When you check the Tournament Winning Deck Archive, you see quite a lot of Weenie Auspex deck variations. Weenie Auspex is a wall deck archetype which features small-cap vampires having the Auspex discipline (preferably at superior). The deck wins because it controls (at least) its prey and predator by blocking their key actions, and eventually ousting its prey either by overwhelming with its prey with its large number of vampires, permanent bleed modifier cards or by cards like Smiling Jack.
How to win with them
Weenie Auspex wins by controlling the table and usually (more or less slow) by infliction attrition damage through bleeds and/or Smiling Jack or Constant Revolution. Weenie Auspex’s first objective is to remain the last player standing, and its second objective is to oust its prey before it gets any victory points (or more precisely, before it gets more than one VP). By reaching these objectives, it has 2-3 VPs at most tables and therefore often a Game Win (or at least a tie). What helps in this task is, that Weenie Auspex looks inconspicuously at the beginning, especially for the novice player. Initially it also often applies little pressure on its prey and focuses in building up and staying alive.
In VTES, the basic strategy of a Powerbleed deck is to bleed his prey successfully with as few actions as possible, but with high amounts of damage in each action at the same time. This can be ranging from +2 bleed (Govern the Unaligned) to +7 bleed (Govern the Unaligned plus Command of the Beast plus Conditioning) actions. On the other hand, these bleeds are usually at no or low stealth. Instead the decks uses cards which don’t allow other minions to block these bleed actions. This technique is called block denial. This lack of decent amounts of stealth differentiates these decks from the Stealth & Bleed (S&B) bleed decks. This article mainly covers the Giovanni Powerbleed deck archetype since this is the most prominent and successful type of the Powerbleed breed and most of the principals also apply to other Powerbleed variants.
How to win with them
The key to winning with Powerbleed is to bleed consistently and always with the aim not only to land a successful bleed for 1 or 2, but a bleed for 5 or more. There are are a large variety of cards, but Dominate is the first choice since besides having a large number of bleed modifier cards, it also offers with Seduction one of the crucial block denial cards. The second choice of discipline is driven by the need for the second block denial card.
The crypt is then chosen by the question if a particular vampire features these two disciplines: a vampire below 5 should have both disciplines, between 5 and 6 at least one at superior (and the other at least inferior), and 7 and above both disciplines at superior.
The Toreador Grand Ball (TGB) deck archetype has been around for quite some time now. Essentially a TGB deck is a political deck, which uses the namesake Toreador Grand Ball to make the political actions like Kine Resources Contested, Banishment and Parity Shift unblockable. Another alias for this decktype is AAA or Triple-A for the three main vampires it features, namely the Toreador Anson, Anneke and Alexandra.
How to win with them
The TGB deck initially lulls the table into the belief, that it is utterly harmless and it won’t do anything. In a way this is even true, but only until the deck has had its required setup. Then the first (and maybe second and third) TGB hits the table, and the vampires start inflicting pool damage by calling unblockable political actions.
The main action to keep the deck alive is Parity Shift; if you have an aggressive Stealth Bleed or Combat deck as predator, then you need to take down the aggressor first, and then turn to your prey. The deck is also a master of deal negotiation, because with the help of Parity Shift and/or Anneke’s special ability the player is able to deal damage quite effectively cross-table or block critical actions cross-table. The description of Erol Hammer’s TGB deck was “Survive and make a deal with someone who can oust”, and that exactly is this deck archetypes strength: it has table control. Each of the AAA trio of vampires has it’s own superior asset:
- Anson provides a second master phase action,
- Anneke can block cross-table, and
- Alexandra can untap another Toreador (during its player’s minion phase).
