file Malk Flurry of Action Wall

17 Oct 2012 19:05 #39380 by Boris The Blade

I would rather stick to inferior celerity

Then it is not Brandon's deck anymore but a weenie :aus: as there are already tens of in the TWDA.

How about a Villein/Lilith module to help draw those discipline cards?
The following user(s) said Thank You: Dorrinal

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17 Oct 2012 19:16 #39381 by Dorrinal
No matter what you do, I think you need more untap cards to effectively defend Madness Network. Here are other ways I would modify the deck:
  • Use Diversion and Groundfighting instead of Pursuit and Side Strike.
  • Ditch Resist Earth's Grasp.
  • Use 1 of every free obfuscate stealth modifier, or...
  • Replace the retainers, Status Perfectus, Drum of Xipe Totec and Sins of the Cauchemar with Night Moves.
  • Replace the Celerity masters with more Anarch Revolts.
  • Replace Anarch Railroad with Metro Underground.
This way you lose the reliance on superior Celerity and enhance your ability to gain the edge. Flurry of Action still has a place in the deck at inferior to cycle in and out of your .44 Magnums. Your deck should flow much better without that extra moving part - even if your combat is slightly weaker for it.

:trem:

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17 Oct 2012 21:04 #39387 by brandonsantacruz

I would rather stick to inferior celerity

Then it is not Brandon's deck anymore but a weenie :aus: as there are already tens of in the TWDA.

How about a Villein/Lilith module to help draw those discipline cards?


In this deck, I don't really have the slots to make that trick work. MPAs will also be in short supply. I definitely thought about it, you just can't count on drawing Lilith's at the right time, then Villein, having Celerity skills cards in your library (not hand or ash heap). When it works, it is great, though.

Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche

brandonsantacruz.blogspot.com/

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17 Oct 2012 21:10 #39388 by brandonsantacruz

No matter what you do, I think you need more untap cards to effectively defend Madness Network. Here are other ways I would modify the deck:
  • Use Diversion and Groundfighting instead of Pursuit and Side Strike.
  • Ditch Resist Earth's Grasp.
  • Use 1 of every free obfuscate stealth modifier, or...
  • Replace the retainers, Status Perfectus, Drum of Xipe Totec and Sins of the Cauchemar with Night Moves.
  • Replace the Celerity masters with more Anarch Revolts.
  • Replace Anarch Railroad with Metro Underground.
This way you lose the reliance on superior Celerity and enhance your ability to gain the edge. Flurry of Action still has a place in the deck at inferior to cycle in and out of your .44 Magnums. Your deck should flow much better without that extra moving part - even if your combat is slightly weaker for it.


I could be short on wakes, that's true. On the other points, I disagree. -Anarch cel combat is weak sauce, as is groundfighting. If I had fortitude and/or tha to go with my cel, then maybe Diversion.
-Resist the Earth's Grasp serves me in combat, or as stealth if I need it once set up. Since I don't have a lot of card slots to spare, the versatility is good.
-Status Perfectus may be a reach, but I really wouldn't want many night moves. That and the suggestion of taking out Celerity skill cards gets away from the point of the deck (bleed and untap). This version is more bully bleed than sneak bleed.
-Anarch Railroad, if I get it early enough, could really help me get my Flurry bleeds through. Getting +1 stealth each of my turns is a great resource. Metro Underground could be good, but I would sooner go for more wakes.

Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche

brandonsantacruz.blogspot.com/

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