V:EKN Official Clan Tremere Newsletter
January 2002

V:EKN Official Clan Tremere Newsletter January 2002

Volume 3, Issue 1

Well, I've been doing this (off and on, quite spottily) for a little over
three years now.  Crazy.  My own play style has changed a lot since I
started writing these, and I've been trying to get back to the basics for
the last year or so.  At the beginning of this whole long, strange trip, I
was more interested in building trick decks or trying to see Tremere combat
work, which it eventually did, in my environment.  Disturbing, I
know...though I'm thinking about building another Tremere combat deck in the
near future, with Bum's Rush/Perfect Clarity as the angle.  Over the course
of the last two years, my playgroup has finally settled down, and we hear
very little grumbling about being forced to play by tournament rules, and
some of the old dissenters are now quite in favor of playing with tournament
rules in general.  All in all, a happy thing, and I credit most of it to
Minneapolis' Prince, Mark Shanewood.  At this same time, as I've been going
back to the beginning, and my playgroup has agreed to play by a consistent
ruleset, I've noticed a marked increase in the number of wins I've been
getting (partly due to a decreased ability to gang up), as well as the
aforementioned shift in my playstyle, from what used to be semi-focused, but
too many moving parts; to solid, all-out decks (i.e. Rededication/Murmur of
the False Will); and now I find myself branching out to try the styles of
other groups (toolbox and Atlanta deck size concepts) and once again
entertaining "trick" decks, but built around a solid foundation (much like I
see in Ben Peal's decks).

I guess that for the initial issue of the new volume (renumbered for the new
year, the long break since the last issue, and because of the split in the
metagame I suspect Bloodlines will drive), this will be a recap of things I
have brought up in previous newsletters, along with, well, other stuff.

By my count, 4 Tremere decks have won tournaments this year, which while
seemingly not too many, is up from 1 in 2000, 0 prior to that, as far as I
can tell from The Lasombra's Tournament Winning Deck Archive.  Obviously
nowhere near the levels of mainstays such as the Ventrue, Brujah, and the
Malkavians, but becoming respectable, nonetheless, especially when you
consider that there are a lot of non-clan-based decks represented in the
archive.  (Specifically, the weenie presence or dominate bleed decks, along
with a few others.) As I finish writing this, I see that two more have won
already in 2002 (Siege of Linz and Gothenburg by Night)...excellent work!

As mentioned, for me, this year has been all about going back to the
beginning, and figuring out why I like to play the Tremere, and how they
have been most effective.  I asked myself this question back in February,
and came up with the deck I entitled "Rededication" (later "Murmur
of the False Will" post-Final Nights).  The deck has proven to be my most
enduring Tremere deck, and though it has undergone several revisions, is
still pretty close to the deck as I originally envisioned it.  In essence, a
bruise & bleed deck, it has only rarely failed to gain me at least 1 VP, and
over the course of the last year, has gotten a table win in approximately
50% of my games.  With aus/dom/tha, the Tremere are really suited to do a
few things well.  Thaumaturgy is, at its core, a combat discipline; however,
it does not have enough internal support to be an efficient mono-combat
discipline.  Unfortunately, many people try to play it this way.  Auspex is
primarily geared towards intercept, and has some combat support.  Dominate
is mostly about bleeding, but also has other tricks, including Thoughts
Betrayed, a highly useful card for the Tremere.  One can toolbox the
Tremere, and make a clan deck into a bleeding/untap & intercept/combat
affair, but I generally find that the card requirements to do this leave you
short in all areas.  Focusing on two of these three areas is probably the
way to go, and even then, I recommend emphasizing one over the other.

For efficient play and ousts, I feel that bruise & bleed is the most
effective tactic.  The Tremere don't have enough stealth to really do
stealth & bleed.  In the absence of piles of Art's Traumatic Essence, the
Tremere aren't able to effectively tap & bleed.  Seduction and Blood Bond
are possibilities, though I don't like the effort required for Blood Bond.
Intercept, while it is an option, requires a lot of cards to effectively
move forward.  I plan to build an AUS/THA Pulse/untap & intercept deck in
the near future, but I don't see it being strictly as easy to play as
DOM/THA bruise & bleed/deflect.  Which, of course, doesn't make it a bad
deck, just not one to work in as many environments (people always block
Pulses if they can, it seems).

So far, this has been a much more introspective newsletter than most, though
not compared to one of Legbiter's, I guess.  I find that although I would
like to do more deep thinking about the game, I generally just build some
decks and go play, letting revelations come to me as they may.  I'll get
around to thinking later, perhaps.  Feel free to respond with any comments.



Focus on a Card

Nose of the Hound
Action
Auspex/Spiritus
+1 stealth action.
[aus]:  (D) Enter combat with a ready tapped minion controlled by another
Methuselah.  This acting minion gets an optional maneuver in that combat.
[spi]:  As [aus] above, with an additional maneuver during that combat.
[SPI]:  As [spi] above, but enter combat with any ready minion controlled by
another Methuselah.

I've said it before, and I'll say it again, Nose of the Hound is an amazing
card.  Yeah, it's Ambush, which isn't as good as Bum's Rush, but it's at +1
stealth.  That is incredible.  And it's for Auspex, also incredible.  Yup,
Spiritus is great and all, but I'm going to ignore it, since no Tremere have
Spiritus, and plenty of them have Auspex; well, and the effect is pretty
much the same with Spiritus, it's just slightly more powerful.  Though it'd
be entertaining to get an Infernal Familiar and use it just to play the
[spi] version of the card.

