I'll post the deck here, with comments inbetween:
Crypt: (12 cards, Min: 21, Max: 38, Avg: 7,67)
----------------------------------------------
2 Anvil dom CEL POT pre tha 6, Brujah, Primogen
2 Thomas Thorne ani aus cel DOM tha 6, Tremere
2 Cardano ani aus cel DOM FOR THA 9, Tremere, Prince
1 Javier Montoya ani AUS cel pre THA 9, Tremere, Prince
1 Ulugh Beg AUS cel DOM for pot THA 10, Tremere, Justicar
1 Goratrix ANI AUS DOM THA vic 10, Tremere Antitribu
1 Klaus van der Veken aus CEL obf PRE tha 9, Toreador, Prince
1 Blythe Candeleria aus THA 3, Tremere
1 Ethan Locke aus cel DOM pot THA 9, Tremere Antitribu,
Archbishop
At first I wanted to go with a group 2/3 crypt because of the better
political lineup of group 3 Tremere plus that new cap 8 justicar had cel.
Group1, however, has cel/tha vamps that are too good to ignore (mainly low
caps and most are titles as well), so I guess I'll stick with group 1/2.
Note that I only have one Goratrix, as I'd love to make a drum deck with
him, but alas, no such luck. I think I can't make the selection much better
with the deck concept in mind.
**Nice, but I might say that the crypt is a bit too high. Sure you need the
votes in order to pass the Anathemas, but you might tak a look at this fact:
How many vamps are you able to put in play with your initial hand? I might
recommend another fact: Either go for CEL/tha or cel/THA, thus saving
master:skill cards and without avoiding problems in the early game. I'll
recommend you to go for the cel/THA, as the inferior of most cel cards might
be used without damaging overall performance.
Library: (90 cards)
-------------------
Master (16 cards)
1 Arcane Library
5 Blood Doll
3 Celerity
3 Society of Leopold
1 Tension in the Ranks
3 Thaumaturgy
Since I'm supposed to empty every vamp I encounter of blood, I figured
Society was a good addition. Blood dolls for bloat, as I have plenty of
blood on my vamps if everything goes well.
**Good shot! Also, some minion taps might help you survive early in the
game/put in play another prince/justicar
Action (14 cards)
3 Magic of the Smith
3 Nose of the Hound
3 Revelations
2 Rutor's Hand
3 Sanguine Instruction
Sanguine to make sure I get THA and CEL both of which are pretty crucial.
Magic to dig for the drum mainly. Nose is needed to rush when I lack Archons
or can't get them through. Rutor's is just too good to be ignored, plus I
have the blood.
**Sanguine is not that good if you play with mixed clans. Also, with access
to the drum and the veneficorum via magic of the smith, and so many skill
cards, either replace them for more magic of the smith or nose of the hound.
Political Action (10 cards)
6 Anathema
3 Archon
1 Tremere Justicar
Well, figures. I have 6 Ana, so I use six I guess. Archon to generate
rushes, as I should have vote lock usually, or at least be able to generate
it.
Could maybe use Banishment as well, but I can't find room. More Tremere
Justicars? Praxis Seizures?
**Need vote pushing for praxis/anathema/archon votes to pass. So, add 4
Telepathic Vote counting. But then you got a problem, as you just pack Ulugh
Beg and montoya with AUS. Some Parity shift might also prove really handy,
and you can negotiate them with other votes on the table.
Reaction (4 cards)
4 Second Tradition: Domain, The
Wake and Intercept in one card, what else do you want?
**Errr.... Some deflections in order to survive?
Combat (43 cards)
4 Acrobatics
8 Blur
5 Drain Essence
12 Flash
4 Shotgun Ritual
10 Theft of Vitae
Very very unsure about Drain and Shotgun, although they make a cute combo.
On the other hand, I could add Flash for more press/maneuver, though I'm not
sure if I have more than 12, if I have 12 in the first place. I could also
play Apportation. More Theft? Too many blur?
**Drop Shotguns. Replace them for Blood to Water, and replace some Drain
essence for Blood to water, too. This is your real key card. You can play
more than one in the same combat round, so you just need to maneuver to
long, press, and then play 2 blood to water to burn the Anathema'd vampire.
And diversify your other cel cards. Drop 4 blurs for more strikes, either
Theft or walk of flame.
Equipment (3 cards)
2 .44 Magnum
1 Drum of Xipe Totec
Only 10 thefts, so I need something else to blur with. Plus, they give me
maneuvers and I can always addional strike to get a theft off. Not sure if I
should add laptops instead to double as rushes in case I can't get Archons
passed.
**Should add more equipment. Veneficorum and Ankara citadel comes to my
mind.
Going cel/THA might be a good idea. That would just make me drop the
Celerity Skill cards though.
Flash is either maneuver or press at inferior, so that would cover my
needs perfectly. I'm gonna have to add Apportation too I'm afraid, as I
only have 11 flash cards.
Any suggestions on how to reduces this crypt's average cap? I'll proly
switch out Klaus for and extra Montoya (if I have more than one) and
drop Gora, though he's just perfect with the drum. If I draw him, the
drum is his. Could be another Ulugh.
> Library: (90 cards)
> -------------------
> Master (16 cards)
> 1 Arcane Library
> 5 Blood Doll
> 3 Celerity
> 3 Society of Leopold
> 1 Tension in the Ranks
> 3 Thaumaturgy
>
> Since I'm supposed to empty every vamp I encounter of blood, I figured
> Society was a good addition. Blood dolls for bloat, as I have plenty
of
> blood on my vamps if everything goes well.
