Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

OFFICIAL VEKN CLAN VENTRUE NEWSLETTER: DECEMBER 2007

5 views
Skip to first unread message

Xexyz

unread,
Dec 31, 2007, 1:22:51 AM12/31/07
to
OFFICIAL VEKN CLAN VENTRUE NEWSLETTER: DECEMBER 2007


CONTENTS

1. Introduction
2. Ventrue Clan Disciplines, Part 1

INTRODUCTION

Shorter newsletter this month; between finals, the holidays, and
vacation I don't have a lot of time to work on one. So no deck of the
month or vampire of the month. I'll have a full-length newsletter
ready to go for January.

VENTRUE CLAN DISCIPLINES PART 1: PRESENCE

Presence is one of the best disciplines in the game, on par with
Dominate, which many people think is the best discipline in the game.
It's easy to see why Presence is so good; it has lots of bleeding
capability, vote support, and combat defense. In fact it's pretty
much the de facto discipline for voting; If you're making a deck that
votes and doesn't have a lot of titled vampires you're most certainly
using it.

As one of the original ten disciplines, there are certainly a lot of
Presence cards to choose from when constructing your deck. Which ones
are better than others? For the most part it's pretty obvious but
like I did with Obfuscate last month I've rated Presence cards below,
using the same 1 to 5 star scale from last month's newsletter. Since
Presence is a clan discipline, I've taken the time to rate every
single Presence card ever printed. Again these ratings reflect a
card's usefulness to the |Ventrue| in particular, not the card's
usefulness overall. I've broken down the ratings into card type:

Actions:

Bloodlust *
This card gives your other minions a free rush for the current turn.
Since Ventrue aren't known for being very combat-y, you probably
aren't going to see this card in many Ventrue decks.

Charming Lobby ***
Interesting card. Pass your vote and the next vote called by any
Methuselah passes automatically. I find this card best for weenie
presence vote decks; get the original vote to pass then use the
automatic pass on the next vote to get a title, since those are almost
always voted down. Another thing to keep in mind is as a presence
card if the vampire playing it has a Marijava Ghoul it gains an
additional stealth, which is always welcome.

Condemnation: Languid **
Only an outferior level, but being able to tap a vampire isn't often
useful to the Ventrue, I find. It's similar to Propaganda and Mind
Numb; it has inherent stealth and is free but doesn't stop a vampire
from untapping like Mind Numb nor is a bleed like Propaganda.

Distant Friend ****
A dual discipline card, presence and dominate, but I'm including it in
this list because dominate is one of the other clan disciplines. This
is a great card for voting decks, since it both helps your votes pass
and stops other Methuselahs' votes from passing. Note that at
superior you can actually force a vampire to cast votes, which is
unique among the vote changing/canceling cards. It also untaps your
vampire at the end of the turn, which is always handy.

Dream World **
At minor it's just another bleed action, while at superior it gives
every other minion you control +1 bleed until the end of the turn or
one of your minions is blocked. That last part is key for the
Ventrue, who aren't very sneaky. You're probably better off using
something different unless you're also using Obfuscate.

Enchant Kindred ***
The presence version of Scouting Mission, bleed or bloat - whatever
you need at the time. Whether you use this or Scouting Mission will
probably depend on what the discipline spread on your vampires is.

Enrage *
Another one of the presence cards that gives another minion a rush,
though at superior it's interesting blood denial. Neither ability is
too useful in terms of typical Ventrue strategies.

Entrancement ****
When you have a War Ghouls or Shambling Hordes next to you, this card
is a lifesaver. Not only have you taken a weapon away from your
enemies, you can then use that weapon against them. And unlike Far
Mastery, if there are no allies on the table (at least none worth
stealing) you can always use it to bleed.

Gear Up **
If you're turning your Ventrue into anarchs, this is a good card.
Note this card gives you +1 stealth for the remainder of the turn,
which is good for multiacting.

Heart of the City *****
+2 standing bleed for 2 blood is an outstanding deal. The cost is
marginal for Ventrue since they're good at blood management and if
you're playing a vote heavy deck with few bleed modifiers this
definitely a must-include card.

Intimidation **
As Ventrue are good at getting blood on themselves this card is of
lesser use; most of the time you'd be better off with a Legal
Manipulations instead.

Legal Manipulations ***
With presence and dominate, the Ventrue have more bleed actions than
anyone else in the game, and this is one of the standard ones. It's
usually competing for a card slot against Social Charm and Public
Trust, so use whichever one makes most sense for your deck concept.

Media Influence ***
Another bleed action at the minor level, but a more interesting effect
at superior. Giving all your untapped minions a blood is nice, but at
zero stealth this is an action which is begging to be blocked. If you
plan on getting out lots of minions this card may be quite useful,
otherwise you're probably better off with something different.

Mind Numb **
Generally I don't find tapping a minion too useful to the Ventrue.
Most of the time they have better things to do.

Propaganda **
This card combines bleeding with a minion tapping effect and has block
restrictions, but at the cost of 2 blood, which is a steep price for
just +1 bleed. There are better options for bleeding and tapping, in
my opinion.

