Official VEKN Malkavian Antitribu NEWSLETTER, April 2006
VOLUME V, Issue IV

1. INTRODUCTION

This time we are going to explore the new goodies we've got in the
Nights of Reckoning set. Surely, I know that our clan didn't get any
new cards or vampires, but the game was enriched with the new
possibilities, and we !Malks are definitely brave enough (and mad
enough) to use them.
The most strange thing I've encountered is the fact that many players
seem to be confused with the new set and the new rules, and they tend
to avoid NoR as a result. This is the most stupid behaviour, IMHO: they
should live with it as long as it exists. Moreover, Imbued are good
enough to be used in many different decks.
I'd like to write a full review of NoR, but I don't think that I have
the required experience, so I'll just demonstrate the best cards and
some ideas of their usage.

2. IMBUED: GOOD, BAD OR UGLY?

Imbued aren't vampires, but they were designed to be "similar" to
vampires. You still influence them with your pool and your transfers.
They still can bleed your prey and block dangerous actions. They still
can equip things. Moreover, they even have their own "torpor"
(incapacitated region)!
The differences are huge, nevertheless. They AREN'T vampires, and even
the most usual cards won't work for them. You cannot drain their blood
with Blood Doll, Minion Tap or Tribute to the Master. You cannot play
Govern on them. They cannot resque from torpor, diablerize or perform
ANY political actions. Their options is greatly limited, and, moreover,
there are cards that will burn them or steal them regardless of their
capacity! All these facts are terribly bad, but there are positive
factors, too.
Being allies (not vampires) also makes imbued immune to all negative
cards that affect only vampires - for instance, Vampiric Disease or
Society of Leopold. There are many Gehenna events that harm vampires,
but not Imbued, and you may build a deck of such cards, like my Deck of
the Month. But you don't have to build such decks, since many Imbued
are good enough even as a support for your vampires.
Imbued are immune to Kiss of Ra, Rotshreck and to all cards of
"vampires cannot block this action" kind. Even if you aren't going to
build an Imbued-based deck, having some Imbued may be very
advantageous. One Imbued with Second Sight may block crucial +1 stealth
actions of your predator or prey even if the acting vampire can play
Daring the Dawn, Beast Meld or similar cards. Playing Dawn Operation
against Imbied would be just silly, since allies treat aggravated
damage as normal. Similarly, your Imbued may have .44 Magnum (or even
Assault Rifle) and act without fear of Rotschrecks and Drawing Out the
Beasts.
Unlike vampires that use their blood as a single resource (as their
'hit points' and 'power for paying for cards'), Imbued have two
different resources. Their life is used only as 'hit points': an Imbued
with 1 life has the same performance as if he had 5 life, like
characters in poor RPGs. Too bad we cannot reclaim their life back to
our pool, but they are balanced right to offset this, and if we could,
the Imbued would be broken. They use "convictions", cards of a new
type, to pay for card effects. Each Imbued gains one Conviction when he
comes into play and one during each untap phase from your ash heap, and
the Convictions itself grant him different abilities. Burning Second
Sight, for instance, provides +1 intercept or +1 stealth against
monsters to your Imbued, and you may recycle it each turn. This alone
may justify paying 3-4 pool for an Imbued that can serve as an
emergency blocker and additional bleeder.
Now consider the fact that "virtues" (the Disciplines for Imbued) have
only one level, so the "Discipline Level" for each Imbued should be
somewhere between "inferior" and "superior". While having a 3-capacity
vampire with two Disciplines at inferior is normal, the same vampire
with two superior Disciplines would be definitely broken - but we have
two 3-cap Imbued with two virtues, and one 4-cap with three. Pricing a
virtue at "1.5 vampire points", we will easily get overwhelming results
for all Imbued, and that would be right - they are really very, very
good.

3. CARDS OF THE MONTH

* Blood Cult Awareness Network, Event, R
Inquisition. Requires a ready imbued in play. Whenever there are any
ready imbued in play, any action to put vampire or ghoul in play or to
add counters to an uncontrolled vampire gets -1 stealth and costs an
additional blood or life.

Don't you think that Govern the Unaligned is too powerful? Do you wish
to get rid of all these Third Traditions, Tumnimos, Embraces and other
hordes? This card is great for this. Playing Govern for 1 blood at +1
stealth is very good, but playing it for 2 blood at zero stealth isn't.
This card is great for a deck that tries to control the table, since
hordes of weenies are difficult to control, and this is a great weapon
against them. Most of the time, Blood Cult Awareness Network will allow
your allies block such action themselves, and you may save your Eagle's
Sights for mor important cases.