>
> **Good shot! Also, some minion taps might help you survive early in
the
> game/put in play another prince/justicar
So drop the Cel masters, drop a Tha master (considering crypt changes)
and add, say, 2 minion taps, a fourth society and an Info Highway?
> Action (14 cards)
> 3 Magic of the Smith
> 3 Nose of the Hound
> 3 Revelations
> 2 Rutor's Hand
> 3 Sanguine Instruction
>
> Sanguine to make sure I get THA and CEL both of which are pretty
crucial.
> Magic to dig for the drum mainly. Nose is needed to rush when I lack
Archons
> or can't get them through. Rutor's is just too good to be ignored,
plus I
> have the blood.
>
> **Sanguine is not that good if you play with mixed clans. Also, with
access
> to the drum and the veneficorum via magic of the smith, and so many
skill
> cards, either replace them for more magic of the smith or nose of the
hound.
Well, with my vamp selection most of them are tremere. However, with the
CEL need removed, I'll drop 'em.
> Political Action (10 cards)
> 6 Anathema
> 3 Archon
> 1 Tremere Justicar
>
> Well, figures. I have 6 Ana, so I use six I guess. Archon to generate
> rushes, as I should have vote lock usually, or at least be able to
generate
> it.
> Could maybe use Banishment as well, but I can't find room. More
Tremere
> Justicars? Praxis Seizures?
>
> **Need vote pushing for praxis/anathema/archon votes to pass. So, add
4
> Telepathic Vote counting. But then you got a problem, as you just pack
Ulugh
> Beg and montoya with AUS. Some Parity shift might also prove really
handy,
> and you can negotiate them with other votes on the table.
My point of not using Vote Counting. I might toss in a few and see what
happens. If I can't get the Archons passed w/o TVC, I'll end up losing
them fast I suppose.
> Reaction (4 cards)
> 4 Second Tradition: Domain, The
>
> Wake and Intercept in one card, what else do you want?
>
> **Errr.... Some deflections in order to survive?
Was also thinking that. Can't find room...
So like this:
6 Acrobatics
5 Blur
2 Infernal Pursuit
10 Flash
12 Theft of Vitae
4 Blood to Water
4 Apportation
> Equipment (3 cards)
> 2 .44 Magnum
> 1 Drum of Xipe Totec
>
> Only 10 thefts, so I need something else to blur with. Plus, they give
me
> maneuvers and I can always addional strike to get a theft off. Not
sure if I
> should add laptops instead to double as rushes in case I can't get
Archons
> passed.
>
> **Should add more equipment. Veneficorum and Ankara citadel comes to
my
> mind.
Don't have Venefincorum.
Could go with this:
1 .44 Magnum
1 Drum of Xipe Totec
1 Ankara Citadel
2 Laptop Computers
If you can double up some more I would -decide who you want most and
stick 2 or three in.
I trust you took a look at Ardan Lane?
> Library: (90 cards)
> -------------------
> Master (16 cards)
> 1 Arcane Library
> 5 Blood Doll
> 3 Celerity
> 3 Society of Leopold
> 1 Tension in the Ranks
> 3 Thaumaturgy
> Since I'm supposed to empty every vamp I encounter of blood, I figured Society was a good addition. Blood dolls for bloat, as I have plenty of blood on my vamps if everything goes well.
Minion Tap? BDs take a while.
I like the Wasserschloss too (NB it's free now) -helps with transfers if
you get it early and you can choose who to take the blood from -only
usable with Trem though so maybe not...
Chantry?
> Action (14 cards)
> 3 Magic of the Smith
> 3 Nose of the Hound
> 3 Revelations
> 2 Rutor's Hand
> 3 Sanguine Instruction
I'd probably have 4 Magic (you do want that Drum).
You might also want to Govern some Unaligned...
> Political Action (10 cards)
> 6 Anathema
> 3 Archon
> 1 Tremere Justicar
> Well, figures. I have 6 Ana, so I use six I guess. Archon to generate rushes, as I should have vote lock usually, or at least be able to generate it.
> Could maybe use Banishment as well, but I can't find room. More Tremere Justicars? Praxis Seizures?
At least one more ARCHON if you have it.
I'm not sure about this yet but you are not far off.
5 Anathema may be enough.
Dramatic Upheaval's probably worth a slot and maybe another Praxis/2 but
I suspect that anything else is more than you want.
> Reaction (4 cards)
> 4 Second Tradition: Domain, The
>
> Wake and Intercept in one card, what else do you want?
MORE MORE MORE ...oh and some deflections since you have all that DOM -
fighting your predator is nice but having them bleed out your prey is
nicer!
(WWEF might be worth having a couple of)
> Combat (43 cards)
> 4 Acrobatics
> 8 Blur
> 5 Drain Essence
> 12 Flash
> 4 Shotgun Ritual
> 10 Theft of Vitae
>
> Very very unsure about Drain and Shotgun, although they make a cute combo. On the other hand, I could add Flash for more press/maneuver, though I'm not sure if I have more than 12, if I have 12 in the first place. I could also play Apportation. More Theft? Too many blur?
I'd drop the Drains and Shotguns for more Thefts. Chuck in some Walk of
Flame too -you won't anathema everyone and it's fun to burn people.
I'd probably drop some Flashes for Apportations.
I'd use a few Sideslips too.
