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VTES-Jyhad Ash Heap LSJ Interview

 

 

BURN OPTION! (August 14th, 2005)

Article for VTES by Ben Peal, US National Coordinator

         
Back in the fall of 2003, I got to wondering why V:TES has a minimum
library size of 60 cards.   Most CCGs have a minimum deck size combined
with a card limit in order to force diversity in the deck - that is, to
make it unlikely to draw an important (even game-winning) combo in your
initial hand.   In V:TES, it is most often the case (and especially in
combat decks) that you want as large a deck as possible, hence the maximum
library size of 90 cards.   Apart from requiring players to purchase cards,
why the minimum library size?   Is there a key combo out there?   Can the
game be broken by a deck that uses less than 60 library cards?   While at
the European Championships in Barcelona, I posed this question in
conversation with Sten During and later with LSJ.   The conclusion we came
to was that there simply aren't the cards out there to break the game in
such a manner, especially since each individual card in V:TES has much
less of an impact on a game than a card in possibly all other CCGs out
there.   However, this didn't stop me from trying.   ;)

In my first attempt, I took a look at an old deck called Pochtli Twister
made by an old-time and humorously quirky V:TES player from Boston named
Keith Page.   The idea was to run yourself out of a 60-card deck, then use
Waste Management Operation and Pochtli's ability to recycle three cards
per turn back into your library (the Twister part of the name presumably
coming from the Magic: The Gathering card Time Twister).   While amusing,
the deck wasn't particularly effective, largely because you had to run
yourself out of the 60 cards.   However, with the introduction of burn
option cards in Bloodlines, the deck could be made much smaller and then
padded out to 60 with burn option cards.   I decided that the deck would
want to rely heavily on permanents for offense and defense, recycling
transient offense and defense as needed.   After some field-testing, The
deck I ended up with was the following, named Pochtli Twister in honor of
Keith Page's original idea:


Pochtli Twister

CRYPT [avg=6.0]

5 x Pochtli (8): NEC OBF POT cel dom
1 x Carlotta Giovanni (7): NEC POT obf dom
1 x Ozmo (6): AUS obf dom
1 x Aleph (4): AUS dom
1 x Raful Al Zarqa (6): AUS obf dom nec
1 x Agaitas, The Scholar of Antiquities (6): AUS NEC for
1 x Frederick the Weak (2): pre
1 x Basil (1): obf

LIBRARY

24 x Tracker's Mark
1 x Lazarene Inquisitor
1 x Erebus Mask
1 x Waste Management Operation
1 x Ambrosius the Ferryman

1 x Info Highway
1 x Anarch Railroad
1 x Creepshow Casino
1 x Seattle Committee
2 x Blood Doll
1 x Sudden Reversal
1 x Direct Intervention
1 x The Coven
2 x Life in the City

1 x JS Simmons
1 x Tasha Morgan
1 x .44 Magnum
2 x Leather Jacket
1 x Aranthebes the Immortal
3 x Forced Awakening

1 x Enhanced Senses
1 x Telepathic Misdirection
2 x Telepathic Counter

1 x Spiritual Intervention
1 x Spectral Divination
1 x Call the Hungry Dead

2 x Conditioning
1 x Deflection

1 x Lost in Crowds
1 x Cloak the Gathering


It's a very slow and ponderous deck.   Offensively, it tries to get out
the stealth permanents Erebus Mask and Anarch Railroad, and the bleed
retainers J.S. Simmons and Tasha Morgan, then sets about bleeding.  
Pochtli can recycle the Obfuscate stealth cards and the Conditionings to
aid the bleeding process.   Getting the pieces in place is a very slow
process, but once that happens, bleeds for 2 or 3 per turn will take their
toll.   As a last resort, recycling Telepathic Counters can help you
attempt to withdraw in order to gain another victory point.

Defensively, the deck banks heavily on defending against bleeds.   With
Pochtli's ability and Waste Management Operation, you can play as many
as two copies of Telepathic Counter and one copy of either Deflection or
Telepathic Misdirection every turn.   Aranthebes the Immortal helps out
the bleed defense, and if burned, goes straight back to your hand when
your deck is depleted.   If need be, you can recycle Enhanced Senses,
Telepathic Misdirection, and Spiritual Divination for intercept.   If
you're defending against a combat deck, you can play Ambrosious the
Ferryman while recycling Leather Jacket and Spiritual Intervention.

