Monday, April 15, 2013

DECK CHALLENGE - Taking the Skin: Minion

Hello everyone, so this next blog is going to be a little different (and quite long!). A good friend of mine named Sonam has recently fallin' in love with the card "Taking the Skin: Minion" as it is the only card in the game that grants a minion the ability to bleed twice in a turn. And so he made a Hardestadt deck with the idea of Hardestadt getting one level of Abombwe, burning a minion and then bleeding twice (needing a freak drive if you burn minion first). Here is the card text below.

Taking the Skin: Minion    
Action Modifier/Combat      
Abombwe  
[abo] [REFLEX] Cancel a frenzy card played on this vampire as it is played.
[abo] Skin. Play when this vampire burns a minion. Put this card on this vampire and untap him or her. This vampire may bleed an additional time this turn and gets +1 bleed and +1 stealth when bleeding. Burn this card during your discard phase. A minion can have only one skin.

... Unfortunately Sonam's deck did not work so well. But we started talking and I remembered Martin's "Hardestadt Eats the World" deck. I showed him it and he asked me:

"How about adapting Martin's Hardestadt rush deck to include my idea of a rush deck that bleed lunges for a lot with Taking the Skin: Minion?"


Martin's deck in full glory can be found at

"http://hunfragment.blogspot.com/2010/04/tournament-report-martins-birthday.html"

First, here's Martin's decklist:

Deck Name: Hardestadt eats the world
Created By: Martin "Mephistopheles" Major
Description:
1. Kill titled vampires.
2. Kill everything else.
3. Try to oust with Ancient Influence for added fun.

Crypt: (12 cards, Min: 22, Max: 44, Avg: 8,16)
----------------------------------------------
4 Hardestadt cel pro DOM FOR POT PRE11 Ventrue
4 Lodin (Olaf Holte) aus pro DOM FOR PRE8 Ventrue
1 Graham Gottesman obf pre tha DOM FOR7 Ventrue
1 Victor Donaldson for pre DOM 6 Ventrue
1 Emily Carson for pre DOM 5 Ventrue
1 Portia for pre pro 4 Ventrue

Library: (90 cards)
-------------------
Master (16 cards)
1 Pentex Subversion
2 Wash
4 Dreams of the Sphinx
4 Villein
1 Giant`s Blood
1 Golconda: Inner Peace
1 Monster
1 Wider View
1 Ventrue Headquarters

Action (14 cards)
2 Abactor
3 Ambush
6 Bum`s Rush
3 Harass

Action Modifier (9 cards)
1 Enkil Cog
8 Freak Drive

Political Action (4 cards)
1 Ancient Influence
1 Reins of Power
2 Parity Shift

Reaction (5 cards)
5 Deflection

Combat (42 cards)
11 Immortal Grapple
11 Claws of the Dead
4 Hidden Strength
4 Unflinching Persistence
2 Rolling with the Punches
2 Superior Mettle
8 Amaranth

by: Mephistopheles


[Some notes via Sonam:]

NEXT, here's a rough idea of the package of cards I think needs to be fit into the deck to

make it a lunge bleed monster:
5x Taking the skin: Minion
5x Abombwe
5x Conditioning/Foreshadowing
5x Govern

Cards to maybe think about:
Path of Death and the soul instead of 1 or two abombwe... as it allows you to get abombwe + blood when you diablerize.
Devil Channel Throat for block fails to get to the right target... though it may be unnecessary.
If you don't fear AI, maybe Heart of the City.

"So fitting in the bleed + abombwe tech without watering his deck down too much is your challenge."

......... CHALLENGE ACCEPTED!

So let's get started!

The Good:
So 'Taking the Skin: Minion' is an interesting card. After burning a minion, you get a free untap, so its like a freak drive for a multi-rush deck. It's limited because your rush has to be successful, but you get the +1 bleed +1 stealth on both bleeds. NOTE 1: Take the extra untap into calculations.
An upside is that with Sonam's idea, Hardesdat can burn ANY minion (like predator's) and then continue bleeding prey twice.
There is an obvious higher payload in this version, so if a person draws a Secure Haven or pool sacks, this can be dealt with much better.
Abombwe is a trifle and it also helps with Ancient Influence and Reins of Power.

The Bad:
One issue is that all the cards Sonam suggested are not useful in the "burning minion action". So we have to figure out ways to make sure that flow is not affected. Also, the card flow is a more intensive - Martin's deck was IG - agg - amaranth. Now its IG - agg - amaranth - Skin + freak drive (for concept). And if one is trying to draw into cards, one is now more likely to draw "the other". Draw combat when need bleed, and visa versa. Also 5 cards are not usable if you don't draw an Abombwe.


Analysis -
So you can't make an omelet with breaking some eggs. By doing this deck design, we will obviously create other weaknesses. That doesn't make it worse the Martin's deck, just makes it different. [ See my old old article, http://vteswall.blogspot.com/2011/12/best-is-not-always-better.html ]. But what we have to is acknowledge those new weaknesses (and what new strengths) so there is awareness about them.


[Side note: I was actually given this challenge a while ago, and it stumped me for a bit. But when I started thinking about how the deck is made 'weaker', it also made me figure out how to play to its new Strengths!

Point 1:
So in Martin's deck, burn vampires to somewhat-clear (at least of the important guys) the table seems to be the idea. In this deck, burning ONE minion is in order to have a huge payload of bleed is the idea. So when you think about it a little further, this new deck is to burn a 'key minion' and prevent other minions from blocking/bouncing. Let's look at some cards that can help this.

Blind Spot - Either Blind Spot an annoying blocker, then burn other minion, then bleed and the blockers still can block or bounce.
Momentary Delay / Ambulance - this allows you to torpor (or maybe even burn!) and then still fight the minion you want to fight.
Approximation of Loyalty - Pretty strong - if you have it during the 'combat hand' its a seduction so you can fight the juicier targets. If you have it during the 'bleed hand' its also an anti-wake bounce.

Point 2:
In Martin's deck, he deals with card flow by having have many of the same cards and obvious ways of increasing hand size (Dreams of the Sphinx). Since our concept has to have the combat- then-bleed combo, we need to make more increase hand-size (for fix hand) and perhaps card search/storage ability.

