Inferior celerity sucks
On the other hand I don't see a need to make it any stronger. It fine as it is.
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Ah, managed to find the decklist (I think the only change I did was to remove copies of Parmenides and replaced his with some other cheap Celerity vamps and Codex of Edenic used to be Camera Phone In Robert's deck.
CRYPT (12)
1 Antoinette DuChamp (1, Cait)
1 Carter (2, !Tor)
1 Itzahk Levine (3, Vent)
1 Jesus Alcala (2, !Gan)
2 Jimmy Dunn (4, Pand)
1 Kaniya Akhtar (2, Assa)
2 Sarah Brando (3, !Bru)
1 Scarlet Carson O'Toole (4, !Gan)
1 Victore Tolliver (4, !Bru)
1 Yvette, The Hopeless (3, Tor)
ACT (11)
11 Bum's Rush
COMBAT (65)
1 Fast Hands
4 Flash
4 Glancing Blow
12 Psyche
4 Pulled Fangs
9 Pursuit
6 Side Strike
7 Sideslip
8 Taste of Vitae
10 Weighted Walking Stick
EQUIP (1)
1 Codex of Edenic Groundkeepers
EVENT (1)
1 Dragonbound
MASTER (12)
3 Celerity
1 Elder Library
2 Fame
2 Frontal Assault
1 Storage Annex
3 Tribute to the Master
NC, Finland
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Lönkka wrote: CRYPT (12)
1 Antoinette DuChamp (1, Cait)
1 Carter (2, !Tor)
1 Itzahk Levine (3, Vent)
1 Jesus Alcala (2, !Gan)
2 Jimmy Dunn (4, Pand)
1 Kaniya Akhtar (2, Assa)
2 Sarah Brando (3, !Bru)
1 Scarlet Carson O'Toole (4, !Gan)
1 Victore Tolliver (4, !Bru)
1 Yvette, The Hopeless (3, Tor)
ACT (11)
11 Bum's Rush
COMBAT (65)
1 Fast Hands
4 Flash
4 Glancing Blow
12 Psyche
4 Pulled Fangs
9 Pursuit
6 Side Strike
7 Sideslip
8 Taste of Vitae
10 Weighted Walking Stick
EQUIP (1)
1 Codex of Edenic Groundkeepers
EVENT (1)
1 Dragonbound
MASTER (12)
3 Celerity
1 Elder Library
2 Fame
2 Frontal Assault
1 Storage Annex
3 Tribute to the Master
Hmm... As a
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Perhaps something like:
Lightning strikes:
art: Vampire in mid air throwing daggers in rapid succession.
cost: 1 blood
cel: Strike: dodge with 2 additional strikes, each for 1R (no other strikes can be played)
CEL: as above, but with 3 additional strikes.
Nice in combination with 'Dam the Heart's River' and is not really more powerful than gun+celerity (right?). or:
Like water
art: Vamp dodging like bruce lee, only receiving glancing hits (bullets, punches)
cel: Opponent's strikes this round only deal half damage (rounded down, but never less than 1)
CEL: As above and prevent 1 damage.
And something thats really missing in a discipline that makes vampires incredibly fast.
Run forest, run!
cel: combat ends if range is set to long. (NOT A STRIKE!!!)
CEL: As above and this vampire untaps.
Celerity can be made cooler, but need to think outside of the box to make celerity more interesting beyond plain gun boostage imo... Gun decks don't really need boostage.
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