file Giovanni - Spiritual Guidance

16 Oct 2014 10:57 #66668 by alek
Giovanni bruise & bleed deck build around toolbox concept. It strives to achieve it with cards like sudario refraction and spiritual guidance and potence/dominate/fortitude dyscyplines

Deck Name: Giovanni - Spiritual Guidance
Created By: Aleksander Idziak
Description:

Crypt: (12 cards, Min: 16, Max: 36, Avg: 6,75)
1 Almodo Giovanni dom pot 3 Giovanni
2 Baldesar Rossellini aus for nec DOM POT8 Giovanni
2 Benedict Giovanni cel dom FOR nec POT6 Giovanni
1 Don Michael Antonio Giovanni DOM NEC POT 7 Giovanni
4 Ignazio Giovanni obf DOM FOR NEC POT9 Giovanni
1 Nunzio Giovanni nec pot 3 Giovanni
1 Primo Giovanni dom nec pot 4 Giovanni

Library: (90 cards)
Master (11 cards)
2 Blood Doll
1 Dreams of the Sphinx
1 Fame
1 Giant`s Blood
2 Monster
1 Pentex(TM) Subversion
1 Powerbase: Cape Verde
2 Villein

Action (19 cards)
1 Ambush
7 Bum`s Rush
8 Govern the Unaligned
3 Sudario Refraction

Action Modifier (7 cards)
2 Conditioning
4 Freak Drive
1 Trochomancy

Reaction (10 cards)
6 Deflection
2 Delaying Tactics
2 On the Qui Vive

Combat (38 cards)
2 Disarm
8 Immortal Grapple
2 Rolling with the Punches
2 Skin of Steel
3 Slam
5 Spiritual Guidance
5 Taste of Vitae
1 Thrown Sewer Lid
8 Torn Signpost
2 Unflinching Persistence

Ally (4 cards)
1 Gianna di Canneto
1 Giulia Giovanni Abruzzina
1 Mylan Horseed (Goblin)
1 Tye Cooper

Equipment (1 cards)
1 Heart of Nizchetus

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16 Oct 2014 16:57 #66680 by Ashur
1. Take the deck down to 75 cards.
2. Don´t play Tye Cooper. You have no way to defend him against Entrancement, and him being stolen messes up things.
3. Spritual Guidance kind of sucks. Sorry :)

"My strategy? Luck is my strategy, of course."

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16 Oct 2014 21:36 #66688 by Ohlmann

3. Spritual Guidance kind of sucks. Sorry :)


You may want to add an explanation for that at the very least contestable opinion.

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17 Oct 2014 04:48 #66691 by PetriWessman

1. Take the deck down to 75 cards.


For a strike-based combat deck, I disagree. 90 cards is fine here.

2. Don´t play Tye Cooper. You have no way to defend him against Entrancement, and him being stolen messes up things.


This is valid advice. :)

3. Spritual Guidance kind of sucks. Sorry :)


Uh, what? It's just one of the better cards in the whole set, based on my initial impression.

Now, if you have actually build a deck with it and tested it out a lot, and found it to suck in practice, that's a different thing, In that case, please elaborate, based on your *actual experiences*, what's wrong with it.

... but of course, you haven't done that. The OP is trying to do it. And I kind of like the deck, that looks like a brutal combat package :)

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17 Oct 2014 05:08 #66693 by Ashur

In that case, please elaborate, based on your *actual experiences*, what's wrong with it.

... but of course, you haven't done that.

I have played one hundred million games with the card. No one hundred billion games. One hundred gazillion games. I am also a thinking person, that can draw conclusions based on mathematics and 20 years of playing this game.

It sucks because it doesn´t do anything early game and not even certain to do something late game (especially if you already have removed cards by playing it earlier). I´d play 1-2 top, but a card that actually do something early game is better.

"My strategy? Luck is my strategy, of course."

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17 Oct 2014 06:34 #66699 by Lemminkäinen

In that case, please elaborate, based on your *actual experiences*, what's wrong with it.

... but of course, you haven't done that.

I have played one hundred million games with the card. No one hundred billion games. One hundred gazillion games. I am also a thinking person, that can draw conclusions based on mathematics and 20 years of playing this game.

You are also wrong.

If you actually tested the card, you might see how wrong you are.

It sucks because it doesn´t do anything early game and not even certain to do something late game (especially if you already have removed cards by playing it earlier). I´d play 1-2 top, but a card that actually do something early game is better.

The fact is that the combat package of the presented deck would be a lot worse if your advice was followed. It is easy to cycle on a Torn Signpost if needed but when actually used it provides you the missing piece from the wide selection of combat cards that this deck uses. A Torn Signpost, an Immortal Grapple, a Taste of Vitae, a maneuver, whatever.

Sorry :)

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