OFFICIAL VEKN KIASYD NEWSLETTER
VOL II ISSUE II
MAY 2004

OFFICIAL VEKN KIASYD NEWSLETTER VOL II ISSUE II MAY 2004

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1. EDITORIAL

I am excited by the new Gehenna expansion, which arrived in last week.  
The Seal of Veddartha could actually serve this month's featured deck very 
well, but I constructed the deck with cards that are currently available 
and tournament legal.  We've also seen a preview for the Giovanni's 
reward for winning the last Storyline tournament, which brings me to this 
month's editorial.

As a player who enjoys playing bloodlines, I'm disheartened by the 
prospect that we will probably never see a Storyline reward card for any 
of the bloodlines clans. Let's face it, the major clans will see more play 
in upcoming Storyline events, as we've seen in the past. To compensate for 
this, I suggest that during the next Storyline, not only should the 
winning clan be rewarded as normal, but the bloodline which gets more wins 
than other bloodlines should be given a benefit as well. It would be cool 
to see a Fiendish Tongue for the Kiasyd or a Siphon Soul for the Nagaraja.

Perhaps the new Storyline format mentioned in the Developer Chat will 
handle these type of eventulaties.  Anyway, on with the show.

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2. VAMPIRE OF THE MONTH

Kassiym Malikhair
Kiasyd
Cap: 6
dom for MYT OBT
Sabbat: During your untap phase, you can move 1 blood from Kassiym to 
any ready Pander. Cold iron vulnerability.

Kassiym is a great "go left" vampire. With superior Mytherceria and
Obtenebration, Kassiym can pour on the stealth, and he's no slouch in 
the bleeding department either, with the ability to play Governing the 
Unaligned, Scouting Mission, Threats, Bonding and Conditioning, as well as
the other Dominate bleed actions and modifiers. Stealth/bleed is a 
standard tactic for using Kassiym, and his reasonable size means that he 
often shows up in Lasombra stealth/bleed decks that are looking for 
another midcap vampire to fill out the crypt. However, this month I want 
to take a fresh look at him, his special ability, and his lone out-of-clan
discipline, Fortitude.

To take advantage of Kassiym's special you really have to plan to build 
your deck around it. As amusing as it is to give a blood to a Pander 
controlled by your grandprey blood to keep that vampire from having to 
hunt, you are not normally going to want to waste Kassiym's blood on 
anyone else's vampires.

Pander can be a great addition to a lot of Kiasyd decks. All (or mostly 
all) Kiasyd decks have a large average crypt size, since our smallest 
vampire is a 5-cap.  With 15 Pander in the game, ranging from 1-cap to 
7-cap, there is a wide range of possible Pander to add to the crypt of a 
Kiasyd deck.  Typically, you will want to choose the smaller vampires to 
use as chumps (either for blocking or bleeding) and use Kassiym's special 
ability to refill them so that they will not need to hunt.

Feo Ramos, Royce, Mitchell the Headhunter, Christine Boscacci, Rex the 
Necronomist, Lena Rowe, Jimmy Dunn, and both versions of Alfred Benezri 
have Kiasyd clan disciplines or disciplines that match Mytherceria 
outferiors. Those nine vampires can be worked into a Kiasyd deck with
little effort to help out by bleeding for one (or more, in the case of 
those Pander who have Dominate), blocking rushes targetting your more
important minions, hunting for Blood Doll bloat, and running various 
errands.

Kassiym is also the only Kiasyd with Fortitude. This off-clan discipline 
can be put to more use than simply allowing Kassiym to prevent damage in
combat. If you're looking to prevent damage to your Kiasyd, you're better 
off using Flak Jackets and Guardian Angels, as these two cards are 
permanents and can be used by Kiasyd other than Kassiym. The real strength 
of Kassiym's Fortitude is to allow him to be able to act multiple times in 
one turn by using Freak Drives, something which his clanmates cannot do. 
With Kiasyd crypt capacities tending towards the upper end of the 
spectrum, you need to focus on ways to make your actions efficient. For a 
good article on action efficiency, see this article on The Path of Blood 
Web site 
(http://www.thepathofblood.com/displayarticles.php?article=efficiency).

