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Message no. 1
From: Phillip G Jaros <phillip_jaros@**.US.SWISSBANK.COM>
Subject: Deck Types (was Re: Stun Gloves - Another Question to Fasa)
Date: Thu, 2 Oct 1997 06:03:04 CDT
Matb wrote:
>> This is how I thought they were intended, but it tends to get out of
>> hand fast. My melee monster gang type deck really gets out of hand,
>> the only real problem it has is when it goes up against the
>> R-cubed deck that uses Renraku, Robo-Plant Revolt, and all electrical
>> challanges.
>
>Hey! That's my deck!

hehehehe...
I think I've either made (I've made and used around 20 differant decks)
or played against every possible deck to this point. ;)

The most powerful of which have been:

The Rigger/Renraku/Robo-Plant Revolt Deck (fairly easy to put together)
The Shaman/Biotech Deck (needs alot of rares - 4 Moonshadow)
The Melee Monster Deck (Fairly easy to put together)
The Challenge/Special Deck (which is rather boring to play, but pretty
easy to put together)
The Flatline and Friends Deck (needs 4 promo's so not a great option)

So in a tournament I'ld expect to run into R3 or a big bruiser deck.
With a chance at maybe a Mage deck (I have yet to find away to make
a very strong Mage deck).

What types of decks do other people play?

I like to play Racial decks for fun, and I think a human deck could be
a great tourny deck with the use of Humanis Policlub ganger and Sudden
Goblinazations. Afterall, they don't become metahumans until after
they are brought out. Unfotunately I don't have any SGs.

But besides that I'm running out of ideas... :(


--
Phil Jaros 888888888 Chicago Tech Support
jarosph@**.us.swissbank.com O=O=O=O=O SBC Warburg Dillon Read
___________aaaaaaaaaaaaa___________
___...aaaad8888888888888888p"""""q8888888888888888baaaa...___
``"""""q8888888888888|
|8888888888888p"""""''
``"""""< `=-~-='
>"""""''
Chakan `| ^ |'
The Forever Man / | =-= | \
/ `__.__' \
Message no. 2
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Deck Types (was Re: Stun Gloves - Another Question to Fasa)
Date: Wed, 1 Oct 1997 07:38:43 -0700
> >> This is how I thought they were intended, but it tends to get out of
> >> hand fast. My melee monster gang type deck really gets out of hand,
> >> the only real problem it has is when it goes up against the
> >> R-cubed deck that uses Renraku, Robo-Plant Revolt, and all >
>>electrical
> >> challanges.

> >Hey! That's my deck!

> hehehehe...
> I think I've either made (I've made and used around 20 differant decks)
> or played against every possible deck to this point. ;)

The funny thing is, I had just made up this deck, too. Talk about
simultaneous inventions.. It's Powerful! That Robo Revolt is a
killer.
Too bad there aren't any other objectives to boost the Electricals -
well, Shadowplay does, sometimes.

> The most powerful of which have been:

> The Rigger/Renraku/Robo-Plant Revolt Deck (fairly easy to put together)
> The Shaman/Biotech Deck (needs alot of rares - 4 Moonshadow)

Or four Hawkwings.

> The Melee Monster Deck (Fairly easy to put together)

And oh so cheap, too!

> The Challenge/Special Deck (which is rather boring to play, but pretty
> easy to put together)

Eh? Explain, please :)

> The Flatline and Friends Deck (needs 4 promo's so not a great option)

> So in a tournament I'ld expect to run into R3 or a big bruiser deck.
> With a chance at maybe a Mage deck (I have yet to find away to make
> a very strong Mage deck).

Okay, the deck I'm working on now is the Elf/Ork Mage deck:

Runners (16)
Highbrow x3 (draw, draw, draw!)
Tempest x3 ("Tim")
Jackyl x2 (for a little muscle, not the burnt-out)
Scarecrow x2 (ditto, diversifying skills)
Red Widow x2 (fire support)
Scorpio x2 (Guard!)
Razorback (muscle)
Reaper (muscle)

Gear (15)
Armor Spell x2
Fireball x2
Foretelling x3 (draw, draw, draw!)
Invisibility x3
Sleep x3
Bulldog Van x2

Locations (6)
Tir Tairngire x2
Renraku
Hermetic Library x2
The Ork Underground

Contacts (4)
Talismonger x2
Elven Hitman x1
Bounty Hunter x1

Specials (15)
Matrix Crash x2
LotI x4
False Mentor
Deja Vu x2 (better than Loaded Dice)
Wild Goose Chase x2
Whoops! x3
Reinforcements

Challenges
Electrified Fence x3
Fusion Gate x3
Heavy Sentry Gun x1
Killer Drone x1
Integrated Control Center x2
Sentry Gun x3
Security Drone x3
The Big Chase x1

Objectives
Robo-Plant Revolt x4
Site of Power
Tiki Head Enigma 24
Sucker Run


..... Comments, critiques, advice? So far it's gone one-for-one, but
that's probably an anomaly.

