good card most of the time. I really wanted to like it. I played with it both in a non-combat-heavy deck and in a heavy potence combat deck. The blood cost is high. The ditching lots of cards is good for cycling - except that you don't replace them till after combat, which sucks badly in a combat deck and isn't that great even in a non-combat deck (you don't get any increased chance of seeing the Skin of Steel you want or whatever). On the whole, it just never worked out for me. If you want to try it out, you certainly should. If it works, definitely let me know. (And tell me how it worked and why it was good too, because I couldn't figure out how to make it good.) Josh likes unpopular cards, but some of them just aren't any good.... I had the same problem with Island of Yiaros...

Lupus Australis

On 25 Aug 1998, Joshua Duffin wrote: > Regarding Death of my Conscience - I don't think this is a very good > card most of the time. I really wanted to like it. I played with > it both in a non-combat-heavy deck and in a heavy potence combat deck. > The blood cost is high. The ditching lots of cards is good for > cycling - except that you don't replace them till after combat, > which sucks badly in a combat deck and isn't that great even in a > non-combat deck (you don't get any increased chance of seeing the > Skin of Steel you want or whatever). > > On the whole, it just never worked out for me. If you want to try > it out, you certainly should. If it works, definitely let me know. > (And tell me how it worked and why it was good too, because I couldn't > figure out how to make it good.) I don't use it in combat decks. I do use it in my various wierd Nosferatu Prince decks, the ones that have a few big vampires with POT. It can come as a nasty surprise to someone who rushes me on the assumption that I have no combat ability. I might put in one or two, but Pushing the Limit or Sacrament of Carnage is often more versatile. [ quoted text not captured ]

Lupus Australis

On Tue, 25 Aug 1998, LSJ wrote: > > > Delaying Tactics cannot be played until the action resolves (i.e., > > > remains unblocked) due to the "only usable during a political action" > > > card text. As such, the acting minion is prohibited from taking > > > another political action this turn (by the NRA rule). > > > > I'm not sure it matters, but one *could* still Mask the action to another > > minion at the exact same point. (Right?) > > Mask cannot be played after the action starts to resolve, no. > You can play Mask after everyone has declined to block and before > you start the referendum, yes. Ah. Well, I guess that's consistent enough then. I had always thought that Mask could be played at any point outside of combat. I guess that means I cannot call a vote, modify it with Bewitching Oration, Mask it to another minion, and then have the second minion modify it with Bewitching Oration. Damn! I always wanted to do that. :) I guess that means that Lucretia has a hard time using Mask of 1000 Faces to get into combat by surprise (by waiting until the block is successful and then Masking the action to herself). She must do so during the block attempt, and so adds her inherent stealth which the blocker can then decline to counter. But how does this fit with Form of Mist? Suppose a minion is blocked, enters combat and plays Form of Mist to continue action at +1 stealth. Can the action be Masked at this point, or is that forbidden because the action already began to resolve during the previous block? [ quoted text not captured ]

LSJ

Lupus Australis wrote: > On Tue, 25 Aug 1998, LSJ wrote: > > [Re: Masking a political action] > > Mask cannot be played after the action starts to resolve, no. > > You can play Mask after everyone has declined to block and before > > you start the referendum, yes. > > I guess that means that Lucretia has a hard time using Mask of 1000 Faces > to get into combat by surprise (by waiting until the block is successful > and then Masking the action to herself). She must do so during the block > attempt, and so adds her inherent stealth which the blocker can then > decline to counter. Right, unless the blocker already has sufficient intercept (he had played superior Enhanced Senses against a +1 stealth action, for instance). > But how does this fit with Form of Mist? Suppose a minion is blocked, > enters combat and plays Form of Mist to continue action at +1 stealth. > Can the action be Masked at this point, or is that forbidden because the > action already began to resolve during the previous block? Form of Mist continues the action "as if unblocked", so Mask can be used during that continuation. [ quoted text not captured ]

