Gargoyle Clan Newsletter
February 2006

Gargoyle Clan Newsletter for February 2006

I. 	Introduction
II. 	Card of the Month: Roll
III.	Tactical Discussion: Range Flexible Combat
IV.	Deck List: Exploiting the Slaves-one month later

I. Introduction

Since I published my first Gargoyle newsletter last month, some
interesting things have happened, and it seems that the next few months
should be a very interesting time for people experimenting with the
Gargoyles.  First of all, there have been at least three Gargoyle
related decks discussed on the newsgroup, one of which was directly
inspired by my newsletter.  While I'm taking credit for things I
didn't do, the trade value on some notable Gargoyle cards has climbed
to some surprising heights-just as I predicted would happen.  As an
example, several copies of Raking Talons were just sold on Ebay for
more than $2 each.  I can't think of any common card that has ever
sold for that much in the past.  Incidentally, this also supports the
argument that Legacies of Blood contained too many cards, especially
reprints, and that the commons weren't common enough.  Considering
the underwhelming popularity of certain reprints, and the inclusion of
several overly wordy and ultimately useless cards (such as Bind the
Night Walker and Winged Second), it seems like the set could have been
a fair bit smaller.

Another noteworthy event was the recent NERQ that I was lucky enough to
attend this past weekend.  Thanks again to Jon and Peter for giving me
a ride there and back, to Matt and Josh for providing us with a floor
to crash on (even if there were snakes), and to Herr Feuerstein von
Boston for setting up such a remarkable event.  While I did not play
Gargoyles in the qualifier tournament, I did play them in three pickup
games afterward.  Ironically, the Gargoyles scored much better in those
games than my tourney deck (an ANI dom bleed/combat toolbox featuring
Cailean) did in the three rounds of the qualifier.  The tournament
metagame turned out to be much less combat-heavy than I expected, with
Animalism seeming to be the most popular combat discipline and SCE
appearing with rather annoying frequency.  A Gargoyle rush-grapple deck
starring Ferox or Ublo-Satha would probably have cleaned house.  In one
of my games with the Gargoyles I ended up losing to another Gargoyle
deck, based around the Tremere antitribu slaves.  In the 1v1 endgame it
seemed that my combat was superior, but I was ground down pretty
quickly due to a less developed position and lack of bloat.  The
opposing deck was really cool, and used Tupdogs in a non-tricky way I
approve of.  If the creator of that deck (sorry, I forgot your name)
wants to send me a list I would certainly include it a newsletter.  You
deserve as much for having beat me at my own game.

II. Card of the Month: Roll
Type: Combat
Requires: Flight
Do not replace until after combat.
[FLIGHT] Maneuver. A minion may play only one Roll each round. If this
minion is still ready when you would draw to replace this card, you may
move this card from your ash heap to your hand instead.

This card is awesome.  Just plain awesome.  As a matter of fact, my
renewed interest in the Gargoyles and my decision to write for them is
in large part due to Roll and its appearance in the Legacies previews
several months ago.  It's really quite absurd that several people on
the newsgroup whined about this card being underpowered at the time of
the preview, and goes to show just how easy it is to upset some
players' delicate sensibilities.

To sum up the effect, Roll basically provides your minions with a
permanent maneuver at the cost of -1 hand size for as long as you feel
it's worthwhile, without requiring any actions or additional setup
cards to acquire it.  Compared to the action required to get permanent
maneuvers from IR Goggles, or the inherent disadvantages of a card like
Zip Gun (taking damage, being forced to make a lame strike), the
temporary hand reduction is a very reasonable price for the advantage
you get.  Additionally, Roll provides its permanent maneuver to not
just one minion, but to every vampire you control with Flight.  As long
as you don't get torporized after playing it, Roll makes it very hard
for even the most dedicated ranged deck to keep outmaneuvering you.
For example, a minion with a .44 Magnum will need to draw at least one
transient maneuver each time he fights you to stay at long range.  If
you're able to prevent damage and press, the problem gets even worse
for the gun monkeys, since each new round defaults to close range.  If
you manage to catch a CEL gunner even once, his problems are likely to
get ugly fast.  Immortal Grapple prevents him from cycling any dodges
he might be holding (though Sideslip at CEL is still viable), and
Pounce keeps him from using additional strikes.  Unless the gunner
directs his attention to fighting another Methuselah (which is
difficult to do if you're consistently rushing, blocking, or bleeding
him) he's going to have a rough time cycling his combat cards into
fresh maneuvers.  Adding additional maneuvers in the form of Crawling
Chamber, Swoop, or Unflinching Persistence will make it even harder to
stay away from your Gargoyles' Immortal Grapples.  Most importantly,
Roll gives you the ability of beating ranged combat decks with a
strikingly small dedication of deck space.  Running four copies gives
you reasonable chances of drawing one fairly early, and even two or
three is enough to provide good odds against a gun deck.

Of course, all of this assumes that you'll be using maneuvers to stay
at close range and then use Immortal Grapple and pumped/aggravated hand
strikes to brutalize your opponent.  This is not necessarily the case
in all situations, which brings me to my next point.