> Equipment (3 cards)
> 2 .44 Magnum
> 1 Drum of Xipe Totec
Blow torch might be nice -- keep them away from arm's length. An Extra
Drum wouldn't hurt if you get one -I've seen enough equipment to put a
couple of cards to deal with it into my decks.
Not a lot of blocking I notice -as good as a ruch for getting into
combat.
Good luck.
No, you haven't understand my point of view: If you go cel/THA crypt, you
simply drop the tha skills, as most of your vamps do have THA. That grants
some stability.
Well. I've just revised the possibilities of crypt and, well, there is a
problem.
1) To play anathemas, you need P/J. And enough votes to pass them (say, 4+
votes in 2 vamps)
2) cel/THA vamps are found at 8+ (9+ on crypt 1-2)
3) The way around, CEL/tha, will drop the crypt (there are several assamites
with CELtha, at 6, 6, and 7) also anvil and the like. But then you'll loose
the oportunity to play anathemas, so it's not a valid option for this deck.
My proposal: Go cel/THA, and drop the THA skills for CEL skills (or some CEL
skills and some Sanguines) and then back up your princes with low caps. That
is, 4 CEL skills and 3 sanguine instruction, plus the drum, will do.
For instance:
2x Ulugh Beg
2xGoratrix (you are right, he is great with CEL)
2xJavier Montoya
1xCardano
1xThomas Thorne
1xAisling
1xMeril Monitor
1xSarah Cobbler
1xBlyhte Candelaria
>
> > Library: (90 cards)
> > -------------------
> > Master (16 cards)
> > 1 Arcane Library
> > 5 Blood Doll
> > 3 Celerity
> > 3 Society of Leopold
> > 1 Tension in the Ranks
> > 3 Thaumaturgy
> >
<snipped>
> So drop the Cel masters, drop a Tha master (considering crypt changes)
> and add, say, 2 minion taps, a fourth society and an Info Highway?
>
No, go the other way, as you do have plenty of vamps cel/THA, and the whole
crypt i suggested have THA (except thomas thorne). Good for the Society, but
remember it is unique. And no, a single InfoHighway won't help. Try putting
4 minion taps.
> > Action (14 cards)
> > 3 Magic of the Smith
> > 3 Nose of the Hound
> > 3 Revelations
> > 2 Rutor's Hand
> > 3 Sanguine Instruction
<snipped>
> > Political Action (10 cards)
> > 6 Anathema
> > 3 Archon
> > 1 Tremere Justicar
> >
<snipped>
> My point of not using Vote Counting. I might toss in a few and see what
> happens. If I can't get the Archons passed w/o TVC, I'll end up losing
> them fast I suppose.
>
The way to go is simple. Pass an archon via TVC. Then either achieve a deal
with any other vote deck eager to call a vote to remove it or directly rush
his/her main vamp.
> > Reaction (4 cards)
> > 4 Second Tradition: Domain, The
> >
> > Wake and Intercept in one card, what else do you want?
> >
> > **Errr.... Some deflections in order to survive?
>
> Was also thinking that. Can't find room...
>
> > Combat (43 cards)
> > 4 Acrobatics
> > 8 Blur
> > 5 Drain Essence
> > 12 Flash
> > 4 Shotgun Ritual
> > 10 Theft of Vitae
<snipped>
> So like this:
>
> 6 Acrobatics
> 5 Blur
> 2 Infernal Pursuit
> 10 Flash
> 12 Theft of Vitae
> 4 Blood to Water
> 4 Apportation
>
Better not to apportations. Flashes will do the work, as at inferior it
already grants you the maneuver or press. Use this 4 card slots for 4
deflections
Also, celerity has a good number of utilitarian cards that gives you
dodge/maneuver/press at inferior and additional strike at superior.Replacing
acrobatics and infernal pursuits for some of them might be a good choise.
Either Psyche! or telepathic tracking will help you a lot to bypass Combat
ends. But any if them you have.
>
> > Equipment (3 cards)
> > 2 .44 Magnum
> > 1 Drum of Xipe Totec
> >
<snipped>
> Don't have Venefincorum.
A pitty, but with the crypt i suggested above you won't need it.
Yeah, I surely did. He is the sole reason I wanted to do it with a 2/3
crypt.
Now that I think of it, I think 2/3 is quite workable. I missed some cel
guys in there, mainly Halton.
How about:
2x Lucas Halton (cap 10 group 3) AUS CEL DOM qui THA (prince, very good
defensive special)
3x Ardan Lane (cap 8 group 3) dom obf pre AUS THA (primogen, awesome
special)
2x Javier Montoya (cap 9, group 2) ani AUS cel pre THA (prince, useful
special and bleed bonus)
2x Blythe Candeleria (cap 3, group 2) aus THA
2x Anastazdi Zagreb (cap 8, group 3) ani AUS cel dom THA (justicar)
1x Masika St. John (cap 3, group 3) THA
Still pretty big, but better vote lineup, and if I get the drum on Lane,
it gets pretty scary. I also have THA on every vamp now.
> > Library: (90 cards)
> > -------------------
> > Master (16 cards)
> > 1 Arcane Library
> > 5 Blood Doll
> > 3 Celerity
> > 3 Society of Leopold
> > 1 Tension in the Ranks
> > 3 Thaumaturgy
I'm sorta leaning to this now:
Masters (17)
1 Arcane Library
3 Celerity
3 Society of Leopold
1 Tension in the Ranks
3 Blood Dolls
3 Minion Taps
3 Info Highway
something else?
