Official VEKN Brujah Newsletter
June 2004

Official VEKN Brujah Newsletter for June, 2004

I wasn't born so much as I fell out
Nobody seemed to notice me
We had a hedge back home in the suburbs
Over which I never could see
Lost in the Sueprmarket, The Clash

___ Introduction and apologies in advance
___ Few strokes upon the Gehenna Set
___ New goodies for the clan
___ Strategy and Deck: Becoming the police force of the camarilla
___ Epilogue

________ Introduction ________

As most of you might already know, I'm a spanish player who has been in thsi
game since the 95. So, my english might not be all the correct it's needed,
so if you find somethign absoultely unclear, ask for a better explanation.

Since the first very day I'd allways loved the clan of the leather jacket,
and against all reasonings and throughfull thinkings I've allways tried to
pull strategies for this clan that could lead to winning tournaments without
using the boring euro-brujah. I ahven't achieved the objective to full
extend, but at least managed to play several final rounds with such decks.

For my limited english, I won't try to add any fiction in my newsletters,
but if you have some you'd like to see published, don't hesitate posting me
with it so I could include them in the future.

________ Few strokes upon Gehenna ________

Clearly, Gehenna is going to destabilize the game as we know it in the near
future. Not only for the event cards, but it also brings light and enforces
the anarchs to a nice level along with some more black hands.

Gehenna event cards have to be seen mostly as hosers. Metagame hosers, for
their impact is most of the time _versus_ a strategy. It's difficult to get
real advantage of the most of them, while others are really good enforcers
for existing-but-not-on-the-top strategies, but you have to be very carefull
in order to pack them, as it might benefit other decks more than yours.
let's review a few of them:

Absimilliard army: This card might be a good add on for some allies decks,
as they already pack cards that benefit them. The fact that it is burned
when a player is ousted, don't allows you to build a full strategy for them.
Becoming of Ennoia: The most difficult to put in play event card, appart
from being a great hoser against mirembe's decks, is a card to go in most of
the atttrition decks: Cryptic missions, deranges, temptations, smiling
jack...
Anthelios: A great card for master's based decks, but also a good card for
decks based on critical master cards. Retrieve Toreador Grand Ball or Brujah
Debates *is* good.
Blood weakens: Pseudo meddling for everyone. Use it if you pack a really low
number of discipline based cards.
Dragonbound: The Card for combat decks, and most of blockers. The drawback
has to be countered somehow, as playing a combat/block deck with a hand of 6
is significant.
Fall of the camarilla: The Enemy. Half of the brujah decks around depend on
the use of 2nd traditions for defense. So better act accordingly to avoid
this card even hit the table.
Fall of the sabbat: Not worht playing it. Every sabbat vote deck will pack a
black hand in order to prevent it seeing play.
Fueled by heart's blood:Tyler will love this card. Pack it with wormwood and
you can start purging the whole table.
New inquisition: See becoming of Ennoia
Nightmare upon Nightmares: Thsi card will see two primal uses: Against
weenies if they are a problem for your deck, and for "mill" decks in order
to deplet all the players' library
Recalled to the funder: The anticlan card. Better pack some expendable 6 cap
in your deck, or do all that is in your hand to oust the player who has put
this card in play.
Restricted vitae: See becomming of ennoia
Rise of the Nephtali: An Inner circle for Aanrchs!!!
Thirst: Another weenie hoser. Put it on top of nightmares upon nightmares
and with a few domain challenge weenie decks will soon be hsitory.
Torpid blood: Great aid for combat/block decks. Specially for those who play
disarms/aggropoking
Veil of darkness: Hoser against master's decks, whose obedience/deflections
won't work really well.
Wormwood: This card is god against Big minions decks. Once it hits the
table, soon they'll be unable to play obedience, or minion taps for lots, or
else.

So, from now on when you build a deck you'll have to keep in mind a) which
events help me most and b) which events absolutely destroys you, and try to
reduce it's effects upon you. As some people has already stated all over the
newsgroup, the best you can do is perhaps to act preemptively against decks
that you *know* will play sooner or later in the game some of these cards,
as you already do against some of the bitter strategies around (purge decks,
AR decks, etc). For camarilla politics, someone who starts to put in play
the least dangerous gehenna cards should set their defence to def-con 3, as
that will allow someone around the table to place fall of the camarilla in
play.

