Ventrue Antitribu Newsletter
February 2003

Ventrue Antitribu Newsletter February 2003

Once and Future Kings
Ventrue Antitribu Newsletter (Feb. 03)

1 – Introduction
2 – Feature – Dominate: Beyond Bleed and Bounce
3 – Stratagems – #1 "Deceive the sky to cross the sea" *new*
4 – Vampire of the Month – Ingrid Russo
5 – Card of the Month – Recruiting Party
6 – Deckstravaganza
7 – Final Words


1 – Introduction

Welcome to round two of Once and Future Kings. Now I know what you're
wondering: Is there any way that this second newsletter could be any
worse than the first one? Well, in a word, no... this ought to be 
better. 

First things first, I wanted to give everyone reading this handy 
little newsletter an understanding about just how downtrodden these 
poor !Ventrue really are. The last (and only) time on record that a !
Ventrue deck won a tournament was (drum roll…) the 20th of November 
in the year 1999. Congratulations Stuart Piolech, you're one of a 
kind with that win. I should note though that he does not have to 
be, you, my attentive readers. You too have the power to take the !
Ventrue once more out of obscurity, into the winning circle. So for 
all you would be !Ventrue players, it's tea time once again. Sit 
back, and enjoy the fruits of my insights.


2 – Feature – Dominate: Beyond bleed and bounce

Well, here's our second feature, focusing this time on the not so
typical applications of Dominate. Next month, of course, I'll stick
with the pattern and cover Auspex.

Dominate is a wonderful discipline, shared by Ventrue, Lasombra,
Giovanni, Old-school Malkavians and Tremere. These clans, with the
exception of the Malkavians are skilled in imposing authority in the
WoD. The card game interprets this authority in several ways, but 
most cards focus upon the ability to increase bleeds and to redirect 
bleeds. The objective of this article is to tell you what else it 
can do.

Clio's Kiss and Thanks for the Donation assist Methuselahs in having
others suffer for your contested minions. Lasombra have cards that
exploit the contesting rules, but the poor Ventrue Antitribu being so
underused rarely have to concern themselves with contesting, unless it
involve common unique retainers and unique master cards.

Command can be used to cause allies blocks to fail. This card, 
although lost in antiquity, may with the advent of the Weenie War 
Ghoul and Shambling Horde decks may again be worthy of maybe just a 
little consideration. Having said that though, this card still fails 
though due to it's reliance upon not just allies, but allies that 
remain untapped and attempt to block. Given the nature of today's 
popular allies, this shouldn't be all that frequent though.

On the subject of allies, Far Mastery is a far superior choice (I do
apologize for the pun). At the cost of one blood you gain stealth to
steal an ally (or retainer at basic).

Denial of Aphrodite's Favour mulches presence for dinner, but it has
never come to prominence. This is likely because of the quantity of
combat decks that share dominate and fortitude. Due to the necessity 
of presence cards to target, this card proves itself quite lacking in
versatility.

Dominate Kine allows you to steal locations, at the cost of 2 blood at
no stealth. Assuming there is a worthwhile target, the action is 
liable to be blocked, unless alternative means of stealth are 
available (this rules the !Ventrue out, unless they want to day op 
it). In my metagame, I've found that locations are generally in a 
slump, and thus it compels me to bury this card even deeper into my 
collection.

Both Govern the Unaligned and Scouting Mission at superior are 
wonderful for reducing the costs of your minions or just plain 
bloating. The recycling of blood is in most every deck a worthwhile 
cause, and these two cards fit the bill. As to which is better, I 
prefer Governs due to their enhanced recycling performance, but 
Scouting Mission costs nothing to use.

This brings us to Graverobbing. This, ladies and gentlemen is a game
shattering card. It grants the ability to simultaneously remove an
enemy's minion from their control and add it to your own. Their
firepower decreases, yours increases. PhDs in math are not necessary
here; in a game where 4 minions per game per player is about the
average, the loss of one is a heavy cut. Of course graverobbing has
limitations: You have to get a minion into torpor first, and then you
have to get past the inevitable block attempt. Playing this card
successfully makes the entire table pay attention to what you're up 
to, so I classify it as a very _loud_ card. By then, though, it's 
usually already too late for them.

In a similar category, Mind Rape can steal vampires temporarily.
Combined with Heidelburg this can be rather effective. The Salubri
(good good lackeys of the !Ventrue, I might add) do it better and do 
it for cheaper, however.