Dreams of Sphinx - already in there.
Barrens / Fragment book of Nod - get the hand you need.
Heart of Nizchetus -  This means you don't lose the cards you might need later
Storage Annex - To store the "Taking of Skin: Minion for exmample.
Monestary of Shadows - The stealth and hand size.
Inconnu Tutelage - An underused card - in this case, its for getting the abombwe or Taking
the skin. However, in this deck, probably a mistake. Too many people will be searching for
those Pentex's...
Ashur Tablets - Always a possible option.
Path of Death and the Soul - since you are burning vampires. This card seems like a goodslot. Important to note that you can get the discipline card from the ashheap.


Point 3:
Since we will not always have a pure combat or pure bleed hand, we have to consider permaments to offset these issues.

Island of Yiaros* - punching for 7 agg I heard is good
Sengir dagger - perm agg - while doesn't go with IG, one doesn't always have a dodge or combat ends
Heart of the City - Perm bleed boost.
Prenatural Strength* - this is only necessary if we cut down on the amaranths. 5 agg burns better then 3 agg of course.
Kevlar vest - with all the IG, one can cut some fortitude as an option (unclear)
Learjet - An underplayed card but an interesting option. Should be used in big vampire decks with a lot of acceleration (which are not needed in mid-game).

*It should be noted that extra strength does NOT fit into Martin's module since you want that blood back for the amaranth. While Amaranth is still part of this new deck idea, we will have to make some card cuts, thus probably less Amaranths, the Island of Yiaros seems like a better fit, so we can use it if we don't have an Amaranth in hand.


REVIEW - So now we have discussed weaknesses and strengths of this new deck idea in comparison to Martin's deck. Have discuss possible cards to aid in this new deck idea. And looked at a couple of card ideas are options but might not make the cut, but could in your deck design!

So now lets get to the deck building! Below is my attempt at this challenge based on the analysis above.

Deck Name: Hardestadt Wears Your Face!
Created By: Adam Hulse
Description:
1. Burn minion(s)
2. Play Taking the skin to have Hardestadt bleed twice for about 6-8 each bleed lunge.


Crypt: (12 cards, Min: 22, Max: 44, Avg: 8,16)
----------------------------------------------
5 Hardestadt cel pro DOM FOR POT PRE11 Ventrue
3 Lodin (Olaf Holte) aus pro DOM FOR PRE8 Ventrue
1 Graham Gottesman obf pre tha DOM FOR7 Ventrue
1 Victor Donaldson for pre DOM 6 Ventrue
1 Emily Carson for pre DOM 5 Ventrue
1 Portia for pre pro 4 Ventrue

Library: (90 cards)
-------------------
Master (18 cards)
1 Island of Yiaros
4 Abombwe
4 Dreams of the Sphinx
4 Villein
1 Giant`s Blood
1 Path of Death and the Soul
1 Monster
1 Storage Annex
1 Ventrue Headquarters

Action (13 cards)
3 Ambush
3 Bum`s Rush
2 Harass
5 Govern the Unaligned

Action Modifier (21 cards)
1 Enkil Cog
7 Freak Drive
5 Taking of the Skin: Minion
5 Conditioning
3 Approximation of Loyalty

Political Action (4 cards)
1 Ancient Influence
1 Reins of Power
2 Parity Shift

Reaction (2 cards)
2 Deflection

Combat (30 cards)
10 Immortal Grapple
9 Claws of the Dead
2 Hidden Strength
2 Unflinching Persistence
2 Rolling with the Punches
5 Amaranth

Equipment (2 cards)
1 Heart of Nizchetus
1 Sengir Dagger


----------

Whew! So that was a lot of writing! So obviously anyone who wishes to use this deck for ideas they are more then welcome. Just remember to take one's metagame into account.

So I hoped everyone enjoyed the little VTES road travelled here. Sonam, thanks for letting me try this challenge. It was actually harder then I thought but I had a good time analyzing it.

Adam Hulse

Tuesday, April 2, 2013

NEW YORK CITY VTES LEAGUE #4


NEW YORK CITY VTES LEAGUE RULES

Introduction: So what do you do when you have a small play group, not many tournaments and are trying to make things not stagnant for your players? You start up a league that's what! This is a description of what the New York City VTES league rules will be. Other people are free to use this idea, or hopefully use this idea to spice up this great game in other ways.

Disclaimer: This is not a "official" tournament in terms of VEKN records and rulings. This is an exercise to have fun while being competitive and hopefully to encourage my New York players to try out new decks.

Background: The New York VTES crew is about 8 consistent players and 6 inconsistent players. We play every Wednesday and Friday. It is a good group of people with interesting decks and varying play styles.  Okay, enough of this, on to the League!


LEAGUE RULES
The rules are simple.

OVERALL RULES
1) First person to Five Game Wins (GW) wins the league.
2) If someone gets a GW, THAT PERSON Victory Points (VP) in that game are NOT counted.
3) If someone gets VPs but does not get a GW, those points ARE COUNTED.
4) Half points (.5) are not counted.
5) If the is NO game win, then Victory Points (VP) are counted.
6) FIVE Victory Points equal one Game Win
7) In 6 player game (see below), X effects (ex: Conservative Agitation, Parity Shift, Slave Auction) are capped at 5.
8) When a deck has won a Game win (not due to 5VP = 1GW), that deck cannot be played again BY THAT PERSON for the rest of the League.

RULES IN TEST
1) No 3-player league games
2) 4 player - time limit: 1 hour 30 minutes
3) 5 player - time limit: 2 hours
4) 6 player - time limit: 2 hour 30 minutes
5) 1 League game per day per player


Common questions asked in development:

1) Q: Why have a league?
A: To add a bit of competitiveness with some actual prizes.

2) Q: Why only to 5 Game Wins?
A: I want the leagues to be short, to test out some League rules and to get prizes in the hands of the people who play. If someone wins early... okay next League! So far in the first two leagues we have averaged about 4 months, which for me this is just about right.

3) Doesn't the people who go to Wed and Fri games have an advantage?
A: Technically... yes. But the purpose of the League is to encourage people to play. And the person who plays the extra day still needs to win of course.

4) Q: Are you still going to have tournaments?
A: Yes. A smaller tournament is in the works but I want to try and get out-of-towners to come.
(setting one up soon, and there is a DC one in June!)

