SummaryOne of the biggest weaknesses of classic firearms decks is that the moment the shooters take damage, they can no longer use firearms. Clashing Boom-Boom fixes that directly, making firearms decks more relevant. This was my first attempt to make such a deck. DecksCharacters
Quari has a really useful bonus ability to remove opponents' combat cards, so he will always have a place in the deck. Sept
Dead Zone means we aren't using any of my usual Ragabash fun, including Stands Like a Fool since it's not a requirement of the strategy. I think 22 Renown of prey is excessive, since other options should present themselves, but I added the last one since 3x The Tide will soon find them all. They are, of course, all wielding firearms so Roger + pack attacks should make their deaths simplicity itself. Combat
SubstitutionsWhy Firyal? Why not some Ahroun to use Outgunned! ? I can't remember. That said, there aren't that many low-Renown Ahroun, so it would be Running Creek and/or Banana Split. Even though he's Metis, with Clashing Boom-Boom, Banana can use his ability AND shoot you in the face.
You might, alternatively, add a single SLAF which you can later Recycle.
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SummaryThe original First Team #21 had the issue that it overwhelming combat drawer was entirely dependent on T.F. MacNeil and anything like Blossom, Expulsion or even a Wyldstorm would cripple the deck. So we brought in a new team where the card draw and other benefits were a lot more spread. The version of the deck I found looked cool but had all sorts of odd choices, so I've tweaked a few things. Notably, I removed all the prey and excesses of firearms to add more Gifts and some New Moons. I wanted to tailor this as a character-killing deck and that means prevent fox frenzies. I went from choosing a tournament deck as that seemed like a good choice to publish to creating a completely overhauled deck I've never played. But it at least contains some fun interactions. DeckCharacters
Sept
The gifts take advantage of the three Eater-of-Souls characters, leaving you with a lot of counters. Whispering Campaign counters pack defence, Consumption of Gaia prevents a lot of gifts, New Moon prevents fox frenzies whilst it's out (although your combat deck has answers to other frenzies) and Stuck Sideways not only prevents Umbral Escape but also may give you extra targets if you pick a secondary character. Troll gives you a backup in case Charlene is removed whilst Caern of Rytthiku gives you an answer if your targets become elusive. Combat
The blocking strategy is reasonably comprehensive (for a round or two). Between hot lead, double Dismember and the Whirlwind Defences, all but the most dangerous attacks will be mitigated whilst a variety of unblockable or undodgeable damage is dealt. The Stunning Strikes are the main counters to frenzies, doubled in case of double frenzies. SubstitutionsWhilst the deck strategy manifests quickly due the intrinsic power of automatic pack attacks, I think testing would give suggestions on improving this deck. I'm not sure what that might be at the time of posting.
SummaryThis deck was a playtest deck, trying to take advantage of Sense Prey - how many victims can I make use of in a Gaia deck? That led me inevitably to pack-defending prey and Gang Beating. The name was a typo, but I'm sticking with it. Sense Prey: “Reveal the top 5 cards of target sept deck. If any of the revealed cards are Victims, place them in the Hunting Grounds. The Gift user gains Victory Points from killing Victims this turn. Shuffle the sept deck after using this Gift.” Since Sense Prey just requires Animal Breed so you can take your pick of splats, but after looking through the champions I worked out that Blood-on-the-Wind is perfect. As a Wendigo, this is a perfect deck to abuse Knife Wind and War Lodge, and he has a nifty ability. DeckCharacters
Overall, this deck ticks the box of “Get into the fights you want.” It isn’t quite so tough about cancelling fights you don’t want, but then if it doesn’t win through speed it doesn’t have a lot else going for it. It has some answers to frenzy (basically Run Like Hell, Cat Feet or Flame Spirit), character removal (it has sufficient resilience to lose one temporarily) and hosers (Instinctive Attack) and gameplan disruption (because the prey pack defend, Gang Beating just makes the win more likely). In many ways, this is deck is an ode to my top Tribal War deck "I swear it was this big", although not as devastating. Sept
Combat
SubstitutionsEasy replacements are an extra Sneak Attack and some Friends in High Places. You could also swap one or more Visits for The Tide, to help you get those humans into play. It's a balance though, because you also need to draw Sense Prey.
