Official VEKN Tremere Antitribu Newsletter


[ARCHIVISTS NOTE: ACTUALLY PUBLISHED JANUARY 1, 2005]

Official VEKN Tremere Antitribu Newsletter - November 2004
Volume 2, Issue 1

By Halcyan 2
Halcyan2@aol.com

[Legal stuff to the tune of: I wrote all this (except for the Deck of the
Month), so please give credit where it's due, etc.]

--------------------------

Contents -
1.1 - Editor's Note
1.2 - The Infernal Plague Storyline
1.3 - "Victory Whatever the Cost" (Infernal Plague)
1.4 - "Taking the High Road" (Infernal Plague)
1.5 - Vampire of the Month
1.6 - Cards of the Month
1.7 - Combo of the Year
1.8 - Deck of the Month

--------------------------

[1.1 - Editor's Note]

Welcome to the latest edition of the Tremere Antitribu Newsletter! After an
extended period in torpor, I've finally managed to rouse myself back into
action (thanks in no small part to Recure of the Homeland!).

Now I know that there's an excessive backlog of topics and events that have not
been presented since my last issue. And there are also many older non-published
issues of the newsletter that are seemingly lost to the ravages in time (that's
what you get for messing with Temporis!). However, instead of wasting my
efforts trying to catch up with the past few years, I think I'm just going to
go with a fresh new start. Perhaps in the future I will have the chance to
finish some older issues and complete the missing gaps in the !Tremere
archives. Or maybe I might just incorporate some of the unpublished material
I've already written into upcoming newsletters. Nevertheless I feel it is more
important to focus on the future than it is to get entangled in the past.

In celebration of the latest Storyline Event, the theme of this month's
newsletter revolves around the Infernal Plague. We'll be discussing various
strategies you can employ as an Infernal or Non-Infernal player and different
ways you can bring the clan to victory! The Tremere Antitribu are back and
we'll find a way to thrive in all the chaos caused by the Infernal Plague…

--------------------------

[1.2 - The Infernal Plague Storyline]

The latest storyline event, The Infernal Plague, has recently been introduced
and will run from mid-October until the end of December. It seems that the
Baali have revealed their presence and infernalism runs rampant throughout
Kindred society. The unique twist is that half of the players will be playing
for the Infernal faction while the other half will be playing for the
Non-Infernal faction. If you are playing for the Infernal side then all of your
crypt cards are considered to be Infernal and any cards with the printed
Infernal trait require twice as much pool to remain untapped. The flipside is
that the Infernal players will be compensated by a bonus to their initial pool.
This bonus is determined by an auction, which will also determine which players
will be playing for the Infernal side. Any Baali players must play for the
Infernal side. Otherwise, the auction will continue until half the players have
chosen to play Infernal. There will be two storyline prizes - one for each
faction. Thus the clan with the largest number of Infernal wins and the clan
with the largest number of Non-Infernal wins will each receive a prize. There
is also a new promo card - Barbaro Lucchese, a new Baali vampire. You may
choose to add a copy of Barbaro to your deck at the beginning of the
tournament.

The Tremere Antitribu have been doing moderately well the past few storyline
tournaments. For the Eye of Hazimel events the clan managed to get 3 wins and
for Lambach's Legion there were 2 wins. Although those numbers weren't nearly
enough to get close to actually winning, it was still a respectable amount and
far better than the performance during the Meddling of Semsith (when there were
0 storyline wins). A decent amount of time has passed since the release of the
Black Hand so hopefully by now more players have access to the cards needed to
make a decent !Tremere deck.

The special rules to the Infernal Plague mean that a lot of options are open
regarding what you might play. You can take advantage of the Infernal trait and
try to play with various Daimonion cards. Or you can use the extra bid pool to
pay for lots of expensive minions or allies. Alternatively you can use this
opportunity to try out all the anti-Infernal tech that you've always been
itching to try but never had a reason to do so. Or you can tool your deck with
the expectation that other players will have more pool than you. Some of the
later sections in this newsletter will explore the myriad of strategies you may
employ for each faction. Regardless of which option you may choose, it is
important to at least be aware of the possible storyline ramifications of
playing for either the Infernal or the Non-Infernal side.

As for me personally, I'm going to definitely be playing for the Non-Infernal
faction at every Infernal Plague storyline event I attend. I'm concerned of the
unpleasant consequences that may result if the clan is associated too strongly
with infernalism and also wish to fight the stereotypes that have been unfairly
heaped upon the Tremere Antitribu. While I hope that my fellow !Tremere players
also play for the Non-Infernal side (so as not to potentially taint or corrupt
the clan, which may happen if you play Infernal), this is ultimately a decision
that must be made by each individual player.

--------------------------

[1.3 - "Victory Whatever the Cost" (Infernal Plague)]

 "Our clan is on the very brink of extinction. We are surrounded by enemies on
all sides - each calling for our blood. Our Camarilla brethren, the Assamites,
and the remaining Salubri would all like nothing more than to see our utter
annihilation. And even among our Sabbat "brothers," the Tzimisce, Salubri
Antitribu, and Assamite Antitribu sharpen their poisonous knives waiting for
the opportunity to reveal their treachery and betray us. We encounter obstacles
and adversity at each turn and every night is a never-ending struggle for our
very existence. As always, we will do whatever is necessary to survive. And if
that means consorting with demons, then so be it!"