5) Q: What is the prize support?
A: Currently the prize support is 10 packs. In addition, for those who RSVP AND show up (obviously) for a night of gaming will get a bonus random pack. The winner of the league can choose to trade 1-pack for a rare (not-super rare) of my collection.

6) Q: Why allow 6 player games?
A: Because I don't want to penalize people for showing up. RULE: If we have 7 players, 1 person will play two games but can only win on one table (decided randomly and hidden to that player).

Friday, February 22, 2013

The House Of Sorrow

The House Of Sorrow
by Ethel Clifford - 1903

In the doorway of the House of Sorrow
  I stand, and Sorrow sits within.
Through the window of the House of Sorrow
  A measure from without came drifting in.

Like a strong beam of the sun, that through the window
  Points to a thing unseen, the song came in;
And, listening, I stole out, and in the doorway
  I stand, and Sorrow sits within.

In the doorway of the House of Sorrow
  I stand, and like one blind, I lift my face
And listen, and I hear the steps of Sorrow
  Who comes to seek me from the darkened place.

Like a child half-awakened, in the doorway
  I stand and listen, and I hear the rain
And, from behind, the swift, sure steps of Sorrow—
  O thou without, wilt thou not sing again?

------

First off, let me tell you that I take a bit of glee that anyone who Google searches for 'House of Sorrow' has a chance of coming to my analysis of this vampire card as opposed to the poem up above. But I like flavour for my posts so I started with this.

Let's start with the Card Text:

House of Sorrow
Master  
1 pool      
Master: Unique location. Tap to untap any card you control that is not a minion. If you do so, neither that card nor this location untap as normal on your next untap phase.

----

Why am I writing a Blog about this card?
Ever since this card came out, and people 'talk shop' about vtes. I heard that this is an interesting card to play... but with the exception of "Gather decks", I actually never see it in decks. It has the potential to double the output of any non-minion card, at the expense of not being able to use it the next turn.

The Good:
Excellent for lunge.
Throws the math off by doubling an effect

The Bad:
Can't use it or the affected card the following turn
Takes a master card slot

So why isn't it used? I'm going to make the assumption that most people feel that it is not worth the master card slot. So we are going to try an analyze what kind of decks it IS worth the card slot, and why.

We have to start with some generalizations here:
- Assume about 15-17 masters (dependent on trifles).
- A good portion of the master have to have a tap effect. This can be supplemented by other non-minion cards that have a tapping effect.
- The decks portion of pool gain should not come from masters, because that will take slots from the "tap masters" mentioned before.

I did some searches of cards that can be used with House of Sorrow and they are many!
So the first thing I did was look at clan cards, because non-clan cards can be shared by any clan. Here are the numbers:

Tap ability that House of Sorrow can affect
The number in ( ) is the 'real' number.

Clans:
Ahrimane - 0
Akunanse - 1
Assamite - 3
Baali - 0
Blood Brother - 0
Brujah - 2
Bruajah Antitribu - 2
Caitiff - 0
Daughters of Cacophony - 2 (3) [Bastille Opera House
]
Followers of Set - 4 (3) [Grand Temple of Set]
Gangrel - 3
Gangrel Antitribu - 1
Gargoyle - 0
Giovanni - 3
Guruhi - 0
Harbingers of Skulls - 3
Ishtarri - 1
Kiasyd - 0
Lasombra - 3
Malkavian - 1
Malkavian Antitribu - 0
Nagaraja - 0
Nosferatu - 5
Nosferatu Antitribu - 4 (3) [Steam Tunnels]
Osebo - 0
Pander - 1
Ravnos - 3
Salubri - 0
Salubri Antiribu - 0
Samedi - 0
Toreador - 2
Toreador Antitribu - 0
Tremere - 3 (2) [Wasserschloss Anif, Austria]
Tremere Antitribu - 1
True Brujah - 0
Tzimisce - 0
Ventrue - 3
ventrue Antitribu - 1
Imbued - 4*

*Imbued powers tap when used... you can't do some because of NRA but you can do the following 9 cards:
Abjure
Champion
Discern
Foresee
Hide
Project
PunishSurge
Vigilance

----

Now as the 'math' shows - Imbued wins by a long shot on cards that House of Sorrows can be used. But I'm not feeling an Imbued deck at the moment.

Instead, I'm going to take the second "winner" - i.e. Nosferatu and make a version of the TempleCon 2013 Champion deck by my NYC buddy Kymia Alishahi. Now I've playing against this deck dozens of times and I'm very pleased that it won - (even though it beat me in the finals!) and I'm not even going to say that the deck below is better. All that I say that it will 'use-and-abuse' House of Sorrows, thus increasing lunge potential and 'throw off the math' of opponents.


----

Deck Name:   Sorrowful Robin
Created By:  Adam Hulse
Description: Based on (what i guess) my buddies Kym's deck is, I never actually saw the decklist.
I have to sacrifice Sudden Reversals for House of Sorrows, but Bleeding the Vine is there now.
Monestary of Shadows and Helicopter will probably get tossed if you have any serious type of predator
and probably out of the deck all together, but it fits theme of this blog.


Crypt: (12 cards, Min: 18, Max: 40, Avg: 7.58)
----------------------------------------------
  2  Clarissa Steinburgen               ani obf        3  Nosferatu
  2  Alonzo Guillen                     ani for OBF pot6  Nosferatu
  2  Shahid                             ani for pro OBF POT7  Nosferatu
  1  Baron Dieudonne                    ANI OBF POT PRO9  Nosferatu
  5  Cock Robin                         ANI aus for OBF POT10 Nosferatu

Library: (90 cards)
-------------------
Master (22 cards)
  2  Warsaw Station
  1  Storm Sewers
  1  Spawning Pool, The
  1  Labyrinth, The
  3  Dreams of the Sphinx
  3  House of Sorrow
  6  Villein
  1  Giant`s Blood
  1  Pentex Subversion
  1  Bleeding the Vine
  1  Fame
  1  Monastery of Shadows

Action (18 cards)
  1  SchreckNET
  1  Aranthebes, The Immortal
  3  Preternatural Strength
  1  Heroic Might
  12 Deep Song

Action Modifier (14 cards)
  3  Enkil Cog
  5  Freak Drive
  3  Faceless Night
  3  Lost in Crowds

Political Action (3 cards)
  3  Parity Shift

Reaction (14 cards)
  2  Lost in Translation
  6  Second Tradition: Domain, The
  6  Sense the Savage Way

Combat (11 cards)
  4  Hidden Strength
  6  Immortal Grapple
  1  Disarm

Equipment (1 cards)
  1  Helicopter

Event (2 cards)
  2  Scourge of the Enochians

Combo (5 cards)
  5  Swallowed by the Night


CONCLUSION

So, as we can see, House of Sorrow's is a very interesting card. A lot of the cards in the above deck are good and House of Sorrow is not necessary. But if you draw it, the possibilities are quite strong!
I hope that everyone enjoys this entry to my blog. It's an interesting card and I hope to hear others ideas and thoughts on it.

