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Inspiring Innocents
Matt Morgan

Friday Night Constructed
New York, New York
May 25, 2007
17 players
2R + F

Deck Name: Inspiring Innocents
Created by: Matt Morgan
Description: Get out a ton of Imbued and Strike with Conviction until 
everyone is ousted.  This deck is a real killer and surprisingly resilient 
as well.  I can't recall ever having been ousted while playing it, 
although sometimes the table falls in unfortunate ways (see game 1 above). 
Now that I've won a tournament with a basic Imbued deck like this, it's 
only weird tricks and hybrid decks from here on out.  I promise!

Crypt [12 imbued, average capacity: 4.09]
1x Earl "Shaka74" Deams                  jud mar vis 6 Imbued:4
1x Jennie "Cassie247" Orne           inn jud     vis 5 Imbued:4
2x Travis "Traveler72" Miller    def         mar     5 Imbued:4
1x Erick "Shophet125" Franco         inn jud         4 Imbued:4
1x Leaf "Potter116" Pankowski        inn         vis 4 Imbued:4
1x Maman Boumba                      inn     mar     4 Imbued:4
1x Paul "Sixofswords29" Morenton def             vis 4 Imbued:4
1x Xian "DziDzat155" Quan        def inn             4 Imbued:4
1x Beatrice "Oracle171" Tremblay     inn             3 Imbued:4
1x Inez "Nurse216" Villagrande       inn             3 Imbued:4
1x Liz "Ticket312" Thornton          inn             2 Imbued:4

/* You might think I'd want more copies of Travis or Jennie here
    but in some games, I really come close to emptying my crypt.
    I've just found it useful to be able to get out as many as
    11 Imbued. */

Library [75 cards]
Master [24]
1x Anarch Troublemaker
4x Angel of Berlin
1x Barrens, The
2x Brothers Grimm
1x Church of Vindicated Faith
1x Direct Intervention
1x Fortschritt Library
1x Information Highway
5x Memories of Mortality
1x Parthenon, The
1x Rose Foundation, The
4x Sudden Reversal
1x Unity

/* I never really use Unity, but it seems like it should be here.
    Brothers Grimm is very key.  Nobody ever tries to take it.  It's just
    free pool!  There are really a lot of masters here and I usually am
    holding way more than I can expect to play.  That's fine.  Imbued decks
    do not need to cycle cards the way vampire decks do thanks to the way
    Convictions work.  Transients really aren't needed.  It is also
    interesting to mention that I don't think I played a single Angel of
    Berlin this tournament.  There was once or twice I might have, but it
    was more important to Sudden something earlier in the turn. */

Action [2]
2x Bond

/* Totally useless.  I don't think I've ever played Bond.  If I were to
    keep playing this deck, I'd drop these in an instant. */

Ally [2]
1x Carlton Van Wyk (Hunter)
1x Vagabond Mystic

Conviction [21]
7x React with Conviction
7x Second Sight
7x Strike with Conviction

/* You really can't have too many Convictions.  Considering how many
    minions I tend to get out, this is a little light.  But just having 8
    or 9 minions usually makes you win anyway, so there's not any real need
    to add more.  I always go for React first since the worst thing someone
    can do is steal my minion and use it against me. */

Event [4]
1x Anthelios, The Red Star
1x Edge Explosion
1x Thirst
1x Unmasking, The

/* I am notoriously lucky in drawing The Unmasking early.  In fact, I
    think I played it on the first or second turn (once thanks to
    Fortschritt) in each round this tournament.  Thirst is just there as an
    enabler, but sometimes it helps to hurt other vampire decks.  I'm not
    that interested in playing a bunch of events that would hurt people
    cross-table.  This deck isn't intended to make any extra enemies until
    the endgame. */

Power [18]
2x Champion
5x Donate
1x Hide
4x Inspire
1x Project
4x Rejuvenate
1x Vigilance

/* The most important rule for Champion is to never use it.  As soon as
    you have Champion out, your predator makes it a top priority to get it
    tapped or to burn/steal that minion.  As long as that guy is just
    sitting there untapped with his Champion, your predator will dispair.
    Inspire is a very nice power because the individual effect is too small
    to get that worked up over, but when used repeatedly by multiple
    minions, it is devestating.  Donate is very nice because people forget
    about it.  I think I've mostly just used it for extra bleed, but
    could easily imagine wanting it for the other uses.  I'm also a big fan
    of Rejuvenate.  It's really the only thing that makes Beatrice
    playable.  On the other hand, I've found very little use for Hide or
    Project.  Most of the time, I just don't want to spend the extra
    convictions and gaining a little extra stealth or protection for one
    minion doesn't really contribute to the swarming strategy. */

Reaction [4]
4x Determine

/* I really haven't gotten much use out of these.  I know some players
    swear by them, but I don't like bouncing bleeds to the wrong place and
    actions I have to stop are usually better handled by blocking or Direct
    Intervention. */





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