Crypt [12 vampires] Capacity min: 3 max: 5 average: 4.41667
------------------------------------------------------------
2x Rigby, Crusade Van 5 CEL PRE aus pot !Brujah:2
2x Steve Booth 5 CEL pot pre pro Brujah:3
2x Allison Maller 4 cel pot pre Brujah:3
1x Barth 5 PRE aus cel Toreador:3
1x Creamy Jade 5 PRE aus cel vic !Toreador:3
1x Marlena 5 POT cel pre Brujah:3
1x Evangeline 4 cel pot pre !Brujah:2
1x Itzahk Levine 3 cel pre Ventrue:2
1x Mazz 3 cel pre Brujah:3
Library [90 cards]
------------------------------------------------------------
Action [16]
6x Enchant Kindred
2x Flurry of Action
2x Public Trust
4x Social Charm
2x Summoning, The
Action Modifier [4]
2x Aire of Elation
2x Alacrity
Action Modifier/Reaction [4]
4x Scalpel Tongue
Combat [46]
6x Blur
6x Concealed Weapon
6x Flash
6x Majesty
6x Pursuit
2x Sanguinary Wind
6x Sideslip
4x Staredown
4x Unholy Penance
Equipment [6]
6x .44 Magnum
Master [8]
2x Celerity
2x Presence
4x Vessel
Reaction [4]
4x Wake with Evening's Freshness
Retainer [2]
2x Marijava Ghoul
Crafted with : Anarch Revolt Deck Builder. [Mon May 19 22:15:25 2008]
> Deck Name : Celerity Presence, odd combination...
> Author : PhantomLord
> Description : Well, not exactly odd, just the way I name my decks.
> Sometimes the titles make sense, sometimes they don't. This time it
> didn't. Anyway, post your opinions... :D
First of all, I think this deck is better than the potence one you just
posted. My main problem with that deck is that four Immortal Grapples
aren't nearly enough to justify that deck's existence, so I'll focus on
this one.
> Crypt [12 vampires] Capacity min: 3 max: 5 average: 4.41667
> ------------------------------------------------------------
>
> 2x Rigby, Crusade Van 5 CEL PRE aus pot !Brujah:2
> 2x Steve Booth 5 CEL pot pre pro Brujah:3
> 2x Allison Maller 4 cel pot pre Brujah:3
> 1x Barth 5 PRE aus cel Toreador:3
> 1x Creamy Jade 5 PRE aus cel vic !Toreador:3
> 1x Marlena 5 POT cel pre Brujah:3
> 1x Evangeline 4 cel pot pre !Brujah:2
> 1x Itzahk Levine 3 cel pre Ventrue:2
> 1x Mazz 3 cel pre Brujah:3
Antoinette DuChamp would be a nice support minion for you, perhaps in for
the 2nd Allison Maller. Not sure why you'd want two of her. There are a
pile of !Tor you could run, maybe with Palla Grande, but I suppose that's
another deck.
> Library [90 cards]
> ------------------------------------------------------------
>
> Action [16]
> 6x Enchant Kindred
> 2x Flurry of Action
> 2x Public Trust
> 4x Social Charm
> 2x Summoning, The
You need some rush. Your deck has no other means to defend itself.
You plan to Summon up Marijava Ghouls? Since there's nothing else you
could fetch (to your hand) with The Summoning, it would be better if these
were just two more Ghouls. That way you save an action. I would drop
this angle, honestly, but if bleeding at 1 stealth gets things done in
your game, then go for it.
> Action Modifier [4]
> 2x Aire of Elation
> 2x Alacrity
Seems like Resist Earth's Grasp is quite a lot better for you here. If
you want to stealth-bleed with the little guys, play obfuscate.
> Action Modifier/Reaction [4]
> 4x Scalpel Tongue
Not sure this is worthwhile, since you don't have any titles, so you won't
normally actually make a vote fail. Delaying Tactics might get you
farther, or just drop this angle and rush hostile voters.
> Combat [46]
> 6x Blur
> 6x Concealed Weapon
> 6x Flash
> 6x Majesty
> 6x Pursuit
> 2x Sanguinary Wind
> 6x Sideslip
> 4x Staredown
> 4x Unholy Penance
The mix of combat ends and celerity combat is pretty weird. I would go
one way or the other. You certainly don't need 14 combat ends here. You
could keep a few Staredowns for dodge/additional or ending combat in an
emergency.
Sanguinary Wind doesn't do anything.
> Equipment [6]
> 6x .44 Magnum
If you drop the combat ends, I think you may want a couple more guns.
Maybe 8.
> Master [8]
> 2x Celerity
> 2x Presence
> 4x Vessel
Oh man this is so very poor. Why would you play Vessels in this deck? If
your prey gets a Blood Doll, go and shoot him. You're just paying pool to
get what you could have for free with Blood Dolls.