Actions (13)
2 Rutor's Hand
5 Nose of the Hound
3 Magic of the Smith
3 Revelations
Politics (10)
5 Anathema
4 Archons
1 Tremere Justicar
Reactions (9)
4 Second trad
2 Wakes
3 Telepathic Misdirection
Combat (38)
5 Acrobatics
2 Infernal Pursuit
4 Blur
10 Flash
10 Theft
3 Pursuit
4 Drain Essence
Equip (3)
CEL Drum
2 Laptops
I don't think I really like my combat module now, but with Ardan it
should be playable.
More suggestions? I was thinking switching Drain Essence for Blood to
Water or go with 2 of each. Ideas?
Thanks a lot so far
drop a society and a info highway for 2 zillahs valley? or maybe a
Tomb of Ramses III? Coming out half full in half the time isn't a
problemwith the thefting you'll be doing.
>something else?
>
>Actions (13)
>2 Rutor's Hand
>5 Nose of the Hound
>3 Magic of the Smith
>3 Revelations
drop a nose and a revelations for 2 Blood Hunt actions. They're not
votes so are handy if you're having trouble passing archons.
>Politics (10)
>5 Anathema
>4 Archons
>1 Tremere Justicar
>
>Reactions (9)
>4 Second trad
>2 Wakes
>3 Telepathic Misdirection
>
>Combat (38)
>5 Acrobatics
>2 Infernal Pursuit
>4 Blur
>10 Flash
>10 Theft
>3 Pursuit
>4 Drain Essence
Rapid Thought is as good as Flash as cel.
>Equip (3)
>
>CEL Drum
>2 Laptops
maybe a Mark V instead of a laptop?
with the drum, you'll have maneuver +4 damage with no cards played.
salem
domain:canberra http://www.geocities.com/salem_christ.geo/vtes.htm
**Should add more equipment. Veneficorum and Ankara citadel comes to my
mind.
Insanity! Ankara Citade, Drums and (maybe) Veneficorum are the ONLY
equipment to have in this deck. It has huge vampires without enough ways to
multiply the actions. You seem to be missing a money card: Rutor's Hand.
Get it, spend that blood, and get some actions out of your minion. Recoup
the blood with Theft of Vitae. Actually be able to defend yourself. The
sky's the limit ;)
Dorrinal
-Jeroen du Chatinier
I would drop Klaus for an extra copy of Ulugh Beg myself, mainly
because I see a role for AUS in this deck.
>
> At first I wanted to go with a group 2/3 crypt because of the better
> political lineup of group 3 Tremere plus that new cap 8 justicar had cel.
> Group1, however, has cel/tha vamps that are too good to ignore (mainly low
> caps and most are titles as well), so I guess I'll stick with group 1/2.
> Note that I only have one Goratrix, as I'd love to make a drum deck with
> him, but alas, no such luck. I think I can't make the selection much better
> with the deck concept in mind.
>
> **Nice, but I might say that the crypt is a bit too high. Sure you need the
> votes in order to pass the Anathemas, but you might tak a look at this fact:
> How many vamps are you able to put in play with your initial hand? I might
> recommend another fact: Either go for CEL/tha or cel/THA, thus saving
> master:skill cards and without avoiding problems in the early game. I'll
> recommend you to go for the cel/THA, as the inferior of most cel cards might
> be used without damaging overall performance.
Parnassus (7 Assamite, aus CEL QUI tha, +1 strength) is appealing
though, especially since he's still efficient without strike cards in
hand.
Fleurdumal (8 Toreador, AUS cel DEM PRE tha, Prince) is group 3, but a
nice package overall. Maybe not worth it if you don't use presence
voting.
Anastaszdi Zagreb (8 Tremere, ani AUS cel dom THA, Justicar, minor
theft of Vitae build in) is plain amazing. Worth switching to group
2/3 over.
Melisande (9 !Toreador, AUS CEL DOM PRE tha, optional additional
strike first round) is way too often overlooked. Expensive for a
title-less vampire, but what do you think?
Al-Ashrad (9 Assamite, aus obf CEL QUI THA, +1 bleed, (d) burn
Camarilla location) was obviously accidentally left out of this deck
;).
Lucas Halton (10 tremere, AUS CEL DOM qui THA, Prince, can burn 1
blood instead of tapping for a block) is even better, even if he's
group 3. More reactive, but all you say you want in one vampire.
Menele (10 Brujah, aus CEL dom POT PRE THA, Methuselah can move 2 of
his blood to uncontrolled vampire, +1 bleed) is again very expensive
for an untitled vampire, but his special works very well with Theft of
Vitae strategies.
Ur-Shulgi (11 Assamite, aus CEL DOM OBF QUI THA, can find Tajdid, 2
votes, +1 bleed) is another very expensive vampire. Although he will
help with voting, I think he loses out to Menele and especially Lucas.
>
> Library: (90 cards)
> -------------------
> Master (16 cards)
> 1 Arcane Library
> 5 Blood Doll
> 3 Celerity
> 3 Society of Leopold
> 1 Tension in the Ranks
> 3 Thaumaturgy
>
> Since I'm supposed to empty every vamp I encounter of blood, I figured
> Society was a good addition. Blood dolls for bloat, as I have plenty of
> blood on my vamps if everything goes well.
>
> **Good shot! Also, some minion taps might help you survive early in the
> game/put in play another prince/justicar
Doubling on the Arcan might be worthwhile, as well as a Chantry - if
you go for a Tremere-focused crypt. If you really like Thomas Thorne
and the like, Tremere Convocation is an option. Make sure to pack
those Second Traditions though.