> I like to play Racial decks for fun, and I think a human deck could be
> a great tourny deck with the use of Humanis Policlub ganger and Sudden
> Goblinazations. Afterall, they don't become metahumans until after
> they are brought out. Unfotunately I don't have any SGs.

...Wanna trade? :)
Message no. 3
From: Phillip G Jaros <phillip_jaros@**.US.SWISSBANK.COM>
Subject: Re: Deck Types (was Re: Stun Gloves - Another Question to Fasa)
Date: Thu, 2 Oct 1997 18:55:50 CDT
Matb wrote:

>The funny thing is, I had just made up this deck, too. Talk about
>simultaneous inventions.. It's Powerful! That Robo Revolt is a
>killer. Too bad there aren't any other objectives to boost the
>Electricals - well, Shadowplay does, sometimes.

Well I play with 4 Roboplant Revolts and 2 Sucker Runs. Just remember
not to place any of your challenges on your objective until it is
revealed...

>>The most powerful of which have been:
>
>>The Rigger/Renraku/Robo-Plant Revolt Deck (fairly easy to put together)
>>The Shaman/Biotech Deck (needs alot of rares - 4 Moonshadow)
>
>Or four Hawkwings.

What do you mean or? I use 4 of each. :)

>>The Challenge/Special Deck (which is rather boring to play, but pretty
>> easy to put together)
>
>Eh? Explain, please :)

The deck basically doesn't play any Runners or gear until late in the
game (it should be heavy on specials and challenges). You force
the other player to make showruns early, and make them run into
as many challenges as possible. Then your next turn you draw up
to 7 draw the 8th and replace the challenges he managed to get by.
You may want a runner out with piloting to do drive by's. But for
the most part you just use 4 nuyen a turn to ruin your opponents
plans.

Whe ever I play this deck it ends up being one on the score of one
objective to none.

>> So in a tournament I'ld expect to run into R3 or a big bruiser deck.
>> With a chance at maybe a Mage deck (I have yet to find away to make
>> a very strong Mage deck).
>
>Okay, the deck I'm working on now is the Elf/Ork Mage deck:
>
>Runners (16)
>Highbrow x3 (draw, draw, draw!)
>Tempest x3 ("Tim")
>Jackyl x2 (for a little muscle, not the burnt-out)
>Scarecrow x2 (ditto, diversifying skills)
>Red Widow x2 (fire support)
>Scorpio x2 (Guard!)
>Razorback (muscle)
>Reaper (muscle)

Wow and I thought I played a Rare heavy deck.... :)
I take it you took Razorback and Reaper more for their skills right.
Or do you just don't want to pay the upkeep for Kham?

>Gear (15)
>Armor Spell x2
>Fireball x2
>Foretelling x3 (draw, draw, draw!)
>Invisibility x3
>Sleep x3
>Bulldog Van x2

I personally like Bullet Barrier better than Armor Spell since it
absorbs 1 point of damage for eac runner present (and none of the
runners you use have armor.

>Specials (15)
>Matrix Crash x2
>LotI x4
>False Mentor
>Deja Vu x2 (better than Loaded Dice)
>Wild Goose Chase x2
>Whoops! x3
>Reinforcements

No GAQs? I'm amazed. I'm also suprized not to see more dice roll
effecting cards since you relly on alot cards that need rolls.
All the ones you have chosen are of course quite useful.

>Challenges
>Electrified Fence x3
>Fusion Gate x3
>Heavy Sentry Gun x1
>Killer Drone x1
>Integrated Control Center x2
>Sentry Gun x3
>Security Drone x3
>The Big Chase x1

When I made my Rigger/Renraku/Robo Plant Revolt deck I pilled on some
more non electrical challenges (usually the alarm is trigger by the first
electrical challenge). Booby Trap and Mafia Goons really do a number
on many decks.

And were are the Maglocks? With Roboplant revolt it's really great.
Good luck guesing the number a couple of times in a row... :)

>> I like to play Racial decks for fun, and I think a human deck could be
>> a great tourny deck with the use of Humanis Policlub ganger and Sudden
>> Goblinazations. Afterall, they don't become metahumans until after
>> they are brought out. Unfotunately I don't have any SGs.
>
>...Wanna trade? :)

If your serious about it, I'm willing to trade. I sent my list of
available rares to the list yesterday....

