The deck is bruise & bleed deck based (with an intercept module) based on the well-known Ventrue antitribu Grinder/Stickmen decks. The Ventrue antitribu grinder deck tries to slowly wear down its prey by putting constant pressure on the prey, especially by blocking (undirected) actions. And finally when the opportunity arises to lunge at his prey.
Deck Name: Reasonably Priced Deck: Ventrue antitribu v3
Crypt (Capacity min=3 max=8 avg=5; 12 cards)
1x Blackhorse Tanner 7 AUS DOM FOR !Ventrue:3
1x Charice Fontaigne 6 for pot AUS DOM !Ventrue:3
1x Jefferson Foster 6 for tha AUS DOM !Ventrue:4
2x Jephta Hester 5 aus DOM FOR !Ventrue:4
1x Katherine Stoddard 4 dom for !Ventrue:3
2x Neighbor John 5 dom for AUS !Ventrue:4
1x Owain Evans, The Wanderer 8 cel pre AUS DOM FOR !Ventrue:3
1x Sister Evelyn 3 aus dom !Ventrue:3
2x Ulrike Rothbart 3 dom for !Ventrue:4
Library (60 cards)
Master (13 cards)
1x Anarch Troublemaker
4x Blood Doll
1x Guardian Angel
1x KRCG News Radio
1x Metro Underground
1x Mob Connections
1x Powerbase: Chicago
2x Ventrue Investment
Action (4 cards)
4x Scouting Mission
Combo (2 cards)
2x Murmur of the False Will
Created with Secret Library v0.9.4a. (Dec 9, 2012 20:03:09)
Offense: The deck is usually a slow one, but it’s (hopefully) persistent in what it does. It keeps bleeding with a number of bleed actions and bleed modifiers, it keeps blocking with permacept and Auspex-based intercept, and it’s persistent in combat by preventing damage and inflicting more damage than the opposing min minion does. Basically what you need to do is disrupt your prey’s (and to a lesser extent your predator’s) game and then make a lunge at his pool at the right time. The difficulty is to find the right spot when do this, that is when you’re prey is somewhat helpless and your current hand contains enough cards with offensive power (i.e. bleed actions and action modifiers)..
In the beginning try to play one or two Scouting Mission at superior to bring 3, better 4 minions to the ready region. this should allow you put constant (even if little) pressure on your prey and to defend against your predator properly.
Defense: The defense is quite simply, block and bounce. Versus bleed and vote you should try to block the bleeds and the political. Most importantly, when your predator is bleeding you and after your attempt to block, uses stealth to bypass your blockers, that’s the point in time to bounce the bleed to your prey. Against combat decks mostly the prevention (even if little) should help as well as the Weighted Walking Sticks and the Baseball Bats.
Crypt: The crypt is one of the strengths of the deck. There are a number of excellent Ventrue antitribu vampires available at the disposal of the clan. Owain Evans is like a walking hunting ground, Neighbour John with his permanent +1 intercept is the corner stone of the wall, and Blackhorse Tanner has one of the best special abilities (card replacement) vampires have in the game. As usual with Dominate vampires, always try to influence out a vampire with superior Dominate out, to be able to use Scouting Mission on a younger vampire in your crypt.
- Use Scouting Mission to put influence on an uncontrolled vampire.
- Bleed for one or two.
- Stay untapped with at least two minions (from the midgame on) to be able block not only your predator, but also your prey.
- Go all out to kill your prey (when stars are right).
Strengths: The biggest strength is the deck’s resilience. It can bloat a little bit, block a little bit and has some protection against combat. In short: it’s somewhat hard to oust.
Weaknesses: The deck is rather slow, and it takes some patience for finding the right spot to oust. If your prey is playing defensively and is conservative about spending pool, you’ll have a hard time ousting him. It can bleed, block and fight to some extent, but since this a much smaller deck than the 70-90 cards version of the original Ventrue antitribu Grinder deck, you should really think twice about discarding any minion card, especially bleed actions and modifiers. The card is also missing some of the rares/uncommon cards (e.g. Pentex Subversion and Anarch Troublemaker), which allowed the deck to oust more easily.
Possible Extensions: The obvious direction is to make the deck a full Grinder deck, by bringing up the deck to about 75 cards, especially adding the aforementioned master cards (Pentex Subversion & Anarch Troublemaker for ousting. Some extra punch in terms of bleed/bloat also don’t hurt.
- 1x Pentex Subversion — VP enabler.
- 1x Anarch Troublemaker — another VP enabler.
- 1x KRCG Newsradio — or any other intercept location
- 1x The Rack — extra blood/pool gain.
- 2x Abbot — a fine addition for extra intercept.
- 1x Sport Bike — extra unconditional/permanent intercept
- 2x Daring the Dawn — ensuring that vampires can’t block; use only during a lunge
- 2x Delaying Tactics — true lifesaver where intercept is not sufficient.
- 2x Conditioning — extra ousting power.
- 6x Govern the Unaligned — adding/replacing the 4x CardName
If your metagame is more combat heavy you might consider replacing the Baseball Bats with some guns (Sawed-off Shotgun works nicely in my experience) and replacing the Seduction by extra Fortitude prevention cards.
Next time I present the next installment of the series, it’ll be a deck based on the Malkavian antitribu clan.