rec.games.trading-cards.jyhad

Defenses against S&B (was Archon Investigation stuff)

10 messages from 5 participants · 30 June 1996 – 17 July 1996
original thread on Google Groups

The Corrupter

It seems I started quite a little debate. In any case, there are a number of points I want to answer. Definition of Sneak and Bleed In order to limit the discussion somewhat, whenI am talking about sneak and bleed, I am NOT referring to Tremere with permanent stealth, or Gangrel with Protean/Form of Mist stealth. I am referring to Obfuscate and a Bleed Discipline (such as Dominate or Presence). Most of my focus lies on Malkavian S&B as compared to Set S&B. Intercept vs. Sneak and Bleed While it is true that there is a lot of Sneak cards, it simply can no longer be said that stealth overpowers intercept. To put it simply, an intercept deck is made to overcome a Sneak deck. If it cannot it has failed, and with the cards available to any good intercept clan, there can be no excuses. Any clan with animalism, auspex, or chimerstry can attempt to go with intercept, and by mixing with permanents, should be able to handle S&[whatever]. With intercept, a large amount of the cards available are permanents. Sneak and Bleed permanents are relatively limited (Opium Den and Forest of Shadows), one in the sense that it can only be used for one stealth once, and the other from both that, and its drain on the user. Stealth's problem when it comes to an intercept deck is that it is mostly powered by temporary cards, while its opponent will become more and more prepared to block it. This can be slightly overcome with cards like seduction, but seduction is limited in its use and only effective against the "super-intercepter" deck in which only one minion has most of the intercept. If playing an intercept deck, if you are unable to stop a stealth decks stealthed actions about half the time, then the deck needs a change. Bounce vs. S&B Bounce is a total destroyer of Sneak and Bleed. Depending on how heavily bounce is being played, there are two options: Pure Bounce bleed defense: Don't really worry about blocking. Pass on the big bleeds or all the bleeds you care to, depending on how much bounce your deck carries. In any case, you aren't likely to be able to cause hand jam with this deck, as the bounced bleeds will likely have someone attempt to block them. Bounce and Intercept bleed defense: Here, defense becomes mix and match. Save intercept for those with inferior obfuscate, and bounce the rest. For the most part, attempting to block with a poor bouncer is a good idea. Combat vs. S&B Obedience This card is called up time and time again as "the" card that stops combat short. In a way it does, but a good combat deck shouldn't have a problem with this. Limitations of Obedience: Obedience requires that they keep a vampire untapped. They are bleeding you for less each turn. Not only must a vampire be untapped, but unless it has superior dominate, it is tapped. Thus it can only stop one incoming attack. Finally, the vampire has to actually block the attempted attack. Watering down a S&B deck with intercept to stop Haven Uncovered, Bloodhunt, Archon, and Contract attacks will mean that less bleed can be put into a deck. Putting in the Obediences will only facilitate matters. Obedience is good, but against a well designed combat deck, more than obedience is needed. Obedience will not shut a combat deck down. No other answers were really given to combat defense. In the Set deck, you will see S:CE, but most combat decks have ways of dealing with this (or are poorly designed). S&B can compensate for inevitable combats a number of ways. The problem is, that in doing so, it waters down its main focus. That is its biggest weakness. S&B has no parralel strategy that enhances the main focus will defending against rivals. Combat's methods of dealing with bleeders and voters is effectively its own main strategy. Voters tend to have anti-bleed cards (bounce) and anti-combat cards (S:CE) that are useful in the context of their main strategy. Bleeding has no direct way that helps it out in defense against the other two. It merely gets watered down. @ 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*+?

