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BURN
OPTION! (August 14th, 2005)
Article
for VTES by Ben Peal, US National Coordinator
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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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