Adam

Thursday, February 7, 2013

OPERATION DECK DECONSTRUCTION #4

OPERATION DECK DECONSTRUCTION #4
[Use Soundwave's voice for full effect!]

Hello everyone, this my fourth deck analysis. I enjoy doing the analysis and like the challenge. It is my hope that with this analysis, the author and my readers get ideas for their own decks and hopefully make them look at deck designs in a new way. My goal is for me to hone my deck analysis using what I have learned while playing and in previous blogs. Here is the deck below.


Name: Nadima Wall
Author: Ira Fay
Description: I noticed that Hatch the Viper isn’t in the TWDA. It seems like a really strong card, so I wanted to make a deck that used it well. I've also considered using Nehsi (with Trophies!) or Seterpenre, but I wanted to try the pure Gangrel angle due to lower capacity and nice Gangrel clan masters.

Crypt: (12)
5x Nadima(G3)
4x Mirembe Kabbada(G2)
1x Chandler Hungerford(G2)
1x Dr. Allan Woodstock(G3)
1x Ramona (advanced)(G2)

Library: (60)

Master: (13)
3x Blood Doll
1x Backways
1x Ecoterrorists
1x Fame
1x Heidelberg Castle, Germany
1x Pentex(TM) Subversion
1x Perfectionist
1x Powerbase: Montreal
1x Smiling Jack, The Anarch
1x The Rack
1x Wider View

Action: (11)
4x Dark Mirror of the Mind
2x Shadow of the Beast
1x Form of Corruption
1x Nose of the Hound
1x Restoration
1x Set's Curse
1x Soul Scan

Retainer: (9)
6x Hatch the Viper
1x Dog Pack
1x Homunculus
1x Mr. Winthrop

Equipment: (3)
1x Bowl of Convergence
1x Camera Phone
1x IR Goggles

Action Modifier: (7)
5x Freak Drive
2x Earth Control

Combat: (9)
5x Earth Meld
3x Form of Mist
1x Unflinching Persistence

Reaction: (8)
2x Eyes of Argus
2x On the Qui Vive
2x Wake with Evening's Freshness
1x Forced Awakening
1x Set's Call
-----------

WHO IS THE AUTHOR
Ira Fay is a strong vtes player who has been around the scene for some time now. I've met him at several tournaments and even traveled to one at the college where he works. He has an interesting grasp of how to table-talk and how to read a table. He asked me to review this untested deck and I agreed. Hopefully, my review will give him some advice and maybe we'll see this deck hit a tourney some day!

-----------

Name: Nadima Wall
Author: Ira Fay
Description: I noticed that Hatch the Viper isn’t in the TWDA. It seems like a really strong card, so I wanted to make a deck that used it well. I've also considered using Nehsi (with Trophies!) or Seterpenre, but I wanted to try the pure Gangrel angle due to lower capacity and nice Gangrel clan masters.

[Adam Notes:]
So here Ira wants to make a Tournament Winning Gangrel - Hatch the Viper deck. A tough challenge indeed! Well, I'm going to review this deck a little differently. If you read my previous blog "Deck Design and the Engine that Could", I am finding that by answering some key questions, one can find issues (in a general sense) very quickly. So below, I will repost the main questions, but then try to answer them (or fail to answer) has we go through different portions of the Crypt and Library.

[pick theme] - Answer: Gangrel-Hatch the Viper

1) Is my Machine a Bleed or Vote machine?
2) What is my Engine to make my machine work?
3a) What cards/decks, cause my Machine to fail?
3b) Does my Engine have an answer for it?
3c) Are those cards/decks likely to be seen?

Crypt: (12)
5x Nadima(G3)
4x Mirembe Kabbada(G2)
1x Chandler Hungerford(G2)
1x Dr. Allan Woodstock(G3)
1x Ramona (advanced)(G2)

[Adam Notes:]
1) Is my Machine a Bleed or Vote machine?
Answer: Well... it's obviously not a vote crpyt. So therefore, bleeding must be the main way to oust. There may be "Backup machines" (Smiling Jack, Fame) - but that should just be that, a backup machine if bleeding is not working out. As we go further down I can see that bleed tech is limited so this a limitation that we will have to try and correct.

Other interest options of crypt:
Antonino - the +1 stealth on undirected is great
Danielle Diron - Her ability is very useful and discipline spread fits the bill.
[for these two vamps, see comment on Book Going Forth by Night below]


Library: (60)

[Adam Notes:] 
So Ira made this as a 60 card deck. Typically small decks need to be one of three things. 1) Very aggressive and focused or 2) have a type of recusion 3) focus on permaments. It seems that for this deck (Hatch the Viper), this is #3. So let's keep that in mind.

Master: (13)
3x Blood Doll
1x Backways
1x Ecoterrorists
1x Fame
1x Heidelberg Castle, Germany
1x Pentex(TM) Subversion
1x Perfectionist
1x Powerbase: Montreal
1x Smiling Jack, The Anarch
1x The Rack
1x Wider View

[Adam Notes:]
This is a fine set of master cards, even for a 90 card deck (and Ira has it a 60). Since this is such a small deck, it is very important to see if each Master card helps 1) the Machine (bleed) 2) The Engine (stealth? int? combat?) d) Answer the question 3a-b-c?