"No, we would never serve demons any more than we would serve an Antediluvian.
Instead, think of it more as a partnership. The self-righteous and the ignorant
scorn those who would deal with infernal powers. Humanity, which has always
been horrified by the depravities of the Kindred, has often labeled our kind as
monsters and demons. So is a vampire who works with demons really that
different than a mortal who works with vampires? And how is allying with a
demon any "worse" than allying with a werewolf - a species that seems hell-bent
on the complete destruction of vampiric society? How is it "worse" than
associating with Hunters - who are devoted to our eradication and invade our
havens during the day when we are at our most vulnerable?"

"Anyway, as the time of Gehenna grows nigh, it becomes more and more apparent
that the Sword of Caine has woefully underestimated the power of the
Antediluvians. It could very well be that an unconventional alliance with some
darker power is the only thing capable of overcoming the wrath of the ancients.
Our very survival is at stake and we will do whatever is necessary and pay
whatever the cost in order to ensure that we triumph over our enemies, once and
for all."

			- Journal of an unknown Tremere antitribu infernalist


For the Infernal Plague Storyline there are several reasons why a Tremere
Antitribu player may decide to support the Infernal side. Some of these
advantages include:

- The Tremere Antitribu have access to a valuable method to circumvent the
Infernal penalty. Using Thaumaturgy, an Infernal vampire can perform a Rutor's
Hand. Henceforth, instead of paying a pool to stay untapped, one can simply not
pay the Infernal cost and use the Rutor's Hand untap to still take an action.
Alternately, one could pay the pool, stay untapped, and still get the Rutor's
untap for double the fun.

	- Sure, gaining the Infernal trait can be a downer, but the !Tremere are in
the unique position to also take advantage of the Infernal trait. Ian Forestal,
Infernal Pact, and Infernal Familiar allow one to play Daimonion cards and the
Storyline rules allow one to play cards that are restricted to Infernal
vampires. Make Concordances, spread a Contagion, or Condemn your opponents to
your little heart's content!

	- Since the Infernal penalty only affects vampires in your crypt, this means
that playing with allies is another way to get around the Infernal cost. The
Tremere Antitribu are capable of recruiting some exceptional allies such as the
Nephandus (Mage) and Succubus. (Note that I'm still in denial about the
atrocious wallpaper known only as Gargoyle Slave. It's fit to be toilet paper
and not much else.) Using Mylan Horseed is another attractive way to not waste
pool keeping your vampires untapped. What better way to pay tribute to your
Infernal masters than by assembling an army of Nephandi and Succubi?

	- Finally, some players just might enjoy the pool advantage one gains from
joining the Infernal side. Some decks that invest heavily in large minions or
need some time to get going could greatly benefit from the pool buffer that the
Infernal bid provides.


Now in terms of strategy, one of the major mistakes that Infernal players make
is underestimating the compounded cost of Infernal minions throughout the
entire course of a game. Just because a bid amount sounds attractive doesn't
mean you should automatically jump on to the Infernal bandwagon. Following the
dark path is not a choice you should make lightly. You have to make a realistic
assessment of how well your deck can handle the cost of Infernal minions and
then determine if you can at the very least break even with the current bid
amount.

If you decide to make a deck that relies on being Infernal (one that makes
heavy use of the Infernal DAI cards for example) then you don't have the luxury
of waiting for a high bid. Instead you have to get on the Infernal train pretty
early on unless you want to get stuck with a deck that doesn't work. While the
bid amount may turn out to be generous, it could also turn out to be quite
pitiful. These scenarios should all be taken into consideration during the deck
construction phase. Include ways to circumvent the Infernal penalty by adding
sufficient copies of Rutor's Hand, Path of Evil Revelations, or Mylan Horseed.
And be sure to pack plenty of supplemental pool gain in case the Infernal bonus
is less than you hoped for.

The general rule of thumb for Infernal Methuselahs in a game is to play fast
and hard. The Infernal bonus is an advantage at the start of the game but every
turn that passes your advantage dwindles ever so slightly as you hemorrhage
pool by paying to keep your Infernal minions untapped. As a result you want the
game to end as soon as possible. While this does not mean you should make
foolish decisions, you should definitely be on the offensive and you should be
willing to adopt an aggressive approach. Early on, don't be afraid to spend
your pool freely if it strengthens your position. In addition, since deck tech
like Parity Shift is bound to be plentiful, it may behoove you to get below
Parity Shifting range as soon as you can. Alternatively, you can levy the
advantage of your pool buffer by utilizing cards such as Anarch Revolt and
Antediluvian Awakening, which will have a disproportionate effect on
Non-Infernal players, since they don't have as much initial pool.

The special rules of the Infernal Plague Storyline offer a once-in-a-lifetime
experience for Tremere Antitribu players. Don't be afraid to take advantage of
this unique opportunity - so go and have some fun!

