The deck that only works if I get out Marty Lechtansi, Mk.IV.

(Mk.I-III all failed miserably over the years).

Deck design by Peter D. Bajika (pdb6@aol.com).

I decided to post my new deck for input and ideas. It is sort of a Bruise/Bleed deck with a good amount of blood gain (needed to get out the huge vamps) and some Rush for defense and general havoc. I played it 3 times last night, the first two times I was whacked quickly by a S+B deck and then a Tap and Bleed deck (the one James Hamblin posted recently), but the third game of 4 players I swept the table, so hey, it sort of works.

It uses Potence and Fortitude for good combat abilities, damage prevention, and Dawn Opps, and uses Dominate for Govern the Unalligned, one of the most useful cards in the game (IMHO), to either bleed my prey for 3 or take a +1 stealth action to gain 3 pool. The dream manuver this deck has (as a threat if nothing else) is some cool vamp going to Govern the Unaligned of my prey thru the Storm Sewers who gets blocked during the Dawn Operation, Immortally Grapples them (as range is automatically close), hits them for 5 or so aggro hand damage, and prevents all of their damage. It won't happen often, but hey, I can dream (it worked once last night...).

(our group uses SPTR rules, 90 card maximum deck size and a few cards fixed, like TB and WWEF)

Crypt

(12 vamps, avg 6.75, worst 36) (Plus, the crypt has all cool purple border clans. Its fabulous.)

Library

Masters

Minion

Keep in mind that we have a very combat heavy play environment, so all the Fortitude is almost never wasted.

Any ideas?


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