The Tupdog deck archetype has emerged after the Legacy of Blood expansion — containing the namesake of this archetype, the non-unique Gargoyle Tupdog — was released in late 2005. Since that time this deck archetype has won numerous tournaments including the South American Continental Championship 2014, the Italian ECQ 2013, and national championships in Brazil (2007 & 2013) and Norway (2007). The deck is a rush combat deck /w some added bleed capabilities based on the Tupdog vampire. It is quite a unique deck type, since Tupdog vampires burn after a round of their existence, and new Tupdogs need to be influenced out every turn to keep the deck’s main engine going.
How to win with them
The Tupdog is quite a unique vampire type. It can just act for a turn, but has several distinctive features:
- they are non-unique vampires, i.e. you can have multiple Tupdogs in play.
- they are burned at the end of the next minion phase. So they have one turn to act, and may block one (or more) time(s). On the other hand, for every Tupdog burned this way, another vampire is moved from your crypt to your ready region.
- they are Tremere antitribu slaves, i.e. they act freely (especially take directed actions only if you control a ready Tremere antitribu.
- they have both superior Visceratika and superior Potence, which is quite powerful for 1 cap vampire, and Visceratika cards costs the Tupdog one less blood to play.
- the Tupdog has a built-in Rush ability, so cards for attacking other minions (e.g. Frontal Assault, Bums Rush, Haven Uncovered, etc.) are usually not needed.
Ahrimanes Bleed & Block deck is one of the best VTES toolbox decks around. It has won numerous tournaments around the world, including the EC 2006., the UK National Championship 2006, the Czech National 2007 and the French National 2013. It draws its strength from the ability to intercept all almost anything while being able to put pressure on its prey by bleeding it and/or intercepting its prey’s actions.
How to win with them
Despite the fact that most players consider this deck a wall deck, its approach is quite toolboxy when you look at the actual deck lists. The deck can intercept, fight and bleed. Not as good as dedicated decks in these respective areas, but comparable to some degree at least
The deck’s main strength is its ability to intercept consistently. The Ahrimanes have access to permanent intercept like Raven Spies or Guardian Angel as well as transient intercept in the form of Cat’s Guidance, Speak with Spirit, etc. More importantly the deck can also block crosstable (with Falcon’s Eye), i.e. it can block his prey’s bleed or tries to oust its prey in turn with any other (D) actions.
While the deck has some combat abilities, it lacks any decent damage prevention; it can only go to long range to avoid combat. The deck does not hit very hard, nor does it feature aggravated damage, but it offers consistently damage for 2-3 per round, often with Aid from Bats and Carrion Crows. So the deck usually doesn’t put an opposing vampire to torpor immediately, but by prolonged combats or repeatedly battling the same vampires. Nose of the Hound or Charge of the Buffalo is often used in addition, especially if the opponents vampire are hard to block (i.e. they are playing block denial or running high amounts of stealth).
In general, a Turbo deck is deck archetype which burns a copy of the same vampire, reincarnates via the Soul Gem of Etrius, and repeats this sequence of actions over and over again. The main purpose is that the last action is a big bleed, and this will — repeated multiple times in a turn — kill every prey, even sometimes more than one in a given turn.
How to win with them
There are several boundary conditions for this deck which need to be met:
- need to equip with the Soul Gem of Etrius.
- need to increase the capacity by at least one.
- need to (nearly) empty the blood from the vampire.
- need to multi-act.
The classic Nosferatu Royalty deck is a political deck based on the Nosferatu Princes and Justicar (usually from group 1/2). The decks uses political cards like Parity Shift and Kine Resources Contested to oust its prey as well as a variety of other cards that require Camarilla, a Prince or Justicar as support. The deck is quite solid since the crypt selection offers relatively cheap Nosferatu princes, who in addition all have Obfuscate to make the political actions more likely to be successful. In addition, the Nosferatu have access to two great locations, namely The Labyrinth and even more so Warsaw Station.
