What is all the hubbub about this vamp?
What is his special ability and his disciplines? I haven't seen this card nor
can I find info about him from any of the lists. What set is he from?
Sorrow
In article <4vj7sq$n...@blackice.winternet.com>, fae...@winternet.com says...
>
>
> I haven't seen him either, but from what I've read, his most sinqular
>feature is having the ability to use any discipline (that he doesn't
>have) at inferior level. So this puppy has a few (3-4) superior
>abilities printed on the card, with approximate text of 'Ian Forestal can
>use any other discipline at inferior level. A Master:Discipline card
>will bring him to superior in a given discipline." He also carries a
>title, I believe.
>
> Now, when are you ever going to have a mit-full of different
>disciplines? The most that has 'worked' for me was four, and I still
>prefer using only three..
>
>-j
>
The issue isn't that he'll use the disciplines; it's that he can use anything
at basic for only 2 points.
Ian Forestal: Tremere Antitribu
Sabbat. DOM AUS THA Ian may play cards which require any discipline at the
basic level. If a master: discipline card is placed on him, he gains the
superior version of that discipline.
Now, if a vampire had three superiors and fourteen inferiors(which Ian
effectively will once Sabbat comes out), would you say that they were
overpowered?(Sorry, I'm kinda rabid about this) Ian is worse. Any new
disciplines which they come out with will be effectively tacked on to him
too. See the reason for the hubbub now?
Alec Chang
I guess it's about time I put in my 2 cents about Ian Forestal.
As the game stands right now this card seems to powerful. It is not a
game breaker, but it would give the guy who gets it out (if its not
contested) an advantage. If Ian had to burn a blood each time he used
his power it would in my opinion solve the problem.
As for the design team trying to destroy the game: I don't think this is
the case at all. I agree the design team has made some major blunders
but I know they are not purposely trying to ruin the game. Ian (and
Beast for that matter) are more powerful because that is the nature of
expansions. I am impressed that despite the power of many vamps and
cards in DS and AH that jyhad has still maintained balance. The
escalation will continue, but the question is if the design team manages
to keep the game balanced despite it. So far they have in my opinion.
I think it is still to soon to judge the design team until we see all of the
Sabbat vamps and cards. Until then I have to wonder if there may be
something else the design team knows about that we don't.
Steve -don't call me Tom- Bucy
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On 23 Aug 1996 tb...@lainet.com wrote:
> As for the design team trying to destroy the game: I don't think this is
> the case at all.
Neither do I. I do think they seem to be almost doing so inadvertently,
however. As Alec Chang put it, it saddens me to think thtat I know the
game better than the Design Team.
> I agree the design team has made some major blunders
> but I know they are not purposely trying to ruin the game. Ian (and
> Beast for that matter) are more powerful because that is the nature of
> expansions.
That is the nature of expansions in Magic, but it need not be the nature
of all expansions. Planned obselesence is a bad thing in a CCG,
particularly in one whose strength is the relatively low $ needed to
enter and be competitive, like Jyhad.
> I am impressed that despite the power of many vamps and
> cards in DS and AH that jyhad has still maintained balance. The
> escalation will continue, but the question is if the design team manages
> to keep the game balanced despite it. So far they have in my opinion.
I think they have walked further and further towards the edge of a
cliff. Much farther, and they might just fall off.
Escalation is _NOT_ a desired thing in a balanced CCG. It is very easy
to make a card for Jyhad that is powerful or not so powerful and have it
not make an for an escalation or descalation. How? Appropriate Card
Cost and no Trump cards! (The third rule, appropriateness for game world
doesn't apply here)
If a Card like Return to Innocence is made, yes it is a powerful card.
But it hardly escalates the game when one considers its cost. (A well
done card.) Had it not had as many restrictions on use that it does, it
would be an escalation.
A card like Thoughts Betrayed _is_ an escalation (whether you think the
card is broken or not, that is a different topic) because it is a trump.
Had the card been made so that pre-range cards can be used by the
opponent, it would not be an escalation. Had its cost been increased by
1 to 2 (depending on what might be appropriate (debatable)) it would not
be an escalation.
Given that Jyhad was designed as a NL game, it escapes the escalation
problem of Magic The Gathering in redundant cards. Were magic to print
out a new version of Lightning Bolt, the power of all Red-direct damage
decks can increase, because suddenly 4 more can be used in each of those
decks. In Jyhad, you can already do this, regardless of them printing
more. (Apologies to non-Magic players if you don't understand)
Escalation then, can only come from cards overly powerful for their cost,
or cards that nullify other strategies by themselves (Archon
Investigation). These can be avoided by an acute design team.
Escalation is not desirable. I will stop playing Jyhad far before it
ever gets to the point of:
"Your using a [Bum's Rush/Faceless Night]? [Card X] makes that card
Totally Obselete"
While occasional cards may be lost (Chainsaw to Bang Nakhm, for example),
these should be the exception, rare, and not the rule.
> I think it is still to soon to judge the design team until we see all of the
> Sabbat vamps and cards. Until then I have to wonder if there may be
> something else the design team knows about that we don't.
I agree about not judging the Sabbat _set_ til we see it, but I disagree
about the Design(/Rules (???)) Team. I've seen enough of them to be
extremely disappointed by them.
Hopefully Sabbat will continue their recovery begun in AH.
@ The Corrupter - Adrian Lee Sullivan @ GAT/CS/WS R+++* r(+)>++
# Gamer Coffee-Addict Scripter Author # C(+++)$ USX+$ N++ e+*
@#$ Comments ? sull...@cslab.uwlax.edu $#@ tv(+)> X++ b++(+++)
@#$ <http://cslab.uwlax.edu/~sulli_al/jyhad> $#@ PS+&-+ PE&-&++ z*+?
>Hopefully Sabbat will continue their recovery begun in AH.
This statement makes it seem that they went way off the deep edge with DS. I
am fairly new to the game, so I missed whatever discussion might have arisin
with it's release. I would like to hear why you think DS unbalanced the game.
Looking at the cards, I don't see how.
Sorrow
[ quoted text not captured ]
There was a large set of cards in Dark Sovereigns that were mostly
useless or highly underpowered. The most commonly used example is the
Werewolf Pack (a unique ally with 3 hand damage and 3 life, cannot be
hurt by melee weapons). Its cost is far too expensive (4 pool) for what
it does, especially given comparison to the renegade garou. For a while,
around here, people were doing an informal "design a _good_ werewolf
pack" contest. For the most part, except for the choices in redesign
_meant_ to be outrageous, we all agreed that our versions were each
better (all of them (!!!)).
There were a few cards in Dark Sovereigns that were underpriced. The
point system in the Jyhad set for vampire costs was relatively strictly
adhered to with few exceptions. Francois Villon has always been a good
example, and others crop up as well. The point costs of certain powers
(+1 stealth for all actions on Rebekka) was underpowered (I believe TOM
(Wylie) said that it was 1 pt. (!!!).
Debate continues whether certain cards (e.g., Thoughts Betrayed) were
broken, but many of the cards simply don't have a place in a Jyhad-like
card setting. Global effects (as Curt Adams, I believe, has written)
were typically rare, self-damaging or possibly with backfire, or
Malkavian (or all of the above). The usefulness of cards like sudden
reversal and arson went down with the sudden propagation of destroyable
master cards (rare in Jyhad) and locations easily destroyed (for much
pool investment).
On the whole, DS didn't really break Jyhad in any manner. It was simply
a set that was horribly designed.
[ quoted text not captured ]
The Corrupter <sull...@cslab.uwlax.edu> writes:
>While occasional cards may be lost (Chainsaw to Bang Nakhm, for example),
>these should be the exception, rare, and not the rule.
Well, Chainsaw was lost already (to Shotgun), so I think that replacing
the Chainsaw with a worthwhile card is a GoodThing.
(And we've aliased all of our Chainsaws to BangNakhs around here :-).
--
L. Scott Johnson (sjoh...@math.sc.edu) | A one-bit brain with a
http://www.math.sc.edu/~sjohnson | parity error.
Graphics Specialist and V:tES Rulemonger. |
In article <Pine.NXT.3.91.960823154037.1096B-100000@pentose>
The Corrupter <sull...@cslab.uwlax.edu> writes:
>On 23 Aug 1996 tb...@lainet.com wrote:
[snip: re design team trying to destroy balance (no)]
>> I agree the design team has made some major blunders
>> but I know they are not purposely trying to ruin the game. Ian (and
>> Beast for that matter) are more powerful because that is the nature of
>> expansions.>
>That is the nature of expansions in Magic, but it need not be the nature
>of all expansions. Planned obselesence is a bad thing in a CCG,
>particularly in one whose strength is the relatively low $ needed to
>enter and be competitive, like Jyhad.
The best expansions are those which add new aspects to the game
without altering the balance. The Setites' corruption powers
are an example of this, done well (kudos to the Design
Team). The Giovanni dumpster diving powers are another example.
Power levels don't have to be boosted, if interesting
things get added to the game. More interesting stuff will sell
better than more powerful stuff, too. Especially in the
long run (power boosting is good for an expansion or two
at best).
>Escalation is _NOT_ a desired thing in a balanced CCG. It is very easy
>to make a card for Jyhad that is powerful or not so powerful and have it
>not make an for an escalation or descalation. How? Appropriate Card
>Cost and no Trump cards! (The third rule, appropriateness for game world
>doesn't apply here)
[examples and discussion of escalation snipped]
>
>Escalation is not desirable. I will stop playing Jyhad far before it
>ever gets to the point of:
>"Your using a [Bum's Rush/Faceless Night]? [Card X] makes that card
>Totally Obselete"
I heartily agree! I quit playing Magic because it got filled with
'trump' cards and unbalanced strategies. WotC tried to fix problems
with trump cards, which are much less fun to play with or against.
I hope this doesn't happen with Jyhad, but I worry. Especially
since WotC seems to have decided to deal with weak sales by
escalation (in Magic, at least - Alliances). This is a
short-term strategy which will ultimately kill the game. I
hope they're not so stupid as to try this with V:TES, too.
--
Tom Doehne
In article <8408294...@dejanews.com> <Pine.NXT.3.91.960823154037.1096B-100000@pentose> <4vv9g2$p...@reuter.cse.ogi.edu>,
[ quoted text not captured ]
About escalation: I wholeheartedly agree escalation on the order of
Tragic: The Gathering (trump card, trump the trump card, trump the
trump trump card, etc.) is ridiculous and I never want Jyhad to get
close to that point. However I think some escalation makes the game
more interesting.
Cards like increased strength, Ankara citadel Turkey, scorpion sting,
dog pack, and parthenon are all escalation. They increase power, give
abilities that where not possible, or eliminate some weaknesses a clan
may have had. I don't find these cards harmful to the game. They just
improve strategies and add new possibilities to the game.
Trump cards like archon investigation and thoughts betrayed are also
escalation. However they are the type of escalation that can harm the
game. These cards can ruin entire strategies.
I don't see Ian Forestal as the type of escalation that will hurt the
game. It is true he totally breaks the point system but in application he
is not the winning trump card. He will allow for unusual tricks and
strategies but his presence will not give anyone a huge advantage.
Ian's presence will not ruin the game.
It is to early to tell but Beast the Leatherface of Detroit may actually be
more escalation than Ian. Beast is a 7 blood vamp, has +1 hand
damage, a built in rush, superior potence, and celerity. His
disadvantage doesn't allow him to equip or recruit. In DCI environment
this guy could make rush decks a living hell to deal with. Unless the
Sabbat contains more S:CE and other anti combat measures Beast
himself could cause a real escalation in combat. I don't know if that
type of escalation is good.
I think the level of escalation in DS and AH has been ok with the
exception of a couple of cards. If the worst escalation in The Sabbat is
Ian Forestal IMO I don't think we have anything to worry about.
[ quoted text not captured ]
Thomas Doehne wrote:
> I heartily agree! I quit playing Magic because it got filled with
> 'trump' cards and unbalanced strategies. WotC tried to fix problems
> with trump cards, which are much less fun to play with or against.
>
> I hope this doesn't happen with Jyhad, but I worry. Especially
> since WotC seems to have decided to deal with weak sales by
> escalation (in Magic, at least - Alliances). This is a
> short-term strategy which will ultimately kill the game. I
> hope they're not so stupid as to try this with V:TES, too.
Let me play Devil's Advocate to a cetain degree here. Can anyone list
some of these "trump" cards for me? I have an idea, but I want to see
some sort of consensus here before I comment or act on anything.
Thanks!
--
--Shawn F. Carnes
Game Designer and Developer, Wizards of the Coast, Inc
WotC NetRep for rec.games.trading-cards.jyhad
*************************************************************
"We cannot rest, knowing that The Captain and Tennille are in
good health!" --Milk and Cheese
> Thomas Doehne wrote:
>
> > I heartily agree! I quit playing Magic because it got filled with
> > 'trump' cards and unbalanced strategies. WotC tried to fix problems
> > with trump cards, which are much less fun to play with or against.
<snip>
> > hope they're not so stupid as to try this with V:TES, too.
>
> Let me play Devil's Advocate to a cetain degree here. Can anyone list
> some of these "trump" cards for me? I have an idea, but I want to see
> some sort of consensus here before I comment or act on anything.
> Thanks!
>> --Shawn F. Carnes
It may sound like a stupid question, but are you referring to "supposed"
trump cards from Magic or V:TES?
-- Bernie
Convention Chair
Gamers of Eastern Michigan University
Bernard M. Bresnahan wrote:
> > Let me play Devil's Advocate to a cetain degree here. Can anyone list
> > some of these "trump" cards for me? I have an idea, but I want to see
> > some sort of consensus here before I comment or act on anything.
> > Thanks!
> >
> > --Shawn F. Carnes
>
> It may sound like a stupid question, but are you referring to "supposed"
> trump cards from Magic or V:TES?
Not stupid at all--should have been more clear.
The cards are V:TES in origin. I am looking for cards that are
considered "trump" or (as I interpret) one-up cards. Thanks.
>>> Shawn F. Carnes
Game Designer and Developer, Wizards of the Coast, Inc
WotC NetRep for rec.games.trading-cards.jyhad
*************************************************************
"Which one of you claims to be the craziest? Which one the
biggest loony? Who runs these card games? Who's the bull
goose loony here?"
--McMurphy, "One Flew Over the Cuckoo's Nest"
Shawn F. Carnes (sw...@castle.wizards.com) wrote:
: The cards are V:TES in origin. I am looking for cards that are
: considered "trump" or (as I interpret) one-up cards. Thanks.
Well, I kinda like the "I Sudden Reversal the Sudden Reversal of his
Anarch Troublemaker" myself...
Kevin
--
Kevin Donnelly-----------------------------------------------------
Protector of Damsels in Distress, Lover of Ladies Fair, Tech Student
"Never tell me the odds!" -- Han Solo
gt2...@prism.gatech.edu vap...@prism.gatech.edu
In article <3224C9...@castle.wizards.com> "Shawn F. Carnes"
<sw...@castle.wizards.com> writes:
>Thomas Doehne wrote:
[worries about trump cards omitted]
>Let me play Devil's Advocate to a cetain degree here. Can anyone list
>some of these "trump" cards for me? I have an idea, but I want to see
>some sort of consensus here before I comment or act on anything.
>Thanks!
Trump cards that shut down a whole strategy(bleed, combat, vote):
Thoughts Betrayed
Archon Investigation
Or a substrategy/defense/clan:
Dog Pack
Secure Haven
Atonement
Adding some cards to maintain game balance is necessary, but
there is a difference between providing balance and trumping
a strategy. Violation of Trust is an example of providing
balance -- it undoes one piece of a strategy, but not
the whole strategy.
--
Tom Doehne
doe...@cse.ogi.edu
Cards I would consider to be trump cards:
1.) Archon investagation
2.) Return to innocence
3.) Thoughts betrayed
4.) Kiss of Ra
5.) Possibly pulled fangs and tomb of Ramses.
[ quoted text not captured ]
There are 2 trump cards that spring to mind. First, of caurse, is our
dear friend Thoughts Betrayed at superior. "Opponent cannot play any
combat cards for the duration of the combat. "
This is way out of place in Jyhad. First, Jyhad combat without cards is
like chess without pieces - nothing like normal Jyhad. Second, obviously,
there is almost never anything you can do about it - because once it's
played, you can't play cards. Third, it's outrageously out of place. In
the original set, the closest card is Fast Reaction. There is no
comparison. While TB's cost of 2 blood is more than FR's cost of an extra
minion action, FR prevents *1* kind of combat card for *1* round, while TB
prevents *all* cards for *all* rounds.
The other trump is Archon Investigation. Again, there's nothing you can
do about an Investigation. In addition, the effect is incredibly out of
line with pre-existing Jyhad cards. The worst a master could do before
was send a vampire to torpor or waste 2 actions (Ectasy Laced Blood).
This one burns a vampire, with no recourse, for nothing more than using
one common Dominate card at superior.
The original set, BTW, did have at least one trump in it - Strike: Combat
Ends. There has always been a level of frustration with the fact the S:CE
is so cheap and so hard to prevent. The fact that TB does provide a way
around this is one of the few benefits it brings to the game. However,
S:CE isn't of the order of TB or AI as it is purely defensive, and doesn't
harm the opponent.
Curt Adams (curt...@aol.com)
[snip well-spoken anti-TB remarks]
I agree with you completely. I am now going to reiterate the
now-so-famous it has my name attached to it
James-Hamblin's-rant-against-cards-that-make-you-
unable-to-play-the-game.
As people who have read my posts often enough know, I own substantial
amounts of 3 card games: Magic, Jyhad, and Shadowfist. They know this
because I often refer to them for design/game-play
precedents/intuition. I don't really play Magic anymore. Why? Well, I
got sick of all of the type-1 munchkin-weenies killing before I could
breathe with cards I could never afford. Where 12-year olds get the
money for Moxes, I'll never know... But, anyway. The out-of-print
out-of-control way-too-powerful cards have the effect of leaving the
other player out of the loop. One player has an immense advantage due
to their having card that I do not. Even if my deck is a fun,
well-designed deck, it will get trounced. 100%. For sure. Why?
Counterspells. Discard. The other player prevents me from having any
cards at all, and the ones I do manage to make are "unmade" at a far
lower cost than I spent. So I do not get to play the game. I get to
try, but it doesn't get me anywhere.
So, why do I still play Shadowfist? Shadowfist has counterspells.
Shadowfist has discard. Because in Shadowfist, there are ways around
those strategies. Suffice to say that someone can still be a slimeball,
but it is not as aggravated as in Magic.
But this is not a newsgroup about other card games. This is about
Jyhad. And this post is about "trump" cards. Cards which, like
counterspells and discard in Magic, prevent the other player from
playing the game. One such card is Thoughts Betrayed. One player plays
it. The other player might as well go get a coke while his vampire gets
killed, since he can't do a damn thing about it. "Well, I'm glad that
you get to play this game. Let me know when you're finished preventing
me from playing." I hate this card. I despise it. I think that it
goes against any semblance of balance and fairness in the game.
I shudder to think of the following combo which can be easily pulled off
by our good friend Ian Forrestal: Thoughts Betrayed, Apparition, Claws
of the Dead. Look, I spent 4 blood, and you die. Hell, why not stick a
couple Theft of Vitae in there while we're at it. Wouldn't want good
ol' Ian having to lose any blood.
Before the publish of Ian, this combo would be unthinkable and
hallaciously difficult to pull off. You'd need superior dominate,
superior thau. if you wanted the theft of vitae, chimerstry and
protean. But Ian has all of that built right in. But we're not talking
about Ian (or are we...?)
Anyway, that's my rant about TB.
> The other trump is Archon Investigation. Again, there's nothing you can
> do about an Investigation.
[snip]
> This one burns a vampire, with no recourse, for nothing more than using
> one common Dominate card at superior.
OK, it'd be easy for me to say "but Archon Investigation is different!
If you're bleeding me for more than 3, you deserve what you get!", and,
in some sense, I do feel that way, but I have legitimate reasons for
liking AI.
Anti-S&B was a little hard to come by before V:tES. Unless you had
Dominate or Auspex, you can't bounce the bleeder; you had to deal with
it yourself. Which presents you with a number of options:
Bounce it: Nuff said. This include Tel. Counter.
Block it: unless the S&Ber is unlucky, you do not have as much intercept
as they have stealth. Yes, you will be able to get away with this
occasionally, but even so, you also have S:CE to worry about even if you
do get into combat. And besides; you have Auspex. Just bounce it.
Take it: Oh, look. You were just bled for 7. Again.
"Race": By which I mean "kill your prey before you get killed". Hmm,
seems to me like the fastest way to oust a prey is with S&B. Hmm, you
could be using Dominate, in which case you could just bounce it, or
Presence, in which case you are probably using Toreador, in which case
you could just bounce it.
Beat 'em Up: Rush their vampires. Well, then you have to deal with S:CE
and Obedience. The latter you can't even deal with at all, so don't
bother. I'll talk about that more later. S:CE can be dealt with with
Immortal Grapple (rare), Hidden Lurker (inefficient), and Dog Pack
(rare/expensive). I say that hidden lurker is inefficient since it
effects can be avoided by simple maneuvers. If you are the Nosferatu,
you have 1 (count them, 1) maneuver card given by your disciplines, and
if you are Malkavian, Bounce It.
So, S&B is hard for the following clans to deal with:
Brujah, Gangrel, Nosferatu, Assamite, FoSet (although Obf/Pre bleed
might be fast enough), Ravnos.
Sure these clans have various ways of _trying_ to deal with S&B, but
these usually require devotion of an entire deck to even have a fighting
chance. AI gives an escape hatch. It gives S&B a liability, something
to be wary of, which it never really had before. There was never any
reason _not_ to bleed for 7 instead of 3. Now there is. That's a good
thing in my book.
> The original set, BTW, did have at least one trump in it - Strike: Combat
> Ends. There has always been a level of frustration with the fact the S:CE
> is so cheap and so hard to prevent. The fact that TB does provide a way
> around this is one of the few benefits it brings to the game. However,
> S:CE isn't of the order of TB or AI as it is purely defensive, and doesn't
> harm the opponent.
Unless you call being screwed not being harmed. A Gangrel rush combat
deck in the original set was completely unviable due to S:CE. Now they
have Dog Pack which is expensive, but reasonably effective. But no.
S:CE is not by any means purely defensive; offensively it can be used to
devastating effect.
The other trump card which I am surprised has not been mentioned is
Obedience. There is absolutely nothing that you can do about this
card. Nothing. Zip. Zero. You just suck. Sit down. My vampire
doesn't tap, yours does, and your action fails. What could be more of a
trump card? Once again, your one card has cost you 1 card (didn't even
tap your stinking vampire) and tapped my vampire possilby wasting an
action card or action modifiers.
Well, rant mode off now. Thanks for reading.
James
--
* James Hamblin *
* Cornell University *
* je...@cornell.edu *
In article <322CF2...@cornell.edu> James Hamblin
<je...@cornell.edu> writes:
[Excellent comments about Thoughts Betrayed snipped for
brevity]
>> The other trump is Archon Investigation. Again, there's nothing you can
>> do about an Investigation.
[more snip]
>OK, it'd be easy for me to say "but Archon Investigation is different!
>If you're bleeding me for more than 3, you deserve what you get!", and,
>in some sense, I do feel that way, but I have legitimate reasons for
>liking AI.
>
>Anti-S&B was a little hard to come by before V:tES. Unless you had
>Dominate or Auspex, you can't bounce the bleeder; you had to deal with
>it yourself. Which presents you with a number of options:
[snip of bounce, race, intercept options]
>Beat 'em Up: Rush their vampires. Well, then you have to deal with S:CE
>and Obedience. The latter you can't even deal with at all, so don't
>bother. I'll talk about that more later. S:CE can be dealt with with
>Immortal Grapple (rare), Hidden Lurker (inefficient), and Dog Pack
>(rare/expensive). I say that hidden lurker is inefficient since it
>effects can be avoided by simple maneuvers. If you are the Nosferatu,
>you have 1 (count them, 1) maneuver card given by your disciplines, and
>if you are Malkavian, Bounce It.
You forgot Psyche, an uncommon Celerity card. Very effective, and
useful in other ways, unlike IG or Dog Pack. I get the impression
you don't play Brujah very much....
>So, S&B is hard for the following clans to deal with:
>
>Brujah, Gangrel, Nosferatu, Assamite, FoSet (although Obf/Pre bleed
>might be fast enough), Ravnos.
Not at all -- rush combat can be very effective (see below).
>Sure these clans have various ways of _trying_ to deal with S&B, but
>these usually require devotion of an entire deck to even have a fighting
>chance. AI gives an escape hatch. It gives S&B a liability, something
>to be wary of, which it never really had before. There was never any
>reason _not_ to bleed for 7 instead of 3. Now there is. That's a good
>thing in my book.
I disagree -- it's an unnecessary hoser. And it's hardly the devotion
of an entire deck. Bleed bounce is useful against all bleeds, not just
S&B. A good way to deal with Bruise& Bleed decks if you're running
a non-combat deck. And the cards you use in a Rush combat deck
are the same ones you use to rush voters and blood machines. Ventrue
vote decks are no less a problem to a rush deck than a Malk S&B....
[snip >>S:CE is a trump card....]
>> around this is one of the few benefits it brings to the game. However,
>> S:CE isn't of the order of TB or AI as it is purely defensive, and doesn't
>> harm the opponent.>Unless you call being screwed not being harmed. A Gangrel rush combat
>deck in the original set was completely unviable due to S:CE. Now they
>have Dog Pack which is expensive, but reasonably effective. But no.
>S:CE is not by any means purely defensive; offensively it can be used to
>devastating effect.
The Gangrel had problems with S:CE, although lots of Haven Uncovered
and dog-piling helped. Brujah have no trouble with it: IG, Psyche,
and Haven Uncovered all use up those S:CE, and are handy in
other contexts.
>The other trump card which I am surprised has not been mentioned is
>Obedience. There is absolutely nothing that you can do about this
>card. Nothing. Zip. Zero. You just suck. Sit down. My vampire
>doesn't tap, yours does, and your action fails. What could be more of a
>trump card? Once again, your one card has cost you 1 card (didn't even
>tap your stinking vampire) and tapped my vampire possilby wasting an
>action card or action modifiers.
I very much disagree. My favorite deck is a Brujah rush deck. It
routinely makes mincemeat of the Malk S&B decks in our group. If
they pack a lot of Obedience, they jam up with Obedience and
get killed by the intercept combat decks. If they don't, the
Rush decks get them. Obedience is only useful for stopping
Rush combat, and in Intercept run-away combat.
I deal with them by using Haven Uncovered. If they have 3-4
Obedience in hand, they deserve to survive. If they don't,
their vampire is toast. But that many Obedience in a deck
is a good way to get hand jammed.
--
Tom Doehne
doe...@cse.ogi.edu
[snip - many sensible comments about TB being too powerful]
I too think that Thoughts Betrayed is too good for its
cost, but perhaps not as much as everyone else. It seems
to me that TB really hoses two strategies: S:CE and combat
decks that use combat cards. Hosing S:CE is nice - S:CE is
pretty hard to stop. Hosing combat cards has the (potentially)
interesting effect of making weapon decks more viable. Weapon
decks generally don't care about TB (with some exceptions).
In my group, weapon decks had fallen out of favor because
combat-card decks were working better.
TB also has the effect of making weenie vampires more attractive.
Spending 2 on TB to disable a cost 1 or 2 vampire is often
not terribly effective.
Other deck designs don't care much about TB. S&B and Political
decks generally don't do much with combat. On the other hand,
TB does hose any S:CE those decks might have, so it is not
completely neutral.
Overall, I think TB is too powerful, and definitely counts
as a trump card since it hoses some strategies while ignoring
others.
So, how would everyone "fix" it. I think it might be
enough to make the cost 3 blood. Alternatively (and, I think
preferably), I might change the text so that it only prevents
Strike cards from being played (thus allowing manuevers, presses,
ammo cards, Diguised Weapon and Blood to Water). Any ideas/opinions?
- Drake
> I too think that Thoughts Betrayed is too good for its
> cost, but perhaps not as much as everyone else. It seems
> to me that TB really hoses two strategies: S:CE and combat
> decks that use combat cards.
Don't mix words. TB hoses combat decks period. More on this later.
> Hosing S:CE is nice - S:CE is
> pretty hard to stop.
Yes it is, but I think that TB goes too far.
> Hosing combat cards has the (potentially)
> interesting effect of making weapon decks more viable. Weapon
> decks generally don't care about TB (with some exceptions).
> In my group, weapon decks had fallen out of favor because
> combat-card decks were working better.
Yes. Your group has discovered the "well-known fact" (I'm covering up
my head...) that guns don't work. They're expensive and inefficient.
Besides, who is using TB offensively? Tremere and so-called
"Euro"-Brujah. Both of which don't care about your gun. The Brujah
will Immortally Grapple you and pummel you. The Tremere will maneuver,
and play Blood Rage/Fury, so your gun doesn't work.
> TB also has the effect of making weenie vampires more attractive.
> Spending 2 on TB to disable a cost 1 or 2 vampire is often
> not terribly effective.
I don't understand this. What do you mean? If I am a combat deck using
TB offensively, I don't need to use TB to kill a little vampire with 1
or 2 points and 1 discipline? Just because I happen not to use my TB on
particular vamps doesn't make the deck less offensive.
> Other deck designs don't care much about TB. S&B and Political
> decks generally don't do much with combat. On the other hand,
> TB does hose any S:CE those decks might have, so it is not
> completely neutral.
Every deck needs to have some way to deal with combat or it will die.
Whether it be Fortitude or S:CE or what have you, they must do
something. TB neutralizes that defense. If you are in a combat and
someone plays TB, you should expect your vampire to die. Because what
can you do about it?
> Overall, I think TB is too powerful, and definitely counts
> as a trump card since it hoses some strategies while ignoring
> others.
No, no, no. It is a trump card because when you play it, you remove
your opponent from the game for a while. They can do nothing.
Nothing. Read that again. Nothing at all. You are in complete
control, and, if the deck is constructed well, when you are in complete
control, you burn the opposing vampire.
> So, how would everyone "fix" it. I think it might be
> enough to make the cost 3 blood.
3 blood, 4 blood, even 5 blood. It doesn't much matter. It is _way_
too powerful as its text is written. If it is to be fixed, the text
must be changed.
> Alternatively (and, I think
> preferably), I might change the text so that it only prevents
> Strike cards from being played (thus allowing manuevers, presses,
> ammo cards, Diguised Weapon and Blood to Water). Any ideas/opinions?
That is a possibility, and IMHO much better than simply changing the
blood cost.
[ quoted text not captured ]
In article <322CF2...@cornell.edu>, je...@cornell.edu says...
>
>But this is not a newsgroup about other card games. This is about
>Jyhad. And this post is about "trump" cards. Cards which, like
>counterspells and discard in Magic, prevent the other player from
>playing the game. One such card is Thoughts Betrayed. One player plays
>it. The other player might as well go get a coke while his vampire gets
>killed, since he can't do a damn thing about it. "Well, I'm glad that
>you get to play this game. Let me know when you're finished preventing
>me from playing." I hate this card. I despise it. I think that it
>goes against any semblance of balance and fairness in the game.
First, I agree that the card is overpowered. I do, however, agree with
the direction that the card was taking, since previously, Tremere had no
effective way to deal with S:CE. Hidden Lurker, immortal grapple, all those
cards to give you a free round of combat are out of clan skills. And even
then, a hidden lurker wouldn't get you a second round strike. Tremere are
much better suited for briuse/bleed and intercept combat than rush, which does
get them into combat less than rush (your prey might take a large bleed if he
doesn't have a S:CE; and for intercept, your prey has to take blockable
actions and you must have matching intercept as well as combat). All this
made S:CE a big trump card against the Tremere.
And the NL argument against S:CE - that your opponent is going to run out,
eventually, or else he's got to have a huge % of his deck be S:CE; that
arguement can also be used for Thoughts Betrayed. How many vampires do you
expect to be trouncing, and then, with the intercept, bleed modifiers,
presses, and strikes, are you going to have the right balance of cards?
Granted, I am playing the devil's advocate a little because when you do have
the right balance, then Thoughts Betrayed is basically a ticket to torpor, or
often worse, a precursor to a Walk of Flame and a burnt vampire. The rewards
are far greater than the 'penalty' of waiting for the right 5 cards to fill
your hand.
I think maybe TB could be fairer if it didn't let your opponent strike (like
immortal grapple) but still allowed a press to end or fortitude. Or maybe
something like, your opponent cannot use cards to end combat, but could still
strike (though that eliminates the defensive use of TB).
>> The other trump is Archon Investigation. Again, there's nothing you can
>> do about an Investigation.>[snip]
Great arguments.
>The other trump card which I am surprised has not been mentioned is
>Obedience. There is absolutely nothing that you can do about this
>card. Nothing. Zip. Zero. You just suck. Sit down. My vampire
>doesn't tap, yours does, and your action fails. What could be more of a
>trump card? Once again, your one card has cost you 1 card (didn't even
>tap your stinking vampire) and tapped my vampire possilby wasting an
>action card or action modifiers.
It also beats Thoughts Betrayed, too. And can be played by most Ventrue and
Malkavians, who fit well into decks that avoid combat.
Dan
James Hamblin <je...@cornell.edu> writes:
>I agree with you completely. I am now going to reiterate the
>now-so-famous it has my name attached to it
>James-Hamblin's-rant-against-cards-that-make-you-
>unable-to-play-the-game.
(e.g. Thoughts Betrayed and others)
One point to add to this - a card that prevents somebody from playing
makes the game not fun for them. Even if it is properly balanced (and
that is necessarily very difficult for such cards) it will be a detriment.
>So, S&B is hard for the following clans to deal with:>Brujah, Gangrel, Nosferatu, Assamite, FoSet (although Obf/Pre bleed
>might be fast enough), Ravnos.>Sure these clans have various ways of _trying_ to deal with S&B,>but these usually require devotion of an entire deck to even have a
>fighting chance. AI gives an escape hatch.
Yes, it does, just as TB gives an escape hatch for S:CE. But it's the
wrong escape hatch, because it's a guillotine. Elder Intervention is a
good broadening of the anti-S&B defenses. LSJ's suggestion of AI
preventing the target from bleeding until a vote is passed is a good
hatch. AI is still out of line with the Jyhad cardset; it's still a "may
as well get a Coke" card when you're hit with it.
Incidentally, *part* of the problem with rush defenses to S&B is that S:CE
(which you complain about) is too common, cheap, and easy. The S&B decks
don't use it (apart from Settites), but enough others do to give Rush a
headache, especially if it's only part-time. This is an example of
escalating hosers - AI being devised to hadle problems partly due to an
existing hoser.
I agree with your contention that S:CE is too good, but I maintain that
it's not as bad as TB or AI.
>The other trump card which I am surprised has not been mentioned
> is Obedience.
Obedience isn't S:CE, but its effects are virtually the same (nothing
happens in combat, at superior he's tapped and you're untapped) so I have
it filed mentally with S:CE. I agree that it is also a problem, and that
many S:CE fixes will not help with Obedience.
Curt Adams (curt...@aol.com)
Re: Thoughts Betrayed
> Alternatively (and, I think
> preferably), I might change the text so that it only prevents
> Strike cards from being played (thus allowing manuevers, presses,
> ammo cards, Diguised Weapon and Blood to Water). Any ideas/opinions?
We already have cards that fudge with strikes. I think TB should prevent
maneuvers, presses, or both. I think that forecasting somebody's actions
could reasonably allow you to interfere with attempts to escape but I
don't see haw it could prevent a strike.
Curt Adams (curt...@aol.com)
James Hamblin <je...@cornell.edu> writes:
>I agree with you completely. I am now going to reiterate the
>now-so-famous it has my name attached to it
>James-Hamblin's-rant-against-cards-that-make-you-
>unable-to-play-the-game.
(e.g. Thoughts Betrayed and others)
One point to add to this - a card that prevents somebody from playing
makes the game not fun for them. Even if it is properly balanced (and
that is necessarily very difficult for such cards) it will be a detriment.
>So, S&B is hard for the following clans to deal with:>Brujah, Gangrel, Nosferatu, Assamite, FoSet (although Obf/Pre bleed
>might be fast enough), Ravnos.>Sure these clans have various ways of _trying_ to deal with S&B,
>but these usually require devotion of an entire deck to even have a
>fighting chance. AI gives an escape hatch.
Yes, it does, just as TB gives an escape hatch for S:CE. But it's the
wrong escape hatch, because it's a guillotine. Elder Intervention is a
good broadening of the anti-S&B defenses. LSJ's suggestion of AI
preventing the target from bleeding until a vote is passed is a good
hatch. AI is still out of line with the Jyhad cardset; it's still a "may
as well get a Coke" card when you're hit with it.
Incidentally, *part* of the problem with rush defenses to S&B is that S:CE
(which you complain about) is too common, cheap, and easy. The S&B decks
don't use it (apart from Settites), but enough others do to give Rush a
headache, especially if it's only part-time. This is an example of
escalating hosers - AI being devised to hadle problems partly due to an
existing hoser.
I agree with your contention that S:CE is too good, but I maintain that
it's not as bad as TB or AI.
>The other trump card which I am surprised has not been mentioned
> is Obedience.
Obedience isn't S:CE, but its effects are virtually the same (nothing
[ quoted text not captured ]
CurtAdams (curt...@aol.com) wrote:
: Re: Thoughts Betrayed: We already have cards that fudge with strikes. I think TB should prevent: maneuvers, presses, or both. I think that forecasting somebody's actions
: could reasonably allow you to interfere with attempts to escape but I
: don't see haw it could prevent a strike.
Well, I don't know about "preventing" a strike, but I can see it allowing
one to effectively avoid or counter the strike, making it fizzle. This, I
think, may have been the thought behind its trump nature. Of course, why
it wouldn't affect permanents (equipment, locations, etc.) is beyond me.
-spongy
In article <322F15...@cornell.edu> James Hamblin <je...@cornell.edu>
writes:
(In response to someone whose name got snipped)
[snip, lots of good comments on the problem with TB]
>> So, how would everyone "fix" it. I think it might be
>> enough to make the cost 3 blood.>
>3 blood, 4 blood, even 5 blood. It doesn't much matter. It is _way_
>too powerful as its text is written. If it is to be fixed, the text
>must be changed.
>>> Alternatively (and, I think
>> preferably), I might change the text so that it only prevents
>> Strike cards from being played (thus allowing manuevers, presses,
>> ammo cards, Diguised Weapon and Blood to Water). Any ideas/opinions?>>That is a possibility, and IMHO much better than simply changing the
>blood cost.
It would not be enough for the cost -- still allows Fists of Death, Torn
Signpost, extra strike cards, and aggro claw damage. It would
become a Tremere and runaway-combat hoser.
I would rather see it say something like:
This vampire may cancel the effect of any combat card by
paying one blood for each cancelled card as it is played.
--
Tom Doehne
jam...@dgii.com (James Puzzo)
>CurtAdams (curt...@aol.com) wrote:
>: Re: Thoughts Betrayed>: We already have cards that fudge with strikes. I think TB should
prevent
>: maneuvers, presses, or both. I think that forecasting somebody's
actions
>: could reasonably allow you to interfere with attempts to escape but I>: don't see how it could prevent a strike.>Well, I don't know about "preventing" a strike, but I can see it allowing
>one to effectively avoid or counter the strike, making it fizzle.
