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.
The next variation uses rush actions to enter combat with other minions directly. Either the action cards having no prerequisite are used like "Bum's Rush" or "Ambush"; but in the past expansions Animalism got its share of rush cards like "Deep Song", "Sense Death" and "Taunt the Caged Beast". Each of these rush cards based on Animalism have the disadvantage that the acting vampire can only enter combat with vampires ("Sense Death" even only with younger vampires). So the discipline-less rush cards should still be considered for this deck variation in order to be able to enter combat with allies (e.g. Imbued).
With "Deep Song" the Weenie Animalism deck now has the ultimate fusion of the two strategies. A vampire using the card can bleed at +1 at inferior Animalism, and at superior he can enter combat with another vampire. The superior version also has the advantage that the roles of acting and reacting vampires are reversed during combat. This can save cards when you know that your opponent is playing "Strike: Combat Ends" for example. For ousting usually "Fame", "Tension in the Ranks" or "Dragonbound" are used similar to a Celerity Gun deck.
Played as intercept combat deck, the deck is quite similar to a Weenie Auspex deck. It uses small vampires to disrupt its prey's game, and later tries to control the table with permanent intercept. But instead of relying on guns as main combat cards, the Weenie Animalism deck relies on the above mentioned two Animalism staple cards. In addition sometimes "Murder of Crows" is used to increase the environmental damage inflicted by "Carrion Crows". In order to oust its prey cards like "Army of Rats" or "Smiling Jack" are used, though the deck often cannot prevent these cards removed in the early or mid-game, the deck does a very good defending these cards in the mid- to late game, when all of its permacept cards and other assets are in place.
There are other variants of this deck that utilize combat-able allies like "Renegade Garou" or "War Ghoul", depending on the actual clans being used in the deck. This gives the deck an additional edge, especially since both aforementioned allies have a built-in rush capability.
The deck generally not very easy to play, especially when to block and which vampires to rush is crucial for success.
Bleed defense
The deck almost always lacks any bleed bounce, so the primary defense are the intercept provided by the "Raven Spies" or taking down bleeders with rush combat. Depending on the type of bleed deck (power bleed or stealth bleed), it can be important to concentrate the "Raven Spies" on one vampire, or to distribute them among an even number of vampires. Versus a powerbleed deck it can be enough to have three ready vampires, two of them with a single raven spy. Versus a stealth bleed deck you need to place all available "Raven Spies" on a single vampire (at least 3) to be able to block bleeders, and even that may not be enough to stop the bleeding vampire, e.g. when the acting vampire uses "Elder Impersonation" to bypass the blocker.
If the deck features only a small number of "Raven Spies", it is important to rush backwards and to take a vampire or two down, This reduces the immediate pressure and gives you time to get more "Raven Spies" and otherwise get your resources into play, e.g. permacept locations like "KRCG Newsradio". This is most efficient against Stealth Bleed decks, since often don't pack little or any combat defense.
Vote defense
Because the deck's vampire seldom have any titles/votes, the vote defense relies on the same principles as the bleed defense. Basic defense is the intercept, rush vampires if you have not built up enough intercept yet. In addition a small number of "Delaying Tactics" help to give your deck enough time to build a proper wall with permanent intercept or take down the key vampires of your predator.
Combat defense
"Offense is defense" could be the motto of the deck. The combat package with "Carrion Crows" and "Aid from Bats" is a good against most combat decks, since the damage inflicted by the "Carrion Crows" are somewhat hard to deal with (i.e. to prevent). Especially if your deck can do it over and over again.
Probably the worst matchup in terms of combat is Weenie Potence deck, where the opponent has invested as few pool as your deck, and the opposing vampires oftern hit harder than your Animalism minions. The matchup against Celerity Gun combat is usually a close one. While the Celerity Gun minions can take down the opposing Animalism Weenie in a single turn easily, they have to fear "Canine Horde" and maybe "Drawing out the Beast" on the other hand, though the later is not seen that often in a typical Weenie Animalism deck,
Crypt Composition
The best vampires for this deck type are those with superior Animalism and minimal capacity (5 ot less). The best vampires around matching the criteria are "Stick" (capacity 3), "Bobby Lemon" (4), and "Beetleman" (4). Often these vampires appear two times in Weenie Animalism crypt, and the crypt then is filled with low cap vampires with inferior Animalism, and one or two 5 capacity vampires with superior Animalism. This gives the crypt a low average capacity between 2.5 (if using a majority of vampires with inferior Animalism) and 4.5 (if using a majority of vampires with superior Animalism).
How to win against them
The first step to winning against Weenie Animalism is to determine what variation of that archetype you are playing against, and adjust your strategy accordingly.
