file Mad Anarch Smites v1.4

03 Aug 2015 11:01 #72324 by Blooded Sand
  1. How do you intend to oust?
  2. How do you intend to keep from being ousted?
  3. What do you want your ready region to look like (ie, how many guys are you planning on getting out)?
  4. What do you want your average turn to look like?
  5. What's your metagame like? How do your opponents play?
  6. What problems have you observed with the deck in play?
  1. Many many bleeds for one, also fame dunking
  2. Rush. A lot
  3. Between 4 and 8 goons
  4. Fetch Webby, rush someone, gain 2 pool, do anything else that seems fun and profitable
  5. JOL. SO yeah, all kinds. Deck was originally built for Central European meta, which is insanely combat heavy
  6. Not ousting fast enough

Crypt: (15)
4x Anarch Convert(G*)
3x Janni(G4)
3x Joe "Boot" Hill(G4)
1x Basir(G4)
1x Bertrand d'Anjou(G4)
1x Evan Rogers(G4)
1x Layla bint-Nadr(G4)
1x Michael diCarlo(G4)

Library: (90)
Master: (16)
3x Vessel
2x Blood Turnip
2x Fortitude
2x Twilight Camp
1x Depravity
1x Flames of Insurrection
1x Powerbase: Los Angeles
1x Seattle Committee
1x Trophy: Domain
1x Underworld Hunting Ground
1x Wider View
Action: (14)
6x Web of Knives Recruit
5x Haqim's Law: Leadership
3x Retain the Quick Blood
Action / Combat: (3)
3x Steely Tenacity
Action Modifier: (9)
6x Forced March
3x CrimethInc.
Combat: (42)
9x Diversion
7x Weighted Walking Stick
6x Hell-for-Leather
4x Baal's Bloody Talons
4x Strike at the True Flesh
4x Taste of Vitae
3x Selective Silence
3x Taste of Death
2x Disguised Weapon
Equipment: (4)
1x Bundi
1x Ivory Bow
1x Sengir Dagger
1x The Crimson Sentinel
Retainer: (2)
2x Crypt's Sons

:assa: :flight: :QUI: :OBF: :POT: :FOR: :TEM: :DOM:

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03 Aug 2015 11:20 - 03 Aug 2015 11:26 #72325 by Klaital
Replied by Klaital on topic Re: Mad Anarch Smites v1.4
Recap what I put into the thread in the game in case you missed it.

I would remove...

2x Fortitude
1x Trophy: Domain
1x Web of Knives
3x Retain the Quick Blood
2x Forced March
4x Strike True Flesh
1x Bundi
1x Crimson Sentinel
2x Crypt's Sons

and add

2x Fame
4x Focus the Blood
6x Dam the Heart's River
4x Groundfighting
1x Joumlon's Axe

That would take out lot of toolup actions that will only slow you down, and save you quite a bit of pool from very expensive weapons, and add some more ousting power with fames, that especially work nicely with the agg poke you have going. Also it makes you much less vulenrable to immortal grapple and gives you some more manuevers.

EDIT: would also probably replace all your selective silences with more groundfighting, since Joe is your only guy with superior quietus anyway and selective at basic is just a manuever.
Last edit: 03 Aug 2015 11:26 by Klaital.

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03 Aug 2015 11:55 - 03 Aug 2015 11:56 #72326 by Blooded Sand
updated version

Deck Name : mad anarch assamite 102
Author : Blooded Sand
Description :



Crypt [15 vampires] Capacity min: 1 max: 7 average: 3.86667

4x Anarch Convert 1 Caitiff:ANY
3x Joe "Boot" Hill 7 CEL QUI for obf Assamite:4
3x Janni 5 cel for obf qui Assamite:4
1x Layla bint-Nadr 5 CEL OBF qui Assamite:4
1x Michael diCarlo 5 CEL obf qui Assamite:4
1x Bertrand d'Anjou 4 aus cel qui Assamite:4
1x Evan Rogers 3 cel qui Assamite:4
1x Basir 1 qui Assamite:4


Library [90 cards]

Action [11]
5x Haqim's Law: Leadership
6x Web of Knives Recruit

Action Modifier [7]
7x CrimethInc.

Action/Combat [6]
6x Steely Tenacity

Combat [46]
4x Baal's Bloody Talons
6x Dam the Heart's River
2x Disguised Weapon
6x Diversion
5x Groundfighting
7x Hell-for-Leather
3x Taste of Death
6x Taste of Vitae
7x Weighted Walking Stick

Equipment [5]
4x Dagger
1x Joumlon's Axe

Master [15]
2x Blood Turnip
1x Depravity
2x Fame
2x Flames of Insurrection
1x Powerbase: Los Angeles
1x Seattle Committee
2x Twilight Camp
1x Underworld Hunting Ground
3x Vessel


Crafted with : Anarch Revolt Deck Builder. [Mon Aug 03 17:56:02 2015]

:assa: :flight: :QUI: :OBF: :POT: :FOR: :TEM: :DOM:
Last edit: 03 Aug 2015 11:56 by Blooded Sand.

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06 Aug 2015 08:33 #72371 by Borrelstein
Nice deck, web of knife recruits are great anarchs!
If you play Anarchs anyway, I think you could remove one Blood Turnip and a Flames of Insurrection (they are unique) for 2 Anarch Revolts.
At least they always hurt your prey, and it helps to keep the number of minions on the table lower, which makes life easier for rush decks.
As for the combat section, I still think the number of Sticks is quite high, they can jam as a vampire can only carry one. Maybe replace 2 for more disguised weapons?

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06 Aug 2015 10:40 #72372 by Blooded Sand

Nice deck, web of knife recruits are great anarchs!

Thanks

If you play Anarchs anyway, I think you could remove one Blood Turnip and a Flames of Insurrection (they are unique) for 2 Anarch Revolts.
At least they always hurt your prey, and it helps to keep the number of minions on the table lower, which makes life easier for rush decks.

There used to be two anarch revolts, and 1 Flames. The flames is amazing in this deck tho, and getting it early can be the difference between winning and losing. pulling out Joe, late game, for free? Priceless.

As for the combat section, I still think the number of Sticks is quite high, they can jam as a vampire can only carry one. Maybe replace 2 for more disguised weapons?

Sticks quite often don't last more than one combat. Either Janni is hitting for three with them, or Joe, or any schmuck with depravity. So two hits and gone. That's not even counting the Baal's.
That's also down from the original 9 sticks, and im not sure that the greater amount wasn't better

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06 Aug 2015 12:34 #72373 by Borrelstein
Ok thanks for explaining your choices, and have fun playing it!

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