How to win with them
The deck’s main weapon are the political actions Parity Shift and Kine Resources Contested. Due to the nature of the Parity Shift, it is not only used for damaging its prey’s pool, but also pool gain for the deck itself. To be able to play the Parity Shift throughout the game, the deck constantly influences out new vampires or plays expensive master cards or costly equipment for its minions. For killing its prey the vampires either bleed (usually for one) or play a Kine Resources Contested as the finishing move. Sometimes also the deck sports Judgement: Camarilla Segregation, but this can backfire if your grandprey or grandpredator have not only Camarilla vampires and they no pool gain or are under pressure anyway.
The Palla Grande deck has won numerous VTES tournaments in the past and the essence of this deck archetype is still untouched since the early tournament wins. The deck is basically a Breed & Bleed deck based on Toreador antitribu vampires and the master card Palla Grande, which gives all Toreador antitribu in play +1 bleed while the card is in play (which is usually three turns). Early on the deck tries to build up, generating pool and bringing new vampires via The Embrace into play. After the initial build-up, that can last several turns, the deck then puts a Palla Grande into play, giving all of its Toreador antitribu vampires the above mentioned extra +1 bleed, and tries to overwhelm its prey with a superior number of vampires.
Mage Ally decks have been around in the VTES tournament scene for quite some time, either featuring Nephandus, Talaq, The Immortal or Thadius Zho, or all in one deck, since these are cards from earlier expansions like Ancient Hearts or Sabbat, but with the 3rd Edition‘s Antonio d’Erlette and his special ability this decktype got quite boost. The deck is a toolboxy deck, since it can rush & intercept and bleed & block deck, and later in the game excels with strong permanents, with which it can dominate the table.
How to win with them
The deck is a somewhat typical ally deck, but with a twist due to Antonio d’Erlette’s special ability. Since the recruitment of the Nephandi is happening quite fast and cannot be blocked (if Antonio’s special ability is used) the deck is usually quite fast from the start.
The Ventrue antitribu Grinder deck is a toolbox deck based mainly, but not exclusively of vampires of the Ventrue antitribu clan. It can bleed, block and fight to some extent, and you can see in these three areas each of the three clan disciplines of the Ventrue antitribu, Dominate, Auspex and Fortitude. More often than not it grinds down its opponents with steady bleeding and blocking, hence the name of the deck archetype. The deck’s motto is “Patience is a Virtue“, since it is a rather slow deck, which really takes off in the late mid- and end-game, and needs to find the right spot to lunge against its prey(s). The Ventrue antitribu Grinder deck could be played for long time, since most the cards exist since the Sabbat War expansion. But the deck archetype became popular and successful in the tournament scene only in 2008-2009 sometime after the release of the 3rd Edition expansion and the Ventrue antitribu vampires that came along with it.
This deck archetype is built around the Gangrel ally Renegade Garou. The deck is around for a long time, you can easily build it with Jyhad cards only (if you don’t mind omitting Unmasking and perhaps On the Qui Vive). The deck is quite strong, since it offers both good defensive (with Raven Spy and Earth Meld) and offensive capabilities (with Renegade Garou and Form of Mist). On the other hand it’s very vulnerable when and if for whatever reason the Renegade Garous are killed or stolen by another player. Playing the deck does not result in an auto-win and making 2 GW 8 VP in the first three round of a tournaments easily, in fact it’s not so easy to play, especially surviving the initial setup is crucial.
How to win with them
The deck has two main angles:
- the first is recruiting the Renegade Garous and later attacking key minions from your prey (preferably) or your predator (if needed).
- the second is building up a solid wall with permanent intercept which other players cannot overcome eventually.
There are several options how this deck archetype can oust its prey. It can either use the “traditional” way combat decks oust, that is Fame or Dragonbound. Alternatively if the deck actually leans more to the wall type, it can use Smiling Jack. Or if anything else fails, just bled constantly with a multitude of minions, especially when playing with Jacob Fermor who gives all werewolves you control +1 bleed.
No other deck archetype is more hated than the Weenie Computer Hacking deck, at least if you’re the prey of it. As a prey of a Weenie Computer Hacking deck, you know, that you need nothing short of a miracle to survive this predator (unless you play weenies yourself). But even then you’re stuck with defending against this very aggressive predator.
