Tuesday, May 11, 2010

Kiasyd combat part 3 - Combat cards for Obtenebration

Since I have just seen that somebody reads my blog it gave me motivation to finish my articles about combat for Kiasyds.

Its finally time for obtenebration.
There are combat 11 cards that require obtenebration (and don't require mytherceria).

Ahriman's Demesne
Cost: 2 blood
Not usable the first round of combat. Only usable at long range.
[obt] Strike: 1R aggravated damage.
[OBT] As above, and if the opposing minion is a vampire and would go to torpor during the resolution of this strike, he or she is burned instead. This is not considered diablerie.
When I first seen this card I was very enthusiastic about it. I still consider its effects as great but I also consider it as to hard to play to be worth to play. I tried to play my !tremere deck based on second round combat and it was horrible. Kiasyds have even worse cards to try to fight in this way effectively. To land your killing blow with this card your opponent have to:
- don't end combat
- don't use string first round combat that you aren't able to survive
- don't limit your strikes or range
- don't prevent damage
- don't be immune to aggravated damage.
- don't dodge your strike
There are ways to prevent S:CE, dodge's, immortal grapple and so on but only to limit strikes, set range for second round and play Ahriman's Demense you have to pay 6 blood (2 Thoughts Betrayed + 2 Shadow Step + 2 for the card).
I find only 1 condition when it will be worth working with combat around this card - trophy deck. Kiasyd bloodline have access to 4 votes with most luck and no additional cards so it is better to be able to avoid blood hunt referendum that to try to survive it. Still I haven't seen or heard about none deck based on this and I doubt that I'll ever see it in future (at least in TWDA :P).
2/5 (good effect but to hard to play)

Arms of the Abyss
[obt] Strike: dodge.
[OBT] Strike: dodge, with an additional strike.
Arms of the Abyss is for me the base card to even think about combat deck for Kiasyd (IMHO all obtenebration based combat). It provides good amount of survivability and passes eventual dodge. Of course all provided only by superior version, inferior gives only hopes to survive one round. In contrast to Acrobatics it don't cost a single blood and in contrast to Hell-for-Leather you don't have to become an anarch. I consider it to be one of the best combat cards regardless of disciplines.
5/5

Call the Lamprey
[obt] Strike: steal 1 blood from the opposing ally. Only usable during combat with an ally.
[OBT] Strike: steal 1 blood from the opposing minion.
1 blood... its just not worth the effort to put it into deck for 1 blood. I hope that they never reprint this card.
1/5

Darkness Within
Cost: 1 blood
[obt] Put this card into play before range is determined. Once each round, during strike resolution, move 1 blood (or life) from the opposing minion to this card (even at long range). Burn this card when combat ends. This vampire gains half of the blood (rounded up) from this card when it is burned. A minion can play only one Darkness Within each combat.
[OBT] As above, with an optional maneuver.
Great, unpreventable environmental loss of blood that pays back after combat. IMHO nice card but Kiasyds have not enough multiple rounds potential to take from this card as much as is needed for this card to shine. Without better synergy I rate it as average
3/5

Entombment
Cost: 2 blood
[obt] Strike: burn the opposing ally.
[OBT] Strike: send the opposing vampire into torpor.
Great card. A bit pricey (normal damage can be changed to blood using Taste of Vitae) but its still can be only dodged and it sends to torpor. Vampire send with it looses no blood what gives both advantage or disadvantage depending how do you plan to use it later. If you are going to steal this vampire with Graverobbing, burn with Amaranth (hopefully followed by Ritual of Bitter Rose) or dealt otherwise in the current turn its great if not... You pay 2 blood (+ eventual damage taken) for loss of 2 blood and 1 action to save vampire from torpor. It doesn't sound that cool does it? Someone would say that it can be still great with Fame so there will be blood to save this vampire and put him/her there again. Its not that great. Controller of vampire in torpor have to agree to pay any of blood needed to save vampire from torpor from him/her. More experienced players tend to left such vampire in torpor if they cannot get rid of fame or let them meet final death.
I rate it 4/5

Hell-for-Leather
Requires an anarch. Only one Hell-for-Leather may be played at a given Discipline each combat.
[ani] Strike: dodge, with an additional strike.
[cel] Additional strike (that doesn't count against the limit).
[obt] Play if this anarch is ready and the opposing minion is not. The opposing minion's controller burns 2 pool.
It is better card for Kiasyd than it looks at first glance. Its not only usable at obt for most groups. In 4th group Omme and Roderick have cel and (IMHO) the only thing that makes 6th group worth any considering is Myrna with ANI mixed with Nitidas with ani. For Omme and Roderick it largely increases their maximum damage output per round and for Myrna and Nitidas it lets them use Arms of the Abyss efect without improving obt of the smaller vampire.
Most would probably now wouldn't agree with me but I rate it as 3/5 (need some setup, usable once per combat and there are other clans and bloodlines that put vampires easier into torpor)

Oubliette
Cost:1 blood
[obt] Strike: combat ends.
[OBT] As above, and the opposing minion burns one blood (or life) after combat.
I know that possibility to continue action as unblocked might be worth more than loss of 1 blood/life but out of 2 obt combat ends its my favourite. First of all without some nice effect like untap (Majesty) I don't like being the only person that pays blood in single combat. Secondly I'm mostly blocked when I bleed so I like more effect that can take place each time I play combat end than Shadow Body.
4/5 (not the best combat end that exists but still quite nice one without drawbacks and with normal cost)

Shadow Body
Cost:1 blood
[obt] Strike: combat ends.
[OBT] As above, and if this vampire was blocked while performing an action other than a political action or bleeding, the action continues as if unblocked.
Nice card its arguably better than Oubliette since it lets you continue your action as unblocked if you wasn't bleeding or playing political action.
4/5

Shadow Parasite
Cost:2 blood
[obt] Strike: 3R damage. Only usable at long range.
[OBT] Strike: 4R damage. Only usable at long range.
There is no reason to pay 2 blood for 1 damage more than Earth Swords provide.
1/5

Shadow Step
[obt] Maneuver.
[OBT] Only usable at the beginning of a round. This vampire burns 2 blood to set the range for {this} round. If he or she does so, skip the Establish Range step for this round.
Quite expensive set range (both in blood and money). It may be vital for some decks but unless you need it for some amazing strike that can be made only in one particular range its not worth using (fae contortion is better).
2/5 (in decks that rely on strong effects at single range it would be 4/5)

Shadow Strike
Cost:1 blood
[obt] Strike: strength ranged damage, with an optional maneuver.
[OBT] As above, with an optional press.
With Darkness Within it looks similar to Carrion Crows with Aid from the Bats (since most of Kiasyd have 1 base strength and limited options to improve it) but it have smaller damage output and cost 1 blood each card.
1/5 (for Lasombra I would rate it much higher)

Next time either non combat cards that are made for combat (equipment and so on) or cards that don't require disciplines. I hope that next time will be sooner :P