[DECK] Presence weenie vote

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I've normally been a combat player, but I've always been intrigued by
the power of the vote. This is my first attempt to build such a deck.
It's supposed to rely on speed and getting a praxis early on to ensure
vote control. I tested it once, and it got 2 VPs, although the main
reason for this was that my prey kept on taunting my predator that my
predator, who controlled Vitel and Lucinde, voted along with me to oust
my prey early on.

Comments, of course, are welcome.

Name: Presence weenie vote

Crypt: (12 cards, Min: 10, Max: 19, Avg: 3.66)
----------------------------------------------
1 Emerson Wilkershire III pre 2 Toreador
1 Vasilis pre 2 Brujah
1 Mazz cel pre 3 Brujah
1 Diana Vick dom pre 3 Ventrue
1 Itzahk Levine cel pre 3 Ventrue
1 Michael Luther aus pre 4 Toreador
1 Sir Henry Johnson aus pot pre 4 Toreador
1 Pieter van Dorn dom pre tha 4 Tremere
1 Elena Gutierrez aus dom pre 4 Ventrue
2 Barth aus cel PRE 5 Toreador
1 Ranjan Rishi DOM for PRE 5 Ventrue

Library: (90 cards)
-------------------
Master (13 cards)
6 Blood Doll
1 Dreams of the Sphinx
1 Elder Library
1 Rack, The
3 Presence
1 Sudden Reversal

Action (7 cards)
6 Enchant Kindred
1 Heart of the City

Action Modifier (27 cards)
2 Aire of Elation
8 Bewitching Oration
6 Bribes
3 Closed Session
8 Voter Captivation

Political Action (20 cards)
12 Kine Resources Contested
2 Conservative Agitation
1 Praxis Seizure: Atlanta
1 Praxis Seizure: Barcelona
1 Praxis Seizure: Dallas
1 Praxis Seizure: Seattle
1 Praxis Seizure: Rome
1 Praxis Seizure: Frankfurt

Reaction (4 cards)
4 Forced Awakening

Combat (13 cards)
12 Majesty
1 Catatonic Fear

Equipment (6 cards)
3 .44 Magnum
3 Saturday-Night Special
 
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greyone@gmail.com wrote:
> Name: Presence weenie vote
>
> Crypt: (12 cards, Min: 10, Max: 19, Avg: 3.66)
> ----------------------------------------------
> 1 Emerson Wilkershire III pre 2 Toreador
> 1 Vasilis pre 2 Brujah
> 1 Mazz cel pre 3 Brujah
> 1 Diana Vick dom pre 3 Ventrue
> 1 Itzahk Levine cel pre 3 Ventrue
> 1 Michael Luther aus pre 4 Toreador
> 1 Sir Henry Johnson aus pot pre 4 Toreador
> 1 Pieter van Dorn dom pre tha 4 Tremere
> 1 Elena Gutierrez aus dom pre 4 Ventrue
> 2 Barth aus cel PRE 5 Toreador
> 1 Ranjan Rishi DOM for PRE 5 Ventrue

There are probably some other good PRE guys you can fit in there--maybe
if you switch to G1/2--Gideon Fontaine (3 PRE), Violette Prentis (4
PRE), the weird, difficult to get promo Toreador (4 PRE), and then
plenty of 5's with PRE. And more 1's with pre as well. Everyone but the
promo vamp are available in the 10th anniversary sets. I mean, like,
Barth has a good special and all, but I think G1/2 still has a better
weenie Pre crypt.

> Library: (90 cards)
> -------------------
> Master (13 cards)
> 6 Blood Doll
> 1 Dreams of the Sphinx
> 1 Elder Library
> 1 Rack, The
> 3 Presence
> 1 Sudden Reversal

Reasonable. You might want to squeeze a Ventrue HQin there too.

> Action (7 cards)
> 6 Enchant Kindred
> 1 Heart of the City

Reasonable. I might leave the Heart out, as it makes someone a target.

> Action Modifier (27 cards)
> 2 Aire of Elation
> 8 Bewitching Oration
> 6 Bribes
> 3 Closed Session
> 8 Voter Captivation

Closed Session is dubious--I'd probably just go with some more
Bewitching and some Awe if you can get them.