When playing against the intercept variation, you need to act quickly before the weenie vampires can employ enough "Raven Spies" to block (almost) everything you do. On the other hand the deck is quite predictable when calculating the amount of intercept a single vampire can have, since almost all the intercept is already on the table, except maybe +1 intercept in the form of "Cats Guidance" or a similar card. This is a major weakness when you compare the deck with a Weenie Auspex deck, where it's almost impossible to calculate the amount of intercept the blocking vampire will have in advance.
When playing against the bleed variant, and you're the predator of the deck, you won't have too much pressure, since the main pressure is on the Weenie Animalism deck's prey. But you shouldn't take too much time for building up, since eventually this variant will also have its share of intercept on the table and may rush with "Deep Song" once in a while.
Probably the nastiest variant to play against is the rush version of the deck, especially if your deck is based on a star vampire, you only have few minions) or only limited combat defense. After a little while you might find most if not all of your vampires in torpor. A "Secure Haven" on your key vampire is pure gold in this kind of situation. In this case you definetely need assistance from your cross-table buddies, who need to rescue your vampires from torpor more often than not. Make an argument that each vampire they rescue is basically deterring the Weenie Animalism deck from their own minions. Also the rush deck isn't able to handle cross-table rescue actions due to lack of "Eagle Sight" and such, but might be able to block your own rescue attempts with a single "Raven Spy".
The main weakness of the deck in combat is their predictability. Besides the aforementioned "Aid from Bats" and "Carrion Crows" there are few extra combat cards (e.g. "Canine Horde"). So the deck usually has only one press and one maneuver in a given round of combat. If you want go to close range and play an "Immortal Grapple", you'll need very often only one maneuver (e.g. as provided by "Slam"). Also if you have a single press against the press to continue from "Aid from Bats", that's usually enough to end the combat.
Key Cards
- "Aid From Bats" -- second half of the combat package.
- "Carrion Crows" -- second half of the combat package.
- "Raven Spy" -- basic intercept ally.
- "Deep Song" -- newest key card for both rushing and bleeding.
- "Cats' Guidance" -- doubles as untap and intercept.
Notable Examples & Variations
- "Weenie Animalism Wall" by Rodolphe Danac -- Wall/Intercept version.
- "Mon chien est mort à Montréal" by Mathieu Guimond/Christian Chénard -- version with moderate rush and "Underbridge Stray" ally.
- "Do Not Feed the Animals" by Andrew Weston -- Bruise & Bleed version with Computer Hacking.
- "Weenie Animalism" by Ferenc Vasadi -- see deck list below
Sample Decklist
Belgrade: Black dawn
Belgrade, Serbia
Date: 19.8.2007
Number of players: 10
Rounds: 3 + F
Winner: Ferenc Vasadi with 4 VP in the finals
Tournament Winning Deck by Ferenc Vasadi
Deckname : aniweenie
Crypt: (12 cards, Min: 8, Max: 21, Avg: 3,5)
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1 Lisa Noble ani 1 Caitiff
1 Zip ani 2 Ravnos
1 Mouse ani 2 Nosferatu
1 Droescher One-Eye ani vic 3 Tzimisce
2 Stick ANI 3 Nosferatu Antitrib
1 Dolie abo ani 3 Akunanse
1 Bobby Lemon pro ANI 4 Gangrel
1 Yuri Kerezenski aus for vic ANI 5 Tzimisce
1 Effie Lowery obf ANI SPI 5 Ahrimanes
1 Celeste Lamontagne for ANI PRO 5 Gangrel Antitribu
1 Janey Pickman for ANI PRO 6 Gangrel Antitribu
Library: (90 cards)
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Master (15 cards)
6 Blood Doll
3 Animalism
1 Pentex Subversion
1 Hungry Coyote, The
3 Haven Uncovered
1 Archon Investigation
Action (11 cards)
2 Army of Rats
4 Taunt the Caged Beast
2 Tier of Souls
1 Aranthebes, The Immortal
2 Bum`s Rush
Reaction (15 cards)
5 Cats` Guidance
4 Instinctive Reaction
4 On the Qui Vive
2 Forced Awakening
Combat (41 cards)
16 Aid from Bats
4 Canine Horde
12 Carrion Crows
3 Pack Alpha
2 Terror Frenzy
4 High Ground
Retainer (8 cards)
5 Raven Spy
1 Owl Companion
1 J. S. Simmons, Esq.
1 Tasha Morgan
1 comment:
wow... im re-building one of these right now. 10 terror frenzy, 10 carrion, 14 aid.... deep song is amazing and ashur tablets rule.
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