Ahrimanes Newsletter #29 10.10.07 ==================================================== [ AHRIMANES NEWSLETTER ] ==================================================== 1.0 - Editorial 1.1 Word From the Editor 1.2 Next Issue 2.0 - Concepts 2.1 Crypt Card Focus 2.2 Library Card Focus 2.3 Sign Off --[1.1 - Word from the Editor]----------------------- There have been some delays on this NL, but it is here now, so hopefully it will sate those waiting for an Ahrimane update. I apologise for that, but stuff happens - I am still on track to deliver the October NL at the end of the month. So Lords of the Night has arrived, and arrived in style. I haven't heard anyone complaining about this set, in fact mostly the opposite with praise for most of the cards. There are of course some lesser cards, but I am sure someone will find a use for even them. --[1.2 -Next Issue]------------------------------------ I will ponder the missing Ahrimane minion. I will look at the gap in group 4 Ahrimanes, and what might be a good addition to the clan in that group. Plus there will be another tournament winning Ahrimane deck. --[2.1 - Crypt Card Focus]-------------------------- I haven't included any of the new Lords of the Night crypt cards, as none particularly stand out as good adds to the Ahrimanes in general. I am sure I will go back to them in due course, just not in this issue. --[2.2 - Library Card Focus]------------------------ This issue I will give an overview of the new Lords of the Night library cards, starting with: Bestow Vigor Type: Action Requires: Fortitude Cost: 1 blood +1 stealth action. [for] Play on a vampire you control and untap this acting vampire. The minion with this card may play combat cards that require Fortitude as a vampire with basic Fortitude. Burn this card at the end of your next turn. [FOR] As above, but play on an ally you control. Rarity: LotN:R With this you can have Cynthia Ingold or Maria Stone (earning her keep at last) handing out FOR to your other minions. Imagine Howler, or Ossian with FOR! Unleash that inner beast! I notice that it only allows the use of FOR combat cards, probably due to the fact that you could manage some nasty abuse of cards like Dawn Operation. Still it does give the choice of damage prevention, and the new Armour of Vitality seems most useful as it has no restrictions on the damage it prevents, so can prevent environmental damage as well as strikes. Next up is a card that has some similarities to Enrage, in that it is a Presence Frenzy card. I wonder if we will see more? Bloodlust Type: Action Requires: Presence Cost: X blood +1 stealth action. Frenzy. [pre] Choose X minions and put this card in play. Each chosen minion gets an optional press each combat and may enter combat with any minion as a (D) action. Burn this card at the end of the turn. [PRE] As above, but choose X+1 minions. Rarity: LotN:R Anyway, Bloodlust can be used to hand out rushes complete with presses, which is good for the usual run of Ahrimane decks. However you are unlikely to have lots of minions to really overwhelm someone, unless you have added some allies, and so aren't going to get the full benefit of this. It is something that might be able to be abused with some work though. Now we have a pair of cards to watch out for, rather that use. First is: Burden the Mind Type: Master Cost: 1 pool Master. Put this card on any minion. While it is not this minion's turn, using an effect to untap this minion or to allow this minion to block as if untapped costs an additional pool. This minion may burn this card and untap as a (D) action. Rarity: LotN:C The killer of a wall deck, in particular Superstar wall decks. This will make the defending the Ousting cards like Smiling Jack a lot more difficult. Yes it can be burnt, and yes it can be Suddened, but it could prove very painful - be aware of it. Although Burden the Mind is painful, it won't kill you, unlike: Can't Take it with You Type: Political Action Successful referendum means each Methuselah gains 1 pool. Each Methuselah then burns 1 pool for each equipment, location or retainer card he or she controls. Rarity: LotN:C Which could very easily kill you! A lot of Ahrimane decks run a couple of locations for permanent intercept and bloat, and normally have quite a few retainers, although equipment is less often used. Either way this card could cost a lot of Pool. I do wonder how much play it will see because of the danger of cross table Ousting, but there is bound to be some trick deck out there that abuses it. So watch out! Dream World Type: Action Requires: Presence [pre] (D) Bleed at +1 