>
> Action (14 cards)
> 3 Magic of the Smith
> 3 Nose of the Hound
> 3 Revelations
> 2 Rutor's Hand
> 3 Sanguine Instruction
>
> Sanguine to make sure I get THA and CEL both of which are pretty crucial.
> Magic to dig for the drum mainly. Nose is needed to rush when I lack Archons
> or can't get them through. Rutor's is just too good to be ignored, plus I
> have the blood.
>
> **Sanguine is not that good if you play with mixed clans. Also, with access
> to the drum and the veneficorum via magic of the smith, and so many skill
> cards, either replace them for more magic of the smith or nose of the hound.
Dumb those Sanguines for Govern the Unaligned. The superior may be
necessary to bring out your third minion, which will otherwise be hard
to afford.
>
> Political Action (10 cards)
> 6 Anathema
> 3 Archon
> 1 Tremere Justicar
>
> Well, figures. I have 6 Ana, so I use six I guess. Archon to generate
> rushes, as I should have vote lock usually, or at least be able to generate
> it.
> Could maybe use Banishment as well, but I can't find room. More Tremere
> Justicars? Praxis Seizures?
>
> **Need vote pushing for praxis/anathema/archon votes to pass. So, add 4
> Telepathic Vote counting. But then you got a problem, as you just pack Ulugh
> Beg and montoya with AUS. Some Parity shift might also prove really handy,
> and you can negotiate them with other votes on the table.
I can only agree here. I think your voting will need cross-table
support, and to lessen the dependency either Closed Session or Cryptic
Rider could be golden. Maybe add another Tremere Justicar vote.
>
> Reaction (4 cards)
> 4 Second Tradition: Domain, The
>
> Wake and Intercept in one card, what else do you want?
Another 4 Wakes and 6 Telepathic Misdirections, more or less. You're
slow to start up, and bleed defence is a severe problem in your
current setup. If you really want group 1/2 and people like Thomas
Thorne and Cardano, Deflections instead. The versatility of TM is very
nice, though. 3 intercept is fairly solid.
>
> Combat (43 cards)
> 4 Acrobatics
> 8 Blur
> 5 Drain Essence
> 12 Flash
> 4 Shotgun Ritual
> 10 Theft of Vitae
>
> Very very unsure about Drain and Shotgun, although they make a cute combo.
> On the other hand, I could add Flash for more press/maneuver, though I'm not
> sure if I have more than 12, if I have 12 in the first place. I could also
> play Apportation. More Theft? Too many blur?
Use Psyche! and Pursuit instead of Flash and Blur. 8 each should be
good enough. Drop all the Drain Essence and Shotguns for 2 more ToV, 4
Walk of Flames and 7 Blood to Water, as suggested below. Very nice
touch of Smiling Tom there. Fiendish :).
>
> **Drop Shotguns. Replace them for Blood to Water, and replace some Drain
> essence for Blood to water, too. This is your real key card. You can play
> more than one in the same combat round, so you just need to maneuver to
> long, press, and then play 2 blood to water to burn the Anathema'd vampire.
> And diversify your other cel cards. Drop 4 blurs for more strikes, either
> Theft or walk of flame.
>
> Equipment (3 cards)
> 2 .44 Magnum
> 1 Drum of Xipe Totec
>
> Only 10 thefts, so I need something else to blur with. Plus, they give me
> maneuvers and I can always addional strike to get a theft off. Not sure if I
> should add laptops instead to double as rushes in case I can't get Archons
> passed.
>
> **Should add more equipment. Veneficorum and Ankara citadel comes to my
> mind.
>
> Input is more than welcome.
The magnums are interesting, but you can't spare the actions to equip
them I think. If you want to add equipment I would chose Leathr
Jacket, so you can have some solid defenses against Gangrel and
whatnot.
As always, good luck!
Regards,
Patrick
Columbus, OH
>>Crypt: (12 cards, Min: 21, Max: 38, Avg: 7,67)
>>----------------------------------------------
>>2 Anvil dom CEL POT pre tha 6, Brujah, Primogen
>>2 Thomas Thorne ani aus cel DOM tha 6, Tremere
>>2 Cardano ani aus cel DOM FOR THA 9, Tremere, Prince
>>1 Javier Montoya ani AUS cel pre THA 9, Tremere, Prince
>>1 Ulugh Beg AUS cel DOM for pot THA 10, Tremere, Justicar
>>1 Goratrix ANI AUS DOM THA vic 10, Tremere Antitribu
>>1 Klaus van der Veken aus CEL obf PRE tha 9, Toreador, Prince
>>1 Blythe Candeleria aus THA 3, Tremere
>>1 Ethan Locke aus cel DOM pot THA 9, Tremere Antitribu, Archbishop
Personally with only one drum and three magic of the Smith Goratrix could be
a complete waste. Either more Goratrix (I realize you said you only had one)
or toss him.
In my experience with this deck type you MUST have CEL on your big boys.
As you mentioned above Lucas Halton is key. His special is Sweet and him
being a prince for traditions and Anathema is key. Another big boy with
potential is Menele. His special will allow you to bring out more vamps
and you just use his CEL/THA to fill him back up.
My usual approach is 3 Lucas, 2 Anastazi, 1 Menele. If you're willing to go bigger
then 1 Goratrix and another Menele.
(anastazi gets in there for the special despite only having cel)
Because the big boys are soo big I then usually end up with weenies for the
remaining six.
Masika St John, Blythe, Heinrich Schlempt (if you're going storyline adjust
as appropriate).
