While this was the first game in the series, we have released the content second because we didn't have our cameras on and everyone wants to see our lovely faces, right? Game 1 was short-handed, no Gines...and Hugh cheats, but he runs BCP, so he can get away with it.
The Deck
I've played various versions of weenie Presence over the years. Group 1/2 has enough Dominate to work in some bounce, which makes that deck more survivable in the current meta. However, it's always been a deck that dies when outpaced and has zero stealth. I re-envisioned that archetype for the V5 format using only Toreador. This approach grants a bleed boost on Aire of Elation and allows the use of the Loup, the new Toreador stealth card. Unlike many super streamlined versions, this version is more of a toolbox, having options for many situations. Let's take a look at the deck and we'll talk about some card choices afterwards.
Deck Name: Toreador Presence Author: Karl Schaefer Crypt (12 cards, min=12 max=21 avg=4.33) ======================================== 1x Maila 6 AUS PRE cel primogen Toreador:6 2x Carmelita Neillson 5 AUS cel pre Toreador:7 2x Regina Blake 5 AUS PRE Toreador:6 1x Kathy Glens 5 PRE aus cel tha Toreador:6 1x Tamoszius 5 CEL PRE aus Toreador:6 1x Bret Stryker 4 CEL PRE Toreador:6 1x Silvian Popescu 4 PRE cel Toreador:7 1x Nik Sikko 3 cel pre Toreador:6 1x Valentina Osako 3 PRE Toreador:7 1x Mateo GarcĂa 2 pre Toreador:6 Library (77 cards) ================== Master (14; 1 trifle) ---------------------- 2x Anarch Troublemaker 1x Archon Investigation 1x Art Museum 1x Coven, The 2x Dreams of the Sphinx 1x Giant's Blood 1x Jake Washington 2x Misdirection 1x Pentex(TM) Subversion 1x Powerbase: Montreal 1x Society Hunting Ground Action (23) ------------ 4x Enchant Kindred 4x Intimidation 4x Mind Numb 2x Propaganda 9x Public Trust Action Modifier (14) --------------------- 7x Aire of Elation 2x Change of Target 5x Loup Reaction (21) -------------- 2x Delaying Tactics 6x Eyes of Argus 3x My Enemy's Enemy 4x On the Qui Vive 6x Telepathic Misdirection Combat (5) ----------- 5x Majesty
Crypt
Of the vampires, only Regina Blake and Carmelita Neillson have useful specials. Regina's ability to reduce location costs affects only Art Museum and Society Hunting Ground. As the deck has little in the way to gain pool, even this little bit helps. On the other hand, Carmelita's +1 hand size special is valuable all of the time. The deck wants to have options, so extra hand size always helps. In general though, the deck wants AUS to bounce and pre/PRE to bleed. The main reason that we're doubling up on Regina and Carmelita is to ensure that we have a bounce-capable vampire in the opening crypt.
Library
The "toolbox" version still has 26/77 bleed cards, so it's clearly got a plan, but it also has answers for common V5 problems. Let's take a look at how we're tackling those problems.
The Everybody Blocks Problem
Gangrel decks, in particular, and Organized Resistance decks in general a huge problem for low-stealth decks. Tremere and Nosferatu can create similar problems. The Carfax/Schreckt design being particularly difficult given the inherent +1 intercept. The deck comes at this problem in several ways:
- Locking minions: This may seem futile with the seemingly endless blocks, but you have Misdirection, Anarch Troublemaker, and Mind Numb to lock any initial unlocked blockers. This forces them into using their wakes and unlocks. They can only have so many.
- Pass Through Offensive: The deck bounces in combination with its own bleeds. You goal is to set up a turn in which you can use your predator's efforts to oust you to help you oust your prey.
- Broad Playspace: The deck should outpace at least its initial prey in terms of minions. The overall crypt capacity is small. There are three ways to put counters on uncontrolled vampires with Dreams of the Sphinx, Art Museum, and Powerbase: Montreal. On top of that the occasional use of Enchant Kindred at superior should help finance a large number of threats.
- Pentex Subversion: It's is still good. Enough said.
- Bypassing blockers: Propaganda can make short work of Organized Resistance walls if you can time it right. A second copy might be useful in some metas.
The Great Reducer
A sibling of "The Everybody Block Problem" is that decks have a dedicate bleed reducer. Party out of Bounds, Visions of Zaphathustra, and Protected District can make short work of your efforts to oust.
- Locking minions: Locking the dedicated reducer is going to allow the actions to succeed without interference. Again, we have many ways to handle that.
- Big bleeds: The bleed reduction tops out at 3 unless they lock their own vampire with Visions of Zaphathustra. This deck is design to be able to bleed for 6. While they can cut your bleeds in half, you're still making progress.
Fast Decks
Yes, you're playing a fast deck, but what about an equally fast or even faster deck? Ravnos Break the Bonds or Ministry Platinum Protocol both pack a punch.
- Bounce: Our goal is to take little bleeds and send big ones.
- Small crypt: Even with a fast predator the deck should field its initial uncontrolled region without much problem.
- Ousting: You gain 6 pool and the ever important VP for ousting.
- Freeness: Use the Art Museum and Powerbase: Montreal to keep making beads. Sometimes you'll want another vampire, but in the worst of cases, you can gain 2 pool per turn.
- Mind Numb: Don't be afraid to use this backwards.
Combat
This is always the most meta of topics. Some metas see very little combat and others see a lot. You'll need to adjust the deck for what you expect to encounter. With 2 Change of Target and 5 Majesty the deck offers some protection. Having a large number of vampires offers another protection.
Votes
Like "Combat" this deck is generically tuned for votes. The bounce also doubles as intercept and can help block some votes. However, the deck mostly relies on the 2 Delaying Tactics.
The Game
Hugh: Nosferatu blocks-and-reduces everything ->
Me: Toreador bleed
->
Jan: Malk 2020 ->
Steve: Ventrue Law Firm
You'll notice in the after game chat that I took the risk to play the Powerbase: Montreal in this game. It was not a game that I wanted to play Powerbase: Montreal, but it was a card cycle. I thought overall the game was good. I think a fifth player would have given me more options, allowing me to avoid rushing my plays as I did with Powerbase: Montreal. Overall, it was a lot of fun.
Comments
Post a Comment