V:EKN Clan Malkavian Newsletter, May 1999

Apologies for not having written one in recent months, but I really
haven't had the time :(  Still, here goes with another one.

* Madness Network

One of the topics that has recently come up on the newsgroup is that of
exploiting Madness Network to the hilt.  Many and varied are the
possibilities for such, given that it is one card that can facilitate
the use of many other cards.  Of course, Madness Network has its own in
built difficulties.  It can be burned based on an action it provides
itself, and doesn't require an Arson, so either multiple copies will be
needed or sufficient intercept/blockers to protect it.  Of course, such
considerations will be down to the deck that uses it, but assuming you
can do that, what else can you do with a Madness Network?

Well, first off, there is the perennial Rotschreck idea.  Since
Rotschreck is an out of turn master, you can play it whilst operating
under the influence of Madness Network.  You can rush a vampire and,
assuming you stay at close range (since Rotschreck will not affect
damage which would be ineffectual at the current range), torporise a
vampire with it.  Of course, you don't have to use the Rotschreck if
you'll send them to torpor anyway, and such is probably advisable since
you are limited to one per turn.  How you proceed from there is a matter
of much debate.  Some prefer Sacrificial Lamb to burn the vampire,
others prefer intercept to stop the rescues and others prefer Grave-
Robbing to steal the vampires.  Each has its own strengths and
weaknesses - the use of titles for 2nd Tradition, the introduction of
more disciplines and such.  They also have weaknesses which may be seen
from play, rather than from cost.  If I start stealing every vampire my
prey has, others may see me as too great a threat and gang up on me,
whereas they might have left me alone had it been merely killing the
vampires.  Maybe I can deal with it, maybe I can't.  Still, it's
something to consider when creating and playing such a deck.
But what other options are there for the Methuselah who chooses to
exploit the Out-of-Turn nature of Madness Network?

Until the 7/7, you could have tried a slightly sick combo involving
Major Boon.  Bleed your prey, fire off the Major Boon and take the bleed
he gets.  Then shaft him when you get bled yourself.  Interesting, and
useful, but *way* too effective.  Other Boons may provide interesting
actions for people to take, too.  In a Rotschreck deck, perhaps throw in
a few Minor Boons.  If you can torporise a stealth bleed predator, throw
in a few of them if you reckon you can do it *without* Rotschreck.
Bang.  Stop him going to torpor and have a lot of fun screwing his bleed
over.  Also usable against bruise and bleed, but there you might need
the Rotschreck to survive the onslaught of his attacks, making the use
of it more difficult.

The Malkavians don't really have their hands on something like Drawing
out the Beast, or Terror Frenzy, amongst their own disciplines, to
shatter someone's use of weapons, if it happens.  Whilst weapons are a
much underplayed deck style, it is notable that, if you fear them when
being blocked, a copy of Frenzy could be used under a Madness Network.
It would be a particularly brave Methuselah who sought to put such a
card in his deck, for fear of being laughed at by those who scorned it,
but if your group has a particular problem with equipment, this may help
you out.  Probably especially useful against Ivory Bows and Sengir
Daggers, but since it effects use of equipment (and not simply strikes)
it could help you against such things as Leather Jackets and Flak
Jackets, too.  If you don't have the Rotschrecks to deal "unpreventable"
aggravated damage (in that they never get to prevent it and go straight
to torpor) this might provide a possible work-around of some common
combat defences.

One other suggestion is that of using votes to mess up the table.  One
suggestion has been that of Reversal of Fortunes.  This has its own
problems associated with it in that you now need to get and hold a
Madness Network (through whatever means you choose) and be able to get a
vote lock (of sorts), but if you can pull it off, you can isolate a
player on a table, and kill them.  At the end of your prey's minion
phase, call this and now have your go.  During your go, have a go at him
*hard* (possibly through more votes) and call another one, to give him
his go back.  Then call another in his turn to get yours back, and
repeat.  You can probably tap out all but the caller of the vote if you
feel that you don't have to worry about intercept, since it will never
get round to your predator's go to kill you.  You have problems
establishing the vote lock, however, which is not an easy thing for a
Malkavian deck to do.  Associating yourself with the dreaded V*ntr** may
provide some common ground, from Dominate, whilst securing you a few
more votes from them, their Presence and Ventrue HQ, say.  A Malkavian
Justicar vote will not go amiss, since it provides you with votes from
your Malkavians, regardless of their standing with regards to a title.
An alternative vote would be Dramatic Upheaval.  This would, in theory,
allow you a turn between each other Methuselah's turn.  This is,
perhaps, more risky, since you let more Methuselahs into the game than
before, and so there is more chance of people cycling to get intercept,
or anti-vote cards, from their deck.  :(  Kindred Restructure would
function in a similar manner, though that again may invoke even more
wrath if you start using it to re-order the table some more.

However, both cards have a briefly mentioned side effect.  Ignore your
minion phase, what else do you get?  Well, a Master phase and an Untap
phase, for a start.  How many times have you sat down with a card and
that "Oh, that's nice... if only I could use it more often, since it can
only be done once a turn."  Well, get more turns, this way, and have
fun.  

One idea already expounded is that of Smiling Jack, the Anarch.
Normally, Jack has the problem of his lack of targetability, in that you
could, quite conceivably and quite easily, help someone cross-table from
you oust their prey due to the pool loss from Smiling Jack, probably
something you hadn't intended.  Use of Madness Network allows you to
target the blood loss at those you want.  In this instance, Reversal of
Fortunes may prove to be the better card, since it allows you to keep
throwing it onto your prey, and never have to shift round the table.  If
you could get out a Smiling Jack and a Malkavian in your first turn, and
a Madness Network in your second, assuming you could pass the votes
(itself, difficult) you could start denying people turns and oust your
prey before other people have yet had a chance to amass their defences.  
Army of Rats is similar, but has some benefits.  Whilst it would
normally be very slow, and still is, it doesn't have the associated pool
cost that Smiling Jack does, being free.  It's slow, and wouldn't make a
*good* way to oust someone, but it would make a very nice way to just
add up on whatever other actions you are doing.  And since it's now so
frequent (essentially, every other turn) it can start having a bigger
impact on play - causing, potentially, twenty or thirty pool loss (if
you start including several to stop its being burned affecting you),
rather than, say, 8-12 which Robert Goudie would estimate as the average
length in turns of the game.  Probably not something to build a deck
around (Army of Rats, that is) but something that could potentially be
very useful in such a deck.  

Hunting Grounds, of course, start to get a lot more use, though don't
forget that you will still be fighting against your prey, if not your
predator, so that extra blood will be necessary.

The long term effectiveness of such things as Protracted Investment and
Secret Horde could turn out to be especially useful.  Since much of your
deck will have to be dedicated to getting the combo off, less of your
deck may focus on such things as Pool Gain.  Whereas in a normal deck,
if you pull a Protracted Investment after 10 turns, there is no point in
playing it since it will be difficult to re-coup the cost of it, in a
deck designed to get you as many turns as you want it could prove to be
invaluable.  You can get lots of pool and, though it still takes as many
turns as before, it takes a lot less time in real time, the essential
element of the deck.  

Essentially, if you can think of a card that would seriously benefit
form more untap or master phases than you can give it, you could exploit
it in this manner.  Adding the Parthenon to your arsenal could prove to
a