Hypothetically, you could dodge, but then you should be unable to strike
on your own. If a POT vampire tries to hit you, there isn't much you
could do except be at range, and that's a manuever. Most vampiric effects
are hard to avoid or counter except by just not being there.
Curt Adams (curt...@aol.com)
CurtAdams wrote:
>
> Re: Thoughts Betrayed>
> > Alternatively (and, I think
> > preferably), I might change the text so that it only prevents
> > Strike cards from being played (thus allowing manuevers, presses,
> > ammo cards, Diguised Weapon and Blood to Water). Any ideas/opinions?
>> We already have cards that fudge with strikes. I think TB should prevent
> maneuvers, presses, or both. I think that forecasting somebody's actions
> could reasonably allow you to interfere with attempts to escape but I> don't see haw it could prevent a strike.
>
> Curt Adams (curt...@aol.com)
I have always felt that TB should have been written as something like:
type: combat
cost: 0 blood
inferior:
Play this card to burn a combat card other than a Thoughts Betrayed
played by a minion the vampire is in combat with. Do not replace until
after combat.
superior:
As above but the opposing vampire may not replace the card burned until
after combat.
This is like a sudden reversal for combat.
Another possibility for Thoughts Betrayed would be to have
any cards played after TB not replaced until after combat.
Then the user wouldn't be able to just keep slamming you.
I've also thought it would be good to have it cost more blood
from the Vampire, but then the inferior version is worthless.
Tremere need something to help them with first round, because
around here they get slammed to hard to ever use the cool
second round cards. TB could also just prevent cards from
being played in the first round of combat...
Chris
rho...@medicine.wustl.edu
In article <50n645$5...@news-central.tiac.net> hol...@nworks.com writes:
[snip, about Thoughts Betrayed being an abusive trump card]
> First, I agree that the card is overpowered. I do, however, agree with
>the direction that the card was taking, since previously, Tremere had no
>effective way to deal with S:CE. Hidden Lurker, immortal grapple, all those
>cards to give you a free round of combat are out of clan skills. And even
>then, a hidden lurker wouldn't get you a second round strike. Tremere are
>much better suited for briuse/bleed and intercept combat than rush,
What about Fast Reaction? Intercept combat, an in-clan skill. gives
a free round of strikes, with a press at superior. What more
do you want? Tremere are the best combat clan with a *common*
in-clan card that gives them a free round of strikes.
Blood to Water/Blood Fury should do enough damage to put most vampires
to bed in one round. Maybe you're not able to burn vampires with the
second round aggro damage, but you can still use Pulled Fangs on
the first round. I'd say Tremere have less trouble with S:CE than
Gangrel. After all, some of them have Celerity (Psyche), too.
--
Tom Doehne
doe...@cse.ogi.edu
On 3 Sep 1996 tb...@lainet.com wrote:
> Cards I would consider to be trump cards:> 1.) Archon investagation
> 2.) Return to innocence
I don't particularly see this as a trump card. What is your reasoning?
> 3.) Thoughts betrayed
> 4.) Kiss of Ra
> 5.) Possibly pulled fangs and tomb of Ramses.
Both of these I also don't see as trumps (though Pulled Fangs has become
too powerful with the new aggro ruling). Again, could you explain your
reasoning?
Thanks.
[Reply-to:sull...@cslab.uwlax.edu]
[ quoted text not captured ]
On Tue, 3 Sep 1996, James Hamblin wrote:
[Curt Adams wrote:]
> > The other trump is Archon Investigation. Again, there's nothing you can
> > do about an Investigation.
> [snip]
> > This one burns a vampire, with no recourse, for nothing more than using
> > one common Dominate card at superior.> OK, it'd be easy for me to say "but Archon Investigation is different!
> If you're bleeding me for more than 3, you deserve what you get!", and,
> in some sense, I do feel that way, but I have legitimate reasons for
> liking AI.
This is one of those (rare) positions that we totally disagree...
> Anti-S&B was a little hard to come by before V:tES.
... and here is the statement that sets us apart. James, you bring up
several of the strategies, but to me, it seems as though either they
aren't being used in your playgroup, or you have some hideously monstrous
S&Bleeder the like of which I have never seen (and would thus love to
have on my deck archive).
>Unless you had
> Dominate or Auspex, you can't bounce the bleeder; you had to deal with
> it yourself. Which presents you with a number of options:> Bounce it: Nuff said. This include Tel. Counter.
A very viable strategy. Tremere and Malkavians are the best at this, but
any clan with Dominate or Auspex is fine.
> Block it: unless the S&Ber is unlucky, you do not have as much intercept
> as they have stealth.
Not true. Only in environments where the only intercept is light
intercept is this true. Stealth roughly equals intercept in availability
and ease of use.
> Yes, you will be able to get away with this
> occasionally, but even so, you also have S:CE to worry about even if you
> do get into combat.
Not likely. Only the Setites have this easy combination, and their bleed
power isn't as hard to deal with as domniated bleeds. Other decks can
put this combo together (S & B & S:CE), but the work they have to invest
in it usually slows them down.
> And besides; you have Auspex. Just bounce it.
> Take it: Oh, look. You were just bled for 7. Again.
And the next time you'll likely be bled for one. This isn't a strategy
unto itself, however. Usually this is a tactic to reduce the bleeders
efficacy until you get them by other means. Note, this strategy tends to
jam the hands of high Sneak decks. Low sneak decks aren't affected, but
then they get taken out by even light intercept. The sneaker has a fine
line to walk.
> "Race": By which I mean "kill your prey before you get killed". Hmm,
> seems to me like the fastest way to oust a prey is with S&B.
Or fast vote.
> Hmm, you
> could be using Dominate, in which case you could just bounce it, or
> Presence, in which case you are probably using Toreador, in which case
> you could just bounce it.
Could is the operative word. Bouncing bleeds costs blood. Sometimes it
is better to simply race, especially with clans using Presence, who can
gain pool as they cause their prey to lose it (Via voter captivation or
presence bleeds).
> Beat 'em Up: Rush their vampires. Well, then you have to deal with S:CE
> and Obedience.
Obedience is typically more of a concern, while S:CE is something that
can be handled (and should be able to be handled) by most combat decks.
Obedience requires keeping vampires out of the action (thus, not bleeding
as fast or as much), is card and discipline intensive, and is weak
against permanent rush.
> The latter you can't even deal with at all, so don't
> bother.
See the above. Only naive combat decks "can't deal with" Obedience.
>I'll talk about that more later. S:CE can be dealt with with
> Immortal Grapple (rare), Hidden Lurker (inefficient), and Dog Pack
> (rare/expensive). I say that hidden lurker is inefficient since it
> effects can be avoided by simple maneuvers. If you are the Nosferatu,
> you have 1 (count them, 1) maneuver card given by your disciplines, and
> if you are Malkavian, Bounce It.
However, Hidden Lurker doesn't really require a manuever. The Malks
using Hidden Lurker will likely have disguised weapons, the Nossies have
sewer lids and gates, and the Assamites have their spit. Even if they do
manuever, the deck using Hidden Lurker should be toasting someone in a
non-combat deck.
You forget blood gain deck defense.
> So, S&B is hard for the following clans to deal with:> Brujah,
Who have easy access to rush, blood gain, and occasionally (though not as
common) race.
> Gangrel,
Who have rush and intercept.
> Nosferatu,
Who have rush and intercept.
>Assamite,
Who have the most amazing rush in the game (Contracts, Haven Uncovered,
Bum's Rush, Covenant of Blood)
> FoSet (although Obf/Pre bleed might be fast enough)
It is.
They have blood gain and race.
> Ravnos.
They have rush, and the best intercept you can shake a stick at.
The above are only _typical_ strategies. My Nossie deck laughs at S&B.
Why? Because I ignore their stealth (jamming their hand), Rush their
vampires with permanent Rush (Archons), surprise rush (Bum's Rush), and
_huge_ blood gain (in mid/late game, I can gain 6 to 9 pool a turn, on
average.
> Sure these clans have various ways of _trying_ to deal with S&B, but
> these usually require devotion of an entire deck to even have a fighting
> chance.
I totally disagree with the reality of this statement. While having S&B
behind any deck in the opening is a pain, the early original loss can be
recouped. Many decks will end up directing their attention backwards
when S&B is behind them, but the same can be said of Gangrel Rush,
Ventrue Vote, or any other number of decks.
> AI gives an escape hatch.
I would call it an atomic bomb.
> It gives S&B a liability, something
> to be wary of, which it never really had before.
Looking at the above, I can think of many things it had to be wary of.
> There was never any
> reason _not_ to bleed for 7 instead of 3. Now there is. That's a good
> thing in my book.
While I agree that it is nice to have a reason not to bleed for as much,
there is such a thing as overkill. LSJ's fix is elegant (put AI on the
bleeder. That vampire cannot bleed. This card can be burned as a vote),
in that it gives reasons for S&B not to bleed, but it doesn't totally
decimate a strategy.
A long list of suggested fixes of AI has been slowly growing. It seems
to me like the only people who prefer AI as written to those suggesed are
either CL players, or they come from a CL background. My own belief is
that this is because of CLs notorious lack of a way to handle S&B, but
I'm not certain.
[ quoted text not captured ]
On 5 Sep 1996, Dan Hollis wrote:
[Re: Thoughts Betrayed]
> First, I agree that the card is overpowered. I do, however, agree with
> the direction that the card was taking, since previously, Tremere had no
> effective way to deal with S:CE.
Fast Reaction is pretty effective.
> Hidden Lurker, immortal grapple, all those
> cards to give you a free round of combat are out of clan skills. And even
> then, a hidden lurker wouldn't get you a second round strike.
Both Hidden Lurker and Fast Reaction give a press at superior. As for
not giving a second round strike, you are right. The only cards that
give second round strikes are second round strike cards.
>Tremere are
> much better suited for briuse/bleed and intercept combat than rush,> which does get them into combat less than rush (your prey might take a
> large bleed if he doesn't have a S:CE; and for intercept, your prey
> has to take blockable actions and you must have matching intercept as
> well as combat). All this made S:CE a big trump card against the Tremere.
If the Tremere are doing Rush, they need a more permanent method to deal
with S:CE. My Tremere deck uses Haven Uncovered exclusively for get into
combat. If they are intercepting, they shouldn't have a problem with S:CE.
> And the NL argument against S:CE - that your opponent is going to run out,
> eventually, or else he's got to have a huge % of his deck be S:CE; that
> arguement can also be used for Thoughts Betrayed.
Not really. The arguement only works for S:CE and Obedience because each
time a S:CE or Obedience is used, it is stopping a conflict from
happening. With each use of TB, there is a great likelihood that the
end result is the death of yet another minion.
> How many vampires do you
> expect to be trouncing, and then, with the intercept, bleed modifiers,
> presses, and strikes, are you going to have the right balance of cards?
> Granted, I am playing the devil's advocate a little because when you do have
> the right balance, then Thoughts Betrayed is basically a ticket to torpor, or
> often worse, a precursor to a Walk of Flame and a burnt vampire. The rewards
> are far greater than the 'penalty' of waiting for the right 5 cards to fill
> your hand.
Your statement here is valid.
> I think maybe TB could be fairer if it didn't let your opponent
> strike (like immortal grapple) but still allowed a press to end or
> fortitude. Or maybe something like, your opponent cannot use cards to
> end combat, but could still strike (though that eliminates the
> defensive use of TB).
See my post on a myriad of alternate TB card-texts.
Comments are welcome.
[ quoted text not captured ]
The Corrupter <adr...@sol1.cs.wisc.edu> writes:
>On Tue, 3 Sep 1996, James Hamblin wrote:>>Assamite,>Who have the most amazing rush in the game (Contracts, Haven Uncovered,
>Bum's Rush, Covenant of Blood)
The Assamites' rush options are no more amazing than any Camarilla options:
Any clan with Princes can substitute Blood Hunt for Contract, sacrificing
some choices of target for a much larger base of rushers. And you get
Archons as well, who aren't limited in targets at all.
If you don't have useful princes, then you are Gangrel, and have Garou
to rush for you.
Imperial Decree replaces Covenant with a Justicar vote (which are pretty
common in the games I play). (okay, so this isn't as easy - requiring
a card combo rather than just a card, but the card combo is fairly easy,
and the Blood Hunt's superiority over Contracts should offset any lost
ground here.)
Only the other Non-Cam clans are lacking equivalent rush options.
--
L. Scott Johnson (sjoh...@math.sc.edu) | Beatings will continue
http://www.math.sc.edu/~sjohnson | until morale improves.
Graphics Specialist and V:tES Rulemonger. |
Thomas Doehne wrote:
>
> What about Fast Reaction? Intercept combat, an in-clan skill. gives
> a free round of strikes, with a press at superior. What more
> do you want? Tremere are the best combat clan with a *common*
> in-clan card that gives them a free round of strikes.
I didn't think of it - probably because Tremere strikes are, for
the most part, second round. Fast Reaction is best used, IMO, to
live through a first round against other combat decks. It also gives
you an opportunity to do slight damage (2 or 3) to a vampire who would
otherwise S:CE.
You could give Gangrel out of clan disciplines to play those 'free
round
of strikes' cards, so they could play their aggravated hand strikes.
That
may be a pain in the neck, but the Tremere couldn't get a free second
round
strike at all without Thoughts Betrayed.
But ...
> Blood to Water/Blood Fury should do enough damage to put most vampires
> to bed in one round. Maybe you're not able to burn vampires with the
> second round aggro damage, but you can still use Pulled Fangs on
> the first round. I'd say Tremere have less trouble with S:CE than
> Gangrel. After all, some of them have Celerity (Psyche), too.
>
My lack of Ancient Hearts cards gets me here. I looked up Blood
to Water to refresh my memory, and I agree with you. It's a much
better card for game design than Thoughts Betrayed. Fast reaction,
a 1st round Theft or Blood Fury, and blood to water is a much better
approach for trumping a strike:combat ends. It does hammer a vampire
without the second round strike, and there's the bonus of, with a
Walk of Flame, having a very good chance of an additional 2R aggro'ed
damage if your opponent doesn't have a S:CE anyway. It's such a stylish
workaround, too. :-) No really, both S:CE and TB are so blunt and
boring; they take the card interplay out of the game.
What always bugged me about S:CE is that it is 1 card that it
defeats a whole strategy, and very un-Jyhad like. I wouldn't want
to see a reaction that caused a vote to automatically fail, and
Archon Investigation goes too far against bleed decks.
Thoughts betrayed, as a trump card that trumps only S:CE I
am still moderately okay with, though (the 'my card hoses
your card' attitude is a mtg pitfall which this would come awfully
close to). If it did just burn a S:CE, then you'd have hand
jams to worry about if your opponent doesn't play with S:CE, and
too many will displace more useful combat cards. So, my suggestion,
is to make tb more like Drawing Out the Beast, but with the
addition of not allowing the opposing minion to play a S:CE.
Ultimately, my biggest problem with Thoughts Betrayed is that it
also trumps other combat and fortitude damage prevention.
dh
Corrupter wrote:
"either they aren't being used in your playgroup, or you have some
hideously monstrous S&Bleeder the like of which I have never seen"
Amazingly, our (James "Get a Coke" Hamblin and myself) group has no
consistient really good S+B decks to speak of. Back when we played 4CL,
we shamed everyone out of S+B, and so we all got really good at making
combat decks, and now that we play NL/GT, we just made our combat decks
even better. Only recently, I put together a pure and simple Malk S+B
deck as a design exercise (it accidentally swept the table the one time I
have used it so far...), but the three most often used and sucesful bleed
decks around here of late have been:
Mario's Ventrue bleed. This is a very straight forward Dominate +1
stealth bleed deck that has occasional votes and a great deal of
Fortitude, as he knows it will be useful (I can't remember the last time a
S:CE has been used around here, let alone discarded. Something about my
10 Immortal Grapples...). This deck wins all the time. It is close to
immune to combat and always bleeds for 3 (due to a fear of AI, although it
has only been actually used once or twice in our play group), has a great
deal of blood gain, and is basically the result of a "how to win in a vast
combat deck arena" design program. When we all don't use our combat
decks, Mario loses.
Howard's freakish Protean/Dominate bleed, that is is combo of S+B and alot
of Forms of Mist. I constantly killed him, but he ALWAYS ousted Jamses
Gangrel Intercept deck, as the Gangrel could not deal with S:CE-continue
at +1 stealth. This one was very good and always killes James, but it
hasn't been played for a while.
Steve Wampler's weenie presence bleed deck. An amazingly effective all 1,
2, and 3 point vampire deck that made 6 or 7 vampires who all bled you for
2 or 3 each action, over and over again. It bled me for 14 in one turn
with 4 weenie vampires and a misdirection, due to me not having any Wakes
or Reversals in my hand. Doh. Steve took this one apart when we all got
Atonement (that and me branding his card box...).
These are mostly what killed James's Gangrel Intercept deck. Mario kills
him through persitence, Howard kills him with Form of Mist, and Steve
killed him with lots and lots of really quick bleeds. It is this what
fuels his love for AI. I completely understand why one would dislike AI,
and I don't really use them, but I also would never be offended by one of
my vampires getting smoked by one either when I go to bleed for 7.
For context, James usualy played a Gangrel permanent based intercept/blood
gain deck (he recently switched to Gangrel Rush) that in the long haul
usually won any game he could get set up in (multiple Raven Spies, Ritual
Challenges, ect.), but against a quick bleed deck (any of the above, and
the generic Malk S+B), he would lose 2/3 of his pool before he can get
going, and then just crumbles from there. I usually play some sort of
Nosferatu based Potence rush combat nightmare. My current deck is the
much lauded Potence/Fortitude rush deck that is proving to be highly
effective, that makes prime use of Nakova, and I am still waiting for the
game where I can sucessfully bring out (and keep) Uriah Winter...
These are mostly what killed James's Gangrel Intercept deck. Mario kills
him through persitence, Howard kills him with Form of Mist, and Steve
killed him with lots and lots of really quick bleeds. It is this what
fuels his love for AI. I completely understand why one would dislike AI,
and I don't really use them, but I also would never be offended by one of
my vampires getting smoked by one either when I go to bleed for 7.
I'm not quite sure what my point here was, but I always like to ramble.
He then wrote:
"_huge_ blood gain (in mid/late game, I can gain 6 to 9 pool a turn, on
average."
Man! How in Caine's name do you set that up?
Peter D Bakija
PD...@aol.com
"...and this Perpetual Motion Machine is a joke.
It just keeps going faster and faster!"
-Homer J Simpson
In response to the Corrupter's reply dated September 9, 1996
>> 2.) Return to innocence> I don't particularly see this as a trump card. What is your reasoning?
I see this to be a trump card because of the power of the card, and
because in certain situations the only way to stop it is with another
trump (Archon invest). The only defenses against RTI are bounce (until
the end when you can't), AI, or block. This forces every deck to include
bounce (which is rapidly happening in our group), lots of intercept, or
lots of AI to be safe. When I run a deck with RTI in it I begin to
salivate when I see my prey put out Nosferatsu, Settites, Gangrel,
Assimites, Brujah, or anything else without much bounce or intercept. I
have frequently minion tapped an I.C. or other large vamp and bled for
10 to 14 points at stealth to abruptly (and prematurely) end someone's
game. If you plan it right you can have another vamp ready to come out,
or a possession ready so the RTI burning doesn't matter that much. I
did this once at the L.A. tournament (to oust a excellent Settite deck
that was ready to run away with the game) and was also a victim of it.
It is a game ender.
>> 5.) Possibly pulled fangs and tomb of Ramses.> Both of these I also don't see a trumps (though Pulled Fangs has> become too powerful with the new aggro ruling). Again, could you
> explain your reasoning?
With the new aggro rule and the ruling on Rotschreck that won't let you
play it against pulled fangs it has become the torpor trump. People
around here have developed infinite ways to use it. "I do 2 hand
damage and pull your fangs", "I prevent my damage and pull your
fangs", or "You dodged, I'll do a additional strike and pull your fangs",
etc. It is one thing to bashed for 9 points by a Brujah and have it
played to burn you, but all the ticky tack ways I am seeing it used here
really make seem like a trump that can only be stopped by SC:E,
obedience, or elysium. One thing for sure even if it is not a trump it is
sure getting aggravating (excuse the word usage).
Tomb of Ramses might not meet the definition of trump your looking
for, but it has a extreme effect on the game. More than a couple times I
have gotten one of these suckers out on the first turn and brought out
two I.C.s or other large vamps in three turns. Every time I get one at
the beginning of the game everyone checks for sudden reversals, and
there is a large mutual groan (sometimes accented with cursing) if
nobody has one. My winning percentage since I got 4 tombs is over
50%. To me it seems like to big a advantage if you use large vamps.
> Thanks.
Your welcome.
[ quoted text not captured ]
Large Snip
> > Beat 'em Up: Rush their vampires. Well, then you have to deal with S:CE
> > and Obedience.
>
> Obedience is typically more of a concern, while S:CE is something that
> can be handled (and should be able to be handled) by most combat decks.
> Obedience requires keeping vampires out of the action (thus, not bleeding
> as fast or as much), is card and discipline intensive, and is weak
> against permanent rush.
>
> > The latter you can't even deal with at all, so don't
> > bother.
>
> See the above. Only naive combat decks "can't deal with" Obedience.
>
> >I'll talk about that more later. S:CE can be dealt with with
> > Immortal Grapple (rare), Hidden Lurker (inefficient), and Dog Pack
> > (rare/expensive). I say that hidden lurker is inefficient since it
> > effects can be avoided by simple maneuvers. If you are the Nosferatu,
> > you have 1 (count them, 1) maneuver card given by your disciplines, and
> > if you are Malkavian, Bounce It.
>
> However, Hidden Lurker doesn't really require a manuever. The Malks
> using Hidden Lurker will likely have disguised weapons, the Nossies have
> sewer lids and gates, and the Assamites have their spit. Even if they do
> manuever, the deck using Hidden Lurker should be toasting someone in a
> non-combat deck.
>
And I think you are both forgetting the best combat defense against S:CE,
and that is Pysche, I have at least 6 of these in my cel combat decks.
Errol T
CurtAdams wrote:
>
> James Hamblin <je...@cornell.edu> writes:
>
> >I agree with you completely. I am now going to reiterate the
> >now-so-famous it has my name attached to it
> >James-Hamblin's-rant-against-cards-that-make-you-
> >unable-to-play-the-game.
>> (e.g. Thoughts Betrayed and others)
>
> One point to add to this - a card that prevents somebody from playing
> makes the game not fun for them. Even if it is properly balanced (and
> that is necessarily very difficult for such cards) it will be a detriment.
>> >So, S&B is hard for the following clans to deal with:
>
> >Brujah, Gangrel, Nosferatu, Assamite, FoSet (although Obf/Pre bleed
> >might be fast enough), Ravnos.
>
> >Sure these clans have various ways of _trying_ to deal with S&B,
> >but these usually require devotion of an entire deck to even have a
> >fighting chance. AI gives an escape hatch.
>> Yes, it does, just as TB gives an escape hatch for S:CE. But it's the
> wrong escape hatch, because it's a guillotine. Elder Intervention is a
> good broadening of the anti-S&B defenses. LSJ's suggestion of AI
> preventing the target from bleeding until a vote is passed is a good
> hatch. AI is still out of line with the Jyhad cardset; it's still a "may
> as well get a Coke" card when you're hit with it.
>
Hi Curt, once more we disagree, Do you remeber the Malk bleeder you
posted and wrote about extensivly well I have a copy of the deck in a box
I carry it around with me with all my other decks, I never play the deck
unless I run across some moron that tries to tell me that there is'nt a
problem with S&B, I made one modification to the deck I put in some
Minion taps and an InfoHighways into it, When I play this deck I do not
fear AI, seeing them play it only makes me happier when I see 3 blood
leaving there pool, I mowed through 4 players AI I scoff at it Big deal I
lose my malk bleeder he\she only had one blood anyway who cares, I get
another or use the other 3 that I have because I have more vampires
because of the minion taps. So again I am really amazed that people have
a serious problem with AI as far as TB is goes I feel it should be banned
and forget about fixing such a ridiculous card it should never have been
made in the first place.
Errol T.
the...@aol.com (Thetmes) writes:
>In response to the Corrupter's reply dated September 9, 1996>>> 5.) Possibly pulled fangs and tomb of Ramses.>> Both of these I also don't see a trumps (though Pulled Fangs has
>> become too powerful with the new aggro ruling). Again, could you
>> explain your reasoning?>With the new aggro rule and the ruling on Rotschreck that won't let you
>play it against pulled fangs it has become the torpor trump. People
>around here have developed infinite ways to use it.
Pulled Fangs has always been the torpor trump. In some interpretations
Rotschreck is a countertrump, but PF is still a trump.
PF is, and has always been, too gross. It's *free*, for crying out loud,
in a good close combat deck - no cost, and you *will* do more at close
combat from time to time. Even the old effect (old aggro rules) was too
good.
If PF did only the "cannot hunt" restriction, it would still get used
plenty often for a rare card. It would still be basically free, and the
"cannot hunt" restriction is very painful from time to time.
Curt Adams (curt...@aol.com)
Errol wrote:
> I never play the deck
> unless I run across some moron that tries to tell me that there is'nt a
> problem with S&B, I made one modification to the deck I put in some
> Minion taps and an InfoHighways into it, When I play this deck I do not
> fear AI, seeing them play it only makes me happier when I see 3 blood
> leaving there pool, I mowed through 4 players AI I scoff at it Big deal I
> lose my malk bleeder he\she only had one blood anyway who cares, I get
> another or use the other 3 that I have because I have more vampires
> because of the minion taps.
S&B is not a problem. It may be difficult to play against, but a
combat deck should be able to pound vampires with 1 blood. A vote deck
may have a bit more trouble, but could always change seating order, Ventrue
and Toreador can bounce the bleed, or the deck could call damaging votes.
And first, the vampire that you're about to minion tap is going to have to
live through a turn without losing the blood you plan to get back. Which
most likely won't happen if you're next to a rush combat deck.
How much avoid combat does the deck have? With enough minion taps to
consistantly grab pool before you lose it to combat, or with enough taps to
handle a sudden reversal, then you're going to have to take something out of
the deck. Let me guess that it's not going to be stealth or bleed, since
that's the focus of the deck and I'll assume you've tuned it so you already
have the right ratio. Maybe some bleed bounce, or maybe some anti-combat?
Oh, and how are you going to play a conditioning, legal manipulations,
or govern the unaligned with a stripped minion?
I don't see you can get this to work well; how you can really not care about
losing a vampire, most likely somewhat large to have the stealth & bleed skills
you need. You've added a whole new aspect to the deck (cardwise, you're going
to be less efficient), and made yourself more susceptible to combat, especially
rush combat.
Dh
On 10 Sep 1996, PDB6 wrote:
> Corrupter wrote:>> "either they aren't being used in your playgroup, or you have some
>> hideously monstrous S&Bleeder the like of which I have never seen"> Amazingly, our (James "Get a Coke" Hamblin and myself) group has no
> consistient really good S+B decks to speak of. Back when we played 4CL,
> we shamed everyone out of S+B, and so we all got really good at making
> combat decks, and now that we play NL/GT, we just made our combat decks
> even better. Only recently, I put together a pure and simple Malk S+B
> deck as a design exercise (it accidentally swept the table the one time I
> have used it so far...), but the three most often used and sucesful bleed
> decks around here of late have been:
I'd be more willing to bet that rather than the deck "accidentally"
beating those decks, that from your description of your play environment,
your group has mutated into a high-combat environment, unused to dealing
with other strategies. This would make a Malk S&B have an advantage
(most decks aren't prepared for bleed or vote, they're prepared for combat).
> Mario's Ventrue bleed. This is a very straight forward Dominate +1
> stealth bleed deck that has occasional votes and a great deal of
> Fortitude, as he knows it will be useful (I can't remember the last time a
> S:CE has been used around here, let alone discarded. Something about my
> 10 Immortal Grapples...). This deck wins all the time. It is close to
> immune to combat and always bleeds for 3 (due to a fear of AI, although it
> has only been actually used once or twice in our play group), has a great
> deal of blood gain, and is basically the result of a "how to win in a vast
> combat deck arena" design program. When we all don't use our combat
> decks, Mario loses.
I think this illustrates my point. I feel fortunate that my play area
has such a varied variety of decks.
> Howard's freakish Protean/Dominate bleed, that is is combo of S+B and alot
> of Forms of Mist. I constantly killed him, but he ALWAYS ousted Jamses
> Gangrel Intercept deck, as the Gangrel could not deal with S:CE-continue
> at +1 stealth. This one was very good and always killes James, but it
> hasn't been played for a while.
James: My suggestion (using your old deck for a guide) would be to not
block him and start using permanent rush. Or race him. Unless he has a
lot of +bleeders, those early bleeds will hurt, but the jammed S:CE will
slow him down until you get a haven uncovered or other permanent rush
out. Then (knowing your deck) he will be hurt.
> Steve Wampler's weenie presence bleed deck. An amazingly effective all 1,
> 2, and 3 point vampire deck that made 6 or 7 vampires who all bled you for
> 2 or 3 each action, over and over again. It bled me for 14 in one turn
> with 4 weenie vampires and a misdirection, due to me not having any Wakes
> or Reversals in my hand. Doh. Steve took this one apart when we all got
> Atonement (that and me branding his card box...).
:)
> These are mostly what killed James's Gangrel Intercept deck. Mario kills
> him through persitence, Howard kills him with Form of Mist, and Steve
> killed him with lots and lots of really quick bleeds. It is this what
> fuels his love for AI. I completely understand why one would dislike AI,
> and I don't really use them, but I also would never be offended by one of
> my vampires getting smoked by one either when I go to bleed for 7.
I just think it is too harsh. Getting bled for seven is something that
you can stop, and it typically costs resources (actions, blood, pool,
etcv). AIs resource cost is negligable (SP?) (the three cost is actually
blood _gain_ since you would have lost more, and a loss of a master
phase. Basicly a net gain) and its effect so devastating, I cannot like it.
> For context, James usualy played a Gangrel permanent based intercept/blood
> gain deck (he recently switched to Gangrel Rush) that in the long haul
> usually won any game he could get set up in (multiple Raven Spies, Ritual
> Challenges, ect.), but against a quick bleed deck (any of the above, and
> the generic Malk S+B), he would lose 2/3 of his pool before he can get
> going, and then just crumbles from there. I usually play some sort of
> Nosferatu based Potence rush combat nightmare. My current deck is the
> much lauded Potence/Fortitude rush deck that is proving to be highly
> effective, that makes prime use of Nakova, and I am still waiting for the
> game where I can sucessfully bring out (and keep) Uriah Winter...
Hey, I'd love to see these decks on my deck archive. Send me a bunch of
'em. :) While it might be awhile before I get them online (I'm backed
up about 15 decks), the more the merrier.
> He then wrote:>> "_huge_ blood gain (in mid/late game, I can gain 6 to 9 pool a turn, on
>> average."> Man! How in Caine's name do you set that up?
:) Intimidation.
My "SlumLords" deck is the one that pulls it off. It is a Nosferatu
politics deck with an 18 vampire crypt based on Pot-Obf. Its two majors
are combat and politics, with a minor in location removal. The deck has
6 effective managements and 6 (the nossie version of effective
management). It rushes voters (quite well, especially with Hidden Lurker
for anti-S:CE) then starts passing Consanguineaous Boons and Autarkis
Persecution..
My record, to date, is gaining 40 pool in one turn (though everyone else
gained 12 to 15).
[ quoted text not captured ]
Errol <etre...@compusmart.ab.ca> writes:
(re Archon Investigation)
>Hi Curt, once more we disagree, Do you remeber the>Malk bleeder you posted and wrote about extensively?
>I have put Minion taps and an InfoHighways into it,>When I play this deck I do not fear AI, seeing them play
>it only makes me happier when I see 3 blood
>leaving there pool, I mowed through 4 players AI I scoff at it
Is this in a 4cl environment? In that, S&B is out of hand and AI may be
necessary. Otherwise, there are otherways to deal with S&B. Adding AI
converts any reasonably defended anti-bleed deck into a horrendous killer.
You are right in that AI by itself is not an adequate defense vs. S&B.
A point I would add is that AI is often harsher to other bleed decks than
S&B
>So again I am really amazed that people have
>a serious problem with AI>as far as TB is goes I feel it should be banned
>and forget about fixing such a ridiculous card
>it should never have been made in the first place.
Well, that's a reasonable approach. Pity it's too late.
Curt Adams (curt...@aol.com)
Corrupter wrote:
"I'd be more willing to bet that rather than the deck "accidentally"
beating those decks, that from your description of your play environment,
your group has mutated into a high-combat environment, unused to dealing
with other strategies."
Actually, there was no accident about it :-) Granted, my first prey was a
not yet working Brujah combat Rush deck, and it just went down hill from
there. You are entirely correct about our play enviornment, though, but
we are all prepared for S+B (and I don't even think anyone is even using
AI. I like Major Boon better, m'self). Me and Josh Rush and Kill things,
James now has Gangrel with Deflection, Dave has Auspex anti-Bleed.
The Deck I took to Origins (the only actual experience I had with people
outs side of our play group) was a Nosferatu (duh) Potence Rush and
Deflection deck, that did fairly well, clearing the table 1 game and
coming in second another game (well, and getting horibly killed in the
third...).
Then he said:
"I think this illustrates my point. I feel fortunate that my play area
has such a varied variety of decks."
Again, you are entirely correct. We all have other decks that we
occasionaly play, but most of our efforts (and good cards) go into honing
our favorite decks (that all happen to be combat...). If someone really
wants (in our play circle) to make a deck that is specifically designed to
kill one of us, they can, and usually will win as a result of our
predictability, but at least then we can harass them untill they make a
new deck.
And finally, he wrote:
"My record, to date, is gaining 40 pool in one turn (though everyone else
gained 12 to 15)."
Woo Hoo! Man, what a nightmare. Very excellent.
[ quoted text not captured ]
>And finally, he wrote:
>"My record, to date, is gaining 40 pool in one turn (though everyone else
>gained 12 to 15)."
How'd he do it, did he say?
Sorrow
In article <Pine.SOL.3.91.96091...@sol1.cs.wisc.edu> The Corrupter <adr...@sol1.cs.wisc.edu> writes:
>> Take it: Oh, look. You were just bled for 7. Again.>And the next time you'll likely be bled for one. This isn't a strategy
>unto itself, however. Usually this is a tactic to reduce the bleeders
>efficacy until you get them by other means. Note, this strategy tends to
>jam the hands of high Sneak decks. Low sneak decks aren't affected, but
>then they get taken out by even light intercept. The sneaker has a fine
>line to walk.
Unless your group plays by the literal reading of the V:tES rule book which
allows unlimited stealth before the action is blocked. Furthmore the actual
text of the rule book limits you to 1 VP per turn. Is there a list of
official errata for the V:tES rulebook? I know about the "stealing blood
doesn't burn a vampire errata" but what else?
On 11 Sep 1996, Thetmes wrote:
> In response to the Corrupter's reply dated September 9, 1996> >> 2.) Return to innocence> > I don't particularly see this as a trump card. What is your reasoning?> I see this to be a trump card because of the power of the card,
Which I'm not to concerned with. The card is dead weight until mid/late
game. A dead card in hand is a _huge_ detriment in Jyhad.
> and
> because in certain situations the only way to stop it is with another
> trump (Archon invest).
This I can see.
> The only defenses against RTI are bounce (until
> the end when you can't), AI, or block.
Another "defense" is placing a predator in such a weak position (via
Rush, Back-bleeding/voting, etc.) that losing that vampire is not worth
the cost. One thing to note, this only really works if people play to
_win_ the game, not just oust _a_ prey. (This game really begins to
break down if people aren't trying to win.)
>This forces every deck to include
> bounce (which is rapidly happening in our group), lots of intercept, or
> lots of AI to be safe. When I run a deck with RTI in it I begin to
> salivate when I see my prey put out Nosferatsu, Settites, Gangrel,
> Assimites, Brujah, or anything else without much bounce or intercept. I
> have frequently minion tapped an I.C. or other large vamp and bled for
> 10 to 14 points at stealth to abruptly (and prematurely) end someone's
> game. If you plan it right you can have another vamp ready to come out,
> or a possession ready so the RTI burning doesn't matter that much. I
> did this once at the L.A. tournament (to oust a excellent Settite deck
> that was ready to run away with the game) and was also a victim of it.
> It is a game ender.
This is a valid point. I don't like the idea of seeing a game brought to
an abrupt halt like RTI could do.
My total position on RTI is thus:
I don't think the card is too inexpensive, in fact (do to its
hand-jamming), I think it is priced correctly.
However, I don't think the card has a place in the game. (I do think it
is a trump, or at least a semi-trump.) To make an analogy to another
card, if Thoughts Betrayed cost 3 blood, I would feel that the cost was
appropriate, but I still wouldn't feel comfortable with a card like it in
the playset (It's more a Magic card than a Jyhad card).
> >> 5.) Possibly pulled fangs and tomb of Ramses.> > Both of these I also don't see a trumps (though Pulled Fangs has
> > become too powerful with the new aggro ruling). Again, could you
> > explain your reasoning?
[multiple examples of ease of Pulling Fangs]
I'm not convinced Pulled Fangs is a trump, though with the new V:tES
agg-damage, I think it is too powerful. IMHO, errata to make the damage
zero would be appropriate (but if one damage is not "prevented" the
vampire goes to torpor).
> Tomb of Ramses might not meet the definition of trump your looking
> for, but it has a extreme effect on the game. More than a couple times I
> have gotten one of these suckers out on the first turn and brought out
> two I.C.s or other large vamps in three turns. Every time I get one at
> the beginning of the game everyone checks for sudden reversals, and
> there is a large mutual groan (sometimes accented with cursing) if
> nobody has one. My winning percentage since I got 4 tombs is over
> 50%. To me it seems like to big a advantage if you use large vamps.
I wouldn't consider this a trump either, but it is definately undercosted.
In case people are wondering, I consider a "trump" to be a card which
forces people to have certain specific defenses or die, or a card that
disallows certain _entire_ strategies. Thoughts
Betrayed is such a card, as it requires permanent combat ability from the
opponent. Archon Investigation is such a card, as it not only stops big
bleeds, but destroys the Methuselah even attempting to do one. This
might cause someone to feel that Elder Kindred Network is such a card,
but Elder Kindred Network is still something relatively preventable.
(The above is not too clear, but then, I've only had 3 hours sleep (and
upwards of a quart of coffee... :)
[ quoted text not captured ]
Dan Hollis wrote:
>
> Errol wrote:
> > I never play the deck
> > unless I run across some moron that tries to tell me that there is'nt a
> > problem with S&B, I made one modification to the deck I put in some> > Minion taps and an InfoHighways into it, When I play this deck I do not
> > fear AI, seeing them play it only makes me happier when I see 3 blood[ quoted text not captured ]
Hi Dan, All the points you've made about the deck are valid, I have used
Brujah combat to pound the shit out of a similar deck, there are
defenses, but all the questions you raise are the same questions you can
raise about every deck you build, Do they have sufficeint
defense,Offense, weather it comes in its many forms of
bounce,vote,combat rush,bleed itself makes know difference, in Jyhad a
majority of decks take time to set up when they do watch out they should
be ready for anything, I guess what I am trying to say is everytime I
have played the deck I win and that in it self says theres a problem
because if players have to overly alter the decks for a certain stradegy
then there is a definite problem, just to let you and others no the deck
was a 4cl playing in a NL environment, I still did'nt have a problem
winning, but I am the first to admit that I know there are ways to kill
the deck you have pointed them all out, but keep in mind that the ways to
do it are high in Dom,Aus, which are limited to key clans or key Vamps.
