V:EKN Clan Gangrel Newsletter, June 1999

VEKN Official Gangrel Newsletter Vol. 1 Number 5 June 1999

FROM THE EDITOR

It's June now and getting hotter than hell in Austin, Texas.  It's a good thing 
that we have a tournament coming up in Dallas to take our minds off the heat.  
This month's newsletter features tournament playing tips, along with the 
traditional vampire and library cards of the month.   Finally Luis Duarte has 
included his Gangrel wall deck at the end of this month's newsletter.  Take a 
look.

Greg Faulkner
Editor


VAMPIRE OF THE MONTH

Camille Deveroux
Gangrel
5 capacity 
FOR PRO ani

I've talked long enough about defensive (reactionary) vampires.  My last two 
issues of the newsletter defined why Bear Paw and Chandler Hungerford made good 
blockers.  In this issue, I wanted to focus on the Gangrel's primary offensive 
vampire (and her evil twin, Raven).

"If you have Camille ready, and she is not taking an action every round, then 
you are either losing the game or doing something wrong".  That's a bold 
statement, and there are exceptions to the rule.  However, a cut and dried 
Camille (without retainers or equipment) needs to be the vampire taking your 
actions.  Fortitude and Protean have nine (9) cards that provide action 
modifiers, all of which Camille can play at the superior level.  Animalism 
provides none.  Acting with a vampire of Camille's skills keeps your prey 
guessing.  Guessing so much, that your prey will often ignore her for fear of 
Daring the Dawn or The Kiss of Ra.  This gives Camille free reign on the table.
But let's assume you wanted to get into combat.  Unlike Animalism, Fortitude 
does not have any strike cards, so there is no advantage to playing strikes 
second in combat.  Likewise, there is no advantage in the order of playing 
damage prevention cards.  As for her Protean skill, Camille can still aggravate 
her hand damage after determining the other minion's strike, so there is still 
no advantage to playing second in combat.  So if you need to get Camille into 
combat, you should initiate combat with a Haven Uncovered.

For the uninformed, Camille Devaroux is only available in the Jyhad set.  She 
was replaced by Raven in the V:tES edition due to a copyright dispute over the 
artwork in the original card.  Several people (including a couple of lawyers) 
thought that Camille's portrait looked a little too much like a certain 
supermodel.  Well, the law community's loss is our clan's gain because we can 
now use both vampires without contesting either.  That's right.  Put Raven and 
Camille side by side, and unleash the terror of the twins.


LIBRARY CARD OF THE MONTH

Eco Terrorists
Master Card
2 pool
Unique location. 
During your influence phase, tap to move 1 blood from the blood bank to one of 
your uncontrolled Gangrel.

These influencing locations are reserved to only three Camarilla clans: the 
Gangrel, the Toreador, and the Tremere.  Of these three clans, the Gangrels 
need it the most because they more susceptible to heavy pool loss due to bleeds 
 and votes.  Most Gangrel decks will use this card primarily as a pool gaining 
device, and will rarely use it for influencing purposes.  The other pool 
gaining measure for the Gangrel relies on the Blood Doll - Restoration combo, 
which can really help out a blood-starved deck. 

The basic rule of thumb is to put the Eco Terrorists card into any deck which 
features duplicate Gangrel vampires (for example, see this week's Deck of the 
Month).  This will help alleviate the negative impact of getting duplicates in 
your opening draw.  As a unique location, it rarely gets contested because it 
is clan specific.  Furthermore, it's usually not the first location stolen by 
political decks because Hunting Grounds are so much more beneficial to the 
receiver.  It is an Arson target, so be on guard.  Be sure to include more than 
one Eco Terrorist if you are worried about Sudden Reversals in your playgroup 
environment (because it will always be reversed).


