Oh no, my young Jedi. You will find that it is you who are mistaken, about a great many things.
- the Emperor, Return of the Jedi, 1983
At a recent tournament, a visiting player made a favorable comment about my old weenie Presence deck. A few weeks afterwards, I was struck by a terrible thought that turned his comment sideways.
What if I'm doing it all wrong
and my local metagame is making it worse.
It could be encouraging all my wrongdoings.
This guy's approach is often reflective of the game worldwide - big minions, Villein for everything, Bless them, gain more pool, then crush the end game with a lot of +bleed minions and card recursion. It's good stuff, often powered by a broken mechanic (card recursion, not Villein)
My response to those decks cropping up is a visceral "Screw you and the Tablets you rode in on!" I yearn to crush decks these decks before they can get going. So I've been building very fast, very aggressive decks like the War Ghoul deck from the last blog entry and a [THN] deck that usually bleeds for 16-21 in the first 3 turns (believe it or not, it's true).
I revel in the table hate these decks generate. I guffaw at anyone uttering the words "table balance" in my company (yeah, that's a topic for another blog). I merrily point out that others' concern isn't merited anyway: I'm not getting a disproportionate number of game wins with these decks.
Oops!
Wait just a second. That last sentence is troublesome. It's apparent what's happening.
I'm trying to win by getting the "World's Most Difficult VP."
It sits to the left of my crippled initial prey.
Even getting that difficult VP doesn't guarantee a game win.
Holy Crap on a Cracker......
Now witness the firepower of this fully ARMED and OPERATIONAL battle station!
- the Emperor, Return of the Jedi, 1983Now witness the firepower of this fully ARMED and OPERATIONAL battle station!
Combining the speed of today's pool management (Villein instead of Blood Doll) with player's natural tendencies to "wall up under pressure" makes the first VP harder then ever before - so VP #1 is getting tough to garner quickly that it used to be.
Then, even the best aggressive decks run right into a new prey, who is likely using the same wholesale blood recursion tools as the first. Only now its prey has a fully developed play space, instead of one stunted by early pressure. Among the fast archetypes, only stealth bleed is routinely capable of easily getting that second VP.
Even when successful in getting the second oust, the aggressive deck faces more predatory pressure than its Y2K analogs would have, simply by virtue of the longer time-to-oust associated with contemporary deck design.
All this suggests a metagame conflict with the fast and lean decks I've been trying out. I'm going to contrast this with a different perspective.
Should I be trying to get the "Worlds Easiest VP?"
Ousting the last other (remaining) player is effectively worth TWO VP.
No other VP is "just gifted" in the same way.
This is how decks like "Stickmen" function. When they are the last man standing, they receive that free gift VP. They are patient, resilient and opportunistic. They are happy to see global resource deprivation (e.g., Smiling Jack) in play. They use others' actions to their advantage by redirecting bleeds. They have enough resources for independent mid/late-game lunges.
But the fact remains, it's all set up to reach and win an endgame duel, which I'll call the Ohio Syndrome(tm)
Before leaving the NAC last year, a friend told me "Play more Dominate" with just this thinking in mind. I submit that it's not that bleed part that makes Dominate rock solid in decks like Stickmen. It's the resilience associated with Deflection.
So I wonder if what he should have said was "Play more bounce. You'll live longer, generate offense at no cost and get into positions to earn the World's Easiest VPs."
I think there's a hidden causality buried in that, specifically as it relatives wholesale blood recursion (Villein ).
The direct effects of Villein's use is
more large minions in play
The design philosophy behind Villein was specificall to make larger vampires more competitive - it was resoundingly successful from that standpoint. Maybe the intent wasn't to see 9 capacity vampires played like 3 capacity minions (low blood on the minion, one discipline used) with great special text, but the deep Minion Tap approach had been used by some ever since the first Inner Circle members were printed. We shouldn't be surprised to see it employed with Villein. And yes, Lilith's Blessing exacerbates the problem when drawn early in games.
An indirect effect of Villein's use is
higher average pool totals in the later stages of games.
With more players using larger minions and Villein, I'm seeing the last minion drained at least as heavily as the first ones. Folks are influencing to the same 8-10 pool total to get their final vampire, then Villeining immediately drives their pool total into the 14-18 range for the end game (not counting any Villein/Golconda shenanigans).
This is a huge change from the slow drip-drip-drip of pool seen in the Blood Doll/Vessel days. It creates a shorter window for effective surges in offense. It follows that good player's offensive approaches should address that change.
Successful lunges must be perfectly timed or much larger in size then before.
Pool-grinding approaches should strip more than 1 pool per action to be effective these days
Pool-grinding approaches should strip more than 1 pool per action to be effective these days
Simple and intuitive so far. Here's the leap of faith.
Is an unexpected side effect of Villein's use
making bounce stronger?
That part requires some reading between the lines but the gist is clear. If people are indeed bleeding more often or in larger chunks to offset the effect of large-scale direct pool recursion, bounce must also be getting better as a result.
It's easy to say that everyone running at higher pool totals, so the net effect of more bleeding is maintaining an old status quo. I beg to differ, as I think we're living in an era of increasing pool volatility.
That minor sidetrack set aside, the underlying theory looms large and I would be a fool to not consider it.
The Path of High Risk for High Reward now seems
less balanced against other approaches.
less balanced against other approaches.
The game is increasingly played with large pool totals,
often based around the free last-man-standing VP.
often based around the free last-man-standing VP.
- They both have +1 intercept, [AUS] and [for]
- They can both play Spirit Marionette and Gift of Sleep, just in different ways.
- Renewed Vigor is Owain's ability on steroids.