More importantly, you have effectively four turns worth of master phase
actions here (eight if the Vessels were Blood Dolls as they should be).
Do you think the game will only last four turns? You must try to use
every single master phase action. Planning to ignore the master phase
most of the time will make your deck significantly weaker than it should
be. This deck needs Fame, Haven Uncovered, maybe some intercept
locations, possibly a hunting ground, if your crypt supports it. Anarch
Troublemaker, Pentex Subversion, the list goes on and on. I would plan to
use somewhere around 15 master phase actions with this deck. That should
keep you from jamming on masters and generally mean you always have a card
to play during your master phase.
If you're going to try and keep a few S:CE, consider Unholy Penance
instead of either. While it does cost a blood, at PRE the +1 bleed
against that minion's controller until they spend the action to get
rid of it is a double bonus.
I'd be looking to cut the combat down dramatically, bolting on a bit
of light intercept. Consider also Heidelberg Castle, Germany. You
can move around Guns, other equipment (Leather Jackets are good), and
the ghouls.
I agree that if you're going the ghoul angle, drop the Summonings and
add more of them.
--> J
grail_pbem "at" hotmail.com
Well, the Ghouls are here simply because I'm not using them in any
deck. And I only have two, so... :D This is basically just an early
concept, so your suggestions and experience are everything I'm basing
the tweaking of the deck on... :D I'll make another version of this
one and post it in a little while...
Hi,
I would be tempted to make this anarch instead. Using the trump-anarch
cards: undue influence and diversion,
Using group3-4 and get access to Ishtarri.
Cheers
Robert
Deck Name : Celerity Presence, an odd combination... v2
Author : PhantomLord
Description :
Crypt [12 vampires] Capacity min: 2 max: 6 average: 4.08333
------------------------------------------------------------
1x Julian Sanders 6 CEL PRE pot !Brujah:2
1x Barth 5 PRE aus cel Toreador:3
1x Creamy Jade 5 PRE aus cel vic !Toreador:3
1x Marlena 5 POT cel pre Brujah:3
1x Rigby, Crusade Van 5 CEL PRE aus pot !Brujah:2
1x Steve Booth 5 CEL pot pre pro Brujah:3
1x Allison Maller 4 cel pot pre Brujah:3
1x Evangeline 4 cel pot pre !Brujah:2
1x Itzahk Levine 3 cel pre Ventrue:2
1x Mazz 3 cel pre Brujah:3
1x Emerson Wilkershir 2 pre Toreador:3
1x Vasilis, The Trait 2 pre Brujah:2
Library [90 cards]
------------------------------------------------------------
Action [17]
1x Aranthebes, The Immortal
6x Enchant Kindred
2x Flurry of Action
4x Public Trust
4x Social Charm
Action Modifier [2]
2x Aire of Elation
Combat [45]
6x Blur
6x Concealed Weapon
1x Fast Hands
6x Flash
6x Majesty
4x Projectile
6x Pursuit
6x Sideslip
4x Taste of Vitae
Equipment [6]
6x .44 Magnum
Master [14]
4x Blood Doll
2x Celerity
4x Haven Uncovered
1x KRCG News Radio
2x Presence
1x WMRH Talk Radio
Reaction [6]
6x Wake with Evening's Freshness
Crafted with : Anarch Revolt Deck Builder. [Tue May 20 09:57:50 2008]
Now, I put some permanent intercept in the deck, some Havens for
entering combat, I lost the Ghouls angle, I didn't cut down on the
combat, but I changed the module. And I hope the deck will work
better.
I think it's looking pretty good.
I've just compiled mine into FELDB, so here it is. It is a bit rough,
but has done ok, I've never tweaked it since building it some time
ago, except to put in a couple Eluding the Arms of Morpheus over
Forced Awakenings.
Deck Name: It's hard to look this good!
Created By: J
Description: CEL/pre toolbox
Crypt: (12 cards, Min: 19, Max: 28, Avg: 5.66)
----------------------------------------------
1 Victor Tolliver pot CEL 4 Brujah
Antitribu
2 Anson aus dom CEL PRE 8 Toreador
1 Julian Sanders pot CEL PRE 6 Brujah
Antitribu
2 Black Cat pot pre CEL 5 Brujah
1 Brachah for CEL PRE 5 Brujah
1 Ian Wallingford aus CEL PRE 6 Toreador
Antitribu
1 Felicia Mostrom pre AUS CEL 5 Toreador
1 Rigby aus pot CEL PRE 5 Brujah
Antitribu
1 Bianca pot pre CEL 6 Brujah
1 Victor Revell aus dem pre CEL 5 Toreador
Antitribu
Library: (75 cards)
-------------------
Master (11 cards)
4 Blood Doll
1 Heidelberg Castle, Germany
1 Slave Auction
1 KRCG News Radio
1 Perfectionist
1 London Evening Star, Tabloid Newspaper
1 Presence
1 Waste Management Operation
Action (9 cards)
3 Legal Manipulations
4 Bum`s Rush
2 Atonement
Action Modifier (7 cards)
7 Aire of Elation
Reaction (9 cards)
3 Wake with Evening`s Freshness
2 Eluding the Arms of Morpheus
3 Forced Awakening
1 Pack Tactics
Combat (27 cards)