SummaryDeck and description by OG Mandarin; my additions in italics. Wyrm Deadzone: A Reason Not to Play Skin of the Hellbound This is an aggro-control Wyrm deck that uses Lunar Eclipse and Deadzone to pave the way for high-damage combat actions. While your Deadzone is in play, you can’t use gifts or fetish equipment but you have protection against gifts like Eye of the Cobra, Whelp Body, Master of the Pack, Take the True Form and “freeze” gifts like True Fear, Body Wrack, and Distractions. Lunar Eclipse is an extra layer of control and can also stop a lot of your opponent’s gift cancelling (if they are playing gift cancelling with the Theurge requirement). Deadzone was a big tournament card back in the day but I took more notice of it recently after seeing a guy from my local play group – Empty Apathy - use it in a control-based Gaia deck. Deadzone prevents your characters from using gifts so this deck uses Mage of the Celestial Chorus to play Body Wrack, Fetish Sundering, Distractions and Air of Authority. The other victims can each play some of these gifts and are there as backup for Mage. There are two areas of dyssynergy here: (1) Glade Child will be removed by Mage of Celestial Chorus at the end of turn, so only drop her if you have a clear path to killing her same turn, or if you haven’t drawn a Mage yet. (2) Lunar Eclipse will prevent Angus and Wyldkin from using Distractions so consider holding onto Lunar Eclipse for a turn if you haven’t drawn Mage yet and want to fire one off. Mage can play Distractions using the Stargazers requirement so Lunar Eclipse doesn’t pose a problem for him. When you don’t need Mage, or if you have two, you can kill it for victory points. Playing the deck is very simple: Get out the Beast of War totem to enable high rage combat action cards and use your victims to play your limited range of gifts. You don’t need to land many attacks so this deck can get away with playing a high percentage of dodges. You have good card economy here so the card disadvantage brought by Feint is less of a problem. The two Feints will help you slip around your opponent’s dodges or land a Disarm. Block and Strike is a nice counter for first round Suprise Attack and goes well with Head Wound, Mangle, Spine Crushed, Entrail Rend, Heart Breaker, or Rent Asunder. If you need to bail yourself out of a combat gone wrong, you have your two Umbral Escapes. With all the high damage cards you play, Skin of the Hellbound is an obvious problem for this deck. If they drop Skin, you want to blow it up with Fetish Sundering (preferably during combat) or try to break them down the old-fashioned waying using Disarm. You’re going to need good draws to make Disarm work, probably alongside a Frenzy, Feint, and even a Bodywrack. Good news is that Disarm can’t be dodged, so you just want to make sure you don’t eat a Mangle or Headwound when you throw it out. In a game full of cheesy cards, Skin of the Hellbound may be the cheesiest - the most able to collapse an outsized portion of the meta. Probably designed to curtail “champion style” decks that steamroll with high damage and good card economy (like this deck), Skin (in theory) tipped the meta more in favor of low-rage pack attack decks. When Skin is combined with characters like Tsannik, mass removal like Breath of the Defiled, in addition to the usual range of freeze cards and combat enders, it can become oppressive and make games stretch on a very long time. Unless the opponent plays low-rage combat cards, they will have to use Beast Mind or Redemption to deal with Skin, or if they’re playing Wyrm, they can play Fetish Sundering. Sticky Paws might also work. Skin has answers but I’ve seen it discourage players at the mid-level who weren’t prepared for it. DeckCharacters
Sept
Combat
SubstitutionsI like Maim because it locks people into combat, but you can also replace it with Massive Wound. If you don’t have Fancy Footwork you can replace that with an extra Dodge, Block and Strike, or Surprise Attack.
