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Chris
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« on: November 30, 2008, 11:05:22 AM » |
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Hi,
Here is my deck from the Keepers of Tradition tournament. I drew the Brujah and stuck with them. I glanced at all of the deck lists and they all seemed pretty solid. If I had taken a closer or more complete look at those lists, though, I may have noticed the glaring flaw the Brujah starter had: there is very little bleed power. To use the "payload + delivery mechanism" metaphor, this deck was a ICBM built to deliver a firecracker warhead. I was not impressed with that, so I tried to go out of my way during the drafting of packs to remedy that.
I also felt it beneficial to tone-down the crypt a bit. There were too many high-capacity minions in there for my taste, since draft games sometimes come down to sheer numbers. I was determinted not to get stuck with one or two minions in any game (at least, not for lack of trying).
I also noticed a surprising amount of stealth, considering the clan and their disciplines. I tried to retain that, and I think that would have gone very well had I been able to draft more "payload," so to speak.
Then, of course, I drafted (or at least tried) things that are typical of any draft deck: wakes or substitutes thereof (Special Report, Sforzesco Castle, etc.) and permanent intercept. I was unable to draft any intercept except for the single KRCG that came with the precon, and I am certain the lack of defense in the deck is the reason I was ousted before at least one VP in at least one game. It was simply not enough and I got nothing that could remedy that.
Here is the final deck list, not including what I removed from the original or what I drafted but did not use:
Crypt (12) 1 x Paul Calderone 1 x Reginald Moore 1 x Tara 2 x Tomaine 1 x Don Cerro 1 x Karen Suadela 1 x Carlak 1 x Themistocles 1 x Jann Berger 2 x Adana de Sforza
Master (13) 1 x Fame 1 x Society of Leopold 1 x Leadership Vacuum 1 x Tension in the Ranks 1 x Elysium: Sforzesco Castle 2 x Vessel 1 x Major Boon 1 x Special Report 1 x Perfectionist 1 x KRCG News Radio 1 x Two Wrongs 1 x Papillon
Actions (15) 3 x Public Trust 6 x Harass 4 x Enrage 1 x Fleetness 1 x Flurry of Action
Political Actions (4) 1 x Reins of Power 1 x Year of Fortune 1 x Kine Resources Contested 1 x Finding the Path
Equipment (9) 1 Pier 13, Port of Baltimore 1 x Wooden Stake 1 x Drum of Xipe Totec 1 x Phased Motion Detector 2 x Bang Nakh 2 x Bundi 1 x Sengir Dagger
Action Modifiers (8 ) 6 x Resist Earth's Grasp 1 x Approximation of Loyalty 1 x Leverage
Reaction (4) 4 x On the Qui Vive
Combat (27) 2 x Studder Step 3 x Torn Signpost 5 x Slam 3 x Brute Force 1 x Pursuit 1 x Relentless Pursuit 2 x Stunt Cycle 1 x Earthshock 3 x Immortal Grapple 1 x Torrent 2 x Psyche 3 x Taste of Vitae
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