Since Kassiym can use Freak Drive, he can give you more bang for your 
buck, in terms of the pool invested in him. He can bleed, untap, call a 
vote, untap, play a Riddle Phantastique on a vampire, etc. Kassiym can 
form the backbone of some interesting decks for the clan, but to use him 
to his fullest potential you need to take advantage of all the pool you 
poured into him.  Utilizing his Fortitude to allow him to take multiple
actions each turn is a good way to do this.

Next month: Beatrice L'Angou

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3. CARD OF THE MONTH

This month we are going to look at all of the Mytherceria combat cards as 
a group. While most players tend to view Kiasyd as ineffective in combat,
there are actually many combat options open to our clan that are often 
overlooked. While I will not be focusing on the uses of Obtenebration or 
Dominate in combat, there are some obvious tie-ins and comparisons that I
will make during this analysis.

Absorb the Mind
[Bloodlines:C2]
Cardtype: Combat
Requires: Dominate/Mytherceria
[dom]: Strike: dodge.
[myt]: Strike: ranged. Steal 1 blood.
[MYT]: Strike: ranged. Steal 1 blood and steal 1
Master: Discipline card from the opposing minion and put it on this 
striking vampire.

This card provides the Kiasyd with a lot of flexibility when determining 
how to handle combat.  It allows both light offense and light defense, all 
in one card slot. 

The Dominate effect of Absorb the Mind adds a nice option for the Kiasyd; 
since all Kiasyd have Dominate, they can all use the outferior effect of
Absorb the Mind. Dodge is the second-best form of combat defense, inferior 
only to S:CE. While there are many ways to get around dodges, your 
opponent will have to plan for and react to that dodge. 

The inferior Mytherceria effect is the same as the inferior Theft of 
Vitae. The strike is unpreventable since it steals blood, but causes no
damage, and so is useless against empty vampires. The blood gain from this 
strike is negligible, but is equal to the average vampire's hand strike, 
so you should come out of the combat no worse off than when you entered 
it. If you can get your Kiasyd to long range, then your vampire can leave 
combat with more blood than he started the fight with.

The superior Mytherceria effect is awesome. It is somewhat cornercase, as 
many people do not play with Master: Discipline cards, and your vampire
cannot already have the discipline at superior. But when you do get a 
chance to steal another Methuselah's discipline card, you have meddled 
with their game on two levels: you have effectively nullified the master 
phase action used to play the card, and also increased the chances that 
some of your opponents' minions will not be able to play cards requiring 
that discipline as effectively. That Methuselah has the discipline cards 
in his deck for a reason, after all.  (Note that vampires cannot play 
Absorb the Mind at superior to steal a Master: Discipline card for a 
discipline that the minion already haa at the superior level.)

Most decks will use this card at the outferior. But when Master: 
Disciplines get played by other Methuselahs, you have the option of 
stealing them. This card is good enough to be included in most Kiasyd 
decks. It is primarily defensive, but its ability to alter the game by 
stealing disciplines means that it should be used in offensive Kiasyd 
decks as well.

Basilisk's Touch
[Bloodlines:R2]
Cardtype: Combat
Requires: Potence/Mytherceria
Cost: 2 blood
Only usable in combat with an ally or younger vampire.
Only usable before range is determined.
[pot]: This vampire gets +1 strength for the remainder of combat.
[myt]: If any damage is successfully inflicted from this vampire's hand 
strikes this round, send the opposing vampire to torpor or burn the 
opposing ally.
[MYT]: As above, and the opposing vampire burns 1 blood.

I am going to try to give Basilisk's Touch a fair review, but I will state
beforehand that I simply don't like this card.

The Potence outferior is poor at best, but as only one Kiasyd has Potence, 
it isn't very likely to be played by us anyway.

The Mytherceria inferior is much weaker than any of the Protean "make your 
hand strike aggravated" cards. Even if your Kiasyd somehow generated +2 
strength, superior Resilience can prevent all damage from your strike, 
but if the damage were actually aggravated, this would not be the case. 
Also, since Basilisk's Touch doesn't actually inflict aggravated damage, 
it cannot be combined with Rotschreck to trump other combat or combat 
defense.

The Mytherceria superior burns a blood from the opposing vampire on top of 
the "send to torpor" effect. Big deal. That still doesn't help you torpor
or burn a vampire, or make the damage inflicted by your vampire any less 
preventable.