Even though this will make this analysis lengthy, we will go though each master card and try to answer the questions above.
Definite "Keeps":
Blood Doll - This helps question 3a "what causes my Machine to fail?" The answer "pool loss" is pretty straight foward. A good example why this is a staple in most decks.
Backways - Persistent stealth - minor Engine
Ecoterrorists - Persistent pool gain - Question 3a
Fame - A 'backup machine' oust mechanic to aid in bleeding
Heidelberg Castle - To aid in Engine - move retainers and bleed equipment around
Wider view - Indirectly helps machine - you need the correct vampires (limited choice) to make this work.

Questionable:
Pentex(TM) Subversion - A staple in most decks, however we have to ask - does this help Machine (bleed) or engine (toolbox, equip and hatch the viper). An argument could be made 'yes' by pentexing a blocker. But eventually one runs out of wakes to defend it. Lets put that in the 'maybe' category.
Perfectionist - Well, the idea is that it pays for the Hatch the Viper and allows blood gain faster. On the other hand, it doesn't help with bleed. And we need to make sure that we can oust.
Powerbase: Montreal - While this is a persistent pool gain - it can be used by others and the amount of actions this deck can take is limited. Bleeding will be difficult in the long run so keeping pool off the table is better.
The Rack - Same issue as Pentex, but in this case, it affects your game and not the table. So more likely to be left alone. A Strong Maybe
Smiling Jack - Again, a 'backup machine' oust mechanic so not bad.

All these questionable Master card slots allows us to consider other master cards that could be useful. Remember, the Machine is Bleeding and the Engine is permanents in terms of Hatch the Viper and bleed.

Intercept Location - The extra intercept can make the difference. People are playing with less and less stealth and relying on the built in stealth of actions to get through. Throws off the math with people trying to get by. With Nadima its even better.

Elysium: Sforzesco Castle - a underused card which in today's metagame might be worth considering. If your prey, pred OR grand predator (due to bounce) is play camarilla, then this card is excellent for such a deck that needs to stay untapped.

Carver`s Meat Packing and Storage - A strong combination with the Event Scourge of the Enochians (and even better with Aranthebes). All three stop a weakness of the deck of multiple minions overwhelming your wakes.

Creepshow Casino - If you look below, you can see the majority of actions are undirected. Thus this could be part of the engine. (Monastary of shadows is an option but only Nadima can use it).

Erciyes Fragments - Free. Usually not stolen and with auspex on Nadima, you have 3 of the 4 most common discipline to call upon (ani aus for but no dom). Consider it a resource for extra wakes.

Haven Uncovered - While not a Pentex this allows you to take out key minion and only that minion can remove the haven, which you can defend.

As a deck without bounce or votes, Archon Investigation, Direct Intervention, and Sudden Reversal are very important.

BONUS OPTION - Instead of that crypt, one can basically do the same but with Anarch Converts. This gives extra options of things like Anarch Railroad, Piper, Anarch Revolt, Club Illusion and even Smear Campaign to get rid of things like Enkil Cog. And that is just master card options. [And you don't have to play Wider view]

------------

Action: (11)
4x Dark Mirror of the Mind
2x Shadow of the Beast
1x Form of Corruption
1x Nose of the Hound
1x Restoration
1x Set's Curse
1x Soul Scan

[Adam Notes:]

Actions! Okay, so in a 60 card deck, each slot is important. So I think we can take the time to go more into detail here.
Dark Mirror of the Mind:
I happen to know that Ira is huge fan of Dark Mirror of the Mind (see TWD and Finals report: Member of the Entourage on www.vekn.net) but sorry Ira, I just think that you have more important actions to take (or not take and stay up to defend) with the one vamp (Nadima) who can play it. [So that give us 4 card slots]

Shadow of the Beast - These are permaments which are pretty good.
Form of Corruption - As a deck that cannot stop a forward motion prey too much, this is a fine card.
Nose of the Hound - Okay, a surprise rush. But only Nadima and Dr. Alllan can play it. A disciplineless rush or Taunt the Caged beast is good. Sense Death at animalism is okay if you want a stealth rush, but limited by capacity.
Resotration - Nice idea, but only Nadima can really use it. A funny thing about this card is that I've never seen it blocked. Ever. So maybe not for this deck, but something to consider. [1 card slot]
Set's Curse - Interesting card. I'd keep it as a surprise.
Soul Scan - So this card is draw Nadima. But only Dr. Allan can play it. If you don't draw Nadima, that means you are likely to draw Mirembe Kabbada. So will likely have Mirembe and Dr Allan in play, that is 10 pool. Bringing out Nadima is possible, but unclear. Better playing with the little guys in that situatino. [1 card slot]

So that's 6 card action card slots. We are going to hold on to those until we review the other actions (retainers and equipment).


Retainer: (9)
6x Hatch the Viper
1x Dog Pack
1x Homunculus
1x Mr. Winthrop

[Adam Notes:]
Not bad. But since this is a bleed deck, J.s Simmons and Tasha Morgan may be good here.


Equipment: (3)
1x Bowl of Convergence
1x Camera Phone
1x IR Goggles

[Adam Notes:]
Bowl of Convergence can only be used by two minions. Perhaps Sport Bike or Phased Motion Detector if you want to save on pool. More bleed equipment and bleed retainers would be good.

Action Modifier: (7)
5x Freak Drive
2x Earth Control

[Adam Notes:]
Looks okay, I might steal an earth meld or two for more earth control. With so many permanents, you need to make sure they 'stick'.


[Adam's Notes: ACTION REVIEW]
So Ira has 23 actions. Should have 2-3 minions, assume 2 actions a turn. First vampire comes out around turn 2. And games end around turn 12-13. So the math seems correct about right there. So let's recap.

The deck is a bleed deck (cause its not vote), with some other minor attacking pool options, Fame and Smiling Jack. But just the fact that the "Backup Machine" is only two cards means that we have to increase the bleed option here. - Here is some thoughts:

Heidelberg will allow retainers and equipment to move around - A second copy is possible.
Even if HeidelBurg is not drawn, having each minion bleed for two is more forward. So J.S Simmons, Tasha Morgan, Camera phone(s). In a 60 card deck, having 6 bleed permaments is pretty good. Getting 3 in play doubles your oust potential.