One player named his deck of this type “Friendmaker” to sarcastically indicate his deck never makes any friends at all. Ever. The deck is a straight forward bleed deck based on its namesake Computer Hacking. It has generally little defense, and needs to oust its successive preys in as few turns as possible. The deck can only go downstream, and it has very little bargaining power, only relying on its own brute force approach. So if another player asks for a deal, usually the player can deny any deal (or he just lies through his teeth), since the deck needs to go forward fast and it can only go forward.
Another classic in VTES among the tournament winning decks is the Tzimisce War Ghoul deck. As the named suggests it based on the Tzimisce War Ghoul ally, the sturdiest ally in the game with 5 life, 4 damage and the ability to prevent one damage each round of combat. This deck archetype has a long history in the tournament scene and a pretty successful one too.
How to win with them
The War Ghoul deck is basically a rush combat deck using the War Ghoul ally as rushing minion instead of vampires like Beast. The means to oust his prey are putting down your prey’s minions first, then bleeding him out using Changeling or bleed-enhancing retainers like Tasha Morgan.
Euro Brujah is a toolbox deck archetype which uses Princes of the clan Brujah w/ the Dominate discipline. The name is derived from the fact that the Princes used in this deck type (Donal O’Connor, Constanza Vinti and Volker) are all princes of European cities. This deck type has been around since the early VTES expansion Dark Sovereigns, and is quite successful every since. There are at least 15-20 decks of this archetype in the Tournament Winning Deck Archive. The popularity of this deck archetype has dwindled in the past few years, not because it has become weaker, but due to the fact that players have moved on to play decks featuring new tricks and new ideas.
In earlier times — when the Malkavians had the clan disciplines Auspex, Obfuscate, Dominate — the archetypical bleed deck was based on Malkavians with Dominate & Obfuscate. With the release of the Sabbat expansion the Malkavian antitribu with Dementation (instead of Dominate) took over this role. Although Dementation lacks some of the versatility (in areas other than bleed) Dominate offers (e.g. Deflection, or Govern the Unaligned), Dementation has its own merits. Cards like Kindred Spirits offer basic bleed capability and pool gain, while other cards can provide stealth like Deny or Confusion. Furthermore, Kindred Spirits also offers the possibility to bleed any other player at the table, not only your predator. So this gives the player additional potential for dealing and cross-table interaction. Today the Malkavian antitribu Kindred Spirits bleed deck is one of the most successful and most feared decks in the VTES tournament scene. Another name of the deck is Fast Eddie, since Eddie Gaines is the smallest vampire with Dementation which can bleed for 2 in its turn 2, showing how fast and effective this deck delivers damage to its prey pool.
Remark: Although this deck archetype often uses a mixed crypt of Malkavian antitribu and Malkavian I will often relate to this deck’s vampires as Malkavian antitribu for avoiding more complicated sentences.
The Speed Shamblers deck archetype has had considerable success during the years 2006 to 2008 in the VTES tournament scene. With Amiel Feldman being the chief author of the deck, Olivier Perez has been the foremost player using this deck. Olivier’s tournament score card is quite impressive with tournament wins in the German and French ECQ 2006 and runner-up during the French Nationals 2007. With the rising popularity of Animalism combat decks and the ban of Memory of Mortality in 2008, the performance of Shambling Hordes decks in general have suffered quite a bit since then, but there not an unusual sight in VTES tournaments today.
The deck archetype is basically a Rush combat deck with the Shambling Hordes as its main weapon. The speed factor is due to the small deck size of 70 to 80 cards, and the recursion/tutoring technique from the Liquidation and Sudario Refraction.
The Malkavian ’94 deck is one of the earliest and still one of the most successful VtES deck archetype in existence. The name derives from the fact that the deck is around since the introduction of VtES (then known as Jyhad) in 1994. Since then it has seen little need for modification. The Malk ’94 deck archetype is also known as Malkavian (Obfuscate/Dominate) Stealth Bleed deck, which describes the type of deck more closely.