> Political Action (20 cards)
> 12 Kine Resources Contested
> 2 Conservative Agitation
> 1 Praxis Seizure: Atlanta
> 1 Praxis Seizure: Barcelona
> 1 Praxis Seizure: Dallas
> 1 Praxis Seizure: Seattle
> 1 Praxis Seizure: Rome
> 1 Praxis Seizure: Frankfurt

You might want to diversify a bit--Delaying Tactics is a significant
factor in games in general, and can really slow you down. Maybe, like:

8 KRC
4 Con Ag
2 Anarchist Uprising

Anarchist Uprising hurts you, sure, but usually hurts other folks more
(as you have Voter Cap) and is a good saftey valve against weenie horde
decks.

> Reaction (4 cards)
> 4 Forced Awakening

What are the Forceds doing for you? No intercept and no reaction. You
are better off with just 4 other useful cards.

> Combat (13 cards)
> 12 Majesty
> 1 Catatonic Fear

While everyone loves a billion Majesties, a few fewer is probably in
order--if folks stop blocking you, they'll clog your hand, and if folks
Rush you, they probably have Immortal Grapple. Maybe swap some out for
a few Change of Targets? Say, turn the 13 S:CE and 4 Forced into 10-12
Majesty, 4 Change of Target and 1-3 other handy cards.

> Equipment (6 cards)
> 3 .44 Magnum
> 3 Saturday-Night Special

These don't combo well with all the S:CE tech--either you get in a
fight and you want to Majesty or you get in a fight, can't Majesty, and
probably can't use the guns either.

If you really want the gun tech, maybe some Deer Rifles might be good.
If you want the manuver tech, maybe some IR goggles instead.

-Peter
 
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>
> > Action (7 cards)
> > 6 Enchant Kindred
> > 1 Heart of the City

Should I put in more Enchants?


> > Reaction (4 cards)
> > 4 Forced Awakening
>
> What are the Forceds doing for you? No intercept and no reaction. You
> are better off with just 4 other useful cards.

What if I place 2nd traditions?

> > Equipment (6 cards)
> > 3 .44 Magnum
> > 3 Saturday-Night Special
>
> These don't combo well with all the S:CE tech--either you get in a
> fight and you want to Majesty or you get in a fight, can't Majesty, and
> probably can't use the guns either.

I think this is the combat player in me screaming for some eensy bit of
combat. Also, our local metagame is heavy on combat, so I need
something in the way of proactive protection. :D

-Eric
 
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Peter D Bakija wrote:
> James Scott wrote:
>
> > How about some 'Leather Jackets'?
> > That should save you some potence hurting.
>
> Those would certianly work better than guns in this deck.

About how many jackets do you think I should pack?
 
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Grey Wanderer wrote:

> Should I put in more Enchants?

Maybe. If you have a lot of inherrent PRE in the crypt, then they are good
for the transfers/pool gain, and make you double useful if you call a vote,
get blocked, and then Majesty untap. And, ya know, also good for the bleed
in a pinch. I'd certainly use a 7th Enchant over the Heart of the City.
Maybe 8 if you want to relaibly use the superior when you need it.

> What if I place 2nd traditions?

*Totally* better than the Forced--the Forced, in a deck with no reactions
and no intercept will occasionally catch someone off guard, but usually just
result in letting your predator cycle some stealth that would otherwise jam
their hand. Some Seconds, however, could be very handy.

> I think this is the combat player in me screaming for some eensy bit of
> combat. Also, our local metagame is heavy on combat, so I need
> something in the way of proactive protection. :D

Maybe. But really, against someone who can actually hurt you, the guns
aren't going to help--they'll either Grapple you or they'll dodge/additional
strike. Or they'll it you with agg damage, and you'll want to Majesty
anyway. If you could block folks relaibly, then a Magnum is handy--you can
block and shoot on your terms (i.e. you can pick on the weak). In this deck,
however, you'll just get blocked by people who want to fight on their terms,
and the guns will usually either not help or go wasted due to the Majesty.


Peter D Bakija
pdb6@lightlink.com
http://www.lightlink.com/pdb6

"So in conclusion, our business plan is to sell hot,
easily spilled liquids to naked people."
-Brittni Meil
 
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Grey Wanderer wrote:

> About how many jackets do you think I should pack?

