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Official VEKN Baali Newsletter - Februar 2010 - corrected Version

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xcver

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Feb 12, 2010, 4:10:36 AM2/12/10
to
Textbook Damnation
==================
VEKN Official Baali Clan Newsletter
February, 2010

This Edition includes:

- Introduction
- Analysis: Heirs to the Blood
- Fiction: Final Strike
- Strategy of the Month: Infernal Hordes
===================================================================

INTRODUCTION:
=============

So here we are just after the release of Heirs to the Blood which
featured amongst others, new Baali and infernal cards.

So below I will make a short analysis of the cards as I see them.

====================================================================

ANALYISI: HEIRS TO THE BLOOD:
=============================

CRYPT CARDS:
============

Annazir [HttB:V]
Clan: Baali
Group: 5
Capacity: 9
Disciplines: DAI OBF POT PRE
Independent: Anazir has 2 votes. He may burn a location or steal an
equipment
as a (D) action. +1 bleed. Infernal.

2 votes and a very useful ability rounded up with additional bleed. He
is
nice, but capacity 9 means he has to compete with other vampires in
the
9-11 capacity spot and looking at that he is not that powerful
anymore.
But he is group 5 so he can be mixed with all the other group 4 and 5
vamps.


Arishat [HttB:V]
Clan: Baali
Group: 6
Capacity: 6
Disciplines: DAI OBF PRE
Independent: Arishat has 1 vote. Once each referendum, she may burn a
blood
to force a vampire to abstain. Infernal.

A 6-cap with all in-clan disciplines at superior is always nice. On
top the
vote and the vote ability, make her a pretty efficient vampire for
presence
based vote decks. Unfortunately the group 6 means, that at the moment
there
aren't enough other vampires in the obfuscate and presence department
to be
combined with her.


The Horde [HttB:U2]
Clan: Baali
Group: 6
Capacity: 3
Disciplines: dai obf pre
Independent: Non-Unique. The Horde may tap to give another infernal
minion
+1 bleed for the current action. Infernal.

Solid, but nothing exciting here. Tapping them for the extra bleed is
more
of a 1-1 pool trade unless you have the Path of Evil Revelations ready
for
them.


The Unnamed [HttB:V]
Clan: Baali
Group: 6
Capacity: 10
Disciplines: CEL DAI OBF PRE PRO
Independent: The unnamed may strike: 2R aggravated damage as a strike
that
costs 1 blood. If it successfully bleeds, you gain 2 pool. Infernal.

Looks like a city gangrel with a built in superior Body Flare for 1
blood or
maybe it is just the baali with built-in conflagration and some combat
disciplines. Either way the two abilities of the unnamed are huge.

Constantly being able to do ranged aggravated damage can contain many
threats and gain 2 pool for a sucessful bleed is definitely huge, even
if
the bleed is just for 1.

I'm still a bit unsure where to go with this but the Unnamed sure has
potentional.


Xeper, Sultan of Lepers [HttB:V]
Clan: Baali
Group: 6
Capacity: 7
Disciplines: ani dai pro OBF PRE
Independent: Xeper gets 1 additional vote for each unique infernal
vampire
you control. He may steal an ally as a D action. Infernal.

So he will have at least one vote which is good. The ally stealing
ability
is nice and will be of use in some games. Unfortunately he has only
inferior
Daimonon, but has protean so may share the Unnamed in a PRE, OBF, PRO
bleed
deck.


DAIMONON CARDS
==============

#023 Diabolic Lure (HttB:C)
Cardtype: Reaction
Discipline: Auspex/Daimonium
(aus): Reduce a bleed against you by 1
(dai): Requires an infernal vampire. Only usable when this vampire
successfully
blocks. Put 4 pact counters on the acting minion. If the number of
pact
counters equals or exceeds his or her capacity or cost, burn them to
make him
or her infernal
(DAI): As (dai) above, ant the acting minion's controller burns 1 pool

Requires you to block which isn't what you usually want to do with
most Baali
decks, but a Nergal wall might very effectively employ this, since he
can also
use the outferior version. Obviously Especially good against weenie
deck.


#032 Flames of the Netherworld (HttB:C)
Cardtype: Reaction
Discipline: Thaumaturgy & Daimonion
(tha): Only usable at long range. This vampire burn 1 blood to strike
for 1R
aggravated damage.
(dai): Strike: 1 aggravated damage.
(DAI): Strike: 1R aggravated damage.

Now it boils down to this or Conflagration. Conflagration packs more
punch, but
costs a blood. If you just want a suprise aggravated ping this can be
your card.
Conflagration packs more punch and can also burn vampires so it is
more likely
to be used in a combat oriented Daimonon Deck (Go Valerius Mayor).
Note the
Thaumaturgy ability is quite nifty. This might actually see play in
some tremere
decks with sufficient manuevers.


