FOLLOWERS OF SET NEWSLETTER
Volume 3, Issue 6
June 2003
Author: Andrew 'Wes' Weston
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TABLE OF CONTENTS
Introduction
Fiction
Deck Construction - How to sow the seeds of Anarchy
Card Analysis - Kahina the Sorceress
Contest
Sign Off
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INTRODUCTION
Welcome to the June installment of the Followers of Set newsletter.
If you are not a worshipper of our Dark Lord, then please stop
reading. These newsletters are not for infidels. If however you
are interested in attending one of our services, we have open houses
at the Temple every Saturday (noon for mortals, midnight for
immortals). No children under the age of twelve please.
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FICTION
Nobody ever reads this part of the newsletter anyway so I will do
you all a favour and forego any pitiful attempts at fiction this
time around.
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DECK CONSTRUCTION -- How to sow the seeds of Anarchy
It may still be too early to ask this question but here goes:
What is the appropriate ratio of the various "Anarch-making" cards
for an Anarch-focused deck? Or more to the point, which cards (if
any) should you use to make your vampires "go Anarch".
Let's have a look at each card and how it looks.
Galaric's Legacy -- PROS -- Easy master to cycle
-- No action needed
-- No pool/blood investment
--Common
CONS -- Vulnerable to Suddens (who would waste
one though?)
-- Opportunity cost (takes up
space, when will you draw it, etc)
Seattle Committee -- PROS -- One card suits all
-- No action needed
-- No pool/blood investment
-- Can be used for multiple vampires
CONS -- Rare
-- Unique and therefore contestable
-- Vulnerable to Suddens (more likely
than GL)
-- Some opportunity cost (though
not as much as the other cards)
-- Seattle gets a lot of rain
I've heard
Go Anarch! -- PROS -- Action is negligible since you instantly untap
-- Common
-- Leaves more space for master cards
CONS -- Blockable (and +1 intercept is more common
than it used to be)
-- Opportunity cost
Inherent action -- PROS -- Not a card! :)
-- No opportunity cost
-- Even if blocked you can try it
again next turn
CONS -- Costs two/one blood
-- Blockable
I am one of those deck designers that can never have enough space
in my deck. If I could build a 200 card deck, I probably would.
While I understand the arguments for smaller deck sizes, I
still find it very difficult to pare any cards from my deck.
Since the inherent action does not actually require a card, this
gives several enormous benefits. Not having to use a card slot means
you can make room for other cards, ie the meat of your deck.
Obviously, there is little point to making an Anarch deck that *just*
makes vampires into Anarchs, you will need to have some kind of
"payload" or motif for the deck.
For me, or rather for my particular design style, the inherent
action seems the best way to go in most situations. This allows me
to make room for other cards. I would not want to waste 1/3 of
my deck with cards that make my vampires into Anarchs if it meant
that that 1/3 would not be used ousting my prey. If it made the
other 2/3 of my deck more effective as a result then my tune
would change, but on that point the jury is still out (as far as I am
concerned).
But that's best left for another article. This particular discussion
cares not *why* you want Anarch vampires, only that you do.
The capacity of the vampires in your deck may play a small factor
in the design of the deck. With larger vampires, you are taking fewer
actions and therefore may want to conserve some of those actions by
avoiding the inherent action. Or you may feel that a larger vampire
can more easily afford the two/one blood cost of "going cardless
anarch" perhaps complemented with some Freak Drives for more
efficiency in general. Go Anarch also allows you to take extra actions
immediately but it takes up room in your deck.
Next to the inherent cardless action, my preference would be
Seattle Committee. It only takes a few slots of your deck and does not
require any actions to make a vampire an Anarch. You can use the card
multiple times to make multiple Anarchs, albeit once per turn. Keep
in mind that if someone else at the table has the same thing in mind,
one or both of you is going to suffer. But I suspect that playing
Seattle Committee will be safe once the idea of playing Anarchs loses
its "newness". Less people will play Anarchs, and as a result less
people will play the cards you are afraid of contesting. Several
copies may be require though because you are unlikely to draw the
Seattle Committee in your first hand. You will either need to wait
until you draw it or include enough copies that this is not a problem.
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CARD ANALYSIS -- Kahina the Sorceress
Kahina the Sorceresss: 9/9
Follower of Set: AUS DOM OBF SER nec pre
Independent
Kahina has 1 vote. She can call a referendum to inflict 1 damage
on each minion who has one of your corruption counters as a +1 stealth
political action.
Kahina is the latest member of our little family, and despite her
rather silly name, she promises to be an interesting addition indeed.
As a nine capacity vampire, it will generally take at least three
turns to get her to your controlled region which is always a bit of
a problem. If you plan to bring her out, be wary of what kind of
deck you are sitting behind. If your predator is a weenie bleed deck,
you're going to be in a world of hurt before she comes out. Then again,
this is generally true of all decks that have the misfortune of sitting
in front of a weenie bleed deck.
Nevertheless, Kahina provides some advantages that most Setite decks
will not have access to, namely superior Dominate. Dominate is
historically the most powerful discipline in the game, providing bleed
modifiers, bleed defense, ally stealing, vote defense, pool management
and more. It is unusual to see a finals table at a tournament that
does not feature at least one deck that concentrates on Dominate. In
fact, it is not unusual to see a finals table where *all* decks
have some amount of Dominate.
So how can Dominate help us Setites? Along with the standard uses for
Dominate listed above, I think Obedience should be mentioned. Although
some Setites are powerful warriors (indeed, our father Sutekh himself
was known as a strong hunter and warrior) this is not very well
represented in the card game. Mostly our combat will consist of "I'm
gonna get the
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