>>Library: (90 cards)
>>-------------------
>>Master (16 cards)
>>1 Arcane Library
>>5 Blood Doll
>>3 Celerity
>>3 Society of Leopold
>>1 Tension in the Ranks
>>3 Thaumaturgy
For a deck that can enter combat and refill vampires, (specially with the big
crypt I suggested) Tomb of Ramses is your best friend ever. For vampires of
8 capacity of more they save you blood in addition to getting the vamp out quicker.
Depending on how big your crypt is 3-5 cpoies are beautiful. Even late game
they can be used to bring out a 10 cap with two blood in one turn adding a
nice surprise. With the crypt suggested you only need one celerity card to hit
the table (for the Justicar) (or Sanguine) so I suggest two for the crypt.
You need no Thaumaturgy. Your weenies are speed bumps to get to your big
boys.
As others suggested trade some of blood dolls for Minion Taps. Toss Arcane library
also. While nice, a blood doll will do as well for you.
>>Since I'm supposed to empty every vamp I encounter of blood, I figured
>>Society was a good addition. Blood dolls for bloat, as I have plenty of
>>blood on my vamps if everything goes well.
Beautiful.
>>Action (14 cards)
>>3 Magic of the Smith
>>3 Nose of the Hound
>>3 Revelations
>>2 Rutor's Hand
>>3 Sanguine Instruction
Toss the Magic. If you get the drum cool. If you rely on the drum > not cool.
Toss sanguine instruction unless you use 2 in place of Cel Masters. Need
more Nose of the Hound. That archon rush may not be where you
need it.
>>Political Action (10 cards)
>>6 Anathema
>>3 Archon
>>1 Tremere Justicar
I would replace the Tremere Justicar with a capacity increasing Praxis seizure.
If you're using Menele then do it for Brujah.
6 Anathema.. since you seem to want to rely on it I guess so, but 4 should be
enough.
>>Reaction (4 cards)
>>4 Second Tradition: Domain, The
More. Your deck can pay the blood. I've discovered that it is this card that makes
the difference in making the Tremere CEL/THA work, and the Goratrix
CEL/THA a neat trick.
>>Combat (43 cards)
>>4 Acrobatics
>>8 Blur
>>5 Drain Essence
>>12 Flash
>>4 Shotgun Ritual
>>10 Theft of Vitae
Lose the drain essence and shotgun ritual.. replace with Thefts. 18-22
are competely workable here. Since you will be at long range, against
those oppents without an anathema a soul burn will finish them off
nicely, toss 1 or 2 in.
Rather than acrobatics I would pack sideslips. Will help you against
those pesky agg pokes of gangrel and will not use up your strike.
Look at lightning reflexes also in combination with blur. (mainly
blur but the LR are really sweet for taking someone down in one
round no matter their size.
Reduce flashes for apportation. All vamps have tha/THA (Mostly Tha)
To handle combat ends consider Psyche or telepathic tracking.
>>Equipment (3 cards)
>>2 .44 Magnum
>>1 Drum of Xipe Totec
Lose the guns.
>>Only 10 thefts, so I need something else to blur with. Plus, they give me maneuvers and I >>can always addional strike to get a
theft off. Not sure if I should add laptops instead to >>double as rushes in case I can't get Archons passed.
Do you mean you only have 10 thefts.. or are you referring to only 10 in
deck? Get more thefts. A tremere starter has 5?
Conditioning and deflection should be squeezed in if possible.
http://www.thelasombra.com/decks/twd.htm#2k3winnipegapril
Now in there I don't follow some of my own advice, consider
it knowledge learned through play since I used that deck. (toss
all the Walks, SG ritual, Drain essence, add thefts and soul
burn. Up Tombs a bit)
Hope it works out,
-JTP
Looks very nice. I'd be tempted to put Gortrix in too -that special is
VERY nice when the strike you really want to play is Theft and you have
Blur -you need a LOT of strikes at long range. Try it and you'll see
;-)
> Masters (17)
> 1 Arcane Library
> 3 Celerity
> 3 Society of Leopold
> 1 Tension in the Ranks
> 3 Blood Dolls
> 3 Minion Taps
> 3 Info Highway
>
> something else?
I think I'd drop the Societies. You don't need them and you don't really
have the stuff to block 'em coming back to you (3 more thefts would be
better imo -and you get to keep the blood that way). You also want to
limit your Masters -lots of combat to cycle remember.
I still like Wasserschloss Anif ;-)
> Actions (13)
> 2 Rutor's Hand
MORE MORE MORE. You need them early.
> 5 Nose of the Hound
> 3 Magic of the Smith
> 3 Revelations
You need some GTUs. I recommend dropping the revelations and maybe one
nose (you have 4 archons and a bunch of anathemas and then some GTUs all
of which your prey will want to block).
> Politics (10)
> 5 Anathema
> 4 Archons
> 1 Tremere Justicar
Praxis Venice? -not sure about this. Clearly you only want one TJ as you
already have Zargreb.
If you can possibly fit in any Vote Push you should -people do not like
any of these votes (though you can sometimes talk them through)
> Reactions (9)
> 4 Second trad
> 2 Wakes
> 3 Telepathic Misdirection
>
> Combat (38)
> 5 Acrobatics
> 2 Infernal Pursuit
> 4 Blur
> 10 Flash
> 10 Theft
> 3 Pursuit
> 4 Drain Essence
Drop the drains already ;-)
MORE THEFT (especially without Goratrix) I'm not sure you have enough
maneuvers but you can live without 'em generally.