Errol T.
In article <Pine.SOL.3.91.96091...@sol1.cs.wisc.edu>
The Corrupter <adr...@sol1.cs.wisc.edu> writes:
>On Tue, 3 Sep 1996, James Hamblin wrote:
I'm going to chime in here:
>[Curt Adams wrote:]>> > The other trump is Archon Investigation. Again, there's nothing you can
>> > do about an Investigation.
>> [snip]
>> > This one burns a vampire, with no recourse, for nothing more than using
>> > one common Dominate card at superior.
[a lot of good discussion snipped]
>> Beat 'em Up: Rush their vampires. Well, then you have to deal with S:CE
>> and Obedience.>
>Obedience is typically more of a concern, while S:CE is something that
>can be handled (and should be able to be handled) by most combat decks.
>Obedience requires keeping vampires out of the action (thus, not bleeding
>as fast or as much), is card and discipline intensive, and is weak
>against permanent rush.
>>> The latter you can't even deal with at all, so don't
>> bother.>
>See the above. Only naive combat decks "can't deal with" Obedience.
I agree. S&B has a lot of trouble with a rush combat deck, esp. one
that uses Haven Uncovered. Here's why:
1) Rush doesn't intercept the bleeds. The bleeder chokes on their
sneak cards.
2) They rarely get even one bleed off. A good rush deck can
choke off the S&B offense before it can get going. Even when it's
packing Obedience.
[more snip]
>> Brujah,>
>Who have easy access to rush, blood gain, and occasionally (though not as
>common) race.
I play a Brujah rush deck, and like only one thing more than
having a Malk S&B deck as my predator (having one as my prey).
They're awfully fragile, even with Obedience and Disguised
Weapons.
--
Tom Doehne
doe...@cse.ogi.edu
Sorrow writes:
>>"My record, to date, is gaining 40 pool in one turn (though everyone else
>>gained 12 to 15).">How'd he do it, did he say?
Sounds like WVP with Auturkis Persecution. A friend of mine has
a Caitiff vote push deck that regularly gains 10+ pool in a round.
--
________________ Talk is cheap ______
___@^^^^\ / \ unless it goes (beep). / \
@ \_____/ David Schwartz \__________________________/ >
(^^^^^\ _______ ___/
\---\ / \ da...@schwartz.manawatu.gen.nz /
\_____________/ \__________________________________/
> >I agree with you completely. I am now going to reiterate the
> >now-so-famous it has my name attached to it
> >James-Hamblin's-rant-against-cards-that-make-you-
> >unable-to-play-the-game.
>
> (e.g. Thoughts Betrayed and others)
>
> One point to add to this - a card that prevents somebody from playing
> makes the game not fun for them. Even if it is properly balanced (and
> that is necessarily very difficult for such cards) it will be
> a detriment.
[smacks his forehead] Well, that's the single most important reason, and
I'm surprised that I was so heavily in rant-mode that I didn't get that
across... sorry...
> AI is still out of line with the Jyhad cardset; it's still a "may
> as well get a Coke" card when you're hit with it.
Then again, you are kind of asking for it. In a combat deck, for
example, you have to consider all of the possible things your opponent
can do; press, maneuver, have guns, have additional strikes, have Thau,
have S:CE, etc. But in S&B, the only thing you would have to worry
about is not getting blocked. And unless your prey is a full-fledged
auspex intercept deck, you probably won't have a problem. So, now, with
AI, you have something to worry about. Just like someone in combat with
the Gangrel has to worry about getting poked in the eye, you have to
worry about AI. You don't _have_ to bleed for more than 3. That's your
choice.
Question: How is this card being played in decks? Do people have
multiple copies?
Do big bleeders get burned constantly? It hasn't been much of a problem
around here...
> Obedience isn't S:CE, but its effects are virtually the same (nothing
> happens in combat, at superior he's tapped and you're untapped) so I
> have
> it filed mentally with S:CE. I agree that it is also a problem, and
> that
> many S:CE fixes will not help with Obedience.
Yes, the problem is that even the few things that help against S:CE
don't help against Obedience.
This leads me to a new card idea:
Assassinate
Action
Potence
Inf: (D) Attack a minion of your predator or prey at +1 stealth.
Sup: As above, and for the remainer of this action, the controller of
that minion may not play reaction cards.
This stops obedience, but isn't much more powerful than Bum's Rush.
James
PS: This was supposed to be posted two weeks ago, but due to some sort
of error, it's only being posted now...
--
| James Hamblin | "It's not Magic, kid. It's evil." |
| je...@cornell.edu | -- Tom Servo, "MST3K: Pod People" |
>James Hamblin wrote:> This leads me to a new card idea:
>
> Assassinate
> Action
> Potence
> Inf: (D) Attack a minion of your predator or prey at +1 stealth.
> Sup: As above, and for the remainer of this action, the controller of
> that minion may not play reaction cards.> This stops obedience, but isn't much more powerful than Bum's Rush.
IMO, James, Assassinate is a more powerful card than Bum's Rush
at superior. Bum's Rush could be blocked more easily, and
Auspex-Animalism has no chance of intercepting the Assassinate action.
No reaction cards may be played. You might want to reword it so that
it allows the rusher, if unblocked, to skip directly to the choose
strike phase of combat. The victim has no chance to get ready, use
Obedience or Thoughts Betrayed, Increased Strength, Weather Control, or
Torn Signpost.
-Nathan Harada
Hi James,
On Thu, 19 Sep 1996, James Hamblin wrote:
[Stuff about Archon Investigation and Thoughts Betrayed deleted]
> But in S&B, the only thing you would have to worry
> about is not getting blocked. And unless your prey is a full-fledged
> auspex intercept deck, you probably won't have a problem. So, now, with
> AI, you have something to worry about.
God, I would love to have you as a predator when I'm playing my
Giovani "Teamsters" deck. 20 wakes and 25 deflections....
> Question: How is this card being played in decks? Do people have
> multiple copies?
Most of our players have original Jyhad cards for their basic
stuff, so only one of our regulars even has a copy (he has two), so
basically if he is your prey most people only bleed him for three (I'm
probably the sole exception.)
> Do big bleeders get burned constantly? It hasn't been much of a problem
> around here...
No, they only get burned occasionally, but it would be worse if
more people owned AI
Algustas
*****Diplomacy is the art of letting someone else have your way*****
Danielle Vare
On Thu, 19 Sep 1996, James Hamblin wrote:
[someone wrote:]
> > AI is still out of line with the Jyhad cardset; it's still a "may
> > as well get a Coke" card when you're hit with it.> Then again, you are kind of asking for it. In a combat deck, for
> example, you have to consider all of the possible things your opponent
> can do; press, maneuver, have guns, have additional strikes, have Thau,> have S:CE, etc. But in S&B, the only thing you would have to worry
> about is not getting blocked[...]
...and not being deflected and not being rushed and not being outrun in
pool and not ...
> And unless your prey is a full-fledged
> auspex intercept deck, you probably won't have a problem. So, now, with> AI, you have something to worry about. Just like someone in combat with
> the Gangrel has to worry about getting poked in the eye, you have to
> worry about AI. You don't _have_ to bleed for more than 3. That's your
> choice.
However, there are many decks which take a lot of effort (and blockable
actions, stealable equipment, etc) to be able to build up to a high
permanent bleed. Theese decks are totally destroyed by AI.
One card.
Not only is it just one card that is able to destroy a _set_ of deck
types (not even counting how it can make a bonding fatal for an IC
member), its cost is far less than its payback. Every other card has an
appropriate cost (with a few exceptions). With AI's current cost, I think
it would be appropriate if the bleed were successful. After all, isn't 3
pool to destroy a vampire doing something "bad" appropriate. Currently,
however, the cost is -X pool to destroy a vampire who bleeds you for 3+X.
Great cost... :P
> Question: How is this card being played in decks? Do people have
> multiple copies?> Do big bleeders get burned constantly? It hasn't been much of a problem
> around here...
That's because fear of the card has made it too much of a risk to try to
play a big bleeder.
> > Obedience isn't S:CE, but its effects are virtually the same (nothing
> > happens in combat, at superior he's tapped and you're untapped) so I
> > have
> > it filed mentally with S:CE. I agree that it is also a problem, and
> > that
> > many S:CE fixes will not help with Obedience.> Yes, the problem is that even the few things that help against S:CE
> don't help against Obedience.
Permanent rush does it.
As has been argued many times in the past, obediences main problem is that
it slows down a bleed-deck (who is taking out one of their big bleeders
for defense)
AI is out of line for three reasons:
1) Inappropriate cost (effectively -X pool to destroy a bleed of 3+X)
2) Unprecedented effect (compare to Golconda)
3) Destruction of an entire strategy with a single card (Magic effect)
Opinions?
[ quoted text not captured ]
theCorrupter wrote:
>
[snip discussion of AI]
>
> Permanent rush does it.
> As has been argued many times in the past, obediences main problem is that
> it slows down a bleed-deck (who is taking out one of their big bleeders
> for defense)
Sadly, you have to keep in mind the environment I play in... a bleed
deck around here puts in tons of anti-combat cards without worrying
about getting slowed down; they know that they'll be in combat all the
time.
It seems like the only solution is to _not_ get into combat, but while
you're doing that, they're killing you.
> AI is out of line for three reasons:
> 1) Inappropriate cost (effectively -X pool to destroy a bleed of 3+X)
It's not as though you're burning a vampire and gaining pool. Besides,
using your argument on Obedience, no deck is going to have more than 2
of these things, and many decks won't have any. I'm taking mine out,
'cause I just got a hold of Protracted Racehorses.
I'll be frank. I'm just finding it hard for _my_ deck to deal with
S&B. The intercept angle works really well most of the time. When I
lose, I lose because I get really messed up by a superior combat deck,
or I get S&B'd to death in about 10 minutes. When the latter happens, I
get really, really annoyed and frustrated. Putting vampires with DOM in
and using Deflections helps a little, but not much. Watering my deck
down with rush isn't an answer. I feel that it has to be one or the
other. But without potence, Gangrel rush doesn't really compare to
Brujah. What to do...?
James
[ quoted text not captured ]
In article <3245B9...@cornell.edu>, je...@cornell.edu says...
>
>theCorrupter wrote:>>>[snip discussion of AI]>>
>> Permanent rush does it.
>> As has been argued many times in the past, obediences main problem is that
>> it slows down a bleed-deck (who is taking out one of their big bleeders
>> for defense)>
>Sadly, you have to keep in mind the environment I play in... a bleed
>deck around here puts in tons of anti-combat cards without worrying
>about getting slowed down; they know that they'll be in combat all the
>time.
Maybe it's just me, but doesn't this say something about the enviroment?
If someone made a deck which is specifically able to deal with the weaknesses
of almost all of the other decks in the enviroment, then they'll probably win.
This is true of almost any type of deck. Solution? Make the enviroment less
homogenous, or just beat the S&B deck at its own game. Bruise and bleed; tap and
bleed, tap and fight. Hey, that one's not a bad idea, if you're really worried
about obedience(admitedly, it doesn't deal w/ majesties. Damn).
>It seems like the only solution is to _not_ get into combat, but while
>you're doing that, they're killing you.
>>> AI is out of line for three reasons:
>> 1) Inappropriate cost (effectively -X pool to destroy a bleed of 3+X)>
>It's not as though you're burning a vampire and gaining pool. Besides,
Well, effectively, you are. The bleed would have been successful(ie. you
either couldn't block or chose not to just so you could burn the vampire),
so effectively you are a) gaining pool, or at least not losing as much as
you would have, b) Burning a vampire of your predator's for no additional
other than the (effective) gain of pool, c) negating the success of the bleed,
so that your predator does not gain the edge. From my perspective, If I've
spent 13 pool and an action transferring out Leandro, Playing a Legendary
Vampire one him, and Giving him a Pulse of the Canaille, and someone can play one
card, cancel my bleed, and burn a vampire who I've put a huge amount of pool and
resources into for 3 pool, I would definitely feel that the card that they played
was unfair. Can you see that?
>using your argument on Obedience, no deck is going to have more than 2
>of these things, and many decks won't have any. I'm taking mine out,
>'cause I just got a hold of Protracted Racehorses.
Protected Resources is also an overpowered card, from my perspective
(I will admit that I am a S&B supporter, but...), because it allows your predator
no options as to getting rid of it. It can really cripple a S&B deck, or any other
type of bleed deck which relies on single vampires getting through. Inner
circlers, Vamps with Legendary vampire played on them, and whatever else, only
bleed for 2, at most. Not to mention that their hand will be jamming with bleed
cards which will most likely cost blood. Ick. And it costs no pool, right?
I can just see a disgusting blood machine deck with protected resources out, bleed
bounce and countering, and ways to gain up to four pool a turn. Nasty; and if
they're doing vote damage and/or anarch revolts, it's never going away.
>I'll be frank. I'm just finding it hard for _my_ deck to deal with
>S&B. The intercept angle works really well most of the time. When I
How much stealth do they play with? Maybe I'm totally off in my calculations here,
but it would seem to me that w/ gangrel intercept, you've not only got
the best potential for permanent intercept(raven spy, sport's bike, KRCG/London
Evening star), but also the best untap ability as well. Unless they've been
pulling superior Elder Impersonations and Seductions on every bleed, it
would seem that you'd be able to get them at least 1/2 the time, and claw them
to pieces. Also, although I hate to advocate it, speed works well in most decks.
>lose, I lose because I get really messed up by a superior combat deck,
>or I get S&B'd to death in about 10 minutes. When the latter happens, I
>get really, really annoyed and frustrated. Putting vampires with DOM in
>and using Deflections helps a little, but not much. Watering my deck
>down with rush isn't an answer. I feel that it has to be one or the
>other. But without potence, Gangrel rush doesn't really compare to
>Brujah. What to do...?
Gangrel rush doesn't compare to Brujah? Geeze. I was under the impression
that Brujah was slightly inferior. They can't get stealth as easily, picking on
their chosen target; aggravated damage is a lot harder to come by, etc.
And Gangrel, if they can get extra strikes through a vial of Garou blood or Shadow
of the wolf, can make their last strike aggravated and burn people. Or just send
them to torpor. Maybe it's just me, but I've been a lot more frightened by gangrel
decks than by Brujah recently... Maybe it's just the flexibility that the gangrel
seem to have.
But, unless I know more, I can't really make any suggestions or judgements.
Alec Chang
>permanent bleed. Theese decks are totally destroyed by AI.>AI is out of line for three reasons:
> 1) Inappropriate cost (effectively -X pool to destroy a bleed of 3+X)> 2) Unprecedented effect (compare to Golconda)
> 3) Destruction of an entire strategy with a single card (Magic effect)
Can you sudden reverse an AI? I don't see any reason why you shouldn't be able
to...
Sorrow
Alec Chang wrote:
>
> >Sadly, you have to keep in mind the environment I play in... a bleed
> >deck around here puts in tons of anti-combat cards without worrying
> >about getting slowed down; they know that they'll be in combat all the
> >time.
>
> Maybe it's just me, but doesn't this say something about the enviroment?
> If someone made a deck which is specifically able to deal with the weaknesses
> of almost all of the other decks in the enviroment, then they'll probably win.
> This is true of almost any type of deck. Solution? Make the enviroment less
> homogenous, or just beat the S&B deck at its own game. Bruise and bleed; tap and
> bleed, tap and fight. Hey, that one's not a bad idea, if you're really worried
> about obedience(admitedly, it doesn't deal w/ majesties. Damn).
What is a deck specifically able to deal with the weaknesses of a combat
deck that does not have anti-combat cards in it. Right now I think
we're stuck in a vicious combat cycle.
[snip arg. of AI as pool gain]
> Can you see that?
I see your argument, but I don't agree. As Corrupter says, I can go
either way with this card, but I don't think that it's that bad; we'll
just have to disagree...
> Protected Resources is also an overpowered card, from my perspective
> (I will admit that I am a S&B supporter, but...), because it allows your predator
> no options as to getting rid of it. It can really cripple a S&B deck, or any other
> type of bleed deck which relies on single vampires getting through. Inner
> circlers, Vamps with Legendary vampire played on them, and whatever else, only
> bleed for 2, at most. Not to mention that their hand will be jamming with bleed
> cards which will most likely cost blood. Ick. And it costs no pool, right?
No, it costs 2 pool and gets burned if you ever bleed anyone. Sure, it
prevents you from being killed, but it's hard to kill your prey (I guess
you could vote them out of existence).
> I can just see a disgusting blood machine deck with protected resources out, bleed
> bounce and countering, and ways to gain up to four pool a turn. Nasty; and if
> they're doing vote damage and/or anarch revolts, it's never going away.
Good point. I guess I have no moral qualms about it since the only
non-bleed damage I have is Army of Rats.
> >I'll be frank. I'm just finding it hard for _my_ deck to deal with
> >S&B. The intercept angle works really well most of the time. When I
>
> How much stealth do they play with?
Lots n' lots. But if I try to jam their hand, I die.
> Maybe I'm totally off in my calculations here,
> but it would seem to me that w/ gangrel intercept, you've not only got
> the best potential for permanent intercept(raven spy, sport's bike, KRCG/London
> Evening star), but also the best untap ability as well.
But perm. based intercept is _slow_. Once they get a vampire out, they
can bleed me for 6 on the next turn. I have a Raven Spy. Do I attempt
to block, and help them cycle? Or maybe I even succeed, only to get
S:CEd and bled again.
> Unless they've been
> pulling superior Elder Impersonations and Seductions on every bleed, it
> would seem that you'd be able to get them at least 1/2 the time, and claw them
> to pieces. Also, although I hate to advocate it, speed works well in most decks.
I never succeed in combat with the Malk/Gangrel S&B deck; too much S:CE
and no way to stop it, too much stealth and I can't block it.
I haven't played against Peter's new Malk S&B deck, but I assume that I
would be as ineffective.
> Gangrel rush doesn't compare to Brujah? Geeze. I was under the impression
> that Brujah was slightly inferior.
Four words. Immortal. Grapple. Pulled. Fangs.
> They can't get stealth as easily, picking on
> their chosen target; aggravated damage is a lot harder to come by, etc.
Who cares who you beat up? You're beating up somebody, thus satisfying
your purpose. I just can't see putting stealth into a rush deck.
> And Gangrel, if they can get extra strikes through a vial of Garou blood or Shadow
> of the wolf, can make their last strike aggravated and burn people. Or just send
> them to torpor.
Why would you play Shadow of the Wolf when they might just S:CE? I
mean, I admit that repeated rushes, over and over again, could possibly
get around S:CE, just by running them out, but why play an important
beginning-of-round card?
> Maybe it's just me, but I've been a lot more frightened by gangrel
> decks than by Brujah recently... Maybe it's just the flexibility that the gangrel
> seem to have.
I'm still dubious...
> But, unless I know more, I can't really make any suggestions or judgements.
OK, well, there's probably going to be some Jyhad tonight. I'll change
my deck to Gangrel rush; we'll see what happens.
[ quoted text not captured ]
On 23 Sep 1996, Sorrow wrote:
[The Corrupter wrote:]
> >AI is out of line for three reasons:
> > 1) Inappropriate cost (effectively -X pool to destroy a bleed of 3+X)
> > 2) Unprecedented effect (compare to Golconda)
> > 3) Destruction of an entire strategy with a single card (Magic effect)> Can you sudden reverse an AI? I don't see any reason why you shouldn't
> be able to...
No, you can't sudden reversal an AI. Sudden Reversal is an out-of-turn
master, and thus, cannot be used on your own turn (according to the
definition of OOT-Master). Only OOT-Masters (like Absolution of th
Diabolist) that _explicitly_ say that they can be used on your on turn,
may be. Otherwise, you would need to convince another player to do it for
you.
[ quoted text not captured ]
In article <3246B5...@cornell.edu>,
James Hamblin <je...@cornell.edu> wrote:
>Alec Chang wrote:
JH>Sadly, you have to keep in mind the environment I play in... a bleed
JH>deck around here puts in tons of anti-combat cards without worrying
JH>about getting slowed down; they know that they'll be in combat all the
JH>time.
Maybe it's just me, but I can't see how they can keep their hand full
of stealth *and* bleed *and* combat defense at all times. Peek at their
hand (Owl Companion for Gangrel, Aura Reading for someone with Auspex).
Choose your opportunity.
[AC mentions that the environment might, by its high combat content, be
allowing the Malkies to reliably exercise their hand]
>What is a deck specifically able to deal with the weaknesses of a combat
>deck that does not have anti-combat cards in it. Right now I think
>we're stuck in a vicious combat cycle.
Votes come to mind; with most combat decks, speed's at a premium, which
means title-starved weenies. Also, cards (a) have annoying effects and
(b) take actions to burn mean that either actions are being spent (i.e.,
someone's busy voting away the Anarch Revolt rather than Bum's Rushing
Ozmo into the ground), or the nasty effects happen (and 1 pool a turn,
every turn, can get ugly faster than one would realize).
>I see your argument, but I don't agree. As Corrupter says, I can go
>either way with this card, but I don't think that it's that bad; we'll
>just have to disagree...
I reckon so; Alec gave an excellent summation, and I'm sure I can't do
better just now.
[ProtraRes by AC elided]
>No, it costs 2 pool and gets burned if you ever bleed anyone. Sure, it
>prevents you from being killed, but it's hard to kill your prey (I guess
>you could vote them out of existence).
Oh, could you ever. A damaging vote/anarch deck would find Proctological
Resplendence a godsend. If PR were free and burnable by, say, a successful
vote (maybe even a P/J/IC/Non-Cam above 8 vote, just to make it a little
harder), or by your predator voluntarily choosing to have his next bleed
for 4 or more have no effect (choose a number you like), it would be nicer.
As it stands, it hampers a strategy greatly with no way, even a convoluted
and annoying way, to get rid of it -- no one can force you to bleed if you
don't want to.
>Good point. I guess I have no moral qualms about it since the only
>non-bleed damage I have is Army of Rats.
AoR can get ugly, and with a little light intercept, it's almost as good
as permanent Rush -- your prey either comes to you, or dies.
JH>I'll be frank. I'm just finding it hard for _my_ deck to deal with
JH>S&B. The intercept angle works really well most of the time. When I
Gangrel are possible the most ill-equipped to deal with SCE, but it can
be done -- someone on the group made the suggestion of using Owl Companion
to check hand status and see what would jam his hand the most, not to mention
seeing when he's out of SCE. There's Dog Pack (which doesn't work on
Obedience, alas), and the often ignored solution of using old vampires
to Rush -- Didi can't make Wynn Obey.
AC>How much stealth do they play with?
>
>Lots n' lots. But if I try to jam their hand, I die.
It seems to me that they can't keep bleed *and* stealth *and* SCE in
their hands at all times, in roughly equal proportion.
AC>Maybe I'm totally off in my calculations here,
AC>but it would seem to me that w/ gangrel intercept, you've not only got
AC>the best potential for permanent intercept(raven spy, sport's bike, KRCG/London
AC>Evening star), but also the best untap ability as well.
>
>But perm. based intercept is _slow_. Once they get a vampire out, they
>can bleed me for 6 on the next turn. I have a Raven Spy. Do I attempt
>to block, and help them cycle? Or maybe I even succeed, only to get
>S:CEd and bled again.
If they're SCE/untapping, then Golem Tenants might be in order. Plus Dog
Pack *does* work for offensive SCE. What are they SCEing with, by the
way? If it's malks with presence or protean, judiciously Reversing the
skill cards might slow him down/jam his hand enough.
AC>Unless they've been
AC>pulling superior Elder Impersonations and Seductions on every bleed, it
AC>would seem that you'd be able to get them at least 1/2 the time, and claw them
AC>to pieces. Also, although I hate to advocate it, speed works well in most decks.
>I never succeed in combat with the Malk/Gangrel S&B deck; too much S:CE
>and no way to stop it, too much stealth and I can't block it.
I stand answered, then. Earth Meld -- hrmph. If it's offensive untaps, i.e.,
Zebbie gets blocked, untaps, and bleeds again, you might want to consider
(ya, I'm repeating myself) Golem Tenants. No repeat actions go a long way
towards curtailing such tomfoolery.
AC>Gangrel rush doesn't compare to Brujah? Geeze. I was under the impression
AC>that Brujah was slightly inferior.
>Four words. Immortal. Grapple. Pulled. Fangs.
IG's pretty neat, no denying that. But the Garou are hella cool, too --
no need to keep Rush in your hand, and serious thugging power. Drawing
at least one SCE out of your opponent's hand each turn might help you.
AC>They can't get stealth as easily, picking on
AC>their chosen target; aggravated damage is a lot harder to come by, etc.
I must say, Alec, that the Brujah's easy access to cheap Princes make
for a brutal vote-assisted combat deck -- Archons, Bloodhunts, and Peace
of Khetamon. Permanent enter-combat ability means SCE/Obedience runs out
of steam real quick like.
>Who cares who you beat up? You're beating up somebody, thus satisfying
>your purpose. I just can't see putting stealth into a rush deck.
Given your druthers, who would you rather torporize/Peace of Khetamon/
Memory's Fading Glimpse (sorry, thinking of my Assamite deck)? Normal,
or Ozmo, with superior Dominate, Pulse of the Canaille, and Legendary
Vampire? Carefully picked targets count for a lot. And the Gangrel's
ability to do that offsets their slightly weaker (compared to Brujah)
combat, whose strength allows them to use the shotgun approach to vampire
elimination.
AC>And Gangrel, if they can get extra strikes through a vial of Garou blood or Shadow
AC>of the wolf, can make their last strike aggravated and burn people. Or just send
AC>them to torpor.
>
>Why would you play Shadow of the Wolf when they might just S:CE? I
>mean, I admit that repeated rushes, over and over again, could possibly
>get around S:CE, just by running them out, but why play an important
>beginning-of-round card?
That's a good point -- you want to wait to pop that Vial or Shadow until
you're sure. Again, Owl Companion is a Good Thing in this situation.
gomi
rattlin on
--
'spend a day and a half dead and the lettuce runs amok.'
-babs woods
Greetings Corrupter and James,
I have been thinking about the AI problem and want to put a possible fix
before the group.
Archon Investigation OOT Master 3 Pool
Playable only when a minion bleeds you for more than 3 pool. The bleed is
unsuccessful and the minion loses X blood, where X is the amount of the
bleed. Place this card on the minion. The minion may not untap while
this it has this card. This card can be removed by a vote.
I think some of these proposed fixes for AI are worth adopting. I was
formerly not bothered by AI but after thinking about it I dislike it.
Let me know what you think, folks.
Doug Dunaway
Gomi no Sensei wrote:
>
> Maybe it's just me, but I can't see how they can keep their hand full
> of stealth *and* bleed *and* combat defense at all times. Peek at their
> hand (Owl Companion for Gangrel, Aura Reading for someone with Auspex).
> Choose your opportunity.
Yeah... also, it's difficult for me to talk about these decks, since one
hasn't been played for about a month. I haven't a chance to test out
everything people have been telling me. I guess I'm just seeing
worst-case scenarios.
> Oh, could you ever. [kill people w/o bleeding]
[snip stuff I thought of after hitting the "send" button.]
> AoR can get ugly, and with a little light intercept, it's almost as good
> as permanent Rush -- your prey either comes to you, or dies.
Unless they're stealthy.
> Gangrel are possible the most ill-equipped to deal with SCE, but it can
> be done -- someone on the group made the suggestion of using Owl Companion
> to check hand status and see what would jam his hand the most, not to mention
> seeing when he's out of SCE.
Well, remember, my deck's current incarnation is a Gangrel
light-intercept blood-gain combat deck. It really does work rather
well. But every time my predator is an S&B deck, I get killed.
But, as someone said, it's real hard for perm. intercept to get set up
fast enough to stop S&B. I had been piling on intercept cards to try to
do my best anyway, but they ended up just jamming my hand something
awful. So, I took out about half of the intercept cards, and just
increased the proportions of everything else: dam. prevention, blood
gain cards, etc.
I played last night, and, while I did get killed by Peter Bakija's
hallacious pot/for deck, I really do blame it on a crappy vampire draw.
They were all little, and none of them had sup. skills. Everything else
was working fine, though. By the time I died, I had gone through at
least 60 pool and 8 vampires.
And I guess I'm not too worried about S:CE. We do play with Gordon
Tenaments around here...
And S&B? Well, I have 6 deflections and 4/12 vamps with dominate. Who
knows...
[snip using old vamps to avoid obedience]
Oh, you don't know pain until Wynn has been Obedienced by an IC
member...
> I stand answered, then. Earth Meld -- hrmph. If it's offensive untaps, i.e.,
> Zebbie gets blocked, untaps, and bleeds again, you might want to consider
> (ya, I'm repeating myself) Golem Tenants. No repeat actions go a long way
> towards curtailing such tomfoolery.
Well, actually Form of Mist, since we play with Gollum Ten-Bets.
But hey. If I don't block him ever, my Obediences _might_ keep me alive
long enough for him to get a horrific hand jam and to get my blood
machine started... it's plan...
> >Four words. Immortal. Grapple. Pulled. Fangs.
>
> IG's pretty neat, no denying that. But the Garou are hella cool, too --
> no need to keep Rush in your hand, and serious thugging power. Drawing
> at least one SCE out of your opponent's hand each turn might help you.
But then the Brujah go kill the Garou on general principles... I've had
this happen way too often and took the Garou out.
Don't underestimate the power of IG and PF. Last night 4 of my vampires
were burned by Pulled Fangs. Oh, BTW, can you or can you not prevent PF
damage?
> Given your druthers, who would you rather torporize Normal,> or Ozmo, with superior Dominate, Pulse of the Canaille, and Legendary
> Vampire? Carefully picked targets count for a lot.
I see this point.
> And the Gangrel's
> ability to do that offsets their slightly weaker (compared to Brujah)
> combat, whose strength allows them to use the shotgun approach to vampire
> elimination.
But why not just Haven Uncovered? It's at +1 stealth, and I really
doubt that they have intercept...
Anyway, I'll just have to use my imagination / to think of good reasons
/ to keep on keepin' on...
[ quoted text not captured ]
On Tue, 24 Sep 1996, James Hamblin wrote:
> Gomi no Sensei wrote:> But, as someone said, it's real hard for perm. intercept to get set up
> fast enough to stop S&B. I had been piling on intercept cards to try to
> do my best anyway, but they ended up just jamming my hand something
> awful. So, I took out about half of the intercept cards, and just
> increased the proportions of everything else: dam. prevention, blood
> gain cards, etc.
I guess I would stay with mostly permanent intercept, set up slowly
(taking the bleeds) and then start intercepting everything (at least if I
were going the intercept route). You might consider switching to
Gangrel/Ravnos with Chi/Ani/For/Pro if you want a mostly permanent
intercept deck. The inclusion of Chi/Ani/Permanent intercept, is IMHO,
the _best_ intercept available.
[snip]
> > I stand answered, then. Earth Meld -- hrmph. If it's offensive
> > untaps, i.e., Zebbie gets blocked, untaps, and bleeds again, you might
> > want to consider (ya, I'm repeating myself) Golem Tenants. No repeat
> > actions go a long way towards curtailing such tomfoolery.> Well, actually Form of Mist, since we play with Gollum Ten-Bets.
You might want to be aware that most groups that play Golden Tenets use
Form of Mist's superior ability (if used) as an action modifier (after
all, its modifying the action) to stop this slight loophole in the idea of
what is a "repeat action".
> But hey. If I don't block him ever, my Obediences _might_ keep me alive
> long enough for him to get a horrific hand jam and to get my blood
> machine started... it's plan...
I like that solution.
[Re: Brujah vs. Gangrel... how Brujah win]
> > >Four words. Immortal. Grapple. Pulled. Fangs.
If the Brujah Grapples you, it can't dodge your aggravated hand, and then
it can't pull fangs.
> Don't underestimate the power of IG and PF. Last night 4 of my vampires
> were burned by Pulled Fangs. Oh, BTW, can you or can you not prevent PF
> damage?
Currently, no. Hopefully, the design team will reconsider its (silly)
ruling.
> Anyway, I'll just have to use my imagination / to think of good reasons
> / to keep on keepin' on...
Good luck! With you, as always.
[ quoted text not captured ]
In article <Pine.GUL.3.95.960924...@yar.cs.wisc.edu> theCorrupter <adr...@yar.cs.wisc.edu> writes:
> [Re: Brujah vs. Gangrel... how Brujah win]
> > > >Four words. Immortal. Grapple. Pulled. Fangs.
>
> If the Brujah Grapples you, it can't dodge your aggravated hand, and then
> it can't pull fangs.
But it can prevent the damage with sideslip... :-)
--George
In article <GFINK.96S...@avalon.cs.ucdavis.edu>,
[ quoted text not captured ]
It can prevent one of the damage, anyway. Gangrel hand damage has been
escalated something fierce in the last two expansions.
Consider:
-Basic set, max hand damage 4 (+1 inherent, +1 Ritual Challenge, +1 Lucky
Blow, 1 base)
-Add Dark Sovs, max hand damage around 7 (3 Revels in play at one time
is pretty much the practical max, although a bloodgain crock might be able
to swing up to 6 or so)
-Add Ancient Hearts and the party really gets rolling. Uncontrollable
Rage, Scorpion Sting (jury's still out on whether or not this is clawable, but
if it is no one's ever putting Lucky Blow in a Gangrel deck again), Shadow
of the Doggie (Unclear as to whether the Doggie strike is given by the card,
or if you can stack with a Lucky Blow/Sting), and Depravity:
Max hand damage between 9 and 10, depending on whether or not Shadow of the
Doggie can stack with Sting/Blow.
The 'Who needs Potence' deck at the Bloodbound Dealer rarely hit
for less than 3 aggro, and that was before AH came out.
gomi
[ quoted text not captured ]
> The 'Who needs Potence' deck at the Bloodbound Dealer rarely hit
> for less than 3 aggro, and that was before AH came out.
AFAIK, that deck still isn't there, i.e., it's still under construction
(no pressure, Corrupter :))... could you post it again?
I have 5 Ritual Challenges, Depravity, and Scorpion Sting... I think
I'll put in my Revel, since I am a pool-gainer... I don't think I'd
play SotWolf or UnRage since both are easily avoided by S:CE and cost
too much blood if they are just going to fail.
So that gives me max 5 hand damage... Cool... :)
[ quoted text not captured ]
doug...@aol.com (DOUGDWISE) wrote:
[ quoted text not captured ]>Doug Dunaway
I think it's very much a matter of opinion. I've been the victim of
big bleeds often enough--even worse now with return to innocence--that
I think it's good to add an element of risk to it. You put all your
eggs in one basket for a giant player-ousting bleed, it's only
appropriate that you should entail some element of risk in doing so.
theCorrupter <adr...@yar.cs.wisc.edu> wrote:
>[Re: Brujah vs. Gangrel... how Brujah win]>> > >Four words. Immortal. Grapple. Pulled. Fangs.>If the Brujah Grapples you, it can't dodge your aggravated hand, and then>it can't pull fangs.>> Don't underestimate the power of IG and PF. Last night 4 of my vampires>> were burned by Pulled Fangs. Oh, BTW, can you or can you not prevent PF
>> damage?
A footnote to this: I've found very good success with this strategy
executed by nosferatu. Add Behind You to the mix and you have
manuvers to get you in close to use Immortal Grapple, or if you get in
over your head against a nasty aggro-dealing gangrel, you can use it
to dodge. Their strong obfuscate is also generally useful--although
you don't need all that much stealth once you've struck fear into the
table by burning a couple of big vamps.
On Tue, 24 Sep 1996, James Hamblin wrote:
> > The 'Who needs Potence' deck at the Bloodbound Dealer rarely hit
> > for less than 3 aggro, and that was before AH came out.> AFAIK, that deck still isn't there, i.e., it's still under construction
> (no pressure, Corrupter :))... could you post it again?
Well, I'll post it... (see end of article)...
I've had _so_ many submissions, and Real Life has caught up with me, I'm
probably about 2 months behind (In fact, Who Needs Potence arrived about 2
months ago :). Never fear, faithful lovers of the Blood Bound Dealer. It
will be put up. (In fact, all deck submissions of any Jyhad environment
(4CL, 6CL, 10%CL, OtherCL, NL, NL/GT, DCI, whatever...) are welcome) For
those of you unaware of where it is, the URL:
<http://cslab.uwlax.edu/~sulli_al/jyhad/dealer>.
---
Name: Who Needs Potence?
Deck:
Masters
Backways (1)
Blood Doll (2)
Eco Terrorists (1)
Gangrel Revel (2)
Haven Uncovered (1)
Minion Tap (2)
Zoo Hunting Ground (1)
Protean (3)
Fortitude (2)
Actions
Bum's Rush (4)
Ritual Challenge (4)
Reactions
Cat's Guidance (3)
Rat's Warning (2)
Equipment
Shackles of Enkidu (1)
Combat
Lucky Blow (7)
Indomitability (4)
Skin of Rock (5)
Skin of Steel (2)
Unflinching Persistence (4)
Claws of the Dead (5)
Form of the Ghost (5)
Gleam of Red Eyes (5)
Wolf Claws (5)
Crypt
Giuliano Vincenzi (2, for)
Vliam Andor (2, ani)
Anastasia Grey (3, ani,pro)
Chandler Hungerford (3, PRO)
Ricki Van Demsi (3, for, ani)
Roman Alexander (4, ani, for, pro)
Camille Devereux [the Raven] (5, ani, FOR, PRO)
Badger (6, ani, FOR, pot, PRO)
Zack North (6, ani, for, pot, pro, +1 hand damage)
Gitane St. Claire (7, ANI, FOR, PRO)
Basilia (10, ANI, FOR, obf, pot, PRO, Primogen, aggravated hand damage)
Wynn (10, ANI, FOR, obf, pot, PRO, Primogen, may attack minion controlled
Environment: No Card Limit/SPTR
Commentary: I can't really see how I've been getting away with this deck
for so long; only 5 get into combat cards, intercept so light as to be
unexistent, and Wynn? Note also that it hasn't been updated for Ancient
Hearts, which I imagine I'll be doing soon.
Defense Commentary: Nothing fancy, just beat up anyone who peeves you.
Optimum number of players: 3 plus, though most of its play is 2player, an
anomalous condition.
(Submitted by Lula: lu...@pollywog.com)
[ quoted text not captured ]
>I think it's very much a matter of opinion. I've been the victim of
>big bleeds often enough--even worse now with return to innocence--that
>I think it's good to add an element of risk to it. You put all your
>eggs in one basket for a giant player-ousting bleed, it's only
>appropriate that you should entail some element of risk in doing so.
I agree. I have had Alexandra burned many times (about 4 or 5) by AI, but
it's a calculated risk that you are taking that your prey doesn't have an AI in
his hand. If he doesn't, then that's possibly a really big bleed. If he does,
then you're toast and that's something you should have thought about before you
performed the action.
Sorrow
--
I don't want to be alone | I hurt, therefore I am
anymore |--------------------------------
I don't want to be anyone | "What are you looking at...?
anymore | you never seen anyone try to
I don't need a reason to kill myself | commit suicide before?" - Anon
------------------------------------------------------------------------
Sorrow wrote:
>
> >permanent bleed. Theese decks are totally destroyed by AI.> >AI is out of line for three reasons:
> > 1) Inappropriate cost (effectively -X pool to destroy a bleed of 3+X)
> > 2) Unprecedented effect (compare to Golconda)
> > 3) Destruction of an entire strategy with a single card (Magic effect)
>
> Can you sudden reverse an AI? I don't see any reason why you shouldn't be able
> to...