________ New goodies for the clan ________

But what have this set gift us? Well, some events of course, but also some
great cards:

- Leadership vacuum
Master: out-of-turn. Unique. Only usable when a ready titled vampire
controlled by another Methuselah is burned or sent to torpor. Usable during
your turn. Put this card in play and put X counters on this card where X is
the number of votes that vampire has. That Methuselah burns X pool during
each of his or her untap phases.  During his or her untap phases, if he or
she controls a vampire with a capacity above 7 or with a title, burn this
card.

High opportunity cost, but in a heavy rush deck might gave you a victory
point really soon. Just dunk down a titled and any other vamp your prey
palys that might burn it.

- carver's meat packing and storage
1 pool
Master: unique location. When a vampire of capacity below 4 goes to torpor,
put a hostage counter on him. Hostages cannot be moved to the ready region
or be diablerized. During your master phase, you may tap this card to move X
blood from the blood bank to a ready vampire you control where X is the
number of hostages in torpor.  Any ready vampire may burn 2 blood to burn
any vampire's hostage counter during any untap phase. Burn all hostage
counters if this card leaves play.

This card can become a huge income of blood, along with increasing the
effective cost of retrieving from torpor to 4 blood. Note that it's
compulsory to put the token, but also that it's all vamps below 4 that end
in torpor, not needed that you to send them to torpor. You can build a
really bloating strategy around, say Menele. Create embraces and send them
to torpor somehow. Menele will gain each turn a lot of blood, and really
soon if the deck is oriented that way.

- Flurry of action
Cel, action
[cel] (D) Bleed. If the bleed is successful, draw two cards.  Discard down
to your hand size afterward.
[CEL] (D) Bleed. If the bleed is successful, this vampire untaps.

Even though this card is brutal for aching beauty's decks, brujah might
beneffit from it somehow, specially decks that pack bleed modifiers to some
extend.

-Approximation of loyalty
pre, action modifier
1 blood
Requires a vampire with capacity above 6. [pre] Only usable when the action
is announced. Choose a vampire with capacity below 7 or an ally.  That
minion cannot block this action.
[PRE] Cancel a reaction card played by a vampire with capacity below 7 or an
ally as it is played (no cost is paid). No more action modifiers can be
played on this action.

A "you don't block card" that allows you to cancel a delaying tactics.
Enough said, but again, will see more use in tories or that huge lot of
malkies/!malkies/baali bleed decks than in brujah ones. At least it brings
some more responsible bleed modifiers which is something that we, the
non-bouncing clans, are happy to see.

- Stunt Cycle
POT, comabt
Only usable at long range.
[pot] Strike: 3R damage and prevent 1 damage from the opposing minion's
strike during this strike resolution.  If the opposing minion has Celerity,
he or she can burn a blood to prevent all damage from this strike.
[POT] As above, but for 4R damage and prevent up to 2.

Awesome card for ranged combat. Ok, you won't substitute all your frisbies
for these, but some damage prevention, even at long range, is great. But
that strategy is something I might discuse in a future newsletter as there
are really better combat strategies to play, specially for the slots it
requires

And the two vamps...

Count Germaine
Brujah, group 4
Cap 8
obf FOR CEL PRE POT
Camarilla: Minions opposing Germaine in combat cannot use weapons.  He can
enter combat with any Toreador controlled by another Methuselah as a (D)
action.

What a great vamp, definitely worth palying, though it implicitily means you
won't pack in volker or the brujah princes. The anti-weapon abbility hoses a
whole lot of combat decks, and those solitary ivory bows that somewhat stops
you in a given game. Also note that he can play Elemetnal Stoicism at
superior, which turns him in a combat monster, and allows you to play
multirush with a single 8 cap, having all the clasic disciplines a multirush
gun deck needs: CEL:psyche!, FOR:freak drives, obf: Disguised weapon.
Perhaps even at the same level of Fatima al Fawadi...

