LSJ made the best point of all in this discussion. The Tomb pays for itself immediately. There's no drawback. In one turn you get (effectively) eighttransfers and gain a pool.

Another interesting pattern I've seen in games with lots of Tombs... people frequently don't contest the Tomb, because they know it will go away in only a turn or two anyway. Then they can play their Tomb and reap the full benefits without paying the cost of contesting.

My proposal for fixing the Tomb:
Have the blood from the Tomb placed on the Tomb and not on the vampire. With this modification, you can't pull blood off the Tomb, so it can't be used as a source of income. If the Tomb gets burned then you'll lose the blood on the Tomb. Only if the blood on the Tomb + the blood on the vampire = the blood capacity of the vamp do they come into play. Also that gives other players the opportunity to burn or contest the Tomb before the player really gains any benefit from the card.

Anyway, the Corrupter mailed me my deck submission, since I took the deck apart after GenCon (I made a vow never to play the deck again!).


Meet the Inner Circle

Created by David Hyatt (d-hyatt@cs.uiuc.edu).

Environment: Take your pick
Commentary: This deck is designed to get 3 victory points. It is first and foremost a blood-gaining machine. Use the minion taps, blood dolls, and tombs to gain blood. Use the Golconda/Redeem the Lost soul combo for another big blood boost. The idea behind this deck is to oust your prey as quickly as possible. Oust others if the opportunities present themselves. Otherwise, hang out, gain pool, and wait until it comes down to you and one other person. Then cash in the Return to Innocence and take the last two victory points.

Crypt

Library

Masters

Minion


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