* Church of Vindicated Faith, The, Master, 1 pool, R
Master: unique location. Requires a ready Imbued. When an imbued
successfully performs an action, tap this card to move 1 blood from the
blood bank to an imbued in your uncontrolled region.

This is Mbare Market for Imbued, a bit weaker, but it costs only 1 pool
instead of 3! As long as this card is one of the few ways of regaining
pool in the Imbued decks, it's going to be popular. Unfortunately, this
card won't be good in the vampire decks with a few support Imbued,
since you may lack an Imbued in your uncontrolled region, but in the
all-Imbued decks it's almost an auto-include.

* Second Sight, Conviction, C
An imbued may burn only one Second Sight for the following effects each
action. Burn when a monster is acting to give this imbued +1 intercept
for that action. Burn when this imbued declares an action to give
monsters -1 intercept for this action.

This card + an Imbued = possibility to block one +1 stealth action per
turn or PERFORM one +1 stealth action per turn if your opponents have
only "monsters" (vampires and non-mortal, non-animal allies). For a
3/4-cap, such possibilities are really amazing.

* Champion, Power, Defense, R
[Reaction] [2 Convictions] Only usable when a monster controlled by
another Methuselah is taking a (D) action against you or against an
imbued controlled by any player. The action fails and the acting
monster enters combat with this imbued instead.

This card is unparalleled in power. It doesn't matter how much stealth
the acting monster has - the action will fail anyway. This is extremely
good against stealth-bleed decks and other decks with a lot of stealth:
such decks rarely have a lot of combat cards, and even Imbued can
torporize their vampires in a well-designed deck. Dementation-based
decks cannot even play Coma against Imbued!

* Project, Power, Martyrdom, R
[Action Modifier] [1 Conviction] Only usable as the action is
accounced. Vampires with capacity less than 7 and monster allies who
costs less than 4 pool cannot block this action.

This card makes wonders in a Wormwood decks, as long as capacity of ALL
vampires falls to 6 - it makes the Imbued virtually unblockable. Or you
may equip Signet of King Saul, which prevents blocks from vampires with
capacity ABOVE 7... only 7-caps will be able to block! Combine this
with Edge Explosion, Strike with Conviction and an Imbued with +1
bleed, and you will get an unblockable bleed for 3 each turn. This is
extremely good for decks that need some ways of ousting, but don't kill
all minions of their prey (i.e. Tzimisce wall deck).

* Surge, Power, Vengeance, R
[Combat/Reaction] [1 Conviction] Put 3 surge counters on this imbued.
This imbued may burn any number of surge counters to prevent that
amount of non-aggravated damage. Burn all surge counters on this imbued
at the end of the action.

Imbued are generally bad in combat, though they can rely on weapons,
especially ranged, and they don't fear Drawing out the Beast. Surge
makes them really tough and enables even Rush decks based on Imbued.
Combined with Second Sight, this card provides a wonderful defender for
your fragile vampires, and in case of Beatrice "Oracle171" Tremblay,
you also get a wonderful bleeder when you need it - all for 3 pool.

* Determine, Reaction, 1 conviction, Vision, C
Play when a monster controlled by your predator is bleeding you. Tap
this reactiong imbued. The monster is now bleeding your predator`s
predator. Or play when a monster controlled by your predator or prey
plays an action card. Tap this reactiong imbued and cancel that action
card as it is played (no cost is paid, and the moster doesn`t tap).
That monster cannot play the same action card against this turn.

Now, please, don't get me wrong. This card has the effect of superior
My Enemy's Enemy or greatly empowered Louhi's ability and requires only
an Imbued with Vision and one Conviction. Killing your grandpredator
isn't very nice, but the very fact that you CAN bounce bleeds should
force your S&B predator to think twice before bleeding you for 6, even
if you don't have any vampires with Auspex or Dominate. This alone
makes Determine a wonderful card.
What can be said about the second ability, then? Doesn't it resemble
Direct Intervention? Surely, DI is more powerful, but it's a master
out-of-turn, and it costs 1 pool. Nobody has too many master slots or
too much pool, and nobody cannot play two OOT masters in a line anyway
- while Determine costs only 1 Conviction (which you will get back
anyway) and tapping a cheap minion, and you CAN play several Determines
in a row with different Imbued. Louhi can do almost the same for just 1
blood, but she cannot cancel cards of your prey. And neither DI nor
Louhi prevents the vampire from playing the same action again.
Yes, I know, the ability to cancel cards may seem not too important at
first, but actually it's uber-powerful. At the NoR pre-release my Leaf
'Potter116' Pankowski canceled Alastor of my prey which would
definitely mean a loss for me should it pass. There are a lot of decks
that rely on key cards and good card flow - Determine will hurt them a
lot. And don't forget the unique line "cannot play the same action
again this turn", which can make the effect more devastating than
effect of DI. Your predator may have three PTO in his hand, but cancel
one with Determine, and he'd be unable to play PTO at all this turn (if
he had only one Inner Circle member). The same could be said about
Govern the Unaligned (he may have other vampires and more Governs in
his hand, but nobody would be able to play them this turn), and many
other cards. In short, Determine is pure gold, and I'm already going to
use it en masse.