III. Tactical Discussion: Range Flexible Combat

Most combat decks tend to prefer being at either close or long range at
all times.  Certain combat effects are limited to only one or the other
(such as Collapse the Arches, or Immortal Grapple + Pounce) while
others, like Breath of the Dragon, are clearly better at a given range
in most cases.  Combat builds tend to focus on offensive effects that
work at the preferred range, and then sideline a backup plan to use
against those who try to maneuver in a contrary fashion.  The most
popular choices are flexible maneuvers (e.g. Flash or Pursuit) or
strikes that work at the suboptimal range.  Since you need to plan on
having more maneuvers than your opponent, the ability to cycle these
cards when she isn't maneuvering is key, and some sacrifices are made
to allow this.  For example, Pursuit would often be outclassed by Blur,
and Earthshock is often inferior to the Lid (not to once again harp on
my differences with Peter Bakija, who is a stand-up dude; it just
happens to be relevant).

The other option is to play what I call range flexible combat, which is
different from range independent combat.  The approach I take is to
include cards that are optimized for long range alongside a bigger pile
of cards for close range, since the latter is the default.  I then add
enough maneuvers to try to control range based on what I want to play
at any given time.  The two major advantages of this are that I can
often avoid range dependent nastiness from my opponent, and that I can
maximize the effect of my combat cards without fear of jamming.  If
most of my combat cards are geared for close range, and my opponents
are trying to go to long then I can either hit them with my ranged
strikes or maneuver back.  If no one is maneuvering, I can cycle my
counter-maneuvers by going long myself and then play my ranged strikes.
 This approach works exceptionally well with the Gargoyles, due to a
wide variety of ranged strikes and maneuvers, including Roll.  Playing
my current Gargoyle deck, I've been able to Roll to close and Grapple
and then Roll to long (with the same card) and throw a Sewer Lid on the
same turn.  These kinds of antics force your opponents to keep
guessing, which is especially useful in a high combat environment where
everyone is eager to beat you down.

V. Deck List: Exploiting the Slaves-one month later

I haven't built any new Gargoyle decks, but I have had the
opportunity to play the one from last month in a fair number of games
and tune it accordingly.  I've also managed to trade for many of the
cards I was missing a month ago, and the crypt is looking much better.
As is a standard problem with bruise bleed, I have run into situations
where my prey refused to block and I jammed on combat while stealth
bleeders killed me before I could cycle into rush or bounce.  I've
also been bled in multiple games by Brujah decks, which do far more
harm based on Ublo-Satha's disadvantage than I had expected.  These
kinds of situations are difficult to correct for, but some other
problems have come up that are easier to fix.  The most irritating one
is not drawing any Tremere, which has happened more times than seems
statistically possible.  Equally bad is not getting anyone with
dominate and then jamming on Deflections and Conditionings.  Both
problems have been mitigated by including more Tremere, cutting Roreca
Quaid for doubles of more useful vampires, and adding 2 Effective
Managements.  The crypt now stands at 13 cards, which is a bit odd, but
the ratios look favorable.  I can also make reference now to the 13th
Warrior.

Another problem was a lack of bloat in the endgame, so an Arcane
Library has gone in along with the increase in Tremere.  I had to cut
Change of Target since it was just too hard to use effectively, even
though I really like the Force of Will trick I described last month.
Most other changes have been fairly minor and largely metagame
dependent, such as the spur of the moment decision to swap excess
Immortal Grapples for more Indomitability (thanks to Dave, who had them
on hand as usual; I think he carries them around for good luck).
Here's the current deck list:

Crypt [13 vampires] Capacity min: 2 max: 7 average: 4.70
------------------------------------------------------------

3x Ublo-Satha             7  FOR POT VIS cel   Gargoyle:2
2x Saxum, Master of S     6  FOR VIS pot pre   Gargoyle:2
2x Jing Wei               3  dom tha           Tremere:1
2x Mustafa Rahman         2  dom               Tremere:2
2x Luma, Stone Beauty     5  FOR aus pot vis   Gargoyle:2
1x Ignatius               4  aus dom tha       Tremere:1
1x Sarah Cobbler          4  THA dom           Tremere:1


Library [90 cards]
------------------------------------------------------------

Action [7]
  1x Armor of Terra
  1x Defender of the Haven
  2x Force of Will
  3x Harass

Action Modifier [5]
  5x Conditioning

Combat [48]
  1x Collapse the Arches
  1x Disarm
  1x Flow Within the Mountain
  8x Immortal Grapple
  4x Indomitability
  5x Pounce
  3x Raking Talons
  2x Resilience
  1x Rockheart
  2x Roll
  4x Rolling with the Punches
  1x Stonestrength
  3x Taste of Vitae
  3x Thrown Sewer Lid
  9x Torn Signpost

Master [14]
  1x Arcane Library
  3x Blood Doll
  4x Dominate
  2x Effective Management
  2x Fame
  2x Haven Uncovered

Reaction [14]
  5x Deflection
  5x Forced Awakening
  3x Patrol
  1x Scry the Hearthstone

Retainer [2]
  2x Razor Bat


Crafted with : Anarch Revolt Deck Builder. [Wed Feb 01 21:56:58 2006]

Thanks for reading the newsletter!  As usual, I appreciate comments,
questions, and ideas either here or at jessecn AT student.umass.edu.