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.
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.
SummaryI did used to play a moot deck because I did have the cards and it gave me the answers to the heavy combat decks my friends were playing. But I actually can't remember how I built it. So this is a 10 minute deck build based on a combination of memory and whatever felt good at the time. Your goal in this deck is to use your combat deck to end combats and your sept deck to gather enough votes to win moots. There is no anti-wyrm strategy in this version. If you don't have any Gaia opponents, you are probably toast (which is one reason why pure moots stopped being viable strategy over time). DeckCharacters:
Sept deck
Combat Deck:
SubstitutionsAnother non-optimised deck. There is too much redundancy in the sept deck, and practice will show you which cards to remove; or if you need add extra gift-cancelling or Friends in High Places. I would suggest Memory Ribbon isn't a good choice for the deck, but Nightmare Coin might be. The main alternative to this build is the Children of Gaia version which uses Pearl River (and maybe Harmon Truefriend) along with Eye of the Cobra. Eye is a powerful card, but you are substituting a one-off effect for the ongoing Caern of the Crescent Moon and the timing can make it more awkward - plus if it is cancelled you can be left wanting. (But the timing means you can take your target in Equip/Ally and then take their stuff.)
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