Alec Chang

In article <Pine.NXT.3.91.960630161905.441C-100000@pentode>, sull...@cslab.uwlax.edu says... [ quoted text not captured ] All true, but the local intercept decks usually can't muster enough intercept to stop my malkavian s&B consistently. Some advice, perhaps? (They've stopped playing against it. And I liked that deck<whimper, Whimper>.) >Bounce vs. S&B > >Bounce is a total destroyer of Sneak and Bleed. Depending on how heavily >bounce is being played, there are two options: > >Pure Bounce bleed defense: >Don't really worry about blocking. Pass on the big bleeds or all the >bleeds you care to, depending on how much bounce your deck carries. In >any case, you aren't likely to be able to cause hand jam with this deck, >as the bounced bleeds will likely have someone attempt to block them. > >Bounce and Intercept bleed defense: >Here, defense becomes mix and match. Save intercept for those with >inferior obfuscate, and bounce the rest. For the most part, attempting >to block with a poor bouncer is a good idea. Bounce is less effective in a two player game, or when a larger game is reduced in size to two. Deflection becomes useless, and Telepathic Misdirection becomes an expensive intercept card. Of course, this is a lot more major where I play, because two player games are usually the only ones fast enough to get done before we have to go to class. >Combat vs. S&B > >Obedience >This card is called up time and time again as "the" card that >stops combat short. In a way it does, but a good combat deck shouldn't >have a problem with this. > >Limitations of Obedience: >Obedience requires that they keep a vampire untapped. They are bleeding >you for less each turn. Not only must a vampire be untapped, but unless >it has superior dominate, it is tapped. Thus it can only stop one >incoming attack. Finally, the vampire has to actually block the >attempted attack. Watering down a S&B deck with intercept to stop Haven >Uncovered, Bloodhunt, Archon, and Contract attacks will mean that less >bleed can be put into a deck. Putting in the Obediences will only >facilitate matters. >Obedience is good, but against a well designed combat deck, more than >obedience is needed. Obedience will not shut a combat deck down. Very true. That summed up most of the arguments about Obedience very nicely(from my POV, anyway). >No other answers were really given to combat defense. In the Set deck, >you will see S:CE, but most combat decks have ways of dealing with this >(or are poorly designed). If you have a few votes in the S&B, you can play with an Elysium: the Arboretum or two. Mine has two inner circlers, a prince, and a legendary vampire, so I can usually keep it around when I need it, unless someone really doesn't like it. It's not the best defense, since it can be burned and stolen any number of ways, but it is reusable. >S&B can compensate for inevitable combats a number of ways. The problem >is, that in doing so, it waters down its main focus. That is its biggest >weakness. S&B has no parralel strategy that enhances the main focus will >defending against rivals. Combat's methods of dealing with bleeders and >voters is effectively its own main strategy. Voters tend to have >anti-bleed cards (bounce) and anti-combat cards (S:CE) that are useful in >the context of their main strategy. Bleeding has no direct way that >helps it out in defense against the other two. It merely gets watered >down. Pretty much, yeah. The question is, how watered down can your deck be to survive, and still be able to bleed effectively? I have seven anti-combat cards in my deck; but then again, I can almost always get large bleeds through extremely quickly. Alec Chang

The Corrupter

On Fri, 5 Jul 1996, Alec Chang wrote: > In article <Pine.NXT.3.91.960630161905.441C-100000@pentode>, > sull...@cslab.uwlax.edu says... > >If playing an intercept deck, if you are unable to stop a stealth decks > >stealthed actions about half the time, then the deck needs a change. > All true, but the local intercept decks usually can't muster enough > intercept to stop my malkavian s&B consistently. Some advice, perhaps? > (They've stopped playing against it. And I liked that deck<whimper, > Whimper>.) They need to combine permanent and temporary intercept more often. Few decks can do well with just one or the other. > >Bounce and Intercept bleed defense: > >Here, defense becomes mix and match. Save intercept for those with > >inferior obfuscate, and bounce the rest. For the most part, attempting > >to block with a poor bouncer is a good idea. > Bounce is less effective in a two player game, or when a larger game is > reduced in size to two. Deflection becomes useless, and Telepathic > Misdirection becomes an expensive intercept card. Of course, this is a > lot more major where I play, because two player games are usually the > only ones fast enough to get done before we have to go to class. Two-player games are an anamoly in discussing Jyhad. Jyhad was simply designed as a 3 or more player game, and two-player Jyhad, while fun, has similar strange game mechanics as playing three-player Magic, with 2-player decks. Oftentimes, things just don't work out as they should. The endgame uselessness of deflection is the nature of the beast. There has to be some drawback to such an effective anti-bleed strategy. > >No other answers were really given to combat defense. In the Set deck, > >you will see S:CE, but most combat decks have ways of dealing with this > >(or are poorly designed). > If you have a few votes in the S&B, you can play with an Elysium: the > Arboretum or two. Mine has two inner circlers, a prince, and a legendary > vampire, so I can usually keep it around when I need it, unless someone > really doesn't like it. It's not the best defense, since it can be > burned and stolen any number of ways, but it is reusable. I agree on it being an extremely useful anti-combat defense, but it requires larger vampires to defend (more time, less early speed), is anti-locationable, and is extremely contested (at least around here). [ quoted text not captured ]