>> Sorrow
You can SR an AI only if it is not your turn since it is an OOT master. Thus it
could be used when your grand predator big bleeds your predataor who plays an AI
and yuo then SR it.
James Hamblin writes:
(re problems with his Gangrel deck gettin slaughtered by S&B)
>Sadly, you have to keep in mind the environment I play in... a bleed>deck around here puts in tons of anti-combat cards without worrying>about getting slowed down; they know that they'll be in combat all the>time.
Have you considered the possibility that there's so much combat in your
group that combat decks are in general having a hard time? If everybody
packs lots of anti-combat, combat will have a hard time (obviously). Malk
S&B vs permanent intercept is obviously always going to be hard on the
interceptor; if that's combined with an uphill fight for combat decks then
Gangrel permanent intercept just may not be very playable in your groups
right now.
Most groups, by the preferences of their players, will tend to make some
generally playable decks unplayable. That's just the way it is. You
might might have a really nifty Toreador bleed deck, too, but if everybody
packs Deflections, it wouldn't work either. If anything, it makes things
more interesting.
Curt Adams (curt...@aol.com)
> garou wrote:
> I think it's very much a matter of opinion. I've been the victim of
> big bleeds often enough--even worse now with return to innocence--that
> I think it's good to add an element of risk to it. You put all your
> eggs in one basket for a giant player-ousting bleed, it's only
> appropriate that you should entail some element of risk in doing so.
Return to Innocence is a very powerful card, and its'
existence can only be justified by the existence of Archon
Investigation. Spiridonas' special ability can only be justified
by the presence of AI, too.
There can be no justification for AI as per card text.
It burns the vampire bleeding you for 3 pool, preventing a
bleed of more than three. Calculated risks do not involve
losing a fairly large vampire for an incurred penalty of one
card and 3 pool. Calculated risks involve taking a bleed for
another player with a Major Boon.
Because of the existence of AI, there is a laxity
allowed in card design, which produces in return even heavier
preponderance of massive bleed modifiers and abilities, and
sets a precedence for even nastier cards which hose over bleed.
(Or perhaps, any other strategy.)
-Nathan Harada
In article <324B3C...@anon.penet.fi>,
Nathan Harada <an64...@anon.penet.fi> wrote:
> Return to Innocence is a very powerful card, and its'
>existence can only be justified by the existence of Archon
>Investigation. Spiridonas' special ability can only be justified
>by the presence of AI, too.
RtI is the first card in the VtES set that my group's seriously
considering banning. There are so many ways to get vampires back, its
cost isn't relevant, especially in a deck like my Giovanni 'Inconnu'
deck, where Regina got Returned and Possessed back into play to be
Golconda'd next turn. Instead of stealth, I used Clan Impersonation
combined with Clan Loyalty -- a clan with Fortitude or Protean could
easily make use of Day Op or Horrific Countenance.
Which leads to a truly hideous crock deck that isn't covered by the
Golden Tenets -- I'll take the man's $50, but I'll still feel bad about
it.
12 Etrius
10 Return to Innocence
10 Magic of the Smith
10 Soul Gem of Etrius
10 Protean (or Fortitude, if Etrius has no or inferior Fortitude)
10 Horrific Countenance (or Day Op as appropriate)
10 Information Highway
10 Tomb of Rameses III
Etrius is out by turn 2, 3 max. Lay a Skill card on him and Return
to Innocence for 1 +12 +2 = 15 points of unblockable bleed, thanks be
to Day Op or Horrific Countenance. Well, Magic a Soul Gem onto him
first. Then, when he goes pop, you get a fresh Etrius at no extra charge!
And this fresh one already has the Soul Gem. Lay a skill card on him,
Return to Innocence. Repeat as necessary.
Garnish with beak.
What defends against this? Bounce will do it. Intercepting the Magics
will slow it down a little, but it's got to be a moby intercept deck that can
muster +3 intercept regularly by turn 3. And, of course, the antibleed crocks
like AI and Protected Resources.
This kind of thing, possible only with RtI (would you seriously contemplate
a deck like the above with Governs instead of Returns?), essentially
forces everyone to play bounce/intercept. Combat is essentially
helpless against this, as is vote. It's Dominate and Auspex, all the way --
hey, who has those two disciplines again?
I'm open to suggestions to fix RtI. Two proposed fixes:
4 blood action.
+X bleed, where X = Vampire's Capacity/2 (Round Down). Usable only by
a vampire with a capacity above 7. No bleed enhancing modifiers may be
played. Burn vampire if successful.
Maximum bleed with the above is 8 with an IC (1 +5 +2), so I might be
amenable to not burning the vampire, but just knocking into torpor with
a 'cannot rescue self' flag.
4 blood action.
When the action is declared, vampire may burn X+2 blood for +X bleed. No
bleed enhancing modifiers may be played. Burn vampire if successful.
Usable only by a vampire with a capacity above 7.
This one's a Spiridonas Reconstruction Kit; max bleed here is also 8
(11-4=7, to burn for +5 bleed, +2 inherent = 8), so a similar caveat applies.
gomi
return to innocence has disturbing implications for the game as a whole
[ quoted text not captured ]
theCorrupter (adr...@yar.cs.wisc.edu) wrote:
: On 23 Sep 1996, Sorrow wrote:: [The Corrupter wrote:]
: > >AI is out of line for three reasons:: > > 1) Inappropriate cost (effectively -X pool to destroy a bleed of 3+X)
: > > 2) Unprecedented effect (compare to Golconda)
: > > 3) Destruction of an entire strategy with a single card (Magic effect)
:
: > Can you sudden reverse an AI? I don't see any reason why you shouldn't
: > be able to...:
: No, you can't sudden reversal an AI. Sudden Reversal is an out-of-turn: master, and thus, cannot be used on your own turn (according to the
: definition of OOT-Master). Only OOT-Masters (like Absolution of th
: Diabolist) that _explicitly_ say that they can be used on your on turn,
: may be. Otherwise, you would need to convince another player to do it for
: you.
With all due respect to whomever made that ruling an official
and permanent one, not being able to play oot masters on your
own turn is a bit absurd for several cards, and my group does
not play that way. I get the feeling that this is still a
hotly contested house rule.
Another way I've found to get around AI is a nice card from the
original Jyhad (and V:tES too, I suppose) which requires
Auspex, a common discipline for most S&B vampires, even if not
so commonly used. I can't remember what it is called off hand,
but the effect is, at superior, that all Meth's can look at
your opponent's hand during combat. So, bleed with someone
like Aleph at 0 stealth, and play this card. Aleph may have a
bad day, but afterwards, you will know something like "Oh,
dear. You don't seem to have any AI's, bleed bounce, or more
than two intercept. In that case, Gilbert Duane will bleed for
12 at 3 stealth. Been nice knowing you, Mr. Prey." AI is
still too powerful, no doubt, but there are ways to aviod it.
Wallpaper Paste
for all those useless cards
And add Potence to it - you will inflict up to about (theoretical)
45 points of damage in one round.
I play it. It works.
_______________________
TS - Thomas Stellmach
soch...@sp.zrz.tu-berlin.de
> return to innocence has disturbing implications for the game as a whole
Thank you, Gomi No Sensei.
Well, it has finally been done.
Someone has built a broken deck using the Golden Tenets (no repeat action
/ no vote push).
For those of you who are unaware of the ongoing saga, for some time I have
claimed that it could not be done. I even went so far as to recently add
a cash value to the first person who could actually do it.
Now, thanks to Ancient Hearts, and mostly the precedent set by Archon
Investigation, it has been done.
The card that makes it possible is Return to Innocence. By itself, Return
to Innocence is an expensive, clunky card. Put into just any old deck,
and it really isn't too much of a threat: the card is expensive, not
useful in early game, and could easily backfire on the user. However, in
a deck built to exploit it, easily a broken card.
As someone else pointed out, this card is (yet another) trump card.
Basicly, it forces people to play deflection or (sometimes) high
intercept. The risk is too great, now, not to. The card is held in line
by another (broken) card, Archon Investigation.
So it looks like, now, Jyhad has finally degenerated to a game of trumps,
albeit just barely.
Here is the deck, along with my feelings of how it could be improved on
the side [in Brackets]
On 27 Sep 1996, Gomi no Sensei wrote:
> Which leads to a truly hideous crock deck that isn't covered by the
> Golden Tenets -- I'll take the man's $50, but I'll still feel bad about
> it.> 12 Etrius [I would change this to 14 Etrius.
This gives you the ability to use all
of the Return to Innocence without
exhausting your crypt.]
> 10 Return to Innocence
> 10 Magic of the Smith
> 10 Soul Gem of Etrius
> 10 Protean (or Fortitude, if Etrius has no or inferior Fortitude)
> 10 Horrific Countenance (or Day Op as appropriate)> 10 Information Highway [I would reduce this to at most 4. The
speed of getting out a quick Etrius is
Outweighed by the hand jam]
> 10 Tomb of Rameses III [I would take these out altogether]
[Add in up to 3 The Barrens (to cycle)]
[My version: 55 Cards]
The only real defenses against the deck are _extremely_ fast high
intercept and deflection. Other tertiary defenses are contesting the
vampire or the Soul Gem.
Solutions to the problem:
[Re: Return to Innocence]
> RtI is the first card in the VtES set that my group's seriously
> considering banning.
Banning works, but is not something I relish.
> I'm open to suggestions to fix RtI. Two proposed fixes:> 4 blood action.
> +X bleed, where X = Vampire's Capacity/2 (Round Down). Usable only by
> a vampire with a capacity above 7. No bleed enhancing modifiers may be
> played. Burn vampire if successful.> 4 blood action.
> When the action is declared, vampire may burn X+2 blood for +X bleed. No
> bleed enhancing modifiers may be played. Burn vampire if successful.
> Usable only by a vampire with a capacity above 7.
I don't particularly care for either of these.
How about:
The Return to Innocence (Fixed???) - 4 blood - Action
(D) Bleed your prey at +X, where X is the capacity of the vampire.
Burn this vampire if the bleed is successful. Action Modifiers may not be
used on this action.
---
> return to innocence has disturbing implications for the game as a whole
That it does. That it does.
Well, Gomi No Sensei is the proud recipient of $50. E-mail me for info,
GNS.
I am convinced that this case is an aberration. If anyone else can come
up with a degenerate deck using No Limit / Golden Tenet House Rules, I
still challenge you. Of course, given Ian and Leatherface, the Sabbat
might make it really easy.
[ quoted text not captured ]
In article <Pine.GUL.3.95.960927...@yar.cs.wisc.edu>,
theCorrupter <adr...@yar.cs.wisc.edu> wrote:
>> return to innocence has disturbing implications for the game as a whole>
>Thank you, Gomi No Sensei.
>Well, it has finally been done.
although I must admit I take little pleasure in it.
>[Re: Return to Innocence]>> RtI is the first card in the VtES set that my group's seriously
>> considering banning.>
>Banning works, but is not something I relish.
Well, we'd certainly prefer a good fix -- we just couldn't come up with
one off the bat last night.
>How about:
>
>The Return to Innocence (Fixed???) - 4 blood - Action
>(D) Bleed your prey at +X, where X is the capacity of the vampire.
>Burn this vampire if the bleed is successful. Action Modifiers may not be
>used on this action.
I like it. It's concise and elegant. How about 'This action may not be
modified' instead, to rule out permanent stealth such as Opium Den or,
more seriously, Forest of Shadows?
you can still get through an unblockable return with Blood Bonds, but if
you invest the time and energy in blood bonding all your prey's
minions, more power to ya, i think. i think that, by changing the final
clause to 'this action may not be modified', enough bases are covered to
get it in line.
A more fundamental issue of design is how far cost/benefit goes. Return
is predicated on a theoretically hideous cost -- axing a vampire.
Unfortunately, non-pool costs are harder to balance -- Soul Gems or
Possession make a mockery of Return's cost. Depravity is another
example -- a deck without allies or retainers gets free bonuses. Another
poorly thought out cost is Blythe Candeleria -- what was the last
Tremere deck you saw that relied on its hand damage?
There are, i think, some levels of power that no cost justifies; either
a deck is built solely to afford that cost, and gains immense power
thereby, or the cost is prohibitive to regular decks. You'll notice
no retainer, ally, or equipment (yet) costs more than 5 pool, and no
master card more than 3 (barring Misdirection, which is a special case).
Exceeding these costs would be a Bad Thing in my estimation; an ally so
good as to be worth 7 pool would be too good. A location so useful as
to be worth 5 pool would be way too good.
My point, i guess, is this: there are ways to defeat any cost; the best
way to avoid the problems that raises is to make it, in general, not
worth the bother, and so the benefit conferred by any single card
must be kept below a certain threshold that Return to Innocence
crosses, batons twirling.
At high power levels, additonally, small errors in cost/power are much
more critical, resulting either in wallpaper or must-haves. It might
be argued that Skin of Steel should be worth less than, say, Blood Fury,
but at that relatively small scale of benefits it's just easier to
pay the 1 blood and move along with one's life.
>Well, Gomi No Sensei is the proud recipient of $50. E-mail me for info,
>GNS.
whoopie. making money never bummed me out before.
>I am convinced that this case is an aberration. If anyone else can come
>up with a degenerate deck using No Limit / Golden Tenet House Rules, I
>still challenge you. Of course, given Ian and Leatherface, the Sabbat
>might make it really easy.
Let's wait n see. Sigh.
i agree with you on the aberration bit, and can only hope that this sort
of thing fails to continue.
gomi
[ quoted text not captured ]
go...@best.com (Gomi no Sensei) writes:
>Which leads to a truly hideous crock deck that isn't covered by the
>Golden Tenets -- I'll take the man's $50, but I'll still feel bad about
>it.>12 Etrius>10 Return to Innocence>10 Magic of the Smith
>10 Soul Gem of Etrius
>10 Protean (or Fortitude, if Etrius has no or inferior Fortitude)
>10 Horrific Countenance (or Day Op as appropriate)
>10 Information Highway>10 Tomb of Rameses III>Etrius is out by turn 2, 3 max. Lay a Skill card on him and Return>to Innocence for 1 +12 +2 = 15 points of unblockable bleed, thanks be
>to Day Op or Horrific Countenance. Well, Magic a Soul Gem onto him
>first. Then, when he goes pop, you get a fresh Etrius at no extra charge!
>And this fresh one already has the Soul Gem. Lay a skill card on him,
>Return to Innocence. Repeat as necessary.>Garnish with beak.
That's a *six* card combination(!), counting only one of Tomb/InfoHwy.
Two of which are Masters, highly susceptible to Sudden Reversals.
That's quite a feat to "repeat as necessary". Also, since the Tomb
is in the process of being "fixed" by the RT, I'd suggest replacing
the Tombs with Fames - get more bang for the buck (and, since Etrius
doesn't have fortitude, use the Day Opertion to go to torpor before
the RtI burns him).
>What defends against this? Bounce will do it. Intercepting the Magics
>will slow it down a little, but it's got to be a moby intercept deck that can
>muster +3 intercept regularly by turn 3. And, of course, the antibleed crocks
>like AI and Protected Resources.
Rush will do it quite well. You have no defense whatsoever against rush.
Etrius comes out, goes to torpor, gets diablerized. I've seen it happed
to the Brujah IC in a combat deck - it'd be much easier against this
combat-oblivious deck. Rush combat is a standard deck type, and it will
rip this thing apart.
>This kind of thing, possible only with RtI (would you seriously contemplate
>a deck like the above with Governs instead of Returns?), essentially
>forces everyone to play bounce/intercept. Combat is essentially
>helpless against this, as is vote. It's Dominate and Auspex, all the way --
>hey, who has those two disciplines again?>I'm open to suggestions to fix RtI. Two proposed fixes:>4 blood action.
>+X bleed, where X = Vampire's Capacity/2 (Round Down). Usable only by
>a vampire with a capacity above 7. No bleed enhancing modifiers may be
>played. Burn vampire if successful.>Maximum bleed with the above is 8 with an IC (1 +5 +2), so I might be
With your Etrius, it's 9 (1 +6 +3) - since skill cards add coapacity.
>amenable to not burning the vampire, but just knocking into torpor with
>a 'cannot rescue self' flag.>4 blood action.>When the action is declared, vampire may burn X+2 blood for +X bleed. No
>bleed enhancing modifiers may be played. Burn vampire if successful.
>Usable only by a vampire with a capacity above 7.
The "above 7" isn't necessary on this - 4 + 2 +X blood for +X bleed
accomplishes this restriction all by itself.
>This one's a Spiridonas Reconstruction Kit; max bleed here is also 8
>(11-4=7, to burn for +5 bleed, +2 inherent = 8), so a similar caveat applies.
Your Etrius can again manage a 9 = 1 + (12-4-2) +2
I don't like large bleeds, but I don't like unblockable action either.
(Why can't a Muddled Vampire Hunter go out in the Day again?)
IM(NS)HO, the problem here is the unblockability, not the BigBleed(tm).
--
L. Scott Johnson (sjoh...@math.sc.edu) | Clap on! <clap> <clap>
http://www.math.sc.edu/cgi-bin/sjohnson/home | Clap off! <clap> <cla+W."
Graphics Specialist and V:tES Rulemonger. | ^Ejq#xe>4NO CARRIER
Wallpaper Paste wrote:
>
[snip: OOT masters only on not your turn]
> With all due respect to whomever made that ruling an official
> and permanent one, not being able to play oot masters on your
> own turn is a bit absurd for several cards, and my group does
> not play that way. I get the feeling that this is still a
> hotly contested house rule.
Um, sorry, but it's in the rulebook:
Page 10: Out-of-turn: Out-of-turn cards may only be played when it is
not your turn. ...
[ quoted text not captured ]
James Hamblin wrote:
>
> Wallpaper Paste wrote:
> >
> [snip: OOT masters only on not your turn]
> > With all due respect to whomever made that ruling an official
> > and permanent one, not being able to play oot masters on your
> > own turn is a bit absurd for several cards, and my group does
> > not play that way. I get the feeling that this is still a
> > hotly contested house rule.
>
> Um, sorry, but it's in the rulebook:
>
> Page 10: Out-of-turn: Out-of-turn cards may only be played when it is
> not your turn. ...
I don't think that the argument contested the fact that there is indeed
that section in the rulebook, but that it is a design flaw. My group
also happens to use the same house rule, and AI is another very good
reason IMHO to allow OOT masters to be played during your turn.
Otherwise, AI is a trump card whose target should just go get a Coke,
becuase he/she can't do anything about it. What's the fun in that?
Sean Whittaker
I think the problem with the heavy bleeds existed before AI. I am of the
opinion that AI is too harsh for its ability, although it is currently the
only way to keep the heavy bleeders under control. Being bled for 7 by a
single Malkavian using Stealth and Seduction is just too ugly. Especially
since there are two more after that vamp.
If the bleeder was only allowed one bleed modifier card to be played from
the controller's hand would this help alleviate the problem. It would
certainly prevent the outrageous 7 bleeds without some equipment that had
to be brought into play earlier.
Perhaps if AI caused an amount of pool loss to the bleeding Meth equal to
the amount the Meth's vamp is bleeding for?
Scott Whittaker wrote:
>
> I don't think that the argument contested the fact that there is indeed
> that section in the rulebook, but that it is a design flaw.
It's debatable as to what Richard Garfield had in mind when he designed
the game. The old Jyhad rulebook was, of course, ambiguous about OOTs,
and I can see the argument for having them being able to be played
during your turn. However, I think that the restriction is a good one,
especially to prevent being able to SR OOTs played by other players on
your turn. Read on...
> My group
> also happens to use the same house rule, and AI is another very good
> reason IMHO to allow OOT masters to be played during your turn.
> Otherwise, AI is a trump card whose target should just go get a Coke,
> becuase he/she can't do anything about it. What's the fun in that?
Hey! Using my arguments against me... :)
But seriously, AI is not as much of a Go Get a Coke card as other cards
which shall remain nameless... Just like a deck with 20 deflections
won't really get you anywhere in general, a deck packed with AI won't be
effective in general. So one of your vampires got burned. It happens;
whether in combat or with AI or one of those weird new AH votes or
anathema, etc. Sure, it hurts. So does getting bled for 7 with the
_other_ minion. IMHO, well-designed S&B decks are fast enough that the
loss of a vampire is relatively easily dealt with.
[ quoted text not captured ]
In article <52hv92$l...@shellx.best.com>, go...@best.com says...
(snipped commentary specific to the 'fixing' of Return to Innocence.)
>A more fundamental issue of design is how far cost/benefit goes. Return
>is predicated on a theoretically hideous cost -- axing a vampire.
>Unfortunately, non-pool costs are harder to balance -- Soul Gems or
>Possession make a mockery of Return's cost.
I've noticed that over time, the most degenerate effects come, usually not
from single cards without clearly defined and balanced abilities, but the
use of multiple cards of these types, which combine to create a combination
which is nauseatingly unbalanced. Also, this kind of problem could have
been thought of by the playtesters, and fairly easily if they were
seriously TRYING to break each expansion card. Both of the cards that
Return is broken with are in previous sets, and should have been taken into
consideration. This may say something about Jyhad/V:tES and playtesting
priority at WotC.
>Depravity is another example -- a deck without allies or retainers gets
>free bonuses. Another poorly thought out cost is Blythe Candeleria --
>what was the last Tremere deck you saw that relied on its hand damage?
Generic cards, especially in Jyhad, should have major restrictions on their
play and use, like Legendary Vampire has. Depravity, although not
unbalancing on it's own, can be compared to a bastard sword, and found to
be almost infinitely better, even with it's being unique.
Blythe, however, is a different matter, in that NOTHING that I can see
justifies the idea that -1 hand damage vs. malkavians(not usually a
dangerous combat clan by any stretch) is worth even 1 extra point in
disciplines, much less the two that were printed(and I agree with Nathan
here; it does seem that Blythe was intentionally made that way and when
players objected, then she was errataed). Tremere bias, again.
This becomes even more apparent when one realizes that there were a number
of five and six capacity vampires in the same expansion who were vastly
underpowered from almost any perspective.(Andrei Puxon, Vittorio Giovanni,
Sigrid Bekker...).
>There are, i think, some levels of power that no cost justifies; either
>a deck is built solely to afford that cost, and gains immense power
>thereby, or the cost is prohibitive to regular decks. You'll notice
>no retainer, ally, or equipment (yet) costs more than 5 pool, and no
>master card more than 3 (barring Misdirection, which is a special case).
>Exceeding these costs would be a Bad Thing in my estimation; an ally so
>good as to be worth 7 pool would be too good. A location so useful as
>to be worth 5 pool would be way too good.
Right on. But levels of power are usually relative, especially in the
more specialized rare cards. Cards which may seem useless become over-
powered when broken. The primary reason why this seems to occur is A)
not enough playtesting with abuse taken into account, and B)an insufficient
grasp on what constitutes a balance between cost and effect, especially in
circumstances where the cost can be circumvented. Netrunner and Magic have
this same kind of problem; when drawbacks of certain cards(Organ Donor,
Ernham Djinn) can be easily gotten around by certain strategies or specific
other cards, they begin to dominate and break the game.
>My point, i guess, is this: there are ways to defeat any cost; the best
>way to avoid the problems that raises is to make it, in general, not
>worth the bother, and so the benefit conferred by any single card
>must be kept below a certain threshold that Return to Innocence
>crosses, batons twirling.
Return doesn't do it as blatantly as, say, Spiridonas. Return is broken in
the deck that you postulated, which took people a while to work
out. Spiridonas screams for abuse right out of a booster. When in a deck
designed to exploit him, he can bleed for a huge amount one turn,
Hospitality himself(in the same turn, even, with a Rutor's hand in play),
and keep up pressure on one's prey. With Info Highways and Tombs of
Rameses, he can come out early enough so that a few seductions could keep
him from being blocked at all. Not totally broken, but disgusting and
needing no real skill or intelligence to pull off nonetheless.
>At high power levels, additonally, small errors in cost/power are much
>more critical, resulting either in wallpaper or must-haves. It might
>be argued that Skin of Steel should be worth less than, say, Blood Fury,
>but at that relatively small scale of benefits it's just easier to
>pay the 1 blood and move along with one's life.
It can be argued, but I find that the commons are often much better costed
and balanced than the rares. Commons are usually made with some system in
mind, and the uncommons tend to have the same system, just made more
specialized and powerful, as well as expensive. Rares are often when
designers seem to start "Coloring outside the lines" and making monumental
design errors which only show up when people start breaking cards. Perhaps
the amount of playtesting needed would be excessive; but as of now, it
seems that it's insufficient, especially on V:tES.
>>Well, Gomi No Sensei is the proud recipient of $50. E-mail me for info,
>>GNS.>
>whoopie. making money never bummed me out before.
>>>I am convinced that this case is an aberration. If anyone else can come
>>up with a degenerate deck using No Limit / Golden Tenet House Rules, I
>>still challenge you. Of course, given Ian and Leatherface, the Sabbat
>>might make it really easy.>
>Let's wait n see. Sigh.
>
>i agree with you on the aberration bit, and can only hope that this sort
>of thing fails to continue.
>
Well, Nathan and I haven't completely broken the game with the overpowered
Tremere stuff yet, but we haven't seen everything from Sabbat yet. I hope
we don't succeed; but we may have to voluntarily not use the cards which
are broken, and PROVE to our friends that there's something wrong so that
they go along too. Sigh. We still play 4-CL, so this may take us some
doing...
Alec Chang
James Hamblin wrote:
> But seriously, AI is not as much of a Go Get a Coke card as other cards
> which shall remain nameless... Just like a deck with 20 deflections
> won't really get you anywhere in general, a deck packed with AI won't be
> effective in general. So one of your vampires got burned. It happens;
> whether in combat or with AI or one of those weird new AH votes or
> anathema, etc. Sure, it hurts. So does getting bled for 7 with the
> _other_ minion. IMHO, well-designed S&B decks are fast enough that the
> loss of a vampire is relatively easily dealt with.
>
Yes, but at least with other attempts to burn a vampire, usually the
player whose minion is targetted gets a *chance* to play cards in
response, be it intercept, combat, or votes... AI does so at a
prohibitively low cost that actually results in a GAIN in pool for the
person who plays it, and also destroys the bleeder. Now, I am far from a
proponent of S&B, but there's nothing wrong in my book if you come
rampaging after someone with a hideous vampire like Donal O'Connor using
a Govern the Unaligned and a Threats (insert whatever combination of
bleed cards you like) in order for someone, ANYONE, to block you.
Believe me, I've often seen players just refuse to block someone like
him, Anvil, or any other combatmonger and get bled for one... but now AI
just hoses the bruise & bleed strategy.
Sean
[ quoted text not captured ]
Even with the fixes suggested so far, i`m not sure whether those will be much
of a help.
There are quite a few ways to get control of other vampires (Malkavian
Dementia, Temptation, Form of Corruption... ). While this is bad news for the
player in question already, RtI now offers an additional way to burn this
vampire.
The options so far was getting the vampire in combat with a suitable
deck (by rushing him, trying to remove his rack, whatever). There was a level
of control, a fair chance that the controlled vampire would survive,
especially if there`s an interest to keep the original owner in the game.
Now, this is no longer valid. While no longer being a broken card it still
severly shifts the balance of the game. As long as you add some stealth it
doesn`t matter whether you get bounced or suffer from an AI. The vampire will
burn, anyway.
Oliver
--------------------------------<*>--------------------------------
Oliver Hofmann a261...@smail.rrz.uni-koeln.de
--
`They call me Mort.' What a coincidence.
<T.Pratchett>
xcdc...@aol.com (XCD Chance)
(re Archon Investigation)
>If the bleeder was only allowed one bleed modifier card to be played from
>the controller's hand would this help alleviate the problem. It would
>certainly prevent the outrageous 7 bleeds without some equipment that had
>to be brought into play earlier.
This is a better kind of fix than an ultra-nasty you-lose-if-I-have-it
card (like AI) The problem with contesting high-power trumps (eg. Return
to Innocence vs. AI) is that they introduce a whopping luck factor in the
game. This was one of the big problems with Rage.
Curt Adams (curt...@aol.com)
Okay. I'll preface this by saying that I was looking through Nathan's
older posts because I remembered something which had seemed important
at the time, and I came across another connection between design laxity,
specifically caused by AI's existence, and the degenerate deck postulated by
Gomi. This Really concerns me. I don't suppose that mailing Shawn will
help...
But, to Nathan's point...
In article <324B3C...@anon.penet.fi>, an64...@anon.penet.fi says...
(snip point about big bleeds and RTI)
>
> Return to Innocence is a very powerful card, and its
>existence can only be justified by the existence of Archon
>Investigation. Spiridonas' special ability can only be justified
>by the presence of AI, too.> There can be no justification for AI as per card text.
>It burns the vampire bleeding you for 3 pool, preventing a
>bleed of more than three. Calculated risks do not involve
>losing a fairly large vampire for an incurred penalty of one
>card and 3 pool. Calculated risks involve taking a bleed for
>another player with a Major Boon.
> Because of the existence of AI, there is a laxity
>allowed in card design, which produces in return even heavier
>preponderance of massive bleed modifiers and abilities, and
>sets a precedence for even nastier cards which hose over bleed.
As of now, we can see that RTI can be broken, in combination with
other overpowered cards in a deck designed to exploit it. (Gomi's deck is
later in this post) If Nathan's hypothesis is correct(and I have no
reason to believe that it isn't, given that I cannnot see anyone
seeing Spiridonas and RTI as reasonable, balanced cards, except
through a Tremere bias and the idea that "AI balances them out")
then the cards which we see as unbalancing/overpowered/trumps create
more cards which we consider to be escalating negative trends.
>(Or perhaps, any other strategy.)
Just as a reminder to people out there who think "Well, it's only
big bleed that's getting hosed, and it deserves it anyway"... If
this kind of thing goes on, every strategy will have to deal with
trump cards.
>-Nathan Harada
______________________________________
And now, the Corrupter's point, about degeneracy, and the breaking of
NL/GT.
In article <Pine.GUL.3.95.960927...@yar.cs.wisc.edu>,
adr...@yar.cs.wisc.edu says...
>>> return to innocence has disturbing implications for the game as a >> whole>
>Thank you, Gomi No Sensei.
>Well, it has finally been done.
>>Someone has built a broken deck using the Golden Tenets (no repeat action
>/ no vote push).
>
>For those of you who are unaware of the ongoing saga, for some time I have
>claimed that it could not be done. I even went so far as to recently add
>a cash value to the first person who could actually do it.
>
>Now, thanks to Ancient Hearts, and mostly the precedent set by Archon
>Investigation, it has been done.
Check. We need to get it through to Wotc and Shawn about this one,
not only for tournament play and restriction/banning, but so we can
make our points about escalation and broken cards with more evidence
to back us up(I get the impression that the people at WotC look at our
concerns with a very skeptical eye sometimes, when they look at all).
>The card that makes it possible is Return to Innocence. By itself, Return
>to Innocence is an expensive, clunky card. Put into just any old deck,
>and it really isn't too much of a threat: the card is expensive, not
>useful in early game, and could easily backfire on the user. However, in>a deck built to exploit it, [it is] easily a broken card.>
>As someone else pointed out, this card is (yet another) trump card.
>Basicly, it forces people to play deflection or (sometimes) high
>intercept. The risk is too great, now, not to. The card is held in line
>by another (broken) card, Archon Investigation.
>
>So it looks like, now, Jyhad has finally degenerated to a game of trumps,
>albeit just barely.
>
>Here is the deck, along with my feelings of how it could be improved on
>the side [in Brackets]
>
>On 27 Sep 1996, Gomi no Sensei wrote:>> Which leads to a truly hideous crock deck that isn't covered by the
>> Golden Tenets -- I'll take the man's $50, but I'll still feel bad about
>> it.>>> 12 Etrius [I would change this to 14 Etrius.> This gives you the ability to use all
> of the Return to Innocence without
> exhausting your crypt.]
>>> 10 Return to Innocence
>> 10 Magic of the Smith
>> 10 Soul Gem of Etrius
>> 10 Protean (or Fortitude, if Etrius has no or inferior Fortitude)
>> 10 Horrific Countenance (or Day Op as appropriate)>> 10 Information Highway [I would reduce this to at most 4. The> speed of getting out a quick Etrius is
> Outweighed by the hand jam]>> 10 Tomb of Rameses III [I would take these out altogether]> [Add in up to 3 The Barrens (to cycle)]
> [My version: 55 Cards]
>
>The only real defenses against the deck are _extremely_ fast high
>intercept and deflection. Other tertiary defenses are contesting the
>vampire or the Soul Gem.
Unfortunately, the only real defenses vs. this deck are predicated on
people being able to plan ahead for it; now it become, instead of WVP,
"How do I deal with the infinite unblockable deck with 14 Etrii?"
I think that all of us will concede that the deck is degenerate.
(Snipped fixes for RTI)
>> return to innocence has disturbing implications for the game as a whole>>That it does. That it does.
>>I am convinced that this case is an aberration. If anyone else can come
>up with a degenerate deck using No Limit / Golden Tenet House Rules, I
>still challenge you. Of course, given Ian and Leatherface, the Sabbat
>might make it really easy.
From what I've seen, the biggest targets look like Tremere Bruise/
Bleed with obfuscate, first round ags, and thoughts betrayed.
I think Nathan posted a variation on this earlier; and we don't know
if there are any more cards in Sabbat which would make that deck more
degenerate than it is now(everytime that It's played, it's swept the table).
But my point isn't that certain cards are broken or overpowered; but more
that WotC's lack of concern about these cards, and also the lack of concern
about these cards by players, which leads to more ignoring of problems by
WotC, leads to the creation of more degenerate cards which, as they pile
up, will profoundly warp, if not totally wreck the balance of this game we
play.
So, please guys, listen. Don't just stick your heels in about cards; listen
to the arguments, read the posts, and TRY to see how the cards can be broken.
The issue is NOT if the card can be played in a reasonable manner, but if
the card can be played in a broken or overpowered manner. We'll probably
have to define what broken is, as each of us will have their own definition.
But if we want to stop what the majority of us percieve as a downward slide
in the balance of the cards being created by WotC, we've got to speak up
about our concerns, Talk to Shawn in a reasonable and calm manner, so he'll
actually pay attention to us, and get our arguments ironed out. Point.
By point. By point.
I hate to be melodramatic, but the issue here is that the game has been
broken, directly as a result of RTI, and indirectly as a result of AI.
I shudder to think what might occur if we do not say or do something
about this trend NOW. And some of us are still saying "have faith in
WotC" and denying that there's a problem...
Anyway, no offense to anyone, but do we have to provide more evidence
that this trend on WotC's part is really messing up the game? Please,
back us up so that this game that we love doesn't go down the tubes.
Alec Chang,
a Very Concerned Gamer resorting to rhetoric to get his point across.
Thomas Stellmach wrote:
>
> And add Potence to it - you will inflict up to about (theoretical)
> 45 points of damage in one round.
> I play it. It works.
Yeah... It works! After I played with that loop the first time, I
definitely wanted to start using GT... just so that no one could do the
same thing to me. The damage was simply insane.
The nasty part about the deck (mine anyway) is that it is very defensive
(lots of damage prevention and S:CE). If I'm playing with people who
haven't seen my deck in action before, it's easy to catch them off guard
when I finally get the combo in my hand, and go VERY offensive. I like
to play with the deck every now and then... just for shock value (and to
promote the use of GT).
--
David Kent
-aka-
Constant Hazard
\----------------------/
\ haz...@potomac.net /
\------------------/
Scott Whittaker wrote:
>
[snip AI as not so bad]
> Yes, but at least with other attempts to burn a vampire, usually the
> player whose minion is targetted gets a *chance* to play cards in
> response, be it intercept, combat, or votes...
Usually. There's also Thoughts Betrayed.
[snip: AI hoses Bruise & Bleed]
Point taken. But is getting bled for 5 by a Brujah any worse/better
than getting bled for 5 by a Malkavian? You won't block the Brujah if
you don't have damage prevention or some other anti-combat, just like
you won't block the Malkavian if you don't have intercept.
I've been finally convinced that I can deal with S&B. It took a long
time, but I finally caved.
But I still don't want to see AI banned/errataed/thrown-by-the-wayside
without the same happening to TB, RTI, etc. In our group we're sort of
reluctant to use house rules... they pretty much consist of SPTR and
"Don't play with Rotschreck; no one knows what it does...". But I think
it might come to the point where we'll want to do something about these
cards, and I'd rather it be through official lines than us trying to
come up with something...
James
BTW: About Shawn's absence from this group... maybe he's busy consulting
with the design team, trying to address our concerns? I just wish he'd
check in to let us know he's still alive; I feel like we're talking to a
brick wall here...
[ quoted text not captured ]
James Hamblin wrote:
>
> But I still don't want to see AI banned/errataed/thrown-by-the-wayside
> without the same happening to TB, RTI, etc. In our group we're sort of
> reluctant to use house rules... they pretty much consist of SPTR and
> "Don't play with Rotschreck; no one knows what it does...". But I think
> it might come to the point where we'll want to do something about these
> cards, and I'd rather it be through official lines than us trying to
> come up with something...
I'm also reluctant to irrevocably ban cards... in my group it's been
just a tacit understanding not to abuse Fame, max out TB, or use AI
because S&B is not a popular strategy (therefore, combat is more
prevalent and people are more willing to block bruisers with their own).
[ quoted text not captured ]
In article <Pine.GUL.3.95.960927...@yar.cs.wisc.edu>,
theCorrupter <adr...@yar.cs.wisc.edu> wrote:
[degenerate deck]
>Here is the deck, along with my feelings of how it could be improved on
>the side [in Brackets]>On 27 Sep 1996, Gomi no Sensei wrote:>> 12 Etrius [I would change this to 14 Etrius.> This gives you the ability to use all
> of the Return to Innocence without
> exhausting your crypt.]>> 10 Return to Innocence
>> 10 Magic of the Smith
>> 10 Soul Gem of Etrius
>> 10 Protean (or Fortitude, if Etrius has no or inferior Fortitude)
>> 10 Horrific Countenance (or Day Op as appropriate)
>> 10 Information Highway [I would reduce this to at most 4. The> speed of getting out a quick Etrius is
> Outweighed by the hand jam]>> 10 Tomb of Rameses III [I would take these out altogether]> [Add in up to 3 The Barrens (to cycle)]
> [My version: 55 Cards]>The only real defenses against the deck are _extremely_ fast high
>intercept and deflection. Other tertiary defenses are contesting the
>vampire or the Soul Gem.
Wouldn't a Gangrel rush deck (or any reasonably fast rush deck with agg.
damage) work? Bum's Rush or Haven Uncovered + any Gangrel with at least
normal protean + Claws. Does the Soul Gem work if its bearer is
diablerized? If it does, just leave him there. When he tries to get out,
if you can get +1 intercept, attempt to block, forcing him to spend 4
blood on a Horrific Countenance (Day Op obviously won't work). Else just
rush him again and send him back to torpor.
At the very least this will slow down the degenerate deck by a couple of
turns. If you can reduce Etrius below the amount of blood he needs to do
the RtoI & HC/DO combo, then he needs to spend more turns either hunting
or bringing out a fresh Etrius (and spending more blood), while all the
time his predator is bleeding him. It'd also be amusing if someone Grave
Robbed Etrius...
