Thrown Sewer Lid or Slam?
24 Jan 2011 08:07 - 24 Jan 2011 08:07 #738
by Jussi
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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
Replied by Jussi on topic Re: Thrown Sewer Lid or Slam?
Or, you could use Thrown Gate + Target Vitals.
Target Vitals is so good, that you can add it to almost any combat deck. I count out POT/CEL decks that use signposts, grapples and additional strikes to deal massive amount of damage.
But, if you want to have a reliable combat module at both short and close range, use thrown gate.
Target Vitals is so good, that you can add it to almost any combat deck. I count out POT/CEL decks that use signposts, grapples and additional strikes to deal massive amount of damage.
But, if you want to have a reliable combat module at both short and close range, use thrown gate.
----
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
Last edit: 24 Jan 2011 08:07 by Jussi.
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24 Jan 2011 13:29 #742
by Ankha
Thrown Sewer Lid would be next, but Slam is bad since it costs 1.
Replied by Ankha on topic Re: Thrown Sewer Lid or Slam?
I prefer Stunt Cycle which doesn't cost blood, prevent damange and works extremely well against animalism (since they usually don't have celerity).I am working on a POT-Deck at the moment and wonder, if I should use rather Lids or Slams to get around possible maneuvers in other decks? Versus normal Animalismdecks and their Aid from Bat-combat Slam should be better, because after playing that card I can Immortal Grapple the other minion. I'm unsure against Guns or Ahrimanes though. What do you think?
Thrown Sewer Lid would be next, but Slam is bad since it costs 1.
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24 Jan 2011 14:22 #743
by Amenophobis
Replied by Amenophobis on topic Re: Thrown Sewer Lid or Slam?
Stunt Cycle is only usable at long range, Slam not, so I think that it is of no use in a deck.
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24 Jan 2011 14:32 #744
by Ankha
Replied by Ankha on topic Re: Thrown Sewer Lid or Slam?
A lot of decks move to long range by themselves, and the stunt cycles are then useful. If you're happy enough to fight against a deck that doesn't maneuver, just use one of your other combat cards and discard the Stunt Cycle later.
Of course, I won't play more than 5 Stunt Cycle, but you can play them in a deck with no maneuvers.
Besides, Bum's Rush provides a maneuver, and I think his potence deck plays some.
Of course, I won't play more than 5 Stunt Cycle, but you can play them in a deck with no maneuvers.
Besides, Bum's Rush provides a maneuver, and I think his potence deck plays some.
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24 Jan 2011 14:48 #745
by Joscha
Baron of Frankfurt
Replied by Joscha on topic Re: Thrown Sewer Lid or Slam?
Sorry guys, I should have been more specific. I plan to use POT to Immo grab, do more damage and Disarm afterwards. I don't plan to add maneuvers, because I like to keep the combat slim (as slim as possible without losing effectivity). I'm searching for a good way to handle possible maneuvers in a tournament environment.
I will post the whole deck later and you can look, if it could work out.
I will post the whole deck later and you can look, if it could work out.
Baron of Frankfurt
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24 Jan 2011 15:09 #747
by Ankha
Replied by Ankha on topic Re: Thrown Sewer Lid or Slam?
There are three possibilites:
1/ the opponent doesn't play any maneuver
2/ the opponent plays at most 1 maneuver (Aid from bats)
3/ the opponent plays many maneuvers (gun with cel, arhimane with swiftness)
Globally, if you want to add as few cards to handle this as possible, you musn't enter in a contest of maneuvers you'll lose but rather play long rang solutions, even if you won't be able to play Grapple (anyway, it's quite rare to play against a deck that plays both maneuvers and S:CE!)
Slam is not good I think because it's not necessary in case 1, costs too much in case 2 (compared to a free grid/sewer lid/stunt cycle) and is useless in case 3 (and costs blood).
Adding 5 Gates/Lids/Stunt cycles should be enough win some fights (you won't be able to win all of them anyway). Each of them has its own pros/cons.
Think about adding some Anarch Troublemaker if you play in an equipment heavy environment.
1/ the opponent doesn't play any maneuver
2/ the opponent plays at most 1 maneuver (Aid from bats)
3/ the opponent plays many maneuvers (gun with cel, arhimane with swiftness)
Globally, if you want to add as few cards to handle this as possible, you musn't enter in a contest of maneuvers you'll lose but rather play long rang solutions, even if you won't be able to play Grapple (anyway, it's quite rare to play against a deck that plays both maneuvers and S:CE!)
Slam is not good I think because it's not necessary in case 1, costs too much in case 2 (compared to a free grid/sewer lid/stunt cycle) and is useless in case 3 (and costs blood).
Adding 5 Gates/Lids/Stunt cycles should be enough win some fights (you won't be able to win all of them anyway). Each of them has its own pros/cons.
Think about adding some Anarch Troublemaker if you play in an equipment heavy environment.
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