In article <01be15e8$d73010c0$LocalHost@default>,
"WaRPeD" <warp...@hotmail.com> wrote:
> ok during regular Jyhad play you draw new cards to replace old ones as they
> are played....
>
> my question however refers to combat.....do you also get to draw cards
> during combat "as they are played" (unless of course the card specificly
> says do not replace until after combat) if you do get to draw more cards
> during combat this would seem quite silly to me as a combat deck would just
> be nuts.....can we say overkill????
Well, you're asking for trouble, here I think, so I'll respond before anyone
else gets to, hopefully...
Yes, you do get to replace any card (well not Wakes anymore) immediately,
unless they explicitly say otherwise.
I'm not sure why you think this is overkill. Combat decks need much larger
combos to be effective. Think about it. The three basic types of deck are:
Bleed, Vote, and Combat.
The most ubiquitous exemplars of these types are Malkavian stealth & bleed,
Ventrue titled vote, and oh, let's say Brujah rush (although Nos rush is more
fun...)
Malkavian Stealth & Bleed requires a small combo. Bleed action (which could
be cardless), stealth, which against anything except a dedicated intercept,
should only require 1, maybe 2 cards. Bleed modifier, which can now only be
1 card. Let's say Govern the Unaligned + Lost in Crowds + Conditioning, for a
pool loss of (at least, more if the vampire has +bleed) 6. That's 3 cards.
Okay, let's try Ventrue titled vote now. Costs a little more to get out your
vampires, but once they're out, not too many problems. Kine Resources
Contested or Conservative Agitation for pool loss to your prey (from 1 to a
lot...). That's all you need. You could of course, get some pool out of it
by throwing in a Voter Captivation, and refill the vampire and get 2 pool
back... 1 card, maybe 2. You might need a majesty or Skin of Steel in your
hand in case you get intercepted.
Now...Brujah rush. Action: Bum's Rush (or whatever...Ambush, or previously
played Haven Uncovered) generally 1 card...Torn Signpost (maybe Fists of
Death), maybe a maneuver or two (let's say 0, just to keep this low),
Immortal Grapple, and a strike. You might need a press after that, maybe
more manuevers and Immortal Grapple, and quite likely another strike...
Anyway, at minimum, that's 4 cards. Bare bones minimum. And you're
doing...5 damage, assuming Undead Strength is the strike. Whoops, I forgot
the Blur/additional strikes. 5 cards. Probably more. Combat decks *need*
to cycle fast. If you look at the *good* combat decks that have been posted
to the newsgroups recently (try Dejanews...) and look for PDB6's Nosferatu
rush deck (Nosferatu clan letter, August, I believe), or...let's see...James
Hamblin's (I hope I'm not seriously sleep-deprived & goofing up...) Brujah-
antitribu rush deck of the same month. Also, my Tremere potence/thaumaturgy
deck which was posted 11/1 in the Tremere clan newsletter. You'll notice
when looking at each of these that there is very little space devoted to
anything other than combat. (My deck is interesting, perhaps not horribly
effective in the real world, but it has the same proportions as a good deck.)
Now, because of this, and because combat needs bigger combos, it is really
not all that horrible for combat decks to cycle through their cards faster.
They *need* to in order to remain competitive...otherwise, combat would not
be a viable strategy.
Xian, hoping to provide some illumination...
"they look at you funny when you attack things like a hungry mountain lion on
crack" --greensea
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