t...@nwlink.com

The Corrupter <sull...@cslab.uwlax.edu> wrote: >On Fri, 5 Jul 1996, Alec Chang wrote: >They need to combine permanent and temporary intercept more often. Few >decks can do well with just one or the other. Good point! >> If you have a few votes in the S&B, you can play with an Elysium: the >> Arboretum or two. Mine has two inner circlers, a prince, and a legendary >> vampire, so I can usually keep it around when I need it, unless someone >> really doesn't like it. It's not the best defense, since it can be >> burned and stolen any number of ways, but it is reusable. > >I agree on it being an extremely useful anti-combat defense, but it >requires larger vampires to defend (more time, less early speed), is >anti-locationable, and is extremely contested (at least around here). Also only works for one combat at a time (a dubious usefulness). Adding Mariel can be helpful, as well as playing with the protean or presence Malks. I maintain as always that a good intercept combat deck has no problems against S&B, especially in 4cl. The addition of Protected Resources, Archon Investigation, Elder Intervention, etc. etc. etc. has only eased this and increased the variety of deck that can deal with it. TJH

The Corrupter

On 8 Jul 1996 t...@nwlink.com wrote: [Re: S&B vs. things] > Also only works for one combat at a time (a dubious usefulness). > Adding Mariel can be helpful, as well as playing with the protean or > presence Malks. I maintain as always that a good intercept combat > deck has no problems against S&B, especially in 4cl. I would say that a good intercept/combat deck has no problems against S&B, despite 4CL. :) Intercept is able to deal with S&B in any CL environment. The amount of intercept compared to sneak is roughly equivalent. > The addition of > Protected Resources, Archon Investigation, Elder Intervention, etc. etc. > etc. has only eased this and increased the variety of deck that can > deal with it. I agree, though as can be seen on another thread, I definitely feel AI and Protected Resources (as well as Justicar Retribution) don't have a place in Jyhad (as the cards are written). [ quoted text not captured ]

WyldStar

The Corrupter wrote: > > On 8 Jul 1996 t...@nwlink.com wrote: > > [Re: S&B vs. things] > > > Also only works for one combat at a time (a dubious usefulness). > > Adding Mariel can be helpful, as well as playing with the protean or > > presence Malks. I maintain as always that a good intercept combat > > deck has no problems against S&B, especially in 4cl. > > I would say that a good intercept/combat deck has no problems against > S&B, despite 4CL. :) > Intercept is able to deal with S&B in any CL environment. The amount of > intercept compared to sneak is roughly equivalent. > > > The addition of > > Protected Resources, Archon Investigation, Elder Intervention, etc. etc. > > etc. has only eased this and increased the variety of deck that can > > deal with it. > > I agree, though as can be seen on another thread, I definitely feel AI > and Protected Resources (as well as Justicar Retribution) don't have a > place in Jyhad (as the cards are written). I agree with your point on AI... the card just has devastating effects on teh game.. I think we'd all be better off without it... I'm not so sure about Protected Resources. I know that it is pretty powerful in a vote deck, but I don't really think it's game-breaking.. it doesn't prevent your ability to bleed, just reduce it a little.. and if they ever hope to get a VP (minus voting someone out... and his prey should be able to do SOMETHING about that..), they have to bleed eventually. I just don't feel that it's nearly as effective as AI... the only serious problem I see with it is the fact that there is NO way to get rid of it once it comes into play.. if it were a location, or could be burned as a D action, it would be slightly more vulnerable.. but even as it is.. I rarely have any problem with the card... WyldStar [ quoted text not captured ]