bleed. [PRE] +1 stealth action. Each of your minions gets +1 bleed for the remainder of the turn or until a bleed action is blocked. Only one Dream World can be played at superior each turn. Rarity: LotN:C/PS4 Similarly to Bloodlust, you probably won't have the minions to abuse this, also you might struggle to keep it going, as once a bleed action is blocked then it ends. However it might be useful as an end game surge card, so long as you have managed to grind everyone else's minions down. The next card came as a bit of a surprise after the recent On the Qui Vive: Eluding the Arms of Morpheus Type: Reaction Cost: 1 blood Only usable by a tapped vampire. This vampire untaps and attempts to block. Rarity: LotN:C/PG2/PS2 It is perhaps not the most useful card for the Ahrimanes, as they have lots of ways of untapping to block already. But the fact that it untaps the blocking vampire means that it will see quite a bit of play - particularly in DOM bounce decks, although the vampire needs to attempt to block first. Flesh Bond Type: Combat Requires: Animalism Cost: 1 blood [ani] Strike: 2R damage. [ANI] Strike: combat ends. Rarity: LotN:C 2R damage, or S:CE? In one card? That is very nice, as it fits right into the toolbox nature of the Ahrimanes. Sure it doesn't have the extra options of cards such as Aid from Bats or Majesty, but for a deck that is running light combat it could prove very useful. Another card that could be useful for toolbox decks is: Gramle Type: Action Cost: 1 pool +1 stealth action. Do not replace until the end of the action. Choose a card in play or in any ash heap by name. Search your library or crypt for the chosen card, show it to all Methuselahs, and move it to your hand (discard afterward) or uncontrolled region. Rarity: LotN:C As this allows you to search for cards that you need now. It will tend to be the more commonly played cards because of the checking requirement, but you can use it to bring out that second copy of things like Dreams, or Smiling Jack. However it is no good fishing for those prayer cards, as they won't fill the requirement. The pool cost is something to be aware of, but not extortionate. Now we look at another in the Master Boons: Lesser Boon Type: Master Master: out-of-turn. Boon. Only usable when a minion you control successfully blocks. The action resolves as if unblocked. Put this card on the acting minion. This minion cannot block your minions. Burn this card if you block this minion again, or when this minion's controller has less than 6 pool. Rarity: LotN:R This is somewhat of a double-edged sword, as you are likely, using Ahrimanes, to be able to block minions, so you will be able to use this card. However, although the fact that they cannot block your minion, you cannot block their minion either, unless you burn the card. So you will have to be selective about who you use it on, or perhaps use another card altogether. With the next card we all have bounce: Lost in Translation Type: Reaction Cost: 2 blood Only usable when an ally or younger vampire is bleeding you, after blocks are declined. Tap this reacting vampire. Choose another Methuselah other than the acting minion's controller. The acting minion is now bleeding the chosen Methuselah. Only one Lost in Translation may be played each action. Rarity: LotN:C/PA I think for the Ahrimanes I would use it as more of a surprise card rather than a major component of my defence, as the Ahrimanes are quite strong blocking. It is quite costly to use in great numbers, at least it is without some way of mitigating that cost. Also watch out for the last sentence there - only one may be played each action, it could be painful if someone has beaten you to the punch. Malajit Chandramouli Type: Retainer Requires: non-camarilla Cost: 1 pool Requires a non-Camarilla vampire. Unique mortal with 1 life. Malajit's employer may tap him to get +1 stealth for the current action. If that action is blocked, burn Malajit. Rarity: LotN:R Heh, I just love this paired up with Unlicensed Taxicab. It is very thematic, but also pretty powerful. Lot players overlook the amount of stealth that an Ahrimane deck can generate, with Squirrel Balance, Swiftness of the Stag, and perhaps Creepshow Casino, Unlicensed Taxicab, or Malajit you could get +4 stealth/-2 intercept. Very nice, plus Malajit can be pulled out of your Library with The Summoning. Next is: Monster Type: Master Master: archetype. Put this card on a ready vampire you control. Once each turn when combat involving this vampire ends and the opposing minion is not ready, this vampire may burn a blood to untap. A vampire may have