--------------------------

[1.4 - "Taking the High Road" (Infernal Plague)]

"It is true that we are constantly beset by our enemies. But even in the most
desperate of times it is always folly to consort with demons. Their promises
are empty and though they may offer temporary salvation, it is always at the
cost of eternal damnation. Out of the frying pan, into the fire indeed - though
in this case it is the insufferable fires of Hell itself! Infernalism is a
crutch for the weak. Infernal investments are only necessary for those who are
incapable of succeeding on their own merits. The Tremere Antitribu are made of
sterner stuff however. We have survived for centuries without resorting to the
mercy of demons and we are stronger for it!"

"Besides, associating with demon-spawn would attract the crosshairs of the
Sabbat Inquisition. The treasonous Fiends have long yearned to turn our
packmates upon us. Even now they lie, like the scavenging jackals they are,
waiting for us to make a single mistake that will allow them to bring the full
power of the Sabbat upon us. But we will not step into that trap by meddling in
daemonic pacts. Of course we understand the irony in all this - we are well
aware of the Tzimisce's dirty little secret. We have long known about their
dealings with the demon named Kupala. But until we have solidified our position
within the Sabbat hierarchy, we will not have the leverage to take advantage of
this information by revealing it to our other sectmates. But back to the point,
the Sabbat is one of the few advantages we have to protect us from the
predations of Etrius and his lackeys. Why trade our greatest ally in for the
false promises of some insignificant demon?"

"Every clan has its bad apples and I'm sure that there have been some clan
members who have bargained for infernal investments. Unfortunately however, the
rash actions of a few individuals have sullied the reputation of the rest of
us. The vast majority of Tremere Antitribu disdain infernalism. However, those
who are jealous of our abilities have unjustly slandered our name by labeling
our entire clan as infernalists. They whisper lies behind our backs and slowly
poison the minds of our allies. Let's just say that the witch hunts did not end
in the 18th century and even today we are constantly being persecuted through
no fault of our own. Now is not the time to stray from our path. By leading the
battle against infernalism we can restore the reputation of our clan."

"Our expertise in Thaumaturgy makes us uniquely qualified in battling the dark
powers of the infernal. Due to our arcane studies, we have a superior
understanding of what to expect when battling demon-worshippers. Our clan is
often overlooked due to our scarce numbers and our true strength is easily
underestimated. This in turns puts us in an excellent position to observe and
root out the infernal elements within the sect. However tempting infernalism
may seem, our clan should strive to take the high road and instead shun those
who have fallen. By taking the initiative in the ensuring Inquisition, we will
prove, once and for all, our value and dedication to the Sword of Caine."

			- Transcript from a Tremere antitribu conclave


There are several solid reasons why a Tremere Antitribu player should support
the Non-Infernal side. For example:

- The most important reason why !Tremere players should play Non-Infernal is to
avoid any possible negative repercussions for siding with demons. The Legend of
the Five Rings (L5R) is the preeminent storyline CCG. Based on the results of
tournaments, players are constantly affecting the storyline based on how they
play and the decisions they make. In L5R players have the option to take a
"shortcut" to victory by including potent Shadowlands cards in their decks. But
while including Shadowlands cards may increase their odds of victory, there may
be storyline ramifications such as the tainting of their clan. Oftentimes
storyline prizes that are won by corrupted decks turn out to be bittersweet
with potentially dangerous consequences for the "winner." While playing
Infernal may seem alluring, I feel it is important to sidestep this hazardous
pitfall. Even though it is unlikely that the VTES result will be anywhere near
as devastating as some L5R results have been, the possibility remains. Some
players have joked on the newsgroup about how funny it would be if the Ventrue
won the Infernal prize and as a result, all future Ventrue would be printed
with the Infernal trait. While that initially sounds farfetched, the Tremere
Antitribu just cannot take a chance like that. The Tremere Antitribu are still
at a marked disadvantage compared to most other clans. Card-wise and
vampire-wise they still have not completely recovered from their exclusion in
Sabbat War. They are subject to the most devastating clan-hosers that any clan
has yet to face. And their crypt selection is hamstrung by subpar vampires and
wallpaper like Jacob the Glitch. With all these things going against them,
being pigeon-holed as "the Infernal clan" is the *last* thing that the !Tremere
need…

- On a similar note I also feel that it is important to fight the unfortunate
labels and stereotypes that have been unfairly imposed upon the Tremere
Antitribu. Sure, Infernal Pact, Nephandus (Mage), and Succubus are all superb
cards. But their titles tend to enforce the perception that the !Tremere deal
primarily with infernal powers. I mean if the cards still functioned the exact
same way but were titled "Prodigy," "Euthanatos (Mage)," and "Friendly,
Humanitarian, Reformed Demon" then this would give the clan a completely
different spin. Perpetuating an infernal stereotype can be very dangerous and
makes the !Tremere an all-too-easy scapegoat. Instead, it's time for reform!
It's time to fight prejudice, labels, and ignorance! Enjoy a demon-free
lifestyle and shed the infernal stereotype as if it were a ball and chain!
Times change, and now is the perfect opportunity for the Tremere Antitribu to
reinvent themselves!

