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Harbingers of Skulls Strengths But Mostly Weaknesses
13 Oct 2012 20:38 #39052
by Ohlmann
Replied by Ohlmann on topic Re: Harbingers of Skulls Strengths But Mostly Weaknesses
The easy way is to create aus + nec card (or for + nec if you want to let the Nagaraja out).
The harder way would be to find a thematic in which the giovanni are bad but Harbinger of skull would be good. The hard part come from the fact that the main difference between thoses is that HoS have wallish element and are less numerous, and you quickly make them another tzimisce or !ventrue clan.
I believe deck milling is too slow for now, and quickly became annoying for other player when it is too fast. So, I would tread near either card that burn your vampire (since HoS are way better at recovering from thoses). For example, an action doable from torpor that burn your vampire to create a retainer, give you pool, or cancel an action outright.
The harder way would be to find a thematic in which the giovanni are bad but Harbinger of skull would be good. The hard part come from the fact that the main difference between thoses is that HoS have wallish element and are less numerous, and you quickly make them another tzimisce or !ventrue clan.
I believe deck milling is too slow for now, and quickly became annoying for other player when it is too fast. So, I would tread near either card that burn your vampire (since HoS are way better at recovering from thoses). For example, an action doable from torpor that burn your vampire to create a retainer, give you pool, or cancel an action outright.
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13 Oct 2012 23:47 #39054
by brandonsantacruz
Blessed Resilience
Master.
Choose a vampire in your ash heap with superior Fortitude [FOR] and superior Necromancy [NEC] who was burned from play. Move that vampire to your ready region.
Ian Lee had a deck I faced in casual play and the finals of a tournament using this and Force of Will/Daring the Dawn. I think it was a mix of Harbingers and Samedi. It also featured Trochomancy.
Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche
brandonsantacruz.blogspot.com/
Replied by brandonsantacruz on topic Re: Harbingers of Skulls Strengths But Mostly Weaknesses
The easy way is to create aus + nec card (or for + nec if you want to let the Nagaraja out).
Blessed Resilience
Master.
Choose a vampire in your ash heap with superior Fortitude [FOR] and superior Necromancy [NEC] who was burned from play. Move that vampire to your ready region.
Ian Lee had a deck I faced in casual play and the finals of a tournament using this and Force of Will/Daring the Dawn. I think it was a mix of Harbingers and Samedi. It also featured Trochomancy.
Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche
brandonsantacruz.blogspot.com/
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14 Oct 2012 02:52 #39056
by Dorrinal
A group 2-3 Force of Will deck looks like another fun way to play. Allies are a huge blind spot for a deck like that - what's the solution? Besides that, do you think that deck is viable, or does it need to be elevated?
Replied by Dorrinal on topic Re: Harbingers of Skulls Strengths But Mostly Weaknesses
First of all, I love the Laibon bleed deck. Too slow for all the reasons we've gone over in this thread, but fun to play.Bleed
It's true that I haven't been able to win tournaments with midcap Laibon bleed to provide evidence of how viable this deck is, but it has been an enjoyable deck to play.
While the cards with the HoS clan symbol on them from HttB are rather absurd, Blessed Resilience is mostly a HoS card. Again, no tournament success support to show it, but I've had plenty of success with Force of Will and HoS. This card suits group 2/3 really well, which kind of seemed to be the point of existence.
A group 2-3 Force of Will deck looks like another fun way to play. Allies are a huge blind spot for a deck like that - what's the solution? Besides that, do you think that deck is viable, or does it need to be elevated?
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14 Oct 2012 03:18 #39057
by ICL
Bad answers?
Safe Passage
Sacre Cour, Erebus Mask, etc. (if trying to burn for BR)
Momentary Delay
Questionable answers?
Crocodile's Tongue
Misdirection (timing is iffy with a comboish deck)
Likely answers (if complicated by blood requirements)?
Call of the Hungry Dead
Spectral Divination
I think tons of decks are viable.
Blessed Resilience and Possession before it lead to playing differently from normal as you get ambivalent as to whether your vampires burn or not. Playing this sort of deck correctly is not something I feel like an expert on, so it's probably better for people to just go for it themselves ... and laugh maniacally when their vampires go to the ash heap.