I haven't built a deck for this yet, but it is custom-made for Aisling
Sturbridge and Hannigan.  Nose of the Hound to enter combat.  Thaumaturgy
strikes.  Telepathic Tracking to continue to second round (whether to get
around S:CE, or with the press/maneuver).  More Thaumaturgy strikes.  Simply
amazing.


Strategy Corner

Completely unrelated to Tremere bruise & bleed, we have Tremere politics.
To do this most easily, you want to use Presence, which a number of Tremere
do have innately.  Unfortunately, not all of their other disciplines match
up well.  Not all of the good voters have Dominate to use Seduction, and
some of the best titled vampires don't have Presence.  They do all have
superior Thaumaturgy, which unfortunately, doesn't really help out all that
much, except perhaps to fetch (with Magic of the Smith) Lyndhurst Estate,
New York.  You could use that and a couple of other Loquipment (and, perhaps
Concoction of Vitality and Venificorum Artum Sanguis) to boost a Tremere
political deck.  At any rate, crypt selection is a little problematic.

For the library, take note that Tremere have a lot of AUS floating around,
and this allows you to include Telepathic Vote Counting.  Some of the
Dominate anti-vote cards could be used, or the Presence cards, depending on
crypt selection.  If you don't want to fall over to the usual anti-vote
tactics of simply intercepting the votes, you have a couple of choices.
Since it is hard to increase the stealth of your Tremere, you can try to
work with Dominate for Seduction to remove the most potent blocker from the
mix.  Alternatively, you could use a combat angle, and try to scare any
blockers off, which Thaumaturgy can be used for, as usual.  An additional
use for Thaumaturgy in this deck is for Perfect Clarity.  The acting
vampire's votes cannot be cancelled with Kindred Coercion or Pulling Strings
once you've played Perfect Clarity.  Delaying Tactics and Dread Gaze will
still be effective, but hopefully you can account for this, perhaps by
bluffing on an earlier vote, or using the TVC on the vampire playing Dread
Gaze.  Preemptively, Revelations is also a good means by which to reduce the
possibility of your vote getting shut down.

Otherwise, a Tremere vote deck plays pretty much as a standard vote deck.
Get out vampires with titles, and vote away.  Gain pool for defense and
block only what you have to.  The following deck is a work in progress, but
has performed adequately to date, getting 1 VP at a 4-player table (fell
over to Nosferatu princes at the end), and 3 VP at a 6-player table (my prey
hung on by 1 pool, ousted, and then I eventually ousted him; endgame was vs.
Malkavian S&B, and I pulled it out).  This is similar to a deck I have
posted previously, but which I never actually built.  Now that I've had a
chance to test it, I'm posting the current deck with some changes that will
be made shortly.


Sample Deck

Title:

Author:  Xian

Crypt
2x Aisling Sturbridge
1x Astrid Thomas
1x Dr. John Casey
2x Javier Montoya
2x Lydia Van Cuelen
2x Rebekka, Chantry Elder of Munich
2x Spiridonas

Average:  5.58 Best:  19 Worst:  36


Library (90)

Masters (10):
1x Arcane Library
1x Barrens
1x Chantry
5x Minion Tap
2x Presence

Actions (4):
2x Revelations
2x Rutor's Hand

Action Modifiers (24):
8x Bewitching Oration  (change to 4x BO and 4x Charming Lobby or Cryptic
Rider?)
4x Perfect Clarity
6x Telepathic Vote Counting
6x Voter Captivation

Combat (6):
6x Majesty (more combat defense would be good, but would have

Political Actions (26):
1x Ancient Influence
2x Ancilla Empowerment
2x Consanguineous Boon
2x Disputed Territory
2x Domain Challenge
1x Dramatic Upheaval
2x Honor the Elders
1x Kindred Restructure
6x Kine Resources Contested
4x Parity Shift
3x Tremere Justicar

Reactions (20):
8x Telepathic Counter
6x Telepathic Misdirection
6x Wake with Evening's Freshness


Ideally, you get Rebekka out and make her Tremere Justicar.  Next, you get
out Javier or Spiridonas and other random flunkies (Javier is preferable).
Now you start passing votes left and right, intercepting what you need to,
bloat and reduce incoming bleeds.  Fairly straightforward, no real tricks to
it.  I have yet to get out a Rutor's Hand in play, and I also haven't seen
Lydia or Aisling in my crypt to date.  So far, my opening draw has been
Rebekka, one of the Princes, and Dr. John.  This works well, it's just a
little surprising.

I currently have the deck rounded out with a lot of general purpose votes,
but it could be slimmmed down to mostly just KRC and Parity Shift.  In my
current environment, it seems useful to have a couple of 'off' votes to be
ready for unusual situations.  The Ancilla Empowerments saved me in the last
game I played, as a matter of fact.  Your environment may dictate
differently, but it seems helpful currently.  There are too many Bewitching
Orations in the deck, I'm thinking about switching out a few for either
Charming Lobby or Cryptic Rider, but I'm unsure which at the moment.  Most
likely, I'll go with Charming Lobby, as it's less threatening to people than
Cryptic Rider seems to be.

A trick I just noted:  if you make Astrid Tremere Justicar, and perhaps give
her Presence, you should be able to call votes with her using Perfect
Clarity and be completely immune to Pulling Strings/Kindred Coercion
affecting any of your vampires.


That's it for now.  Please feel free to comment on the newsgroup, or send me
suggestions (or submissions) via email.

Xian

Chronicler of Clan Tremere



--
I'd tell the world and save my soul, But rain falls down and I feel cold.
A cold that sleeps within my heart, It tears the earth and sun apart.
--_Shellshock_, New Order
www.waste.org/~xian