4? 6?


Peter D Bakija
pdb6@lightlink.com
http://www.lightlink.com/pdb6

"So in conclusion, our business plan is to sell hot,
easily spilled liquids to naked people."
-Brittni Meil
 
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> Name: Presence weenie vote

I agree with the other suggestions, and I wanted to give you a few
more.

> Master (13 cards)
> 6 Blood Doll
> 1 Dreams of the Sphinx
> 1 Elder Library
> 1 Rack, The
> 3 Presence
> 1 Sudden Reversal

I really don't think the Rack belongs - you shouldn't be able to keep
it. I wouldn't use quite so many blood dolls, and instead include a
few Effective Managements, which will allow you to more quickly bring
out more minions. You might also consider Creepshow Casino. I suspect
you could also go up to 16 masters in this deck. I'd replace 2 dolls
and the rack with 3 effective managements, add 1 Creepshow Casino, and
perhaps add 1 info highway and another Dreams of the Sphinx.

If you can squeeze in a few Life in the City, they can be a help
sometimes, they cycle easily, and they can be used crosstable to help
an ally.

> Action Modifier (27 cards)
> 2 Aire of Elation
> 8 Bewitching Oration
> 6 Bribes
> 3 Closed Session
> 8 Voter Captivation

Definitely include 4+ Change of Targets. It's an especially powerful
card when you're regularly taking +1 stealth actions.

> Political Action (20 cards)
> 12 Kine Resources Contested
> 2 Conservative Agitation
> 1 Praxis Seizure: Atlanta
> 1 Praxis Seizure: Barcelona
> 1 Praxis Seizure: Dallas
> 1 Praxis Seizure: Seattle
> 1 Praxis Seizure: Rome
> 1 Praxis Seizure: Frankfurt

I agree with Peter that you should consider diversifying your votes.
You might consider:

Year of Fortune, Consanguinous Condemnation, Disputed Territory, Domain
Challenge, Find the Path, or even Command of the Harpies. OK, maybe
not Command of the Harpies. :)

The nice thing about a deck like this is that you can experiment with a
few votes that you might not usually play. It's really fun to call
that unexpected Consanguinous Condemnation and have it work (that vote
can be quite powerful in a weenie vote deck.)

> Reaction (4 cards)
> 4 Forced Awakening

These should be cut. Your defense is a strong offense. :)

If you're really worried, perhaps consider Mind Numb.

> Combat (13 cards)
> 12 Majesty
> 1 Catatonic Fear

Consider using Staredown, since it's free, and that can sometimes be a
big benefit.

> Equipment (6 cards)
> 3 .44 Magnum
> 3 Saturday-Night Special

I really would cut these. Just accept the fact that some of your vamps
may go to torpor, and that's OK. By using these 6 card slots to more
effectively oust your prey, it will balance your potential combat
vulnerability. Also, a couple leather jackets may help you, but unless
you see a lot of immortal grapple combat, I'd tend to just play it
riskier with a mere 12 S:CE cards and that's it.

I hope this helps,

Ira
 
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Peter D Bakija wrote:

>Grey Wanderer Wrote :
>>I think this is the combat player in me screaming for some eensy bit of
>>combat. Also, our local metagame is heavy on combat, so I need
>>something in the way of proactive protection. :D
>
>
> Maybe. But really, against someone who can actually hurt you, the guns
> aren't going to help--they'll either Grapple you or they'll dodge/additional
> strike. Or they'll it you with agg damage, and you'll want to Majesty
> anyway. If you could block folks relaibly, then a Magnum is handy--you can
> block and shoot on your terms (i.e. you can pick on the weak). In this deck,
> however, you'll just get blocked by people who want to fight on their terms,
> and the guns will usually either not help or go wasted due to the Majesty.
>

How about some 'Leather Jackets'?
That should save you some potence hurting.

Cheers

James
 
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James Scott wrote:

> How about some 'Leather Jackets'?
> That should save you some potence hurting.

Those would certianly work better than guns in this deck.


Peter D Bakija
pdb6@lightlink.com
http://www.lightlink.com/pdb6

"So in conclusion, our business plan is to sell hot,
easily spilled liquids to naked people."
-Brittni Meil