TOURNAMENT TIPS

Crypt is key.  Don't focus your strategy around a single vampire, or else you 
are doomed to failure.  Some vampires (Muaziz, Anson, Jost) have permeated many 
decks, and they will likely be contested.  Furthermore, you have to be able to 
play a winning game each round regardless of your opening crypt.  This means 
reducing or eliminating the multiple copies in your crypt to prevent the chance 
of getting 2 or 3 identical vampires in the opening draw.  Finally, you can't 
be worried about contesting vampires.  All of these reasons explain why weenie 
decks succeed in a tournament format.  Weenie decks get consistent play from 
round to round, and they can afford to pay the cost of contesting.

Speed is of the essence.  Ethan Burrow, the editor of the Toreador Antitribu 
Newsletter, has already pointed out that slow decks die quickly.   Even if they 
don't die quickly, they will have a difficulty securing a respectable amount of 
the victory points on the table.  Instead they will just watch their prey or 
their grand prey mow down a row of Methuselahs.  Basic pointers are to 
eliminate cards that provide only long-term advantages such as Secret Horde and 
Temptation.  More importantly, you need to design a library that won't suffer 
from a hand jam, because you won't have the time to wait it out.  Be careful to 
play a deck that cycles through at the right speed to avoid an excess of Master 
cards or an excess of action modifiers. 

Is preparing for a 10-player tournament different than preparing for a 
30-player tournament?  Yes, it is.  10 player tournaments give combat and 
intercept decks a better chance of reaching the finals.  These two types of 
playing styles focus on winning the round, but not necessarily sweeping the 
round.  Someone on the newsgroup once said that playing a combat deck is like 
waging a war of attrition.  The resources of all Methuselahs must remain in 
check for the duration of the game.  The result can be a round winner, but it 
often leaves a distribution of victory points in its wake.  Hence, a combat or 
intercept deck could win all three preliminary rounds (at 3 points a round), 
but a weenie dominate deck would only need to sweep two tables (5 points a 
round) to get a higher seating. 

Is this fair?  I'm not sure.  Do we need tournament reform?  Probably not, but 
a part of me feels strongly that winning preliminary rounds should have more 
emphasis with regards to reaching the final round.  


DECK OF THE MONTH

Luis Duarte and I conversed several times since last month's Newsletter, and in 
those meetings Luis was kind enough to share with me one of his Gangrel wall 
decks.  Although Luis doesn't recommend it for tournament play, he's had a lot 
of fun and a lot of success playing this deck in his local playgroup.  I 
haven't had a chance to play it myself, but I am dying to sink my fangs into 
it.  I now present to you Luis's "The Scorpion Deck."

"The Scorpion Deck"
Gangrel Combat (Animalism/Protean)

Name                    Clan /Cap.      Disciplines     

(2x) Gitane St. Claire  Gangrel, 7      ANI PRO FOR     
(3x) Gunther            Gangrel, 7      ANI for pro aus 
(3x) Bear Paw           Gangrel, 5      ANI for pro pre 
Roman Alexander         Gangrel, 4      ani pro for     
Anastasia Grey          Gangrel, 3      ani pro         
Luther                  Gangrel-A, 6    ANI pro for obt 
Caitlin                 Gangrel-A, 5    ANI PRO dom aus

Average Vampire age: 5.67
Average opening crypt draw: 22.67 
Maximum draw: 28
Minimum draw: 17

Total Library Size: 90 cards

Action: 9
· Bum's Rush (4)
· Ambush (2)
· Army of Rats (1) 
· Atonement (2)

Combat: 38
· Flesh of Marble (7)
· Drawing Out the Beast (7)
· Carrion Crows (4)
· Scorpion Sting (8)
· Claws of the Dead (5)
· Wolf Claws (3)
· Skin of Rock (4)

Equipment: 3
· Flak Jacket 
· Sport Bike (2)

Master: 16
· Haven Uncovered (3)
· Blood Doll (3)
· Vulnerability (2)
· Protean (2)
· Unnatural Disaster 
· Dreams of the Sphynx
· Zoo HG
· KRCG News Radio
· Ecoterrorits
· Archon Investigation

