The Ventrue Antitribu - Salubri Antitribu Alliance freakdrivr Location: Canada Posted to the Path of Blood: Mon Sep 20, 2004 7:43 pm hey all - have been playing versions of this deck on / off since bloodlines playtesting (and believe it or not it kills some tables) and thought i would add it here to show that !salubri can win games - even though its really 60% !ventrue. i've added some Group 3 Ventrue to see how they fare with this deck. anyway - here it is Crypt (12 vampires) Capacity min: 2 max: 8 average: 4.17 ------------------------------------------------------------ 2x Ingrid Russo 4 DOM for !Ventrue:2 2x Wolf Valentine 4 VAL for !Salubri:2 2x Doris McMillon 2 val !Salubri:2 1x Owain Evans, The W 8 AUS DOM FOR cel pre !Ventrue:3 1x Edward Neally 7 DOM FOR aus pre !Ventrue:3 1x Vanessa 6 DOM FOR aus pre !Ventrue:2 1x Katherine Stoddard 4 dom for !Ventrue:3 1x Kervos, The Lieute 3 aus val !Salubri:2 1x Samson 2 dom !Ventrue:2 Library (90 cards) ------------------------------------------------------------ Action (26) 4x Blessing of the Name 3x Force of Will 3x Govern the Unaligned 3x Revelations 9x Sense Vitality 4x Sunrise Service Action Modifier (21) 4x Change of Target 6x Conditioning 4x Daring the Dawn 5x Freak Drive 2x Stealth Ritus Combat (5) 4x Skin of Steel 1x Soak Equipment (2) 1x Catacombs 1x Tapestry of Blood Master (17) 3x Anarch Troublemaker 4x Blood Doll 1x Dreams of the Sphinx 5x Fortitude 1x Humanitas 1x Hungry Coyote, The 2x Sudden Reversal Reaction (13) 5x Deflection 2x Delaying Tactics 2x Redirection 4x Wake with Evening's Freshness Retainer (6) 4x Ghoul Escort 1x J. S. Simmons, Esq. 1x Tasha Morgan Comments: why this wins...it beats down your opponents ability to block and in all honesty, doesn't look at all that imposing as the minions are small. of course it loses to dedicated rush - but even then your vamps get out of torpor for free most of the time and you just start building again. !VENTRUE play the sunrise services, and the !SALUBRI sense vitality them out of torpor for free often at +2-3 stealth - if blocked, change of target and repeat. Ghoul escorts add insult to injury as each minion ends up attempting 2 -3 actions per turn when you get a blessing of the name going. use your daring the dawns to get the sunrise services through if need be. so at some point like around turn 5 or 6, you'll have 2-3 ventrue with superior fortitude (hopefully) and a sunrise service on them and they do their 1-2 actions each again as usual - this is extremely taxing on your predator and prey and they'll just stop blocking after a while (probably because they just don't care or can't block anymore) that's when the revelations come out to get rid of your prey's deflections and the SUNRISED (unblockable) bleeds for 6 with all these really small minions start - what's even better is that you can either govern then condition or force of will then condition - either way you have so many options available to you with this setup - but it all comes down to sense vitality and it's synergy with catacombs and humanitas - they make the rescue attempt +3 stealth and reduce the cost by 4 blood. a minion can attempt a sense vitality action, get blocked, change of target, or burn a ghoul escort to leave the blocker tapped, and simply attempt a cardless rescue vampire from torpor action again. let me know your thoughts take care, jds