rec.games.trading-cards.jyhad

Shalmath Wall

12 messages from 6 participants · 01 August 2012 – 02 August 2012 · vekn.net/forum
the topic on the V:EKN forum

Pascal Bertrand

I can't recall where I first got the idea of using an untappy-vampire (Masika, Rachel, ..) with Anima Gatherings. Anyways, here's my commented version of Shalmath the True Brujah wall deck. Crypt: 12 5 Shalmath 10 POT PRE TEM - Untaps once *PER TURN*, and not once *EACH OF YOUR TURNS* (Nakhthorheb). He untaps once during each Methuselah's turn. 1 Andre Leroux 3 aus - Responsible bleeding. Always reduce when deflected to allies. He can use his ability when tapped to Anima Gathering 1 Gwen Brand 3 aus chi - She gets hot if someone is playing Anthelios. 1 Tyler McGuill 4 AUS - quite a neat abilty (if they burns the edge the way you don't want, you can cancel it, and otherwise, double it). 2 Veejay Vinod 3 AUS - Because Scarce is kool. Cardless stealth is also very strong. 2 Kalila 3 aus obf - obfuscate for Domaain Challenge. Nice ability to get the PB: Montreal Master - 16 5 Villein - can be used on the smallcaps. If the smallcap has AUS, villein to 1, otherwise, empty the weenie. 1 Smiling Jack, the Anarch 1 Powerabase: Montreal 1 Monastery of Shadows 1 Guardian Angel - permanent prevent 1 Direct Intervention - Arika's Banishment, problematic agg damage, .. 1 Pentex Subversion - keep it for contest 1 The Rack 1 Perfectionist 1 Tabriz Assembly 1 Sudden Reversal - should be used against Pentex or TOGP 1 Wash - as above Actions / Equipment / Allies / Retainers - 17 {intercept} 1 Mr. Winthrop 1 Sport Bike 1 Aranthebes, the Immortal {combat} 1 Sniper Rifle - to block Potence / big fists 1 .44 Magnum - for acting stuff 1 Light Intensifying Googles 1 Talbot's Chainsaw 1 Flak Jacket 1 Kevlar Vest {other stuff} 1 Mylan Horseed 1 Path of the Scortched Heart - awesome vs Deep Songs or Toredor/Ventrues 6 Anima gathering Action Modifiers 15 1 Momentary Delay - it's always a surprise. If you continue the action, Domain of Evernight is still around, and you might, again, inflict 2 agg before range. 2 Enkil Cog - it's not mandatory, but it does help A LOT 5 Pocket Out of Time - Used for stealth before fully equipped (Chainsaw) or for blood attrition at superior once you have enough prevention 5 Domain of Evernight - Few people can handle 2 agg before range. Can be usede to cycle after a random action to untap. 2 Perfect Paragon - light stealth. Can be cycled if noone is blocking. Combat - 16 6 Outside the Hourglass - Of course, comboes with inf' Domain of Evernight. Inferior is ALSO a maneuver, if they try to outmaneuver you. Outferior can be used by Kalila. 4 Taste of Vitae. I use it after Domain of Evernight + Outside the Hourglass on a hunt action. 4 Target Vitals - Remember to use the Googles 1 Staredow - in case they DI your early Outside the Hourglass 1 Majesty - As above, but is also used to untap, in case they try to calculate your untaps Reactions - 6 2 Telepathic Misdirection - to be used by weenies 1 Lost in Translation 1 Rewind Time - Pentex, but also Banishment 2 On the Qui Vive - mainly weenies deflecting, but then, if they count your untaps, this is what may make them fail. Comments: Maybe the deck is missing 2 Summon History and 1 Tye Cooper/Ambrosius. The deck is a combat / bleed / intercept deck. It ousts slowly, and requires some toolup. It's quite easy to get +2 intercept with Shalmath with an extra prevent per combat. That's really enought to slow a lot of decks enough to be able to finish the toolup. "Average" turn would consist in a bleed (1/2, depending on if you have the Enkil Cog / a superior Anima Gathering). By the way, Anima Gathering can be played at base, even if you have big eyes, if it has your prey not block it. Pentex is the key card against this deck, so it has weapons against Pentex: Pentex, Wash, Sudden Reversal, Rewind Time, and two vampires who can get +1 stealth.

Miasmat

> 1 Momentary Delay - it's always a surprise. If you continue the action, Domain of Evernight is still around, and you might, again, inflict 2 agg before range. > > Momentary Delay > Requires a vampire with capacity 7 or more. > Only usable at the end of an action blocked by an ally or a vampire of capacity 5 or less (after any combats). Not usable if more than one round of combat has occurred nor if this vampire has lost 3 or more blood this action or ended combat before the press step. The action continues as if unblocked. > Can you play Momentary Delay after sending someone to torpor with 2 agg before range?

Pascal Bertrand

Sure. Nothing restrains you from playing it.

Ohlmann

A random Iron Glare maybe ? Sometime it will do a surprise oust, it's free, and it's not too hard to cycle. Have you ever had deck size problem ? Since you oust rather slowly, potentially need a lot of card in combat, and have not cycling ability, it seem that you can lose well started game simply by lack of card.