How to win with them
Here’s a short instruction manual for the deck — extracted from a TWD deck description:
“Keep it simple. Get out a bleeder as quick as you can and keep bleeding. If you bring out a vampire and you are bleed, bounce the bleed. If you get bounced and you are going to take out someone else’s prey, play Spying Mission.”
Celerity Gun (Cel Gun) is a deck archetype in Vampire: the Eternal Struggle. This deck type has been around for a long time, since there is an abundance of small- to mid-cap vampires with superior Celerity in the early expansions. Cel Gun is a classic Rush combat deck, that is its vampire take actions to attack the opponents vampires directly, i.e. by using Bum’s Rush or Haven Uncovered. It uses the combo Concealed Weapon and .44 Magnum to equip with these guns during combat, and then uses Celerity combat cards to inflict significant damage on the opposing minion. The deck ousts mainly by inflicting damage through Fame, Tension in the Ranks and/or Dragonbound.
How to win with them
Threaten your predator into submission (i.e. he doesn’t do anything against you). Usually you should be careful what kind of predator you let live. You need to kill a Stealth-Bleed/Powerbleed deck right away. No exceptions. When playing against Vote decks, you might need to kill one or two vampires w/ titles, to reduce the ability of the vote deck to dish out damaging votes. Toolbox decks or other combat decks which combat abilities you can trump, are only a small or no threat at all. Usually it’s a good idea to show your strength by crippling one or two vampires of your predator, so he’s both intimidated and busy while defending against his predator.
The Ventue Lawfirm deck archetype is along with the Malkavian Dominate/Obfuscate Bleed deck of the oldest existing (and successful) deck types in VtES. Lately the Ventrue Lawfirm has seen a tremendous comeback due to the new crypt choices that came along with the “Keepers of Tradition” expansion. The name derives from the Ventrue appearance as politicians and lawyers, and their ability to set and push a political agenda.
How to win with them
The deck has three angles with provide you with the necessary flexibility to adapt to the table dynamics in most cases. The deck can
“Weenie Animalism” decks, as the name of this VTES deck archetype suggests, are decks based on small (sometimes also mid-cap) vampires with the Animalism discipline (preferably in the superior version). The deck can be played as rush combat as well as intercept combat deck, but both use the same combat package consisting of a large number of Carrion Crows and Aid from Bats combat cards.
How to win with them
The deck’s strength lies in its cost efficient minions (and therefore often a sizable number of vampires), and a very effective combat package. There are quite a number of low to mid-cap vampires with superior Animalism, and Animalism on its own has some very efficient combat cards (see also Crypt Composition section below). Most notable in this deck archetype is the combat package consisting of Carrion Crows and Aid from Bats, of which the decks incorporates 10 to 20 each.
So the question is how to get in combat, so can you use all those Animalism combat cards? There are generally three ways of doing this:
- by bleeding consistently,
- by rushing other minions,
- by blocking other minions.
Inspired by the Bibiliodeque project launched on VEKN France, I want to update the existing posts on Deck Archetypes from the previous years. These updates will include basics like spell checking, a (hopefully) consistent formatting and updated deck links as well as content-related updates. I plan to post one updated Deck Archetype each week, starting with the Weenie Animalism deck as the first update on Tuesday.
Let me know, if you have an ideas for additional articles for certain deck types ..
Not very often, but once in a while I have the urge to prove that you can build a viable deck around a certain card. Last year, I looked at Nightstick, a card that was introduced with the Lords of the Night expansion in 2007. A quick check showed that the card is not included in any tournament winning deck (and still isn’t). Like most other melee weapons, the basic benchmark is Bastard Sword/Meat Cleaver. It offers the same damage (+1 strength), has the advantage of alternatively preventing 3 damage from a hand or melee weapon strike, and has the disadvantage of being usable only once per combat round. In that sense, the Nightstick (like Baseball Bat or Kerrie) costs the same as Bastard Sword/Meat Cleaver, and has a set of advantages which balance roughly against the disadvantage.