- Another advantage of playing with the !Tremere is resilience and flexibility.
Dominate provides offensive ousting power while Auspex offers intercept to use
for defense. While Thaumaturgy isn't the strongest combat discipline out there,
it does have some lasting power with Theft of Vitae and Wind Dance. With these
three disciplines at your disposal you can counter bleed decks, political
decks, or combat decks. The toolbox nature of the Tremere Antitribu becomes a
strength during the Infernal Plague. Since you can't predict whether your prey
will be Infernal or Non-Infernal and the bid amount can vary more than a
Political Flux, it's important to be able to quickly shift gears from offense
to defense and back again.

- Since there are two storyline prizes for the Infernal Plague, that means the
efforts of most clans will be divided and a fewer absolute number of wins will
be needed in order to claim a prize. That means that smaller clans like the
Tremere Antitribu have an easier chance to win (compared to normally). I am
already committed to supporting the Non-Infernal side and I know several other
!Tremere players who are also intending to play Non-Infernal. If we all
consolidate our efforts and focus on just one side (preferably Non-Infernal),
then we maximize our chances at winning.


There are several tips and strategies that a Non-Infernal player may find
helpful. Whereas an Infernal player starts at an advantage and wants to end the
game before his advantage becomes a liability, the opposite is true for a
Non-Infernal player. Early in the game is when you are the most vulnerable. An
Anarch Revolt or First Tradition: Masquerade will hurt you a lot more than it
will hurt an Infernal player. An Infernal player can also easily outbid you
with a Hostile Takeover or Temptation of Greater Power. However, if you can
survive these early turns then you'll be in a superior position. Allow the
other players to spend their pool on resources and wait for your prey to
overextend himself. Since keeping an Infernal minion untapped costs at least
one pool, blocking the actions of your opponents is a sure way to disrupt their
plans. Near the end game, the Infernal players will have a difficult time with
taking actions and even blocking. It could very well reach the point where an
Infernal player simply cannot afford to keep *any* of his minions untapped. A
clever player can capitalize on the special rules of the storyline by carefully
controlling the pace of the game.

Remember to maintain forward momentum. Even though your Infernal prey may have
50 or 60 pool, don't let that intimidate you. If it doesn't weaken your
position (i.e. leaving you all tapped out) then don't be afraid to bleed. Even
if it's a little bit at a time, those little bleeds will gradually wear down
your prey. Otherwise you'll be kicking yourself when time is called, your prey
is sitting on 2 pool, and you realize that you could have been more active
earlier in the game. It is also important to bear in mind that with excessive
bid amounts, the game could very well reach deadlock and end up timing out. If
timing out is in your best interests then don't jeopardize your position by
taking unnecessary risks. But if you have a decent shot at winning the table,
you shouldn't hesitate in de-stabilizing the table and lunging for your prey.
Most of the time the chance to get the Game Win is more valuable than a
piddling 0.5 VP.  Regardless, keep a careful eye out for potential stalling and
don't be afraid to ask for a little judicial intervention if it seems someone
is taking a little too long during his or her turns.

In addition, you should be prepared for the meta-game. You should not be
particularly surprised to see an Infernal Anson Anarch Revolt deck or a
Non-Infernal Ventrue deck heavily abusing Parity Shift. Decks focused on just
one star vampire (such as Lambach, Anneke, or Lazverinus), horde decks with
lots of Embraces or Progenies, and ally decks are also likely candidates to
show up. Pack Far Mastery for the allies and Pentex Subversion for Lambach.
Include enough pool gain so you can survive an early Anarch Revolt. Watch your
pool total if there are Princes and Justicars on the table to make sure you
don't become a convenient target for Parity Shift. Being prepared and playing
smart are the keys to winning the Infernal Plague.

--------------------------

[1.5 - Vampire of the Month]

Yasmin the Black [Black Hand]
Cardtype: Vampire
Clan: Tremere Antitribu
Group: 3
Capacity: 6
Discipline: AUS dom pre THA
Sabbat. Black Hand.


In Montreal by Night, Yasmin the Black is a member of the 25:17 pack along with
Ezekiel, Soldat, and Reza Fatir. 25:17 is one of the most influential packs in
Montreal and just like her packmates Yasmin is a member of the secretive Black
Hand. It is said that she rose quickly through the ranks of that mysterious
organization due to her expertise in Thaumaturgy. But despite the constant
political machinations occurring in demon-infested Montreal, Yasmin is most
interested in her scholarly studies. Nights of Prophecy states that she
disappeared suddenly prior to the Mexico City disaster but who truly knows
where her fate lies? Perhaps her resourcefulness helped her escape the
conflagration unscathed. Perhaps her patrons in the Black Hand were able to
protect her from destruction. Or perhaps some darker power has taken interest
in her and shielded her for its own nefarious purposes…

Printed in the Black Hand expansion, Yasmin is yet another solid mid-cap
vampire for the Tremere Antitribu. With a good spread of clan disciplines,
access to Presence, and also Black Hand membership, Yasmin helps open up a lot
of opportunities for the Tremere Antitribu.

