question-circle Can a Nergal rush deck be effective?

27 Jan 2011 15:31 #841 by Damnans
I have been trying to build an effective Nergal rush deck for quite some time, but everytime I came up with an idea, the deck proved inefficiant (i.e., unable to win a game).

Do you have any ideas to make a Nergal rush deck capable of getting a GW in less than 2 hours? I know it is "a bit" utopian :)

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27 Jan 2011 17:19 #852 by Kushiel
In my experience, the only rush decks that have a prayer of working need to have the capacity to deliver a powerful combat payload and an efficient means of stopping S:CE. And for multirush to ever be within sighting distance of victory, its multirusher needs to have either a rush special, a combat special, or both. Nergal has only second-tier combat payload options, some really bad anti-S:CE, unfortunately, and neither a rush nor combat special, so I'm not sure how he could be an effective rusher.

Nergal's good friend The Great Beast, on the other hand, has combat and rush specials and whatever disciplines you want him to. I'd investigate that route if you're really determined to make a Nergal rush deck. It won't actually be a Nergal rush deck, but it'll have lots of copies of him in the crypt, at least. :)

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27 Jan 2011 19:20 #858 by Juggernaut1981
Yeah, I have to say that Nergal on his own doesn't strike me as a golden combat god.

The Unnamed's built in strike, :CEL: and :PRO: gives you a great hint that 'it' would have a very impressive combat ability when mixed in with some City-Gangrel(:cel::obf::pro: Gangrel Antis !gang!) Then you do need to run Homonculus and generate ways of entering combat.

The Great Beast can be anything you want him to be. Golden Combat God to Golden Bleedzooka...

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27 Jan 2011 20:24 #862 by Dorrinal
The disciplines for City Gangrel (and Assamites) are actually :cel::obf::equipment:.

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The following user(s) said Thank You: glaswanderer

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08 Feb 2011 15:42 #1206 by Varkku
I'm playing currently Nergal and beast deck, which uses charismatic aura to cancel opposing CE, or opponents grapple cards. It's not meant to be rush deck, but works great with advanced Nergals ability(increased reaction costs). Hit bleed bouncers and then Nergal and beast finish with bleeds.

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