The Corrupter

On Fri, 12 Jul 1996, WyldStar wrote: [> I wrote:] > > Protected Resources [...doesn't...] have a > > place in Jyhad (as the cards are written). [Much snippage below] > I'm not so sure about > Protected Resources. I know that it is pretty powerful in a vote deck, but I > don't really think it's game-breaking.. it doesn't prevent your ability to > bleed, just reduce it a little.. and if they ever hope to get a VP (minus > voting someone out... and his prey should be able to do SOMETHING about > that..), they have to bleed eventually. I just don't feel that it's nearly > as effective as AI... the only serious problem I see with it is the fact that > there is NO way to get rid of it once it comes into play.. if it were a > location, or could be burned as a D action, it would be slightly more > vulnerable.. but even as it is.. I rarely have any problem with the card... My basic instincts are, it should have been either: 1) A unique location (contestable and location prone) 2) Destroyable as an action (up to a -2 stealth penalty for all I care) 3) Destroyable as a vote (causes Bleed to be more diverse) my personal favorite 4) "Protected Resources - Master - 0 pool Any successful bleed against you is instead considered unsuccessful. Burn two pool every time this happens. Any of your minions may burn. Protected Resources as an action at +1 stealth." (Makes all bleed and +bleed cards into virtual hand-jam (albeit easier to get rid of) but does not provide easy an escape from all bleed tactics. Since the controlling Meth. can get rid of it as an action, this card can be used to tide over til handjam is achieved on a S&B predator. Could be considered a little harsh, but given that it is cheaper than PR, slows down big bleeders, and can be removed in the face of weak bleeders, I fell it works well). Opinions on #4 or PR in general? [ quoted text not captured ]

Alec Chang

The Corrupter wrote: > > On Fri, 12 Jul 1996, WyldStar wrote:(snip) > My basic instincts are, it should have been either: > 1) A unique location (contestable and location prone) > 2) Destroyable as an action (up to a -2 stealth penalty for all I care) > 3) Destroyable as a vote (causes Bleed to be more diverse) > my personal favorite > 4) "Protected Resources - Master - 0 pool > Any successful bleed against you is instead considered unsuccessful. > Burn two pool every time this happens. Any of your minions may burn. > Protected Resources as an action at +1 stealth." > (Makes all bleed and +bleed cards into virtual hand-jam (albeit easier > to get rid of) but does not provide easy an escape from all bleed > tactics. Since the controlling Meth. can get rid of it as an action, > this card can be used to tide over til handjam is achieved on a S&B > predator. Could be considered a little harsh, but given that it is > cheaper than PR, slows down big bleeders, and can be removed in the face > of weak bleeders, I fell it works well). > > Opinions on #4 or PR in general? > > @ 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*+?Well, I like the idea of #4, as opposed to what I think protected resources is (I've never seen it, just like I've never actually seen a copy of AI{thank god}). The idea of a card which cannot be destroyed which limits all bleeds to two forever seems somewhat out of line. What I like about your proposed fix: 1) All successful bleeds become a loss of two pool. Your predator does not gain the edge; but does not need to play cards to increase bleed either. I would probably find it to be a pain if I was playing a heavy bleed deck, but not completely insufferable, because ALL my vamps would effectively bleed for 2. And if your prey gets a dose of that for too long, it can get rather painful. What I don't like: Predator can't gain the edge, letting someone else hold onto it. Also, would a vampire be able to play a freak drive if it's bleed was "sucessful"? That might get kind of odd. Overall, though, I find your fix for PR elegant and much more balanced than the actual card(or what I've heard of it). Just like the fix for AI was much more reasonable. Too bad that WotC hasn't even acknowledged that the cards are unbalanced or broken... Sigh. We'll just have to endure them in sanctioned tournament situations, I guess. Alec Chang