Yasmin seems to continue the trend of White Wolf produced Tremere Anti's - a
predilection towards AUS THA (vs. DOM THA). As a result she synergizes well
with the more recent Hannigan, Elena Mendoza Vasquez, and Terrell Harding while
complementing the older Sabbat expansion vampires like Kurt Strauss, Reverend
Blackwood, Bryan van Duesen, and Ethan Locke, who focus more on Dominate than
on Auspex. Thus she seems better suited for intercept/combat than for
bruise/bleed. While Selena already fills the niche for a 6-cap with AUS DOM
THA, Yasmin is still an extremely good bargain with 5 out of the 6 points in
clan disciplines for a 6-cap. Not every vampire can have all clan disciplines
at superior. And while Yasmin sacrifices a little bit of efficiency with her
lack of superior Dominate, she more than makes up for it in terms of
versatility.

Yasmin's out-of-clan discipline is Presence, which is very useful for the
Tremere Antitribu. Among the Tremere Antitribu, Ayelea the Manipulator, Bryan
van Duesen, and Ian Forestal all effectively have Presence as well as does
honorary clan member Alfred Benezri. If you're willing to mix sects then Yasmin
might pair well with mainstream Tremere such as Rebekka, Javier, and Spiridonas
from Group 2 and Pieter, Cohn, Virstania, Ardan, and Lille from Group 3.
Presence is most useful because it provides efficient combat defense and
political power. Strike: combat ends cards like Majesty, Catatonic Fear, and
Staredown can be especially useful in keeping your vampires safe from the more
violent members of the vampiric community and vote-related cards such as Awe,
Bewitching Oration, Under the Skin, and Voter Captivation can help propel the
Tremere Antitribu into dominance within the political arena. Prior to the Black
Hand expansion I already had built a successful Tremere Antitribu vote deck
using Presence and in fact won an Eye of Hazimel Storyline Tournament with it.
Since then I've added Yasmin into the deck and have definitely seen several
improvements. 

Finally, Yasmin the Black also possesses the Black Hand trait. Yasmin and
Selena, currently the only two Tremere Antitribu who are inherently Black Hand,
form a strong foundation with which to build a !Tremere Black Hand deck. The
Black Hand offers a great deal of potential for the clan. Ministry + Enhanced
Senses can give you an obscene amount of intercept. Corporal Reservoir is great
for damage prevention and blood manipulation, Shakar allows you to make
tactical strikes against your opponents, and Remover grants you an
unprecedented degree of table control. Even if you're not playing a deck
specifically utilizing the special Black Hand cards, Yasmin's Black Hand status
can still be invaluable in avoiding Shakar attacks and warding off the Fall of
the Sabbat as well as providing special options such as stealing Olga Triminov
and improved usefulness with The Admonitions.

Yasmin is a great addition to the clan and with her efficient stats and
flexibility she will undoubtedly find her way into many Tremere Antitribu
decks. Her Presence strengthens an already existing possibility for the clan
while her Black Hand membership is a springboard to an entirely new realm of
strategy. So don't be surprised if Yasmin begins to make a reappearance.
Besides, her previous studies and experiences in Montreal may very well prove
especially useful while we are in the midst of an Infernal Plague…

--------------------------

[1.6 - Cards of the Month]

In order to better explore the myriad of strategies for the Infernal Plague
Storyline, this month we will be featuring three cards of the month: Path of
Evil Revelations, True Faith, & Infernal Familiar:



Path of Evil Revelations [Black Hand]
Cardtype: Master
Unique master.
Put this card in play. During your master phase, you may burn 1 pool to untap
all infernal minions you control. Any minion may burn this card as a (D)
action; if that minion is a vampire, he or she takes one damage (damage not
preventable) when this card is burned.


The printing of the Path of Evil Revelations in the Black Hand expansion was
largely seen as a positive step towards making the Baali a more viable clan.
But though it's definitely a step in the right direction, the Path has only had
a limited effect in that regard. The beauty of the Path is that it helps
circumvent the Infernal penalty by minimizing the cost you have to pay for
having multiple Infernal minions. However, the problem is that aside from Sense
the Sin, the Baali just don't have the discipline spread to reliably defend the
Path from being destroyed. In addition, you only save pool when you have
multiple Infernal minions in play and considering how large many of their
minions are and the limited crypt selection, this may not always be a
worthwhile strategy for the Baali. And of course the Path isn't generally
useful for other clans since the only non-Baali minion who is Infernal is
Midget.

With the special rules for the Infernal Plague storyline however, the Path of
Evil Revelations may become a keystone for many Infernal decks. Weenie decks
which rely on hordes of minions might use this card to avoid paying excessive
amounts to keep all their infernal minions untapped (and weenie Auspex and
weenie Animalism are especially suited to defend the Path once it's in play).
And since the Infernal cost is doubled for Baali decks, the Path can now save
you pool even if you have just a single Infernal minion in play. And finally,
because the Path is Unique and has no special requirements, non-Infernal decks
may pack a copy if only for contestation. The Tremere Antitribu have the
intercept (AUS) and the combat (THA) to defend the Path. And while Rutor's Hand
already partially offsets the Infernal penalty, the Path is also a good
alternative. Or combine both and you'll be taking so many actions you'll almost
forget that all your minions are infernal!