--
Phil Jaros 888888888 Chicago Tech Support
jarosph@**.us.swissbank.com O=O=O=O=O SBC Warburg Dillon Read
___________aaaaaaaaaaaaa___________
___...aaaad8888888888888888p"""""q8888888888888888baaaa...___
``"""""q8888888888888|
|8888888888888p"""""''
``"""""< `=-~-='
>"""""''
Chakan `| ^ |'
The Forever Man / | =-= | \
/ `__.__' \
Message no. 4
From: Rob Harris <rjharris@********.UIUC.EDU>
Subject: Re: Deck Types (was Re: Stun Gloves - Another Question to Fasa)
Date: Thu, 2 Oct 1997 19:53:25 -0700
> >>The Challenge/Special Deck (which is rather boring to play, but pretty
> >> easy to put together)
> >
> >Eh? Explain, please :)
>
> The deck basically doesn't play any Runners or gear until late in the
> game (it should be heavy on specials and challenges). You force
> the other player to make showruns early, and make them run into
> as many challenges as possible. Then your next turn you draw up
> to 7 draw the 8th and replace the challenges he managed to get by.
> You may want a runner out with piloting to do drive by's. But for
> the most part you just use 4 nuyen a turn to ruin your opponents
> plans.
>
> Whe ever I play this deck it ends up being one on the score of one
> objective to none.

Huh? How does the game end? Does everyone just quick or what? Hwo
can it ever be one objective to none. Don't you just keep playing until
somebody has enough reputation points? Do you get your repuation from
somewhere else? Once again (and not for the last time) I am confused!

Rob
Message no. 5
From: Phillip G Jaros <phillip_jaros@**.US.SWISSBANK.COM>
Subject: Re: Deck Types (was Re: Stun Gloves - Another Question to Fasa)
Date: Thu, 2 Oct 1997 20:38:06 CDT
Rob Harris wrote:
>> >>The Challenge/Special Deck (which is rather boring to play, but pretty
>> >> easy to put together)
>> >
>> >Eh? Explain, please :)
>>
>> The deck basically doesn't play any Runners or gear until late in the
>> game (it should be heavy on specials and challenges). You force
>> the other player to make showruns early, and make them run into
>> as many challenges as possible. Then your next turn you draw up
>> to 7 draw the 8th and replace the challenges he managed to get by.
>> You may want a runner out with piloting to do drive by's. But for
>> the most part you just use 4 nuyen a turn to ruin your opponents
>> plans.
>>
>> Whe ever I play this deck it ends up being one on the score of one
>> objective to none.
>
>Huh? How does the game end? Does everyone just quick or what? Hwo
>can it ever be one objective to none. Don't you just keep playing until
>somebody has enough reputation points? Do you get your repuation from
>somewhere else? Once again (and not for the last time) I am confused!

Well we don't play recycable decks, so usually this deck will most likely
end up with the killing off of all the runners in both decks. And
when the decks are completely used up we have to compare Reputation
Points, and usually my running team can only get through 1 objective
before they start dropping like flies. If we recycled the decks
it would turn into a marathan game were reputation pts are few and far
between. Personally I don't have 3 hours to devote to 1 2-player game.


--
Phil Jaros 888888888 Chicago Tech Support
jarosph@**.us.swissbank.com O=O=O=O=O SBC Warburg Dillon Read
___________aaaaaaaaaaaaa___________
___...aaaad8888888888888888p"""""q8888888888888888baaaa...___
``"""""q8888888888888|
|8888888888888p"""""''
``"""""< `=-~-='
>"""""''
Chakan `| ^ |'
The Forever Man / | =-= | \
/ `__.__' \
Message no. 6
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Deck Types (was Re: Stun Gloves - Another Question to Fasa)
Date: Fri, 3 Oct 1997 02:00:33 -0700
(snip - re: various deck types)

> >>The most powerful of which have been:

> >>The Rigger/Renraku/Robo-Plant Revolt Deck (fairly easy to put together)
> >>The Shaman/Biotech Deck (needs alot of rares - 4 Moonshadow)

> >Or four Hawkwings.

> What do you mean or? I use 4 of each. :)

And I thought I played with a lot of rares....

> >Okay, the deck I'm working on now is the Elf/Ork Mage deck:

> >Runners (16)
> >Highbrow x3 (draw, draw, draw!)
> >Tempest x3 ("Tim")
> >Jackyl x2 (for a little muscle, not the burnt-out)
> >Scarecrow x2 (ditto, diversifying skills)
> >Red Widow x2 (fire support)
> >Scorpio x2 (Guard!)
> >Razorback (muscle)
> >Reaper (muscle)

> Wow and I thought I played a Rare heavy deck.... :)
> I take it you took Razorback and Reaper more for their skills right.
> Or do you just don't want to pay the upkeep for Kham?

