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. ![]()
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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. ![]()
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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