#047 I am Legion (HttB:R)
Cardtype: Action Modifier
Cost: 1 blood
Discipline: dai/obf
(dai): +1 stealth.
(dai)(obf): Cancel a card that requires Auspex as it is played.
(DAI)(OBF): As (dai)(obf) above, and gain 1 pool if this action is
successful
(after resolving the action).

The price for this card on ebay was already above 15 USD in an
auction. However
depending on the vamps you are playing Hide the Mind might be better.
Costs
no blood, but you might not gain a pool. On top it is a card you will
not
include in your decks lots of the times, so I would expect its price
to drop.


#103 Unleash Hell's Fury (HttB:R)
Cardtype: Action
Discipline: Daimonium (Burn option)
Cost: 2 pool
+1 stealth action. Requires an infernal vampire. Unique.
(dai): Put this card in play. This card may attempt to block a (D)
action against
you and is considered a 9-capacity infernal vampire with +2 intercept
during that
attempt. If successful, the action minion takes 1 unpreventable
aggravated damage
and this card is burned.
(DAI): As above and untap this vampire.

This generates a nice chumpblocker, that can block sensible bleed or
rush actions.
Obviously the most important thing about it, is the 1 unpreventable
aggravated
damage when it blocks. Utterly useless against the bashy allies/imbued
but vamps
have to fear that a lot. It costs 2 pool though and since is on the
table
can be played around.


OTHER MASTER AND MINION CARDS:
==============================

#048 Infernal Servitor (HttB:R2)
Cardtype: Ally
Cost: 1 pool
Discipline: Daimonion
Unique demon with 2 life, 1 strength, 3 bleed. Requires an infernal
vampire.
(dai): Move the servitor to the ready region when recruited. Remove
her from the
game if she successfully performs an action (after resolution) or if
you control
no infernal vampires.
(DAI): As above, and the servitor may play cards requiring Daimonion
(dai) or
Obfuscate (obf) as a vampire.

It can double as a one shot bleed for 3 or blocker. Could even hurt
someone with
Flames of the Netherworld. Ok, but not an Auto-Play


#052 Knotted Cord (HttB:R)
Cardtype. Action Modifier/Reaction
Requires an infernal minion. Only usuable during a referendum.
Choose a younger vampire. The chosen vampire abstains. This can cancel
that
vampires votes.

Solid card if you are playing infernal votes that it :)
Obviously most-useful when played by your higher-caps.


#088 Shatter the Gate (HttB:C)
Cardtype: Action
+1 stealth action. Require an infernal baali with capacity 9 or more.
Put this card on this baali. A vampire with capacity 6 or more may
burn the edge
to burn this card as a D action. If this baali has three, burn them
all to give
each other Methuselah a shatter counter. A Methuselah with any
shattered counters
buns 3 pool during his or her untap phase.

Much harder to pull off than Call the Great Beast. Your chosen vampire
needs to
pull this action off three times. So during that time the other
methuselah's can
try to burn it, which they will unless you are playing a Baali Wall.
Even if it
resolves the effect might not turn out to your liking. Just like
Anarch Revolt
or Fame, global damage can also easily oust your grand-preys.


#096 Tend the Flock (HttB:C)
Cardtype: Master
Clan: Baali
Choose a ready, untapped, infernal baali you control. Move 3 pool from
the blood
bank to a younger infernal vampire in your uncontrolled region.

For no cost you can speed up your vampire count or bloat by 3. Very
Nice indeed.

The only downside to this card is, that it requires other younger
infernal vampires in your deck, meaning it will only come into play if
you play with multiples in your deck or increase the baali's capacity
somehow.


#105 Veneficti (Mage) (HttB:R)
Cardtype: Ally
Clan: Baali
Cost: 1 pool
Unique mage with 2 life, 1 strength, 2 bleed, requires an infernal
vampire.
Veneficti has +1 stealth. He can steal a demon ally or burn a demon
retainer
as a (D) action. He cannot be the target of a (D) action by a vampire
with
capacity less than 7 or an ally.
(Draft): (tha) As above, usable by a non-infernal vampire.

Now that is an excellent ally for the Baali. He is not infernal
himself, so does not
require any upkeep from you. His stealing ability is normally very
useless, but the
built in +1 stealth is very good, considering he also has a bleed of
2. Also midcap
rush decks may have problems rushing him. All for the cost of 1
pool...excellent.