The real drawback of the Nightstick is the limitation of using it only once per combat round. Otherwise, the Nightstick would be a great weapon, first preventing the hitback by the opposing minion, and then hitting for +1 strength damage with one (or more) additional strike(s). Nonetheless, I really like the versatility of the card, e.g. when I was playing against a deck which used Valkyries with Trap and Flesh of Marble to kill allies or send vampires to torpor, the Nightstick was the perfect answer for this kind of deck. As soon as he used Flesh of Marble, I could use the Nightstick to prevent the damage ad nauseam, and if not I could hit the Valkyries for (at least) two each round as well.
Now what to do with the Nightstick and its limitation? Eventually I came up with a number of different approaches, which I want to show you and discuss briefly why I had chosen a particular approach.
- The very first idea that came to my mind was to use Nightstick together with Carrion Crows, using the damage prevention of the Nightstick and letting the environmental damage of the Crows do its work. Unfortunately with Animalism alone it’s not that easy. The usual means of fully utilizing this combination is using Aid from Bats, and this obviously doesn’t work when you’re using a Nightstick to strike. (In hindsight, using Trap instead might work well). Nonetheless I built a deck based on Animalism and Obfuscate using Nosferatu antitribu, but it turned out that the lack of being able to make full use of Carrion Crows (and/or some other additional damage) defeated the purpose of the deck, and after 15 years of Beast being one of the top rushers in VTES, I totally forgot that he cannot have/use equipment. So after playing the deck two times with very little success, I scraped the deck and moved on ..
- African Policing — So the second deck I build was based on Akunanse, since they could provide everything (or at least more than the Nosferatu antitribu could) I needed to make the Nightstick effective (or so I thought). You have access to damage prevention cards (via Fortitude), as well as environmental damage (Carrion Crows) and most importantly access to presses (with additional benefits) (Invoking the Beast). And make the deck complete, there’s Matata (press & +1 strength!) and Powerbase: Luanda to be able to rush, if necessary. But the deck didn’t work, and I blame mostly the fact, that the crypt average is rather high; you want two Akunanse with capacity of 7-9 plus perhaps a small-cap Akunanse. It just takes too long to have finally this set of vampires in play and the necessary setup in terms of locations and equipment for being competitive against weenie decks or big cap deck using Zillah’s Valley and Villein.
- Assamite Anarch Attacks — The next idea was to use Diversion as main combat together with the Nightsticks. Even though you cannot use the same Nightstick, you can use the Nightstick as defense when needed, or as offense when you use Diversion for damage prevention. A second premise of the deck was to eventually equip a vampire with more than one melee weapon, in order to hit with Nightstick defensively first and with the second weapon via Diversion offensively. The crypt consists mostly of Assamite vampires belonging to the Black Hand and/or having Fortitude and Celerity. Janni and Joe Boot Hill come especially handy, because both can inflict 3 damage with one Nightstick strike. The deck also uses a mixed Anarch/Black Rush technique for rushing opposing minions, Steely Tenacity (req. Anarch) and two different Black Hand contracts plus Shakar. With Crimethinc and Forced March the deck also has some multi-rush options. The deck did OK(ish), it’s greatest weakness being the lack of any defense other than rushing your predator’s minions. To address this gap I recently added two (cheap) intercept locations, namely Anarch Free Press and Market Square. It remains to be seen if these are worthwhile additions to the deck ..