Kham's okay; but (before upkeep) he's got the same cost as R and R, for
less skills and is weaker. The boost to Orks is pretty good, enough
that (when I get a second copy) I might switch one in, probably for a
Highbrow. (One is all you need at one time, after all).

> >Gear (15)
> >Armor Spell x2
> >Fireball x2
> >Foretelling x3 (draw, draw, draw!)
> >Invisibility x3
> >Sleep x3
> >Bulldog Van x2

> I personally like Bullet Barrier better than Armor Spell since it
> absorbs 1 point of damage for eac runner present (and none of the
> runners you use have armor.

Yes, but: Armor Spell adds more armor (and is cumulative); it adds the
bonus until the end of turn; and is usable at any time (Bullet Barrier
is only good on a Shadowrun). My biggest fear is a lot of mages getting
geeked in the safehouse, so Armor seems to be the better choice.

I've been thinking of adding Katanas to the mix, and possibly some
Ranger-X's. I want to keep the gear ratio low, however (even with the
Draw! Draw! Draw! bit).

> >Specials (15)
> >Matrix Crash x2
> >LotI x4
> >False Mentor
> >Deja Vu x2 (better than Loaded Dice)
> >Wild Goose Chase x2
> >Whoops! x3
> >Reinforcements

> No GAQs? I'm amazed. I'm also suprized not to see more dice roll
> effecting cards since you relly on alot cards that need rolls.
> All the ones you have chosen are of course quite useful.

No GAQs. Surprise! Wild Goose Chase is a bit more cost-effective.

> >Challenges
> >Electrified Fence x3
> >Fusion Gate x3
> >Heavy Sentry Gun x1
> >Killer Drone x1
> >Integrated Control Center x2
> >Sentry Gun x3
> >Security Drone x3
> >The Big Chase x1

> When I made my Rigger/Renraku/Robo Plant Revolt deck I pilled on some
> more non electrical challenges (usually the alarm is trigger by the first
> electrical challenge). Booby Trap and Mafia Goons really do a number
> on many decks.

A good idea... I like the 'Goons myself.
Message no. 7
From: Phillip G Jaros <phillip_jaros@**.US.SWISSBANK.COM>
Subject: Re: Deck Types (was Re: Stun Gloves - Another Question to Fasa)
Date: Sun, 5 Oct 1997 22:38:00 CDT
>> >>The Shaman/Biotech Deck (needs alot of rares - 4 Moonshadow)
>
>> >Or four Hawkwings.
>
>> What do you mean or? I use 4 of each. :)
>
>And I thought I played with a lot of rares....

Hey, Hawkwind is an Uncommon.

>> >Specials (15)
>> >Matrix Crash x2
>> >LotI x4
>> >False Mentor
>> >Deja Vu x2 (better than Loaded Dice)
>> >Wild Goose Chase x2
>> >Whoops! x3
>> >Reinforcements
>
>> No GAQs? I'm amazed. I'm also suprized not to see more dice roll
>> effecting cards since you relly on alot cards that need rolls.
>> All the ones you have chosen are of course quite useful.
>
>No GAQs. Surprise! Wild Goose Chase is a bit more cost-effective.

Not for what I use it for... I tend to use GAQs to set of a death
trap of a challenge... Let's see, if you didn't have that runner
to absorb some of that damage 3 runners of yours will die... What
a shame he had to step outside for awhile. Yes WGC is a better
defensive card, but since it can't be used in combat it is rather
limited. Also it doesn't stop an interception by a single runner.

Maybe you should go 1 and 1...

>> When I made my Rigger/Renraku/Robo Plant Revolt deck I pilled on some
>> more non electrical challenges (usually the alarm is trigger by the first
>> electrical challenge). Booby Trap and Mafia Goons really do a number
>> on many decks.
>
>A good idea... I like the 'Goons myself.

The Goons are a great way to slow down an opponent. I always throw
atleast one in a deck...

--
Phil Jaros 888888888 Chicago Tech Support
jarosph@**.us.swissbank.com O=O=O=O=O SBC Warburg Dillon Read
___________aaaaaaaaaaaaa___________
___...aaaad8888888888888888p"""""q8888888888888888baaaa...___
``"""""q8888888888888|
|8888888888888p"""""''
``"""""< `=-~-='
>"""""''
Chakan `| ^ |'
The Forever Man / | =-= | \
/ `__.__' \
Message no. 8
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Deck Types (was Re: Stun Gloves - Another Question to Fasa)
Date: Sat, 4 Oct 1997 13:53:43 -0700
> >> >>The Shaman/Biotech Deck (needs alot of rares - 4 Moonshadow)

> >> >Or four Hawkwings.