I'm a bit worried that you seem to assume you will be able to pass
Anathema on everyone -even if you have no trouble passing them, they are
in limitted supply; Walk of Flame is too good not to have any.
Still nothing against SCE -Telepathic Tracking would probably be my
preference but you could mix up Thoughts Betrayed, TT and Psyche! to
really confuse people ;-)
> Equip (3)
>
> CEL Drum
> 2 Laptops
I don't think you need the laptops. I preferred the guns though you
might consider IR Goggles and/or Sports Bikes.
> I don't think I really like my combat module now, but with Ardan it
> should be playable.
> More suggestions? I was thinking switching Drain Essence for Blood to
> Water or go with 2 of each. Ideas?
That might work too though I've never found much use for BtW myself
(even without Celerity they are usually below 5 by the second round).
I think you have to play it now ;-)
That's interesting - why no Walks?
Blood to water: you got rid of the other second round combat stuff
but kept this in. Replace with more thefts (you want that blood afterall),
not it being burnt to go to the blood bank.
You're still low on Theft of Vitae. You have 12 which while better than 10
can still run out early. These decks cycle like nothing else once they get into
combat so I would reduce masters (-1 Tension, -1 Arcane Library,
-1 Wassershloffel or whatever, -3 flashes, +6 thefts (Or 4 thefts + 2 Apportation)
I would say 15-18 thefts are required. With the guns you also have the option
of maneuver with gun, shoot, and then drain with additional strikes. This may allow
you to cut down on the flashes some.
But it looks like fun as is, most of my comments above are pure personal preferences.
-JTP
-----Original Message-------------
"Ulugh Beg II" <dontfe...@spam.me> wrote in message news:bj2hn9$e1b$1...@reader08.wxs.nl...
My theory of the deck after that tournament was that I had no interest
in going to a second round. Pulled the Walks of Flame and all second
round goodness and added soul burns. Increased the ratio of Lightning
Reflexes to Blur so that in the first round I simply figured out how many
strikes to remove all blood then added one strike to Soul burn and send
them to torpor. In contemplation of future versions I might keep a single
Walk of Flame either as a surprise or a second round deterant ("he's playing
with Walk of Flame!")
YMMV
-JTP
Once again, you have a large vampire with a great special or two, but
no celerity. Ardan Lane doesn't fit in the deck, either. This is a
guy who cannot move most of the cards in your hand at a given time;
you would be better served using someone like Erichtho or even an
Assamite. Looking down at your Library, a Martin Franckel would be a
good chump deflector.
> Library: (90 cards)
> -------------------
> Master (14 cards)
> 1 Arcane Library
> 2 Blood Doll
> 2 Celerity
> 2 Information Highway
> 3 Minion Tap
> 2 Society of Leopold
> 1 Tension in the Ranks
> 1 Wasserschloss Anif, Austria
>
I'd trade that Wasserschloss out for another Celerity master, but
overall the selection looks good. Might want to look to Zillah's
Valley as an uncontestable alternative to Information Highway.
> Action (10 cards)
> 3 Govern the Unaligned
> 3 Magic of the Smith
> 2 Revelations
> 2 Rutor's Hand
>
That's a bit more like it. However, I believe the Revelations are
better off as Rutor's Hands in order to get one on a big guy ASAP.
Also, a Bum's Rush or 2 won't hurt to clear a clogged combat hand.
> Action Modifier (4 cards)
> 4 Conditioning
>
> Political Action (10 cards)
> 4 Anathema
> 3 Archon
> 1 Dramatic Upheaval
> 1 Parity Shift
> 1 Tremere Justicar
>
Great selections on both. I wouldn't touch either of these lists.
> Reaction (10 cards)
> 6 Second Tradition: Domain, The
> 4 Telepathic Misdirection
>
Much better! Without wakes, your Rutor's Hands become even more
important. Keep that in mind.
> Combat (39 cards)
> 3 Blood to Water
> 5 Blur
> 11 Flash
> 1 Lightning Reflexes
> 2 Psyche!
> 3 Pursuit
> 2 Sideslip
> 12 Theft of Vitae
>
You've really improved your combat. Give the deck a few plays and see
if you don't need more Flashes if you have to fight at inferior
celerity. If it turns out that you don't have CEL most of the time
(only 1 Menele and Halton) then Pursuit and Sideslip aren't really
worth the card slots.
> Equipment (3 cards)
> 2 .44 Magnum
> 1 Drum of Xipe Totec
>
> Basically I rounded out most of the cards and created more variety. The
> guns are for finishing off anything without blood that isn't killed by
> Anathema's or the Society.
>
> If you still have suggestions, by all means go ahead. Do however
> consider the 90 card limit.
>
> Thanks a lot!
I think your deck looks great now. I will maintain that dumping the
Smithies and the Guns to make room for Bum's Rushes and/or more bleed
would make the deck more effective. Good luck!
Dorrinal
>2x Lucas Halton (cap 10 group 3) AUS CEL DOM qui THA (prince, very good
>defensive special)
>3x Ardan Lane (cap 8 group 3) dom obf pre AUS THA (primogen, awesome
>special)
>2x Javier Montoya (cap 9, group 2) ani AUS cel pre THA (prince,
>useful
>special and bleed bonus)
>2x Blythe Candeleria (cap 3, group 2) aus THA
>2x Anastazdi Zagreb (cap 8, group 3) ani AUS cel dom THA (justicar)
>1x Masika St. John (cap 3, group 3) THA
If you're really anxious to use Ardan, you might want to think about putting
one or two copies of Will of the Council in?