I chose Tracker's Marks for the burn option cards because at the time I
didn't think there was any material difference between the burn option
cards, but the fact that they were red made them easier to see and
therefore easier to remember to discard during other players' turns.   It
turns out that a better choice for the deck is Dirty Contract, as well as
including a copy of Brothers Grimm.   Because Dirty Contract is a master
card, it can be discarded to protect Brothers Grimm.   You could use other
burn option master cards, such as Tabriz Assembly or Sight Beyond Sight,
but you might as well use Dirty Contract since it's a common card.

So how did the deck perform in tournaments?   An early version of the deck
made the finals of a tournament in Bangor, Maine, totally stuffing a
Gargoyles combat deck with Ambrosius the Ferryman but failing to generate
enough offense to prevent its Kiasyd prey from bleeding out enough players
for the win.   After some modification (represented by the version shown
above), I played it again at the 2-round Sunday tournament at TotalCon in
2004, and this time it ended up winning.   In the first round, the deck worked
pretty much as planned, shutting down its predator with bleed defense,
ousting a Gargoyles Rock Cat deck, then used its recycling bleed defense
to stop a Ravnos deck that had Week of Nightmares in play for the win.   In
the second round, I was sandwiched between a Tzimisce intercept wall and
an Ahrimanes intercept wall and got obliterated.   Winning in the finals
was a complete fluke, as that final round consisted of four combat decks,
yet only two vampires ever ended up in torpor.   Ambrosius and Spiritual
Intervention were enough to stop my Anarch gun deck predator (Trey
Morita), and I slowly but surely chipped away at my prey's (Ben
pool.   It turned out that my prey (Ben Swainbank) couldn't draw a Blood
Doll, and that his defense was almost entirely based on The Mole, yet
Pochtli Twister is designed to make all of its vampires Anarchs!   Talk
about weird luck!   With about 10 minutes left, I ended up getting the
only oust in the finals.  

In addition to   swapping out the Tracker's Marks in favor of Dirty Contracts
and adding a Brothers Grimm, I'd make three other modifications.   I'd swap
a Life in the City for another Telepathic Tracking, so that for no blood
cost you can reduce bleeds for a total of 6 per turn, bolstering your
bleed defense and improving your ability to withdraw.   I'd swap out the
other Life in the City for a Jake Washington, as I've discovered that cycling
Jake back into your hand every turn via Waste Management Operation is a
great way to frustrate combat decks.   Lastly, I'd swap out the .44 Magnum
for a Sniper Rifle.   I thought I'd use the .44 more often during bleed
actions, but in practice I felt that the deck would like stronger defense.

Does the tournament win indicate that Pochtli Twister is broken?  
Definitely not.   Like I said, the win itself was rather flukey, with some
weird coincidences lining up in my favor.   In practice, the deck is
painfully slow, and while it can oust people and win games, it has a lot
of difficulty doing so within two hours.   If its prey gets off to a fast
start, there's pretty much nothing the deck can do about it.   Defensively,
however, the deck can stop a bleeding predator to the point of lockdown
with recycled Telepathic Counters and bounce.


Having gone as far as I felt I could go with the idea of building a
library of less than 90 cards, I put Pochtli Twister on the shelf and
moved on to other ideas.   However, earlier this year the idea got new
life.   While hanging out in the #vtes channel on IRC (irc.sorcery.net),
the prospect of using Henry Taylor and Earth Meld was discussed.   Henry
Taylor's special reads, "After an action, you may move a combat card Henry
played during that action from your ash heap to the top of your library."  
So, you put a Protean skill card on him to give him superior Protean, and
then you block an action and play Earth Meld to strike: combat ends and
untap, putting that Earth Meld back on top of your library.   The next time
you block, you play a second copy of Earth Meld, drawing the previous one,
and then placing the new one on top of your library, thereby creating an
infinite blocking loop - presumably while you protect Smiling Jack, the
Anarch.   I realized that once your deck is depleted you only need one copy
of Earth Meld for the loop, and then immediately thought of Pochtli
Twister and set out to build the deck.   I came up with the following
deck, named Henry Twister in honor of Pochtli Twister:

Deck Name:    Henry Twister
Crypt: (12 cards, Min: 10, Max: 24, Avg: 4.5)
---------------------------------------------
  6   Henry Taylor             cel pre pro POT      6   !Brujah
  1   Ramona                   for pro              4   Gangrel
  1   Ramona (ADV)             for pro              4   Gangrel
  1   Chandler Hungerford      PRO                  3   Gangrel
  1   Daliyah                  obf PRO              4   Nosferatu
  1   Sadie                    pro                  2   !Gangrel
  1   Huang                    pro                  1   Pander

Library: (60 cards)
-------------------
Master (44 cards)
  1   Amusement Park Hunting Ground
  1   Waste Management Operation
  1   Gang Territory
  1   KRCG News Radio
  1   Information Highway
  1   Rack, The
  1   Parthenon, The
  1   Powerbase: Montreal
  1   Smiling Jack, The Anarch
  1   Millicent Smith, Puritan Vampire Hunter
  1   Brothers Grimm
  1   Guardian Angel
  2   Blood Doll
  1   Direct Intervention
  3   Protean
  1   Coven, The
  25 Dirty Contract

Action Modifier (2 cards)
  1   Earth Control
  1   Horrific Countenance

Reaction (4 cards)
  4   Forced Awakening

Combat (5 cards)
  3   Earth Meld
  1   Form of Mist
  1   Quick Meld

Ally (1 cards)
  1   Carlton Van Wyk (Hunter)

Retainer (1 cards)
  1   Mr. Winthrop

Equipment (3 cards)
  1   Sport Bike
  1   Phased Motion Detector
  1   Ruins of Villers Abbey, Belgium


Offensively, the objective is to get out Smiling Jack, then protect it
with the Henry-Earth-Meld loop.   It has a fair amount of permanent pool
gain, which it can use either as a defensive buffer or to influence out
Protean helper weenies.   The defense is based entirely around the
Henry-Earth-Meld loop and permanent intercept, with Henry acquiring a
Sport Bike, Mr. Winthrop, and a Phased Motion Detector as fast as he can.  
Ruins of Villars Abbey, Belgium and Quick Meld are in there in case of
Potence combat emergencies, as they provide the most card-efficient
source of maneuvers, with the blood cost recouped via The Rack.  

I tested the deck once in a casual game in Boston and discovered that this
deck is never, ever to be used in casual games.   While there are a lot of
ways to defeat Henry Taylor, such as Immortal Grapple, cross-table
voting, Seduction, Pentex Subversion, and Kiss of Ra (*laugh*), if your
opponents don't have any appropriate countermeasures in their decks, then
there is simply nothing they can do about Henry Taylor.   Not being able to
do anything is no fun, and as such I feel that the deck is not at all
suited to casual play.   In the game I played, my predator got to sit
around for two hours, while we watched my prey oust his prey and then my
predator, and was then killed by Smiling Jack.

A week later, I tried Henry Twister at one of the tournaments at Origins.  
It became an example of guessing the metagame perfectly right and
perfectly wrong at the same time.   The two previous tournaments featured a
whole lot of Potence, so I figured that the next tournament wouldn't have
much Potence at all, making it a great environment for Henry Twister.   I
turned out to be correct, as I didn't face a single Potence deck.  
However, in the first round my predator was Josh Duffin, playing
Brinksmanship deck.   How fortunate for him that I planned to eliminate my
deck for him.   How fortunate for him that Egotha would gain a blood every
turn by flipping a Dirty Contract off the top of my deck.   How fortunate
for everyone that my prey, David Tatu, played Disputed Territory and took
away my Waste Management Operation.   Argh.   Unfortunately for Josh, he
couldn't draw a Dia de los Muertos or get enough vote push to be able to
call Brinksmanship, and even if he did, there were Direct Interventions
waiting for him.   I attempted to withdraw, and Josh allowed that to
happen, figuring he had a better chance of ousting my prey.

