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I. Introduction
Anarchs. The word incites groans from collectors and scoffs from
players. Despite a few cards that most will agree are generally
useful (Aranthebes, some of the Holds, some of the equipment), many
people rank this expansion dead last in value. Unlike Bloodlines,
which seemed to challenge skilled players to find uses for its strange
combinations of powers and new rules, the Anarchs as a sub-sect and as
an expansion have largely been written off by the V:EKN community. In
an effort to foster a dialogue on the strategic possibilities of the
Anarchs, I am taking the topic on in Newsletter format. I know there
are a lot of people out there who feel that "Anarchs suck", so I ask
you to read and respond thoughtfully, but please do not use this forum
as a place to whine and complain about the Anarchs as a sect or as a
card set. Thank you.
Diversion
Combat (3-way)
Requires a ready anarch
cel: gain one additional strike
for: prevent up to 2 damage
tha: Strike: ranged. Steal 1 blood with an optional maneuver.
Widely regarded as the most useful of the 3-way cards, most people
nevertheless do not use this card to its full potential. Many people
see that each of these abilities is quite powerful for only requiring
the basic level of the discipline. Some people who have tried using
Anarchs will therefore include it when it matches up with something in
their discipline spread. Daughters of Cacophony who become Barons,
for instance, are often seen preventing damage with a few of these.
However, the great utility of any 3-way only becomes apparent in the
blend of disciplines across your crypt, and so this month's deck
attempts to show how one can use 3-ways, particularly Diversion, to
substantial effect. I have surprised many people with the Thaumaturgy
aspect of Diversion, particularly when it's performed by Marlene or
Vincent Day.
Actions (12)
4x Border Skirmish
4x Govern the Unaligned
2x Scouting Mission
2x Smash and Grab
Combat (22)
Amaranth
15x Diversion
4x Improvised Tactics
2x Pulled Fangs
Reactions (16)
6x Deflection
4x The Mole
2x My Enemy's Enemy
4x Wake With Evening's Freshness
Comments:
Some crypt changes may be made to suit personal taste, but note that
with the 3-ways, you shouldn't be concerned about getting out any one
particular vampire. You might, for instance, double-up on Ian rather
than tossing in Hrothulf. I just think Hrothulf's ability has the
potential to help out in certain situations. He's definitely not an
"always-influence" like Marlene and Vincent are, but every once in a
while he can be handy. Also, this crypt was designed before Black
Hand, which may change things. (Charice may replace Vanessa, for
instance.) One major caution I have is that, as tempting as it is, do
NOT bring out Ian first unless you have a Seattle Committee or
Galaric's in your hand. Most everyone knows to block Ian Forestal
trying to go Anarch, and he really can't be effective until he is (but
when he is, he can be devastating). The Regarhagan's Holds are in
there of course to deal with bouncy preys. Try not to use Bonding or
Daring the Dawn unless essential, or if you have determined that your
prey cannot bounce. The Governs and Scouting Missions are mostly for
bringing out more friends, not for bleeding, so having one of the
higher caps with DOM is somewhat important. The deck's primary
weakness is being preyed upon by vote decks, but those will usually
need one or two turns to get going, and by then you should be in a
pretty good position to go forward a lot faster than a vote deck can.
V. Closing
Hopefully this has been somewhat helpful, and hopefully I can slowly
begin to break Anarchism out of its current corner-case status and
inspire some new ideas for the sect. Next month I will take a look
at the only two vampires who are inherently Anarch � Merged Jeremy
MacNeil and now Merged Dominique, and I'll talk about the most
powerful card in the Anarchs' arsenal: Firebrand.
Eric Simon
Prince of Chicago