file The chain, powerbleeding at dawn

18 Apr 2016 12:25 #76491 by Whisker
Here's a deck I've been playing lately. It's a power bleed variant using Chain of Command and Daring the Dawn. Original version only had IC vampires, but I have since diversified the crypt a bit capacity wise. The original version was totally hosed by even single block happy ally, but with addition of few commands (another way underused dom card) this is no longer such a huge problem.

Ideas how to speed up initial play and how to better deal with hand jams would be welcome. Just adding some Zillah won't cut it, I already tried and it did not work.

1. How do you intend to oust?
Huge unblockable bleeds.
2. How do you intend to keep from being ousted?
Some bounce and you usually have some votes in play to be able to negotiate the political situation, at least a little. Also you use relatively little on influencing vampires out (initial 11 + some to fish more chain fodder)
3. What do you want your ready region to look like (ie, how many guys are you planning on getting out)? Initially 1 big vampire and later more either via governing down or using possession.
4. What do you want your average turn to look like?
a) Try to cycle cards to get all the parts of combo in hand
b) Chain + freak + bleed for 6 under daring the dawn, with chained guy + bleed some more with the main vamp + freak + (if lucky) play possession and bleed again
5. What's your metagame like? How do your opponents play?
6. What problems have you observed with the deck in play?
a) Hand jamming, having a hand full of darings with no bleed is no fun.
b) Slow to start.
c) Bounce happy prey. 2-3 bounced bleed is ok as that simply softens next target, but being constantly deflected is no fun.
d) I often find myself afraid to bleed heavily with my main vampire, even when in ousting range, for fear of AI. I know I've lost a few oust this way, but I also know that losing the main vampire is instant game over. Also Pentex is problem, but at least I can beg for help cross table.

Deck Name: The Chain v0.6
Author: Mikko Moisander
Influence out one of the 11 caps, get him/her extra capacity and start chaining out other 11 caps one by one. If you happen to have daring the dawn in hand during the mandatory bleed play it to burn your minion instead of sending it back to crypt. As opportunity rises bring that minion back to play using possession.

Crypt (12 cards; Capacity min=6 max=11 avg=10.08)
1x Arika 11 aus cel DOM FOR OBF PRE Ventrue:2
1x Dylan 6 aus cel dom for pro !Ventrue:2
1x Gustav Mallenhous 8 for obt AUS DOM !Ventrue:2
1x Gwendolyn 11 aus tha CEL FOR POT PRE Brujah:2
1x Lisandro Giovanni 9 DOM FOR NEC POT THN Giovanni:3
2x Mithras 11 DOM FOR POT PRE QUI Ventrue:3
2x Montano 11 ANI DOM FOR OBT POT Lasombra:3
1x Queen Anne 10 aus obf DOM FOR PRE Ventrue:2
2x Stanislava 11 ANI CEL DOM FOR PRO Gangrel:2

Library (75 cards)
Master (14)
1x Coven, The
1x Creepshow Casino
3x Dreams of the Sphinx
1x Elder Library
1x Information Highway
1x Life in the City
1x Monastery of Shadows
5x Necromancy

Action (17)
7x Chain of Command
7x Govern the Unaligned
3x Possession

Political Action (2)
1x Ancient Influence
1x Reins of Power

Retainer (1)
1x Camarilla Vitae Slave

Action Modifier (24)
2x Bonding
3x Command
8x Daring the Dawn
1x Enkil Cog
6x Freak Drive
2x Seduction
2x Threats

Reaction (10)
1x Forced Awakening
3x Obedience
3x On the Qui Vive
3x Redirection

Combat (1)
1x Autonomic Mastery

Combo (6)
4x Murmur of the False Will
2x Spectral Divination

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