Building around these 3 vampires makes a terrible card intriguing: Babble. Babbling my prey's minions when they aren't elligible to block creates a untapped Spirit Marionette target. Cute, huh? The "yeah, but is it effective?" remains so unanswered that the card got cut from the initial design.
Finally, I think there's incredible synergy between Spirit Marionette and Codex of Edenic Groundskeepers. As prey to that combination, which minions should tap or leave untapped? Will they just get Spirit Marionetted? And at [obe], or [OBE]? It creates just enough confusion to encourage errors.
The resulting deck is not as stable as Stickmen. It grows more slowly (no Govern down). It has less Fortitude, less hitback, fewer Deflections, less transient bleed. The trade-off is having light stealth with permanent bleed, much more (pimpable) intercept, directed blood deprivation (Spirit Marionette) and more significant blood recursion.
So it probably fails on the "easiest VP" criteria - it just isn't as fundamentally invulnerable as a typical grinder. But it's a lot more fun to play. The 3 test games I've played so far suggest that I really need to be better about Anatole's special and that more [for] defense might be necessary (perhaps with a counter-press for [ANI] decks.
Author : Darby Keeney
Description :
Crypt [12 vampires] Capacity min: 6 max: 9 average: 7.58333
------------------------------------------------------------
4x Matthias 7 AUS FOR OBE nec Salubri:2
3x Maris Streck 9 AUS OBF ani dem dom justicar Malkavian:3
3x Anatole, Prophet of Gehenna 8 AUS DEM OBF dom for Malkavian:2
1x Dr. Douglas Netchurch 6 AUS OBF dem dom Malkavian:3
1x Tony 6 AUS DEM dom obf Malkavian:3
Library [66 cards]
------------------------------------------------------------
Action [13]
1x Lord of Serenity *// I suspect this is worth including
2x Pulse of the Canaille
4x Renewed Vigor
5x Spirit Marionette
1x Unburdening the Bestial Soul
Action / Reaction [1]
1x Treat the Sick Mind *// another card likely to be removed
Action Modifier [9]
3x Cloak the Gathering
4x Freak Drive
1x Repulsion
1x Veil the Legions
Action Modifier/Reaction [4]
3x Gift of Sleep
1x Random Patterns
Ally [1]
1x Carlton Van Wyk (Hunter)
Combat [4]
4x Superior Mettle *//may need 2-3 Hidden Strength
Equipment [5]
1x Bowl of Convergence
1x Codex of the Edenic Groundskeepers
1x Heart of Nizchetus
1x Ivory Bow
1x Sniper Rifle
Master [17]
1x Bleeding the Vine
1x Dreams of the Sphinx
1x Giant's Blood
2x Heidelberg Castle, Germany
1x Pentex(TM) Subversion
1x Rack, The
1x Rumor Mill, Tabloid Newspaper, The
1x Sight Beyond Sight
1x Smiling Jack, The Anarch
5x Villein
1x WMRH Talk Radio
1x Wider View
Reaction [12]
1x Eagle's Sight
4x Eyes of Argus
1x My Enemy's Enemy *//probably should be 2 of these
2x On the Qui Vive
4x Telepathic Misdirection
Crafted with : Anarch Revolt Deck Builder. [Mon Feb 11 10:16:27 2013]
So it probably fails on the "easiest VP" criteria - it just isn't as fundamentally invulnerable as a typical grinder. But it's a lot more fun to play. The 3 test games I've played so far suggest that I really need to be better about Anatole's special and that more [for] defense might be necessary (perhaps with a counter-press for [ANI] decks.
Appendix
Deck Name : [REBOOT] Truely Inferior BabbleAuthor : Darby Keeney
Description :
Crypt [12 vampires] Capacity min: 6 max: 9 average: 7.58333
------------------------------------------------------------
4x Matthias 7 AUS FOR OBE nec Salubri:2
3x Maris Streck 9 AUS OBF ani dem dom justicar Malkavian:3
3x Anatole, Prophet of Gehenna 8 AUS DEM OBF dom for Malkavian:2
1x Dr. Douglas Netchurch 6 AUS OBF dem dom Malkavian:3
1x Tony 6 AUS DEM dom obf Malkavian:3
Library [66 cards]
------------------------------------------------------------
Action [13]
1x Lord of Serenity *// I suspect this is worth including
2x Pulse of the Canaille
4x Renewed Vigor
5x Spirit Marionette
1x Unburdening the Bestial Soul
Action / Reaction [1]
1x Treat the Sick Mind *// another card likely to be removed
Action Modifier [9]
3x Cloak the Gathering
4x Freak Drive
1x Repulsion
1x Veil the Legions
Action Modifier/Reaction [4]
3x Gift of Sleep
1x Random Patterns
Ally [1]
1x Carlton Van Wyk (Hunter)
Combat [4]
4x Superior Mettle *//may need 2-3 Hidden Strength
Equipment [5]
1x Bowl of Convergence
1x Codex of the Edenic Groundskeepers
1x Heart of Nizchetus
1x Ivory Bow
1x Sniper Rifle
Master [17]
1x Bleeding the Vine
1x Dreams of the Sphinx
1x Giant's Blood
2x Heidelberg Castle, Germany
1x Pentex(TM) Subversion
1x Rack, The
1x Rumor Mill, Tabloid Newspaper, The
1x Sight Beyond Sight
1x Smiling Jack, The Anarch
5x Villein
1x WMRH Talk Radio
1x Wider View
Reaction [12]
1x Eagle's Sight
4x Eyes of Argus
1x My Enemy's Enemy *//probably should be 2 of these
2x On the Qui Vive
4x Telepathic Misdirection
Crafted with : Anarch Revolt Deck Builder. [Mon Feb 11 10:16:27 2013]