Guruhi Kerrie Bleed
20 Feb 2013 17:24 - 20 Feb 2013 17:29 #45427
by ReverendRevolver
Replied by ReverendRevolver on topic Re: Guruhi Kerrie Bleed
Three problems.
1. This deck is a house boat, its a bad house and a bad boat. Too much crap in your boat because you live there ( your combat being so many cards and not enough defence/bloat\ousting power) and on top of tbat, your house quakes in wake and leaks due to being a boat(you die to any other bruise n bleed brcause you cant deal with hitback or big pool hits)
Streamline the deck. Alot. The suggested bloat is good, your crypt needs nana, maybe the magagi that can move beads downward, and some anti bleed cards, ai, dummy corp, maybe mbare market hrare, but its a bit much for a not dedicatex combat wall. Use guruhi good cards, and never omit well marked, way good blood conservation.
The guruhi in fluff dont get thier hands dirty, they have shango sorcerers, and osebo lapdogs. Take the fluff road, stay at long range, crows n bats, maybe majesty so you can "multiact" or at least be tactical in combat or against sce.
It could be good, but kerrie is only neat witb laibon !salubri and prevent n press akunanse. It costs a pool and an action when you could use stick or animalism for more consistant results.
If it gets chamged to be less rickety, less of a house boat, i could see 2-3 competent decks here.
2. Crypt needs curve.
3. Your masters need to be bloating and defending pool, is the fame to contest? Even carna with a bow can get lucky and torp you with no ig, you run no canine or dotb.
But i like mylan.
Edit: sorry, just realized you use ugadja. Still .need efficient curve, he cant do it all.
1. This deck is a house boat, its a bad house and a bad boat. Too much crap in your boat because you live there ( your combat being so many cards and not enough defence/bloat\ousting power) and on top of tbat, your house quakes in wake and leaks due to being a boat(you die to any other bruise n bleed brcause you cant deal with hitback or big pool hits)
Streamline the deck. Alot. The suggested bloat is good, your crypt needs nana, maybe the magagi that can move beads downward, and some anti bleed cards, ai, dummy corp, maybe mbare market hrare, but its a bit much for a not dedicatex combat wall. Use guruhi good cards, and never omit well marked, way good blood conservation.
The guruhi in fluff dont get thier hands dirty, they have shango sorcerers, and osebo lapdogs. Take the fluff road, stay at long range, crows n bats, maybe majesty so you can "multiact" or at least be tactical in combat or against sce.
It could be good, but kerrie is only neat witb laibon !salubri and prevent n press akunanse. It costs a pool and an action when you could use stick or animalism for more consistant results.
If it gets chamged to be less rickety, less of a house boat, i could see 2-3 competent decks here.
2. Crypt needs curve.
3. Your masters need to be bloating and defending pool, is the fame to contest? Even carna with a bow can get lucky and torp you with no ig, you run no canine or dotb.
But i like mylan.
Edit: sorry, just realized you use ugadja. Still .need efficient curve, he cant do it all.
Last edit: 20 Feb 2013 17:29 by ReverendRevolver.
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20 Feb 2013 18:00 #45428
by kombainas
1. Definately true, you could think of this as mostly starter mashup, since I have little of non-starter cards and never did buy anything Laibon-oriented. I figured the only way I'd get a feel for every clan and its cons would be to try to play it and add to it. For example, I have a few crows, but no bats
Well Marked was not omitted, I haver never seen this card in my life (ever
). So I thank all for their support to get my grip on this case.
2. It was hard to curve, since I had 6 Guruhi to choose from. Currently only Nangila is slightly bent.
3. I figured Vessels/Blood dolls would be better than Villeins, since I can barely prevent in combat and tasting is not abundant nor reliable enough, so I would risk going straight to torpor if I Villeined more than I could handle. Other than that I was thinking on limiting losses with light intercept, but it turned out somewhat slow and unreliable. Oh well. I do agree that masters should be focused on def here and I will try to do something about it.
Sabbat. If this vampire's bleed is successful, he laughs manicly and untaps.
Replied by kombainas on topic Re: Guruhi Kerrie Bleed
Three problems.
1. Definately true, you could think of this as mostly starter mashup, since I have little of non-starter cards and never did buy anything Laibon-oriented. I figured the only way I'd get a feel for every clan and its cons would be to try to play it and add to it. For example, I have a few crows, but no bats


2. It was hard to curve, since I had 6 Guruhi to choose from. Currently only Nangila is slightly bent.
3. I figured Vessels/Blood dolls would be better than Villeins, since I can barely prevent in combat and tasting is not abundant nor reliable enough, so I would risk going straight to torpor if I Villeined more than I could handle. Other than that I was thinking on limiting losses with light intercept, but it turned out somewhat slow and unreliable. Oh well. I do agree that masters should be focused on def here and I will try to do something about it.