4. VAMPIRES... erhm, IMBUED OF THE MONTH

* Travis "Traveler72" Miller, 5, DEF MAR, Martyr, 4
Imbued: Travis may move 2 blood from the blood bank to an imbued in
your uncontrolled region as a +1 stealth action that costs 1
conviction.

Yes, there are vampires with similar abilities, but they are far more
expensive than 5 pool, and they generally move their own blood, not
blood from the blood bank. Travis is the wonderful pool-gaining machine
in a deck that really needs it (after all, there are not so many ways
of getting pool from Imbued), and he is nearly broken at the beginning
of the game: if nobody can block him, as he will provide 2 pool AND 2
more transfers. Combine him with Information Highway (+2 transfers),
Church of Vidicated Faith (+1 pool and +1 transfer) and Paul
"Sixofswords29" Moreton (+1 transfer), and you will get +3 pool and +6
transfers per turn! There are no vampire-based decks with such immense
acceleration. Use it well, and you will simply outrace the competitors.

* Leaf "Potter116" Pankowski, 4, INN RED VIN, Redeemer, 4, [NoR]
Imbued: During your discard phase, Leaf may tap to gain a conviction
from your library (shuffle afterward), hand or ash heap.

Your Imbued can get one Conviction when they come into play, but they
may require more. Leaf will quickly fetch all Convictions from your
deck, and you will never draw them, but your Imbued will use all cards
they wish. This is a huge advantage! Unfortunately, Leaf's virtues
aren't the strongest, but she has three of them, which is good for a
4-cap. After you get your Convictions, she may just play Determine each
turn.
Note that Leaf's ability works even in the "incapacitated region", so
she is "immortal", since burning three Convictions will bring her back
into action. Sounds good enough for me.

* Maman Boumba, 4, INN MAR, Martyr, 4
Imbued: During a referendum, Maman may burn a conviction to get 3 votes
against the referendum. You may tap Maman before range is determined in
a combat between two monsters to end that combat.

The best support Imbued for the decks without combat defense, i.e.
Malkavian stealth-bleed decks. If somebody would rush my vampire, I
just tap Maman to end combat. If somebody will rush Maman, she could
just use Hide to make the action fail. If nobody would rush my minions,
she can help against voting decks or serve as an additional
blocker/bleeder. I am just happy to get so wonderful supporting ally.

* Paul "Sixofswords29" Moreton, 4, DEF VIN, Visionary, 4
Imbued: During your influence phase, you may move a counter from your
pool to an imbued in your uncontrolled region.

This guy has a "mini-Info Highway" which works only one way.
Nevertheless, in an Imbued deck this ability is wonderful, since it
cannot be contested or stolen, and it will work even if Paul get
incapacitated. Get your Imbued faster and gain some Powers when nobody
can block you - isn't that great?
Besides that, Paul has good virtues (Defense is going to be the most
popular, as far as I can see), and he is clearly the best Visionary, so
you are likely to use him if you wish to use Unity in your deck.

5. DECK OF THE MONTH

Deck Name:   Imbued + Roger = Wormwood
Created By:  Ilya Ginsburg
Description: Roger and his mortal friends bring the Gehenna

Crypt: (12 cards, Min: 15, Max: 19, Avg: 4,16)
----------------------------------------------
  4  Roger Farnsworth                 aus OBF          4  Malkavian
Antitribu
  3  Travis "Traveler72" Miller       DEF MAR          5  Martyr
  2  Lupe "Cabbie22" Droin            DEF VEN          4  Defender
  2  Paul "Sixofswords29" Moreton     DEF VIN          4  Visionary
  1  Francois "Warder" Loehr          DEF JUD          3  Judge

