rec.games.trading-cards.jyhad

Need deck help

13 messages from 9 participants · 17 January 2022 – 16 February 2022 · vekn.net/forum
the topic on the V:EKN forum

Drathoris

I like entering combat alot I feel it gives you alot of control in the game. I'm still a novice tho and I'm not sure how to go about this. My brain tells me blood sorcery and potence cards added are what I'm thinking so far

Ankha

Hi, So basically you'd like to build a combat deck around Hunter's Mark (so probably Banu Haqim vampires), right? Prince of Paris, France Ratings Coordinator, Rules Director

elotar

For new players it's generally recommended to play with established decks not dedicated to combat. So Blood Sorcery combat is a worst choice. Maybe stick just with potence? Not so good either, but IMO eurobrujah is a quite fine beginner deck. NC Russia

Drathoris

I have been playing magic for 10+ years of that makes a difference

Ankha

> Drathoris wrote: > I have been playing magic for 10+ years of that makes a difference > We still don't know what you are asking for exactly. Prince of Paris, France Ratings Coordinator, Rules Director

lip

Yeah, not sure why you'd play Hunter's Mark and Potence. Feels overkill, since Potence with Immortal Grapple does not have much use for HM and, if you have Blood Sorcery and Celerity I wonder why you'd need Potence in your combat: Banu Haqim using Hunger of Marduk with additional strikes will be deadlier. So, maybe please be more precise: do you want a Banu Haqim rush deck? A potence combat/rush deck (without using Hunter's Mark)? Any kind of efficient combat/control rush deck no matter the disciplines? Or is it really the core idea to use both Hunter's Mark and Potence and why?

Ashur

Have you tried any of the preconstructed decks that use Potence or Blood Sorcery? They can be modified to more/less rush-combat. "My strategy? Luck is my strategy, of course."

Drathoris

Banu Haqim rush would be ideal now having played more

Ashur

OK, so you get the Banu Haqim preconstructed deck (decklist at blackchantry.com ). Currently it is a allround combat deck that has three ways to get into combat with minions: rushes (it has 10 rushes already; 4 Priority Contract, 4 Hunter’s Mark and 2 Fleetness), blocks (with 2nd Tradition) or simply bleed and hope to get blocked (because if not blocked it can bleed rather hard by throwing combat cards to Haqim’s Law: Retribution). If you prefer more rushes, just replace some other cards, maybe other action cards, with more rush actions. If you focus more on rush-combat, you will probably need more cards that trump Strike: Combat Ends-effects, like Hunter´s Mark and Psyche! Good luck - you´re gonna need some, because rush-combat is maybe the hardest of the strategies to win with, especially if you are new to the game. You have to "balance the table", because if you just rush down a player´s minions, his prey or predator gets to strong and might run away with the victory. This is a delicate science that you will learn after a while "My strategy? Luck is my strategy, of course."

Azel

It only stops S:CE, not Dodge or Maneuver (or set range), but it calls like a siren song to combat fans. However combat is quite challenging strategy to win with. Best of luck! Looking at old Assamite there are like 6 with basic potence, lowest cap is 6, most around 9. Of the old 12 crypt cards with CEL THA 1 is 7 cap, 3 are 9 caps, and the rest are 10 & 11 caps. So discipline masters will be involved to get support for your CEL THA pot idea. And it seems a bit redundant for Potence because it can already hit hard and has Immortal Grapple. Whereas Thaumaturgy already does have strikes that increase hand strike power, such as Blood Fury, Blood Rage, and Cauldron of Blood (which this Hunter's Mark siren sings ever sweeter for this combo), Lead Fist, etc. Not saying no, but it seems like a lot of focus for effects already achievable without the combination. However, build it and let us know how it goes! What specifically from Potence are you excited to combine with this?

ReverendRevolver

> Drathoris wrote: > Banu Haqim rush would be ideal now having played more > Hello. I started in the middle 2000s, and was a burnt out mtg player who played vtm prior. Combat isn't a great starting point. But if you're determined, there's a potentially viable deck in using 2 of the precons with a little extra from elsewhere: Crypt can become 4× Kassandra prince 6cap 2× Farah prince 7cap 1× Warmaksan prince 5cap 1× Vasily( prince 6cap from KoT) Then 1 each of bijou, asmin, Kalinda, Greg. Leave the masters for now, you will want Fame and Smiling Jack. The villeins are a bit much for the size of the vamps being used, but oh well. 2 wider views, a DI, and some other things could help (Papillion, PB Monte, intercept locations) Remove rutors hands, biothaum, and probably all but 2 fleetness. Leave 7 hunters mark. Look into Khabar glory Leave 4 parity shift, 1 Winthrop. May want a couple KRC. Leave 4 Resiist earth's grasp, 2 swallowed by night. It may be worth throwing in 2-3 zephyr. Remove all blood rage, soul burn, walk of flame, all but 3 flash and 2 quickness. Add 4-5ish 44 magnum, 2 blur, 5ish Psyche!, 2to3 Disguised/concealed weapon. Run 4 on the Q, 12 second trad. This give you a a deck focusing on rushing with hunger and 44s, with some slight forward pressure from votes splashed in. What the addition of 44s, psyche, and more second trads, you can block more reliably, adding a way to not die as well as ways to fight and avoid SCE. Not a reccomend first deck, but second or third perhaps. Good luck

Bloodartist

> Azel wrote: > It only stops S:CE, not Dodge or Maneuver (or set range), but it calls like a siren song to combat fans. However combat is quite challenging strategy to win with. Best of luck! > Psyche also stops pressing out of combat stops rotschreck resets "once per combat" effects like kevlar vest I agree with others in that combat is not a great starting point for learning the game. For one, combat as a strategy is not focused on winning the game (ousting), so you may go longer without any wins. Its also very challenging because you often have to play against the entire table and need to read the table dynamics well. Its not impossible, just difficult. But its much simpler if your opponents are playing beginner-level decks as well. Smoking craters tell no tales. —Tex talks Battletech

Timo

To add to what has already been said about combat being difficult I will say that to a lot of new players, combat is "fun" because there is a great feeling about crushing the vampires of your opponents. But it is also frustrating in a more profound way not necessarily visible for the above said new players because often when badly done the win will go to another player. This leads to situation where a player will said something along the line of : "great game ! I managed to crush the vampires of both my predator and my prey ! - oh so you've won the game ? - no : another player ousted everyone with votes... No luck for me..."