In the second round (of two), my grandprey (Christian "Xian" Herro) was
playing a Tremere intercept wall that also happened to use Smiling Jack
for its offense.   Contesting the Smiling Jack proved fruitless for the
both of us.   On top of it, after I ousted my first prey by simply
bleeding him out, my grandprey had stocked up enough Telepathic Trackings
to allow him to burn Henry Taylor.   Fortunately, I was able to influence
out another copy of Henry and got a Protean skill card on him, so I was
mostly back in business - except that there was still the problem of
contesting Smiling Jack.   With time running short, I attempted to withdraw
again, and my predator (Brad Cashdollar) figured that given the amount of
time left, he had a better shot at ousting my new prey and getting 2 VP
than he did of ousting me and my prey, so he allowed me to withdraw for
the second time in the day.

Somehow, 0 GW and 3 VP was enough for 4th place and a spot in the final
round.   The tournament had 13 players, as part of the five staggered
tournaments in one day schedule, and apparently most of the tables timed
out.   In the finals, the deck ended up working according to plan.   My
predator (Carol O'Bryan) was playing a Presence-Potence Princes vote deck,
except that the Potence was ranged combat, and my predator (Jared Strait)
was a Kiasyd bleed deck, so there really wasn't anything to interfere with
the plan.   The only worry was the possibility of Jared bleeding around the
table.   However, my grandprey (Brad Cashdollar) had too many Deflections
and too many Minion Taps to go down, and was able to oust his prey (Peter
Oh) before Jared could escape the Smiling Jack and Protean weenie bleeds.  
Unfortunately for Brad, time ran out before he could oust Carol, and since
he was 5th going into the finals, I ended up winning the tournament via
tiebreaker.

After having the Waste Management Operation yanked away by Disputed
Territory, it became extremely clear to me that having a backup plan is
necessary.   As such, I'd swap out a Dirty Contract for Anthelios, the Red
Star in order to bring back lynchpin masters such as Smiling Jack and
Waste Management Operation.   I thought about including a Secure Haven to
protect Henry Taylor, but I realized that even if I could prevent minions
from rushing Henry, they could still try to bleed, and if the Earth Meld
loop couldn't stop that, then it didn't matter anyway, and emergencies
such as Protect Thine Own and Temptation could be dealt with via Direct
Intervention.

Henry Twister showed itself to be much stronger than Pochtli Twister, as
Smiling Jack is a greater offensive threat than the bleeds of Pochtli
Twister.   However, it still takes a fair amount of time for Henry
Twister to develop to the point where it plays Smiling Jack, and the
threat of tables timing out is still very real.   Also, just as with
Pochtli Twister, there's nothing Henry Twister can do about a runaway
prey, and sometimes Smiling Jack can end up handing a table to someone
else.   However, the defensive lockdown of Henry Twister is extremely
strong, and in the one casual game and three tournament games I played, I
was never ousted.   My overall assessment of Henry Twister is that it's
a solid (and obnoxious) deck that has the capacity to win a smaller
tournament, but it will have a lot of difficulty getting GW and VP
necessary to win a larger tournament, and is also very metagame dependent.


While I was working on Henry Twister, I wondered if there were existing
deck archetypes that could benefit from having smaller libraries.   The
question I asked myself was, "If a deck wants to be as low as 60 cards,
why wouldn't it want to be smaller?".   Looking through decks in Lasombra's
Tournament Winning Deck Archive   
(http://www.thelasombra.com/decks/clan-twd.htm), the only archetype I
saw that seemed the suited to burn option was ally rush.   Other archetypes
are still heavily reliant upon their transient cards, but ally rush decks
bank on their permanent combat monsters to allow them to win.   Another
conclusion I came to was that while most ally rush decks include 10-12
copies of their particular ally in their 60-card libraries, it's quite
rare for them to bring out more than 4 or 5 copies of it in a game.   Why
not build an ally rush deck that's half the size, needing only the allies
you expect to bring out?

Of course, the first ally rush deck that comes to one's mind is a War
Ghoul deck, and I was excited by the prospect of building a deck that
needed only half the War Ghouls of a standard War Ghoul deck.   I first
thought of just cutting a standard War Ghoul deck in half, but I realized
that it might be a good idea to add Waste Management Operation to the mix,
to recycle Jake Washington and War Ghouls, or whatever cards I might need.  
In addition, Kindred Most Wanted had recently hit the shelves, and the
introduction of Mata Hari seemed like a great opportunity.

