Gangrel versus Strike: Combat Ends. What can be done?

written by Wyatt Cheng (wyattc@sfu.ca).
I have to say that I think the Gangrel's CAN deal with S:CE. There are a few things I want to say.
  1. The argument that you have to use 2-3 cards just to negate one of their cards is _not_ a valid one. You can use the tactics I will mention below (which are mostly 1 card for 1 card) and also, when you finally do get past a S:CE, since you're Gangrel, you better be torporizing that vampire! The strategy is not to get into combat to try and hit the opposing vamp once when finally they don't have a S:CE. It's to hit them HARD when they don't have a S:CE. Use Owl Companion to see when your moment to strike is and Vial of Garou blood to possibly even burn the opponent.

    I'm not sure if I explained that very well, if anybody doesn't understand I'll try again. But basicly, compare it to playing Roulette and you're better on 4 numbers. You'll only win 1 in 10 times but when you do win, you win BIG. So it's okay if they use lots of Majesties, the time that they don't, you punish them. The trick is to make the payoff large enough (larger than in Roulette)

  2. Use intercept. Raven Spies are good for this. Load your deck with Raven spies and Cat's guidences. When your opponent majesties, you can cat's guidance and block their next action. The Raven spies provide the permanent intercpet that you need to block each action they try.

  3. Use Haven Uncovered's. Attack with 3-4 Gangrel. The obvious counterargument is that you're tapping 3-4 Gangrel just to kill one Vamp. But remember, you're torporizing or burning this vamp, you're using up 3-4 Majesties (if anybody actually HAS that many in their hand, which never happens under DC rules) which makes it way cooler for the next turn.

Summary: Use Owl Companions, Raven Spies, Cat's guidances. My Gangrel deck also throws in a healthy dosage of Wake's and Rat's Warnings.