Malkavian Antitribu Newsletter for November 2000 Vol. 2 No. 1 This issue is dedicated to "a friend." Hello? The Malkavian Antitribu Newsletter writer has awakened from his deep comatose slumber and has found himself in the midst of a deadly battle for control of the U.S. between the Sabbat and Camarilla. Actually it's the national election between the Republicans and the Democrats, but close enough . . . there's new cards in any case. I didn't expect the kind of !Malk support in the new expansion. It's great! In this edition, I'll briefly list the new !Malk and dementation cards and post a new deck I created. Expect further focus on each card in the future . . . ------------- Vamps: Dolphin Black 6 AUS OBF DEM Idalia, Prophet of Guadalajara 4 AUS dem untap if successfully equips Kite 7 DEM AUS obf pre +1 intercept In summary: these are great, much needed vamps that round out the clan perfectly. Dementation cards: Haunting, The Action Common (D) Put this card on any minion. The minion with this card burns one blood or life during his or her untap phase. Any minion can burn this card as an action. A minion can have only one of The Haunting. SUP: As above, but this action is at +1 stealth. Lunatic Eruption Action Rare Blood Cost: 2 (D) Put this card on any ready minion. During his or her minion phase, the minion with this card must enter combat with a ready minion controlled by his prey as a (D) action (unless the minion must hunt). Any minion may burn this card as an action. SUP: As above, and the minion taking the action to burn this card takes one damage (damage not preventable) when this card is burned. Patterns in the Chaos Action Modifier Rare Only usable when a bleed is successful. Look at the top card in the library of the Methuselah being bled. SUP: Only usable when a bleed is successful. Look at the cards in the hand of the Methuselah being bled. Personal Scourge Combat Common Strike: 1 damage, only usable at close range. This damage cannot be prevented by equipment or cards that require fortitude. If the opposing vampire attempts to strike with a weapon this round, he or she does no damage. SUP: As above, with an optional press, only usable to end combat. Restructure Action Blood Cost 1 Put this card on an ally. This ally does not untap as normal during his or her controller's untap phase. His or her controller can burn a pool during his or her untap phase to untap this ally. SUP: Take control of an ally controlled by another Methuselah. Total Insanity Action (D) Put this card on an ally or a younger vampire. The minion with this card has -1 stealth. During this minion's untap phase, put a counter on this card from the blood bank. Burn this card when it has 3 counters on it. SUP: As above, and the minion with this card cannot play action cards. Voice of Madness Reaction Only usable when this vampire successfully blocks an ally or younger vampire. Tap this reacting vampire. Combat does not occur. SUP: As above, and the acting minion burns one blood or life. In summary: again, great stuff. Increase the !Malks ability to mess with your vamps and allies individually. !Malk only cards: Reality Mirror Combat Rare Choose a combat card in the opposing minion's controller's ash heap, and use the ability of that card as if that card had been played from your hand (pay cost as normal). If the card requires a discipline this vampire does not have, you can only use the basic ability of that card. Only one Reality Mirror can be played during a game. In summary: really cool. If only I had one. Deck concept. Haunted by Voices The idea behind this deck is to mostly use The Haunting (which, you'll recall, makes a minion lose one blood during each untap) and Voice of Madness (which is like obedience but makes the blocked minion lose one blood). They are a perfect compliment, as you block someone who is trying to get rid of the Haunting and make them lose even more blood! Lunatic eruption would work for the deck, but I don't have any. I did include Society of Leopold as it is similar to The Haunting (and will burn folks when they have no more blood). Hannibal's special ability fits neatly in (particularly in games that have a lot of Sabbat, which should be most of the games for quite a while). So, basically what you do is put the Haunting on a minion and block any attempts to get rid of it. If blocking resorts to combat, prevent damage with the jackets and pull fangs. That way they won't be able to hunt for more blood (and if they have to hunt they go to torpor). There's also some basic bleed too. Anyway, I'm trying it out tomorrow night. If you want to try predicting what will happen, please do. As you'll see, I don't have many of the new cards, so think of this as a prototype and a deck that will improve with trading! ----------------- Haunted by Voices Vamps: 3x Hannibal 2x Kite (his +1 intercept is very helpful for this deck) Muriel Foucade Idalia, Prophet of Guadalajara Dolphin Black Yorik Claven Korah Boy Toy Cards: Masters 3x Minion Tap 3x Blood Doll 3x Society of Leopold 2x Institution Hunting Ground XTC Laced Blood (works great prior to pulled fangs) Purchase Pact Dementation 3x Mind Tricks 4x Kindred Spirits 4x Eyes of Chaos 2x The Haunting (please sir . . .) Coma Voice of Madness (can I have some more?) Obfuscate 5x Swallowed by the Night 4x Faceless Night 3x Lost in Crowds Auspex 5x Telepathic Counter 5x Precognition 5x Eagle's Sight 5x Spirit's Touch Misc 5x Lucky Blow 5x Flak Jacket 5x Leather Jacket 5x Pulled Fangs 2x Arson (to get rid of pesky blood transferring hunting grounds) 2x Eternal Vigilance (ideally put on Hannibal) 3x Wake with Minty Freshness 2x Forced Awakening Taste of Vitae That's all for now. Catch you later. paananen@ix.netcom.com Neil Paananen Archbishop of Denver