Kindred Coercion is the peak of anti-vote warfare. Though it costs
blood, and can only effect younger vampires, it can maliciously turn 
the tide of any vote. With this card you become single-handedly the 
vote swing. I have put this card to extremely good use with 
my "Revolting" deck (available upon request) in the past.

Pulling Strings is KCs little brother, and rarely is it more practical
than KC. Unless you like looking at the picture, don't waste your 
time here.

Obedience is a great way to avoid a fight. Unlike Majesty that can be
eluded by an IG, Obedience is much more difficult to thwart. The
younger vampire can be a problem, but for the big guys bounce is much
better anyways.

Steal the Mind can be used as a baby version of Mind Numb. It will
never have stealth, and the target will untap next turn, rather than 
the turn after (like Mind Numb).

Lastly, Thoughts Betrayed, even after the errata that was made offers
divine power in the hands of a combat deck, or against a combat deck.
No strike cards may be played is another game winning effect that can
stymie most any combat deck in it's tracks, while simultaneously
permitting you to kick ass without impediment. Despite its heavy 
cost, you are liable to make that cost back in one of two ways: 
Either you 1) don't get hurt as badly as you could have, or 2) you 
hurt them bad and Taste it back.


3 – Stratagems – #1 "Deceive the sky to cross the sea"

The newest element to your !Ventrue newsletter, the stratagems section
discusses VtES strategy in reference to those classic words of Chinese
wisdom. Each month one (or perhaps more of the 36 Stratagems will be
explored.

This month we look at the first stratagem, "Deceive the sky to cross 
the sea." This stratagem draws upon your opponent's reliance upon 
that which is repeated and predictable. In the world of Jyhad, there 
are very few tournament calibre deck concepts that have not been done 
before ad nauseum.

By the end of the third sequence of turns it should be possible to
ascertain what kind of deck all of your opponents have. For instance,
when a Malkavian is influenced out, the table gets ready to thwart the
stealth bleed. Every single deck can quickly be pigeonholed into
categories. Stealth / Bleed, Bruise / Bleed, Rush, Vote / Bleed,
Intercept / Bruise, Weenie X, Purge, Vote / Bloat, and perhaps a few
more are the typical categories.

I posit that while these decks can be very sound tournament winners,
their singularity can detract from their effectiveness. Though I'm
certain many disagree, decks that pack just a little bit of mystery 
can crucially shift the balance of power. I once had a deck that just
happened by accident to have three minions with protean. I put one 
wolf claw in my deck. Every single time it came up, I found a use 
for it. This is precisely what is meant by "Deceiving the sky to 
cross the sea."

Everyone at the table sees my Toreador bloat deck, and figures that
rushing with an IG would be smart. 9 times out of 10 their right, but
that once is liable to send their big bruiser crying home to mommy. 
Now the player has to wonder "maybe this isn't the deck I thought I 
was against, how many more of those has he got?" The seed of doubt is
planted, and Methuselahs are given moment of pause. The table just
shifted in a way that is certainly to your benefit.

By defying the typical categories, by mixing just enough cards that 
are outside of a deck's paradigm you take away your opponent's 
ability to completely anticipate what is to come.


4 – Vampire of the Month – Ingrid Russo

Ingrid Russo
Capacity: 4
Disciplines: DOM, for
Abilities: None

Ingrid is tied with 2 Giovanni as being the lowest capacity vampire 
with DOM. This, in a word, makes her divine. Even if you're not 
playing weenie dominate, Ingrid is excessively useful, and should be 
a core component of just about any !Ventrue deck.

She can bounce and bleed with the greatest of ease, and her low 
capacity maximizes her value. Ingrid is small enough to possibly get 
out on the first turn, and if your prey doesn't put out a minion to 
match you can easily govern / conditioning a bleed of 6 by the second 
turn.

With Weenie dominate, her value increases ginormously. Heck, she
quarterbacks any weenie dominate deck. If she were inclined, she 
could govern down to get out any of a dozen 3 capacity dom vampires 
out for 1 blood, allowing for another vampire to be added to the 
uncontrolled region while still gaining a minion.

Bar none, Ingrid is one of the best things that has yet to happen to 
the !Ventrue. All you have to do is look at other decks that borrow 
Ingrid to see that she truly is an 'A' string vampire.