MALEFICIA CARDS:
================

#057 Maleficia (HttB:C)
Cardtype: Master: trifle.
Put this card on an infernal vampire. This vampire may play cards that
require
Maleficia (not a Discipline). With two of these cards, he or she may
play cards
that require superior Maleficia. Burn this card if this vampire is
not infernal.
(DRAFT): Make a vampire you control infernal, and play this card as
above.

It can only be played on infernal vampires and you cannot use
discipline granting
effects to get it which means you will have to have an abundant amount
of this
master card in your deck to be sure you'll have it on your vamps. All
in all this
leads to this being a rather corner-case "discipline". Due to this,
the cards
are very powerful and you will rarely see them. Maleficia deals with
cursing
the enemy and thus usually has effects that hinder then opposing
vampires.


#004 Barrenness (HttB:R)
Cardtype: Action
Discipline: Maleficia
+1 stealth action.
(mal): (D) Put this card on a vampire and untap this acting vampire.
This vampire
is sterile and his or her capacity decreased by 2 (to a minimum of
1). Maleficia
is not a Discipline.
(MAL): (D) Burn a vampire whose capacity is 1.

This can just destroy breed decks in multiples. Making the breeding
vampires
sterile will usually just shut those down. If you want to play this,
odds are
you will be playing multiples.


#029 Evil Eye (HttB:C)
Cardtype: Combat/Reaction
Cost: 1 blood
Discipline: Maleficia (burn option)
Do not replace until your untap phase.
(mal): (Combat): Cancel a strike played by the opposing minion as it
is played
(no cost is paid). The opposing minion cannot choose another strike
and gets
no strike instead. (mal) is not a Discipline.
(MAL): (Reaction): Canceal an action card as it is played and tap the
acting minion.

Brutal card. Will cancel any dodge/combat ends strategy as well as the
strike
cards being used more often (like Aid from Bats), unfortunately will
not help against
guns and most potence close range combat since they just rely on
inherent strikes.
Superior effect is really good and just shuts down one action. All for
one measly blood.


#037 Greater Curse (HttB:C)
Cardtype: Action
Discipline: Maleficia/Daimoinon
Cost: 1 blood
+1 stealth action.
(dai): (D) Bleed and gain 1 pool.
(mal): (D) Put this card on an ally or younger vampire. Bleed actions
and combat
cards cost this minion an additional blood or life. A minion can have
only one
Greate Curse. (mal) is not a Discipline.
(MAL): As (mal) above, but the vampire need not be younger.

Also very playable for just daimonon users. Compared to Eternal Mask
this is
just plainly better. The pool gain will offset the infernal cost for
the next
turn. But is it better than superior Social Charm or Legal
Manipulations?
Although not coming with stealth, odds are you'll be playing abundant
stealth
anyhows.

For Maleficia users this is the cards to go since they most likely
will be able
to use the daimonon effect as well and the Curse is really really
good. And you
will usually find a nice target for it on any table.


#061 Minor Curse (HttB:R)
Cardtype: Action
Discipline: Maleficia (Burn option)
(mal): (D) Put this card on any minion. this minion's controller
doesn't replace
cards played by this minion until the end of the action. (mal) is not
a Discipline.
(MAL): As above, but cards are not replaced until the discard phase of
that turn.

Also nice and this time without a blood cost. Although I would only
play it for
its superior effect.


#076 Psalm of the Damned (HttB:C)
Cardtype: Action Modifier
Discipline: Presence & Maleficia
(pre): Burn 1 blood to get +1 bleed. You cannot play another action
modifier to
increase this bleed.
(mal): Choose a minion. The chosen minion cannot play reaction cards
(including
(reaction) abilities of power cards) this action. (mal) is not a
Discipline.
(MAL): As (mal) above, and the chosen minion cannot block this action.

If you don't wanna be blocked or deflected by one guy this is your
option. For
no cost this is an excellent block/reaction denial card. On top the
presence
effect is at least playable if you really need 1 more bleed.


STRIGA CARDS:
=============


#093 Striga (HttB:C)
Cardtype: Master
Master. Trifle.
Put this card on an infernal vampire. This vampire may play cards that
require
Striga (not a Discipline). With two of these cards, he or she may
play cards
that require superior Striga. Burn this card if this vampire is not
infernal.
(DRAFT): Make a vampire you control infernal, and play this card as
above.

Obviously the same applies for this as for Maleficia with the
exception that it
is a more physically applied witchcraft.


