Harbingers of Skulls Newsletter
September 2003

Harbingers of Skulls Newsletter
Workshop and Discussion
September 2003

Hello all,

Once again, a HoS newsletter. They're few and in between, I know, but
anything's better than nothing. This feature will focus on the
following:

1. Milling - Anarchs Brought Us Brinksmanship - do we care?
2. WORKSHOP - A deck using milling 'outside the box'. - build a good miller.
3. DISCUSSION - The worth of 'surprise'. 

Like all my newsletters, besides sparking some new thought, I try to
give some oversight on basic options - since there's been few HoS
newsletters, I can and will still cater a little to the newsbies with
'basic options'.

1. Milling & Brinksmanship

Of course, we've had a new set come along since my last newsletter:
Anarchs. It stirred much discussion, mostly about the following new
card: Brinksmanship.

Brinksmanship
Political Action
Political Card - Worth 1 vote
Called by any Vampire at +1 stealth
If this referendum is successful, put this card in play. Any
Methuselah who has exhausted his or her library and begins his or her 
untap phase with less than a full handmust attempt to withdraw. On 
that Methuselah's next untap phase, if the withdrawal fails, that 
Methuselah is ousted. If any Methuselah successfully withdraws, you 
are ousted.

Why? Well, for those just joining us, the HoS are one of the few clans
(other than those posessing animalism for Raptor, ani+obf for Feline
Saboteur, or Courier, that have reasonable access to the 'milling'
strategy. What is 'milling'? It is the 'destruction' of another
player's deck by trying to move all their cards into their ashheap.
Besides shutting down all parts of that player's deck that depend on
cards-in-hand, it also offers that player the option to 'withdraw'.
Normally, withdrawing is good (from the online rulebook):

"9.2. Withdrawing from the Game
If you have exhausted your library and begin your turn with less than
a full hand, you have the option of withdrawing from the game. To
exercise this option, you must announce your intent to withdraw during
your untap phase. For the withdrawal to succeed, you must meet the
following conditions:

1. None of your minions enter combat until your next untap phase. 
2. None of your minions lose (or spend) any blood until your next
untap phase.
3. You do not lose (or spend) any pool until your next untap phase. 

If on your next untap phase you have met these conditions, then you
successfully withdraw. The withdrawal fails if you lose a single pool
or blood, even if you gain enough to make up for the loss.

If you successfully withdraw, you receive one victory point to add to
any victory points you have already gained. Your predator does not get
a victory point or any pool for your withdrawal."

But with Brinksmanship in play, if you can prevent the withdraw, you
can gain your oust and the victory point along with it.

Now, I'm not going to discuss whether milling is a 'good', 'fun' or
'fair' decktype - most of this discussion has already taken place, and
I'm just here to offer the HoS as many weapons as I can find for them.
All other people opposed to milling can maybe find some ammo to use
against milling decks. :)

Now, the obvious connection of Brinksmanship with HoS is through The
Slaughterhouse, a non-unique master/location that you can tap to burn
up to 2 cards from the top of your prey's library. (Burn option.) It
does cost a pool, unfortunately, and you will need plenty of them,
since the average game takes up around 14 turns. Depending on the
card-burnrate of your prey (and, hopefully, your last-man-standing
opponent) you will need to mill through anywhere between 0 and 180
cards, with around half that number the minimum which you should be
designing for.

You can supplement this strategy with any of the other Harbinger's
special abilities, but the speed they offer is limited.

Ok, so let's say you're confident in milling your prey out of his
cards. Then, you still have to prevent the withdraw: that is, force
combat, minion blood loss, or pool loss on your prey. Contrary to
popular belief, Anarch Revolt or other pool/bloodloss effects in the
untap are not the way to go: your prey, if (s)he's smart, can order
the untap events in such a way that the withdraw is succesful. So
you'll have to take some sort of action yourself to manage that.
Luckily, the Harbingers come pre-packed with Lazarene Inquisitor, a
master that will allow a D action to remove blood from a minion. If
"Inquisited" succesfully, your prey cannot withdraw. If blocked,
combat will (very likely) occur - no withdraw possible. And, as I hope
to show later on - there's some more possibilities.

One last problem is that Brinksmanship is a political action, and thus
vulnerable to being blocked, Direct interventioned, Delaying
tacticsed, and a host of other reactions that mess around with votes.
The vulnerability of being blocked is easily removed with the HoS, in
the form of Daring the Dawn/Day Op, if you're willing to have a minion
go to torpor. The other cards are more problematic, although you could
try to pack Revelations to flush out those cards - but Revelations are
actions in and of themselves. Then, if the vote starts at all, you'll
still need to votes to make it succeed.

IF you can manage the milling, the vote, and the preventing of the
withdraw, you're set. Easy, right?

Not really, as many people've commented. The HoS have a stealth
'issue', but that's not the key problem - the key problems are milling
and the vote. Really seriously and dedicatedly going for milling means
a lot of card slots, filled with cards that aren't doing ANYTHING for
you until your prey's out of cards. Dangerous. For argument's sake,
we'll not just slap in a 'minor milling angle' into a
HoS/(!)Ventrue/Salubri deck - we really want to be milling. Anarchs
gave some extra options of mixing minions with presence into the mix
(Maldavis being most noted), together with cardinal benediction and
the effects of the (!)Ventrue, it might be possible to make a nice
little vote deck with all the masters you'd normally reserve for
cycling and other nice effects being slaughterhouses.