- Goes To War — The last deck I built (although only virtually) has a different approach than the previous ones, in the sense it’s not a rush deck per (although it can rush via Shakar), but rather a more wallish approach. It uses Elimelech as star vampire, he combines a lot of what I wanted from the two previous decks. He has +1 strength, and can use his special ability to avoid some hitback from time to time; he can use Shakar to rush almost any vampire on the table, and has decent defensive capabilities with Auspex (shared by his crypt buddies). The deck also has an Obeah angle, mostly to fill up Elimelech (via Renewed Vigor) and untap him using Eurayle’s special ability. Eventually I decided not to build this deck for actual play, because even though it looked reasonably fair on paper, I fear that it is much too slow (even bigger crypt size than the Akunanse deck) and has too many moving parts (e.g. the Fueled by Heart’s Blood or the Shakars).
Conclusion: After playing now a couple of decks with Nightsticks, I still like the card, very much so even .. don’t get me wrong, the card is inferior to the likes of .44 Magnum or an Ivory Bow, but given the right accompanying cards, Nightsticks can be asset to your deck and game.
The following deck based on the Tremere antitribu clan is the ninth deck in the Reasonably Priced Decks series, which I have outlined in a previous blog post.
Initially a wall deck, the deck mutated to be a toolboxish bleed deck with a strong bounce component and somewhat casual intercept. This was mostly because initially the deck was able to hold out for a long time, but eventually lacked the ability to apply significant pool damage to its prey. Therefore the emphasis is now on the Dominate and Thaumaturgy disciplines, and not anymore on Auspex.
The following deck based on the Gangrel antitribu clan is the eighth deck in the Reasonably Priced Decks series, which I have outlined in a previous blog post. The deck for the Gangrel antitribu clan was arguably the hardest to built. On one hand, because of the spread in clan disciplines: the City Gangrel with Celerity, Fortitude and Protean and the Country Gangrel with Animalism, Fortitude and Protean, makes it very hard to have a decent crypt as a basis for a deck. In addition all of the named disciplines are very good support disciplines, but severely lack in payload for ousting other players. At first I tested a build with combat rush using Stutterstep and Claws of the Dead, but it failed miserably. Although the deck was able to dunk a vampire or two into torpor, it wasn’t really able to oust another player.
So the second build was a pure stealth bleed that also failed to most extent. The average crypt size is rather large (in order to gain some access to disciplines). But when I had even only a moderately aggressive predator I was ousted rather quickly.
This was all before the latest VtES expansion Danse Macbre. With Danse Macabre the prospects for a better deck lightened up. The two new midcap Gangrel antitribu are well-suited for the deck I had in mind, plus a number of library cards like Marked Territory have some potential.
The deck now is no longer a pure stealth-bleed deck, but a rather balanced composition of bleed and block elements. It is still far from being competitive. The lack of reasonably sized vampires with decent disciplines (and the lack of bloat and/or bounce) still hurts a lot.
After having presented eight “Decks of the Month” in the past year, I have asked you to pick the Deck of the Year 2013. 125 votes have been cast in this poll.
So the winner for the Deck of Year 2013 is Martin Schumacher (GER) with his “The Black Plague” deck. Congratulations to Martin for building and winning with this deck. Unfortunately for the winner, there is no actual prize support for this “award” other than your five minutes of fame.
- November 2013: The Black Plague by Martin Schumacher (GER) — 26.4% (33 votes)
- October 2013: 419-911 by Bram van Stappen (BEL) — 24% (30 votes)
- Jan/Feb 2013: Mano negra illegal 2012 by Gergo Gyarmati (HUN) — 19.2% (24 votes)
- May/Jun 2013: Captain, oh my captain! by Danilo Torrisi (ITA) — 13.6% (17 votes)
- December 2013: Sujinho by Fernanda Nunes (BRA) — 7.2% (9 votes)
- Mar/Apr 2013: Potence Princes by Gergo Gyarmati (HUN) — 4.8% (6 votes)
- Jul/Aug 2013: Mata Hari is the Founder by Adam Hulse (USA) — 2.4% (3 votes)
- September 2013: Tes une fille et tu n’as pas de shampoing by Jorge Delgado (ESP) — 2.4% (3 votes)