I bounced the idea off of Josh Feuerstein, and he provided this great
insight: you could use D'habi Revenant as the burn option card and Mata
Hari could still employ one as War Ghoul fodder.   Mata Hari doesn't count
as a member of the required clan while in play, allowing you to discard a
D'habi Revenant via the burn option rule.   However, her special allows you
to still play the card normally (though Mata Hari won't get the bleed
bonus from the D'habi Revenant due to card text).   This got me thinking
about what other burn option cards would work well.   Chanjelin Ward seemed
a great choice, as it could help protect Mata Hari from a Red List rush.  
Riddle Phantastique could help slow down a player.   The Grandest Trick
could help employ a retainer or get a bleed through.   Eventually, I ended
up with the following deck, named EconoGhoul since it uses half the usual
amount of War Ghouls:

Deck Name:    EconoGhoul
Crypt: (12 cards, Min: 8, Max: 28, Avg: 4.75)
---------------------------------------------
  6   Mata Hari             aus for qui CHI OBF      7   Ravnos
  1   Zip                   ani                      2   Ravnos
  1   Ana Rita Montana      aus dom obf VIC          5   Tzimisce
  1   Piotr Andreikov       aus                      2   Tzimisce
  1   Krid                  obf                      2   Nosferatu
  1   Hanna Redmonds        obf tha                  2   Caitiff
  1   Denette Stensen       obf                      2   !Gangrel

Library: (62 cards)
-------------------
Master (20 cards)
  1   Waste Management Operation
  1   Fortune Teller Shop
  1   KRCG News Radio
  1   Information Highway
  1   Secure Haven
  1   Creepshow Casino
  1   Fame
  1   Mob Connections
  2   Jake Washington (Hunter)
  1   Brothers Grimm
  1   Direct Intervention
  2   Blood Doll
  4   Chanjelin Ward
  1   Tabriz Assembly
  1   Slaughterhouse, The

Action (4 cards)
  4   Riddle Phantastique

Action Modifier (9 cards)
  1   Forgotten Labyrinth
  1   Elder Impersonation
  2   Lost in Crowds
  2   Cloak the Gathering
  1   Spying Mission
  2   Grandest Trick, The

Combat (1 cards)
  1   Trap

Ally (5 cards)
  5   War Ghoul

Retainer (20 cards)
  1   J. S. Simmons, Esq.
  1   Tasha Morgan
  1   Mr. Winthrop
  17 D`habi Revenant

Event (2 cards)
  1   Unmasking, The
  1   Dragonbound

Combo (1 cards)
  1   Swallowed by the Night


There isn't much to say about the offense and defense of this deck:   it's
a War Ghoul deck.   It does have KRCG News Radio and The Unmasking for
light intercept, and it has bleed retainers that serve both as War Ghoul
fodder and bonus bleed, but for the most part, the plan is to just crank
out War Ghouls and flatten vampires.   Permanent stealth via Fortune Teller
Shop and Creepshow Casino help the recruiting process, supplemented by
transient Obfuscate stealth.   Brothers Grimm makes another appearance for
extra pool gain, as the deck still has a fair number of masters in it.

I finished building the deck right before Origins, and didn't have time to
test it out before it made its debut in a tournament.   However, the deck
worked like a charm.   In the preliminary rounds of the two-round 10am
Thursday tournament, I got 1 GW and 5 VP, and might have gotten more if
it wasn't for a major oversight on the part of the table (note: Anarch
Troublemaker taps _vampires_ not_minions_.   Yes, we were that dumb.).   In
the finals I scored 3 VP for the win.   I was surprised by the amount of
combat I saw in the tournament - especially Potence - and was likewise
surprised by EconoGhoul's effectiveness regardless.

I was also surprised that Mata Hari wasn't rushed via her Red List ability
at all, despite the number of combat decks I saw.   Thinking about it
after the fact, I think there are several reasons.   For starters, getting
out KRCG before bringing out Mata Hari can allow you to throw a weenie in
the way, probably buying you a turn to recruit a War Ghoul.   Similarly,
you can use Jake Washington and Dragonbound for early defense of Mata
Hari, and Jake becomes especially obnoxious against combat decks when you
loop him via Waste Management Operation (sort of like a cheapo Ambrosius,
the Ferryman).   If Mata Hari escapes combat until your next turn, then
Chanjelin Ward helps protect her and Secure Haven seals the deal.  
Another likely factor was table dynamics.   At the particular tables I was
at, the combat decks often faced the threat of big bleeds behind them, or
were cross-table and didn't want to concern themselves with cross-table
destablization.   Something that was not a factor was the players being
unfamiliar with Mata Hari.   Her Red List special was mentioned frequently,
and it was clear that players were considering it, but chose to act
otherwise due to other factors.