Perhaps most importantly, Basilisk's Touch costs two blood and must be 
played before range is determined. With the prevalence of S:CE and dodge 
as combat defense mechanisms, two blood is a lot to spend without being 
sure that you're going to get some return on that expenditure. This card 
could possibly be combined effectively with Thoughts Betrayed to avoid 
dodge and S:CE, but now you've spent four blood from that minion (and only
two vampires can use that combination without first getting a discipline 
card). Maneuvering to long range will also make this a wasted card. Some 
combat decks plan on going to long (Assamites, Potence/Lid combat, 
CEL/gun), so you've simply drained blood from your vampire, making it more
likely that your vampire will be torpored.  Even worse, about one-third of 
the vampires in the game have Fortitude, which can easily prevent the one 
or two points of damage you might inflict with Kiasyd hand strikes.

Pound for pound this card is weaker than Entombment, Claws of the Dead, or 
Chiropteran Marauder. If you are considering using Basilisk's Touch, you 
should probably think again.

Darkling Trickery
[Bloodlines:R1]
Cardtype: Combat
Requires: Obtenebration/Mytherceria
[obt]: Press, only usable to end combat.
[myt]: Maneuver or press.
[MYT]: Only usable when the opposing minion attempts to strike with a 
weapon that does ranged damage. The damage from that weapon is reduced to 
zero. The opposing minion takes 1 additional damage during strike 
resolution.

Since the Obtenebration effect is subsumed by the inferior Mytherceria 
effect, there is no real need to comment on it.

The Mytherceria inferior effect "maneuver or press" is duplicated by only 
four other combat cards in the game: Dissolution (which costs one blood), 
Flash, Rapid Thought, and Swiftness of the Stag (a Spiritus card). This 
puts the Kiasyd in an elite group of vampires.  Celerity has some of the 
best combat support options and Flash is one of the better choices for 
Celerity-based decks. Allowing a maneuver or press at inferior and giving 
both at superior, no other game effect can match it.  Dissolution is 
second-tier because of its cost. This versatility makes Darkling Trickery
an important card for Mytherceria combat.

The Mytherceria superior, like Rapid Thought, offers an interesting option 
in lieu of a the maneuver with an optional press providing by Flash at 
superior.  Darkling Trickery's superior effect is tremendously important 
to Kiasyd combat. Since only one Kiasyd has Fortitude, the Kiasyd have to 
rely on equipment or masters to provide damage prevention.  Darkling 
Trickery, while not damage prevention in the traditional sense, protects 
your vampires from some of the most damaging weapons in the game. Guns,
flamethrowers, and even the Ivory Bow will do no harm to the charmed 
Kiasyd. The additional point of damage is a nice touch that really gives 
this card some teeth at the superior. Also, the superior version can be 
played during additional strike resolution, even if you don't gain any 
additional strikes.

This card is so versatile that it should make it into most Kiasyd decks. 
The only problem with Darkling Trickery is getting them; I know I'm hoping 
for reprint of this card as an uncommon.

Earth Swords
[Bloodlines:C2]
Cardtype: Combat
Requires: Potence/Mytherceria
[pot]: Strike: 1R damage.
[myt]: Strike: 2R damage.
[MYT]: Strike: 3R damage.

Earth Swords is fantastic, without a doubt. It allows you to dish out up 
to three damage, regardless of range, without any blood cost.

The Potence outferior is a second-class citizen when compared to Thrown
Gate. The optional maneuver that the Gate provides is often the 
cornerstone of long-range pot/cel combat, allowing a vampire to maneuver 
to long and then gain additional strikes for Thrown Sewer Lids. Earth
Swords are no replacement for Thrown Gate; however, when mixing the Kiasyd 
with the Lasombra, the Potence strike is a nice touch.

Earth Swords really shines when played as the superior effect. As 
discussed in last month's newsletter, Julia is the only Kiasyd that can't 
play it at superior. The only thing that could make the superior Earth 
Swords better would be to give it an optional maneuver, making it like a 
free Stone Quills. As it is, Earth Swords will give Kiasyd combat the 
punch that the clan needs to compete with other strong combat decks.  
Given the prevalence of Grapple combat, getting to long range will be the 
key to making sure this strike hits home.

Next month: The Grandest Trick (useful or useless?)