Public Trust ***
This card is nearly identical to Legal Manipulations, and can pretty
much be used interchangeably. Public Trust is a slight bit superior,
since the blood to an uncontrolled minion also helps getting up
minions faster.

Skullduggery *
Another anarch card. It's a good card if your anarchs have one of the
other disciplines that can use this card along with presence, but not
too many Ventrue fit in that category.

Social Charm ***
A lesser version of Legal Manipulations, one less bleed for one less
blood cost. Best in decks that can't afford to pay blood costs on
bleeding all the time.

The Summoning *
The Ventrue aren't known for having lots of retainers or allies, so
this card is of marginal value.

Undue Influence **
A good card for Ventrue anarchs, since it's a bleed action with
inherent stealth plus some bloat for good measure, which is actually
quite a lot for an inferior discipline effect.


Action Modifiers:

Aire of Elation **
A great card in general, but mediocre for Ventrue because they have
dominate, since Conditioning gives more bleed for the same cost and
Threats has the same effect but is free. Only really useful if you're
playing Ventrue and focus exclusively on presence.

Approximation of Loyalty **
The inferior level of this card is completely outclassed by Seduction,
but the superior level is interesting. It requires a big vampire to
play and can only be used on mid-cap vampires or lower, but the
ability to cancel bleed bounce can be devastating if used at the right
moment. If you do a lot of heavy bleeding with your Ventrue, one,
maybe two copies might be useful in your deck.

Awe ***
This is a great vote pushing card; with enough blood you can almost
guarantee your vote passes, then recoup the spent blood with a Voter
Captivation. Small cap vampires can't really make the most of it
though.

Bewitching Oration ****
The standard vote pushing card. Any deck that votes can make use of
this card; absolutely no reason not to play it.

Business Pressure **
Probably more useful to the Toreador since they can play Telepathic
Vote Counting to take the vote back in case they don't like the
outcome after playing this card. Read the October 2000 newsletter for
more thoughts on this card.

Disarming Presence **
Not a very useful card, at most it's an annoyance. I'd rather put in
another Awe or Bewitching Oration.

Echo of Harmonies *
An inferior Bewitching Oration that costs a blood and requires you to
sacrifice the Edge. Useless.

Psychomachia *
A Change of Target that only works against younger vampires and allies
and costs a blood. Useless.

Recurring Contemplation *
Works like Seduction, only on allies instead of vampires. Since
there's only an inferior level with Presence, it's too cornercase to
be worthwhile.

Repulsion *
It's a way to get a maneuver, but with lots of restrictions and only
when the vampire is acting. Ventrue don't usually care about
maneuvering, so it's quite limited in usefulness.

Voter Captivation ****
An awesome card all around, especially since the Ventrue have lots of
big capacity titled vampires. This is another card you'll use in
every voting deck with Presence.


Combat

Armor of Caine's Fury *
Presence damage prevention. You're paying a blood for that single
point of damage prevention, but if that single point is aggravated
damage, you'll always pay that blood. Of course, the Ventrue have
Fortitude, so this card is pretty much wallpaper for them.

Catatonic Fear **
One of the six Presence end combat cards. It's one of the few ways
Ventrue can do damage, especially when used with Target: Vitals, but
generally Ventrue aren't that interested in damaging minions.

Majesty **
Still the gold standard of combat ends. The only reason you wouldn't
play it is if you had lots of Freak Drives and preferred the effects
from one of the different combat ends cards.

Mask Empathy ***
It's a mostly cornercase card, but it IS a way to get rid of those
pesky ravens and nosy Mr. Winthrop. Although if you were really
worried about retainers you could always steal them with Far Mastery
instead...

Putrifaction *
No point in using this when you have Majesty, Catatonic Fear, etc...

Rigor Mortis *
A rather unique effect, but how often do Ventrue really care about
preventing additional strikes when they're ending combat or preventing
all the damage anyway?

Staredown **
Probably the 2nd best presence combat ends card since it doesn't cost
blood, although you need to have Presence at superior. Also handy for
those rare times when you can dodge but can't end combat.

Toreador's Bane *
Utterly worthless.

Unholy Penance ***
Although I don't actually think it's better than the other combat ends
cards overall, with the Ventrue you can sometimes Freak Drive and take
advantage of the +1 bleed right away if you were originally blocked
doing something other than bleeding.


Reaction

Dread Gaze ****
You don't often see this card played, but the Ventrue can combo it
with Elder Kindred Network for some extra pain.

Internal Recursion **
This is an interesting card. You have your standard end combat strike
for the cost of a blood if you block, and you get to untap if you
blocked a younger vampire or ally. The Ventrue don't really block
much, however, so it's of more limited use to them.

Peacemaker *
Another strange effect from the outferior level of a card. I can't
see much use for this card for the Ventrue.

Rewind time *
The Ventrue don't have another effect that reduces a bleed, but since
they have Dominate this card is pretty much wallpaper.

Treachery ****
Another card you rarely see played, but like Dread Gaze the Ventrue
can at least combo it with Elder Kindred Network for a guaranteed pool
loss, barring a cancelled referendum.

Madrigal ***
Works exactly the same as Dread Gaze.


-Luciano Mariucci, Prince of Minneapolis
macl...@yahoo.com


0 new messages