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!).
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.