Most if not all of these weaknesses could be solved by simply adding a
bunch of Golcondas, so the deck is still degenerate.
--
Justin Fang (jus...@ugcs.caltech.edu)
This space intentionally left blank.
James Hamblin (je...@cornell.edu) wrote:
> > My group
> > also happens to use the same house rule, and AI is another very good
> > reason IMHO to allow OOT masters to be played during your turn.
> > Otherwise, AI is a trump card whose target should just go get a Coke,
> > becuase he/she can't do anything about it. What's the fun in that?
>
> Hey! Using my arguments against me... :)
>> But seriously, AI is not as much of a Go Get a Coke card as other cards
> which shall remain nameless... Just like a deck with 20 deflections
> won't really get you anywhere in general, a deck packed with AI won't be
> effective in general. So one of your vampires got burned. It happens;
> whether in combat or with AI or one of those weird new AH votes or
> anathema, etc. Sure, it hurts. So does getting bled for 7 with the
> _other_ minion. IMHO, well-designed S&B decks are fast enough that the
> loss of a vampire is relatively easily dealt with.
>
With all due respect to James, I think people are focusing way too
much on AI vs. S&B, and not enough on AI vs other bleed decks.
Tap-and-bleed and bruise-and-bleed rarely can get more than one or
two bleeds each turn. Against many decks, one or two bleeds a turn is
irrelevant, unless both those bleeds are big- 3 or more points. However,
AI hoses those bleeds, and the bleeder.
Think about it. Your predator has Masika w/ flak jacket and a
submachinegun and Aire of Elation in hand. You have a Ren. Garou, two
untapped minions, and 5 pool. Your prey has 2 pool and is tapped out, no
wakes. Oh, and you have AI. When Masika comes a-bleeding, do you block,
and probably lose a minion, or take the bleed and destroy Masika with AI?
(A similar situation happened to me last week, only I had the Toreador
deck. Fortunately, my prey did _not_ have AI. If he had, I would have
lost).
Given the choice between blocking, or just spending three pool to
destroy a vampire, which would anyone choose? Fight Donal and lose a
minion, or destroy Donal at minimal cost?
AI might be balanced against S&B, I'm not sure. Against all other
bleed forms, its not. Can we move the argument in that direction?
-Mark Langsdorf
[ quoted text not captured ]
I'll agree that the deck design is degenerate, as are most one trick
ponies. But it is only a one trick pony (although it is a very nasty
trick). I am working with the idea that you're only going to get one
unblockable bleed per turn, if I am incorrect then I see it as more of a
problem with the rules that would allow Etrius to play RtI, be burned,
reappear and play another RtI (because it is a different Etrius), than the
cards. So unless I am completely missing a key element there are ways
around this blasted thing other than the ones mentioned above.
Is the player is so slick that no one is able to pummel Etrius into torpor
on their turns without burning him? (I have an old Soul Gem that requires
burning, so once again if this has been changed I am in error) Thus slowing
down the monstrosity.
And I don't know about everybody else but I see a well placed Pentax
Subversion as a big thorn in this deck's side. And it has become such a
useful card that we see them on quite a regular basis around here.
Both of the above will require the controller of Etrius to take the time to
influence a second copy of Etrius - - not much time if you are using ToR,
or if you are smart enough to start filling up a second copy of Etrius even
as the first one is still out. You are still talking about at least two
turns without a vampire once you bring the second copy of Etrius out to
contest the first.
Two turns without defense. If you survive, you have a very generous playing
circle.
Once again, I agree with you that the deck design is degenerate. But I
don't think that it is quite as unstoppable as is claimed, and I think that
a little more proof is going to be in order before WotC is going to feel
compelled to move on it. How often has this thing been played, or is it
merely theorectical? How often does it win? Does it sweep the table or
barely eek out a win? Does it have staying power or, does it need it? It
has no defense, does a heavy bleed preditor annihilate it before it even
gets out of the gates? Quite frankly if you play it without Adrian's
modifications I can see someone gaining a victory point and then suffering
the mother of all master hand jams on a regular basis.
And remember that every gaming circle will have different dynamics. Decks
like this one above have a nasty habit of dying very, very quickly in our
play circle.
Once again I will freely admit the possibility that I am working with some
flawed piece of knowledge here that will completely throw my arguement out
the window. I'm sure that soemone will kindly point it out to me if I am.
One thing to remember is that I am not LSJ or Adrian, I don't have their
ability to retain all of the current errata and rulings information. Though
it sure would be nice. :)
--
R. Brian Smith
tam...@nurk.com
"To date, your phone tips have led to the capture
of 400 dangerous fugitives ã not one alien, not
one sewer monster, not even a vampire. . . .
GET WITH IT PEOPLE!"
-Gillian Anderson
jus...@ugcs.caltech.edu (Justin Fang) writes:
[ keeping Etrius in torpor idea ]
If the player with this deck threw in a few Golcondas, that problem would
be eliminated. Can't get out? Just Golconda and bring out the next Etrius.
Mike
James Hamblin <je...@cornell.edu> writes:
>Wallpaper Paste wrote:>>>[snip: OOT masters only on not your turn]>> With all due respect to whomever made that ruling an official
>> and permanent one, not being able to play oot masters on your
>> own turn is a bit absurd for several cards, and my group does
>> not play that way. I get the feeling that this is still a
>> hotly contested house rule.>Um, sorry, but it's in the rulebook:>Page 10: Out-of-turn: Out-of-turn cards may only be played when it is
>not your turn. ...
It was a ruling in Jyhad that became "permanent" by its inclusion in the
VtES rulebook. The ruling was based on the breakdown of the phrase "out
of turn" into its component words (rather than the literal interp. of
the phrase as it appears in most English dictionaries), and the common
Rules Team practice of adding the word "only" willy-nilly to various
parts of the rulebook and card texts.
--
L. Scott Johnson (sjoh...@math.sc.edu) | One single fact can ruin a
http://www.math.sc.edu/cgi-bin/sjohnson/home | perfectly good argument.
[ quoted text not captured ]
James Hamblin <je...@cornell.edu> writes:
>Scott Whittaker wrote:>> I don't think that the argument contested the fact that there is indeed
>> that section in the rulebook, but that it is a design flaw.>It's debatable as to what Richard Garfield had in mind when he designed
>the game. The old Jyhad rulebook was, of course, ambiguous about OOTs,
>and I can see the argument for having them being able to be played
>during your turn. However, I think that the restriction is a good one,
>especially to prevent being able to SR OOTs played by other players on
>your turn. Read on...
Playing a SR to counter an SR played against you is the best example of
the balance argument used to justify playing OOTs on your own turn.
[ quoted text not captured ]
[ quoted text not captured ]
Well, someone on the other thread about this latched onto the fact that almost
all of the deck's problems could be solved by packing a few Golconda's, just in
case Etrius gets torpored by someone, and isn't burnt.
> Is the player is so slick that no one is able to pummel Etrius into torpor
> on their turns without burning him? (I have an old Soul Gem that requires
> burning, so once again if this has been changed I am in error) Thus slowing
> down the monstrosity.
>
> And I don't know about everybody else but I see a well placed Pentax
> Subversion as a big thorn in this deck's side. And it has become such a
> useful card that we see them on quite a regular basis around here.
Again, Golconda. And Pentex Subversion, although not as nearly broken as
some other cards I've seen, strikes me as somewhat inappropriate for Jyhad.
Pay two pool to almost totally incapacitate a vampire? Admittedly, it's
burnable, but that just skews the game towards intercept combat, like
seeds of corruptions does.
> Both of the above will require the controller of Etrius to take the time to
> influence a second copy of Etrius - - not much time if you are using ToR,
> or if you are smart enough to start filling up a second copy of Etrius even
> as the first one is still out. You are still talking about at least two
> turns without a vampire once you bring the second copy of Etrius out to
> contest the first.
>
> Two turns without defense. If you survive, you have a very generous playing
> circle.
>
> Once again, I agree with you that the deck design is degenerate. But I
> don't think that it is quite as unstoppable as is claimed, and I think that
> a little more proof is going to be in order before WotC is going to feel
> compelled to move on it. How often has this thing been played, or is it
> merely theorectical? How often does it win? Does it sweep the table or
> barely eek out a win? Does it have staying power or, does it need it? It
> has no defense, does a heavy bleed preditor annihilate it before it even
> gets out of the gates? Quite frankly if you play it without Adrian's
> modifications I can see someone gaining a victory point and then suffering
> the mother of all master hand jams on a regular basis.
>
> And remember that every gaming circle will have different dynamics. Decks
> like this one above have a nasty habit of dying very, very quickly in our
> play circle.
Play circles have ways of dealing with things like this. Tournaments do not.
> Once again I will freely admit the possibility that I am working with some
> flawed piece of knowledge here that will completely throw my arguement out
> the window. I'm sure that soemone will kindly point it out to me if I am.
> One thing to remember is that I am not LSJ or Adrian, I don't have their
> ability to retain all of the current errata and rulings information. Though
> it sure would be nice. :)
No, it's not the errata or anything. You had very valid points. It's just
that the deck, with some modification, can get around those problems quite easily.
<Shudder> I hate this deck idea. Of course, I had it a while ago, but I was using
Julius instead of Etrius(and besides, I've never seen more than two soul gems in one
place before...).
I wrote:
>>If the bleeder was only allowed one bleed modifier card to be played
from
>>the controller's hand would this help alleviate the problem. It would
>>certainly prevent the outrageous 7 bleeds without some equipment that
had
>>to be brought into play earlier.
Curt Adams wrote:
>This is a better kind of fix than an ultra-nasty you-lose-if-I-have-it
>card (like AI) The problem with contesting high-power trumps (eg. Return
>to Innocence vs. AI) is that they introduce a whopping luck factor in the
>game. This was one of the big problems with Rage.
The only arguement I can make against the you-lose-if-I-have-it is that AI
does not, in and of itself, cause you to lose the game (unlike the Great
Magic Cheeseball manaveur). It does tell you to behave yourself.
However, I still say that AI is too powerful. So, lets review, following
the net I have noticed three possible fixes:
1) (As above) AI causes an amount of pool loss to the minion's controller
equal to the amount that the target Meth is bled.
2) Place on the minion, bleed is unsuccessful. That minion may not bleed
until xxxx is performed (successful vote, a directed action, etc.).
3) Bleed is unsuccessful, minion must burn X pool where X is the amount
of the bleed.
Any I might have missed? Has anyone tried any of these in their home
groups?
Chance
>That's quite a feat to "repeat as necessary". Also, since the Tomb
>is in the process of being "fixed" by the RT, I'd suggest replacing
Out of curiosity, why is Tomb being fixed? What is wrong with it?
Sorrow
--
I don't want to be alone | I hurt, therefore I am
anymore |--------------------------------
I don't want to be anyone | "What are you looking at...?
anymore | you never seen anyone try to
I don't need a reason to kill myself | commit suicide before?" - Anon
------------------------------------------------------------------------
> > And remember that every gaming circle will have different dynamics. Decks
> > like this one above have a nasty habit of dying very, very quickly in our
> > play circle.
>
> Play circles have ways of dealing with things like this. Tournaments do not.
>
This one sentence above does the best job of explaining precisely why I
don't view this deck with as much fear as everyone else does.
IMO the ONLY thing that tournaments are good for is bringing out all of the
little weenies who are only interested in WINNING (not in having fun while
playing) and proving precisely who is closer friends with the referees. I
have tried a few tournaments and found them all to be a big waste of time.
The only thing that they proved was who could argue with the official most
eloquently. Who could convince the ref that their interperetation was wrong
and that they should change their view. I am finished with attempting to
play tournaments.
Now that it is clearer where you guys are coming from (IE. Tournament
play), I can sympathize. And commend you for attempting to spank the
weenies into submission before they raise their ugly heads at the next
tourney.
>
> No, it's not the errata or anything. You had very valid points. It's just
> that the deck, with some modification, can get around those problems
quite easily.
I agree, Golconda would help out quite a bit. It would get it out of those
tight spots, but how many to put in? If you anticipate being put into the
position where you will need a few of them, it ends up being dead weight if
you don't. Once it gets around those problems, how much better is it? By
adding in those Golcondas you are changing the mix of the deck and
decreasing the liklihood of getting what you need
> <Shudder> I hate this deck idea. Of course, I had it a while ago, but I
was using
> Julius instead of Etrius(and besides, I've never seen more than two soul
gems in one
> place before...).
I also have a great dislike for this deck, and can extend that dislike to
many one trick ponies and the type of personalities that seem to always
attend the tourneys that I used to go to. But then, I'm sure that that was
clear already.
--
R. Brian Smith
tam...@nurk.com
"To date, your phone tips have led to the capture
of 400 dangerous fugitives ‹ not one alien, not
one sewer monster, not even a vampire. . . .
GET WITH IT PEOPLE!"
-Gillian Anderson
IMHO, Toomb of Ramses the Third is broken because it is a card that 99.9%
of all the decks in the game can benefit from having and the only reason
not to use it is because you don't own one. If I had a Tomb, I would put
it in every deck I have, as any deck, barring one that has a crypt of
exclusively 1-2 point vampires, will benefit from the Tomb.
Any card that will go in almost every deck you can possibly imagine, and
the only reason not to use it is that you don't own one (i.e. it is Rare),
is a broken card. Some examples from other games are:
-Magic's cheapie mana artifacts like Moxen and Lotai. All of these are in
EVERY winning type 1 deck. If you don't have them, you lose. The only
reason you don't use them is you don't own them.
-Legend of the Five Rings Inheritence and/or Imperial Gift. These are
both perfect examples of this sort of broken card. Without them, you are
at a great disadvantage, they go in EVERY deck, but as they are both Rare,
many people don't own them.
Tomb is the only card I can think of in all of Jyhad that fits this bill.
Even Wake With Evening Freshness, while arguably somewhat broken, does not
fit into these paramaters, as in many decks, WWEF will be just a waste of
deck space (only if adhereing to deck maximum sizes, though). The same
could be said for Info Super Highway, but again, it is easily omited from
many decks, and is only useful in the opening stages of the game (unless,
of course, you use it to get a greater benefit out of the Tomb :-). The
Tomb is always useful, and is worth getting out another vampire you have
no intention of bringing out just to use the Tomb.
While Tomb is in no way a game breaker in and of itself, it is a card that
will always pay back its intitial investment (and most of the time will
pay back in spades), has NO disadvantages (except its intitial cost of 3,
but the fact that there is no way to kill it the turn it is played insures
that the guy playing it will get 4 pool back that turn during influence),
will aid almost every deck in the game (except, again, an all weenie deck,
but even a deck like that can benefit from the Tomb as a constant Pool
income device, much like Eco Terrorists or Arcane Library), and is hard to
come by, as it is Rare. As a result of its scarcity, fewer people will
have it in their decks, and players who own a Tomb will have a definite
advantage over players who do not. This, to me, a broken card makes.
There could be many ways to fix this card, such as:
-Only works if you put the blood counters on the vampire with the Tomb.
This will slightly curtail the Blood Machine aspect of it.
-Needs to be tapped, and comes into play tapped. This will slow it down a
bit, and give other players a chance to destroy it before it pays for
itself.
-Disallow the removal of blood counters from the vampire with the Tomb.
This will shut down the Blood Machine aspect, but will still allow someone
to get out an IC member for free (well, the 3 for the Tomb, but that's
it).\
Peter D Bakija
PD...@aol.com
"Look at me. I'm way cool. I'm off with my way cool friends to sniff
floor wax."
-Brian Krackow
In article <52sii5$m...@newsbf02.news.aol.com>, pd...@aol.com (PDB6) wrote:
> IMHO, Toomb of Ramses the Third is broken because it is a card that 99.9%
> of all the decks in the game can benefit from having and the only reason
> not to use it is because you don't own one. If I had a Tomb, I would put
> it in every deck I have, as any deck, barring one that has a crypt of
> exclusively 1-2 point vampires, will benefit from the Tomb.
[SNIP]
> There could be many ways to fix this card, such as:
[SNIP Again]
I still don't understand why it needs fixed. If it bothers you so much
through some Sudden Reversals in your deck.If everyone has them in their
deck, won't they be contested?
Why should it come out tapped?? After all, Master cards giving stealth to
a clan don't come out tapped. And played at the time your prey is down to
one pool and has no intercepts earns a whopping 6 for an oust. A blood
Doll can be used right away and costs nothing. If you have a hunting
ground card, you have an almost virtual supply of pool added to your
total.
Randy.
Karl Chang <te...@lava.net> writes:
>R. Brian Smith wrote:>> > >On 27 Sep 1996, Gomi no Sensei wrote:
>> > >
>> > >> 12 Etrius [I would change this to 14 Etrius.
>> > > This gives you the ability to use all
>> > > of the Return to Innocence without
>> > > exhausting your crypt.]
>> > >
>> > >> 10 Return to Innocence
>> > >> 10 Magic of the Smith
>> > >> 10 Soul Gem of Etrius
>> > >> 10 Protean (or Fortitude, if Etrius has no or inferior Fortitude)
>> > >> 10 Horrific Countenance (or Day Op as appropriate)
>> > >> 10 Information Highway [I would reduce this to at most 4. The
>> > > speed of getting out a quick Etrius is
>> > > Outweighed by the hand jam]
>> > >> 10 Tomb of Rameses III [I would take these out altogether]
>> > > [Add in up to 3 The Barrens (to cycle)]
>> > > [My version: 55 Cards]
>> > >>Well, someone on the other thread about this latched onto the fact that almost
>all of the deck's problems could be solved by packing a few Golconda's, just in
>case Etrius gets torpored by someone, and isn't burnt.
If Etrius goes to torpor, he *will* be burned - you have no blockers and
everyone has a vampire that is less valuable than Etrius.
--
L. Scott Johnson (sjoh...@math.sc.edu) | One single fact can ruin a
http://www.math.sc.edu/cgi-bin/sjohnson/home | perfectly good argument.
Graphics Specialist and V:tES Rulemonger. |
Hi everybody by the time you all finish reading this I am going to be
even less popular on this group than I was before. I am responding to the
deck below and Adrians waste of $50 dollars.
See my explanation below.
>On 27 Sep 1996, Gomi no Sensei wrote:>> Which leads to a truly hideous crock deck that isn't covered by the
>> Golden Tenets -- I'll take the man's $50, but I'll still feel bad about
>> it.>>> 12 Etrius [I would change this to 14 Etrius.> This gives you the ability to use all
> of the Return to Innocence without
> exhausting your crypt.]
>>> 10 Return to Innocence
>> 10 Magic of the Smith
>> 10 Soul Gem of Etrius
>> 10 Protean (or Fortitude, if Etrius has no or inferior Fortitude)
>> 10 Horrific Countenance (or Day Op as appropriate)
>> 10 Information Highway [I would reduce this to at most 4. The> speed of getting out a quick Etrius is
> Outweighed by the hand jam]>> 10 Tomb of Rameses III [I would take these out altogether]> [Add in up to 3 The Barrens (to cycle)]
> [My version: 55 Cards]>>
Ok Lets look at this deck shall we, Adrians alredy stated that they break
Golden Tenants, he is the one I am assuming that created them so if he is
willing to concede his $50 then I guess he feels the deck does, I
strongly disagree.
Reason #1
I am a "suitcase player" THIS IS NOT A BRAG I have over 6000 cards, some
Rares I have 10-20 copies of, disgusting mabe, I would find it extremely
hard to find 10 copies of some of the cards stated, impossible? never!
You can do it but its takes a while (Took me 6 months to finally get 17
Freak drives) So lets say you take the time to accumulate the 30 rares or
40 if you have gotton the Tombs.
Reason #2
This deck is nowhere near unstoppable actually I could'nt see this
winning to many games unless you were playing with amatuers, intercept is
not hard to come up with, even a Euro Brujah Prince deck can come up with
+4 intercept by the 3rd round even sooner and have no problem blocking
the Soul gem which is a must, and as soon as you block you toporize NOT
Burn, then he can't bring another Vamp out because he only has 1 in his
crpyt, not to mention he has absolutly no defense for combat a simply
bums rush with my Brujah deck would put him out of the game.
Reason #3
I only have one card for this reason its called PENTAX SUBVERSION and if
you can't see what this card would do to this deck then your to stupid to
argue the point.
Reason #4
Again another card that screw this deck Banishment, other cards include
AI (which has a welcome home in my play group just the way it is) Fear of
Mekhet but thses are only effective if there is NO Soul Gem.
I guess I could Ramble on about ways to stop this deck but mabe that was
never the point, I thought that in order to break golden tenants was to
create a degenrate deck that could really wipe the table, using repeat
actions, he can only do his bleed once per turn with repaet action and
only if he is set up to do it, this deck would wither and die in my
group.
By the way Gomei no Sensi or whatever, I think you deserve the $50 for
creativity its a neat deck theory, but I do feel it in no way could wipe
up a table and that is how I define a degenerate deck.
Errol T.
sjoh...@math.scarolina.edu (L. Scott Johnson) writes:
>That's a *six* card combination(!), counting only one of Tomb/InfoHwy.
>Two of which are Masters, highly susceptible to Sudden Reversals.>That's quite a feat to "repeat as necessary". Also, since the Tomb
>is in the process of being "fixed" by the RT, I'd suggest replacing>the Tombs with Fames - get more bang for the buck (and, since Etrius
>doesn't have fortitude, use the Day Opertion to go to torpor before
>the RtI burns him).
The Fame would definitely be a better idea than the Tomb. Tomb of Ramses
does not need to go in this deck if you put in Golconda.
>Rush will do it quite well. You have no defense whatsoever against rush.
>Etrius comes out, goes to torpor, gets diablerized. I've seen it happed
>to the Brujah IC in a combat deck - it'd be much easier against this
>combat-oblivious deck. Rush combat is a standard deck type, and it will
>rip this thing apart.
Too bad when Etrius gets diablerized, the Soul Gem goes onto the next vampire
in the crypt. See adding Golconda for eliminated the problem of being "stuck"
in torpor.
>I don't like large bleeds, but I don't like unblockable action either.
>(Why can't a Muddled Vampire Hunter go out in the Day again?)>IM(NS)HO, the problem here is the unblockability, not the BigBleed(tm).
Unblockability doesn't just come in with Day Operation. Do you need to
burn that intercept deck out of intercept with your Obfuscate deck? Build
up your stealth while they build up intercept. Then when you can't beat their
intercept anymore (if it happens), do a superior Elder Intervention. Their
intercept is effectively set to 0 and your stealth is still at a high amount.
I find Obfuscate done right to be much more unblockably annoying than a
Day Operation.
Mike
After reading this thread it is clear there is a problem. I also fear
that the problem may grow worse when Sabbat comes out. The real question
is what to do about the problem...
We can all sit here and try to get WotC to listen and change things (I
will believe that when I see it) which will probably amount to nothing.
If this fails all is not lost however, because we can still band together
and eliminate any weenie jerky enough to make a deck like this.
In my game group anyone playing WVP, Gangrel loop, or any other jerky
obnoxious deck gets ganged up on and eliminated with great prejudice.
After a few games getting blasted they will probably quit running a
degenerate deck. If they don't they will continue to get blasted and
probably quit playing with you. This will also solve the problem.
If all the good players have a unwritten code to _nuke_ these jerks we
can probably solve to problem ourselves.
I say all of us who love this game get together and blast the jerks.
Just a idea...
Steve Bucy
cbo...@apdi.net (Sorrow) writes:
>>That's quite a feat to "repeat as necessary". Also, since the Tomb
>>is in the process of being "fixed" by the RT, I'd suggest replacing>Out of curiosity, why is Tomb being fixed? What is wrong with it?
It's too powerful - it allows an N capacity vampire to be brough out
for what amounts to 3 pool and one master phase (no transfers are
effectively lost) - with no detrimental effects (you will get your
three pool cost back the same turn - before anyone can Arson it).
In the tournament at GenCon 96, one of the players used this card to
allow him to unltimately bring out three Inner Circle members and
the Prince of London (a 10-cap). That's 43 pool worth of vampires.
Something is wrong. While it's nice to encourage large vampires,
handing them out for free is a little much.
[ quoted text not captured ]
mboh...@students.uiuc.edu (michael charles bohlmann) writes:
>sjoh...@math.scarolina.edu (L. Scott Johnson) writes:>>Rush will do it quite well. You have no defense whatsoever against rush.
>>Etrius comes out, goes to torpor, gets diablerized. I've seen it happed
>>to the Brujah IC in a combat deck - it'd be much easier against this
>>combat-oblivious deck. Rush combat is a standard deck type, and it will
>>rip this thing apart.>Too bad when Etrius gets diablerized, the Soul Gem goes onto the next vampire
>in the crypt. See adding Golconda for eliminated the problem of being "stuck"
>in torpor.
Too bad that if, as I said, Etrius is torpored and diablerized when
he comes out (before he has a chance to Smithy up a Gem) the Gem's
text won't be activated (since it'll still be in the library).
You've got to have that big target just standing there for one
full round around the table before he can take an action to
Smithy a Gem - he can't take that action the turn he comes out.
>>I don't like large bleeds, but I don't like unblockable action either.
>>(Why can't a Muddled Vampire Hunter go out in the Day again?)>>IM(NS)HO, the problem here is the unblockability, not the BigBleed(tm).>Unblockability doesn't just come in with Day Operation. Do you need to
>burn that intercept deck out of intercept with your Obfuscate deck? Build
>up your stealth while they build up intercept. Then when you can't beat their
>intercept anymore (if it happens), do a superior Elder Intervention. Their
>intercept is effectively set to 0 and your stealth is still at a high amount.
And still blockable. Ask the Ravnos. Unblockable and high stealth are
not in the same league. How many obfuscate cards does it take before you
classify an action as "unblockable"? And how many Day Operations does
it take to produce true unblockability?
>I find Obfuscate done right to be much more unblockably annoying than a
>Day Operation.
Sure - but to do it right you need a lot of stealth cards to overcome
potential intercept, and a low percentage of stealth cards to keep
the stealth from clogging your hand when no one attempts to block.
Obfuscate takes a lot more effort (and table dynamic control) to
"do right" than Day Operation. Who cares if your bleed at +infinity
stealth, if you're only bleeding for one each time?
[ quoted text not captured ]
Steve Bucy (tb...@lainet.com) wrote:
: After reading this thread it is clear there is a problem. I also fear: that the problem may grow worse when Sabbat comes out. The real question
: is what to do about the problem...:
: If all the good players have a unwritten code to _nuke_ these jerks we: can probably solve to problem ourselves.
Steve, in ANY case -- good game or bad, good rules or bad, there will be
disagreements about interpretations, and within a group of individuals who
play together, there will naturally be understandings. It all falls apart
in a tournament. So something needs to be addressed.
-spongy
Randy wrote
"I still don't understand why it needs fixed."
Tomb needs to be fixed, simply, because it is too powerful. As I stated
in a very complete manner above, the Tomb is a card that provides a great
advantage without appreciable cost. One of the benchmarks of Jyhad is
that all cards have an appreciable cost. The Tomb costs 3 pool to play,
but as it cannot be destroyed the turn it is brought out, it will always
pay back 4 pool during influence. It has no disadvantages, and provides a
great advantage to a player who gets it out. It fits into every deck
design in the game. The ONLY reason not to put a Tomb in every deck you
own is that you don't have one. It is a card that is too powerful for
what it costs, has zero disadvantage, and is just plain wrong.
As LSJ pointed out above, a player used the Tomb at Gen Con to play 43
points of vampires for the cost of 3 pool. While this is an extreme
example, it is an example of what a sufficiently broken card can do.
My examples regarding possible fixes, such as making the Tomb start
tapped, were examples. In particular, making the Tomb start tapped would
allow other players a chance to kill it before it paid for itself, making
it risky to play it, as currently there is zero risk in playing it. All
other cards that have the potential to provide as much pool as the Tomb
are risky to play. For example, look at Blood Puppy or the Powerbases.
They can generate a great deal of pool for the guy who plays them, just
like the Tomb, but those cards are risky in that they can easily be killed
before they pay themself back or they can have all their pool stolen by
another player. The Tomb will ALWAYS pay for itself and has no built in
destruction clause, like both Blood Puppy and the Powerbases. The reason
that other master cards, like the Labyrinth or Blood Doll or Hunting
Grounds, should not come in tapped is that they are not broken cards. The
Tomb is a broken card, and thus somthing should be done to fix it, and if
it coming into play tapped fixes it, there you go.
The fact that the Tomb can be stopped by Sudden Reversal or Uniquness
simply does not fix it. The Tomb is something of a Trump card, as it
provides a great advantage with non appreciable cost. The fact that it is
Unique just reinforces it as a needed Trump card, as you need to have a
Tomb just in case your opponent has a Tomb. The only way to combat said
Trump is by using the same Trump. Thus there is an arms race of "who has
the Tomb", and the players without one will doubtlessly lose this arms
race.
Sudden Reversal kills any Master in the game, but the Tomb is the only
Master that is powerful enough to justify the inclusion of SR in every
deck you have, if for no other reason but to kill the Tomb. That, again,
begins an arms race that is fairly unprecidented in Jyhad. If a single
card (the Tomb) requires such a arms race, it is broken. There are no
other cards that do this. The Tomb does. It is just plain brown wrong.
The Tomb needs to be fixed. There could be many ways to fix it, as I
showed with multiple examples above, all of which would go some way twards
putting the card in line. As it is, it is not a huge game breaker, but is
too pwerful for what it costs and gives a great advantage to players who
own one, goes in EVERY deck, and the only reason not to use it is because
you don't own it.
[ quoted text not captured ]
sjoh...@math.scarolina.edu (L. Scott Johnson) writes:
[ needless quoting deleted ]
[ Etrius Soul Gem - RtI deck ]
>If Etrius goes to torpor, he *will* be burned - you have no blockers and
>everyone has a vampire that is less valuable than Etrius.
I don't have a Soul Gem in front of me (since I don't have one), but I do
believe that diablerizing the vampire with the Soul Gem will not steal the
Soul Gem. This was on a Jyhad version, so I don't know about V:tES. So, yeah,
you can diablerize, but you're just helping him out.
Mike
mboh...@students.uiuc.edu (michael charles bohlmann) wrote:
>jus...@ugcs.caltech.edu (Justin Fang) writes:
>
>[ keeping Etrius in torpor idea ]
>
>If the player with this deck threw in a few Golcondas, that problem would
>be eliminated. Can't get out? Just Golconda and bring out the next Etrius.
>
>Mike
>
Hi Mike, Golconda, help/ mabe but oh gee look another rare card.
Errol T.
mboh...@students.uiuc.edu (michael charles bohlmann) writes:
[ quoted text not captured ]
Again, if you do it the first round that Etrius is controlled (as I
said), then the card text on Sould Gem won't be activated since the Soul
Gem won't be in play.
[ quoted text not captured ]
> Hi Mike, Golconda, help/ mabe but oh gee look another rare card.
>
> Errol T.
I understand your point, but just because the deck might cost hundreds
of dollars to build does not make it any less abusive. It just makes it
more difficult to construct. Can you see this deck _not_ winning all
the time? Enter it into enough tournaments, and eventually you will get
your investment back...
James
--
| James E. Hamblin | "It's not Magic, kid; it's evil." |
| je...@cornell.edu | -- Tom Servo |
> Again, if you do it the first round that Etrius is controlled (as I
> said), then the card text on Sould Gem won't be activated since the Soul
> Gem won't be in play.
Granted, I don't have an Etrius in front of me, but since he is the
Tremere IC member, it seems to me like he would have superior dominate.
So Obedience solves the rush problem. If you're thinking you might rush
him after he gets the soul gem, he could freak drive.
So, it would look like this:
Etrius comes out.
[turn]
Etrius becomes Fortitudinous.
Etrius goes and gets his gem, with Horrific Countenance, if necessary.
Etrius Freak Drives.
[turn]
Etrius becomes Famous.
Etrius bleeds you for 14 on a day op, then you take 3 more from Fame.
Etrius is burned, Etrius comes out.
Sounds pretty hallacious to me...
[ quoted text not captured ]
sjoh...@math.scarolina.edu (L. Scott Johnson) writes:
>cbo...@apdi.net (Sorrow) writes:>>>That's quite a feat to "repeat as necessary". Also, since the Tomb
>>>is in the process of being "fixed" by the RT, I'd suggest replacing>>Out of curiosity, why is Tomb being fixed? What is wrong with it?>It's too powerful - it allows an N capacity vampire to be brough out
>for what amounts to 3 pool and one master phase (no transfers are
>effectively lost) - with no detrimental effects (you will get your
>three pool cost back the same turn - before anyone can Arson it).>In the tournament at GenCon 96, one of the players used this card to
>allow him to unltimately bring out three Inner Circle members and
>the Prince of London (a 10-cap). That's 43 pool worth of vampires.
>Something is wrong. While it's nice to encourage large vampires,
>handing them out for free is a little much.
I believe you're referring to my Inner Circle deck from GenCon.
The Tomb of Rameses III made that deck work. With the trim deck
size (60 cards), I had a reasonably good shot of getting an Info
Highway or a Tomb in the first draw. If I was lucky enough to get
the Tomb, then I would have two Inner Circle members out by the
end of my third turn. (Shudder.)
The deck used a blood gain strategy that relied on getting an Inner
Circle member out for almost nothing and then toasting them with Minion Tap/
Golconda/Redeem the Lost Soul for a preposterous blood pool gain.
Think about it: 3 pool with the Tomb to bring out Gwendolyn. Minion
tap for 10. Golconda for 11. Redeem for 5. That's a net gain of
23 pool.
All the deck had to do was oust its prey and then sit around gaining
blood. Once there were only two players left, I could smack my
prey with Return to Innocence and take home three victory points.
Sometimes (as in the Best of the Best tournament!) the deck could
get even more than 3 victory points.
Ultimately what made this deck work, however, was the Tomb of
Rameses III. If it's drawn early in the game, you use it to bring
out a huge vampire for 3 pool. If it's drawn late in the game, you
use it as a source of income. It always pays for itself on the
turn you bring it out.
The Tomb of Rameses III is a broken card.
BTW, I submitted the deck to the Corrupter. If he cares to post it,
you can see just how nasty this deck really is...
----------
Dave Hyatt
(d-h...@cs.uiuc.edu)
pd...@aol.com (PDB6) writes:
>Randy wrote
>"I still don't understand why it needs fixed.">Tomb needs to be fixed, simply, because it is too powerful. As I stated
>in a very complete manner above, the Tomb is a card that provides a great
>advantage without appreciable cost. One of the benchmarks of Jyhad is
>that all cards have an appreciable cost. The Tomb costs 3 pool to play,
>but as it cannot be destroyed the turn it is brought out, it will always
>pay back 4 pool during influence. It has no disadvantages, and provides a
>great advantage to a player who gets it out. It fits into every deck
>design in the game. The ONLY reason not to put a Tomb in every deck you
>own is that you don't have one. It is a card that is too powerful for
>what it costs, has zero disadvantage, and is just plain wrong.>As LSJ pointed out above, a player used the Tomb at Gen Con to play 43
>points of vampires for the cost of 3 pool. While this is an extreme
>example, it is an example of what a sufficiently broken card can do.
Whoa, slow down there. I used the Tomb to bring out ONE Inner Circle
member for 3 pool. What LSJ meant in his message is that the Tomb
HELPED me to ultimately bring out 43 pool worth of vampires.
In this specific game, the Tomb was very helpful, but there were
other cards that helped me to afford three Inner Circle members plus
Queen Anne. Minion Taps, Blood Dolls, etc, not to mention the fact
that I ousted some other Methuselahs. The Tomb had help.
It's a broken card, yes, but not THAT broken!
-----------
Dave Hyatt
(d-h...@cs.uiuc.edu)
Yow! Sorry about taking that "43 points of vampires with the Tomb" bit
out of context and mangling it. Doh. My intention was not to use what
was a third hand story of the horror of the Tomb to fuel my entire
argument. I actually just threw that in really quick as I was about to
post that last article, after reading the LSJ post, as a convinient
example.
My thoughts about the Tomb being broken were in place long before the
"AAAGGGHHH!!! 43 points of vampires!!!" story started kicking around, but
that is just sort of a good example.
Again, the Tomb is not a game breaker or huge spoiler (like Thoughts
Betrayed, for instance...), but it is a card that is too useful, and its
main problem is that it is too good and goes in every deck there is. If
it were less versitile, or more risky to use, or generally less effective
than it is, it would be fine. As it stands, it is simply too good and
needs to be fixed.
[ quoted text not captured ]
d-h...@cs.uiuc.edu (David Hyatt) wrote:
>
>Ultimately what made this deck work, however, was the Tomb of
>Rameses III. If it's drawn early in the game, you use it to bring
>out a huge vampire for 3 pool. If it's drawn late in the game, you
>use it as a source of income. It always pays for itself on the
>turn you bring it out.
>
>The Tomb of Rameses III is a broken card.
>
>BTW, I submitted the deck to the Corrupter. If he cares to post it,
>you can see just how nasty this deck really is...
>
>----------
>Dave Hyatt
>(d-h...@cs.uiuc.edu)
>
Last Saturday I had 48 points in vamps out with aid from tomb of ramses
III. I am known for getting out lots of large vamps with aid from info
highway, minion tap, and 5th tradition. With tomb of ramses it
becomes pitifully simple to do.
Steve Bucy
>Again, the Tomb is not a game breaker or huge spoiler (like Thoughts
>Betrayed, for instance...), but it is a card that is too useful, and its
>main problem is that it is too good and goes in every deck there is. If
>it were less versitile, or more risky to use, or generally less effective
>than it is, it would be fine. As it stands, it is simply too good and
>needs to be fixed.
I've Found that it is contested more often than I'd like and that
requires me to not plan on ever being able to rely on it.
So it goes in if I can afford the wasted space in the deck (especially
in big vamp decks and ones with few masters) but I can't rely on it
and have had a number of praxis: Solomen decks vote me out of three
pool for it.
Stu
>Peter D Bakija
>PD...@aol.com
"James E. Hamblin" <je...@cornell.edu> writes:
>> Again, if you do it the first round that Etrius is controlled (as I
>> said), then the card text on Sould Gem won't be activated since the Soul
>> Gem won't be in play.>Granted, I don't have an Etrius in front of me, but since he is the
>Tremere IC member, it seems to me like he would have superior dominate.
>So Obedience solves the rush problem. If you're thinking you might rush
>him after he gets the soul gem, he could freak drive.
Obedience wasn't part of the deck, so my statement still holds.
Obedience would make this deck unstoppable, yes (replace all the Tombs
with Obediences instead of Fames...)
[ quoted text not captured ]
st...@atl.mindspring.com (Stuart J. Pieloch) writes:
>>Again, the Tomb is not a game breaker or huge spoiler (like Thoughts
>>Betrayed, for instance...), but it is a card that is too useful, and its
>>main problem is that it is too good and goes in every deck there is.>I've Found that it is contested more often than I'd like and that>requires me to not plan on ever being able to rely on it.
>So it goes in if I can afford the wasted space in the deck (especially
>in big vamp decks and ones with few masters) but I can't rely on it
>and have had a number of praxis: Solomen decks vote me out of three
>pool for it.
But you get your three pool back, plus one, on the same turn - *before*
anyone can contest it. (If someone gets their's out before you, and
you don't think you'll be able to hold onto it through a contest, then
wait a few turns for them to burn theirs - Tomb is a remarkably
transient card for a location.)
The fact that everyone is conesting it is another symptom of the fact
that it is too powerful.
