file [Deck]Dogs of War new generation !

09 Oct 2013 17:36 #55037 by Timo
I don't have any good experience with combat deck building but here is what I have "commited" :

Deck Name : Dogs of war
Author : Tim
Description :



Crypt [12 vampires] Capacity min: 3 max: 10 average: 7.75

3x Hektor 9 CEL POT PRE QUI for priscus !Brujah:4
3x Dark Selina 9 CEL POT PRE dom for cardinal !Brujah:5
2x Armin Brenner 10 CEL FOR POT PRE ani obf archbishop !Brujah:4
2x Gold Dan Pan 6 POT PRE cel !Brujah:5
1x Patrick 4 POT pre !Brujah:4
1x Smash 3 pot pre !Brujah:4


Library [81 cards]

Action [15]
2x Abbot
6x Creation Rites
5x Esprit de Corps
2x Under siege

Action Modifier [12]
4x Forced March
3x Iron Glare
5x Spoils of War

Action Modifier/Combat [4]
4x Resist Earth's Grasp

Combat [25]
7x Immortal Grapple
4x Pursuit
3x Skin of Steel
3x Slam
3x Taste of Vitae
5x Torn Signpost

Event [1]
1x Dragonbound

Master [16]
2x Dreams of the Sphinx
2x Fame
2x Information Highway
2x Monster
1x Pentex(TM) Subversion
2x Powerbase: Montreal
5x Villein

Political Action [8]
3x Consanguineous Boon
5x Dogs of War


Crafted with : Anarch Revolt Deck Builder. [Wed Oct 09 21:27:29 2013]

Please Log in or Create an account to join the conversation.

More
09 Oct 2013 19:21 #55039 by Klaital
I think this deck tries to do too much and thus falls short on everything. I would ditch the creation rites and spoils of war completely, neither is really that good in a rush deck, Esprit de Corps is also questionable as you don't really have enough additional strikes to get much out from it, or rushes, you have no rushes apart from Dogs of War, and no vote push to get it in play. Further, your combat, apart from Hektor's agg hands, isn't really that scary. You really need to focus the deck more, as right now, your trying to do breed boon, and rush combat at the same time.

Please Log in or Create an account to join the conversation.

More
10 Oct 2013 06:41 #55047 by kombainas
Have to agree, this is nowhere scary. I seldom play Hektor and co. rush deck, and your version certainly lacks oomph.

1) No acceleration (4=none). With this setup, you will never have votelock, so you are unlikely to enter combat. Think that you will have only 1 vamp to play with early on and add second only if you are doing well enough (not being speedbled, not being speedvoted on, etc.).

2) Black Forest Base. Auto-include really. If the deck works, you mitigate losses with that and focus forward.

3) Gang Territory. Read unstealable PB:Montreal at 2 pool cost. Auto-include whenever...

4) Giant's Blood.

5) One or two Legendary Vampire works wonders in such decks. It usually gives you that hard-to-get vote-lock AND +2 bleed. Only add if you plan to bring 7+ caps midgame or later (which you should in such setup).

6) Vessels, not Villeins. You are attempting a combat deck, +- blood at right time means a lot.

7) Heroic Might/Pretenatural Strength+Kevlar West. Say you do get those Dogs into play, you have like 5 damage increase cards in total, and only Hactor's aggropoke afterwards. REALLY weak.

8) Gregory Winter. Burn those aggropoked chumps :D

9) Mylan Horseed. Rush and bleed is better than just rush, right?

10) 1-2 ranged strikes. For those cases Slam/Pursuit aren't enough.

11) Con Boon. Nowhere enough minions here. Add Reins of Power/Ancient influence to inflict heavy damage after dunking you prey/predators vamps.

12) Dogs of War. After trying to build a deck around this card for some time, I understood one thing. This is not a "star card", because you have to build a vote-lock to protect it, not just pass the vote. So to keep it in play you have to "make vote-lock happen" by torporing/scaring off other voters. To do that, you need Yawp Court and regular rushes, therefore more than 2 Dogs are really pointless.

12) In general, this has to be either combat machine, or bruise machine, or vote machine. All of these focuses are card heavy, so you have to carefully choose where you cut the cards away. Above tips are for combat-heavy package, to focus on other things, you need to emphasize other parts of the deck and exchange existing ones with less card-heavy counterparts.

!malk! :OBF: :DEM: :cel: :cap6: Sabbat. If this vampire's bleed is successful, he laughs manicly and untaps.

Please Log in or Create an account to join the conversation.

More
10 Oct 2013 11:26 - 10 Oct 2013 11:34 #55065 by yesferatu
I've been toying with a similar concept myself. The trouble is, I have 5 different versions of it. You can do so much with the concept.

I'd start with the vampires. You need to decide among weenies, mid-caps and high-caps. You really can't use all three.
Without in-clan dominate, you need to either vote and bloat or keep your vamps as cheap as possible.

With a deck like this, you need to answer a few questions:
1. How do you plan to oust?
2. How does it fight?
3. What is the point of combat?

Right now, it's a little all over the place.
Once you decide on the kind of vampires you want, everything else should fall in line. The strong swarm concept could work, considering cards like Unexpected Coalition and Spoils of War are disciplineless.
If you focus on Crusades, and something like Inspire Greatness, even your 1 caps could start gaining titles and hit for as much as 4 each hit.
Last edit: 10 Oct 2013 11:34 by yesferatu.

Please Log in or Create an account to join the conversation.

More
Moderators: AnkhaKraus
Time to create page: 0.096 seconds
Powered by Kunena Forum