True Faith [Bloodlines]
Cardtype: Master
Cost: 1 pool
Unique master.
Put this card on a non-infernal mortal ally you control or pay 2 pool to put
this card on any non-infernal minion you control. Actions requiring Dominate
[dom] or Presence [pre] cannot be directed at this minion. In combat, any
damage this minion inflicts on an infernal minion is aggravated. Infernal
minions cannot block or strike this minion. Burn this card if this minion
becomes infernal.


Ever since True Faith was printed in Bloodlines, it has been widely regarded as
a joke card, one hardly deserving of a slot in a competitive deck. With the
onslaught of the Infernal Plague however, this niche card may actually get some
time in the spotlight. In tournament play, the Baali aren't especially
competitive due to their lack of defense and their expensive infernal cost. As
a result, it is unlikely that an Infernal vampire will enter play, which
precludes many of the advantages of True Faith. The other effect, protection
against Dominate and Presence actions, may be helpful to protect an ally from
Far Mastery and Entrancement and can even prevent Mind Rape and Mind Numb being
played on that vampire. But the cost is exorbitant when compared to Lobotomy
and even then it doesn't protect against other ally-steal effects like Lure of
the Serpent and Restructure. True Faith may be a bit more reasonable if you're
playing with a lot of mortal allies but since the Tremere Antitribu don't
typically have access to any spectacular mortal allies, it's just not that
useful for the clan. The only amusing thing I've been able to do with it is
make a True Faith Succubus (ala Fall From Grace in Planescape: Torment).

For the Infernal Plague storyline however, the power of True Faith increases
tremendously. Since about half of the vampires in the tournament should be
infernal, a situation that was once corner-case now becomes almost certain. For
a 3 pool investment you can make one of your vampires unblockable by and
unstrikable against all infernal minions. This can easily hose an Infernal
intercept deck or Infernal combat deck that you might sit next to. And not only
that but you also do aggravated damage against half the vampires in the
tournament! This might be immensely helpful for a non-Infernal combat deck. A
Blood Fury now becomes 3 aggravated hand damage that can't be prevented by
Fortitude (and you don't have to go through all the trouble of grafting on
Protean or Vicissitude). With so many Infernal minions milling about, True
Faith will definitely provide many invaluable offensive and defensive options.

Some people have theorized that the Path of Evil Revelations will be the most
hotly contested card during the Infernal Plague. I think however that True
Faith will definitely give the Path a run for its money! In fact, I wouldn't be
surprised to see some Infernal decks packing a copy of True Faith just to place
on its allies. Not only can it then be used against other Infernal players, but
it can be contested if a non-Infernal player tries to abuse it.



Infernal Familiar [Sabbat, Camarilla]
Cardtype: Retainer
Cost: 2 blood
Discipline: Thaumaturgy
Demon with 2 life.
[tha] The vampire with this retainer can play a card that requires a Discipline
he or she does not have as if he or she had the basic level of that Discipline;
if he or she does so, place an investment counter on the Infernal Familiar. If
the number of investment counters on the Familiar is greater than this
vampire's capacity, burn this vampire.


The Infernal Familiar (a.k.a. "Hairy Spider" and "Flaming Salamander") can be
used to fill in some discipline gaps amongst the !Tremere vampires. For
example, Richard Tauber lacks Dominate, Brooke and Reverend Blackwood lack
Auspex, Heinrick Schlempt and Jacob the Glitch lack both Auspex and Dominate.
And if you can pass on a Familiar using Heidelberg Castle or a borrowed
Veneficorum, the Familiar can provide faux-Thaumaturgy for Saiz and Ember
Wright. Similarly, the Infernal Familiar can be another way to access
out-of-clan disciplines. Obtenebration, Animalism, and Presence rank as the
most common out-of-clan disciplines for the !Tremere. The Infernal Familiar can
provide access to these disciplines for your vampires who are not so blessed
naturally. Of course, in many cases you may very well be better off relying on
just discipline cards but the Infernal Familiar can provide a distinct degree
of flexibility.

It is rare to find a vampire that is able to play all three effects of an
Anarch discipline card. The Infernal Familiar can help in this regard by giving
you access to all three effects. Being able to pick and choose how you want to
play a Diversion or The Mole helps you handle whatever your opponents might
throw at you. And having extra options when playing Reformation or Principia
Discordia allows one to better take advantage of however the metagame will turn
out. The Flaming Salamander is also one of the few ways to access Bloodlines
disciplines (for which there are no Master discipline cards). Giving multiple
minions the ability to play Temporis, Obeah, or Melpominee opens a lot of doors
to one's strategy. Most players just don't expect to see Rewind Time, Vitae
Block, or Siren's Lure when one is not playing a Bloodlines clan. Though the
Hairy Spider is only limited to the inferior of such abilities, the surprise
factor more than makes up for it.

