Post by The Associate on Sept 4, 2007 3:50:28 GMT -5
"In the world of Kung Fu, speed determines the winner." - The Beast, "Kung Fu Hustle"
One of my theme Books which I modify now and then to see how much better it can get. This is a First Strike deck that's primarily defensive in nature, although it is by no means lacking when it comes to invasions.
Neutral
[li]Sanctum Guard
Blue/Water
[/li][li]Lilith x 3
[/li][li]Lizardman x 3
[/li][li]Mad Clown x 3
[/li][li]Vodyanoi x 3
Yellow/Wind
[/li][li]Centaur x 3
[/li][li]Elf x 3
[/li][li]Master Monk x 3
[/li][li]Quetzalcoatl x 3
Most of the creatures in this deck possess First Attack, and the ones that don't (Mad Clown and Quetzalcoatl) are meant to support them. They are meant to be able to survive on foreign land short of direct damage until you get enough magic to Transform the territory to a suitable color or exchange them for an appropriate creature.
Items
[/li][li]Black Orb x 3
[/li][li]Claymore x 3
[/li][li]Holy Grail x 3
[/li][li]Iksear
[/li][li]Mujina Mask x 3
[/li][li]Terrair
[/li][li]Vorpal Sword x 3
The weapons are obvious in purpose. The defenses are all Tool-based since Lilith and Quetzalcoatl can't use Armor, plus in most circumstances they're much more economical than such. I prefer the Holy Grail over Gaseous Form despite the increased costs (using and damage absorption) because it doesn't reduce the creature's ST to 0 which enables it to permanently finish off the invader as well as keep it safe from Lunatic Hare and Luna Stone. The Black Orbs are in there for armor-piercing effectiveness on offensive as well as defense against Counter Amulets and Decoys or any creatures with Neutralization. Iksear and Terrair are perfect complements for this deck and should be naturally bolstered with proper terrain assignments.
Spells
[/li][li]Shatter x 4
[/li][li]Soltis
[/li][li]Squeeze x 3
Shatter and Squeeze are for hand control, which is extra-important in this deck since direct damage (especially Sonic Wave) is a vulnerability. Squeeze is especially prized for being able to discard all card types from your opponent's hand. 150G is literally a small price to pay for getting rid of a Garuda when the whole map is seeing yellow, for example. Soltis is a versatile card that's a must-have in decks when it's legal to do so.
[/li][/ul]
One of my theme Books which I modify now and then to see how much better it can get. This is a First Strike deck that's primarily defensive in nature, although it is by no means lacking when it comes to invasions.
Neutral
[li]Sanctum Guard
Blue/Water
[/li][li]Lilith x 3
[/li][li]Lizardman x 3
[/li][li]Mad Clown x 3
[/li][li]Vodyanoi x 3
Yellow/Wind
[/li][li]Centaur x 3
[/li][li]Elf x 3
[/li][li]Master Monk x 3
[/li][li]Quetzalcoatl x 3
Most of the creatures in this deck possess First Attack, and the ones that don't (Mad Clown and Quetzalcoatl) are meant to support them. They are meant to be able to survive on foreign land short of direct damage until you get enough magic to Transform the territory to a suitable color or exchange them for an appropriate creature.
Items
[/li][li]Black Orb x 3
[/li][li]Claymore x 3
[/li][li]Holy Grail x 3
[/li][li]Iksear
[/li][li]Mujina Mask x 3
[/li][li]Terrair
[/li][li]Vorpal Sword x 3
The weapons are obvious in purpose. The defenses are all Tool-based since Lilith and Quetzalcoatl can't use Armor, plus in most circumstances they're much more economical than such. I prefer the Holy Grail over Gaseous Form despite the increased costs (using and damage absorption) because it doesn't reduce the creature's ST to 0 which enables it to permanently finish off the invader as well as keep it safe from Lunatic Hare and Luna Stone. The Black Orbs are in there for armor-piercing effectiveness on offensive as well as defense against Counter Amulets and Decoys or any creatures with Neutralization. Iksear and Terrair are perfect complements for this deck and should be naturally bolstered with proper terrain assignments.
Spells
[/li][li]Shatter x 4
[/li][li]Soltis
[/li][li]Squeeze x 3
Shatter and Squeeze are for hand control, which is extra-important in this deck since direct damage (especially Sonic Wave) is a vulnerability. Squeeze is especially prized for being able to discard all card types from your opponent's hand. 150G is literally a small price to pay for getting rid of a Garuda when the whole map is seeing yellow, for example. Soltis is a versatile card that's a must-have in decks when it's legal to do so.
[/li][/ul]