only one archetype. Rarity: LotN:R Which is an awesome card, and it goes quite some way to replacing Perfectionist as the usual archetype of choice. Monster gives an untap for the cost of one blood if the opposing minion is not ready in each and every turn. Block someone, bash him or her into torpor, and then untap ready for the next one. Simply amazing! I expect to see this in lots of decks, Tzimisce Block, Anneke maybe Madness Networks? Be afraid, here be Monsters. Now we look at: Narrow Minds Type: Event Inconnu. Do not replace until your untap phase. Cards that change the target of a bleed cost an additional blood or life. Rarity: LotN:R Which will appear in most decks that don't use bounce, as it severely hampers bouncing cards. I imagine that this card will force a rise in the use of Event burning/countering cards, and probably a rise in the use of Bleed Reduction cards such as Telepathic Counter. Change is good, especially on this scale. The next card should feature in a few Ahrimane decks: Public Trust Type: Action Requires: Presence Cost: 1 blood [pre] (D) Bleed at +2 bleed. [PRE] As above, and if the bleed is successful (for 1 or more), add 1 counter to a vampire in your uncontrolled region from the blood bank. First it gives you a big bleed boost, helping to apply the pressure. Second it also helps bring out those uncontrolled vampires - also there is no age restriction on it, so some of the smaller PRE vampires that I have mentioned in previous NLs can move forward and help bring out the big hitters. More untap with: Sense the Savage Way Type: Reaction Requires: capacity above 6 Animalism Requires a vampire with capacity above 6. [ani] +1 intercept. [ANI] Usable only by a tapped vampire. This vampire untaps and attempts to block. Rarity: LotN:C Here the problem will be the above 6 capacity requirement as it will force the use of superstar blockers even more (in Ahrimane decks). This was a problem for me at the UK NC as Howler had to fend off Seduction and Pentex Subversion. It has its uses, but probably in decks with the option of more than one high capacity vampire. Sheepdog Type: Action This vampire gains 4 blood. Put this card on this vampire. This vampire does not untap as normal. Burn this card during your untap phase. Rarity: LotN:R Sheepdog is a tricky one as far as the Ahrimanes are concerned, as it gets compared with Engling Fury and Vultures Buffet which have their own advantages, however the Ahrimanes can use it and get around the do not untap clause with the use of Speak with Spirits, so if you need a surge of blood it might be a worthwhile addition. Now we look at the new Aim card for combat, starting with: Target Hand Type: Combat Aim. Play when choosing a strike. The opposing minion may discard two combat cards [COMBAT] to cancel this card. If any damage from this strike is successfully inflicted on the opposing minion, he or she gets -1 strength this action, and you may destroy a weapon he or she has. A minion may play only one aim each strike. Rarity: LotN:R This has its uses, although Ahrimanes tend to stay away from close combat. It does have the secondary use of destroying a weapon, for which I currently use Canine Horde. Perhaps a few Target Hands could work, as it might help flush out other combat cards. Target Head Type: Combat Aim. Play when choosing a strike. The strike does +2 damage. The opposing minion may discard a combat card [COMBAT] to cancel this card. If any damage from this strike is successfully inflicted on the opposing minion, he or she cannot use any additional strikes or presses this round, and you may set the range for the next round. A minion may play only one aim each strike. Rarity: LotN:R Certainly powerful if it hits, as it prevents additional Strikes, which are often a killer for the Ahrimanes as they tend to be backed up with Guns or POT. Also prevents presses if the combat is going badly, and allows you to set range. All this is before we consider the +2 damage that it causes. However before we get too excited, all of this can, and most likely will be, cancelled by the discard of a single combat card. Still all is not lost, as Target Vitals can still be used and abused. Target Leg Type: Combat Aim. Play when choosing a strike. The opposing minion may discard two combat cards [COMBAT] to cancel this card. If any damage from this strike is successfully inflicted on the opposing minion, he or she may use maneuvers or presses only if they require Obfuscate [obf], Thaumaturgy [tha] or Flight [FLIGHT] this action. A minion may play only one aim each strike. Rarity: LotN:R Target Leg is probably