{% extends "archetypes/_layout.html" %} {% import "archetypes/_layout-erratum.html" as erratum with context %} {% import "archetypes/neonate/ventrue-grinder.json" as deck_json %} {% block meta %} {% endblock %} {% block archetype_name %}
This is a toolbox deck using Ventrue {{ ventrue }} Princes.
The idea is to use the Camarilla royalty access to {{ second_tradition_domain }} for decent block capability, while using {{ DOM }} for its usual bleed & bounce package. The combat module relies on {{ FOR }} for prevention, with {{ weighted_walking_stick }} for additional damages.
The plan is, as usual, to get the highest capacity vampire out first to be able to play {{ govern_the_unaligned }} at superior {{ DOM }} to get more vampires out cheap and fast. Once enough of them are out, the plan is to use {{ govern_the_unaligned }} at inferior {{ dom }} to bleed, combined with a few cards to lock minions ({{ anarch_troublemaker }}) and prevent or deny block attempts ({{ pentex_subervsion }}, {{ force_of_personality }}, {{ seduction }}, {{ daring_the_dawn }}).
On the defence side, the deck has a few votes to slow down or mitigate other vote decks, coupled with {{ deflection }} against bleeds and, of course, a good number of {{ second_tradition_domain }} to block problematic actions. When combat happens, the deck is expected to hold steady with prevention like {{ hidden_strength }}, {{ lodin }}'s ability and other {{ FOR }} cards, while taking a bit of blood out of the opposing minions with {{ weighted_walking_stick }}.
As suggested by the deck name, the point is to {{ grind }} the opponents blood and pool through bleed, vote and combat, trying to secure a definitive edge in blood and pool while the game unfolds. Ideally, the deck should survive until it finds itself down to a three players game with exhausted opponents struggling for blood.
You might want to check the {{ main_article }} for additional ideas and tips.
If you got access to legacy cards, replacing a couple of {{ deflection }} with {{ redirection }} to be able to handle the cancellation of the first ({{ direct_intervention }} or {{ touch_of_clarity }}, for example) is a great idea. {{ island_of_yiaros }} is also a great inclusion in this deck, if you can find one or get one in a tournament (it's part of the {{ promo_pack_3 }} bundle). Finally, {{ retribution }} would also be a great inclusion.
There are a number of minute adjustments one can make to this deck depending on the {{ meta }}. {{ heart_of_nizchetus }} is a very good fit in such a toolbox, {{ papillon }} and {{ the_rack }} can be considered depending on how much you think they could help (contest and theft might be an issue with those). One or two {{ direct_intervention }} can prove useful, {{ scourge_of_the_enochians }} is a very common anti-swarm counter in this deck, and {{ dominate_kine }} is often seen, as a way to destroy a problematic hunting ground in the late game. {{ giants_blood }} is a very common inclusion, but it is so much played these days that it might be a dead card more often than not. {{ ventrue_headquarters }} is a good defensive card if you expect vote decks. All in all, you should definitely adjust the decklist to your expectations: the version presented here includes is fit for an environment with a good number of allies, with {{ entrancement }} and {{ force_of_personality }}. In all cases, take care to keep the deck balanced when you do these substitutions and try to stay around the 80 cards count.
Although the deck relies on {{ second_tradition_domain }} instead of {{ AUS }} it is, in a sense, very close to the {{ anti_ventrue_grinder }} archetype.
{{ v5_ventrue }}, {{ v5_toreador }} and {{ keepers_of_tradition_2 }}, plus {{ den_of_fiends }}, {{ libertine_ball }}, {{ pact_with_nephandi }} and {{ fb_nosferatu }}. A few additional cards can be traded or found in other bundles like {{ anniversary }}, {{ parliament_of_shadows }} and {{ v5_nosferatu }}.
{% endtrans %} {% endblock %}