I'd however propose a different deck.

2. WORKSHOP/DECK - Slaughterhouse/Brinksmanship Masterdeck.

There are some hurdles we need to take:

- Dropping lots of slaughterhouses
- Getting the vote through
- preventing the withdraw
- surviving until that moment

The first of those issues points me in the way of a master-heavy deck
with parthenons. Another nice master I've seen work well in
master-heavy decks is Storage Annex. A benefit of that card would be
that you can collect the small set of cards you'll only need a little
bit - the vote-combination for the brinksmanship, and preventing the
withdraw.

Another ability of anson-based masterdecks is severe bloating through
minion tap/golconda. This will help us survive. Anson is a prince with
PREsence - so, barring anti-vote reactions, one AWE could be enough to
get the votes we need.

Preventing the withdraw? Well, if you're predator's not nice enough to
bleed you when you accidentally have a redirection in hand, try to use
the Lazerene Inquisitor. Won't work? Bleed for 1. Afraid they'll use a
reaction card? Use Regarhagen's Hold. Afraid of block/obedience? Give
Anson Aching Beauty.

Voting? Well, you could mess around with giving anson a superior
stealth discipline, but a combination of creepshow casino, alacrity
and carnival should get you the stealth you need.

So, after this peek into my brain on how to make a (fun, possibly)
milling-masterdeck, I present the deck:

Deck Name: Brinksmanship Masterdeck
Created By: Tobias
Description: 

Crypt: (12 cards, Min: 32, Max: 36, Avg: 8,42)
----------------------------------------------
7 Anson aus CEL dom PRE 8, Toreador, Prince
5 Unre AUS dom FOR NEC ser thn 9, Harbingers of Skulls, Bishop

Library: (87 cards)
-------------------
Master (68 cards)
1 Aching Beauty *for preventing withdraw*
1 Bleeding the Vine
2 Carnivale *stealth for the brinksmanship vote*
2 Creepshow Casino
3 Dreams of the Sphinx
1 Elder Library *in a bloat deck, a superior Storage Annex*
1 Elysium: The Arboretum
2 Giant's Blood *good for bloating or filling up anson for the vote*
8 Golconda: Inner Peace
2 Information Highway
1 Lazarene Inquisitor
10 Minion Tap
5 Parthenon, The
2 Protected Resources
3 Regarhagen's Hold *destroy reaction-based defense at the withdraw*
17 Slaughterhouse, The *Are they enough?*
7 Storage Annex

Action (2 cards)
2 Revelations

Action Modifier (6 cards)
2 Alacrity
4 Awe

Political Action (3 cards)
3 Brinksmanship

Reaction (11 cards)
8 Obedience
3 Redirection

Of course, to some, this might be the most abhorrent annoyance ever.

How would you build a miller?

3. Discussion: the effect/power of 'surprise'

Now, the previous deck might not win a tournament (or it might, you
never know), but I guess it would boggle a lot of players if they saw
it a first time without having read this newsletter (a theory I
encourage you to test in your local non-newsgroupreading playgroup.

The basic unfolding of strategy (bloat with anson, mill with
slaughterhouse) is fairly obvious, and what to expect from the deck
can be based on Anson-AR decks, but who knows how much of which card
the deck is packing?

Which leads me into a question I've been pondering - what's the worth
of 'surprise'? A deck can be 'vanilla' - staple cards with predictable
and dependable effects only. Guaranteed to perform its basic function
well - but nothing else, and predictable. What's the worth of
diversity? For instance, a !Toreador deck I saw in the Benelux ECQ
used ONLY Entracement as its presence bleed card, and it packed 8 of
them, if my info's correct.

Someone once advised me to pack a small bit of Lucky Blow in my weenie
computer hack deck. Why? Because using them upset the expectation of
other players, and could screw up their easy calculation of 'I'll just
lose 1 blood in combat against his minions'.

I'm not really interested in 'off-the-wall' deck concepts here -
although I love making those as well, I'm curious about the power of
including 'strangeness' in a normally basic deck concept. One day,
someone built a deck around Mirembe - I bet a table was surprised when
the serpentis actions hit. That's borderline - halfway between a new
concept, and slapping in a few surprise cards.

Or the 1 or 2 Coma's in an !Malk bleed deck - while not an uncommon
'surprise', their (possible) inclusion adds a powerful and
unpredictable aspect to that deck.

So the question is: can you afford those cards in your tightly
focussed tournament deck? And if yes - why? What are some good
examples?

I'll lead off with some cards from my decks, if you can add some
examples as well, that'd be great.

- Inveraray, Scotland, in a Rush deck.
- Wolf claws, or a small amount of any other aggro, in an
'out-of-clan' discipline
- Kiss of RA in a deck that 'accidently' has some FOR

Well, that's it for this month! I hope I get some other ideas before
Black Hand hits the shelves... :)

--
Greets,
Tobias