The Corrupter

On Sun, 14 Jul 1996, Alec Chang wrote: > The Corrupter wrote: [Re: Protected Resources] > > My basic instincts are, it should have been either: > > 1) A unique location (contestable and location prone) > > 2) Destroyable as an action (up to a -2 stealth penalty for all I care) > > 3) Destroyable as a vote (causes Bleed to be more diverse) > > my personal favorite > > 4) "Protected Resources - Master - 0 pool > > Any successful bleed against you is instead considered unsuccessful. > > Burn two pool every time this happens. Any of your minions may burn. > > Protected Resources as an action at +1 stealth." > > (Makes all bleed and +bleed cards into virtual hand-jam (albeit easier > > to get rid of) but does not provide easy an escape from all bleed > > tactics. Since the controlling Meth. can get rid of it as an action, > > this card can be used to tide over til handjam is achieved on a S&B > > predator. Could be considered a little harsh, but given that it is > > cheaper than PR, slows down big bleeders, and can be removed in the face > > of weak bleeders, I feel it works well). > > Opinions on #4 or PR in general? > (I've never seen it, just like I've never actually seen a copy of > AI{thank god}). The idea of a card which cannot be destroyed which > limits all bleeds to two forever seems somewhat out of line. > What I like about your proposed fix: > 1) All successful bleeds become a loss of two pool. Your predator does not > gain the edge; but does not need to play cards to increase bleed either. I > would probably find it to be a pain if I was playing a heavy bleed deck, but > not completely insufferable, because ALL my vamps would effectively bleed for > 2. And if your prey gets a dose of that for too long, it can get > rather painful. > What I don't like: > Predator can't gain the edge, letting someone else hold onto it. > Also, would a vampire be able to play a freak drive if it's bleed was >"sucessful"? That might get kind of odd. It was considered unsuccessful, so Superior Freak Drive would be in order. The fact that the predator can't get the edge from bleeding you I like, because it gives an additional power to what might be considered to difficult a card to use. > Overall, though, I find your fix for PR elegant and much more balanced > than the actual card(or what I've heard of it). Just like the fix for > AI was much more reasonable. Too bad that WotC hasn't even acknowledged > that the cards are unbalanced or broken... If enough people complain and few people support it (from what we've seen here, not likely to happen), maybe they'll be changed in the next printing... > Sigh. We'll just have to endure them in sanctioned tournament > situations, I guess. :/ Yep. [ quoted text not captured ]

L. Scott Johnson

The Corrupter wrote: > On Sun, 14 Jul 1996, Alec Chang wrote: > > The Corrupter wrote: > [Re: Protected Resources] > > > My basic instincts are, it should have been either: > > > 4) "Protected Resources - Master - 0 pool > > > Any successful bleed against you is instead considered unsuccessful. > > > Burn two pool every time this happens. Any of your minions may burn. > > > Protected Resources as an action at +1 stealth." > > > (Makes all bleed and +bleed cards into virtual hand-jam (albeit easier > > > to get rid of) but does not provide easy an escape from all bleed > > > tactics. Since the controlling Meth. can get rid of it as an action, > > > this card can be used to tide over til handjam is achieved on a S&B > > > predator. Could be considered a little harsh, but given that it is > > > cheaper than PR, slows down big bleeders, and can be removed in the face > > > of weak bleeders, I feel it works well). > > > > Opinions on #4 or PR in general? > > What I don't like: > > Predator can't gain the edge, letting someone else hold onto it. > > Also, would a vampire be able to play a freak drive if it's bleed was > >"sucessful"? That might get kind of odd. > > It was considered unsuccessful, so Superior Freak Drive would be in > order. The fact that the predator can't get the edge from bleeding you I > like, because it gives an additional power to what might be considered to > difficult a card to use. > Superior Freak drive won't help either, since it only affects "blocked" actions. If an action is both unblocked and still unsuccessful, Freak Drive cannot be used at all (this also precludes using Freak Drive after having a successful bleed reduced to zero - thus becoming an unsuccessful action). -- L. Scott Johnson (sjoh...@math.sc.edu) | All generalizations are false. http://www.math.sc.edu/~sjohnson | Graphics Specialist and V:tES Rulemonger. |