file Weenie Obeah deck and Ideas

14 Jan 2013 00:22 #44036 by Suoli

the inferior obeah version adds an untap (exactly like sup majesty) so you are even in the terms of card flow.
but it's the superior version that really shines : it's better than TVC in a way that it completely trumps celerity gun combat and grinder "stickmen" decks. What are they going to do, hit you with you hands for 0 ? Target vitals or additional for 0 ? Anesthetic touch which also requires Obeah is a nice thing, sure, but a celegun will just go to long (so you cannot play it) and psyche if you manage to prevent the first round. With Peacekeeper, you pratically negate their combat ability. All you have to do is play this one card to make their life miserable.


Anson rushes with Haven Uncovered, Stickmen can afford to trade a cardless action for a reaction card, ANI doesn't care at all. I want to like this card but it's not easy.

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14 Jan 2013 02:52 - 14 Jan 2013 02:53 #44042 by kombainas
Peacekeeper should not affect Pot pitch as they don't rely on strength for damage...

!malk! :OBF: :DEM: :cel: :cap6: Sabbat. If this vampire's bleed is successful, he laughs manicly and untaps.
Last edit: 14 Jan 2013 02:53 by kombainas.

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14 Jan 2013 07:39 #44049 by Ohlmann

Peacekeeper should not affect Pot pitch as they don't rely on strength for damage...


I am not sure of your arguments.

If it's mechanic-wise, ranged potence strike like Throw Sewer lid are already unaffected.

If it's lore-wise, peacekeeper sap the will to fight and not the physical strength, so it's hard to see why Potence should be unaffected. In fact, all strike should be affected, not just strength-based one.

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14 Jan 2013 19:04 #44067 by ICL
Replied by ICL on topic Re: Weenie Obeah deck and Ideas

Also, what are your thoughts between the non-ally and ally version of the deck? The ally seems to gain a lot while losing very little save for the slots that would otherwise serve to pump bleed and defense capabilities. The benefit however is having access to extra minions to block, rush, bleed, and generally mess with the table. Also, Unmasking, and Alia, God's Messenger are a great boon. Still...

Thoughts?


Aren't the bleed pump and defensive capabilities the things that are going to lead to winning?

I wouldn't have a lot of faith in having extra minions. What of someone who can block Cry Wolf? What if you don't have untap tech in hand at the right time for Cry Wolf to keep it around a turn longer? It's more moving parts. It's fewer good stuff cards.

Given a choice, I would focus on trying to do the least amount of work to satisfy the theme of weenie Obeah. Then, after playing that deck, can branch out to more complicated decks.

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14 Jan 2013 19:23 #44070 by ICL
Replied by ICL on topic Re: Weenie Obeah deck and Ideas

ICL I think you are completely misjudging the card.


Every time I've played one, which was often difficult to do since it requires a successful block and does nothing to help create that block, people's reactions were of the "That's it?" variety. I'm also the only person I've personally witnessed play the card, so I don't think people realize how much effort goes into playing the card.

It is hard to compare with other cards directly since it's really two different cards. If the -bleed effect matters, then it acts like a terrible Telepathic Counter. It's the specific sequence of events where the -STR or no weapons matters where it differentiates itself from other plays.

Can always create scenarios where something produces a useful effect. The "other plays", however, are plays like Telepathic Misdirection, free Auspex intercept, (typically defensive) combat, and the like. Quickly scanning Adonai's deck, I would much rather have Telepathic Misdirection (with a crypt that can support that play) then devote those slots to Peacemaker.

Now, TM is less good with Inceptor because you don't want your 1-cap spending blood. But, I would be more inclined for a defensive play to Inceptor Enhanced Senses (Eyes of Argus, My Enemy's Enemy, etc.) to produce a block in the first place, Anesthetic Touch to survive blocking (realizing that long range combat beats my 1-cap), and maybe Vitae Block to really annoy certain decks. But, then, I'm not sure I see much reason to have the 1-cap on defense. I'd look at Spirit Marionette, Repulsion, Gift of Sleep or some such to have the 1-cap be doing ousty stuff and leave those natively with Aus/For to defend against D actions.

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14 Jan 2013 21:36 #44074 by ReverendRevolver
Why not use caitiff and revelations of the sire? Also, why no march halcyon? It seems like an ok deck, but kinda rough to get going. And thin decks with no recursion dont seem ideal for inceptor.

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