rec.games.trading-cards.jyhad

S:CE - how to fight against it??

8 messages from 6 participants · 13 November 1999 – 19 November 1999
original thread on Google Groups

Madman2001

Mr. Coupe writes: >>In a non-IG environment, Majesty and Earth Meld are the two strongest combat defence cards in the game, IMHO. << I've been wondering, what CAN be done against S:CE?? I am aware of: Immortal Grapple (Potence): which only works if you can stay at close range. Hidden Lurker (Obfuscate): which requires them to block, takes what amounts to 2 actions, and only works for 1 round. Fast Reaction (Auspex): which requires you to block them, requires two untapped vampires, and only works for 1 round. Now, none of these are terribly exciting and are situational to some extent. What else am I missing?? (I hope I'm missing something!) Thanks in advance, Madman -- Free audio & video emails, greeting cards and forums Talkway - http://www.talkway.com - Talk more ways (sm)

Ethan Burrow

Here's a few more off the top of my head : Psyche! - Once you're in combat, you can start combat again...hopefully you can eventually catch them without a Majesty. Not as efficient as other types, but the only one available to Celerity Thoughts Betrayed - If you have superior dominate you can prevent them from playing strike cards - included S:CE and Dodges (although Melek and permanents will still work) Dog Pack - You have to be Gangrel, but this retainer will prevent your opponent from playing S:CE. Madman2001 <Mad...@madman.com> wrote: > Mr. Coupe writes: > > >>In a non-IG environment, Majesty and Earth Meld are the two strongest > combat defence cards in the game, IMHO. << I've been wondering, what CAN > be done against S:CE?? > > I am aware of: > > Immortal Grapple (Potence): which only works if you can stay at close > range. > > Hidden Lurker (Obfuscate): which requires them to block, takes what > amounts to 2 actions, and only works for 1 round. > > Fast Reaction (Auspex): which requires you to block them, requires two > untapped vampires, and only works for 1 round. > > Now, none of these are terribly exciting and are situational to some > extent. What else am I missing?? (I hope I'm missing something!) -- Ethan Burrow - Prince of Austin et...@ddg.com http://whitestar.ddg.com/vtes/

Jasper Phillips

In article <QydX3.8707$L5.9...@c01read02-admin.service.talkway.com>, Madman2001 <Mad...@madman.com> wrote: >Mr. Coupe writes: > >>>In a non-IG environment, Majesty and Earth Meld are the two strongest combat defence cards in the game, IMHO. << >I've been wondering, what CAN be done against S:CE?? > >I am aware of: > >Immortal Grapple (Potence): which only works if you can stay at close >range. > >Hidden Lurker (Obfuscate): which requires them to block, takes what >amounts to 2 actions, and only works for 1 round. > >Fast Reaction (Auspex): which requires you to block them, requires two >untapped vampires, and only works for 1 round. > >Now, none of these are terribly exciting and are situational to some >extent. What else am I missing?? (I hope I'm missing something!) Not much really. Psyche (Celerity) is the next best thing after Immortal Grapple. Having lots of smaller vampires combined with Haven Uncovered can also help. A little bit of location destruction is good too for those pesky Secure Havens and Elysiums. Then there's always my favorite, Watenda. -- /\ Jasper Phillips /VVVVVVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz j^^^^^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--. * http://www.engr.orst.edu/~philljas/ "~"~'--`

Derek S. Ray

On Sat, 13 Nov 1999 13:18:40 GMT, "Madman2001" <Mad...@madman.com> wrote: >Now, none of these are terribly exciting and are situational to some >extent. What else am I missing?? (I hope I'm missing something!) Psyche! - requires superior Celerity and restarts combat. Operates under the "run 'em out" theory - to survive, they have to spend 2 Majesties per your SINGLE Rush action, and they likely won't have any left after the first action, even if they drew one up after playing the first. You can also just include a lot of Rush actions, although this is more expensive in terms of per-action and could lead you to waste a bunch of pre-combat cards if you guess wrong. It's also slower and if they happen to hit a bunch of S:CE on top of their deck, will likely get you killed (if they're your predator). Haven Uncovered provides, for one turn, a free run at one vampire for all of your minions, and can help "run 'em out" without having to spend TOO many cards. Most combat decks usually need their master phases for other things, though, so it's rough to include too many of those. -- Derek PEACE, n. In international affairs, a period of cheating between two periods of fighting.

James Coupe

On Sat, 13 Nov 1999, Madman2001 wrote: > >>In a non-IG environment, Majesty and Earth Meld are the two strongest combat defence cards in the game, IMHO. << > I've been wondering, what CAN be done against S:CE?? > > I am aware of: > > Immortal Grapple (Potence): > Hidden Lurker (Obfuscate): > Fast Reaction (Auspex): Thoughts Betrayed Dog Pack Mind of A Child Blessing of Chaos -- James Coupe

Madman2001

> Then there's always my favorite, Watenda.< Jasper: I was looking at Watenda in this regard. My understanding, and correct me please if I'm wrong, is that Watenda could burn zero blood to counter a Majesty and the opposing vampire could not play another Majesty the rest of that turn. Nice! Thanks, [ quoted text not captured ]

Jasper Phillips

In article <7GgZ3.804$ZN2....@c01read04.service.talkway.com>, Madman2001 <Mad...@madman.com> wrote: >> Then there's always my favorite, Watenda.< > >Jasper: > >I was looking at Watenda in this regard. My understanding, and correct >me please if I'm wrong, is that Watenda could burn zero blood to >counter a Majesty and the opposing vampire could not play another >Majesty the rest of that turn. Errr, I didn't think that's the way it works, although I don't have my cards handy. That would seem to be a little _too_ effective. I'm pretty sure that your opponent could play the same card again... What's really nice about it is that it works on a broad range of targets: S:CE, maneuvers, fortitude, etc. [ quoted text not captured ]

LSJ

Madman2001 wrote: > > Then there's always my favorite, Watenda.< > > Jasper: > > I was looking at Watenda in this regard. My understanding, and correct > me please if I'm wrong, is that Watenda could burn zero blood to > counter a Majesty and the opposing vampire could not play another > Majesty the rest of that turn. Watenda can burn zero blood to counter a Majesty. He can do this (counter a card played by the opposing minion) only once each combat. Since Majesty is a strike card, the opposing minion "may choose a new strike". He is free to play another Majesty as his strike (or could play one on a future strike in the same combat as usual). Watenda's ability does not restrict the opposing minion's new strike (nor any future cards). -- 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