Pascal Bertrand

Size problem? As in "too many cards"? I only have 70 in there. But then again, a couple of Summon Histories could help. "Not enough cards" is irrelevent. This deck fully installs. Once you've starting putting stuff in play, it's there for a long time. Once you get 1 prevention per combat, you're pretty solid against lots of stuff. The most dangerous part of the game is about the beginning of it. If I indeed get rushed + torpoed, it'll take a LOT of time to get back on the track. Mainly because Villein won't be available. Minimum investment is about 10 (Shalmath) + 3 (weenie) + 2 (prevention, maneuver, ...), which is 15 in 4 turns. Lots of decks can do the remaining 15 in 4 turns. Iron Glare is too much. Bleeding for 4 or more is not something I will do in such a deck. At best, you do it during your prey's turn, so that they can AI you. At worst, they deflect, and you get AI'd in the end. Keycard here might be Vaticination, as a card that awards someone else a VP in a deal where they would then give you a VP.

Juggernaut1981

Why are there no copies of Revelations? This is possibly the most godly card for a small-cap with . You prepare for the rest of your turn, by looking at your prey's hand and then pitching the thing you think is most useful to them. If there is a little blood gain for the babies, you can really aggravate a prey and slow them down without shutting them down. (i.e. they can get some traction on their prey but won't become unstoppable). Retired Baron of Sydney, Australia, 418

Pascal Bertrand

> Juggernaut1981 wrote: > Why are there no copies of Revelations? This is possibly the most godly card for a small-cap with . You prepare for the rest of your turn, by looking at your prey's hand and then pitching the thing you think is most useful to them. If there is a little blood gain for the babies, you can really aggravate a prey and slow them down without shutting them down. (i.e. they can get some traction on their prey but won't become unstoppable). > In this deck, my small caps with aus are tapped to Anima Gatherings. Plus, Vaticination is fairly way better than Revelations at any level. There is no blood gain for the babies. They're here to play Anima Gathering, get villein'ed for 2, play Telepathic Misdirection, and then get punched by the Chainsaw. Their future isn't bright. Again, it's a slow deck. The most anoying cards are DI/blocks on my key actions (prevent equipment, chainsaw). The rest is all about slowly grinding leftwards. I did play a game where Raphael de Corazon, Stavros and Alicia Barrows decided to stop doing anything once I became that deck's prey. Like, litterally. That's where I deal to get the GW.

Miasmat

I guess what confused me is the "if this vampire ... ended combat before the press step." I guess this is trying to say S:CE, but I assumed it meant any form of "the combat ended before the press step".

Boris The Blade

> Pascal wrote: > There is no blood gain for the babies. They're here to play Anima Gathering, get villein'ed for 2, play Telepathic Misdirection, and then get punched by the Chainsaw. Their future isn't bright. > That almost calls for a Carver I would add a Summon History/Heart of Nizchetus module to help get the permanents earlier. It also greatly increases your survival chances against , when you need the sniper rifle fast.

Pascal Bertrand

> Non-existant user wrote: > > > Pascal wrote: > > There is no blood gain for the babies. They're here to play Anima Gathering, get villein'ed for 2, play Telepathic Misdirection, and then get punched by the Chainsaw. Their future isn't bright. > > > That almost calls for a Carver > My major issue with this card in this deck is that it's a post-install card: it requires all the other setup to be in play before it can become useful. But it could replace the Rack, yep.

Suoli

> Pascal wrote: > 1 Monastery of Shadows > Can you afford this on top of all the vital equipment and early bleeds/Kines you'll be taking? I would play WMRH or Channel 10 instead. > 1 Talbot's Chainsaw > Eye of Hazimel seems a lot safer. How does Talbot's work out in practice? > 6 Anima gathering > 6 could be 1 or 2 too many without any Dreams or Barrens to discard excess. > Action Modifiers 15 > 1 Momentary Delay - it's always a surprise. If you continue the action, Domain of Evernight is still around, and you might, again, inflict 2 agg before range. > All the requirements make this a potentially dead card. > 2 Perfect Paragon - light stealth. Can be cycled if noone is blocking. > Recurring Contemplation is better for that. > 4 Taste of Vitae. I use it after Domain of Evernight + Outside the Hourglass on a hunt action. > 4 Target Vitals - Remember to use the Googles > I'd be worried about getting stuck with insufficient intercept and a hand full of these. After setting up, they seem like overkill. > 1 Staredow - in case they DI your early Outside the Hourglass > 1 Majesty - As above, but is also used to untap, in case they try to calculate your untaps > 2x Majesty is probably better. > Comments: > Maybe the deck is missing 2 Summon History and 1 Tye Cooper/Ambrosius. > Ponticulus is generally better, I think. Even if you don't add him, do add the Summon Histories anyway. It's incredibly good in a deck like this, even when you're only getting Mr. Winthrop, Kevlar Vest or Ivory Bow. Other stuff to consider: Getting a permanent rush on Shalmath is your best win condition. 1x Development, 2x Summon History, 1x Covenant of Blood and 1x Talbot's/Eye of Hazimel would give you 4 and a half cards to get there, without redundancy. Add at least one Vaticination. Knowledge is power. Have you thought about Preternatural Strength and/or Heroic Might? Hard to block, no pool cost, good damage and can't be burned with Gremlins/Loss/Anarch Troublemaker.

Pascal Bertrand

Awesome ideas, I'll go through them. I also need to add some Tangle Atropo's Hand, since it's hot.