For this deck, I was glad to explore a different Wyrm strategy. Samuel Herlech isn’t necessary but he helps cut through annoying realms like Battlefield, Summer Country, and Wolfhome, allowing your big characters to rampage. If you don’t have Samuel, just add in an extra Red Alert, Wyldkin Kami, or a Subjugation of Gaia. For a 20 Renown deck I would suggest some of the victims can be trimmed to take the sept closer to 30 cards. If using the Least Wanted version of Visit, you might find Checking the Classified works better for the deck. You could also reduce the duplication of the combat deck to bring it down to 20 cards. SummaryOne tactic in Rage is to move quickly to the Umbra and stay there, taking out umbral-only prey whilst your opponents duke it out in the physical world. This is one of those decks, but you get to have extra fun as Lake Nassar allows you to send your gifts over the gauntlet, with a few other ways to disrupt them. The goal is that this buys you time to take out those mid-range Umbral Enemies. DeckCharacters
Sept
There are some redundancies. You have a full suite of Carpet Snakes to make sure you can get Sand's safely to the Umbra as soon as possible, as well to give you extra flexibility to abuse the Dreamspeaker Mage. They are largely disposable later on. Haunter is a redundancy for Sweet Luna's Smile. Assegai isn't for anything specific, but does stop Submission Hold. In the wider environment, it also counters Surprise Attack and the occasional Nerve cluster. Mainly it's there as an efficient armour against low level damage. Combat
Aggressive Bite stops Run Like Hell mainly. Savage Beatdown, Anatomy Lesson and Submission Hold are all great when playing for prey; but also reasonable mid-range combat cards for just doing damage. Flicker is great, but also the only fan-set Umbra-only card. Oops. SubstitutionsThis card needs more combat-draw options, maybe some combination of Reinforcements, Surprise Ally or a standard frenzy. It might also want a Run Like Hell (for prey) but I'm not sure it's necessary. I would also swap in a Vital Blow or two. But mainly, you are going to want to swap in at least one Redirected Attack. The sept deck is even more where it wants to be. I really only want Sneak Attacks.
SummaryNot all factions are capable of running on fan sets alone, but the Ajaba are one of them. This is not going to be the best deck, but I think it's a good way to explore some cards people may not have seen or absorbed. The deck is predominantly intended to take out Enemies, using Blur of the Milky Eye to prevent Wyrm alphas stepping in, whilst messing with your opponents to reduce their ability to take out their own targets. DeckCharacters
Sept I'm going to annotate these, but you can also search for multiple card titles in the spoilers.
Combat CombatDeck: 2 Anatomy Lesson 1 Instinctive Attack 1 Overbear 1 Aggressive Bite 2 Duck and Cover 1 Savage Beatdown 1 Block and Roll 1 Searching for Weakness 2 Leaping Rake 1 Mangle 2 The Whole Nine Yards 1 Spring the Trap 1 Bar the Way 1 Chew 1 Head Butt 1 Vicious Assault The combat deck is the weakest part of this deck without a lot of the usual tricks. It was even worse before I added a couple of disposable The Whole Nine Yards (frenzies) and Spring the Trap (pack action). The latter is particularly useful with the Clan of Hyenas. However, there are few things to draw out. Overbear is an awkward card but, if it hits, it can be combined with a Leaping Rake to take out any of your prey; or Spring the Trap for a double undodgeable hit. Mangle is a effectively a one-shot kill against your prey targets, but can also be played by prey (especially if you started with Searching for Weakness). I want to highlight Aggressive Bite as a great way to stop Run Like Hell, Umbral Escape and Fox Frenzy. In fact, it prevents almost any escape if it lands. I swapped in the second Aggressive Bite for Bar the Way from the Rokea set: it's more reliable, but does less. Still very effective against Run Like Hell. On the contrary, Anatomy Lesson is a great card for your prey to make any attackers withdraw (if they aren't frenzied). Savage Beatdown is real punisher for frenzies as they randomly lose half their hand. And there are four instinctive cards in the deck. SubstitutionsThe deck would obviously benefit from substituting some of the five conditional attacks for reliable Sneak Attacks. You might also want to swap in Friends in High Places for the Dominance if your table likes its 10 Renown champions. Because you are playing Ragabash, you almost certainly want to find space for Stand Like a Fool - but do consider whether the disruption already in the deck is more effective, especially with instinctive actions available. In the combat deck, you probably want to consider swapping in a normal frenzy, certainly a Taking the Death Blow; and probably swap the Spring the Trap for a Surprise Ally. There are some Combat Actions that might be more effective, but to be honest it's not clear what they might be. The card I did consider is Stunning Strike as an extra option against frenzy, but between Savage Beatdown and Mangle you might have enough.