For the Infernal Plague Storyline, the Infernal Familiar has a particularly
special use. Generally, access to Daimonion is not especially useful for
non-Infernal vampires, since the majority of DAI cards require an Infernal
minion. However, due to the special rules of the Infernal Plague, if you opt to
join the Infernal team then *all* of your crypt cards are considered to be
Infernal. This means that if they have the ability to use Daimonion (via the
Spider/Salamander for instance), then they have the whole spectrum of DAI cards
to choose from. Even at inferior, Concordance is a good precaution against
aggravated damage, Condemnation: Doomed can be a pleasant supplement for
intercept decks, and Condemnation: Languid can be helpful for combat decks. The
Flaming Salamander is also the perfect medium with which to play Contagion.
Slap down a Contagion for an Anarch Revolt that affects everyone but you. If
you want, you don't even need to ever pay the Infernal cost for that vampire
again and it will still be like he is bleeding your prey for one each turn. And
since Contagion is Unique, it is unlikely you will need to play multiple
copies, which is perfect since you won't become heavily Invested with the
Familiar.

The Infernal Familiar has only a limited number of uses (based on capacity) and
so you have to be careful that you don't use it so many times that the Familiar
blows up and burns your vampire. In some circumstances however this can
actually work in your favor. You can purposely burn a vampire who has become a
liability due to Fame or Anathema. And if you use Heidelberg Castle along with
either Mind Rape or Temptation, you can pass off a used Familiar to burn one of
your opponent's vampires.

--------------------------

[1.7 - Combo of the Year]

Alejandro Aguirre is generally considered to be a craptacular member of the
clan. The lack of any superiors, having only four disciplines, and a lackluster
special that often appears to be nothing more than a watered-down version of
Mariel - Lady Thunder's ability typically means that he's a poor investment for
your 5 pool. While he might be able to find a small niche in trick decks
revolving about Vitae Block or Dawn Op + Skin of Night, Alejandro tends to be
extremely limited in usefulness.

However for the Infernal Plague Storyline I have actually managed to find a
unique combo for Alejandro that is so amazing that it's guaranteed to knock
your socks off! Considering how bad Alejandro is normally, this combo is so
useful and amusing that it definitely deserves to be named the Combo of the
Year. Ladies and gentlemen, it is my pleasure to introduce you to Alejandro
Aguirre + True Faith:


Alejandro Aguirre [Camarilla]
Cardtype: Vampire
Clan: Tremere Antitribu
Group: 3
Capacity: 5
Discipline: ani aus dom tha
Sabbat: If Alejandro is ready, he may tap before range is determined in any
combat that does not involve him to inflict 1 unpreventable damage on each
combatant.


True Faith [Bloodlines]
Cardtype: Master
Cost: 1 pool
Unique master.
Put this card on a non-infernal mortal ally you control or pay 2 pool to put
this card on any non-infernal minion you control. Actions requiring Dominate
[dom] or Presence [pre] cannot be directed at this minion. In combat, any
damage this minion inflicts on an infernal minion is aggravated. Infernal
minions cannot block or strike this minion. Burn this card if this minion
becomes infernal.


"If there's something infernal in your neighborhood. Who you gonna call?
Alejandro Aguirre!!!"

Due to the special rules of the Infernal Plague Storyline, half of the players
in a given storyline tournament will be playing for the Infernal side which
means all of their crypt cards will be Infernal. That means that if you decide
to play for the Non-Infernal side and slap on some True Faith on to Alejandro,
he'll be able to inflict 1 unpreventable aggravated damage to half of the
vampires in the tournament! Imagine the stories you'll be able to tell when you
deflect your predator's Infernal Arika to your prey who promptly blocks
Infernal Lambach. Before they know what hit them, Alejandro taps sending both
of the fatties straight to torpor (do not collect $200). Alejandro, the little
vampire that could, *finally* has a legitimate reason to go into my decks (at
least for a few months)!

Since the damage is non-strike damage, is unpreventable, and is inflicted
before range is determined, there are very few ways an Infernal vampire can
avoid being sent to torpor by this combo. Damage conversion combat cards like
Skin of Night and inferior Elemental Stoicism provide only temporary relief
while permanents like Heart of Darkness, Armor of Terra, and superior Elemental
Stoicism may allow for some longer-term protection. An acting player may be
able to end combat before range with Illusions of the Kindred, Alpha Glint,
Elysium: The Arboretum, or Purchase Pact but even then Alejandro will still be
untapped, waiting to inflict some PAIN on some unsuspecting Infernal fiends.
And I suppose technically a cross-table Minor Boon might preclude a dirt nap as
well. But since it's rare to see large quantities of most of these cards in a
conventional deck, this means that most Infernal decks will be defenseless
against the holy power of Alejandro!

Note that this combo will not currently work with Mariel, Lady Thunder. This is
because her damage is environmental (it does not come from her) and also
because the damage is inflicted outside of (after) combat. Ha! For once Mariel
doesn't completely outclass Alejandro!

