Diana Vote (Girl Walks into PoG)
Coming late to the party, I felt like I wanted a Diana deck. I am not sure if it is a good idea now, when people are trying out new Sabbat politics decks everywhere, and there are tons of votes on tables because everyone is a Baron, but still. Toreador voting decks are a classic; they have good offense through Camarilla politics, good crypt that, in modern times, gives them multi-act capability, and efficient defense against many types of offense, plus bloat.
Not being a great deck builder, I usually scour TWDA for inspiration. I skipped entries using the Toreador Grand Ball,
which I am not a big fan of. I find it hard to play well because it adds a game sub-objective to efficiently maintain
the TGB in play, which is not a problem in some games but is hard in others.
I liked the tap-and-bleed offensive element in the Girl walks into PoG deck by Ben Szymkow, who won the 2025
Oceania Continental Championship with it and decided to steal get inspired by it.
Decklist
Deck Name: Girl walks into PoG
Author: Ben Szymkow / Petr Muller (modded)
Crypt (12 cards, min=25 max=36 avg=7.67)
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4x Diana Iadanza 9 AUS CEL FOR PRE justicar Toreador:7
3x Catalina Vega 8 AUS CEL PRE for prince Toreador:6
2x Flávio Gonçalves 7 CEL PRE aus for prince Toreador:6
2x Mkhokheli 6 PRE aus cel for prince Toreador:6
1x Maila 6 AUS PRE cel primogen Toreador:6
Library (90 cards)
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Master (16)
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1x Anarch Troublemaker
2x Art Museum
1x Camarilla Conclave
1x Creepshow Casino
1x Direct Intervention
1x Dreams of the Sphinx
1x Fortitude
5x Grooming the Protégé
1x Monastery of Shadows
2x Visit from the Capuchin
Action (9)
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7x Enchant Kindred
2x Entrancement
Political Action (17)
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1x Anarchist Uprising
2x Ancilla Empowerment
2x Banishment
3x Camarilla's Iron Fist
1x Disputed Territory
1x First Tradition: The Masquerade
1x Kine Resources Contested
6x Parity Shift
Action Modifier (30)
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2x Aire of Elation
6x Forced March
3x Freak Drive
5x Loup
4x Perfect Paragon
3x Under the Skin
7x Voter Captivation
Action Modifier/Combat (4)
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4x Resist Earth's Grasp
Action Modifier/Reaction (4)
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4x Scalpel Tongue
Reaction (4)
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2x Second Tradition: Domain
2x Telepathic Misdirection
Combat (6)
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2x Charismatic Aura
4x Majesty
I only modified the original deck very lightly, adding Disputed Territory instead of Expulsion and Kine Resources Contested
instead of Neonate Breach. I am somewhat skeptical about the ratio of Parity Shift against Camarilla Iron Fist
because I dislike how hard it sometimes is to oust. The amount of bleed bounces and S:CE also seems low, but I did not
want to modify the deck too heavily before getting some games with it.
Ousting
The combination of Grooming the Protege, Enchant Kindred, and bloat from politics should allow us to have three
vampires out consistently. Each has the ability to play politics, pass the vote with negotiation or forced abstentions,
and sometimes tap a blocker in the process. Most vampires can then unlock and bleed afterward. The deck has a wide
range of stealth increase effects, but many are situational, so proper sequencing is essential. Diana should call
important politics because of her ability. It is harder to oust with Parity Shift than with Camarilla's Iron Fist
or KRC, so it should primarily be used to reduce the pool, setting up an oust with another vote or bleed. Per-minion
damage votes can be set up to collapse tables.
It is not realistic to expect having a vote lock with three minions on most tables nowadays, so pushes through effects
like Perfect Paragon, Camarilla Conclave, or forced abstentions may help, but negotiation is often preferable to
save the unconditional resources. Sometimes a pesky voter may be removed through Banishment, which is most effective
against prey’s barons low on blood.
Survivability
Under most circumstances, the deck should bloat pool rather well through Enchant Kindred, Voter Captivation, and
Parity Shift, and also save pool to influence vampires via Grooming the Protege. Predators will expect bounces, and
sometimes I will indulge them, although I am generally nervous about their low amount and the lack of wakes because I
think, at most times, my vampires will be tapped doing actions. Problematic actions can be blocked with the Second Tradition,
but given the low amount, I would not rely on it too much.