James Coupe

In article <35E165...@wizards.com>, LSJ <vte...@wizards.com> writes >Correct. DT protects the specific Anarch Revolt being used to call >the current political action, but doesn't protect others. I point the honourable gentleman to his answer dated Friday 5th December, 1997 Message-ID: <34886D...@wizards.com> Subject: The Compleat NRA (Re: LSJ:? Numerous Questions) From: LSJ <vte...@wizards.com> *** First, a quote from the DCI rules (July 1, 1997): 1. Repeat Action rule: No single vampire can repeat an action in a turn. This refers to the particular action type. For example, a vampire which successfully bleeds its prey via Computer Hacking, then untaps via Freak Drive, cannot perform any bleeding action again whatsoever that turn, regardless of whether or not it is a Computer Hacking action. Note: the word "vampire" in the first sentence should be "minion". Implementation is complicated by two things: timing (only really interesting in cases like Mask of a Thousand faces where the acting minion changes) and figuring out what constitutes the same "type of action". The easy one first: Timing. Implementation of NRA can be viewed as a restriction the acting minion receives. The restriction is applied when the action resolves (that is, when it ends, either successful or not). Only the acting minion at that time gets the restriction (not any prior acting minion, in the case that the action was taken over by some new minion playing Mask of a Thousand Faces). The second one is addressed by simply defining what the different types of actions are: 1) Action types defined in the rulebook (6.4, 7, and 19) These are: * Bleed * Hunt * Employ (Retainer) * Recruit (Ally) * Equip * Transfer Equipment * Call a vote * Leave Torpor * Rescue (from Torpor) * Diablerize (in Torpor) 2) Actions allowed by action cards that are not covered above. Every action card is of the "type" of its card name. Examples: Bum's Rush, Army of Rats (putting into play), Far Mastery. 3) Actions allowed by cards in play that are not covered by 1). Each of these is a distinct type per card in play. So each Haven Uncovered provides a unique action type (to attack the target vampire), even though the cards have the same name. Additionally, since any "same action" is of the "same type". Since actions taken by action cards are the "same" based only on card name (for purposes of Change of Target and Obedience), this makes inferior Govern the Unaligned the "same action" as superior Govern the Unaligned (since they have the same action card name). Therefore, they are also the same action type. (Which means that inferior Govern is in two types: "bleed" and "Govern"). *** 3) Actions allowed by card in play that ARE NOT COVERED BY 1). Anarch Revolt's vote *is* covered by 1. So is this a change in the rules, a slip-up at this point or a slip-up now? [ quoted text not captured ]

LSJ

James Coupe <ve...@obeah.demon.co.uk> wrote: > In article <35E165...@wizards.com>, LSJ <vte...@wizards.com> writes > >Correct. DT protects the specific Anarch Revolt being used to call > >the current political action, but doesn't protect others. > > I point the honourable gentleman to his answer dated Friday 5th > December, 1997: > > [Begin Quote] > First, a quote from the DCI rules (July 1, 1997): > > 1. Repeat Action rule: No single vampire can repeat an action in a > turn. > This refers to the particular action type. For example, a vampire > which > successfully bleeds its prey via Computer Hacking, then untaps via > Freak > Drive, cannot perform any bleeding action again whatsoever that turn, > regardless of whether or not it is a Computer Hacking action. > [snip] > The second one is addressed by simply defining what the different types > of actions are: > > 1) Action types defined in the rulebook (6.4, 7, and 19) > 2) Actions allowed by action cards that are not covered above. > 3) Actions allowed by cards in play that are not covered by 1). > > Additionally, since any "same action" is of the "same type". > Since actions taken by action cards are the "same" based only > on card name (for purposes of Change of Target and Obedience), > this makes inferior Govern the Unaligned the "same action" as > superior Govern the Unaligned (since they have the same action > card name). Therefore, they are also the same action type. > (Which means that inferior Govern is in two types: "bleed" and > "Govern"). > > [End Quote] > > 3) Actions allowed by card in play that ARE NOT COVERED BY 1). > > Anarch Revolt's vote *is* covered by 1. So is this a change in the > rules, a slip-up at this point or a slip-up now? Delaying Tactics prohibits any minion from calling the *same* vote. Equivalent to a prohibition against attempting the same action. No Repeat Actions prohibits that single minion from calling any vote (the same vote, a vote burn a different Anarch Revolt, or any other political action). This is because of point 1. DT isn't interested in action *type*. It's interested in the exact action. If the DT'ed vote was a Kine Resources Contested, then no minion could call that vote this turn, and the acting minion couldn't call any vote this turn. The other (non-acting) minion could call any vote they like, except for the specific vote denied by DT. Since the vote to burn Anarch Revolt is provided by a card in play, each distinct card in play provides its own distinct action. For instance, if player A and player B both had their own copies of Anarch Revolt in play, you would have to declare which of those two actions you were taking when you take an action to call a vote to burn one. If two Anarch Revolts are controlled by the same player, then they still provide two distinct actions - one to call a vote to burn itself, and the other to call a vote to burn itself. -- 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 -----== Posted via Deja News, The Leader in Internet Discussion ==----- [ quoted text not captured ]