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20 Renown Decks

Classic: Wailer special

20/10/2024

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Summary

Pentex 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.

Deck

Characters
  • 1 Wailer
  • 1 Barnaby Shadrack
  • 1 Blossom
  • 1 Fangs-Through-Eye
Wailer is the core of the deck, but Barnaby can actually help whack your targets with his submachine gun as well as drawing the rest of your pack and other tricks. Fangs is just a strong body, although he can give you Beast-of-War.  Blossom is there to run control.

Sept
  • 3 Mass Pollution
  • 3 Shapeshift
  • 3 Sneak Attack
  • 3 Enticer
  • 3 Gooshy Gooze
  • 2 Beast-of-War
  • 3 Roar of the Wyrm
  • 2 Stench of Death
  • 3 Caern of the Unwashed Child
  • 3 Infectious Touch
  • 2 Unseelie Troll
  • 3 Pentex Executive and Limousine
  • 2 Kinfolk Small Town Cop
  • 2 Greenpeace Assault Team
  • 1 A Bus Full of People
One of the two large groups are cards which can frustrate your opponent and, as it happens, support your abuse of Wailer's ability. Caern of the Unwashed Child is especially powerful in this deck so it's worth having three to get it out first; whilst Infectious Touch is rarely as useful as it seems it should be. Shapeshift is rarely useful as a card, but I thought it was fun to try here to allow your to put Wailer back into Homid form, ready to frenzy again. Roar of the Wyrm is there as a backup option, but only Wailer can use it.

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
  • 1 Hunting Party
  • 1 Ass Whuppin' Lynch Mob
  • 1 Shieldmate
  • 1 Taking the Death Blow
  • 1 Head or Gut ?
  • 1 Beat Unmerciful
  • 2 Lucky Blow
  • 2 Overextended Attack
  • 2 Reckless Swing
  • 1 Surprise Attack
  • 2 Off-balanced Attack
  • 2 Stinging Wound
  • 1 Dodge
  • 2 Run Like Hell
  • 1 Fancy Footwork
The combat deck is mainly low-Rage damage cards, with a smattering of 4- and 5-Rage cards. It differs from Gaia weenie because it only has one Hunting Party; generally you should end up with one Hunting Part or Lynch Mob in your hand after every mass combat. Instead it has a shieldmate, so you can bring in Wailer whoever they attack. Finally, it's "only" 21 cards - the 21st is Head or Gut? - for the same reason.

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).

Substitutions

I 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.
classic-wailer.dek
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File Type: dek
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  • Home
  • About
    • History part 1
    • History part 2
    • Rage: Tribal War
  • Playing the game
    • Getting started
    • Rules
    • Spoilers
    • Playing online
    • Rage: Apocalypse sets
    • Fan card downloads
  • Sept
    • Social Media
    • Rage artists
    • Magic Set Editor for Rage CCG
    • Ahadi storyline - prologue
    • Ahadi storyline - Chapter 1
  • Strategy & Tips
    • 20 Renown Rage Decks
    • 30 Renown Rage Decks
    • Strategy videos