Replied by ICL on topic Re: Harbingers of Skulls Strengths But Mostly Weaknesses
A group 2-3 Force of Will deck looks like another fun way to play. Allies are a huge blind spot for a deck like that - what's the solution? Besides that, do you think that deck is viable, or does it need to be elevated?
Bad answers?
Safe Passage
Sacre Cour, Erebus Mask, etc. (if trying to burn for BR)
Momentary Delay
Questionable answers?
Crocodile's Tongue
Misdirection (timing is iffy with a comboish deck)
Likely answers (if complicated by blood requirements)?
Call of the Hungry Dead
Spectral Divination
I think tons of decks are viable.
Blessed Resilience and Possession before it lead to playing differently from normal as you get ambivalent as to whether your vampires burn or not. Playing this sort of deck correctly is not something I feel like an expert on, so it's probably better for people to just go for it themselves ... and laugh maniacally when their vampires go to the ash heap.
The following user(s) said Thank You: Dorrinal
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14 Oct 2012 05:14 #39061
by Ashur
And in hindsight, just making those two crappy cards in HttB a bit better would have been nice. And no Johannes, I haven´t been playtesting with LSJ - that man is a riddle to me - so much brilliance, and yet so much crap.
Another obvious way is to spin more on the milling tech and the ash heap-depending stuff of the HoS. Ie cards like Trochomancy, but for other effects. Gain stuff by removing cards from preys ash heap (also limits Ashurs, Anthelios, Sudario, Imbueds etc) or maybe gain stuff depending on preys ash heap size/what cards are in it.
"My strategy? Luck is my strategy, of course."
Replied by Ashur on topic Re: Harbingers of Skulls Strengths But Mostly Weaknesses
I agree with your analysis, and now AaronC has answered in a way that I was going too. Get creative with the HoS lore of VtM and the Mortis discipline and bouncing those ideas against the strenghts and weaknesses in your original post would be the right way to go (I will try to look into this later)Ashur: Quite right, the library cards from HttB are awful. At least the vampires are good. I've identified a few areas where they can improve in the original post. What do you think? What do you see as their strengths and weaknesses? And what kind of cards would you have put into HttB instead?
And in hindsight, just making those two crappy cards in HttB a bit better would have been nice. And no Johannes, I haven´t been playtesting with LSJ - that man is a riddle to me - so much brilliance, and yet so much crap.
Another obvious way is to spin more on the milling tech and the ash heap-depending stuff of the HoS. Ie cards like Trochomancy, but for other effects. Gain stuff by removing cards from preys ash heap (also limits Ashurs, Anthelios, Sudario, Imbueds etc) or maybe gain stuff depending on preys ash heap size/what cards are in it.
"My strategy? Luck is my strategy, of course."
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14 Oct 2012 06:18 #39063
by direwolf
Independent Futurist. Contrarian (titled, X votes where X is the number of votes as the acting minion.) Target Vitals is always the better combat card.
Replied by direwolf on topic Re: Harbingers of Skulls Strengths But Mostly Weaknesses
What about making cards for their disciplines that have added effect for Harbingers of Skulls?
"Aire of Damnation"

1
+1 stealth or +2 stealth on an action to put a wraith or zombie into play.
+1 bleed. +3 bleed if this vampire is a Harbingers of Skills. You cannot play another action modifier to increase this bleed amount.
"Valley of Death"

1
Bleed at +1 bleed. +2 bleed if this vampire is a Harbinger of Skulls.
Move 2 blood to a vampire with necromancy in your uncontrolled region. Move 4 blood if the target vampire is a Harbinger of Skulls.
"Weather the Storm"

Prevent all non-strike damage this round of combat. If this vampire is a Harbinger of Skull, he may also burn a blood to prevent all damage from a strike as well.
Only usable during an action directed at you or something you control. This vampire may attempt to block or play reactions as if untapped. If this vampire is a Harbinger of Skulls, he or she untaps.
"Eye Mill You"

1
+2 intercept against a younger vampire or ally. If this vampire is a Harbinger of Skulls, burn two cards from the acting minion's library if the block is successful.
As above, but usable against a vampire the same age or older. If this vampire is a Harbinger of Skulls, reduce the cost of this card by 1 blood.
"Aire of Damnation"
1
"Valley of Death"
1
"Weather the Storm"
"Eye Mill You"
1
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