Library: (87 cards)
-------------------
Master (22 cards)
  1  Servitor of Irad
  2  Fortschritt Library
  4  Visit from the Capuchin
  1  Rose Foundation, The
  1  Church of Vindicated Faith, The
  3  Vampiric Disease
  1  Strained Vitae Supply
  2  Society of Leopold
  2  Parthenon, The
  1  Millicent Smith, Puritan Vampire Hunter
  1  Powerbase: Los Angeles
  1  Blood Doll
  1  Admonitions, The
  1  Slave Auction

Action (14 cards)
  8  Lock
  5  Sibyl`s Tongue
  1  Black Hand Ritual

Action Modifier (8 cards)
  8  Cloak the Gathering

Ally (2 cards)
  1  Moise Kasavubu
  1  Carlton Van Wyk (Hunter)

Equipment (4 cards)
  1  Tapestry of Blood
  1  Crusader Sword, The
  1  Sport Bike
  1  Sniper Rifle

Event (15 cards)
  1  Unmasking, The
  1  Thirst
  1  Slow Withering, The
  1  Restricted Vitae
  1  Recalled to the Founder
  1  Nightmares upon Nightmares
  1  Anthelios, the Red Star
  1  Wormwood
  1  Edge Explosion
  1  Fall of the Camarilla
  1  Blood Weakens
  1  Torpid Blood
  1  Fueled by Heart`s Blood
  1  Veil of Darkness
  1  Dr. Marisa Fletcher, CDC

Conviction (15 cards)
  8  Second Sight
  4  Strike with Conviction
  3  React with Conviction

Power (10 cards)
  2  Champion
  2  Surge
  3  Project
  3  Rejuvenate

This is a variation of the "Road Movie to Berlin" deck posted by
Witness1 in his Hunter newsletter. Since it's the Malkavian antitribu
newsletter, this deck should have some !Malks, and it really does.
Roger Farnsworth serves as a support for Imbued here, fetching needed
cards with Sibyl's Tongues, Cloaking their Gathering and working as a
host for Servitor of Irad and Admonitions. Having a 4-cap vampire that
can perform such important tasks really enhances deck a lot.
This is almost pure combo deck. You should play Wormwood as soon as
possible, preferable at turn 2, and Sibyl's Tongues are invaluable for
fetching the needed cards. Your ultimate goal is having The Unmasking,
Wormwood, Edge Explosion and three more Gehenna events to ensure that
there would be no vampires with capacity 7 or more, and nobody would be
able to block your Imbued with Projects. It would be absolutely evil to
play Recalled to the Founder and ensure that there would be no vampires
with capacity above 5, too. Thirst and Nightmares upon Nightmares will
be the top-priority cards against weenies, and Fall of the Camarilla
will defeat a lot of Camarilla decks.
Obviously, most of your cards will hurt Roger, too, but he is needed
mostly at the beginning of the game. He can play Cloak the Gathering
even empty or tapped, and if he get Tapestry of Blood, he's going to
get 1 blood almost each turn. The deck even includes Blood Doll to
regain a few pool from him - after all, some Imbued can Rejuvenate him
even without the Tapestry.
You should try to have at least one ally with this deck, since it
definitely won't stay against the whole table. And you really have
something to offer: you can block some actions that may hurt your ally
and "feed" his vampires with Rejuvenate. You can also remove one of
your own Gehenna events (or Break the Code played by somebody else)
with Black Hand Ritual, and this can be used to gain an ally - for
instance, if you burn Fall of the Camarilla.
The key of victory is acting quickly. In theory, by turn 6 you can have
Roger, Travis Miller with Project and two other Imbued, all six key
Gehenna cards in play, Parthenon, Church of Vindicated Faith and
Champion with The Crusader Sword. This would be an ideal. Some slower
decks need 3-4 turns to setup, and they can be overwhelmed by your
cards - for instance, if you play Wormwood on turn 2 and another
Gehenna event on turn three, third-turn Arika will be unable to Govern
Queen Anne or Suhailah.
This deck has quite a lot of hand cycling, and it really needs it,
considering its primary goal and the fact that playing Gehenna event
eats your discard phase. Powerbase: Los Angeles is priceless here,
since it allows you do discard something (usually Convictions).
Admonitions is also extremely good. Visit from the Capuchin is needed
to negate the "don't replace" lines on your Gehenna cards, but it helps
to find the needed cards, too. And don't forget Servitor from Irad!
Actually, Servitor is going to be the second target after Wormwood,
since it REALLY helps. You'd like to see your Convictions in your ash
heap, not in your hand. Obviously, when you will influence out your
Imbued, you should give them Convictions from your hand first, then
from your library, and only then from your ash heap.

That's all for April,
As always, any comments or ideas are appreciated.
Yours,
Ector