Hezekiah Rutledge
Brujah, group 4
Cap 5
ani cel pto PRE
Camarilla

The group four substitute for Rake? not sure of that, as he lacks the title,
but it has ani... appart from the use of mole, he can join the ranks of
weird nosferatu with presence decks...

___ Strategy and Deck: Becoming the police force of the camarilla ___

I've left for the deck of this month one of the surprises of the set:
Alastor

Alastor
Political card - Worth 1 vote.
Called by any justicar or Inner Circle member at +1 stealth.
Choose a ready Camarilla vampire. If this referendum is successful, search
your library for an equipment card and place this card and the equipment on
the chosen vampire. Pay half the cost (round down) of the equipment. This
vampire may enter combat with any vampire controlled by another Methuselah
as a +1 stealth (D) action. This vampire cannot commit diablerie. A vampire
may have only one Alastor.

This card is a variant of the archon vote, that can only be called by a
justicar or inner circle. It has 2 advantages and 2 drawbacks when compared:
It's not burnable once you put it in play, and allows you to pick whatever
equipment you like from your deck and equip it at half cost. The drawbacks
are that not only you can't diablerize without blood hunt, but you can't
diablerize at all. Over all, allows you to equip with some magnificient
equipments(specially from the storages of the Tremeres)

This deck focuses on the Camarilla police, say archons and alastors, and all
such cards that combat decks can win with a bit of politics.

This deck is rush mainly, but a bit of toolboxy too, as you need both the
votes to pass critical political actions and a bit of bloat/mild intercept
to avoid being ousted soon. Not sure how will it survive heavy combat
environments, but has a LOT of tricks in it.

The reinforcements are to bring back the equipment you have drawn too soon
to your deck, in order to equip it with the alastor's vote

Deck Name:   Pascek and Germaine
Created By:  Tom
Description: CEL FOR political deck

Crypt: (12 cards, Min: 30, Max: 40, Avg: 8,83)
----------------------------------------------
1  Madame Guil      AUS CEL for pot PRE ser  10, Toreador:3, Justicar
4  Jaroslav Pascek  CEL for obf POT PRE      10, Brujah:3, Justicar
1  Tyler            CEL dom for obt POT PRE  9,  Brujah:3, Primogen
1  Maxwell          CEL FOR POT PRE PRO      9,  Brujah:3
1  Hrothulf         CEL dom FOR pot PRE pro  8,  Ventrue:3
3  Count Germaine   obf CEL FOR POT PRE      8,  Brujah:4
1  Pug Jackson      CEL for POT pre          6,  Brujah:3, Primogen

Library: (80 cards)
-------------------
Events (2 cards)
1  Nightmares upon nightmares
1  Thirst

Master (10 cards)
2  Blood Doll
1  Carver's meat packing and storage
1  Creepshow Casino
1  Depravity
1  Fame
1  Leadership Vacuum
3  Minion Tap

Action (9 cards)
2  Bum's Rush
4  Enchant Kindred
2  Fourth Tradition: The Accounting, The
1  Will of the Council

Action Modifier (13 cards)
1  Approximation of Loyalty
1  Awe
1  Bewitching Oration
1  Forgotten Labyrinth
6  Freak Drive
2  Iron Glare
1  Voter Captivation

Political Action (11 cards)
3  Alastor
2  Anathema
1  Ancient Influence
1  Archon
1  National Guard Support
1  Parity Shift
2  Reinforcements

Reaction (6 cards)
6  Second Tradition: Domain, The

Combat (22 cards)
2  Disarm
1  Disguised Weapon
2  Flash
3  Psyche!
6  Pursuit
2  Side Strike
2  Sideslip
2  Skin of Steel
2  Taste of Vitae

Equipment (6 cards)
1  Ankara Citadel, Turkey, The
1  Assault Rifle
1  Crimson Sentinel, The
1  Eye of Hazimel
1  Sword of Nuln
1  Sword of Troile

Combo (1 cards)
1  Elemental Stoicism


______________ Epilogue ______________

And that's all for this newsletter, hope you have enjoyed it or even learnt
something :-P Next month we will debate something.... Hope to set up a site
soon in order to archive my newsletters, too.


yours,

Smiling tom
tmadico@almadrava.net