2 Majesty
5 Flash
5 Concealed Weapon
4 Taste of Vitae
2 Sideslip
2 Psyche!
2 Side Strike
3 Blur
2 Pursuit
Retainer (1 cards)
1 Mr. Winthrop
Equipment (11 cards)
5 .44 Magnum
2 Leather Jacket
2 Sport Bike
1 Sniper Rifle
1 Phased Motion Detector
If I were to really work on it a bit with some of the new cards, I'd
make most, if not all the Flash, Resist Earth's Grasp. And I'd
probably change the Legals to Publics, and maybe even consider adding
a single Parity Shift or something similar (maybe a 2nd Trad), for
Anson (not new cards but darn good ones).
> Deck Name : Celerity Presence, an odd combination... v2
> Author : PhantomLord
> Description :
Overall, this is a massive improvement to your deck. I suggest you try it
like this (possibly with some last-minute tweaks). You may find a little
more intercept (Sport Bike, Mr. Winthrop, etc.) useful. You may also find
yourself wanting a bit more rush.
Often decks like this use cards like Anarch Troublemaker or Pentex
Subversion when going in for the kill. The reason is that when your prey
is finally low enough on pool to oust, odds are he will leave up blockers
to die valiently to buy him another turn or two. With your oust delayed,
you could end up with troubles of your own. Also, other players can
basically deny you any hope of ever ousting by repeatedly rescuing your
prey's vampires. The ability to remove blockers when you're ready to
lunge can mean the difference between the game win and "I almost had him."
Play the deck and find out what works well and what doesn't work out so
well, then adjust accordingly.
Matt Morgan
For those reasons I prefer to play more bleed modifiers than bleed
actions. It's a lot harder to defend when you're not sure if the
bleed for 1 is going to be for 3. But if you see a Legal Manip, you
know you've got to block it. Bleeds will hit home more often in this
manner than if you telegraph your moves - especially when you don't
have the delivery system of stealth or block denial.
Yep this is true. I feel kinda dirty using Pentex though... so I have
been thinking long and hard about other ways around these two problems
you mention (throwing chump blockers in the way to save yourself, and
other people crosstable rescuing, which also provides more chump
blockers).
One card I find helps is Tension in the Ranks. Every chump blocker
that goes down is a bleed for 1. Not great but better than nothing,
especially as you say when they are on a couple of pool and just
trying to stay alive. Tension can be risky though because it can lead
to other people getting VPs.
Dragonbound is strong although has a pretty tough drawback, and again
depending on how the table is going can lead to VPs falling in
unexpected places.
Ambulance could be effective here. Bleed for 1. (or hopefully more?
maybe with a legal?) Chump blocker throws himself in the way and dies
valiently. Tap ambulance, bleed goes through. Even if another one
jumps in the way, it's still like bleeding twice with one minion,
which is really solid for gear that costs 1 pool and nothing to use.
The other approach is to stop guys coming out at all, by say burning
them in torpor on your turn with say Gregory Winter, (or maybe
Sacrificial Lamb! Underrated card!).
I've thought about Torpid Blood, to make rescues prohibitively
expensive, but the DNR clause is kinda tough and the rescue clause
only applies to older, which is annoying.
Only that SL needs obfuscate, which isnt represented at all in this crypt.
Torpid Blood is fine - the dnr clause isn't that bad, especially for a
deck that's packing permanents like guns. Carvers Meat Packing can
also make it harder to come out (for weenies at least) and Vampiric
Disease (the potential rescuer is losing blood) is often overlooked -
but is great with long range combat.
But the best thing with a deck like this bruise/bleed is to determine
what you really want to do. Do you want to bash them? Then bleed
should be lessened to make way for that strategy. Do you want to
bleed them? Then lower the combat to simply get the job done rather
than having plenty of excess. You've got to be able to take the right
action at the right time. Also, with Bruise/Bleed I've always found
that less bleed actions and more bleed modifiers is the best way to
go. Sure, a Govern or Legal might seem like another way to get into
combat, but what good is that if it's not going to win you the game.
You'd rather the bleed hit home and oust if there low than get in a
meaningless combat with a chump blocker. So you bleed for 1, and if
not blocked then you pump up the jam. If you are blocked, you haven't
wasted your bleed, and so you smash the guy and bleed him out with the
next.