>Actions (13)
>2 Rutor's Hand
>5 Nose of the Hound
>3 Magic of the Smith
>3 Revelations
I really liked the idea of adding Blood Hunts that someone else mentioned.
Permanent rush is always nice.
I think you need to have more ousting power as others have noted. I'd suggest
going for straight Governs (no Conditionings, just Governs). That would also
make it much easier to bring out more minions. In addition, skill cards on
large vamps make that even easier.
>Combat (38)
>5 Acrobatics
>2 Infernal Pursuit
>4 Blur
>10 Flash
>10 Theft
>3 Pursuit
>4 Drain Essence
You definitely need some anti-S:CE cards. As Tremere, you have a variety of
options. Psyche! will probably be a bit too hard to do without enough CEL. You
do have access to Telepathic Tracking which is good (and useful with second
round stuff). Thoughts Betrayed may also be a really good option. Generally, I
think TB is more useful than TT (and you can pay for it too) but with your
crypt spread, there's a lot more AUS than DOM so you may have to stick with TT.
Another really good card that I highly recommend (and am surprised that no one
else has mentioned AFAIK) is Perfect Clarity. Sure, it doesn't help against
non-Presence S:CE but it hits the most common form (Majesty, etc.) and also
counters Obedience (which Psyche!, TT, and TB do nothing against). In addition,
it could also prove useful if you choose to add some bleed (Governs). I used to
have a cel/tha deck myself (before CE) and packed several copies of Perfect
Clarity, which I found exceedingly useful.
All in all, I'd suggest some balance. 3 or 4 Perfect Clarities plus 3 or 4
Telepathic Tracking or Thoughts Betrayed should give you more reliable combat.
Halcyan 2
I know, but I really want to use that drum and Lane is just the perfect
target for that.
If I draw him I won't bring him out first if I don't have the drum or a
Magic handy.
> > Library: (90 cards)
> > -------------------
> > Master (14 cards)
> > 1 Arcane Library
> > 2 Blood Doll
> > 2 Celerity
> > 2 Information Highway
> > 3 Minion Tap
> > 2 Society of Leopold
> > 1 Tension in the Ranks
> > 1 Wasserschloss Anif, Austria
> >
>
> I'd trade that Wasserschloss out for another Celerity master, but
> overall the selection looks good. Might want to look to Zillah's
> Valley as an uncontestable alternative to Information Highway.
Funny how everyone was advicing me to use Wasserschloss. I can see the
idea, as it's just another way to get vamps out for free and with the
amount of blood I will supposedly steal I can use it quite good. Plus it
gives some blocking opportunities.
> > Action (10 cards)
> > 3 Govern the Unaligned
> > 3 Magic of the Smith
> > 2 Revelations
> > 2 Rutor's Hand
> >
>
> That's a bit more like it. However, I believe the Revelations are
> better off as Rutor's Hands in order to get one on a big guy ASAP.
> Also, a Bum's Rush or 2 won't hurt to clear a clogged combat hand.
I realize that the Revelations don't really have a place in the deck,
but I traded them recently and REALLY want to give them a shot.
If it doesn't work, I'll drop 'em.
> > Action Modifier (4 cards)
> > 4 Conditioning
> >
> > Political Action (10 cards)
> > 4 Anathema
> > 3 Archon
> > 1 Dramatic Upheaval
> > 1 Parity Shift
> > 1 Tremere Justicar
> >
>
> Great selections on both. I wouldn't touch either of these lists.
>
> > Reaction (10 cards)
> > 6 Second Tradition: Domain, The
> > 4 Telepathic Misdirection
> >
>
> Much better! Without wakes, your Rutor's Hands become even more
> important. Keep that in mind.
True, although I wil always have at least one P/J in play.
> > Combat (39 cards)
> > 3 Blood to Water
> > 5 Blur
> > 11 Flash
> > 1 Lightning Reflexes
> > 2 Psyche!
> > 3 Pursuit
> > 2 Sideslip
> > 12 Theft of Vitae
> >
>
> You've really improved your combat. Give the deck a few plays and see
> if you don't need more Flashes if you have to fight at inferior
> celerity. If it turns out that you don't have CEL most of the time
> (only 1 Menele and Halton) then Pursuit and Sideslip aren't really
> worth the card slots.
I was thinking to drop 1 BtW, 1 Pursuit and get thefts up to 14. It's
kinda icky though, as I also want to add a direct rush somewhere, so I
was also thinking dropping 1 Misdirection and one of the Magnums for 2
Nose of the Hounds.
> > Equipment (3 cards)
> > 2 .44 Magnum
> > 1 Drum of Xipe Totec
> >
> > Basically I rounded out most of the cards and created more variety.
The
> > guns are for finishing off anything without blood that isn't killed
by
> > Anathema's or the Society.
> >
> > If you still have suggestions, by all means go ahead. Do however
> > consider the 90 card limit.
> >
> > Thanks a lot!
>
> I think your deck looks great now. I will maintain that dumping the
> Smithies and the Guns to make room for Bum's Rushes and/or more bleed
> would make the deck more effective. Good luck!
I'll certainly try it as soon as my new deck protectors are in the mail.
I plan on using this on my friends first, tune some, take it to a local
shop to test some more and I intend to play the result in a big tournie
in a few months. I will probably need one more Menele and one More
Halton though, so if you happen to know someone who has them leftover,
I'm more than happy to know.