file Ishtarri gunners

29 Sep 2011 23:00 - 29 Sep 2011 23:09 #11166 by miketheknife
Description:

Bruise & Bleed deck.
Balanced rush. Mostly backwards to keep myself alive, then some rush forward to clean the way for some mid to low bleeds (1 to 3).

Normally i get 3 vamps ready, sometimes a 4th.

The metagame is heavy combat and control. Lots of votes every game and prevention.

It usually works fairly good. It's main problem is the lack of defense against powerbleed. Ilombas get the job done when it comes to overide prevention.

I know that i need a couple of Glutton and an Archon Investigation, but i believe that you guys can give me some directions ;)


Deck Name : Ishtarri gunners
Author : Miketheknife
Description :
An Ishtarri B&B deck


Crypt [12 vampires] Capacity min: 5 max: 10 average: 8.25
3x Ayo Igoli (10) :AUS: :CEL: :FOR: :PRE: :obf: :tha: Ishtarri (group 4)
3x Undele (9) :CEL: :FOR: :obf: :pre: :ser: magaji Ishtarri (group 5)
2x Jibade el-Bahrawi (9) :CEL: :DEM: :FOR: :PRE: :aus: Ishtarri (group 4)
2x Ubende (7) :CEL: :PRE: :for: :obf: :qui: magaji Ishtarri (group 4)
2x Elizabeth Conde (5) :CEL: :FOR: :pre: Ishtarri (group 4)


Library [90 cards]

Action [8]
2x Bum's Rush
3x Despiral
2x Fleetness
1x Harass

Action Modifier [7]
4x Forced March
3x Freak Drive

Action Modifier/Combat [2]
2x Resist Earth's Grasp

Action Modifier/Reaction [1]
1x Ishtarri Kholo

Ally [2]
2x Procurer

Combat [37]
6x Blur
5x Concealed Weapon
4x Flash
2x Majesty
7x Psyche!
3x Pursuit
3x Rolling with the Punches
2x Skin of Steel
5x Taste of Vitae

Equipment [6]
6x .44 Magnum

Master [19]
3x Aye
1x Dummy Corporation
2x Haven Uncovered
2x Ishtarri Warlord
2x Mbare Market, Harare
2x Perfectionist
1x Port Hunting Ground
1x Powerbase: Luanda
3x Vessel
2x Villein

Reaction [6]
4x Familial Bond
2x On the Qui Vive

Retainer [2]
2x Ilomba


Crafted with : Anarch Revolt Deck Builder. [Thu Sep 29 21:58:17 2011]
Last edit: 29 Sep 2011 23:09 by miketheknife.

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03 Oct 2011 05:38 #11351 by Exposer
Replied by Exposer on topic Re: Ishtarri gunners
For defence you may use:

No Secrets from the Magaji
Mr Wintrop/Shaman
Intercept locations
Lost in Translation

NC Belarus

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03 Oct 2011 06:16 #11353 by Mephistopheles
Replied by Mephistopheles on topic Re: Ishtarri gunners
I think that in a 90 card deck the minimum amount of .44 magnum/concealed you should play is 8/8. Even with Dreams of the Sphinxes in my decks I find it sometimes hard to get one in time.

Also 5 Rush actions only? Can't imagine that to be enough.

NC for Hungary

hunfragment.blogspot.com

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03 Oct 2011 10:23 #11376 by miketheknife
Replied by miketheknife on topic Re: Ishtarri gunners

For defence you may use:

No Secrets from the Magaji
Mr Wintrop/Shaman
Intercept locations
Lost in Translation


Good ideas. I`ll add 2x no secrets, 1x Mr. Wintrop and 1x Shaman instead of the familial bond. I was a little resistant to the idea of adding more actions because already moves a lot, but the lack of defense was its weak point.

Lost in traslation does not work in my metagame, too much big caps. I'm gonna evaluate the intercept location after i got to test the first changes.

I think that in a 90 card deck the minimum amount of .44 magnum/concealed you should play is 8/8. Even with Dreams of the Sphinxes in my decks I find it sometimes hard to get one in time.

Also 5 Rush actions only? Can't imagine that to be enough.


True, i have problems finding my guns, but i think 8 is too many. I'll give a try with a 7th (and an aditional concealed). The rush usually works fine, thanks to PB: Luanda and Haven Uncovered, but i'll try to squeeze an aditional fleetness.

I really appreciate your comments, but now i have another question: what do i get rid of (considering the changes that i will make)?

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03 Oct 2011 11:25 - 03 Oct 2011 11:26 #11380 by Mephistopheles
Replied by Mephistopheles on topic Re: Ishtarri gunners


I really appreciate your comments, but now i have another question: what do i get rid of (considering the changes that i will make)?


Lol, that is alway my fav. question.

I honestly think that you don't need those Procurers. So there you have space for +1 magnum, +1 concealed.
6 Blur might be overkill, so I'd say -1 Blur +1 Fleetness and we have covered the spave for the cards I suggested.

NC for Hungary

hunfragment.blogspot.com
Last edit: 03 Oct 2011 11:26 by Mephistopheles.

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03 Oct 2011 11:46 #11382 by Izaak
Replied by Izaak on topic Re: Ishtarri gunners

I really appreciate your comments, but now i have another question: what do i get rid of (considering the changes that i will make)?


Oh that's pretty easy; hear me out.

The deck looks extremely unfocused to me. First and foremost there seems to be an overkill in combat defense. Majesties and prevention don't go too well with guns. You're the dangerous guy, not the other dude. Generally speaking, a gun combat module consists of Concealed Weapons, a LOT Phsyche and some Taste of Vitae. Some Blurs/Side Strike can be mixed in to add some flavor (as well as enable bigger Tastes) and reduce your predictability but that's it. Sideslip is a pretty good card for this kind of decks as it can prevent aggropoke, cancel out Target Vitals-enhanced pokes for 1 and doubles up as a dodge if you really need it.

Combat Section
Remove everything that's not Psyche, Taste of Vitae or a Concealed Weapon. Add Concealed Weapons and "flavor" combat (Flash, Blur, Sideslip) to add up to 30-32 cards.

Net gain: +3 cardslots.

Secondly, the decks seems to be cluttered with random cards that seem to serve no real purpose other than being cards Ishtarri can play. Specifically: Procurer, Aye, Familial Bond, Ilomba and Ishtarri Kholo have no place in this deck. I also think Despiral is not worth it in this deck as you lack actions/untap to add the counters, making it strictly inferior to just +bleed actions. They should be Entrancemnet and/or Legal Manipulations.

Operation cleanup:
Remove 2x Procurer, 3x Despiral, 2x Ilomba, 4x Familial Bond, 1x Ishtarri Kholo. Add 5x Legal Manipulations and/or Entrancement and 2 more wakes. Also add 2 rushes.

Net gain: +3 cardslots.

The Master section needs cleanup too. There's really zero need for 2 Mbaare Markets. Glutton is a painfully obvious addition that's missing as well. I don't think Dummy Corporation is worth it either. Ishtarri Warlord is a toss-up as it gives you a press and an extra maneuver, basically providing a minion with a permanent Flash. The question is, is it worth paying 1 pool and an MPA over playing a few extra Flash, given that I don't think you should actually play a lot of Flash in the first place. I'd stick with them for now and see how it works out. Thin out the combat section accordingly. Also - Fame.

Masters

Remove: 3x Aye, 1x Mbaare Market, 1x Dummy Corporation
Add: 2x Glutton, 1x Fame

Net gain: +2 master slots

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