OTHER ACTIONS -
Book of Going Forth by Night. Allows others to get Hatch the Viper as well as killing allies gives them to you.
Jack of Both Sides - While this probably won't make the cut in a 60 card deck, it works for the majority of the cards. And people tend not to block because it doesn't put the key action in the ashheap. (Works well with earth meld).
Aranthebes - you are limited by your wakes. This stops some actions.
Gather - When used with House of Sorrows (which works with Ecoterrorists, Backways, Heileberg, Aranthebes)
Ivory Bow - with 1-2 Hatch the Vipers, burning guys is not too hard.
Covenant of Blood - Independents have trouble getting permament rush. This is an option...

Combat: (9)
5x Earth Meld
3x Form of Mist
1x Unflinching Persistence

[Adam Notes:]
Ira seems to be trying to avoid the manuever-to-long issue. Instead of Unflinching Persistence, Drawing out the Beast seems strong.


Reaction: (8)
2x Eyes of Argus
2x On the Qui Vive
2x Wake with Evening's Freshness
1x Forced Awakening
1x Set's Call

[Adam Notes:] The Eyes of Argus can only be used at inferior here, which may have been Ira's point (+2 int for D actions), but Forced Vigilance is an option as is Steadfastness as well. Or just more other wakes.

OTHER CARDS
The Uncoiling - An excellent player by the name of Darby Keeney once stated that if you are not using Gehenna events, you should always play this card. Anthelios, Unmasking as examples are just too strong.
Scourge of the Enochians - You only have so many wakes. Get those 1-2 caps off the table.
Rapid Change - Instead of more Earth Control like I mentioned early, 1-2 of these for versatility.
Army of Rats - Another "Backup Machine" reduce pool effect.
Agg poke - If you don't have one in there, you can't keep 'em 'honest'. Burns vampires too with hatch the viper.


CONCLUSION -
So this deck is an interesting concept, but in my opinion it needs a bit of work. In the current version, it doesn't vote and it doesn't bleed, and has limited rush even. In the past, I made two votes versions of this. One was with the setites and gangrel. The Setites call KRC and Free State Rant (villien and voter cap for pool gain). Hatch the Viper for defence and torporing guys with low blood. The other was Group 4 starring Xendil, Gangrel anti bleed and vote. (cute tech is that the Path of Feral Heart makes Hatch the Viper free).

Thanks to Ira for letting me review his deck. I know I did not place it on laurels, but it was an interesting review and hopefully my input will help you in the future deck designs of it.


Adam

Thursday, January 3, 2013

NEW YORK CITY VTES LEAGUE #3

NEW YORK CITY VTES LEAGUE RULES  (UPDATED for 2013!)

Introduction: So what do you do when you have a small play group, not many tournaments and are trying to make things not stagnant for your players? You start up a league that's what! This is a description of what the New York City VTES league rules will be. Other people are free to use this idea, or hopefully use this idea to spice up this great game in other ways.

Disclaimer: This is not a "official" tournament in terms of VEKN records and rulings. This is an exercise to have fun while being competitive and hopefully to encourage my New York players to try out new decks.

Background: The New York VTES crew is about 8 consistent players and 6 inconsistent players. We play every Wednesday and Friday. It is a good group of people with interesting decks and varying play styles.  Okay, enough of this, on to the League!


LEAGUE RULES
The rules are simple.

OVERALL RULES
1) First person to Five Game Wins (GW) wins the league.
2) If someone gets a GW, THAT PERSON Victory Points (VP) in that game are NOT counted.
3) If someone gets VPs but does not get a GW, those points ARE COUNTED.
4) Half points (.5) are not counted.
5) If the is NO game win, then Victory Points (VP) are counted.
6) FIVE Victory Points equal one Game Win
7) In 6 player game (see below), X effects (ex: Conservative Agitation, Parity Shift, Slave Auction) are capped at 5.
8) When a deck has won a Game win (not due to 5VP = 1GW), that deck cannot be played again BY THAT PERSON for the rest of the League.

RULES IN TEST
1) No 3-player league games
2) 4 player - time limit: 1 hour 30 minutes
3) 5 player - time limit: 2 hours
4) 6 player - time limit: 2 hour 30 minutes
5) 1 League game per day per player


Common questions asked in development:

1) Q: Why have a league?
A: To add a bit of competitiveness with some actual prizes.

2) Q: Why only to 5 Game Wins?
A: I want the leagues to be short, to test out some League rules and to get prizes in the hands of the people who play. If someone wins early... okay next League! So far in the first two leagues we have averaged about 4 months, which for me this is just about right.

3) Doesn't the people who go to Wed and Fri games have an advantage?
A: Technically... yes. But the purpose of the League is to encourage people to play. And the person who plays the extra day still needs to win of course.

4) Q: Are you still going to have tournaments?
A: Yes. A smaller tournament is in the works but I want to try and get out of towners to come.

5) Q: What is the prize support?
A: Currently the prize support is 10 packs. In addition, for those who RSVP AND show up (obviously) for a night of gaming will get a bonus random pack. The winner of the league can choose to trade 1-pack for a rare (not-super rare) of my collection.

6) Q: Why allow 6 player games?
A: Because I don't want to penalize people for showing up. RULE: If we have 7 players, 1 person will play two games but can only win on one table (decided randomly and hidden to that player).

Deck Design and the Engine that Could

Marching thus at night, a battalion is doubly impressive. The silent monster is full of restrained power; resolute in its onward sweep, impervious to danger, it looks a menacing engine of destruction, steady to its goal, and certain of its mission.
-- Patrick MacGill

Deck Design and the Engine that Could

Hello all, for this blog I decided to do something different. Over the last year (ever since the last NAC 2012) or so I have had many discussions with various excellent players about deck design. I have gone over many people decks and discussed their thought processes about their ideas.

I was holding off on writing this particular blog because I wanted to really solidify my thoughts on it. It wasn't until a recent conversation and how the core of a deck is really an "engine" (will get more into that below) that a lot of thoughts snapped into place and I wanted to share it with the rest of you.

We have to start off with a couple of premises and key terms in order for you to relate to my analogies.

- Your Deck (Library/Crypt) is your "Machine". It is the tool in which you play the game To Win.

- In order to win, you have to remove Pool from the table. After much discussion, the two main ways to do that is Bleed and Vote. So these are the Two types of Machines. Bleed Machine and Vote Machine. [As stated in previous blog, other methods of Pool loss (example: Fame) is a "Backup Machine"]

- In order for your machine to run, you need an Engine. The 3 classic Engines are Stealth, Intercept, and Combat Engine. Variations can usually fit under one of those categories (example: Tap and Bleed).