[ quoted text not captured ]
michael charles bohlmann wrote:
>
> Unblockability doesn't just come in with Day Operation. Do you need to
> burn that intercept deck out of intercept with your Obfuscate deck? Build
> up your stealth while they build up intercept. Then when you can't beat their
> intercept anymore (if it happens), do a superior Elder Intervention. Their
> intercept is effectively set to 0 and your stealth is still at a high amount.
>> I find Obfuscate done right to be much more unblockably annoying than a
> Day Operation.
>> Mike
Maybe I'm missing something here, but I fail to see how Elder Intervention resets
their intercept to 0. I don't have one here, so I looked at the WotC site for the
card information and the following is what they listed as the card text:
Elder Intervention
1 blood
Reaction
Do not replace until after combat.
Only usable after a bleed against you is declared. This reacting vampire gets +2
intercept.
Michael Weaver
Common
How does playing this card at superior (this is a non-discipline card, so there
isn't a superior version of it) reset my opponent's intercept to 0? Is this text
that I pulled from the net incorrect? What's the real card text? Were you thinking
of another card?
Thanks for the clarification!
Ray Babbitt
RBab...@Novell.COM
Standard Disclaimer
In article <52r949$g...@news.cais.com>, cbo...@apdi.net (Sorrow) wrote:
>>That's quite a feat to "repeat as necessary". Also, since the Tomb
>>is in the process of being "fixed" by the RT, I'd suggest replacing>
>Out of curiosity, why is Tomb being fixed? What is wrong with it?
>>Sorrow
We also see no problem with the tomb - apart from its lack of any alignment
to clan, its a poor arcane library/Eco terrorists/art museum. under a card
limit environment it doesn't seem to cause a problem - even if it has used
in a lot of decks, it doesn't spoil the game.
Ben
st...@atl.mindspring.com (Stuart J. Pieloch) writes:
>>Again, the Tomb is not a game breaker or huge spoiler (like Thoughts
>>Betrayed, for instance...), but it is a card that is too useful, and its
>>main problem is that it is too good and goes in every deck there is.>I've Found that it is contested more often than I'd like and that
>requires me to not plan on ever being able to rely on it.
>So it goes in if I can afford the wasted space in the deck (especially
>in big vamp decks and ones with few masters) but I can't rely on it
>and have had a number of praxis: Solomen decks vote me out of three
>pool for it.
But you get your three pool back, plus one, on the same turn - *before*
anyone can contest it. (If someone gets hers out before you, and
you don't think you'll be able to hold onto it through a contest, then
wait a few turns for her to burn hers - Tomb is a remarkably transient
[ quoted text not captured ]
On Fri, 4 Oct 1996, Ray Babbitt wrote:
> michael charles bohlmann wrote:> > Unblockability doesn't just come in with Day Operation. Do you need to
> > burn that intercept deck out of intercept with your Obfuscate deck? Build
> > up your stealth while they build up intercept. Then when you can't
> > beat their
> > intercept anymore (if it happens), do a superior Elder Intervention. Their
> > intercept is effectively set to 0 and your stealth is still at a high
> > amount.> > I find Obfuscate done right to be much more unblockably annoying than a
> > Day Operation.
Well, Obfuscate has a nasty habit of clumping heavily against people not
trying to block it (Obf. needs several Obf. cards to be effective).
Unblockable actions (via Horrific Countenance, Toreador Grand Ball, Day
Operation) tend to be only _1_ card, and not causing much clog.
> Maybe I'm missing something here, but I fail to see how Elder
> Intervention resets their intercept to 0. I don't have one here, so I
> looked at the WotC site for the card information and the following is
> what they listed as the card text:
[Text snipped]
He was actually meaning to refer to the superior power of Elder
Impersonation (making the currect blocker fail to block).
[Reply-to:sull...@cslab.uwlax.edu]
@ The Corrupter - Adrian Lee Sullivan @ GAT/CS/WS R+++* r(+)>++
# Gamer Coffee-Addict Scripter Author # C(+++)$ USX+$ N++ e+*
@#$ Comments ? sull...@cslab.uwlax.edu $#@ tv(+)> X++ b++(+++)
@#$ <http://cslab.uwlax.edu/~sulli_al/jyhad> $#@ PS+&-+ PE&-&++ z*+?
On Fri, 4 Oct 1996, B.D. Redmond wrote:
> We also see no problem with the tomb - apart from its lack of any alignment
> to clan, its a poor arcane library/Eco terrorists/art museum. under a card
> limit environment it doesn't seem to cause a problem - even if it has used
> in a lot of decks, it doesn't spoil the game.
[Boggle]
Sorry to have to correct you, but as it is unique, you probably wouldn't
find more than 2 in any deck that isn't a total one-trick pony.
Just getting one out (which happens in any environment, all the way down
to 1-Card Limit (about as sensical as 4CL ;) ) is enough. The effect of
the Tomb is unaffected by arbitrary card limits.
Do note, also, that no one claimed it broke or spoiled the game, but that
it was totally undercosted and _too_ effective. A card like this should
have had _some_ drawback or appropriateness in cost, but as is becoming
more and more common these days, it simply doesn't.
[ quoted text not captured ]
"James E. Hamblin" <je...@cornell.edu> wrote:
>> Hi Mike, Golconda, help/ mabe but oh gee look another rare card.
>>
>> Errol T.>
>I understand your point, but just because the deck might cost hundreds
>of dollars to build does not make it any less abusive. It just makes it
>more difficult to construct. Can you see this deck _not_ winning all
>the time? Enter it into enough tournaments, and eventually you will get
>your investment back...
>>James
>
>--
>| James E. Hamblin | "It's not Magic, kid; it's evil." |
>| je...@cornell.edu | -- Tom Servo |
Hi James I have already posted in response yto this deck and showed how
it would lose quite badly.
Enter it into tournaments, I would like to win them not lose them.
Errol T.
LSJ made the best point of all in this discussion. The Tomb pays
for itself IMMEDIATELY. There's no drawback. In one turn you get
(effectively) EIGHT transfers and gain a pool.
Another interesting pattern I've seen in games with lots of Tombs...
people frequently don't contest the Tomb, because they know it will go
away in only a turn or two anyway. Then they can play their Tomb and
reap the full benefits without paying the cost of contesting.
My proposal for fixing the Tomb:
Have the blood from the Tomb placed ON the Tomb and NOT on the
vampire. With this modification, you can't pull blood off the
Tomb, so it can't be used as a source of income. If the Tomb
gets burned then you'll lose the blood on the Tomb. Only if the
blood on the Tomb + the blood on the vampire = the blood capacity
of the vamp do they come into play. Also that gives other players
the opportunity to burn or contest the Tomb BEFORE the player really
gains any benefit from the card.
Anyway, the Corrupter mailed me my deck submission, since I took
the deck apart after GenCon (I made a vow never to play the deck
again!). Here it is:
Meet the Inner Circle
Environment: Take your pick
Commentary: This deck is designed to get 3 victory points. It is
first and foremost a blood-gaining machine. Use the minion taps,
blood dolls, and tombs to gain blood. Use the Golconda/Redeem the
Lost soul combo for another big blood boost. The idea behind this
deck is to oust your prey as quickly as possible. Oust others if
the opportunities present themselves. Otherwise, hang out, gain
pool, and wait until it comes down to you and one other person.
Then cash in the Return to Innocence and take the last two victory
points.
The Deck
Crypt
===========================
Arika (x3)
Queen Anne (x3)
Ingrid Rossler (x2)
Gwendolyn
Leandro
Etrius
Stanislava
Masters
===========================
Elysium: The Arboretum
Legendary Vampire
Tomb of Rameses III (x3)
Redeem the Lost Soul
Minion Tap (x2)
Blood Doll (x2)
Information Highway (x2)
Dreams of the Sphinx
Secure Haven
Golconda: Inner Peace
Giant's Blood
Anarch Revolt
Minion
===========================
Skin of Steel (x3)
Majesty (x2)
Pulled Fangs (x2)
Conservative Agitation (x2)
Kine Resources Contested (x2)
Dramatic Upheaval
First Tradition: The Masquerade
Rumours of Gehenna
Ancient Influence (x2)
Return to Innocence
Wake with Evening's Freshness (x3)
Deflection (x3)
Obedience (x2)
Dread Gaze
Freak Drive (x2)
Bewitching Oration (x2)
Seduction
Lost in Crowds (x4)
Elder Impersonation
Faceless Night (x3)
Cloak the Gathering (x4)
Card Total: 60 cards
Enjoy!
Dave Hyatt
(d-h...@cs.uiuc.edu)
d-h...@cs.uiuc.edu (David Hyatt) writes:
>My proposal for fixing the Tomb:
>Have the blood from the Tomb placed ON the Tomb and NOT on the
>vampire. With this modification, you can't pull blood off the
>Tomb, so it can't be used as a source of income. If the Tomb
>gets burned then you'll lose the blood on the Tomb. Only if the
>blood on the Tomb + the blood on the vampire = the blood capacity
>of the vamp do they come into play. Also that gives other players
>the opportunity to burn or contest the Tomb BEFORE the player really
>gains any benefit from the card.
Furthermore (to follow up my own post!), note that the amount of blood on the
Tomb is nondecreasing. You can't keep the Tomb around... every transfer you
make will bring you 1 pool closer to burning the card.
I agree, the Tomb is broken, and needs to be fixed. Following on
Peter's comparison to Blood Puppy and Powerbases, I'd make two
fixes:
1. Blood is moved onto the Tomb, not the vampire. The Tomb can
be burned (and the blood moved to the vampire) to bring a
vampire into the ready region.
This change removes the 'perpetual blood supply' aspect of
the tomb.
2. Blood can be stolen from the Tomb with a directed action,
at no stealth.
I'm not sure this change is needed, if the first is made.
--
Tom Doehne
doe...@cse.ogi.edu
In article <5333rc$cno...@leeds.ac.uk> GEN...@leeds.ac.uk
(B.D. Redmond) writes:
>In article <52r949$g...@news.cais.com>, cbo...@apdi.net (Sorrow) wrote:
[other commentary about the Tomb omitted].
>We also see no problem with the tomb - apart from its lack of any alignment
>to clan, its a poor arcane library/Eco terrorists/art museum. under a card
>limit environment it doesn't seem to cause a problem - even if it has used
>in a lot of decks, it doesn't spoil the game.
It's far superior to the Arcan/Eco/Art Museum cards. It gives you
more free pool a turn, since you can keep sucking blood off almost
indefinitely. With Information Highway, it can give you 2 pool
a turn. But that's not the worst. Worst is the ability to get
a big vampire out very, very fast, for no cost but the 3. Then
Minion Tap, Golconda, rinse, repeat.
Of course it's no problem under CL. Instead of having problems with
individual cards, you have:
1. Domination of the game by Malkavian Sneak and Bleed (and now
probably Setite Sneak and Bleed).
2. Evisceration of numerous competing strategies:
Ways of dealing with S&B
-- Rush combat: no longer effective, since you can't put
enough get-in-combat cards in the deck.
-- Bleed bounce, except for Tremere and Malks, since you
can't put enough bounce cards in your deck
Ways of dealing with combat:
-- Run-away combat, for clans without celerity.
Offensive strategies
--Rush combat: As above, not enough get-in-combat cards.
--'Pitch' combat decks: can't put in enough maneuvers or
enough long-range combat cards to be effective.
--Voting: A limited number of damaging vote cards. Especially
if you want to play Presence voting, rather than Princely vote,
since you can't use Parity Shift or Sabbat Threat. Presence voting
also gets hosed because you have only 4 Bewitching Orations and
4 Bribes, both necessary to help get those votes passed.
-- Tap-and-Vote/Bleed. These rely heavily on the combat
untap cards, Majesty/Earth Meld, to tap out the prey. With
only four, you can't make it work.
3. Rare cards become more valuable.
Since you can only have a limited number of each card, the
rare stand-ins become much more valuable: Fists of Death
in place of Torn Signpost and Undead Strength, Kine
Dominance in place of Govern the Unaligned, etc. This
favors Mr. Suitcase over the beginning player, a bad thing
IMO.
4. Because S&B is dominant, everyone ends up playing intercept.
This slows the game down a lot. Also a bad thing, IMO.
Standard responses to CL arguments:
1. If you have a jerk playing Sneak & Bleed, just
gang up, or use social pressure to make them quit.
Answer: If you have to resort to the metagame of social
pressure or ganging up, the game is broken. Most of us
would rather it worked without having to resort to this.
And NL/Golden Tenets does.
2. CL is more creative, because you have to be more inventive
in combining cards.
Answer: CL shuts off a *lot* of otherwise effective strategies.
What you're doing is agreeing to play with relatively ineffective
decks. The game's not broken, so you don't need to do this.
(As long as you use the Golden Tenets.) Basically, any
deck you can build under CL you can use under NL. And under
NL, you don't have to rely on intercept for defense, which
lets you be more creative, not less.
3. Well, we just play for fun. CL is better for that.
Answer: So do NL players. The range of possible decks
is much wider under NL. Voting and rush combat are now
workable deck concepts. The games are quicker. And you
don't have to wean new players off of Sneak & Bleed to
preserve balance. We'll just have to agree to disagree
about which is more fun.
4. We don't have to worry about broken cards.
Answer: Well, then the game becomes more like Magic --
whoever draws their broken cards first wins. We don't
really want that kind of a game, do we? But yes,
you don't have to worry as much about them.
There have been few broken cards, and they have been
fixed by errata or the Golden Tenets. Those methods
are far preferable to the Procrustean bed of Card Limits.
I hope that this will speed the debate up a bit.
--
Tom Doehne
On 4 Oct 1996, Thomas Doehne wrote:
> In article <5333rc$cno...@leeds.ac.uk> GEN...@leeds.ac.uk
> (B.D. Redmond) writes:> >We also see no problem with the tomb - apart from its lack of any alignment
> >to clan, its a poor arcane library/Eco terrorists/art museum. under a card
> >limit environment it doesn't seem to cause a problem - even if it has used
> >in a lot of decks, it doesn't spoil the game.
[snip]
> Of course it's no problem under CL.
But it is. It's unique nature makes multiples near useless, and at best,
causing much hand jam. Getting one out is great, but putting more than 2
or 3 in is reckless. CL folk have _exactly_ the same problem as NL folk,
though they have the following as well:
>Instead of having problems with
> individual cards, you have:
> 1. Domination of the game by Malkavian Sneak and Bleed (and now
> probably Setite Sneak and Bleed).
Not as badly, but in theory, yes. This idea will likely be vehemently
opposed by CL groups (usually under the banner of social strategies to
solve this problem ("Please don't play that")).
> 2. Evisceration of numerous competing strategies:
> Ways of dealing with S&B
> -- Rush combat: no longer effective, since you can't put
> enough get-in-combat cards in the deck.
> -- Bleed bounce, except for Tremere and Malks, since you
> can't put enough bounce cards in your deck
> Ways of dealing with combat:
> -- Run-away combat, for clans without celerity.
> Offensive strategies
> --Rush combat: As above, not enough get-in-combat cards.
> --'Pitch' combat decks: can't put in enough maneuvers or
> enough long-range combat cards to be effective.
> --Voting: A limited number of damaging vote cards. Especially
> if you want to play Presence voting, rather than Princely vote,
> since you can't use Parity Shift or Sabbat Threat. Presence voting
> also gets hosed because you have only 4 Bewitching Orations and
> 4 Bribes, both necessary to help get those votes passed.
Unless they allow Vote Pushing to "fix" it, opening a whole new can of
worms.
> -- Tap-and-Vote/Bleed. These rely heavily on the combat
> untap cards, Majesty/Earth Meld, to tap out the prey. With
> only four, you can't make it work.
Many argue that Golden Tenets do the same to Tap-and-XXX decks. For an
explicit counterexample, I point you to Jyhad-On-Line 4:
<http://shangrila.cs.ucdavis.edu:1234/gfink/jol/jol4/index.html>
> 3. Rare cards become more valuable.
> Since you can only have a limited number of each card, the
> rare stand-ins become much more valuable: Fists of Death
> in place of Torn Signpost and Undead Strength, Kine
> Dominance in place of Govern the Unaligned, etc. This
> favors Mr. Suitcase over the beginning player, a bad thing
> IMO.> 4. Because S&B is dominant, everyone ends up playing intercept.
> This slows the game down a lot. Also a bad thing, IMO.
Many argue that intercept in every deck is a useful thing. I also
disagree, mostly on the grounds that there are always other options.
While intercept is often and usually useful, that doesn't mean it belongs
in most decks.
> Standard responses to CL arguments:
> 1. If you have a jerk playing Sneak & Bleed, just
> gang up, or use social pressure to make them quit.> Answer: If you have to resort to the metagame of social
> pressure or ganging up, the game is broken. Most of us
> would rather it worked without having to resort to this.
> And NL/Golden Tenets does.
That it does (with the notable exception of the Return to Innocence deck.
Design Team? Are you listening?)
[snipped answers to CL arguements about creativity, fun games]
> 4. We don't have to worry about broken cards.> Answer: Well, then the game becomes more like Magic --
> whoever draws their broken cards first wins. We don't
> really want that kind of a game, do we? But yes,
> you don't have to worry as much about them.
EXACTLY. One of the many reasons I prefer Jyhad is that it relies more on
deck design and less on luck (and wealth). While it _is_ a card game and
therefore subject to luck, because there is no arbitrary limit to the
numbers of cards played, deck design creates your own luck, rather than
being curtailed by an outside force.
> There have been few broken cards, and they have been
> fixed by errata or the Golden Tenets. Those methods
> are far preferable to the Procrustean bed of Card Limits.> I hope that this will speed the debate up a bit.
That would be nice.
[ quoted text not captured ]
> Thomas Doehne wrote:> I agree, the Tomb is broken, and needs to be fixed. Following on
> Peter's comparison to Blood Puppy and Powerbases, I'd make two
> fixes:> 1. Blood is moved onto the Tomb, not the vampire. The Tomb can
> be burned (and the blood moved to the vampire) to bring a
> vampire into the ready region.
> This change removes the 'perpetual blood supply' aspect of
> the tomb.
This fix for the Tomb is very good. What it reduces the
Tomb to is a non-immediate blood gainer in the later game, and is
a more reasonable card in the beginning of the game.
> 2. Blood can be stolen from the Tomb with a directed action,
> at no stealth.
> I'm not sure this change is needed, if the first is made.
In my playgroup, Powerbase:Blood Gain are rarely, if ever,
seen. The only one I've ever seen in actual play was P:Chicago, and
no one ever put more than one blood on it at a time. They aren't
as cost-effective as Short Term Investments, and you really have to
be playing an intercept-combat deck to use them well. Reducing the
Tomb of Ramses to the power of Powerbase: Washington, D.C., would be
too much.
Disputed Territory on the New Tomb would be very fair. Just
be careful about when the Tomb can be burned.
-Nathan Harada
Nathan Harada wrote:
>
> > Thomas Doehne wrote:
>
> > I agree, the Tomb is broken, and needs to be fixed. Following on
> > Peter's comparison to Blood Puppy and Powerbases, I'd make two
> > fixes:
>
> > 1. Blood is moved onto the Tomb, not the vampire. The Tomb can
> > be burned (and the blood moved to the vampire) to bring a
> > vampire into the ready region.
> > This change removes the 'perpetual blood supply' aspect of
> > the tomb.
>
> This fix for the Tomb is very good. What it reduces the
> Tomb to is a non-immediate blood gainer in the later game, and is
> a more reasonable card in the beginning of the game.
Definitely _more_ reasonable(how could it be any less?) But, still broken
in terms of the ability to pull out a larger vampire for less pool at high
speed. This one would be fine if the tomb was recosted to, say, 4 or 5
pool. Also, it should be something along the lines of "all blood
transferred onto _This_ vampire." Maybe that's a little bit harsh.
Hmm... How about keep it as is(beyond uping the cost) but no transfers
can be made to or from the vampire with the tomb on him or her? That will
take down the speed aspect, and although it'll still be overpowered, it
won't take the cake like it does now.
I still think that multiple fixes should be applied, so it gives either
a) speed, but no or not much net gain in pool, and only for the largest
vampires;
or
b) efficiency in transfers, (but not too much efficiency) but no speed
boost(heck, we've already got Info Highway, guys).
> > 2. Blood can be stolen from the Tomb with a directed action,
> > at no stealth.
> > I'm not sure this change is needed, if the first is made.
>
> In my playgroup, Powerbase:Blood Gain are rarely, if ever,
> seen. The only one I've ever seen in actual play was P:Chicago, and
> no one ever put more than one blood on it at a time. They aren't
> as cost-effective as Short Term Investments, and you really have to
> be playing an intercept-combat deck to use them well. Reducing the
> Tomb of Ramses to the power of Powerbase: Washington, D.C., would be
> too much.
Agreed. The only use for Powerbase: Washington D.C. we thought up would
be a guy with a Succubus club trading it with a truly intimidating
intercept deck, and then taking the D action to take the blood off without
being blocked. The intercept deck would get the same deal with the
Succubus club guy when the Powerbase was traded back.
> Disputed Territory on the New Tomb would be very fair. Just
> be careful about when the Tomb can be burned.
The burn fix is IMHO, overused, and probably too much of a weakness. Is
it just me, or does the profusion of "Burn this card as a D action" stilt
the game towards intercept combat even more than it was already?
Alec Chang
David Hyatt wrote:
>
> LSJ made the best point of all in this discussion. The Tomb pays
> for itself IMMEDIATELY. There's no drawback. In one turn you get
> (effectively) EIGHT transfers and gain a pool.
Speed and Efficiency of Pool are what the tomb currently grants.
Take away one of them, and It'll become less overpowered and become
less of a "If I have a tomb of Rameses, and I'm playing w/ vamps over
4 capacity, I put it in my deck."
> Another interesting pattern I've seen in games with lots of Tombs...
> people frequently don't contest the Tomb, because they know it will go
> away in only a turn or two anyway. Then they can play their Tomb and
> reap the full benefits without paying the cost of contesting.
>> My proposal for fixing the Tomb:
> Have the blood from the Tomb placed ON the Tomb and NOT on the
> vampire. With this modification, you can't pull blood off the
> Tomb, so it can't be used as a source of income. If the Tomb
> gets burned then you'll lose the blood on the Tomb. Only if the
> blood on the Tomb + the blood on the vampire = the blood capacity
> of the vamp do they come into play. Also that gives other players
> the opportunity to burn or contest the Tomb BEFORE the player really
> gains any benefit from the card.
The problem with this(not that I think that it's a bad idea)
is that people will have to consider the contingency of their opponents
playing with tombs, and have to pack cards which burn or steal it
PRIMARILY for the tomb, and only secondarily for other effects.
[ quoted text not captured ]> (d-h...@cs.uiuc.edu)It strikes me that this deck, although nice and nasty as it is,
could get even more unpleasant if it was focusing on using one or
two of the included strategies to oust people. If it packed multiple
RTI's, w/ day ops or just the stealth to avoid being blocked, it would
be terrifying. With more Anarch Revolts, the same can be said. More
Damage-dealing votes; same thing. If the designer was actively
_trying_ to make it less pleasant, it wouldn't take much more effort.
Does anyone else see this? A broken card made this possible; and more
ordinary or broken cards mixed in would make it even more deadly
than it is right now.
Alec Chang
In article <32570B...@lava.net>, Alec Chang <te...@lava.net> wrote:
[tombfixen elided]
>> This fix for the Tomb is very good. What it reduces the
>> Tomb to is a non-immediate blood gainer in the later game, and is
>> a more reasonable card in the beginning of the game.>Definitely _more_ reasonable(how could it be any less?) But, still broken
>in terms of the ability to pull out a larger vampire for less pool at high
>speed.
Well, pulling out a large vampire for less pool at high speed is what
the card's designed to *do*; I'm all in agreement that it does the job
*too* well, and needs a fixin', but let's not overfix it into
wallpaper. The fix Mr. Harada was commenting on was a fine one.
>This one would be fine if the tomb was recosted to, say, 4 or 5
>pool. Also, it should be something along the lines of "all blood
>transferred onto _This_ vampire." Maybe that's a little bit harsh.
Well, at 4 pool, that's a one-time gain of 4 transfers for an 8point
vampire, and a 1 pool savings for a 10 point vampire. Cute, but not
evil. A fix I favor is prohibiting transfers off the enTombed vampire.
Voila, no stretching out the evilness of the tomb's effect.
>I still think that multiple fixes should be applied, so it gives either
>a) speed, but no or not much net gain in pool, and only for the largest
>vampires;
>or
>b) efficiency in transfers, (but not too much efficiency) but no speed
>boost(heck, we've already got Info Highway, guys).
Well, the Tomb, like the Highway, is only really useful in the early game.
In the late game, you can't really afford to use it; 3 to bring out,
4 to transfer onto a vamp (say it's a 9) -- you're out 7 pool before you can
even start transferring blood off. As a pool gain mechanism, very slow and
inefficient.
>> In my playgroup, Powerbase:Blood Gain are rarely, if ever,
>> seen. The only one I've ever seen in actual play was P:Chicago, and
>> no one ever put more than one blood on it at a time. They aren't
>> as cost-effective as Short Term Investments, and you really have to
>> be playing an intercept-combat deck to use them well. Reducing the
>> Tomb of Ramses to the power of Powerbase: Washington, D.C., would be
>> too much.
Powerbasen and Blood Puppies are essentially bait for Intercept
combat, yah.
>The burn fix is IMHO, overused, and probably too much of a weakness. Is
>it just me, or does the profusion of "Burn this card as a D action" stilt
>the game towards intercept combat even more than it was already?
Agreed.
gomi
--
'spend a day and a half dead and the lettuce runs amok.'
-babs woods
Alec Chang <te...@lava.net> writes:
> It strikes me that this deck, although nice and nasty as it is,
>could get even more unpleasant if it was focusing on using one or
>two of the included strategies to oust people. If it packed multiple
>RTI's, w/ day ops or just the stealth to avoid being blocked, it would
>be terrifying. With more Anarch Revolts, the same can be said. More
>Damage-dealing votes; same thing. If the designer was actively
>_trying_ to make it less pleasant, it wouldn't take much more effort.
I agree completely. In the main tournament (not the Best of the Best)
at GenCon, I was only allowed to have 2 of any restricted card.
That's why there weren't more damage causing votes in the deck.
As for Return to Innocence, you are also correct. I only owned
one copy of the card at the time, so I couldn't build anything nastier.
The deck worked out all right anyway... :)
>Does anyone else see this? A broken card made this possible; and more
>ordinary or broken cards mixed in would make it even more deadly
>than it is right now.
Yep.
In article <533rv9$2...@reuter.cse.ogi.edu> doe...@church.cse.ogi.edu (Thomas Doehne) writes:
>In article <5333rc$cno...@leeds.ac.uk> GEN...@leeds.ac.uk
>(B.D. Redmond) writes:>>In article <52r949$g...@news.cais.com>, cbo...@apdi.net (Sorrow) wrote:>[other commentary about the Tomb omitted].
>>>We also see no problem with the tomb - apart from its lack of any alignment
>>to clan, its a poor arcane library/Eco terrorists/art museum. under a card
>>limit environment it doesn't seem to cause a problem - even if it has used
>>in a lot of decks, it doesn't spoil the game.>
>It's far superior to the Arcan/Eco/Art Museum cards. It gives you
>more free pool a turn, since you can keep sucking blood off almost
>indefinitely. With Information Highway, it can give you 2 pool
>a turn. But that's not the worst. Worst is the ability to get
>a big vampire out very, very fast, for no cost but the 3. Then
>Minion Tap, Golconda, rinse, repeat.
>
>Of course it's no problem under CL. Instead of having problems with
>individual cards, you have:
Actually, it is just as bad in CL. Tremere in particular.
If you can manage to get all the 4 cards, 3 works also, but
not as fast...
Tomb, Arcane Library, Wasserschlas(sp) Anif, and Info Highway.
tap library and Wasserschlas for _4_ pool transfered, then
transfer 3 of them back to your pool and _still_ have 1 pool
on an uncontrolled vamp.
All this at _no cost_ to the player other than the cost of
the cards in the first place...
Include Blood dolls, with palatial estates, rack, hunting grounds of
various kinds and you can gain up to 8 pool a turn. With the one
donating to wasserschlas hunting or fed by another hunting ground,
that is 8 pool without your vampires loosing a single blood. And this
is with 4cl on blood dolls.
<snip>
>
>--
>Tom Doehne
--
-- Nyarlathotep : The Crawling Chaos
doe...@church.cse.ogi.edu (Thomas Doehne) writes:
>I agree, the Tomb is broken, and needs to be fixed. Following on
>Peter's comparison to Blood Puppy and Powerbases, I'd make two
>fixes:>2. Blood can be stolen from the Tomb with a directed action,
>at no stealth.
All of the blood, or just one per action? Does it go to the
stealing vampire, or to his controller's pool?
[ quoted text not captured ]
Tomb of Ramses III is *****NOT***** too powerful by any means. Lets start by
examining the arguments that claim the contrary.
1: ToR is too powerful because all decks will put on in their deck.
- why does this make it too powerful? Surely an essential game balancing
aspect of Jhyhad / V:tES is that certain defensive cards (such as Sudden
reversal and Wakes) and blood back cards (such as blood dolls and
investments) have always been open for everyone to use to stop various clans
from being too much harder than any others. ToR is just another blood back
card that can be used by any clan. The fact that it is unique makes it even
less game destroying by everyone having out three or four of them. To all
the people out there who believe in the original argument that ToR is too
powerful as all decks will use it, I put it to you that you are just pissed
off that someone else invarably got it out before you and you couldn't get
yours out.
2: ToR is too powerful because it gets you back four blood from the blood
bank in the turn it comes out.
- Okay, perhaps this is a much more reasonable argument, however this blood
gain nets at one. How many other ways are there for gaining you one blood?
it must be heading towards tripple figures, if not there already.
3: Tor is too powerful because it gives you an endless blood supply.
- So do three other cards, although they are clan specific, they are
arguably twice as good. ToR, used as a blood gainer gets back 2 blood every
3 turns for a three blood down payment, the others get you 1 per turn for a
2 pool cost.
QED
GEN...@leeds.ac.uk (B.D. Redmond) writes:
>Tomb of Ramses III is *****NOT***** too powerful by any means. Lets start by
>examining the arguments that claim the contrary.
You missed one.
4. TOR is too powerful because it gives you a large capacity vampire for
free with almost no defense possible (and the only "defenses" merely
curtail the usefulness - the defenses will never wind up as a net loss
for the person playing TOR).
The only defenses to TOR are Arson, Rampage, Disputed Location, and
Kine Dominance (Dominate Kine). - All of these are of limited usefulness
in that they don't directly benefit the person playing them, and the
target has already netted at least one pool by the time she loses the TOR.
If you fail to get the Arson/Rampage/DL/KD in your hand in time (<3 turns),
then it will be useless. Even if you get it, it can still be easily
blocked (Arson/Rampage), or possibly defeated (DL). The best chance
costs your vampire two blood and is a rare.
Whoever gets the Tomb out first wins a large percentage of the time
(at least in our playgroup).
That's the essence of a broken card.
[ quoted text not captured ]
>Tomb of Ramses III is *****NOT***** too powerful by any means. Lets start by
>examining the arguments that claim the contrary.
Although I agree with you in that I dont' think that it is too powerful, but
there is one argument that I have seen time and time again that you failed to
mention: It allows one to bring out a very powerful vamp (IC member
potentially), for the cost of 3 pool.
>1: ToR is too powerful because all decks will put on in their deck.>2: ToR is too powerful because it gets you back four blood from the blood
>bank in the turn it comes out.>3: Tor is too powerful because it gives you an endless blood supply.
>
SOrrow
--
I don't want to be alone | I hurt, therefore I am
anymore |--------------------------------
I don't want to be anyone | "What are you looking at...?
anymore | you never seen anyone try to
I don't need a reason to kill myself | commit suicide before?" - Anon
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On Mon, 7 Oct 1996, B.D. Redmond wrote:
> Tomb of Ramses III is *****NOT***** too powerful by any means. Lets start by
> examining the arguments that claim the contrary.
And let's responding by destroying your own.
> 1: ToR is too powerful because all decks will put on in their deck.
[snipped response to this "arguement"]
Suffice it to say, people aren't saying that ToR is powerful because
people are putting it in their deck, they _are_ saying that it is too
powerful, and that people putting it in their deck is a symptom of its
power. Do note, that useful cards are also put into most decks (Blood
Dolls, Wakes), though not all, but that the argument was _not_ claiming
this use = power, but that power = use. (Sorry to be redundant)
> 2: ToR is too powerful because it gets you back four blood from the blood
> bank in the turn it comes out.> - Okay, perhaps this is a much more reasonable argument, however this blood
> gain nets at one. How many other ways are there for gaining you one blood?
> it must be heading towards tripple figures, if not there already.
That's not the full argument. To take this aspect of the argument out of
context is misleading. The full argument is that it is powerful in its
own right, but that there is _no_ drawback to its use. The turn it is
brought out, you can get return on it. Effectively, you pay _ONE_ master
phase for an ascendance _AND_ its power.
If the card stalled somehow (not usable during the first turn, for
example), there would be a risk element involved in its use. As it
stands, you can only gain if you have one in a deck (in _nearly_ all
situations).
> 3: Tor is too powerful because it gives you an endless blood supply.> - So do three other cards, although they are clan specific, they are
> arguably twice as good. ToR, used as a blood gainer gets back 2 blood every
> 3 turns for a three blood down payment, the others get you 1 per turn for a
> 2 pool cost.
This is only if the vampire who has the tomb on it is not used as a
resource. Assuming a large vampire (say, 10 capacity), a first turn tomb
of ra nets you 1 pool the first turn, 4 pool the next, and 2 pool the
last. Effectively, you gain 7 pool over three turns, and get _DOUBLE_
influence. All for 3 pool. Come on! Even if the Tomb is Destroyed, the
gain made so far is not lost. There needs to be some risk factor.
Yes, if used solely in late game as a pool feeder (Tomb on, transfer off),
it is not as effective as say an Arcane Library, but the fact that it can
be used for this, as well as the above, makes it too cheap.
[ quoted text not captured ]
In article <53b0l7$djc...@leeds.ac.uk> GEN...@leeds.ac.uk
(B.D. Redmond) writes:
>Tomb of Ramses III is *****NOT***** too powerful by any means. Lets start by
>examining the arguments that claim the contrary.
>>1: ToR is too powerful because all decks will put on in their deck.
>> - why does this make it too powerful? Surely an essential game balancing
>aspect of Jhyhad / V:tES is that certain defensive cards (such as Sudden
>reversal and Wakes) and blood back cards (such as blood dolls and
>investments) have always been open for everyone to use to stop various clans
>from being too much harder than any others.
However, the cards *everyone* uses are commons. ToR is rare. It's a
lot more like a Lotus than any other card in the set.
>2: ToR is too powerful because it gets you back four blood from the blood
>bank in the turn it comes out.> - Okay, perhaps this is a much more reasonable argument, however this blood
>gain nets at one. How many other ways are there for gaining you one blood?
>it must be heading towards tripple figures, if not there already.
If this was all it did, it would be just fine. But it does a lot more --
see below.
>3: Tor is too powerful because it gives you an endless blood supply.> - So do three other cards, although they are clan specific, they are
>arguably twice as good. ToR, used as a blood gainer gets back 2 blood every
>3 turns for a three blood down payment, the others get you 1 per turn for a
>2 pool cost.
Tomb of Ramses has two effects:
1. It gives you, in effect, *four* free transfers. Sure, it
might go away, but it is already superior to the Information
Highway just on this basis alone. And Info Highway is
itself a very useful and much-contested card.
2. It gives you up to four free pool a turn. Much better than
any other blood gaining card. The only other one that lets you
show a profit on the turn you play it is Ascendance. Let's
compare it to Short Term Investment:
First Turn: STI, net 0 Tomb: net 1
Second STI, net 1 Tomb: net 5
Third STI, net 3 Tomb: net 9 (if it hasn't been used up already).
*And*, those gains don't require a master phase, unlike
STI, PI, nad Ascendance
3. Compare to the Ecoterrorists/Art Museum/Arcane Library:
It shows a profit on the first turn, they don't.
It gives you *four* free transfers a turn, rather than 1.
It's better than having both Ecoterrorists *and* Info
Highway out. Any card that's better than a combination
of two of the better cards in the game is very, very
good.
--
Tom Doehne
doe...@cse.ogi.edu
Steve Bucy <tb...@lainet.com> writes:
>In my game group anyone playing WVP, Gangrel loop, or any other jerky
>obnoxious deck gets ganged up on and eliminated with great prejudice.
>After a few games getting blasted they will probably quit running a
>degenerate deck. If they don't they will continue to get blasted and
>probably quit playing with you. This will also solve the problem.
This solves the problem, but only in isolated game groups. Whenever you
have significant turnover, or play with other groups, or have visitors
this won't work.
The real killer for social solutions is that a popular game, like chess,
bridge, or (sigh) Magic, is characterized by playing in large variable
groups and with strangers. If Jyhad is successful, it will be popular,
and then you necessarily have a situation where social controls don't
work.
Curt Adams (curt...@aol.com)
theCorrupter <adr...@yar.cs.wisc.edu> wrote:
(massive snipage)
>But it is. It's unique nature makes multiples near useless, and at best,
>causing much hand jam. Getting one out is great, but putting more than 2
>or 3 in is reckless. CL folk have _exactly_ the same problem as NL folk,
>though they have the following as well:
I don't want anyone to think I am supporting 4CL but I think I need to
make a point about this one.
Multiples near useless! Not true at all. For a couple of months I have
been playing with 4 tombs in most of my decks. It is very common for me
to get two, or sometimes even three of them into play during the course
of a game. If you get one early you can put it on a large vamp (usually
I.C.) and bring it out for three blood. This leaves you with more blood
in your pool. With minion taps it is usually easy to have enough blood to
play another tomb and use it as a blood machine. When you have made
enough blood, bring out the vamp its on at half cost. Often I have enough
blood to play another tomb to use as a blood machine... Maybe I have
become a expert at abusing the tomb, but if I had more I would put more
in. Just ask Robert Goudie how he feels about the tomb...
Steve Bucy
Steve Bucy wrote:
>
> theCorrupter <adr...@yar.cs.wisc.edu> wrote:
>
[CLIP of Steve Bucy's famous Tomb of Abuse)
>Just ask Robert Goudie how he feels about the tomb...
You don't need to ask. I hate that f***ing thing! What I hate most is
that I don't own _any_. Steve really does use this thing like mad. We
all hate him. Something must be done! If the card doesn't change soon
I will be forced to play my weenie dominate bleed deck over and over
again to keep pace with everyone.
Robert
......................................................................
:The opinions expressed here are strictly my own delusional ramblings:
:and do not reflect the opinions of The Walt Disney Company. :
: :
:Robert Goudie robert...@studio.disney.com:
:....................................................................:
:cigars * v:tes * car rallies * scotch * sega rally champion * spoon :
:....................................................................:
>On 27 Sep 1996, Gomi no Sensei wrote:>> Which leads to a truly hideous crock deck that isn't covered by the
>> Golden Tenets -- I'll take the man's $50, but I'll still feel bad about
>> it.>>> 12 Etrius [I would change this to 14 Etrius.> This gives you the ability to use all
> of the Return to Innocence without
> exhausting your crypt.]