Reaction: 18
· Forced Awakening (10) 
· Cat's Guidance (8) 

Retainer: 6
· Mr. Winthrop 
· Dog Pack (3) 
· Raven Spy (2) 

Strategy: Get 2 or 3 vampires out, especially Gunther and/or Gitane.  Gunther 
is important for his ability to untap at the end of the turn.  Bear Paw can be 
very useful in stopping Weenie decks (especially with the Atonement).  Start 
equipping and hiring Raven Spies to get permanent intercept, since Cats 
Guidance will be needed to untap later in the game.  Initiate combat, trusting 
Flesh of Marble to prevent massive amounts of damage.  Aggravate the Scorpion 
Sting strikes to send opponents to torpor as soon as possible. Try to block 
their way out from torpor without diablerizing them; use Vulnerability to burn 
them instead.  Use Dog Pack's to kill S:CE decks (Vote decks), and Scorpion 
Sting to kill dodge decks (Stealth & Bleed, Weenie Dominate, etc.).  Remember 
10 of the 12 crypt vampires have superior Animalism.  You shouldn't need any 
more than 3 vampires ready to raise a mighty aggro-wall!

Result: An effective deck against almost kind of decks, since:

1.  It has intercept that increases during the course of  the game, as your 
minions will have access to Raven Spy, Sport Bike, Mr. Winthrop, Atonement, 
KRCG News Radio and of course Cats Guidance!

2.  It prevents massive damage using Flesh of Marble.

3.  It inflicts aggravated damage, and damage can get up to 5 points in the 
first round through other environmental factors (DotB, Carrion Corws).

4.  It has a nice pool-gaining engine, through Zoo HG/Blood Doll, Ecoterrorists 
and Dreams of the Sphynx.

5.  Dodges are totally inefficient, and S:CE can be stopped using Dog Pack.

6.  Worry about rush combat? From who? The guy in torpor? ;)

7.  After the wall is raised, most players will turn against you in anger, 
since you're the major threat on the table!

Bleed defense: It relies in permanent intercept and untap capability, but more 
importantly it relies on its aggressiveness.  Initiate combat against the bleed 
decks.  Dominate bleed decks are shutdown down by the Scorpion Sting.  Presence 
bleed decks are killed by the Dog Pack.

Vote defense: Intercept and Dog Pack in combat (or Atonement).

Combat defense: Flesh of Marble, Skin of Rock, Flak Jacket. Tell your opponents 
after you play Flesh of Marble, that you will also be playing: superior Drawing 
Out the Beast, superior Carrion Crows, Scorpion Sting, and Claws of the Dead. 
On second thought, they'll figure it out after one or two demoralizing defeats.
Weakness: A bad hand in this deck can be your major threat.  Heavy Stealth and 
Bleed can be faster sometimes, and will cause you serious pool damage, in the 
initial rounds until your wall is raised.  Cross-table votes (such as Parity 
Shifts and KRC) can easily destroy your pool (this is a social game and 
everyone will hate you!).  Some weenie-type decks can kill you very quickly if 
you have a bad hand and no Atonements in play.

Possible Changes: Add 2 more Atonements and 1 more Dog Pack, to increase its 
efficiency against weenies and vote decks.  Guardian Angel might be useful 
against the stealth bleed.  Sudden Reversal is always handy.  If you are short 
7 Flesh of Marble cards (it is rare), then you could replace them with Skin of 
Steel.

Rules: Official DCI-rules.
Deck by: Luis Duarte
 Luis.Duarte@ip.pt


Well, I am off to Dallas for Project A-Kon 10 where I will be competing in 
Praxis Seizure: Dallas.  I hope to see many of you there.  In the meantime, I 
will be toying with all kinds of ideas on which deck to play.  Wish me luck.

Please send all comments and submissions to:

Greg Faulkner
gfaulkner@austin.rr.com