Archived from groups: rec.games.trading-cards.jyhad (
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James Scott wrote:
| To reiterate what I think most of the people who replied to this post
said.
|
| There is nothing really wrong with the deck in general. Most people just
| didn't think it would be the best deck for a brand spanking newbie to
| begin with.
Yeah, I probably should clarify it. While I did intend the post to be
rude, I also would like it to be a bit informational.
| And i'll just add....a Lasombra deck with no 'Arms of the Abyss', say it
| ain't so!
That's #1 on my list of "WTF?" when reading that last post. A Lasombra
deck that's going to be running Entombment needs to be packing at least
1x Arms of the Abyss for every Entombment it intends to play, and then
1x more for every time it thinks the opposing minion will dodge, S:CE,
or otherwise make the additional strike worthless unless it's "hands".
No deck can afford to routinely be playing Entombment for 2 and blowing
1+ on its opponents' hand strikes; and while some Lasombra do come with
Fortitude, that's still a harder way to go. A decently built Entombment
deck should chew up the listed eye-poke Gangrel deck (no Scorpion
Sting), and all the Gangrel should be Grave Robbed almost immediately
for having the temerity to NOT pack a means to foil "dodge".
#2 on the list was that the Ventrue predator, with both Majesty and Skin
of Steel available, took so long to oust the effectively defenseless
Gangrel prey.
#3 was the !Ventrue prey who wasn't stuffed to the gills with Fortitude
and capable of ignoring his predator's occasional Rush actions.
!Ventrue still don't have effective stealth unless you play the
Quentin/Gustav brigade, so an !Ventrue deckbuilder needs to assume that
regular combat will be a part of each game, and plan accordingly. A
predator who's nice enough to Rush you and cycle your defense is all in
a day's work.
#4 was that Army of Rats ever did any damage at all. Here's my
impression of how a turn should look, played reasonably well on both parts:
BW Minion #1: I put the Army of Rats in play.
BW Minion #2: I bleed for 1.
BW Minion #3: I stay untapped to block hostile actions.
- -- turn passes --
Prey Minion #1: I remove the Army of Rats.
BW Minion #3: I block. (fight ensues, prey #1 goes to torpor MAYBE)
Prey Minion #2: I remove the Army of Rats.
BW Meth: Damn. I'm tapped out. I don't block.
Prey Minion #3: I rescue Minion #1.
BW Meth: Rat's Warning no good. I don't block.
So much for Army of Rats. If you're going to rely on it for offense,
you gotta be able to untap and defend it from your prey, while still
surviving your predator. The posted deck had no untap that wasn't
predator-oriented; even if you will lose to the deck in combat, the Army
will go away and you can rescue your guys. Easy.
[no longer addressed to James from here forward]
Perhaps I sound rude -- but quite simply, Preston, you've got the
blinders on full and you're completely ignoring almost everything
everybody is saying to you. Adding a snide "ha, ha, i was right" post
on top of it? None of us are impressed. Maybe the deck can win in your
group, but what is going to happen when someone plays a REAL deck? I
already noticed in your post that someone had to beg for no stealth
bleed to be played -- it looks like your group is quite capable of
differentiating between "real" decks and "funsie" decks. Barbed Wire is
firmly in the "funsie" category, I'm afraid, and all our advice is
geared towards helping you and your group AVOID being trapped in
"funsie" land forever, where there has to be an implicit social contract
to NOT try to win for a game to occur. That's no good long-term; the
social pressure eventually destroys playgroups or makes the good players
leave -- and those good players are the ones who are most likely to be
most active, as well.
- --
Derek
insert clever quotation here
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