You can observe a similar phenomenon, if you are playing in a VtES league or play certain decks quite often (or over a prolonged time). Usually after the second or third time you play that deck, the other players will recognize it (by vampires played and/or distinctive library cards) and say things like, "it's this and that deck", and stuff as "it has no intercept", "it can fight very well, but cannot bleed significantly", etc. etc.
You can take advantage of these (sometimes) premature opinions, when you counter their expectations and have one or two variations of a deck at hand. This is similar to the module concept I have discussed a short while ago, but this time we make variations of the same deck by including a set of cards (instead of switching the same card module between different decks). As an example, I will show you two decklists for basically the same deck and the cards exchanged between the two decks.
What I did for that Ahrimanes deck was exchanging only the combat module, 8-10 cards in total (out of a 80 card deck).
- The first variation is the more bleedish version, trying to add a bit more bleed punch using Unholy Penance. It has 4x Majesty and 4x Unholy Penance. as its "combat" module.
- The second variation is a bit more combat orientated, and has 8x Aid from Bats and 2x Carrion Crows instead.
The concept also works for slight changes, for example switch the two Direct Interventions in your deck to two Sudden Reversals next time. Again, the main purpose is to take away that sense of security the other players might and catch them off-balance. In the same spirit as for the modularity concept, you have to be careful not to change (or weaken) the main purpose of the deck.
On the other hand, a large scale variation doesn't work for all decktypes or clans. The Ahrimanes in the example are very useful for the concept of deck variations, since they have somewhat flexible disciplines (Spiritus in particular) and you can build a variety of different decks types based on this clan, from rush combat using Nose of the Hound & Animalism combat to stealth bleed using Presence and Spiritus.
3 comments:
It's always a good advantage to counter the expectations. It works especially good if you don't play against very clever guys. They are often so good to know how the deck works after the first cards were played. In your example they knew you don't play many Carrion Crows after the first combats were over without CC in every combat. And they knew very well what's going on if they saw a S:CE in an Ahrimane-deck.
So thumbs up for doing the nonexpected. Just hope you don't meet the masterminds at your table :o).
It's interesting you mention this, as I was thinking about it after the recent tournament in utrecht and came to the conclusion it only works against bad players and people you play against a lot. I understand the blog was more about local games and people knowing your decks and for that it's of course perfect to switch a deck's gears and surprise people.
For tournament play, not so much. Like, in the tournament I mentioned, you played the bleedy Ahrimanes variant and while I was at start thinking "ye Ahriamnes wall boring... let's wait for a Neutral Guard and grab the Raven Spies", it quickly became clear that your deck was not what I assumed it was. I simply adjusted my play to a style where I didn't worry about getting in combat with Howler. Once it gets to that point, the problem is you're running a strategy that's not optimal for your crypt/clan/disciplines and are simply playing a tier 2+ deck in a competitive environemnt.
Of course if people don't realize what you can because you can hide it really well then it still might do the trick.
Overall though, I think you're still better off just playing bats, crows and Jack.
Thanks for the lengthy answers. You can't fool the good and experienced players, that's true. But once in a while it can surprise the inattentive opponent.
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