Due to the obscene amounts of hilarity that will undoubtedly result if you
actually pull off this combo, Alejandro + True Faith wins Combo of the Year
hands down. So while the Infernal Plague continues to infest the World of
Darkness, why don't you give Alejandro some Faith and he'll be hunting down
Infernal minions like there's no tomorrow!

--------------------------

[1.8 - Deck of the Month]

For this issue's Deck of the Month we will be featuring an intriguing deck that
was recently posted on the newsgroup. I especially loved the thematic elements
of the deck - the Tremere Antitribu teaming up with the Salubri in order to
hunt down infernalists. And as a result I felt that it was a perfect fit for
the newsletter, considering this month's motif:



Demon Spawn Hunters
By Brad Kellogg

[CRYPT: 12 cards]

2 x Alejandro Aguirre (ani aus dom tha, !Tremere, 5)
1 x Ember Wright (aus dom, !Tremere, 3)
4 x Ian Forestal (AUS DOM [for] [obe] THA, !Tremere, 8)
1 x Ladislas Toth (AUS DOM for THA, !Tremere, 7, Archbishop)
1 x Selena (AUS DOM THA, !Tremere, 6, Black Hand)
1 x Blanche Hill (aus FOR OBE, Salubri, 6)
2 x Matthias (AUS FOR nec OBE, Salubri, 7)

Min: 19	Max: 32	Average: 6.500



[LIBRARY: 78 cards]

[Master: 13 cards]

3 Blood Doll
3 Infernal Pact
1 Sight Beyond Sight
3 Special Report
2 Thaumaturgy
1 University Hunting Ground

[Action: 10 cards]

4 Govern the Unaligned
3 Pulse of the Canaille
3 Renewed Vigor

[Action Modifier: 24 cards]

2 Change of Target
5 Crocodile's Tongue
1 Foreshadowing Destruction
6 Freak Drive
2 Kiss of Ra, The
2 Neutral Guard
4 Repulsion
2 Serenading the Kami

[Ally: 3 cards]

1 Gregory Winter
2 Nephandus (Mage)

[Combat: 15 cards]

4 Anesthetic Touch
6 Vitae Block
5 Weather Control

[Equipment: 1 card]

1 Cooler

[Reaction: 12 cards]

4 Deflection
3 Forced Awakening
3 Melange
2 Telepathic Misdirection



Comments from Brad:

"The idea of the deck is simple: send your prey's vampires to torpor and then
ideally burn them with the Nephandus or Gregory. The hope is that the vampire
never gets the blood back from the vitae block since he's obviously burned. In
a dream scenario it would go something like this…"

"Ian Forestal with an Infernal Pact (Obeah) or Mathias with a Thaum Skill Card
does something likely to be blocked (recruit, pulse, renewed vigor, etc) with
Serenading the Kami. Depending on the age of the blocker and fortitude,
Crocodile's Tongue and / or Kiss of Ra burns blood.   Before range is
determined, Vitae Block, Weather Control and / or Alejandro. If necessary,
first strike with Anesthetic Touch (adding in the Serenading hand damage). All
total, it could send a full inner circle member to torpor and all before a
strike is even done."

"Originally I had a few Call of the Hungry Dead and Spectral Divinations in the
deck. As one of Ben Peal's old Salubri Newsletter mentions, the ability to only
generate a maximum of 2 stealth with Repulsion is a weakness. However, the deck
depends on actions being blocked so I removed these, instead hoping that after
the combo works once or twice that not only will there be less blockers, but
others will be more hesitant to block as well."

"Other challenges… with the exception of the Governs and the Renewed Vigor,
there isn't too much pool gain - which obviously poses a problem if your
infernal prey starts at 50. Ideally, the deck whittles down some demon spawn
and then has at least one minion bleed with Pulse and possibly a repulsion.
Other weaknesses include a low intercept and
practically no vote defense. Perhaps a few Nose of the Hounds, some more auspex
 intercept or simply a few delaying tactics would help..."

- Brad Kellogg

UPDATE: Some additional additions that Brad has made to his deck since his
original posting include a Fortitude skill card and more copies of The Kiss of
Ra.



As for my personal suggestions I would definitely add more pool gain like
additional Blood Dolls. Including discipline equipment like the Veneficorum
Artum Sanguis and/or The Seal of Veddartha might also be worthwhile. And for
the Infernal Plague Storyline, definitely add one or two copies of True Faith
to capitalize on the presence of Alejandro. I'd highly suggest including
several copies of Graverobbing in case you haven't managed to draw an ally and
don't have the votes to survive a blood hunt. A few copies of Rutor's Hand and
Nose of the Hound may also be good. I'd personally choose Palatial Estate over
Cooler. And finally I'd consider taking a look at some of the Event cards -
Restricted Vitae synergizes especially well with the deck concept.

Thanks to Brad for sharing his creative deck idea and let's hope that he finds
success in hunting down some demon spawn!

--------------------------

Things to Look Forward to: Next issue we'll discuss the results of the Infernal
Plague Storyline and see how well the clan performed. In addition, we'll
analyze the contents of the 10th Anniversary Sets and see how some of the new
cards can be incorporated into Tremere Antitribu decks.


Signing out,
Halcyan 2