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.
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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.) ![]()
StrategyThis is one of the top variations of the classic champion frenzy deck. This wasn't an archetype I favoured (didn't have the cards!) so I can't promise this is an optimised deck, but that just gives you an opportunity to improve it. Your goal is to get into combat with high-renown threats that you can take down with a frenzy. In classic Rage (White Wolf era) this was one of the defining archetypes. Deck
SubstitutionsThe classic alternative is Golgol Fangs-First, which allows you to add Gungnir, Fenris totem and other Get of Fenris cards. It has a few more options but you lose access to cards if one of your characters dies. At the same time, Mamu is vulnerable to Gnosis reduction (e.g. Mass Pollution) so Golgol is also a good choice. Ghost Raptor Membership, if you can get one, is a great addition if you want more options to take out non-alphas. This deck will absolutely benefit from the speed of Mantle of El Dorado or Visits from the White Father. Aside from these evergreen powerhouses, you may want to play with different equipment. Edit: It was pointed out that Howls can't use equipment and Mamu has 4 Gnosis, so I removed some Fetish equipment and replaced it with Full Moons and a Lunar Eclipse, both typical cards for this deck archetype. ![]()
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