>>> 10 Return to Innocence
>> 10 Magic of the Smith
>> 10 Soul Gem of Etrius
>> 10 Protean (or Fortitude, if Etrius has no or inferior Fortitude)
>> 10 Horrific Countenance (or Day Op as appropriate)
>> 10 Information Highway [I would reduce this to at most 4. The> speed of getting out a quick Etrius is
> Outweighed by the hand jam]>> 10 Tomb of Rameses III [I would take these out altogether]> [Add in up to 3 The Barrens (to cycle)]
> [My version: 55 Cards]>>
I also see a very simple flaw in this deck design, Brainwash with Ravnos.
I often play a semi-weenie Ravnos deck with a half dozen Brainwash and
Tricks of Danya. I almost always gain a Brainwash on Turn 1 or two in my
hand. Play brainwash on the vamp with the Tomb. If you have any vamp who
costs more than 4 you'll never see him.
Chance
>Well, the Tomb, like the Highway, is only really useful in the early
game.
>In the late game, you can't really afford to use it; 3 to bring out,
>4 to transfer onto a vamp (say it's a 9) -- you're out 7 pool before you
can
>even start transferring blood off. As a pool gain mechanism, very slow
and
>inefficient.
Not with Info Highway. Pay 3 for the Tomb. 2 xfer for two on, next 2
xfer to take 2 off. Your only down 1 pool. Next turn, you can take 2 off
with 2 xfer and by the third turn, its paid for.
Chance
>>1: ToR is too powerful because all decks will put on in their deck.
Only deck I can think of that wouldn't have it is a Ravnos -
Brainwash/Trick of Danya and the weenies. Otherwise, I agree.
Chance
>sjoh...@math.scarolina.edu (L. Scott Johnson) wrote:>The only defenses to TOR are Arson, Rampage, Disputed Location, and
>Kine Dominance (Dominate Kine). - All of these are of limited usefulness
>in that they don't directly benefit the person playing them, and the
>target has already netted at least one pool by the time she loses the TOR.
The only real defense in my book is Sudden Reversal...
>If you fail to get the Arson/Rampage/DL/KD in your hand in time (<3 turns),
>then it will be useless. Even if you get it, it can still be easily
>blocked (Arson/Rampage), or possibly defeated (DL). The best chance
>costs your vampire two blood and is a rare.
>
>Whoever gets the Tomb out first wins a large percentage of the time
>(at least in our playgroup).
>
>That's the essence of a broken card.
I am notorious in our playgroup for using large vamps. I used to be quite
successful doing this with info highway, minion tap, blood doll, and 5th
tradition. I used to win close to 50% of the time with such decks. With
the tomb it is often shocking simple. I would estimate I win close to 75%
of the games in which I use decks with 4 TOR in the library. I am
probably the ultimate abuser of this card...
I don't think the design team thought about the extreme uses (putting it
on a I.C. while you bring out another I.C.) of this card at all.
Steve Bucy
[ quoted text not captured ]
Some things (like nose picking) are considered uncooth in any social
setting. I think it would be possible to make jerky decks universally
unexceptable. If enough people decided they don't want to put up with
WVP, Gangrel loop, Thoughts betrayed decks, or whatever it will spread to
other environments. Newbies can be told that certain decks will invite
scorn from more experienced players, and are not a good idea. Given time
the word will get around, and like picking your nose, the social stigma
will become to great to be avoided.
Steve Bucy
>>Tomb of Ramses III is *****NOT***** too powerful by any means. Lets start
by
>>examining the arguments that claim the contrary.>>You missed one.
>
>4. TOR is too powerful because it gives you a large capacity vampire for
>free with almost no defense possible (and the only "defenses" merely
>curtail the usefulness - the defenses will never wind up as a net loss
>for the person playing TOR).
well, actually this fact has been covered in two of my other arguments in
the original post, but if you need two and two added together for you, here
goes....
FREE????? okay, lets say you have a ten (or eleven, for that matter) blood
vampire in your crypt. you put ToR (Tomb of Ramses III) on it before you
have put any blood on it. ToR costs three blood to get out, and doubles up
the blood that you have put on it with transfers. so, a ten blood vampire
gets up to eight blood in one turn and comes out in the next. You have put a
total of five blood on it and gained five from it. However - the tomb has
cost you three. That gives you a maximum net gain of 2 - the same as a short
term investment (Okay so its quicker, but the short term was shit anyway).
the other argument here is that the vamp gets out quickly as well. However
this is no quicker to other similar cards: Information highway (IH), Art
museum et al (AMea). The IH is different in that it does not give you any
blood back, however, how and where you spend the additional influence it
gives you and the fact that it isn't burnt when the vampire comes out makes
it a far less restrictive card, and for the blood price is fairly well
balanced with ToR. AMea also allows you to get a ten blood vampire out in
two turns, however you will have less influence left after this, and will
have not netted any blood gain yet, however, it takes just two turns to
to net the same gain, and you can carry on gaining blood for the rest of the
game. ToR is, as was designed (I presume), to be an inferior AMea, but that
anyone can use - which can actually work against it as it is more likely to
be contested. I think that sums it all up.
>The only defenses to TOR are Arson, Rampage, Disputed Location, and
>Kine Dominance (Dominate Kine).
Disputed location???? surely you mean disputed territory. You should
perhaps also add sudden reversal and unnatural disaster (see below).
> - All of these are of limited usefulness
>in that they don't directly benefit the person playing them,
Excuse me? I beg your pardon? Disputed territory and Kine dominance don't
benefit the person playing them directly? So, you think that ToR is too
good, and in that case you don't think that it would be beneficial to you to
control it yourself instead? I think your logic is very strange on this
account. As for the others, if you think that ToR is so powerful, whats
wrong with spending an mere action to prevent someone from having it?
> and the target has already netted at least one pool by the time she loses
>the TOR.
Read my other post - there are many other ways to net yourself one blood -
one of which is to get out a caitiff and bleed someone who hasn't got out
any Vamps because he's plying all his efforts into the ToR! Don't stress
about a measly one blood anyway. WOW! all bow down and praise the methusulah
who has managed to gain ONE BLOOD!!!!
>If you fail to get the Arson/Rampage/DL/KD in your hand in time (<3 turns),
>then it will be useless.
Okay, but so then will be the ToR and they will have only gained two blood
from it, If you do the caitiff method suggested above you can gain more than
this before anyone gets into a situation where they can gain the edge back
from you, Hunting grounds and AMea are equally good at gaining you far more
blood than the ToR, although slightly slower, but lets face it, what gamne
only lasts 5 rounds (after which you would have netted the same gain as the
ToR).
>Even if you get it <Counter card>, it can still be easily>blocked (Arson/Rampage), or possibly defeated (DL). The best chance
>costs your vampire two blood and is a rare.
Possibly, but if the Person with ToR is too busy plying all his available
resources into the ToR then they won't have anyone out to block, will
they.... Also, ever heard of stealth??? Kine Dominance is still a Zero
stealth action and so is just as easily blocked as Arson or rampage, as for
the blood cost - I think its worth two blood off one of my vampires for a
three blood location. Rarity noted and accepted. For a voting deck Disputed
Territory is by far the best option (lets face it, a vote deck without these
is stabbing itself in the foot), its at +1 stealth, and early on in the game
a vote can be won on the strength of the +1 vote the card gives you alone.
Sudden reversal is a very good counter to anything, and you are likely to
have as many SRs as your opponent will have ToR's, so its merely a matter of
luck as to who get what out when etc. Finally, unnatural disaster.... okay
so its not brilliant but its safe - the only counter is SR, which means that
you don't loose the pool; played early on it can be a very useful card.
>Whoever gets the Tomb out first wins a large percentage of the time
>(at least in our playgroup).
Perhaps you should all start to make better decks then, in our play group, I
took it out of my deck because it wasn't good enough at getting me blood
back.
>That's the essence of a broken card.
Then I think you should stop playing, because there are many cards as
powerful, if not more powerful, the ToR, and they are all likely to stop you
from enjoying yourself because your deck just isn't good enough to cope with
the above averege cards.
GEN...@leeds.ac.uk (B.D. Redmond) writes:
>>>Tomb of Ramses III is *****NOT***** too powerful by any means. Lets start>by>>>examining the arguments that claim the contrary.>>
>>You missed one.
>>
>>4. TOR is too powerful because it gives you a large capacity vampire for
>>free with almost no defense possible (and the only "defenses" merely
>>curtail the usefulness - the defenses will never wind up as a net loss
>>for the person playing TOR).>well, actually this fact has been covered in two of my other arguments in
>the original post, but if you need two and two added together for you, here
>goes....
Not this point - but only this point as you see it.
>FREE????? okay, lets say you have a ten (or eleven, for that matter) blood
>vampire in your crypt. you put ToR (Tomb of Ramses III) on it before you
>have put any blood on it. ToR costs three blood to get out, and doubles up
>the blood that you have put on it with transfers. so, a ten blood vampire
A better use would be to have the Tomb match the pool your transfer to
*other* vampires.
>gets up to eight blood in one turn and comes out in the next. You have put a
>total of five blood on it and gained five from it. However - the tomb has
>cost you three. That gives you a maximum net gain of 2 - the same as a short
>term investment (Okay so its quicker, but the short term was shit anyway).
Actually, for the 11-cap, you get a maximum net gain of eight - 11
matched by the TOR, minus the three the TOR cost to play. It'd take
a lot more time and cards to get the same benefit from any Investments.
>the other argument here is that the vamp gets out quickly as well. However>[... other speedy examples deleted ...]
Speed wasn't part of my Argument.
>>The only defenses to TOR are Arson, Rampage, Disputed Location, and
>>Kine Dominance (Dominate Kine).>Disputed location???? surely you mean disputed territory. You should
Surely, I do, of course.
>perhaps also add sudden reversal and unnatural disaster (see below).
SR - yes. UD - no. Spending two pool after the TOR has already netted
the person playing it a pool isn't a good defense. Even with the SR,
the person playing TOR hasn't lost anything more than you. The TOR
is without drawbacks.
>> - All of these are of limited usefulness
>>in that they don't directly benefit the person playing them,>Excuse me? I beg your pardon? Disputed territory and Kine dominance don't
>benefit the person playing them directly? So, you think that ToR is too
>good, and in that case you don't think that it would be beneficial to you to
>control it yourself instead? I think your logic is very strange on this
>account. As for the others, if you think that ToR is so powerful, whats
>wrong with spending an mere action to prevent someone from having it?
You are excused. Read the card. Changing the controller doesn't allow
you to change the target. If you steal it, it either won't have a target
at all, or will still target the original vampire (probably the latter,
by card text, but that's up to the RT to decide in their next meeting :-)
>> and the target has already netted at least one pool by the time she loses
>>the TOR.>Read my other post - there are many other ways to net yourself one blood -
Read the other posts here. The one blood gain isn't the end - it's just
the worst case scenario. The point her is that there is no risk involved
in playing TOR - your get your cost back, plus interest (one pool) before
anyone can do anything about it. *Then*, it continues to provide it's
benefit until it is stolen/burned.
(The only possible way to lose with the TOR is if someone already has
the Madness Network out and steals/destroys the Tomb at the end of your
minion phase - not very likely, and if the MNet is out, you can just wait
until the Malks are tapped)
>>If you fail to get the Arson/Rampage/DL/KD in your hand in time (<3 turns),
>>then it will be useless.>Okay, but so then will be the ToR and they will have only gained two blood
>from it,
Eight, not two.
>>Even if you get it <Counter card>, it can still be easily
>>blocked (Arson/Rampage), or possibly defeated (DL). The best chance
>>costs your vampire two blood and is a rare.>Possibly, but if the Person with ToR is too busy plying all his available
>resources into the ToR then they won't have anyone out to block, will
What "all resources"? You play the card, reap the reward (one pool)
immediately, then continue for as long as you have it. There is no
required resource expenditure after the fact.
>they.... Also, ever heard of stealth??? Kine Dominance is still a Zero
>stealth action and so is just as easily blocked as Arson or rampage, as for
>the blood cost - I think its worth two blood off one of my vampires for a
>three blood location. Rarity noted and accepted. For a voting deck Disputed
>Territory is by far the best option (lets face it, a vote deck without these
>is stabbing itself in the foot), its at +1 stealth, and early on in the game
>a vote can be won on the strength of the +1 vote the card gives you alone.
Sure. And, as I said - all of those will be too late to actually *cost*
the person with the TOR any net loss.
>Sudden reversal is a very good counter to anything, and you are likely to
>have as many SRs as your opponent will have ToR's, so its merely a matter of
>luck as to who get what out when etc. Finally, unnatural disaster.... okay
And, even with SR, there's no net loss between the two of you.
>so its not brilliant but its safe - the only counter is SR, which means that
>you don't loose the pool; played early on it can be a very useful card.
And, with the Disaster, you have a net three pool deficit (TOR gained
one the same turn - you spent two to prevent further gain).
>>Whoever gets the Tomb out first wins a large percentage of the time
>>(at least in our playgroup).>Perhaps you should all start to make better decks then, in our play group, I
>took it out of my deck because it wasn't good enough at getting me blood
>back.
Perhaps you should try playing the TOR to its full potential (gaining
eight instead of two might make for a different game).
>>That's the essence of a broken card.>Then I think you should stop playing, because there are many cards as
>powerful, if not more powerful, the ToR, and they are all likely to stop you
>from enjoying yourself because your deck just isn't good enough to cope with
>the above averege cards.
Such as...
--
L. Scott Johnson (sjoh...@math.sc.edu) | Virtue is the failure to
http://www.math.sc.edu/cgi-bin/sjohnson/home | achieve vice.
[ quoted text not captured ]
In article <533rv9$2...@reuter.cse.ogi.edu>,
>>>We also see no problem with the tomb - apart from its lack of any
>>alignment to clan, its a poor arcane library/Eco terrorists/art museum.
>>under a card limit environment it doesn't seem to cause a problem - even
>>if it has used in a lot of decks, it doesn't spoil the game.>
>It's far superior to the Arcan/Eco/Art Museum cards. It gives you
>more free pool a turn, since you can keep sucking blood off almost
>indefinitely.
Here I think that you will find that you are wrong. If you are going to use
ToR as a continal blood flow it gives you **less** blood per turn than the
Art Museum et al (AMea). Lets establish the facts shall we?
1: AMea gives you one blood back a turn at the cost of two
transfers.Surely no one can argue with that?
2: ToR, at best, gives you back four blood every five turns,
at the cost of all four transfers. Lets examine how exactly
this is done, shall we?
i) you spend all four transfers and stick on four
blood. ToR doubles this to eight.
ii) You take off two per turn each turn thereafter,
meaning that
after five turns you have gained four blood, in the same
time AMea would have gaied you 5 blood. Including the cost
to bring it into play, after five turns ToR has netted you 1
pool and the AMea 3 pool.
There are other reasons why AMea is better than the ToR. They are as
follows:
1: ToR costs three pool to bring out, AMea costs two, thereby
meaning that AMea cards can be played as a last minute
defense to gain you the blood to keep you in, where as ToR
takes longer to reqoup itself back into your pool.
2: if used as a continual blood gaining card ToR ties up one
vampire for the entire game and the ToR is only at its most
efficient if that vampire is 5 (not much use to a weenie
deck) capacity or higher. AMea cards, although requiring a
specific vampire clan, are not as restictive as ToR, you may
place blood continually, and choose to bring out or keep
back vampires as you see fit.
>With Information Highway (IH), it can give you 2 pool a turn.
lets take the same situation - put on six blood - twelve blood is present
on your vampires. if you take it of at a rate of three a turn, in four
more turns you will have gained six blood from the ToR. This nets, in five
turns as +3 pool, which is the same as the AMea. Accepted, in the long run
it will be slightly better, gaining you six blood every five turns rather
than the five the AMea gets you - but if its not destroyed in five turns the
decks your playing against just aren't that good. Even still, this is a two
master card combo and would be dificult to get out, especially with both of
these cards beeing some of the rarer uncommons (I'm the only one in our
group who has got an Info Highway out of a packet, no one has more than one
ToR or IH).
>Of course it's no problem under CL. Instead of having problems with
>individual cards, you have:>1. Domination of the game by Malkavian Sneak and Bleed (and now>probably Setite Sneak and Bleed).
Wrong, no one plays S&B, because its boring as hell and spoils the game for
everyone - there's no challenge to winning with a S&B deck, and it has also
become equally easy to loose with one - its all down to the luck of the card
spread. WOW thats exciting!!! Also the permanents based enviroment CL tends
to generate make S&B less powerful, especially with Heidelburg.
>2. Evisceration of numerous competing strategies:
>Ways of dealing with S&B
> -- Rush combat: no longer effective, since you can't put
> enough get-in-combat cards in the deck.
wrong. you just have to be clever about it - use more permanent and semi
permanent rush - makesure that when you do use rush it counts, theres no
problem of rush hand jam under CL.
> -- Bleed bounce, except for Tremere and Malks, since you
> can't put enough bounce cards in your deck
You've got as many as your predator has bleed modifiers, normally. If not
its a case of making them count. AI means that no one risks a bleed of three
or more, so telepathic counter becomes useful too. using two clan decks, or
common secondary skills with skill card bonuses in there makes Toreador and
ventrue and giovanni readonable - even nosferatu, brujah and gangrel could
get out one vampire to act as a bleed bouncer. But then, if no one is
playing S&B, theres no real need for a deck solely devoted to bleed bounce.
>Ways of dealing with combat:
> -- Run-away combat, for clans without celerity.
I have had many succesful ranged combat decks. Protean is almost as good at
getting to range, as is thaumaturgy. Fortitude can get you there also (if
you really need to), as can obfuscate, serpentis, animalism, auspex and
potence. Its just a case of being prepared and using the cards you have
available to you to their best capacity. And *then* theres fake out.
Shall we just do the sums here:
Celerity: Flash, alacrity (sup only, only if acting)
Obfuscate: Behind you (sup only - I think)
Protean: form of ghost, Gleam of the red eye (sup only), claws of the dead
(sup only).
Serpentis: Form of the serpent (sup only)
Animalism: aid from bats
Potence: Thrown gate
Thaumaturgy: Movement of the mind (sup only)
Auspex: the spirits touch (sup only. only if blocking)
so there are many cards available, its just a case of making your deck
better - not relying on inferior levels of disciplines.
>Offensive strategies
> --Rush combat: As above, not enough get-in-combat cards.
not true, see above.
> --'Pitch' combat decks: can't put in enough maneuvers or
>enough long-range combat cards to be effective.
Not true, I have made a successful cel/pot/ani deck that did just this
> --Voting: A limited number of damaging vote cards. Especially
>if you want to play Presence voting, rather than Princely vote,
>since you can't use Parity Shift or Sabbat Threat. Presence voting
>also gets hosed because you have only 4 Bewitching Orations and
>4 Bribes, both necessary to help get those votes passed.
Voting is probably more difficult, but there have been four good vote decks
made, all of which are capable of getting a full sweep of victory points
Presence vote is not unworkable, you'll just have to make the most of your
votes and use some praxis siesures, <clan> justicar cards and, especially,
command the Harpies. I made a settite vote deck that was pretty evil. We
also play a house rule for Charming lobby that makes it worth while.
> -- Tap-and-Vote/Bleed. These rely heavily on the combat
>untap cards, Majesty/Earth Meld, to tap out the prey. With
>only four, you can't make it work.
Wrong again. You should also add to this list mummify, freak drive, day
operation, horrid form, form of mist, Force of will, blood bond,
incriminating video tape and change of target (if a stealthy action, ie tap
& vote). and thats with out using the banned Thoughts betrayed and
misdirestion. all of these cards can be used to great effect in a tap and
bleed / vote deck, and with only four wakes, theres no real problem with
anyone waking.
>3. Rare cards become more valuable.
>Since you can only have a limited number of each card, the
>rare stand-ins become much more valuable: Fists of Death
>in place of Torn Signpost and Undead Strength, Kine
>Dominance in place of Govern the Unaligned, etc. This
>favors Mr. Suitcase over the beginning player, a bad thing
>IMO.
I would have to begrudgingly agree with you on this point. Yes it will
favour the player with the most cards, and yes, this is a bad thing. However
everyone in our game group has a very similar amount of cards, and those of
us who have slightly more than the others will often give away cards if
someone requires then for a deck concept.
>4. Because S&B is dominant, everyone ends up playing intercept.
>This slows the game down a lot. Also a bad thing, IMO.
I suppose it would slow the game down, however with no one playing S&B its
not a big problem. We, as a group, enjoy longer games. We are all good
friends and we don't like to see someone sitting out for large lengths of
time, so generally people work to try and keep others in the game, and keep
the game even. we like our games to last a long time so that we can get an
evenings entertainment for free. Well, okay maybe not entirely free, but
even if you spend large amounts of money, its still cheaper than beer, in
the long run.
>Standard responses to CL arguments:
>1. If you have a jerk playing Sneak & Bleed, just
>gang up, or use social pressure to make them quit.
>
>Answer: If you have to resort to the metagame of social
>pressure or ganging up, the game is broken. Most of us
>would rather it worked without having to resort to this.
>And NL/Golden Tenets does.
alternative answer. There is no need to gang up. predator and prey can cope
with an S&B deck quite hapily, given card spread. People who enjoy the game
of Jyhad will *not* enjoy a game with an S&B deck involved in it, even if
they are playing the S&B deck. Therefore the S&B deck is a dead idea. There
is no need to revert to social pressure or ganging up, because the S&B deck
as an idea is avoided like the plague. People who create S&B decks are
usually NL players who want to show everyone how degenerate an S&B deck can
be, and so aren't really in the right mindset to be playing with CLs anyway.
if they continue to play S&B then they themselves will become bored with the
game and either stop playing or build a more fun, more challenging deck.
>2. CL is more creative, because you have to be more inventive
>in combining cards.
also add challenging here.
>Answer: CL shuts off a *lot* of otherwise effective strategies.
>What you're doing is agreeing to play with relatively ineffective
>decks. The game's not broken, so you don't need to do this.
>(As long as you use the Golden Tenets.) Basically, any
>deck you can build under CL you can use under NL. And under
>NL, you don't have to rely on intercept for defense, which
>lets you be more creative, not less.
This is the argument of the unimaginative. there are many ways to create the
deck you want, you just have to use the cards more effectively. if you want
to challenge me feel free. Come up with a deck idea that is plausible in NL
and I reckon that I could make it.
>3. Well, we just play for fun. CL is better for that.
>
>Answer: So do NL players. The range of possible decks
>is much wider under NL.
Not true.
>Voting and rush combat are now workable deck concepts.
As they are under CL
>The games are quicker.
and therefore less fun (In the opinion of our gaming group)
>And you don't have to wean new players off of Sneak & Bleed to
>preserve balance.
Sneak and bleed is boring and not challenging at all. Players will wean
themselves of them of their own accord (as did two of our players, including
myself)
>We'll just have to agree to disagree about which is more fun.
Okay, but you have a lot of preconcieved conceptions of CL games that are
just untrue.
>4. We don't have to worry about broken cards.
>
>Answer: Well, then the game becomes more like Magic --
>whoever draws their broken cards first wins. We don't
>really want that kind of a game, do we? But yes,
>you don't have to worry as much about them.
Actually we do have to worry about broken cards, its just that we have so
few of them: Thoughts betrayed is just outright banned because it has no
counter at all. Misdirection is banned because it is one card that can oust
a player, and has very little in the way of counter - its more of a
voluntary banning as it makes the games boring. we are currently debating
Kiss of Ra and Blood to water, but I think bth of these are probably likely
to stay.
>There have been few broken cards, and they have been
>fixed by errata or the Golden Tenets. Those methods
>are far preferable to the Procrustean bed of Card Limits.
Erratas are erratas and they affect us all, CL or no CL. Golden Tenets or CL
its a simple choice, one that no one can out rightly say that any one is any
better than the other. Both are *Very* slight modifications to the rules of
Jyhad because it doesn't work properly without one of the two. Its just a
matter of personal preference which one you want to use. To say that one is
far preferable to another is just a matter of opinion, and should stay as
such. Personally I prefer CL, you, presumably, prefer the Golden Tenets.
All I can say is that all the arguments that you have placed against Card
Limits are either irrelevant or untrue. I do not wish to grace you with a
reply that tells you everything that is wrong with the NL game, as I haven't
played it in a long time and both my skill level, and that of out playing
group has improved dramatically since then. I would probably get my facts as
wrong as you have about CL. The only thing that I will say is that looking
at the decks that I have seen both printed up on the newsgroup and on
various web pages, I think that our group at least seems to be playing at a
far higher skill level than most of the decks that I have seen. I'm not
saying that all NL players are thick at all, I'm saying that our group is of
a high standard and will have the deck building, and game playing, skill to
work around any problems that other CL players, that you have had experience
in dealing with, may create. I don't want to flame people for playing NL, I
would much rather have people understand that its purely down to personal
choice. I wouldn't like to come out right and say that NL is an inferior to
CL as I don't have enough experience of NL to say it with enough
confidence, and could well end up getting my facts as wrong as you seem to
have. Its not simply a question of NL is good and CL is bad, or vice versa;
its a case of accepting that both games are slightly different, both games
are still Jyhad (or V:tES). When you get down to it theres really only one
fundamental difference; proponents of both variants accept that Jyhad needs
some tweaking from how it is origionally written - the errata half covers
this, but not entirely, therefore some other restrictions are needed the
choice is either to restrict the number of cards that you have available to
you, the othetr is to restrict the viability of certain tactics using the
"golden Tenets" rules modifications. Its all down to personal choice and I
chose CL. If you're not happy with that, fine, just get your facts straight
about the "problems" with CL before you open your mouth
[ quoted text not captured ]
>> Tomb of Ramses III is *****NOT***** too powerful by any means. Lets start
by
>> examining the arguments that claim the contrary.>>And let's responding by destroying your own.
well, aren't you a pleasant person! I bet you've got loads of friends!
>> 1: ToR is too powerful because all decks will put on in their deck.>>[snipped response to this "arguement"]
>
>Suffice it to say, people aren't saying that ToR is powerful because
>people are putting it in their deck, they _are_ saying that it is too
>powerful, and that people putting it in their deck is a symptom of its
>power. Do note, that useful cards are also put into most decks (Blood
>Dolls, Wakes), though not all, but that the argument was _not_ claiming
>this use = power, but that power = use. (Sorry to be redundant)
If this is the case, why do people post similar arguments for wakes and
blood dolls. people try and change wakes so that they are thaumaturgy cards,
because there is a completely illogical line of thinking that use = power. I
can't understand it myself but there are people out there who believe it to
be true. I think that the mere fact that it is used by everyone balances it.
As for the comments on wakes and blood dolls - any deck that doesn't put in
wakes is really stabbing itself in the foot. no other card is as good at
doing what it does. Other untaps are either played in your action phase,
thereby leaving no room for bluffs, or don't allow you to block as many
different types of actions. Blood dolls possibly aren't as essential - but I
haven't seen a deck yet that does better without them (presumably using some
other way of gaining blood back.
>> 2: ToR is too powerful because it gets you back four blood from the blood
>> bank in the turn it comes out.>>> - Okay, perhaps this is a much more reasonable argument, however this
>>blood
>> gain nets at one. How many other ways are there for gaining you one
>>blood?
>> it must be heading towards tripple figures, if not there already.>>That's not the full argument. To take this aspect of the argument out of
>context is misleading. The full argument is that it is powerful in its
>own right, but that there is _no_ drawback to its use. The turn it is
>brought out, you can get return on it. Effectively, you pay _ONE_ master
>phase for an ascendance _AND_ its power.
possibly, but then ascendance is pretty cack any way and hardly worth while
using. The card is limiting in the fact that it takes three pool to get out
in the first place, and requires an extra 4 pool to benefit fully, so its
only any good if it turns up early. And I really have to say that under card
limits you really don't have a big problem with this.
>If the card stalled somehow (not usable during the first turn, for
>example), there would be a risk element involved in its use.
okay, possibly, but under CL it very rarely will come out first turn
>As it stands, you can only gain if you have one in a deck (in _nearly_ all
>situations).
Yes. So?
>> 3: Tor is too powerful because it gives you an endless blood supply.>>> - So do three other cards, although they are clan specific, they are
>> arguably twice as good. ToR, used as a blood gainer gets back 2 blood
>> every 3 turns for a three blood down payment, the others get you 1 per
>> turn for a 2 pool cost.>>This is only if the vampire who has the tomb on it is not used as a
>resource. Assuming a large vampire (say, 10 capacity), a first turn tomb
>of ra nets you 1 pool the first turn, 4 pool the next, and 2 pool the
>last. Effectively, you gain 7 pool over three turns, and get _DOUBLE_
>influence. All for 3 pool.
Yes, but there are two problems with this:
1: the tomb is destroyed when the vampire comes out, therefore
anyone else can then bring out their tomb. Everyone can do this, therfore it
is like saying that everyone starts with 37 pool at the start - it doesn't
really unbalance the game much - make it slightly longer with larger
vampires out possibly, but not unbalanced. who says a slightly more high
powered game wouldn't be more fun anyway?
> Come on! Even if the Tomb is Destroyed, the
> gain made so far is not lost. There needs to be some risk factor.
There is. Sudden reversal. Just the same as any other master card also, a
malky madness deck could use the time auction to steal it with a vote or
Kine Dominance before you've gained the blood for it. Even then, after one
turn its only gained you one and double transfers *ONLY IF YOU ARE PUTTING
BLOOD ONTO VAMPIRES* which I don't see as being hugely powerful. When it
comes down to it, the chances of getting out a location destroyer/stealer
card are probably more likely than getting out the ToR.
>Yes, if used solely in late game as a pool feeder (Tomb on, transfer off),
>it is not as effective as say an Arcane Library, but the fact that it can
>be used for this, as well as the above, makes it too cheap.
if you use it for the above then you *CAN'T* use it as a blood back device,
it either or, not both. just because a card has two effective options
doesn't make it too powerful - I don't see anyone moaning too much about
Kine dominance or govern the unaligned (in a stealthy deck) both of which
have two very useful powers (I mean, they could both gain you 3 pool in a
turn).
thanks for the points. I wouldn't have said you destroyed my arguments, but
I've responded in full to any inclarities you may have pointed out.
thanks
Ben
Even though I have somewhere to be soon, I had to respond to this the
moment I read it...
On Wed, 9 Oct 1996, B.D. Redmond wrote:
[Re: Contention that Tomb of Ramses is better than Art Museum, et al.)
>
> Here I think that you will find that you are wrong. If you are going to use
> ToR as a continal blood flow it gives you **less** blood per turn than the
> Art Museum et al (AMea). Lets establish the facts shall we?
> 1: AMea gives you one blood back a turn at the cost of two
> transfers.Surely no one can argue with that?
True, but you still haven't addressed the fact that Tomb of Ra nets you
more effective pool more quickly (effectively matching your transfers for
free), for a much faster effective pool gain. When you start using Tomb
of Ra as a blood machine, it _is_ much slower than the Art Museum, but the
fact that you can use Tomb of Ra for either type makes it superior to Art
Museum, on the whole, though I can't claim it is faster when used as a
pure blood machine.
[snipped examples of pure blood machine comparison]
> There are other reasons why AMea is better than the ToR. They are as
> follows:
> 1: ToR costs three pool to bring out, AMea costs two, thereby
> meaning that AMea cards can be played as a last minute
> defense to gain you the blood to keep you in, where as ToR
> takes longer to reqoup itself back into your pool.
Neither can be played reliably as a last minute defense. The pool loss =
danger. While Art Museum is slightly safer, neither is particularly safe.
[someone else wrote a partially correct statement...]
> >Of course it's no problem under CL. Instead of having problems with
> >individual cards, you have:
It is a problem under CL as much as anywhere else. Its effect still
happens when it comes out, and most decks can't afford more than 4 or 6
copies in it anyway.
> >1. Domination of the game by Malkavian Sneak and Bleed (and now
> >probably Setite Sneak and Bleed).> Wrong, no one plays S&B, because its boring as hell and spoils the game for
> everyone - there's no challenge to winning with a S&B deck, and it has also
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
An interesting comment...
> become equally easy to loose with one - its all down to the luck of the card
> spread.
So, why is it exactly easy to lose with one? Had everyone decided it was
so easy to win with it, that they either played it or started specifically
making decks to beat it? Hmm... Sounds broken! All down to luck? Lovely
strategy in CL!
> WOW thats exciting!!! Also the permanents based enviroment CL tends
> to generate make S&B less powerful, especially with Heidelburg.
Read Judith And Mark's Jyhad page (link available from my page, URL in
.sig). If you can respond to the articles there with any success, maybe
you'll have a shot. Until then, your arguments are tired, easily
defeated, and generally not informed. You kill your own arguments as you
write them (above).
>
> >2. Evisceration of numerous competing strategies:
> >Ways of dealing with S&B
> > -- Rush combat: no longer effective, since you can't put
> > enough get-in-combat cards in the deck.> wrong. you just have to be clever about it - use more permanent and semi
> permanent rush - makesure that when you do use rush it counts, theres no
> problem of rush hand jam under CL.
Are you referring to more Archon and Bloodhunt (requiring princes)? Hmm,
so what will we have, only Brujah rush be able to handle S&B, and then
only if they are playing princely rush? Permanents... So all combat
decks have to play with permanents? A lot of variety, I see.
> > -- Bleed bounce, except for Tremere and Malks, since you
> > can't put enough bounce cards in your deck> You've got as many as your predator has bleed modifiers, normally.
<boggle>
3 cards (deflection, telepathic misdirection, telepathic counter) equals
_all_ the bleed modifiers... <wink> Okay, whatever you say, pal.
>If not
> its a case of making them count. AI means that no one risks a bleed of three
> or more,
Here's a thought! A broken card to beat a (4CL) broken strategy!
> so telepathic counter becomes useful too. using two clan decks, or
> common secondary skills with skill card bonuses in there makes Toreador and
> ventrue and giovanni readonable - even nosferatu, brujah and gangrel could
> get out one vampire to act as a bleed bouncer.
So the solution for non-Aus/Dom decks is to add Aus/Dom? More variety!!
(?)
>But then, if no one is
> playing S&B, theres no real need for a deck solely devoted to bleed bounce.
And they won't be playing S&B only because you all say "naughty, naughty".
> >Ways of dealing with combat:
> > -- Run-away combat, for clans without celerity.> I have had many succesful ranged combat decks. Protean is almost as good at
> getting to range, as is thaumaturgy. Fortitude can get you there also (if
> you really need to), as can obfuscate, serpentis, animalism, auspex and
> potence. Its just a case of being prepared and using the cards you have
> available to you to their best capacity. And *then* theres fake out.
> Shall we just do the sums here:
> Celerity: Flash, alacrity (sup only, only if acting)
> Obfuscate: Behind you (sup only - I think)
> Protean: form of ghost, Gleam of the red eye (sup only), claws of the dead
> (sup only).
> Serpentis: Form of the serpent (sup only)
> Animalism: aid from bats
> Potence: Thrown gate
> Thaumaturgy: Movement of the mind (sup only)
> Auspex: the spirits touch (sup only. only if blocking)> so there are many cards available, its just a case of making your deck
> better - not relying on inferior levels of disciplines.
I see, so somehow its better (and more skillful) to rely on luck to get
those cards into your hand rather than rely on deck construction... The
way it looks above, the only reliable way to get to range is with Protean,
and what are most Gangrel going to be doing at range? Hmm, Aid from Bats
(ooh), Canine Horde (oh!), Body of Sun (eh!), and it only costs them 1
blood to manuever each time.
> >Offensive strategies
> > --Rush combat: As above, not enough get-in-combat cards.
> not true, see above.
Count them.
Not playing with princes: Bum's Rush(temporary/blocked easily), Haven
Uncovered (removable)
Playing with Princes: Archon (removable), Bloodhunt
Playing with Large Non-Camarilla Vampires/Justicar: Covenant of
Blood/variant (both blocked easily/removable)
Playing with Assamites: Contract
Looks to me like the only reliable combat deck would have to be a
permanent based Assamite deck or permanent based Brujah/prince deck. What
if I want a good Gangrel rush? What if I want a brujah-pitch (thrown
objects) deck? A Nossies Assassin deck?
> > --'Pitch' combat decks: can't put in enough maneuvers or
> >enough long-range combat cards to be effective.> Not true, I have made a successful cel/pot/ani deck that did just this
How many get into combat cards? How many manuevers? (The Kicker) did you
have to equip anything? A pitch deck only uses cards in hand for damage.
> > --Voting: A limited number of damaging vote cards. Especially
> >if you want to play Presence voting, rather than Princely vote,
> >since you can't use Parity Shift or Sabbat Threat. Presence voting
> >also gets hosed because you have only 4 Bewitching Orations and
> >4 Bribes, both necessary to help get those votes passed.> Voting is probably more difficult, but there have been four good vote decks
> made, all of which are capable of getting a full sweep of victory points
> Presence vote is not unworkable, you'll just have to make the most of your
> votes and use some praxis siesures, <clan> justicar cards and, especially,
> command the Harpies. I made a settite vote deck that was pretty evil. We
> also play a house rule for Charming lobby that makes it worth while.
Still limited compared in that you need to start reaching into the
expensive cards to do it. This gets into the $ aspect of the argument
(good CL decks cost more than good NL decks, and that it costs more $ to
compete in a CL environment).
> > -- Tap-and-Vote/Bleed. These rely heavily on the combat
> >untap cards, Majesty/Earth Meld, to tap out the prey. With
> >only four, you can't make it work.> Wrong again. You should also add to this list mummify, freak drive, day
> operation, horrid form, form of mist, Force of will, blood bond,
> incriminating video tape and change of target (if a stealthy action, ie tap
> & vote).
Mummify wouldn't work. You'd untap in torpor (and need rescuing), tapping
another minion to minish it up. Blood Bond, incriminating videotape,
change of target, and day operation don't tap out your prey/
> and thats with out using the banned Thoughts betrayed and
> misdirestion. all of these cards can be used to great effect in a tap and
> bleed / vote deck, and with only four wakes, theres no real problem with
> anyone waking.
Misdirection only needs to be banned if WweF isn't reliable.
> >3. Rare cards become more valuable.
> >Since you can only have a limited number of each card, the
> >rare stand-ins become much more valuable: Fists of Death
> >in place of Torn Signpost and Undead Strength, Kine
> >Dominance in place of Govern the Unaligned, etc. This
> >favors Mr. Suitcase over the beginning player, a bad thing
> >IMO.> I would have to begrudgingly agree with you on this point. Yes it will
> favour the player with the most cards, and yes, this is a bad thing. However
> everyone in our game group has a very similar amount of cards, and those of
> us who have slightly more than the others will often give away cards if
> someone requires then for a deck concept.
What if someone new starts? In NL, they can buy a very limited amount of
cards, trade their rares and be competitve. In CL, they can't (they need
the rares to compete).
> >4. Because S&B is dominant, everyone ends up playing intercept.
> >This slows the game down a lot. Also a bad thing, IMO.> I suppose it would slow the game down, however with no one playing S&B its
> not a big problem. We, as a group, enjoy longer games. We are all good
> friends and we don't like to see someone sitting out for large lengths of
> time, so generally people work to try and keep others in the game, and keep
> the game even. we like our games to last a long time so that we can get an
> evenings entertainment for free. Well, okay maybe not entirely free, but
> even if you spend large amounts of money, its still cheaper than beer, in
> the long run.
Two continue along this line, the intercept being _necessary_ also limits
variety. Most decks playing intercept also makes it difficult for the
vote decks (above) _and_ rush decks being able to handle S&B (their
attempt at getting equipment is more likely to be blocked).
