file Jack Drake's Motley Crew

12 Dec 2013 04:58 #57678 by Jussi
Replied by Jussi on topic Re: Jack Drake's Motley Crew
I've always felt, that anarchs have some interesting options and quite unique cards designed for them. For me, trouble is going anarch, which is pretty unreliable - even anarch convert or Jack Drake do not fix that properly.

If you want to go anarch the hard way, it cost's you one or two blood and an action. If you happen to have bad crypt draw, you'll probably wasting time by going anarch with a vampire and discarding anarch cards in the meanwhile.

What I find annoying, is that if I have play anarch deck which relies anarch toys too much, I may be in a position where I'm crippled several turns by having dead cards in my hand. And dead cards are bad, since you have only 12-ish turns to play.

Fo fix this, you could make an untitled vampire anarch when you influence that vampire out and burn two blood. This would not make any other means underpowered (convert, Jack, Go Anarch action, Twilight camp) - they could be used as a bonus instead of requirement in anarch decks.

I had one silly anarch bleed/vote deck once, which used CrimethInc. at tha. That was hilarious deck, as it bled and voted during the same turn. Since there were lot of actions requiring anarch like Fee Stakes and Undue Influence, I could quite reliably play CrimethInc. I've also seen Bakr + Reza anarch multirush deck, which used Steely Tenacity to enter combat three times during the turn.

!bruj! :CEL: :POT: :PRE: :cap6:
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Banging trashcans, breaking windows
We'll wake you up tonight

We like the good time, we scream and shout
And that's what fun's about

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12 Dec 2013 14:15 #57691 by ReverendRevolver
The only 2 even marginally sucessful anarch decks ive made were diversion with capacities 1-6, which was a combat toolbox that tried to tool up and knock beads off the table until midgame when it fought, and it was ok, but was scrapped due to only owning 10 diversions (14 seems the good number)
The second was madness network wall, auspex, etc. Still plan on rebuildimg it with NRA pac and more than one copy of target vitals (shooting is key for making smilimg jack matter more midgame).

But, the idea is not to get boned by losing an anarch, which is the proboem with some anarch decks. You need alot of expensive cards to have alot of efficient ways to go anarch. The card "go anarch" is only an option most days with madness network, as a +1 stealth action on your preys turn and getting more actions doesnt hurt much, or even taking the action your turn.
I traded my converts, and rely on masters mostly for anarch decks anymore. Converts were easier. I have been trying, albeit not very hard, to make a Zayyat anarch deck, because hes awesome for anarch 3 way stuff. Its just cheey acquiring anarch secession thats a bitch. Im liking undue imfluence amd crimethinc alot with him and his special, and small bloodgain helps him alot with his bloat special, or in a pinch his stealth one.

Jack just isnt as wow as he coulda been, but as pointed out, it seemz LSJ wasnt wanting to make anarchs owerpowered.

Munkeywrench is still strong, and so is rev council


As for making titled vamps able to burn blood oit the gate to be anarch, probably wont happen, but would be neat.

I think ALL g1 primogen should be erratad with that special rule, actually. Theyd get played then.

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12 Dec 2013 15:59 #57693 by AaronC
Replied by AaronC on topic Re: Jack Drake's Motley Crew

I think ALL g1 primogen should be erratad with that special rule, actually. Theyd get played then.


I think that they should all be errated to have an adequate value for their pool cost. Then they'd get played.
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