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4. DECK OF THE MONTH

This month I wanted to build a deck that attempts to utilize Kassiym to
his fullest potential and show off Kiasyd combat. So, I present Kassiym
multirush, with Pander buddies. Kassiym dunks enemy vampires and the 
Pander horde rescues or bleeds. You should be able to beat people up
pretty effectively until you get a concealed gun.  There is very little
stealth or intercept. Save the stealth to get through the Black 
Metamorphosis.

This deck should be fun to play, but multi-action is a difficult style 
to master (and I haven't mastered it yet). So, have fun with it.  This 
deck expects that Kassiym will be performing different types of actions 
during his multiple-action turns.

Deck Name:   Captain Kassiym and the All-Pander All-Stars
Created By:  Karl George Schaefer
Description:

Crypt: (12 cards, Min: 6, Max: 25, Avg: 4.33)
---------------------------------------------
1  Alfred Benezri (ADV)  aus dom PRE THA  7,  Pander:3, Bishop/Archbishop
5  Kassiym Malikhair     dom for MYT OBT  6,  Kiasyd:2
1  Alfred Benezri        aus dom PRE THA  6,  Pander:3, Bishop
1  Lena Rowe             aus obf pre      3,  Pander:2
1  Mitchell              obt pot          2,  Pander:2
1  Christine Boscacci    dom vic          2,  Pander:2
1  Royce                 dom              1,  Pander:2
1  March Halcyon         for              1,  Pander:2

Library: (90 cards)
-------------------
Master (11 cards)
3  Fame
3  Fortitude
2  Guardian Angel
1  Humanitas
1  Life in the City
1  Strained Vitae Supply

Action (19 cards)
2  Ambush
2  Black Metamorphosis
4  Bum`s Rush
4  Fiendish Tongue
4  Govern the Unaligned
3  Harass

Action Modifier (14 cards)
10 Freak Drive
4  Stone Travel

Reaction (12 cards)
3  Deflection
3  Redirection
6  Wake with Evening`s Freshness

Combat (28 cards)
3  Absorb the Mind
2  Arms of the Abyss
2  Concealed Weapon
7  Darkling Trickery
7  Earth Swords
2  Entombment
5  Taste of Vitae

Equipment (2 cards)
2  .44 Magnum

Combo (4 cards)
4  Aura Absorption

I am also including a variation of this months deck that was remixed by 
John Eno (Kushiel) to be more combat-oriented.  This version is a 
multi-rush deck.  It uses weenie Lasombra and Pander, so Kassiym's special 
may not be used (and probably shouldn't be).

Deck Name:   Captain Kassiym and the All-Pander All-Stars (Remix)
Created By:  Karl George Schaefer (remixed by John Eno)
Description: Kassiym multirush.

Crypt: (12 cards, Min: 7, Max: 24, Avg: 3.75)
---------------------------------------------
5  Kassiym Malikhair (dom for MYT OBT, 6, Kiasyd)
1  Cameron (dom pot, 3, Lasombra)
1  Hester Reed (obt pot, 3, Lasombra)
1  Aaron Duggan, Cameron's Toady (obt, 2, Lasombra)
1  Samson (dom, 2, Ventrue Antitribu)
1  Mitchell (obt pot, 2, Pander)
1  Christine Boscacci (dom vic, 2, Pander)
1  Royce (dom, 1, Pander)

Library: (89 cards)
-------------------
Master (12 cards)
1  Barrens
2  Dreams of the Sphinx
3  Fame
3  Fortitude
1  Haven Uncovered
1  Humanitas
1  Hungry Coyote
 
Action (16 cards)
5  Ambush
2  Black Metamorphosis
5  Bum`s Rush
4  Harass

Action Modifier (12 cards)
2  Conditioning
10 Freak Drive

Reaction (5 cards)
3  Deflection
2  Wake with Evening`s Freshness

Combat (39 cards)
3  Absorb the Mind
8  Arms of the Abyss
5  Concealed Weapon
8  Darkling Trickery
8  Earth Swords
7  Taste of Vitae

Equipment (5 cards)
5  .44 Magnum

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5. SIGN OFF

Thanks for reading. I hope that you have picked up a new idea or two.

Karl Schaefer
kschaefe@alumni.nd.edu