5 – Card of the Month – Recruiting Party

Action (!Ventrue): Each !Ventrue in your uncontrolled region gains 1
blood from the blood bank

Well, since I'm writing the !Ventrue newsletter, I suppose I should
dwell upon their unique cards. I must profess that some of these 
cards are not grade 'A' material, and some of them I am inclined to 
redecorate my apartment with. This particular dandy happens to be 
useful only at the beginning of a game, and only if you can influence 
someone out very quickly. If you are using a mixed crypt (3+ non !V 
in your deck), forget about this card.

It costs nothing, and you stand to gain 1 blood on up to 4 vampires (I
don't predict that there would be any more uncontrolled !Ventrue than
that), but it's at no stealth, and is definitely block worthy. Throw
into the mix that a straight !Ventrue decks are virtually unheard of,
those poor !Ventrue don't often work alone, I'm afraid.

My recommendation: Govern the Unaligned, although it costs more and
requires an older vampire offers more versatility (with the bleed at
+2), comes with built in stealth, concentrates the blood gain on a
single vampire (making it more likely for him to come out faster) and
can be used effectively at pretty much any time in the game. Next 
month I'll feature a useful card.


6 – Deckstravaganza

This month's deck is a guest article submitted by Colin Riggs. It
relies on revelations to scout out your opponents hand, biding your 
time until your prey cannot intercede. It's strong points include:

? A relatively small crypt, unless lady luck hates you it should be 
easy to get 3 minions out even without resorting to the superior 
governs.
? Strong bleeds that can be used to maximum effect because of the
revelations

I might suggest though:
? Adding a couple of master cards, possibly a Ventrue Investment or
two. 10 is too few for a deck like this that doesn't cycle like a
combat deck.
? Adding a couple of the sleeping minds. I believe that many people
foolishly disregard the incredible power that this card wields. Once 
an opponent is tapped out it is a nigh-guaranteed bleed. It is well 
worth the one blood for such an assurance.
? Adding a Pulse of the Canaille. Since 4 of your crypt possess AUS, 
it is likely that the pulse will be playable in a game. This deck is
already a bleed machine that already tempts an visit from the archons,
thus a pulse that adds even more bleed would not endanger your 
vampire.
? Dropping Catherine or Gracis for a Samson
? Edward's special ability is too useful, I might recommend a second
copy

Thanks, Colin, you've made my job a bit easier this month. If anyone
else has any decks they would like to submit, please feel free. If I
get enough submissions I might just feature two a month. So, without
further ado:

Deck Name: Revelating Freaks
Created By: Colin Riggs
Description: Bide your time and get out 3-4 minions, using Governs if
you can. Try to draw into revelations and freak drives. Then Revelate 
as much as possible, Freak Drive and bleed for 4-5 at 1 stealth and 1 
night of love. The Jakes block rushes and fill you up.

Crypt: (12 cards, Min: 13, Max: 30Avg: 6.08)
----------------------------------------------
1 Edward Neally aus DOM FOR pre 7, Ventrue antitribu
2 Gustav Mallenhous AUS DOM for obt 8, Ventrue Antitribu, Priscus
2 Ingrid Russo DOM for 4, Ventrue Antitribu
1 Marlene AUS dem DOM for tha 6, Ventrue Antitribu
1 Vanessa aus DOM FOR pre 6, Ventrue Antitribu
1 Alan Sovereign AUS DOM for pre 6, Ventrue
1 Catherine du Bois DOM for obf pre 5, Ventrue
1 Gracis Nostinus aus DOM for PRE 7, Ventrue, Primogen
1 Horatio Ballard aus DOM FOR PRE 7, Ventrue
1 Ranjan Rishi DOM for PRE 5, Ventrue

Library: (90 cards)
-------------------
Master (10 cards)
4 Blood Doll
1 Demonstration
2 Jake Washington (Hunter)
2 Political Hunting Ground
1 Uptown Hunting Ground

Action (20 cards)
12 Govern the Unaligned
8 Revelations

Action Modifier (38 cards)
10 Bonding
10 Command of the Beast
8 Freak Drive
10 Seduction

Reaction (14 cards)
7 Redirection
7 Wake with Evening's Freshness

Combat (8 cards)
8 Skin of Steel




7 – Final Words

Alright, well that's volume two of the !Ventrue newsletter. Stay 
tuned, and feel free to do any of the following:

? Comment on this newsletter, scathing or otherwise
? Send me material, including decks
? Send me non-sequential bills (Those bills promised from the last
newsletter must have been lost in the mail) :)

Thanks for your attention... hopefully once more the poor relegated
Ventrue antitribu will once again see a glorious rebirth. Go forth 
and win tournaments with them, so I can feature you.

Derek Rawlings