So to be put simply, the better your Engine, the better your Machine will run.


Examples:
Consider some of the decks that are popular but just struggle to work.

Stealthy decks - don't ever want to get caught. A common problem is that there is TOO much stealth and one cannot draw the cards needs to actually win.

Intercept Wall - Block it all! But games can go to time.

Rush Combat decks - your torpor your targets, but after a couple of rescues, you can run out of juice.

So what happens here? Here the designer focused so much on the Engine, that he didn't focus on the Machine idea that the deck was supposed to do, i.e. remove pool.


How can this help you?

There are many guidelines in order to have a good deck design. This is just another methodology that I think can aid some of you.

When making your deck, consider the following:
[After deciding "theme" (key vamp, clan, card, etc) of course]

1) Is my Machine* a Bleed or Vote machine?
2) What is my Engine to make my machine work?
3a) What cards/decks, cause my Machine to fail? 

3b) Does my Engine have an answer for it? 
3c) Are those cards/decks likely to be seen?


* Now, some of you are already asking, "but there are other ways to remove pool" This is true! Fame, Enticement, Anarch Revolt are just some examples. But I stand pretty strongly that these alternate methods are Supplements to the two main Machines. I call them a "Backup Machine" and they do have their place. For the price of a few card slots, one not has a smaller additional way to remove pool, in case there is a kink in the main machine. But a common problem for deck design is when someone tries to make the Backup Machine the main machine. The simple example is the rush combat decks with Fame and Tension in the Ranks. Those two cards might be enough to get a VP but no so well in getting a Game Win.


Conclusion:
So these are just my musings on how I'm going to treat deck design from now on. I already see flaws in some of my decks and I play to adjust them accordingly. Hopefully people reading this blog entry will take the same considerations into their decks. If anyone wishes to comment and discuss I would be happy to do so.

Adam  Hulse







Monday, December 24, 2012

OPERATION DECK DECONSTRUCTION #3

OPERATION DECK DECONSTRUCTION #3
[Use Soundwave's voice for full effect!]

Hello everyone, moving right along to my third deck analysis. Haven't recieved any comments yet, but I hope that people are enjoying the review. I definitely enjoy doing the analysis and like the challenge. It is my hope that with this analysis, the author and my readers get ideas for their own decks and hopefully make them look at deck designs in a new way. Here is the deck below.


Deck Name:   This Time It's Personal

Created By:  Shawn Stanley
Description: The deck came out of a conversation with a friend about the general ways of causing pool damage in Jyhad.  We hit upon bleeding, voting and other.  I wanted to try a deck which worked solely in the realm of the third category, "other".  Other, of course is a broad category, and I wanted to try and work with master cards to do it.  This back in 2004/5 so anarch revolt decks were an obvious choice, but already out there, but there was a new master card which looked hopeful: personal involvement.

Earlier versions of the deck were fun to play, but the deck always struggled with the final kill package.  Hence, with subsequent versions the tried and true pool reduction tactics of bleeding and voting crept into the deck.  With all of the pool manipulation in the deck, necessitated by personal involvement, parity shift was an obvious choice - but still not a card to kill people with.  So some other votes, and then some bleed also came into the deck


Crypt: (12 cards, Min: 16, Max: 32, Avg: 6.16)
----------------------------------------------
  5  Anson                              aus CEL dom PRE8  Toreador
  1  Victoria Ash                       aus cel dom PRE6  Toreador
  1  Ohanna                             dom            2  Malkavian
  3  Rake                               aus cel pot PRE6  Brujah
  1  Violette Prentiss                  dom PRE        4  Ventrue
  1  Mariana Gilbert                    cel PRE        4  Toreador

Library: (70 cards)
-------------------
Master (40 cards)
  1  Art Museum
  7  Personal Involvement
  8  Ashur Tablets
  2  Parthenon, The
  2  Secure Haven
  2  Dummy Corporation
  2  Vessel
  1  Brothers Grimm
  1  Carnivale
  2  Sudden Reversal
  1  Direct Intervention
  1  Archon Investigation
  1  Pentex Subversion
  1  Anarch Revolt
  1  Antediluvian Awakening
  3  Failsafe
  2  Golconda: Inner Peace
  2  Dominate

Action (2 cards)
  2  Entrancement

Action Modifier (5 cards)
  2  Perfect Paragon
  2  Alacrity
  1  Siren`s Lure

Political Action (5 cards)
  3  Kine Resources Contested
  2  Neonate Breach

Reaction (5 cards)
  5  Deflection

Combat (5 cards)
  5  Majesty

Event (2 cards)
  2  Anthelios, the Red Star

Combo (6 cards)
  3  Murmur of the False Will
  3  Resist Earth`s Grasp



WHO IS THE AUTHOR
Shawn Stanley, while a native Australian, has bummed around with us New Yorkers for several years now. He is one of our regulars and New York Vtes would not be the same without him. He is a strong player who has a tendenacy to play a lot of strong Tier 2 (he finds Tier 1 boring) decks that keeps us city-folk on our toes.


Deck Name:   This Time It's Personal
Created By:  Shawn Stanley
Description: The deck came out of a conversation with a friend about the general ways of causing pool damage in Jyhad.  We hit upon bleeding, voting and other.  I wanted to try a deck which worked solely in the realm of the third category, "other".  Other, of course is a broad category, and I wanted to try and work with master cards to do it.  This back in 2004/5 so anarch revolt decks were an obvious choice, but already out there, but there was a new master card which looked hopeful: personal involvement.

Earlier versions of the deck were fun to play, but the deck always struggled with the final kill package.  Hence, with subsequent versions the tried and true pool reduction tactics of bleeding and voting crept into the deck.  With all of the pool manipulation in the deck, necessitated by personal involvement, parity shift was an obvious choice - but still not a card to kill people with.  So some other votes, and then some bleed also came into the deck

[Adam Notes:]
So I had the benefit of talking with Shawn a little but about this deck. He told me that conversation mentioned in the description was several years old. Recently, I coincidently had a similar conversation with noteable Ben Peal. To be short, we decided that the two 'Win Machines' are Bleed and Vote. (others things, like combat, are the "engines" to make the machines work). [To be discussed in next blog maybe. :) ]. So where does "Other" fit in? In my opinion, "Other" pool loss mechanic are a "Backup Machine". Smaller, useful in certain situations but should not be mistaken for the main machine. Although we are going to talk about Personal Involvement, another good example are cards like Fame, Dragonbound, and Enticement.