SummaryThis is really a Legacy of the Tribes Special. When they released Questor, he really wanted to benefit from killing lots of prey... but in classic Rage there are very few ways for that to happen. Luckily there are victims which will attack you by themselves if you look right. This deck is about pacing yourself so you can be attacked as many times as you can cope with each round. DeckCharacters
Sept
Combat
I am sure my actual deck (buried in a cupboard) is better tuned than this, but that's what practice is for. SubstitutionThe biggest question in this deck is which characters to play. When I built this deck, I didn't have Zhyzhak so didn't have much often; plus I just like Questor. If your opponent does have a character which the victims might attack instead, Blossom can take them out for you. So I would suggest this is, in fact, the optimal build. But do experiment. I don't think there are any obvious substitutions, although it might be worth swapping in a single Massive Wound; and you may find that you want to swap in more 4-damage cards.
SummaryPentex isn't the power house that the garou (or vampires) are, but there are some combo cards that can shine if played right. One such is Wailer, a simple 4 cost character who can stymie any number of opponents merely by flipping. This deck combines that with all the boosters and and allies to make pack combat an evil, repeatable nasty. Your goal is to get allies into play and then pack attack any target you think that Wailer can successfully flip on. Then frenzy or otherwise flip Wailer; or use Roar of the Wyrm; so your targets have to just sit there and take the damage. Rage has always supported decks who control combat, and this is a good example. DeckCharacters
Sept
The second group are your allies. Pentex Executives and Limousines are a risk since they are juicy kills to make; but their ability to wreck havoc with caerns make them hard to pass up. Three special notes. Sneak Attacks, in this deck, might be best once you have an alpha so you can use Ass Whuppin' Lynch Mob. And careful with Beast-of-War that you don't undermine your Wailer. However the combat resilience of the extra Rage is worth including it for. The deck is also, at 38 cards, on the large side; but that's because Barnaby gives you a chance of drawing all those cards. Combat
It's worth noting that you aren't expecting a huge lot of damage back: at full deployment, your opponent is at -5 Rage and -6 Gnosis. Most decks aren't prepared for that and will have to escape or go home (which is why you have a Beat Unmerciful, since Run Like Hell and Fox Frenzy may be the only two repeatable escapes they can use). SubstitutionsI remember using Wailer in a Wyrm weenie deck. It had fewer sept cards but its theme was largely the same. I used the Barnaby version here to show how impactful he is. It makes the deck slightly less reliable; but probably more effective. The sept deck probably requires fewer cards and if you feel you can eliminate some after testing then go for it. You could tweak the combat deck to include some Head Wounds or simply Dry Gulches and maybe some more evasion; which would make it easier to defend prey or do more damage; but I'm not it's required with the Rage denial in your sept deck.
SummaryIf you were lucky or wealthy enough to get a Count Vlad, this was the deck you wanted him for (or some variant on it). It takes the characters with the highest stats in the game and some consistent Gift options and combines them with frenzy and a heavy combat deck. And lots of healing. The deck wants you to get into combat and smash things. It's a classic double-champion deck. DeckCharacters
Sept
Combat
The one thing that's different is the Surprise Ally, to give you double the firepower. Remember you can always play it just to draw a card (when attacking), without bringing in a packmate. SubstitutionsYou could choose to swap in combat actions that your champions can play before they flip to crinos. Otherwise, there aren't any immediate swaps I would think about.
SummaryThis is largely based on my favourite deck from the classic era. Most of the deck are commons, there's lots of disruption and it gives those rare frenzy decks a run for their money. Putting this deck here feels like I'm giving away my old secrets. Unfortunately, large packs tend to make Lackey unhappy so I didn't play it as much later on. The goal of this deck is similar to frenzy decks, but focuses much more on enemies. Against a low Rage enemy, especially against high Rage decks, you can play tactically without Stand Like a Fool. But if you have a Stand Like a Fool, there are very few decks which can survive a single round against you. DeckCharacters: Characters:
One thing to note is that this is a post-Wyrm version which means it can survive a Breath of the Defiled should somebody actually play it. Sept deck
Kinfolk Cops do double duty of attacker and a way of locking down opponents. More effective against some decks than others. Combat deck
Run Like Hell are for prey, and Taking the Death Blow are to protect your key characters (Carleson mainly, but also Banana Split if you haven't used his ability). SubstitutionsI never came across a better weenie deck than this, but there are other things you can do with the combat deck. If you add more weapons (Flamethrowers or Shotguns probably), you can add cards like Head Wound or Beat Unmerciful (to counter Run Like Hell). You can also tweak the numbers and probably remove Sky River Caern for Visit from the White Fathers. And of course you can swap characters to include your favourites. Tim Rowantree was in one version.
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