This isn't to say that players won't ever rush Mata Hari as soon as she
hits the table.   I'm sure it'll happen every so often.   As such, one change I'd
make is swapping out one or more of the stealth cards to Mirror Image.  
You'll also notice that the library has 62 cards.   This is completely by
accident (I really did double-check the size!), and two D'habi Revenants
should be taken out.   I'd also swap out a D'habi Revenant for an
Anthelios, for the same reasons as before in the Henry Twister deck.  
Lastly, I'd swap out a D'habi Revenant for an Autarkis Persecution, as
Mata Hari does have 2 votes, and this could get you some more pool gain
- particularly if you loop it via Waste Management Operation!   Tabriz
Assembly and The Slaughterhouse were included because I could and it
seemed fun, though I didn't end up using either except for discarding to
Brothers Grimm.   It might be best to change them to Chanjelin Wards.

Despite it's success at Origins, I'd have to play the deck more to get a
feel for how effective it is compared to standard War Ghoul decks.   I
really like the tricks it can pull, such as Riddle Phantastique, looping
Jake Washington to frustrate rush decks, and looping Direct Intervention,
but the vulnerability of Mata Hari for the turn before one can put Secure
Haven or Chanjelin Ward on her remains a concern.


While winning a tournament with Pochtli Twister was a bit of a fluke,  
winning tournaments with Henry Twister and EconoGhoul have convinced me
that burn-option/tiny-deck tech is a credible design strategy.   It does
have its limits, and it is restricted to archetypes that are based on
card recycling and/or on powerful permanents.   I have yet to build such a
deck to my liking, but it might be possible to build a multi-rush
deck using this design strategy, with Mylan Horseed and a looped Forced  
March for untap, and an Assault Rifle or other weapon for damage.  
Following are some of the key cards you'll want to consider if you're
looking to build your own deck with burn-option/tiny-deck tech.   Have fun!


Pochtli and Waste Management Operation - Straight-up recycling

Brothers Grimm - Combined with Dirty Contracts, Brothers Grimm is
guaranteed pool.

Jake Washington, Ambrosius, the Ferryman - My combat opponents were truly
frustrated by Ambrosius or recycled Jakes jumping in the way of would-be
rushers.  

Direct Intervention - You're going to need it to protect yourself from
Protect Thine Own and other disasters, and it's very, very comforting
to have Waste Management Operation to bring it back.

Telepathic Counter - If you're going with a heavy recycling plan, you can
use Telepathic Counter for both a stifling bleed defense to add the
withdrawal exist strategy to your bag of tricks.

Mata Hari - Her bag of tricks is very large, especially with the added
dimension of burn option cards.   Factor in that she can let you play Waste
Management Operation, and you've got a vampire who facilitates a lot of
decks.

Henry Taylor - His Earth Meld loop is highly effective, and it's a
surprisingly small module to add to a deck.   All you need in your library
is a Protean skill card, an Earth Meld or two, and a Smiling Jack.   You
can add in permanent intercept to better defend Jack if you want, but the
cards listed is the core.   Because the module is so tiny, it's possible to
combine it with another strategy, such as ally rush.   Among the decks I
plan to build is a mix of Henry Twister with a Renegade Garou deck, and
I'm mulling over a mix with Pochtli Twister (Super Twister?).

Agaitas - Sure, your prey's library is a mixed bag, but why not?.   Do be
careful to not fill up your hand by using him, or else you'll limit your
ability to recycle immediately.

Anthelios, the Red Star, The Sargon Fragment, Carlotta Giovanni - At
first, they don't seem like a good cards, as you'll be quickly out of
cards to discard for for their effect.   However, they can be great
failsafes in case something happens to your Waste Management Operation or
Smiling Jack.   You can also use them in conjunction with Agaitas, drawing
cards via his ability, then discarding them for useable cards in your ash
heap.
             
 
 
   
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