Likes
It obviously thrives on tables where it can achieve a vote lock on its own, but that is rare nowadays. But the common
state where people randomly have titled vampires is not the end of the world. Many votes can be negotiated with
someone, either by offering some direct benefit from the vote (like pool gain from Parity Shift when its primary
purpose is the damage done) or trading for another favor in the game.
Risks
The main threat is another dedicated political deck at the table, especially when that deck is running more or stronger titles (two Inner Circles beat a Justicar with a pair of Princes support). This situation can still be carefully navigated through forced abstentions, but they are a precious resource in such cases. Very often, there will be a kingmaking third player with a voter or two who may help either side. They usually do so and benefit from that; the situation where two players ally and hold a lock together must be avoided at all costs.
Combat
Combat-wise, some S:CE should help occasionally, but not against a dedicated rushing deck. Majesty should be used with
awareness of its necessity for combat defense. Without a threat, they can be used as another multi-act enabler or to
enable a single minion to block two actions, but at other times, it is essential to save them to survive combats. As
a secondary combat defense, Charismatic Aura can protect against Immortal Grapple. Flávio Gonçalves has
a built-in dodge, which can be surprisingly effective against some combats, and the maneuver from Resist Earth's Grasp
may protect a vampire from a close-range combat, if needed. It may be helpful to keep vampires with enough blood to
survive combat. It is not hard to replenish blood with a Voter Captivation.
Backbone Cards
Diana Iadanzais basically a star vampire of the deck, providing three votes and the ability to force an essential vote through aDelaying TacticsorPoison Pill. She has FOR so she can useForced Marchfor stealth increase. The built-in bleed bonus is not too shabby either.Enchant Kindredprovides early acceleration and pool gain because the crypt forms a rather nice capacity chain. They can be used offensively later.Camarilla's Iron Fist/Parity Shiftare the primary pool damage delivery mechanisms with broad negotiation options. They need a bit of game bookkeeping;Parity Shiftmay be hard to oust with and requires careful pool management, whileCamarilla's Iron Fistis useless in the final duel.Forced Marchprovides the crucial ability to multi-act, giving the deck the budget to four or five actions per turn, which matters a lot because most actions have a high impact.Under the Skin/Scalpel Tonguenot only provides high swings in voting power but can also lock a blocker (Under the Skindoes not require them to even participate in voting)
Early Game
The early game is dedicated to building resources through the likes of Grooming the Protege or Enchant Kindred, and
only opportunistically getting through a bleed or a vote if the situation allows. Building up should always have
priority, and wasting resources on an early damage vote that would need to be pushed through with modifiers is rarely
worth it. I do not want to give my prey any reason not to overextend and dedicate their resources to defense. Let them
spend the pool themselves; every pool they pay for does not need to be forcibly removed. At the same time, I want to
manage my predator so that I do not need to engage in an offensive race. Aggressive decks may be slowed down with a
Banishment or even by removing enough of their pool so they cannot afford a third or fourth minion.
Late Game
Sometimes the table can be bulldozed by sheer power, but that usually results from being lucky with seating or opponents
without counterplay against voting decks. The politics offer a lot of control over the table, so it is essential to
avoid missing opportunities to win the game by helping someone get a VP or two (usually they would otherwise gain none
and be screwed). I need to be aware of how many copies of Parity Shift and Camarilla's Iron Fist I have played,
because the former is tricky to play from being forward, and the latter is outright unplayable in final duels.
Experience and Ideas
Anarch Troublemaker,Dreams of the Sphinx, andDirect Interventionseem auto-included. They are not highly synergistic with what the deck is doing, beyond simply being good cards. I can see them traded for something that supports the decks more strongly.Fortitudeseems a bit cute; it will either enable a superiorForced MarchorFreak Drivefor the Princes, or an inferior one forMaila. This may have value, but I wonder if it is worth a master slot.Annabelle Triabellhas a powerful special and even inferior fortitude, but for that capacity, I would need her to be a Prince or have a bleed bonus.- I am generally pessimistic about the low number of bleed bounces and zero wakes, and I do not see a high value for two
copies of
Second Tradition. I am tempted to use a much more traditional reaction module: more bounces and wakes, maybeEyes of Argus, but I am not sure what to cut. Unholy Penancecould be a good S:CE alternative that supports the bleed theme.Heart of the Citycould be a nice support for the bleed theme, as the action cost is mitigated by multi-act andVoter Captivationmitigates the blood cost. It is a bit clunky withDianaandCatalina, who both already have a bonus, making them permanently vulnerable toArchon Investigation.