of less use to the Ahrimanes as it limits the opposing minions maneuvers and presses, but the Ahrimanes tend to have plenty of both. However in a more defensive deck it could prove of use for keeping your minions out of combat. Target Vitals Type: Combat Aim. Play when choosing a strike. If any damage from this strike is successfully inflicted on the opposing minion, he or she takes an additional 2 damage from this strike, and he or she cannot press this round. The opposing minion may discard two combat cards [COMBAT] to cancel this card. A minion may play only one aim each strike. Rarity: LotN:U This gives you some of the options of Target Head, with the additional damage, and the no press penalty. Also it is more likely to be successfully played, as this requires two combat cards to be discarded. The main problem will be S:CE, as that will still foil ANI combat most of the time. Underbridge Stray Type: Ally Requires: Animalism Cost: 1 blood Animal with 1 life. 0 strength, 0 bleed. [ani] The Stray may burn 1 life to give a minion you control a press. During a (D) action directed at you, you may burn the Stray to untap a ready minion you control (not usable if the Stray is blocking). [ANI] As above, but the Stray has 2 life and 1 strength. Rarity: LotN:U Here is another thematic pairing that works, Vagabond Mystic and Underbridge Stray. The Stray gives some very nice options, for a low cost of 1 blood. To start with there is the press option, which helps with the usual Ahrimane combat package of Carrion Crows and Aid from Bats. Also you can burn him to give an additional untap - very useful in a block deck, perhaps with an Ahrimane Protectorate as well for Imbued style 'its on the table' card play. Finally the Stray can block - which could be very handy when pushed. I often use a couple of Majesty's in my Ahrimane decks because there can be occasions when you don't want combat, but now there is a further option: Unholy Penance Type: Combat Requires: Presence Cost: 1 blood [pre] Strike: combat ends. [PRE] As above, and put this card on the opposing minion (ranged). The striking vampire gets +1 bleed against this minion's controller. This minion may burn this card as a +1 stealth action. A minion can have only one Unholy Penance. This give S:CE for the cost of 1 blood at pre, which is the same as Majesty, but the superior could prove very useful. Simply block your preys minions - which Ahrimanes tend to do, then S:CE and gain +1 bleed against that minions controller. More ousting power to you! Of course there is the action to burn the card as an action, but you are playing Ahrimanes right? Well not a problem then. Finally we have Vessel: Vessel Type: Master Cost: 1 pool Master: trifle. Put this card on a vampire, and you may burn a Blood Doll in play (if any). During this vampire's controller's untap phase, he or she may move 1 blood from this vampire to his or her pool or from his or her pool to this vampire. Rarity: LotN:PA2/PG2/PR2/PS2 Which some people have claimed means the end of Blood Doll. I personally don't see it as that, but it is certainly potent. It is costly, in comparison with BD, but gives you the option to destroy your opponents bloat options, and also the ability to reclaim blood in your untap. This ability is very powerful, as there are a lot of cards that do damage in the untap and you can now have a chance of saving yourself from some of that pain. I would suggest a mix of Vessel and other bloat cards, such as Grooming the Protégé for future decks. --[2.3 - Sign Off]------------------------------------- Last Saturday was the UK National Cup, which I attended. There was a good turn out, with 43 players turning up - and there could have been 3 more, but they couldn't make it for various reasons. Also the Swansea group has now disappeared, so the above number doesn't include them. As you may have read else where there has been lengthy discussions on the outcome of the final, which I did not see as I left when Graham was ousted, but basically the table was split between two players, leaving the then leader out in the cold. I thought that the situation shouldn't have come about, as everyone should have been playing to win, and such deals were prohibited. I am not sure what the fallout from all this will be, but certainly something needs to be tweaked. I am happy with my final placing, joint 8th place with Hugh Angseesing. The Ahrimanes 2007 deck has stood me in good stead all year, with a 6th, 7th and 8th placing at the Swansea ECQ, Burton ECQ and the UK National Cup respectively. I now have to decide what to work on for next year. Sam *