> >> What do you mean or? I use 4 of each. :)

> >And I thought I played with a lot of rares....
>
> Hey, Hawkwind is an Uncommon.

And after six boxes I only have two. And there I thought I was immune
to sorting problems!

> >> >Specials (15)
> >> >Matrix Crash x2
> >> >LotI x4
> >> >False Mentor
> >> >Deja Vu x2 (better than Loaded Dice)
> >> >Wild Goose Chase x2
> >> >Whoops! x3
> >> >Reinforcements

> >> No GAQs? I'm amazed. I'm also suprized not to see more dice roll
> >> effecting cards since you relly on alot cards that need rolls.
> >> All the ones you have chosen are of course quite useful.

> >No GAQs. Surprise! Wild Goose Chase is a bit more cost-effective.

> Not for what I use it for... I tend to use GAQs to set of a death
> trap of a challenge... Let's see, if you didn't have that runner
> to absorb some of that damage 3 runners of yours will die... What
> a shame he had to step outside for awhile. Yes WGC is a better
> defensive card, but since it can't be used in combat it is rather
> limited.

I rareky find myself getting in runner-to-runner combat. LotI is there
just for the Bar Fights and Riots. There're always interceptions and
Z-Zones, to be sure, but I find they rarely happen in large multiplayer
games. Z-Zones, at least - there's always a Cherry Bomb somewhere on
the table. And the "not during combat" isn't that big deal with WGC,
since it is a stinger. You just GAQqed Razorback? I just GAQqed my
team, thanks.

Not to mention with Invisibility and Sleep I should be able to sleaze
half the challenges anyways!

> Also it doesn't stop an interception by a single runner.

At which time, my opponent loses one Runner. :)

As it is, I may be changing over the Objectives and Challenges, to give
the deck an entirely new feel.
Message no. 9
From: Phillip G Jaros <phillip_jaros@**.US.SWISSBANK.COM>
Subject: Re: Deck Types (was Re: Stun Gloves - Another Question to Fasa)
Date: Mon, 6 Oct 1997 00:03:41 CDT
>> >> >>The Shaman/Biotech Deck (needs alot of rares - 4 Moonshadow)
>
>> >> >Or four Hawkwings.
>
>> >> What do you mean or? I use 4 of each. :)
>
>> >And I thought I played with a lot of rares....
>>
>> Hey, Hawkwind is an Uncommon.
>
>And after six boxes I only have two. And there I thought I was immune
>to sorting problems!

That seems to happen quite a bit. I have the equivelent of 4 booster boxes
and a starter box (approx), and I was missing 2 Nature Spirits, 2 Ranger X
bows, 2 Knuckles and 1 of several other uncommons. (when trying to get
4 of each common and uncommon). I'm still short 5 or so common Starter
Objectives to reach that goal, but I think I'll stop were I am at.

>> >No GAQs. Surprise! Wild Goose Chase is a bit more cost-effective.
>
>> Not for what I use it for... I tend to use GAQs to set of a death
>> trap of a challenge... Let's see, if you didn't have that runner
>> to absorb some of that damage 3 runners of yours will die... What
>> a shame he had to step outside for awhile. Yes WGC is a better
>> defensive card, but since it can't be used in combat it is rather
>> limited.
>
>I rareky find myself getting in runner-to-runner combat. LotI is there
>just for the Bar Fights and Riots. There're always interceptions and
>Z-Zones, to be sure, but I find they rarely happen in large multiplayer
>games. Z-Zones, at least - there's always a Cherry Bomb somewhere on
>the table. And the "not during combat" isn't that big deal with WGC,
>since it is a stinger. You just GAQqed Razorback? I just GAQqed my
>team, thanks.

Paying 2 nuyen to have you use 4 (for the same effect - stopping the
run) is fine by me. However, since I usually use it in combat you
couldn't do it. Then again I usually play two player games. So maybe
your right about WGC in that type of play.



--
Phil Jaros 888888888 Chicago Tech Support
jarosph@**.us.swissbank.com O=O=O=O=O SBC Warburg Dillon Read
___________aaaaaaaaaaaaa___________
___...aaaad8888888888888888p"""""q8888888888888888baaaa...___
``"""""q8888888888888|
|8888888888888p"""""''
``"""""< `=-~-='
>"""""''
Chakan `| ^ |'
The Forever Man / | =-= | \
/ `__.__' \

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