So what does that mean here for Shawn's deck? Well, in Shawn's original deck it is 40 masters (70 cards) with 7 Personal Involvement. While it has a little bleed, it is basically a Vote deck. So his "Machine" is Vote with a "Backup Machine" of Personal Involvement (and some other masters). So our goal is to make a STREAMLINE VOTE DECK STARRING ANSON. 60 Card size. And then Shawn can just add 8-10 Personal Involvement. Because of Anson's special, the additional masters cards should flow nicely (although we will take it into account).

Furthermore, if we take out the Masters and make that a separate discussion (while it will tie into the rest of the library) we are really making a streamlined 30-35 vote deck with all the trimmings. It's harder then it looks but lets see what we can do!


Crypt: (12 cards, Avg: 6.16)
----------------------------------------------
  5  Anson                              aus CEL dom PRE8  Toreador
  1  Victoria Ash                       aus cel dom PRE6  Toreador
  1  Ohanna                             dom            2  Malkavian
  3  Rake                               aus cel pot PRE6  Brujah
  1  Violette Prentiss                  dom PRE        4  Ventrue
  1  Mariana Gilbert                    cel PRE        4  Toreador

[Adam Notes:]
Okay, now that we have determined that we have only 35 cards to make a vote deck, sure that these guys are the right guys for the job. Looking at Shawn's master package, he doesn't have Ventrue Headquarters or Toreador Grand Ball (ultimate stealth!). So let's fine a crypt that allows that and still has the DOM PRE, and celerity for stealth. While, it will be mentioned again in the Master Card discussion below, it is good to state here that Wider View is very important here as it allows Shawn to get the right crypt for the right situation. More Toreador for Grand Ball for example.


Crypt: (11 cards, Avg: 5.727)
----------------------------------------------
  5  Anson                              aus CEL dom PRE8  Toreador
  1  Mariana Gilbert                    cel PRE        4  Toreador
  1  Delilah Easton                     pre            2  Toreador
  1  Violette Prentiss                  dom PRE        4  Ventrue
  1  Sir Walter Nash                    DOM FOR PRE    7  Ventrue
  1  Itzahk Levine                      cel pre        3  Ventrue
  1  Gideon Fontaine                    PRE            3  Ventrue

[Adam's Note:] Note that I only made a crypt for 11 vampires. That is because I was not sure of the 12th guy. And then I realized it depends on the player. Maybe another weenie or another prince. Below is some choices I liked.

  1  Rake                               aus cel pot PRE6  Brujah
  1  Ramiel DuPre                       aus cel dom PRE5  Toreador
  1  Victoria Ash                       aus cel dom PRE6  Toreador

Small note on Sir Walter Nash. He's a vamp who should really only come out if needed, most of the time he will be wider view away.



Library: (70 cards)
-------------------
Master (40 cards)
 
  7  Personal Involvement
  6  Ashur Tablets

  2  Ventrue Headquarters
  1  Hostile Takeover
  2  Toreador Grand Ball
  1  Art Museum
  1  Carnivale

  2  Parthenon, The
  2  Secure Haven
  1  Pentex Subversion
  1  Anarch Revolt
  1  Antediluvian Awakening
  1  Dominate
  1  Golconda: Inner Peace
  1  Brothers Grimm

  2  Failsafe
  2  Vessel
  3  Wider View

  2  Sudden Reversal
  1  Direct Intervention
  1  Archon Investigation
 

[Adam Notes:]
So I kept with Shawn's 40 Master package but switched around the ratios in order to make room for clan cards and Wider view. Odd note is that there is no Giant's Blood in there, but I guess Shawn made that determination originally. This package is just a suggestion, the key point are the Ventrue Headquarters and the Grand Ball. This functions as vote push and "stealth". Other options are Monastary of Shadows or Creepshow Casino.

Based on Shawn's playtesting he may want to drop some master cards (1-5) to increase non-master library to 35. Or of course just make a 75 card deck! :)

------

"Non-Master" (30 Cards)
-------------------
Action (1 card)
  1  Entrancement

Action Modifier (9 cards)
  2  Alacrity
  2  Voter Captivation
  2  Awe
  2  Perfect Paragon
  1  Siren`s Lure

[Adam Note: With the Parity Shift and KRC being such deal-making cards, slipping 1-2 cryptic rider may be an interesting idea.]

Political Action (10 cards)
  3  Parity Shift
  1  Toreador Justicar
  1  Ventrue Justicar
  1  Banishment
  3  Kine Resources Contested
  1  Ancilla Empowerment

[Adam Notes:] I'm not sold on the Toreador Justicar. It is only necessary when there are other votes on table and there is intercept next to you (needing Grand ball). Dependent on what Shawn picks for 12th vampire I guess.

Reaction (4 cards)
  4  Deflection

Combat (4 cards)
  4  Majesty

Event (2 cards)
  2  Anthelios, the Red Star

[Adam Notes:] Review of Non-Master cards - with only a 30 card deck, each card change is pretty significant. The only thing I can maybe recommend is that Shawn might want to play with the master package a little to try to get it back up to 9 Ashurs because there are so many "one-shot" cards in the non-master cards that could be useful.


CONCLUSION:
First off, I should state that this is a very hard deck to play, and kudos to Shawn for trying to make it work. In order to play Personal Involvement you have to keep your pool near your prey, which of course gets harder and harder as the pool goes down, all the while having a predator trying to kill you of course. But I suspect that "living on the edge" is one of the reasons Shawn likes playing the deck!

Very basically, the version suggested is attempting to get a strong amount of votes so that no one playing can run around bloating with Voter Captivation and it allows you do have more control.

I'd like to thank Shawn Stanley for letting me review his deck. It actually took longer then I expected and I had to re-think a couple of times what the overall strategy is here. The idea of "Backup Machine" for alternate pool loss will most probably be in my next blog.

Adam Hulse