> >Standard responses to CL arguments:
> >1. If you have a jerk playing Sneak & Bleed, just
> >gang up, or use social pressure to make them quit.> >Answer: If you have to resort to the metagame of social
> >pressure or ganging up, the game is broken. Most of us
> >would rather it worked without having to resort to this.
> >And NL/Golden Tenets does.> alternative answer. There is no need to gang up. predator and prey can cope
> with an S&B deck quite hapily, given card spread.
You disagree with yourself above. Which is it? If they can cope, is it
because they are packing anti-Malk S&B?
>People who enjoy the game
> of Jyhad will *not* enjoy a game with an S&B deck involved in it, even if
> they are playing the S&B deck. Therefore the S&B deck is a dead idea.
(Logical fallacy (A !=> B), that aside...)
> There
> is no need to revert to social pressure or ganging up, because the S&B deck
> as an idea is avoided like the plague. People who create S&B decks are
> usually NL players who want to show everyone how degenerate an S&B deck can
> be, and so aren't really in the right mindset to be playing with CLs anyway.
Ah, so you need to avoid making certain deck types that will break the
game to have the game work. I'm confused now, was the S&B deck not a
problem or what?
> if they continue to play S&B then they themselves will become bored with the
> game and either stop playing or build a more fun, more challenging deck.
In NL, there is no need. It is still an easier deck to make, but since
everyone has access to easy defenses against it, the deck creation process
becomes quite intricate.
> >2. CL is more creative, because you have to be more inventive
> >in combining cards.> also add challenging here.> >Answer: CL shuts off a *lot* of otherwise effective strategies.
> >What you're doing is agreeing to play with relatively ineffective
> >decks. The game's not broken, so you don't need to do this.
> >(As long as you use the Golden Tenets.) Basically, any
> >deck you can build under CL you can use under NL. And under
> >NL, you don't have to rely on intercept for defense, which
> >lets you be more creative, not less.> This is the argument of the unimaginative. there are many ways to create the
> deck you want, you just have to use the cards more effectively. if you want
> to challenge me feel free. Come up with a deck idea that is plausible in NL
> and I reckon that I could make it.
Brujah Pitch deck. Good luck. Nossie Assassin deck. Corruption deck.
> >3. Well, we just play for fun. CL is better for that.> >Answer: So do NL players. The range of possible decks
> >is much wider under NL.> Not true.
Hmm, seeing as CL is a subset of NL...
The answer to this is usually, well there are non-viable decks in NL that
are viable in CL. However, there are far more possibilities available
that offset those CL stategies that can not compete in the NL environment.
> >Voting and rush combat are now workable deck concepts.> As they are under CL
See above. The limitations of rush (reliability, necessity of equipment)
are hindered further by the environment (high intercept, no limitation on
S&B)
Vote decks all end up looking mostly alike.
> >The games are quicker.> and therefore less fun (In the opinion of our gaming group)
Opinion. I like long games (2 to 4 hours), but having _all_ games be long
can make it hard for new people to want to play.
> >And you don't have to wean new players off of Sneak & Bleed to
> >preserve balance.> Sneak and bleed is boring and not challenging at all. Players will wean
> themselves of them of their own accord (as did two of our players, including
> myself)
See above.
> >We'll just have to agree to disagree about which is more fun.> Okay, but you have a lot of preconcieved conceptions of CL games that are
> just untrue.
Read Judith and Mark's Jyhad page (link available from my page, URL in
sig.) regarding CL. I have played CL. I have read other people's
accounts of CL. I have converted most people I know from CL. I have
talked to people at game conventions, and when I mention Jyhad they say
"Broken with S&B", until they find out the game wasn't even _designed_ for
CL (standard answer, Neither was Magic. Standard response, but Garfield
made Jyhad after Magic had instituted a CL, and he was aware of the naive
assumptions of limited card supply being false).
> >4. We don't have to worry about broken cards.> >Answer: Well, then the game becomes more like Magic --
> >whoever draws their broken cards first wins. We don't
> >really want that kind of a game, do we? But yes,
> >you don't have to worry as much about them.> Actually we do have to worry about broken cards, its just that we have so
> few of them: Thoughts betrayed is just outright banned because it has no
> counter at all. Misdirection is banned because it is one card that can oust
> a player, and has very little in the way of counter - its more of a
> voluntary banning as it makes the games boring. we are currently debating
> Kiss of Ra and Blood to water, but I think bth of these are probably likely
> to stay.> >There have been few broken cards, and they have been
> >fixed by errata or the Golden Tenets. Those methods
> >are far preferable to the Procrustean bed of Card Limits.> Erratas are erratas and they affect us all, CL or no CL. Golden Tenets or CL
> its a simple choice, one that no one can out rightly say that any one is any
> better than the other. Both are *Very* slight modifications to the rules of
> Jyhad because it doesn't work properly without one of the two. Its just a
> matter of personal preference which one you want to use. To say that one is
> far preferable to another is just a matter of opinion, and should stay as
> such. Personally I prefer CL, you, presumably, prefer the Golden Tenets.> All I can say is that all the arguments that you have placed against Card
> Limits are either irrelevant or untrue.
You made no compelling, non-refutable argument regarding CL>
> I do not wish to grace you with a
> reply that tells you everything that is wrong with the NL game, as I haven't
> played it in a long time and both my skill level, and that of out playing
> group has improved dramatically since then. I would probably get my facts as
> wrong as you have about CL. The only thing that I will say is that looking
> at the decks that I have seen both printed up on the newsgroup and on
> various web pages, I think that our group at least seems to be playing at a
> far higher skill level than most of the decks that I have seen.
The web isn't likely a good place to look to determine whether or not a
deck environment is creating good players or no. I publish all submitted
decks (at least, eventually) regardles of how good or bad they are.
> I'm not
> saying that all NL players are thick at all, I'm saying that our group is of
> a high standard and will have the deck building, and game playing, skill to
> work around any problems that other CL players, that you have had experience
> in dealing with, may create. I don't want to flame people for playing NL, I
> would much rather have people understand that its purely down to personal
> choice. I wouldn't like to come out right and say that NL is an inferior to
> CL as I don't have enough experience of NL to say it with enough
> confidence, and could well end up getting my facts as wrong as you seem to
> have. Its not simply a question of NL is good and CL is bad, or vice versa;
> its a case of accepting that both games are slightly different, both games
> are still Jyhad (or V:tES). When you get down to it theres really only one
> fundamental difference; proponents of both variants accept that Jyhad needs
> some tweaking from how it is origionally written - the errata half covers
> this, but not entirely, therefore some other restrictions are needed the
> choice is either to restrict the number of cards that you have available to
> you, the othetr is to restrict the viability of certain tactics using the
> "golden Tenets" rules modifications. Its all down to personal choice and I
> chose CL. If you're not happy with that, fine, just get your facts straight
> about the "problems" with CL before you open your mouth
I have played CL for some time. I think I have gotten my facts straight.
Go back and read what you have written. I think you'll find a lot of
contradictions.
Yes, a CL Jyhad is still roughly the same game... but it has far different
implications than Golden Tenets (now adopted as basicly official). CL
were _never_ meant to have been introduced into Jyhad. One of the Golden
Tenets (vote pushing) can be argued to have been in the original rules
set. The other _is_ now official. CL Jyhad has no real inherent
advantage over NL Jyhad:
- More $ to compete
- Less Variety
- Affected by broken decks
- Now an additional house rule (now that GT are basicly official)
- Not arguable as being a part of design intent (as 1/2 GT are)
- More reliance on luck, less on skill
NL. The way to play.
> >I hope that this will speed the debate up a bit.
Doubtful. I'd like to hear some CL responses that were either a) new, or
b) debateable rather than immediately disprovable.
[Reply-to:sull...@cslab.uwlax.edu]
@ The Corrupter - Adrian Lee Sullivan @ GAT/CS/WS R+++* r(+)>++
# Gamer Coffee-Addict Scripter Author # P++ C(+++) USX+ N++ !w
@#$ Comments ? sull...@cslab.uwlax.edu $#@ X++ b++(+++) tv(+)>
@#$ <http://cslab.uwlax.edu/~sulli_al/jyhad> $#@ e+* PS++@ PE@ z*++?
On Wed, 9 Oct 1996, B.D. Redmond wrote:
[> I wrote:]
> >And let's responding by destroying your own.> well, aren't you a pleasant person! I bet you've got loads of friends!
:) I try to be, though I think I was a little heavily caffeinated when I
wrote the above. I apologize for the above statement, it is truly
uncalled for. (As an aside, most people who meet me in person find me
pleasant ;)
> >> 1: ToR is too powerful because all decks will put on in their deck.
[snip]
> >Suffice it to say, people aren't saying that ToR is powerful because
> >people are putting it in their deck, they _are_ saying that it is too
> >powerful, and that people putting it in their deck is a symptom of its
> >power. Do note, that useful cards are also put into most decks (Blood
> >Dolls, Wakes), though not all, but that the argument was _not_ claiming
> >this use = power, but that power = use. (Sorry to be redundant)> If this is the case, why do people post similar arguments for wakes and
> blood dolls.
Note my claim (above) is not that Dolls or Wakes are under/over powered,
but simply that they are used because they are useful. My claim is that
the above argument really can be ignored. Just because a card is used
does not mean that it is necessarily to powerful, but if a card _is_ too
powerful, people will necessarily put it in if they have access to it.
Thus, use !=> power, and power => use.
> people try and change wakes so that they are thaumaturgy cards,
> because there is a completely illogical line of thinking that use = power. I
> can't understand it myself but there are people out there who believe it to
> be true.
I can agree with this.
>I think that the mere fact that it is used by everyone balances it.
I don't think I can agree with this. If overpowered cards are balanced
because "everyone can use them", the game becomes decided by luck (who
uses it first/more).
> As for the comments on wakes and blood dolls - any deck that doesn't put in
> wakes is really stabbing itself in the foot. no other card is as good at
> doing what it does. Other untaps are either played in your action phase,
> thereby leaving no room for bluffs, or don't allow you to block as many
> different types of actions.
Not true. Many decks don't need wakes because they don't plan on blocking
or they plan on leaving reserves. Other decks don't need wakes because
the other defensive untappers work just fine, or they are only worried
about bleeds in their deck. While I will say that _most_ decks _can_ use
wake at least to marginal benefit, not all need them.
> Blood dolls possibly aren't as essential - but I
> haven't seen a deck yet that does better without them (presumably using some
> other way of gaining blood back.
I have. I had a deck that relied heavily on permanent pool loss for
everyone and defending these cards with vampires. Blood Dolls were
ineffective because it made it easier to take out my defenders. I ended
up using Protracted Investments (not as fast, but takes up less deck
space than Short Term. Also, I used Anson/Rumors of Gehenna/that other
Master Phase booster) and doing quite well with it.
> >> 2: ToR is too powerful because it gets you back four blood from the blood
> >> bank in the turn it comes out.> >> - Okay, perhaps this is a much more reasonable argument, however this
> >>blood gain nets at one. How many other ways are there for gaining you one
> >>blood? it must be heading towards tripple figures, if not there already.> >That's not the full argument. To take this aspect of the argument out of
> >context is misleading. The full argument is that it is powerful in its
> >own right, but that there is _no_ drawback to its use. The turn it is
> >brought out, you can get return on it. Effectively, you pay _ONE_ master
> >phase for an ascendance _AND_ its power.> possibly, but then ascendance is pretty cack any way and hardly worth while
> using.
Again, not really. If you have a deck with a lot of expenses, or you
expect to be on the edge for a long time, Ascendance is good because you
have no pool investment.
> The card is limiting in the fact that it takes three pool to get out
> in the first place, and requires an extra 4 pool to benefit fully, so its
> only any good if it turns up early. And I really have to say that under card
> limits you really don't have a big problem with this.
Having 4 Tomb of Ramses in a 60 card deck gives you a roughly 50% chance
of having it in your opening hand. In a 70 card deck, roughly a 40%
chance, in a 80 card deck, over a third. You were saying?
> >If the card stalled somehow (not usable during the first turn, for
> >example), there would be a risk element involved in its use.> okay, possibly, but under CL it very rarely will come out first turn
See above. Statistics refute you.
> >As it stands, you can only gain if you have one in a deck (in _nearly_ all
> >situations).> Yes. So?
There are _very_ few cards where there is win-win, and those that are are
widely regarded as being problematic (evenly if minorly so, as in Wake).
There ought to be risk somewhat proportional to gain, like nearly all the
other card (and _all_ the other definitely balanced cards).
> >> 3: Tor is too powerful because it gives you an endless blood supply.> >> - So do three other cards, although they are clan specific, they are
> >> arguably twice as good. ToR, used as a blood gainer gets back 2 blood
> >> every 3 turns for a three blood down payment, the others get you 1 per
> >> turn for a 2 pool cost.> >This is only if the vampire who has the tomb on it is not used as a
> >resource. Assuming a large vampire (say, 10 capacity), a first turn tomb
> >of ra nets you 1 pool the first turn, 4 pool the next, and 2 pool the
> >last. Effectively, you gain 7 pool over three turns, and get _DOUBLE_
> >influence. All for 3 pool.
To clarify my own statement, the tomb need not be out on the first turn.
> Yes, but there are two problems with this:
> 1: the tomb is destroyed when the vampire comes out, therefore
> anyone else can then bring out their tomb. Everyone can do this, therfore it
> is like saying that everyone starts with 37 pool at the start - it doesn't
> really unbalance the game much - make it slightly longer with larger
> vampires out possibly, but not unbalanced. who says a slightly more high
> powered game wouldn't be more fun anyway?
I do. If everyone starts out at higher pool, certain decks (smaller ones,
more combo intensive ones) start to die out. Decks that have risk factors
tend to die out. If everyone has this advantage, the only people that win
out are those that have highly focused pool loss concepts (S&B, Vote),
because their method of damage is so much less card reliant, they can
afford to have everyone have more pool. The combat deck's only chance is
to be _totally_ devastating from the get-go, with no laxity at all.
> > Come on! Even if the Tomb is Destroyed, the
> > gain made so far is not lost. There needs to be some risk factor.> There is. Sudden reversal.
Where is the risk? Nothing was lost. You caused someone to use a master
phase to edit out your master phase. This is not a risk factor like the
powerbases (which must be protected before there is a return). If Blood
Puppy let you take blood off of it immediately after playing it, it too
would not have a legitimate risk factor (instant returns).
> Just the same as any other master card also, a
> malky madness deck could use the time auction to steal it with a vote
Not legal. You can't use action cards/modifiers with the madness network.
>or
> Kine Dominance before you've gained the blood for it.
Even if legal, they still couldn't do it. Madness Network actions happen
at the end of opponents turn (after influence, after payoff).
> Even then, after one
> turn its only gained you one and double transfers *ONLY IF YOU ARE PUTTING
> BLOOD ONTO VAMPIRES* which I don't see as being hugely powerful. When it
> comes down to it, the chances of getting out a location destroyer/stealer
> card are probably more likely than getting out the ToR.
So, its instant payoff (i.e, no or at best insufficient risk) is balanced
in that it can be destroyed after it has made you gains? So, if
Ascendance was an easily destroyed permanent (Gain 1 stealth each master
phase, destroy as +2 stealth action) would it be balanced?
> >Yes, if used solely in late game as a pool feeder (Tomb on, transfer off),
> >it is not as effective as say an Arcane Library, but the fact that it can
> >be used for this, as well as the above, makes it too cheap.> if you use it for the above then you *CAN'T* use it as a blood back device,
> it either or, not both.
I was talking about its utility. If you draw it early, you can use it to
bring out vamps. If you draw it mid-late, you can use it to gain pool.
> just because a card has two effective options
> doesn't make it too powerful - I don't see anyone moaning too much about
> Kine dominance or govern the unaligned (in a stealthy deck) both of which
> have two very useful powers (I mean, they could both gain you 3 pool in a
> turn).
Not the same comparison. Tomb of Ra, by itself allows two options. Both
of those cards allow one option conditionally (an inferior dominator) and
another option even more conditionally (a superior dominator). Having 2
options does make any card more powerful comparatively to two cards that
could do one of the two choices. The utility is more. Tomb of Ra is a
single card that acts like either a slightly different Ascendance, _and_ a
slightly stronger Art Museum if used to bring out big vampires, _and_ a
slightly weaker Art Museum if used purely for blood gain, depending on
your needs.
> thanks for the points. I wouldn't have said you destroyed my arguments, but
> I've responded in full to any inclarities you may have pointed out.
I look forward to your next response.
[ quoted text not captured ]
GEN...@leeds.ac.uk (B.D. Redmond) writes:
>>If the card stalled somehow (not usable during the first turn, for
>>example), there would be a risk element involved in its use.>okay, possibly, but under CL it very rarely will come out first turn
This whole thread is about TOR being in need of a fix.
Your fix (CL) happens to break other cards (Temptation) and destroys
other strategies (Rush combat) and defenses (bleed bounce). But even
if you choose CL, you're still *fixing* (to some extent) the TOR problem.
That doesn't change the fact that the TOR is a problem card as far as
official rules go. TOR is *broken*.
>> Come on! Even if the Tomb is Destroyed, the
>> gain made so far is not lost. There needs to be some risk factor.>There is. Sudden reversal. Just the same as any other master card also, a
SR is not a risk. You've just traded Master Phase Actions - no net
loss to the person with the TOR.
>malky madness deck could use the time auction to steal it with a vote or
Madness Network is the only risk, and a foreseeable (read, avoidable) one,
at that, as I stated earlier. But thanks for the reminder.
>Kine Dominance before you've gained the blood for it. Even then, after one
>turn its only gained you one and double transfers *ONLY IF YOU ARE PUTTING
>BLOOD ONTO VAMPIRES* which I don't see as being hugely powerful. When it
>comes down to it, the chances of getting out a location destroyer/stealer
>card are probably more likely than getting out the ToR.
And, as always, they will be too late to do any harm (cause net loss) to
the person playing TOR - all costs are recouped in the same turn.
[ quoted text not captured ]
theCorrupter wrote:
>
> Having 4 Tomb of Ramses in a 60 card deck gives you a roughly 50% chance
> of having it in your opening hand. In a 70 card deck, roughly a 40%
> chance, in a 80 card deck, over a third. You were saying?
Man, this probability stuff always amazes me. Even as a math major, I
can never figure the stuff out. Could you explain this? 50% chance of
getting one out of 4 out of 60 seems a little high.
Seems to me like it would be 1 - [Prob. of getting none], which is
N-4 N-5 N-6 N-7 N-8 N-9 N-10
1 - --- * --- * --- * --- * --- * --- * ----
N N-1 N-2 N-3 N-4 N-5 N-6
N-7 N-8 N-9 N-10
= 1 - --- * --- * --- * ----
N N-1 N-2 N-3
= 40% for N = 60
= 31.2% for N = 80
James
--
| James Hamblin | "It's not Magic, kid. It's evil." |
| je...@cornell.edu | -- Tom Servo, "MST3K: Pod People" |
theCorrupter <adr...@ducat.cs.wisc.edu> writes:
>On Wed, 9 Oct 1996, B.D. Redmond wrote:>> Just the same as any other master card also, a
>> malky madness deck could use the time auction to steal it with a vote>Not legal. You can't use action cards/modifiers with the madness network.
Oooh! I've been washing my statements re: MadNet in my own house rules
regarding "take and action" and "reaction" self-evidence. Forgot that
the Rules Team doesn't like common sense.
>>or
>> Kine Dominance before you've gained the blood for it.>Even if legal, they still couldn't do it. Madness Network actions happen
>at the end of opponents turn (after influence, after payoff).
MadNet actions are taken at the end of opponent's *minion phase* - just
before the influence phase. (But again, the action would be incapable
of destroying the Tomb).
The only way of *really* causing the player of the TOR any net loss is
if you have the MadNet in play *and* one of your untapped Malks has a
Bomb.
[ quoted text not captured ]
B.D. Redmond wrote:
"This is the argument of the unimaginative. there are many ways to create
the deck you want, you just have to use the cards more effectively. if you
want to challenge me feel free. Come up with a deck idea that is plausible
in NL and I reckon that I could make it."
Unimaginitive, huh? I come from a play group that has been playing Jyhad
from its invention, and for the first year and a half, we were staunch 4CL
supporters. After joining onto this news group, I argued every possible
argument you could imagine in favor of 4CL, including every single point
you made, and eventually, after a year and a half of stubornly defending
4CL, we broke down and tried NL/GT (which is now basically DCI rules). We
then realized how absurly wrong we were. If you really want to plat 4CL,
by all means, go ahead, but please stay away from the "You can't handle
4CL beacuse you are dumb" angle.
As for decks I would like to see made under 4CL:
A reliable Gangrel rush deck.
A reliable Nosferatu Potence combat deck.
A reliable Immortal Grapple anti S:CE deck.
A reliable Brujah Thrown Sewer Lid/Gate/Car deck.
A reliable Tremere main line combat deck.
A reliable of any type that uses no disciplines at all.
Granted, one will notice that most of the above decks are combat decks,
which leads one to belive that combat decks are generally unworkable under
4CL. This is because as opposed to Stealth, Intercept, and Dominate Bleed
Bonuses, combat has very little redundancy inherint in its card mix. How
do you make a reliable Potence combat deck with only 4 Undead Strength and
4 Torn Signpost? By getting 4 Fists of Death, which are hard to get
rares, and even that doesn't help that much. How do the Tremere manuver
and/or Press in combat? With 4 Fake Outs and 4 Dead End Alleys? It will
become more of a game of Gin than a game of deck building strategy.
How odes one get into combat under 4CL? Well, there are 4 Bums Rush and 4
Haven Uncovered. The Bums Rushes are just fine, but there are only 4.
The Havens are great, but there are only 4, you can only use 1 per turn,
they can be Sudden Reversaled, they are destroyed easily. That is 8
fairly reliable cards. Blood Hunt requires Princes. That means you need
to be either the Brujah or packed with voteing power. Being packed with
voting power busts up the reliability of the combat deck ("Look. I drew a
Praxis Seizure instead of an Immortal Grapple. Doh."). There is Archon.
It has the same problem. Then there is the "Well, do something that they
NEED to block" angle. Well, if your prey has the choice of blocking the
Rampage on his hunting ground or getting his biggest vamp burned, you kill
a Hunting Ground and keep your hand jamed with combat cards.
By defenition, as 4CL has a smaller possible set of combinations than NL,
there are fewer possible decks under CL, and most of the missing ones are
reliable combat decks. As you are as anti-Malk, as I used to be (when we
played 4CL), I suspect you have never played against the cheesy Malk S+B
deck as a good NL combat deck. The Malks burst like ripe melons, and it
is quite satisfying.
Peter D Bakija
PD...@aol.com
"Look at me. I'm way cool. I'm off with my way
cool friends to sniff floor wax."
-Brian Krackow
[ quoted text not captured ]
<snip>
>
>Then I think you should stop playing, because there are many cards as
>powerful, if not more powerful, the ToR, and they are all likely to stop you
>from enjoying yourself because your deck just isn't good enough to cope with
>the above averege cards.
The ToR _IS_ too powerful. I can let you get 3 blood a round into your
pool depending on which clan you use. Play it with those ever loved
Tremere. Arcane Library and Wasserschlaus let you transfer blood
from the blood bank to an uncontrolled vampire during your influence.
This is then matched by ToR. Transfer 3 off with Info Highway and
you are 3 pool ritcher with just the initial pool cost of the ToR.
Keep this up each turn, alternating between both AL and Wasserschlaus,
and just AL. 3 pool every turn. The card will never be burned if you
play your cards right. Going to be voted away? Kindred Coersion the voters.
Going to be burned? Auspex intercept, TB and burn the vampire silly enough
to try to challenge the Tremere.
The Card if _BROKEN_.
( sorry for shouting. )
[ quoted text not captured ]
B.D. Redmond wrote:
>
> >> Tomb of Ramses III is *****NOT***** too powerful by any means. Lets start
> by
> >> examining the arguments that claim the contrary.
> >> >And let's responding by destroying your own.
>
> well, aren't you a pleasant person! I bet you've got loads of friends!
Keep the personal attacks down, please. It's a manner of speech;
and this is a debate.
> >> 1: ToR is too powerful because all decks will put on in their deck.> >Suffice it to say, people aren't saying that ToR is powerful because
> >people are putting it in their deck, they _are_ saying that it is too
> >powerful, and that people putting it in their deck is a symptom of its
> >power. Do note, that useful cards are also put into most decks (Blood
> >Dolls, Wakes), though not all, but that the argument was _not_ claiming
> >this use = power, but that power = use. (Sorry to be redundant)> (snip comments on other people thinking that use = power)
>
> >> 2: ToR is too powerful because it gets you back four blood from the blood> >> bank in the turn it comes out.
> >
> >> - Okay, perhaps this is a much more reasonable argument, however this
> >>blood
> >> gain nets at one. How many other ways are there for gaining you one
> >>blood?
> >> it must be heading towards tripple figures, if not there already.
> >
> >That's not the full argument. To take this aspect of the argument out of
> >context is misleading. The full argument is that it is powerful in its
> >own right, but that there is _no_ drawback to its use. The turn it is
> >brought out, you can get return on it. Effectively, you pay _ONE_ master
> >phase for an ascendance _AND_ its power.
>
> possibly, but then ascendance is pretty cack any way and hardly worth while
> using.
Really? Have you found a better way of gaining pool while at one or two pool yourself?
Immediate gratification means a lot. I wouldn't play with it most of the time, but
dismissing it totally is too much.
And anyway, from a theoretical and game-balance perspective, any card
which duplicates the effect of another card while acheiving another effect at
the same time is overpowered.
> The card is limiting in the fact that it takes three pool to get out
> in the first place, and requires an extra 4 pool to benefit fully,
So you're saying that it only does you any good when you have 7 pool or more?
Gasp, what a restriction. Besides, Tomb's value as a late-game blood-gainer
isn't the issue here; it's the combination of a net blood _gain_ when transferring
with speed, _and_ the option of making it useful later in the game as a resource.
Not to mention that if you use the vampires which you bring out as resources
(vide Minion Tap, Hospitality, Minion Tap, Golconda, Redeem the Lost Soul)
it becomes even more abusable.
> so its only any good if it turns up early. And I really have to say that under card
> limits you really don't have a big problem with this.
Bullshit. Speed makes _more_ of a difference in card limits enviroments, especially
when your opponents need to cycle through their deck to get the cards that they need
to deal with you. Info Highways were game-deciders in almost every game that
I played under 4-Cl. I had one; I won. Nathan had one; he won. No one else
ever had Info Highways; they usually lost.
> >If the card stalled somehow (not usable during the first turn, for
> >example), there would be a risk element involved in its use.
>
> okay, possibly, but under CL it very rarely will come out first turn
See the probability thread. With 4 copies in a 60 card deck, one will be in the
opening hand 40% of the time. In 80, it comes to about 32%. That's not
even close to "very rarely".
> >As it stands, you can only gain if you have one in a deck (in _nearly_ all
> >situations).
>
> Yes. So?
Any card which is needed in _all_ decks, or which even gives _most_
decks an advantage for no discernable cost is not a balanced card.
From a theoretical and practical perspective, cards like these
break games.
> >> 3: Tor is too powerful because it gives you an endless blood supply.
> >
> >> - So do three other cards, although they are clan specific, they are
> >> arguably twice as good. ToR, used as a blood gainer gets back 2 blood
> >> every 3 turns for a three blood down payment, the others get you 1 per
> >> turn for a 2 pool cost.
> >
> >This is only if the vampire who has the tomb on it is not used as a
> >resource. Assuming a large vampire (say, 10 capacity), a first turn tomb
> >of ra nets you 1 pool the first turn, 4 pool the next, and 2 pool the
> >last. Effectively, you gain 7 pool over three turns, and get _DOUBLE_
> >influence. All for 3 pool.
>> Yes, but there are two problems with this:
> 1: the tomb is destroyed when the vampire comes out, therefore
> anyone else can then bring out their tomb.
Not everyone has tombs. Not everyone _should_ want to play with a tomb.
When everyone does want to play with the tomb, because of it's _obvious_
effect on the result of the game, there is something seriously wrong with
the card's balance.
> Everyone can do this, therfore it
> is like saying that everyone starts with 37 pool at the start - it doesn't
> really unbalance the game much -
What if some players don't have tombs? Then they need to spend $$$ to
compete with those who do have tombs... _NO_ card should be necessary
in a balanced game.
> make it slightly longer with larger
> vampires out possibly, but not unbalanced. who says a slightly more high> powered game wouldn't be more fun anyway?
High powered games being fun? May I refer you to M:tog, in which the "highly
powered" games often involved players dying on the first turn, without any
chance to do anything about it? May I point out that in games which are
"highly powered" the player that gets out the "highly powered" cards almost
invariably wins?
If your idea of fun is having a game be totally randomized due to the position
of a player's "power cards" in their deck, then I suppose that it might be
enjoyable.
> > Come on! Even if the Tomb is Destroyed, the
> > gain made so far is not lost. There needs to be some risk factor.
>
> There is. Sudden reversal.
No loss of pool. No loss of anything. No risk.
> >Yes, if used solely in late game as a pool feeder (Tomb on, transfer off),
> >it is not as effective as say an Arcane Library, but the fact that it can
> >be used for this, as well as the above, makes it too cheap.
>
> if you use it for the above then you *CAN'T* use it as a blood back device,> it either or, not both. just because a card has two effective options> doesn't make it too powerful - I don't see anyone moaning too much about
> Kine dominance or govern the unaligned (in a stealthy deck) both of which
> have two very useful powers (I mean, they could both gain you 3 pool in a
> turn).
It's not that you _can_ use it for both at the same time, it's that you
have the option of choosing which usage would be more beneficial to you.
And in the late game, if you don't mind spending a little more time with
the tomb, you can pull out the inner circler for almost free. Hey, that
can happen in the _early_ game too. Imagine what effect _that_ has on
the game.
Or, if you can't imagine it, someone posted a deck which abused Tomb
thoroughly earlier on this thread. Luckily, he supports the idea
that it's unabalanced.
Alec Chang, malkavian gamer.
> The ToR _IS_ too powerful. I can let you get 3 blood a round into your
> pool depending on which clan you use. Play it with those ever loved
> Tremere. Arcane Library and Wasserschlaus let you transfer blood
> from the blood bank to an uncontrolled vampire during your influence.
> This is then matched by ToR.
Hang on... are you sure? My EcoTerrorists says "Add 1 blood ... during
influence phase", not "transfer". I would assume AL and Wass. have
similar wording.
[snip]
> The card will never be burned if you
> play your cards right. Going to be voted away? Kindred Coersion the voters.
> Going to be burned? Auspex intercept, TB and burn the vampire silly enough
> to try to challenge the Tremere.
Well, now we're talking about the Tremere being too powerful; that's a
completely different argument.
> The Card if _BROKEN_.
Keep your voice down! :)
[ quoted text not captured ]
James Hamblin <je...@cornell.edu> writes:
>> The ToR _IS_ too powerful. I can let you get 3 blood a round into your
>> pool depending on which clan you use. Play it with those ever loved
>> Tremere. Arcane Library and Wasserschlaus let you transfer blood
>> from the blood bank to an uncontrolled vampire during your influence.
>> This is then matched by ToR.>Hang on... are you sure? My EcoTerrorists says "Add 1 blood ... during
>influence phase", not "transfer". I would assume AL and Wass. have
>similar wording.
That's correct. ToR only counts "transfers" "you" make - this includes
tranfers made via Info Hwy, but not blood moved onto uncontrolled
vampires by any means other than your spending your transfers.
[ quoted text not captured ]
In article <325E45...@cornell.edu> James Hamblin <je...@cornell.edu> writes:
>> The ToR _IS_ too powerful. I can let you get 3 blood a round into your
>> pool depending on which clan you use. Play it with those ever loved
>> Tremere. Arcane Library and Wasserschlaus let you transfer blood
>> from the blood bank to an uncontrolled vampire during your influence.
>> This is then matched by ToR.>
>Hang on... are you sure? My EcoTerrorists says "Add 1 blood ... during
>influence phase", not "transfer". I would assume AL and Wass. have
>similar wording.
Well, it seems you are right and I have been playing it wrong, I will
have to see how it works this way.
>
>[snip]>> The card will never be burned if you
>> play your cards right. Going to be voted away? Kindred Coersion the voters.
>> Going to be burned? Auspex intercept, TB and burn the vampire silly enough
>> to try to challenge the Tremere.>
>Well, now we're talking about the Tremere being too powerful; that's a
>completely different argument.
>>> The Card if _BROKEN_.>
>Keep your voice down! :)
Sorry....
>
>James
>--
>| James Hamblin | "It's not Magic, kid. It's evil." |
>| je...@cornell.edu | -- Tom Servo, "MST3K: Pod People" |[ quoted text not captured ]
On Wed, 9 Oct 1996, James Hamblin wrote:
> theCorrupter wrote:
[Re: 4 cards in a 60:70:80 card deck arriving in opening hand
~1/2:2/5:1/3]
> Man, this probability stuff always amazes me. Even as a math major, I
> can never figure the stuff out. Could you explain this? 50% chance of
> getting one out of 4 out of 60 seems a little high.> Seems to me like it would be 1 - [Prob. of getting none], which is
[snip math]
> = 40% for N = 60
> = 31.2% for N = 80
Oops! I'm sorry. I made the mistake of having the opening hand be 8
(drawing an initial card, like in magic). Your math is correct. (I'm
only used to figuring out the probability of getting a copy of one of four
(Magic :), in size X deck. I just plugged in a number for deck size...)
[ quoted text not captured ]
In article <53dd3u$cno...@leeds.ac.uk>, GEN...@leeds.ac.uk (B.D. Redmond)
wrote:
[ quoted text not captured ]
Uh, you don't know the power of the dark side ::) ToR3 puts blood on its
target when you make a transfer to ANY of your uncontrolled vampires. It
can act as a slow AM-etc, or let you get Anneke and Alexandra out on turn
3.
J. Andrew Lipscomb <ew...@chattanooga.net, them...@delphi.com>
PGP keys by request
In article <53g95k$7u8...@leeds.ac.uk> GEN...@leeds.ac.uk
(B.D. Redmond) writes:
[Someone else, snipped by BD, writes:]>
[BD (I think) writes]>>
>>> Tomb of Ramses III is *****NOT***** too powerful by any means. Lets start>by>>> examining the arguments that claim the contrary.>>
[snide comments snipped on all sides]
>>> 1: ToR is too powerful because all decks will put on in their deck.>>
>>[snipped response to this "arguement"]
>>
>>Suffice it to say, people aren't saying that ToR is powerful because
>>people are putting it in their deck, they _are_ saying that it is too
>>powerful, and that people putting it in their deck is a symptom of its
>>power. Do note, that useful cards are also put into most decks (Blood
>>Dolls, Wakes), though not all, but that the argument was _not_ claiming
>>this use = power, but that power = use. (Sorry to be redundant)>
>If this is the case, why do people post similar arguments for wakes and
>blood dolls. people try and change wakes so that they are thaumaturgy cards,
>because there is a completely illogical line of thinking that use = power. I
>can't understand it myself but there are people out there who believe it to
>be true. I think that the mere fact that it is used by everyone balances it.
[Aside about utility snipped.]
Quite a number of people believe WWEF is broken. There are lots of
house rules on the house rules list to fix it. However, I've never
seen a single claim that Blood Dolls are broken. The first [>>]
argument should have omitted WWEF, as it is a case of excessive power
implying use. Use does not imply excessive power, but excessive power
does imply use. If a card is not widely used, then it can't be
excessively powerful.
[Comparison to Ascendance snipped]
>[....] The card is limiting in the fact that it takes three pool to get out>in the first place, and requires an extra 4 pool to benefit fully, so its
>only any good if it turns up early. And I really have to say that under card
>limits you really don't have a big problem with this.
You do. Under CL, the person who is lucky enough to get his
Black Lotus, Moxes, or Tomb of Ramses in his opening hand gains
a big advantage. It turns the game from one of strategy into
one of luck. Bleah.
>>> 3: Tor is too powerful because it gives you an endless blood supply.>>>>> - So do three other cards, although they are clan specific, they are
>>> arguably twice as good. ToR, used as a blood gainer gets back 2 blood
>>> every 3 turns for a three blood down payment, the others get you 1 per
>>> turn for a 2 pool cost.
I'll address this down below.
>>This is only if the vampire who has the tomb on it is not used as a
>>resource. Assuming a large vampire (say, 10 capacity), a first turn tomb
>>of ra nets you 1 pool the first turn, 4 pool the next, and 2 pool the
>>last. Effectively, you gain 7 pool over three turns, and get _DOUBLE_
>>influence. All for 3 pool.>Yes, but there are two problems with this:
>1: the tomb is destroyed when the vampire comes out, therefore
>anyone else can then bring out their tomb. Everyone can do this, therfore it
>is like saying that everyone starts with 37 pool at the start - it doesn't
>really unbalance the game much - make it slightly longer with larger
>vampires out possibly, but not unbalanced. who says a slightly more high
>powered game wouldn't be more fun anyway?
If you want a more high-powered game, then play with house rules
allowing 6 transfers instead of four, and an extra 7 pool. It's
much fairer than a *rare* card. And, it *is* a different game.
>> Come on! Even if the Tomb is Destroyed, the
>> gain made so far is not lost. There needs to be some risk factor.>
>There is. Sudden reversal.
The loss of *one* master phase action? Not much of a risk,
compared to the benefit. That's what makes the card unbalanced.
[snip]
Let's revisit the comparison to Arcane Library et. al:
The Arcane Library costs two pool, the Tomb, three.
The Arcane Library gives you one free transfer, and one
free blood a turn.
The Tomb gives you up to four free transfers, and up
to four free blood per turn, but only if you use your
transfers to transfer blood onto a vampire. And the
Tomb will go away after three turns, if you use the
full benefit.
Let's use a little algebra, and directly compare them.
Also put an Ecoterrorists in play along with the Arcane
Library.
The Arcane Library/Ecoterrorist combo
two blood a turn. You transfer two blood onto a vampire,
for a total gain of four blood on your vampires, and
you have 2 transfers left over.
The Library and Ecoterrorists together cost 4 pool.
The Tomb provides two blood a turn, if you transfer
two blood onto a vampire, for a total of four blood
on your vampires. You have two transfers left over.
The Tomb costs 3 pool.
Using the Tomb costs one less Master Phase action, and one less master card.
Using the Tomb costs one less pool.
You *must* transfer blood onto a vampire to get the
benefit from the Tomb.
The Tomb is *almost* equivalent to having two of the most
sought-after cards in the game in play at the same time.
Now compare the Tomb to the Info Highway, at the beginning
of the game:
One good use for the Info Highway is to get vampires out
faster at the beginning of the game.
The Information Highway costs no pool, and gives two
extra transfers a turn.
The Tomb of Ramses provides one extra pool on the first
turn that it is used, and gives four extra transfers.
On subsequent turns, it gives four extra pool, and
four extra transfers. But the Tomb goes away after
3 turns, used like this.
At the beginning of the game, the Tomb is clearly better
than the Information Highway.
In the middle of the game, when you don't want to transfer
a lot of blood out, it is equivalent to having two
Arcane Libraries.
It only starts to fail toward the end of the game, when
you're short on pool and want to mainly be transferring
blood into your pool. And even then, it's OK.
--
Tom Doehne
doe...@cse.ogi.edu