#094 Strix (HttB:R)
Cardtype: Reaction
Discipline: Striga (burn option)
Cost: 1 blood
(str): +1 intercept, even if intercept is not yet needed. If this
vampire
successfully blocks this action, he or she untaps at the end of the
action.
(str) is not a Discipline
(STR): Only usable when a bleed against you is successful. The bleed
burns no
pool. Instead, this vampire taps and enters combat with the acting
minion

For 1 bleed you get a combined cat's guidance inferior plus superior
for 1
blood. The superior version assumes that you can and want to fight but
will
stop any bleed whatsoever regardless of stealth or even if
unblockable.


#034 Fractura (HttB:R)
Cardtype: Combat
Discipline: Striga/Celerity
Cost: X blood
(cel): X is 0. Strike: dodge.
(str): This vampire gains X additional strikes each round. Those
additional
strikes can only be hand strikes. (str) is not a Discipline.
(STR): As (str) above, and this vampire gets +1 strength for the
remainder of
this combat.

Unfortunately the additional strikes can only be used for hand
strikes. This
will put this card firmly into close combat strategies. Good that a
bunch of
those infernal vamps has potence. Also note that this lasts the entire
combat


#043 Hexe (HttB:C)
Cardtype: Combat
Cost: 1 blood
Discipline: Daimonion & Maleficia
(dai): Strike: 2R damage.
(str): Strike: 1R aggravated damage. (str) is not a Discipline.
(STR): As (str) above, and the damage is unpreventable.

The daimonon and inferior effect is really rather useless when
compared to the
two daimonon aggravated strike cards, but the superior effects kicks
vampire
a$$. Unpreventable ranged aggravated damage without a restriction of
usage
is really good.


#058 Masca (HttB:C)
Cardtype: Action Modifier
Cost: 1 blood
Discipline: Obfuscate & Maleficia
(obf): +1 stealth.
(str): This acting vampire gets an optional additional strike each
round of
combat until the end of this action. (str) is not a Discipline.
(STR): As (str) above, but with +2 stealth.

I'm not sure what to make of this card. The stealth affects are OK but
rather
costly for the 1 blood cost. One additional strike per round for 1
blood is
OK, but since you will have to play it as an action modifier you will
sit on
it when you draw it in combat. Still versatile, so might be included
in low
numbers


#084 Scobax (HttB:C)
Cardtype: Reaction
Discipline: Presence and Striga
(pre): Reduce a bleed against you by 1.
(str): The acting minion gets -1 stealth. (str) is not a Discipline.
(STR): As (str) above, and the action ends immediately
(unsuccessfully) unless
the acting minion burns 1 blood or life.

This is a good one. The presence effect is easily playable by anyone.
The
Striga effect can be played on any action so you can use it to good
effect
in helping other methuselah's out in terms of deals etc.

All in All Maleficia and Striga are corner-case "disciplines" and
decks
supporting those will most likely fall under the fun-category.

====================================================================

FINAL STRIKE:
=======================

Arishat and Leper looked at the hordes of minions beneath them. For
years
they had been preparing this strike and now the time had come. This
time
the methuselah would fall for sure.

For the last months they had relentless attacked his ressources and on
this cold winter night he was bound to finally fall.

Arishat was relievd to have Xeper by his side. Just a week ago, he
prevented an assault by a renegade garou in the last mintue and drew
the flea-bag over to their side. The methuselah's anger over this loss
was felt by his underlings indeed.

Now the werewolf was standing beside Xeper roaring with rage, ready to
be unleashed.

It was all but a whisper, but all that attended understood Arishat
at once. The attack had begun. The minions swarmed away into the
direction where they had found the methuselah to reside. Already
screams
could be heard from his hapless ghouls and retainers.

As soon as he was weakened enough Arishat would go in and deal the
final
blow.

===================================================================

VAMPIRE OF THE MONTH
============================

Arishat
-------
G6 / DAI OBF PRE
Cap - 6
Independet. Arishat has 1 vote (titled). Once each referendum, she may
burn 1 blood to force a vampire to abstain. Infernal.

Capacity 6 vampires with all in-clan disciplines at superior are
always
a treat and thanks to Arishat's infernalism her powers do not stop
there.

1 vote herself and on top the power to let one vampire abstain makes
her
a huge asset in any presence voting strategy.

====================================================================

DECK OF THE MONTH
=================

Deck Name : Arishat's Hordes
Author : Bernd Schwabe
Description : Arishat and some fellow Baali Vote and create Hordes


Crypt [12 vampires] Capacity min: 3 max: 9 average: 5,66667
------------------------------------------------------------
4x Arishat 6 DAI OBF PRE Baali:6
2x Annazir 9 OBF PRE DAI POT Baali:5
2x Xeper, Sultan 7 OBF PRE dai ani pro Baali:6
4x The Horde 3 obf pre dai Baali:6

Arishat is the star here. All disciplines at superior a vote and a
vote
cancelling ability makes her good in the vote department. Annazir
brings
2 votes himself and may burn locations and equipment (+1 bleed is just
a
bonus). Xeper has 1-3 votes depending on the other ones out and can
steal
allies. So all in all nice utility. The Horde are there as basic chump
blockers or bleeders.

