Last week we were playing (finally!) the Ragnarök storyline event in the Bochum playgroup. Although we were well beyond the reporting deadline, we had our fun when playing the format. One of our players decided to ignore all this doomsday crap and bleed the hell out of the rest of table with an old school Malkavian ’94 Dom/Obf Bleed deck. So in addition with preventing the world to end, we had not only to put a group of nasty werewolves down, but an equally nasty group of Malkavians as well. The total count was in the end three killed werewolves, 3 dead Malkavians and finally Huitzilopochtli. Of course it was a Baali who was behind all this Malkavian aggression.
In hindsight, I regret that I gave the deckbuilding efforts for the storyline event only a lick and a promise. Partially because we decided on short notice to play the storyline instead of a regular league game, partially because I didn’t put much thought into deckbuilding for the storyline upfront. On the day before we finally decided to the play the storyline I had a few ideas, but I didn’t have the time to actually the build:
- A werewolf deck basically using both Jacob Fermor and Virus-and-Wurm. Both give werewolves +1 bleed, enabling werewolves like Renegade Garou for 2, and storyline werewolves like Fangjumper for 3, and Roger Daly even for 4. Add an Anarch angle with Piper to prevent other minions from blocking the recruit werewolves action. The next step would be to add mostly the combat cards for the werewolves like Lunar’s Armor (prevent damage) and Razor Claws (aggravated damage). For the final touch, you may add Veil of Darkness and Slow Withering, since you’re not playing much discipline based cards (or even none at all).
- Tunnelrunners would work as well with Jacob and Virus-and-Wurm. Bleeding for three at stealth? I’ll take that!
- The special ability of the new Lasombra archbishop Carolina Vález really shines in Ragnorök. Her immunity against allies in combat makes taking down the werewolf adversaries almost too easy. Use the new Danse Macabre card Dark Steel and a Trap, and you’re able kill 7 of the 9 werewolves without paying a blood or taking any damage at all. The rest of the deck could be either a vote (with Giangaleazzo and/or Melinda Gailbraith tagging along) or a bleed(ish) deck.
- Most likely the easiest road to fight the adversaries is Celerity Gun combat. None of the adversaries has a maneuver (or set range to close), and so long range damage with additional strikes kills 8 out of 9 werewolves, possibly requiring a second round/combat. But that’s plain boring.
- Not my idea, but one of our players came up with a Brunhilde & Valkyries deck. Basically the deck makes Brunhilde and/or the Valkyries Anarch and then uses Shattering to inflict two damage on the adversaries. This soften up the adversaries before rushing them. In combat Flesh of Marble and Trap, along with the +1 strength both Brunhilde & Valkyries makes it somewhat easy to kill most of the werewolves and earn the reward. In the game Brunhilde actually were undergoing a Ritual Challenge and eventually was rewarded the spear Gungnir, enabling her to deliver three damage both at long and close range.
In the end, I played a modified Nosferatu antitribu deck, which uses Beast to rush, Olivia for playing Under Siege and Shane Grimald for bouncing bleeds. I only added a few combat cards like Earth Shock (for dealing ranged damage and preventing dodge) and Glancing Blow to prevent hitback from aggravated damage. At first I wanted to Orgy of Blood as well, but then I noticed that the vampire does not get as much life as damage he inflicted, but only the cost of ally after he kills it. But since the adversaries all have zero cost, the card is useless against them.