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20 Feb 2013 18:52 #45432
by Kraus
"Oh, to the Hades with the manners! He's a complete bastard, and calling him that insults bastards everywhere!"
-Nalia De-Arnise
garourimgazette.wordpress.com/
www.vekn.net/forum-guidelines
Replied by Kraus on topic Re: Guruhi Kerrie Bleed
Hey!
It's a cool concept!
Starter mash-ups are always kinda cool.
People have been tossing ideas about, and I'll just share a couple more:
If you're planning on using Kerrie, I don't know why you'd take another route as well; Torn Signpost is good enough, but I wouldn't bother with Immortal Grapple. Instead try Mighty Grapple for presses and Brute Force for throwing Kerries for 4 in long range:
Mighty Grapple
[pot] Press, only usable to continue combat.
[POT] Strike: make a hand or melee weapon strike at +1 damage, with an optional press only usable to continue combat.
Brute Force
Do not replace until after combat.
[pot] Strike: hand strike at +1 damage or use a melee weapon strike at +2 damage.
[POT] Strike: hand strike at +2 damage or use a melee weapon strike at +3 damage.
Add concealed weapons to equip Kerrie in combat as well. That reduces the number of actions you're going to take.
You're having a lot of cool extra actions in there, but not everything is really needed. Biague is a good example of this. It's a cool card, yeah, but two? Dunno.
Also, as for surviving; I'd go from light intercept to heavy intercept. That way you don't have to worry about wasting your kerrie strikes either to combat ends: just see what the acting minion has to offer and either smash them to bits or just take a practice swing at the air.
Raven Spy!!!1oneeleven
If you're worried about bleeds, make use of Ugadja's dominate and add a deflection or two.
Just a couple of ideas!
It's a cool concept!

People have been tossing ideas about, and I'll just share a couple more:
If you're planning on using Kerrie, I don't know why you'd take another route as well; Torn Signpost is good enough, but I wouldn't bother with Immortal Grapple. Instead try Mighty Grapple for presses and Brute Force for throwing Kerries for 4 in long range:
Mighty Grapple
[pot] Press, only usable to continue combat.
[POT] Strike: make a hand or melee weapon strike at +1 damage, with an optional press only usable to continue combat.
Brute Force
Do not replace until after combat.
[pot] Strike: hand strike at +1 damage or use a melee weapon strike at +2 damage.
[POT] Strike: hand strike at +2 damage or use a melee weapon strike at +3 damage.
Add concealed weapons to equip Kerrie in combat as well. That reduces the number of actions you're going to take.
You're having a lot of cool extra actions in there, but not everything is really needed. Biague is a good example of this. It's a cool card, yeah, but two? Dunno.

Also, as for surviving; I'd go from light intercept to heavy intercept. That way you don't have to worry about wasting your kerrie strikes either to combat ends: just see what the acting minion has to offer and either smash them to bits or just take a practice swing at the air.
Raven Spy!!!1oneeleven
If you're worried about bleeds, make use of Ugadja's dominate and add a deflection or two.
Just a couple of ideas!
"Oh, to the Hades with the manners! He's a complete bastard, and calling him that insults bastards everywhere!"
-Nalia De-Arnise
garourimgazette.wordpress.com/
www.vekn.net/forum-guidelines
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20 Feb 2013 20:42 #45433
by kombainas
I was thinking about Brute Force but found Do not replace clause more costly in 4-card combo combat. I might be wrong though.
I forgot Concealed weapons altogether, this is an useful insight!
I added it just because after looking through my equipment it had to make a cut. I added two just to find it sooner rather than later.
You are right, I might ditch Presence module in favor of heavy intercept and bleed with Laptops and Tier of Souls to tool up for reliable bleed for 3. This would allow me more freedom with crypt as well, since it would become POT ANI deck. Wall pool damage techs would become viable as well along with freeing up defensive master slots.
Perhaps someone would offer an orun/aye package? I am unfamiliar with these techs and would like to explore them
Sabbat. If this vampire's bleed is successful, he laughs manicly and untaps.
Replied by kombainas on topic Re: Guruhi Kerrie Bleed
Instead try Mighty Grapple for presses and Brute Force for throwing Kerries for 4 in long range
I was thinking about Brute Force but found Do not replace clause more costly in 4-card combo combat. I might be wrong though.
Add concealed weapons to equip Kerrie in combat as well. That reduces the number of actions you're going to take.
I forgot Concealed weapons altogether, this is an useful insight!
You're having a lot of cool extra actions in there, but not everything is really needed. Biague is a good example of this. It's a cool card, yeah, but two? Dunno.
I added it just because after looking through my equipment it had to make a cut. I added two just to find it sooner rather than later.
Also, as for surviving; I'd go from light intercept to heavy intercept.
You are right, I might ditch Presence module in favor of heavy intercept and bleed with Laptops and Tier of Souls to tool up for reliable bleed for 3. This would allow me more freedom with crypt as well, since it would become POT ANI deck. Wall pool damage techs would become viable as well along with freeing up defensive master slots.
Perhaps someone would offer an orun/aye package? I am unfamiliar with these techs and would like to explore them






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