Library (75 cards)
------------------------------------------------------------

Action (6)
2x Condemnation: Mute
1x Contagion
1x Entrancement
2x Legal Manipulations

Condemnation: Mute is here to silence those pesky vote-givers on the
table.

Action Modifier (19)
1x Awe
3x Bewitching Oration
2x Faceless Night
1x I am Legion
3x Lost in Crowds
1x Perfect Paragon
1x Spying Mission
2x Veil the Legions
4x Voter Captivation

Fairly basic stealth and vote module.

Combo (1)

1x Knotted Cord

Ally (2)
1x Carlton Van Wyk (Hunter)
1x Veneficti (Mage)

Unless I misread Veneficti, he has 2 bleed at 1 stealth constantly...

Combat (6)
2x Flames of the Netherworld
4x Majesty

Flames of the Netherworld has the benefit of not costing a blood. This
can always
suprise the opponent.

Event (1)
1x Anthelios, The Red Star

Master (25)
1x Archon Investigation
2x Dreams of the Sphinx
1x Fortschritt Library
1x Giant's Blood
3x Parthenon, The
3x Path of Evil Revelations
1x Pentex(TM) Subversion
1x Ruins of Charizel
1x Secure Haven
4x Tend the Flock
1x Tribute to the Master
2x Vessel
2x Villein
1x Wider View
1x Wash

Fairly plentiful master cards. Path of Evil Revelations is worthwile
as a drop even
if you can't defend it as long as it saves pool. Tend the Flock allows
you to gain
3 pool or a new vampire, basically your choice while Wider View allows
to sift
through unneeded crypt cards.

Political Action (12)
1x Banishment
2x Consanguineous Boon
3x Kine Resources Contested
4x Reckless Agitation
2x Rumors of Gehenna

Reaction (2)
2x On the Qui Vive

Reaction/Action Modifier (2)
2x Sense the Sin

For the occasional suprise intercept or bleed modifier.


Cheers
Bernd Schwabe
VEKN Prince of Hanau

IC-Oddish

unread,
Feb 12, 2010, 6:06:19 AM2/12/10
to
> #004 Barrenness (HttB:R)
> Cardtype: Action
> Discipline: Maleficia
> +1 stealth action.
> (mal): (D) Put this card on a vampire and untap this acting vampire.
> This vampire
>  is sterile and his or her capacity decreased by 2 (to a minimum of
> 1). Maleficia
>  is not a Discipline.
> (MAL): (D) Burn a vampire whose capacity is 1.
>
> This can just destroy breed decks in multiples. Making the breeding
> vampires
> sterile will usually just shut those down. If you want to play this,
> odds are
> you will be playing multiples.

Also with 2 Hordes you can decrease Neighbour John capcacity to 1.
And burn him wtih third hordes. Bleeding with first two.

Janne Hägglund

unread,
Feb 16, 2010, 2:38:00 AM2/16/10
to
xcver <xc...@xcver.com> writes:

> #029 Evil Eye (HttB:C)
> Cardtype: Combat/Reaction
> Cost: 1 blood
> Discipline: Maleficia (burn option)
> Do not replace until your untap phase.
> (mal): (Combat): Cancel a strike played by the opposing minion as it
> is played
> (no cost is paid). The opposing minion cannot choose another strike
> and gets
> no strike instead. (mal) is not a Discipline.
> (MAL): (Reaction): Canceal an action card as it is played and tap the
> acting minion.
>
> Brutal card. Will cancel any dodge/combat ends strategy as well as the
> strike
> cards being used more often (like Aid from Bats), unfortunately will
> not help against
> guns and most potence close range combat since they just rely on
> inherent strikes.
> Superior effect is really good and just shuts down one action. All for
> one measly blood.


You still have the wrong card text here. It should be:


Evil Eye [HttB:C]
Cardtype: Combat/Reaction
Clan:

Cost: 1 blood
Discipline: Maleficia

Burn Option


Do not replace until your untap phase.

[mal] [COMBAT] Cancel a strike *CARD* played by the opposing minion as it is


played (no cost is paid). The opposing minion cannot choose another strike

and gets no strike instead. [mal] is not a Discipline.
[MAL] [REACTION] Cancel an action card as it is played and tap the acting
minion.


Your description of the effects is correct, though, so I assume you just
copied and pasted from an incorrect source.


HG

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