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Message no. 1
From: Wyrmy <elfman@*****.NET>
Subject: My Complete deck
Date: Tue, 24 Feb 1998 01:45:07 -0600
I have gone from a plain ork deck t oa completely magical deck.See for
your-self:
Runners:
Scarecrow x2
Orion x2
Shade x3
Grandfather bones x2
Wishbone
The Preacher x2
Shasta x2
Jackyl x2
Dante x4

Gear:
Astral Sense x4
heal
Invisibility x4
Bolt of power x4
Fireball x4
Detect enemy x4
City spirit x4
Elemental x4
Ally Spirit x4
Watcher spirit x4
Stim patch x3
Armored Vest

Challenges:
Security camera
Ambush
Manticore
Mage strike force
Double jeopardy
Basilisk x2
Hellish traffic
Feeding Ghouls
The Funhouse
Nets x2
Electrified fence
Knight errant guards
Booby trap
Security guards
Sentry gun

Objectives:
Desert hit
Opperation cottonmouth
Mob war
Eco-war
Fugitive run
Robo plant revolt
Protect and defend
Crossfire

Specials/stingers:
Deja vu
Infected chrome
Even steven
Riots
Luck o the irish
Bad lunch
Bar fight
Green apple quicksteps
Bugged deck
Block party
loaded dice

Thats all folks.
Message no. 2
From: Felix Hoefert <FHoefert@********.DE>
Subject: Re: My Complete deck
Date: Tue, 24 Feb 1998 01:07:39 +0100
Wyrmy wrote:
>
> I have gone from a plain ork deck t oa completely magical deck.See for
> your-self:
[snip]

Have You played this deck several times? How does it work? It seems to
me You´re in deep trouble if someone plays enough Wanteds and Riots.
Also, isn´t it difficult to put down the right Challenges if You use
eight different Objectives?
I personally like to use 2 to 3 of the same Gear and Specials to keep
the playing "backboned". My point is, having only one of each Special
makes very hard choices of at what precise point to play them, and when
You´ve played them, You might be sorry later for not having kept them.
My experience is, two Riots or Irish are quite strong against a couple
of weak opponents or Stingers like Mentors and Goose Chases. Also, if
You have it, a Wabbit´s Foot would be a good choice for Your deck.

So much for now,
Felix
Message no. 3
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: My Complete deck
Date: Mon, 23 Feb 1998 21:44:58 -0800
Wyrmy wrote:

> I have gone from a plain ork deck t oa completely magical deck.See for
> your-self:

> Runners:
> Scarecrow x2
> Orion x2
> Shade x3
> Grandfather bones x2
> Wishbone
> The Preacher x2
> Shasta x2
> Jackyl x2
> Dante x4

Pretty decent assortment; not a lot of other skills, however. You might
want to look at replacing some of the mages with Sam the Sleuths or
Hatchetman (both low cost Runners with good stats and *lots* of skills.)

> Gear:
> Astral Sense x4
> heal
> Invisibility x4
> Bolt of power x4
> Fireball x4
> Detect enemy x4
> City spirit x4
> Elemental x4
> Ally Spirit x4
> Watcher spirit x4
> Stim patch x3
> Armored Vest

*Far* too much gear. I think the Astral Senses are pretty cool; I've
never played with them much, however.

I'd eliminate the Detect Enemies -- a card I've been meaning to write a
CotW column for a long time about -- and replace them with Sleeps, if
you can get your hands on them.

I'd probably also knock the (foo) Spirits down to one or two each; the
Allies are nice, but there's only one Runner who can use them in this
deck. The Watchers are really powerful, especially combined with the
Astral Senses. The City/Nature spirits give you some backbone, but with
their possible restrictions, seem worth toning back on.

You probably also want to include some Contacts and Locations; the
Talismonger and Hermetic Library can do wonders in speeding decks like
this one up. Incidentally, I hear the T-Monger might not make the cut
into Second Run, so get your hands on 'em.

> Challenges:
> Security camera
> Ambush
> Manticore
> Mage strike force
> Double jeopardy
> Basilisk x2
> Hellish traffic
> Feeding Ghouls
> The Funhouse
> Nets x2
> Electrified fence
> Knight errant guards
> Booby trap
> Security guards
> Sentry gun

Mmm, nice, although there are no strong combos with your Objectives.

> Objectives:
> Desert hit
> Opperation cottonmouth
> Mob war
> Eco-war
> Fugitive run
> Robo plant revolt
> Protect and defend
> Crossfire

Fugitive Run and Desert Hit strike me as bad choices, given that none of
your Runners has Stamina. Admittedly, you're probbly trying to sleaze
more than you're trying to bash, but there will always be a case where
you have to pull out the stops. Fatigue affects Fireballs and the like,
don't forget.

I've found, though, that Spirits tend to circumvent the situation rather
nicely.

> Specials/stingers:
> Deja vu
> Infected chrome
> Even steven
> Riots
> Luck o the irish
> Bad lunch
> Bar fight
> Green apple quicksteps
> Bugged deck
> Block party
> loaded dice

I'm the kind who would double up on some of these and eliminate others
entirely. Deja Vu, given your attack spells and Robo-Plant (and some
other effects I'm probably overlooking) works very well. Bar Fight can
be a nice curveball to throw at an opponent, as no one expects the mages
to punch back; Grampa Bones or the Preacher, especially when armed with
the proper gear (Nature Spirit or Fireball) can really bruise.

I've always found Bad Lunch to be a little underwhelming; maybe because
every time I've played it (ok, three times :) ) the opponent just shakes
it right off. If it prevented a Runner from doing *anything* on his
turn...

Similarly, Infected Chrome and Bugged Deck are fairly limited in their
target; I think Bugged Deck is the more useful of the two, simply
because looking at Challenges never ever hurts. (Infected's a nice way
to get rid of opponnt Runners, though usually cyber goes only on the Big
Tough Guys -- esp. Skwrk.)

So, the quick overview of this deck would be: You're trying to do too
much. Scale some things back, and you'll find that the tactics you're
left with will have a much higher chance of improving.

> Thats all folks.

--




------------------------------------
With nomads I am numbered. -- E. MacColl

Teen Poets FAQ: http://pw1.netcom.com/~mbreton/poetry/poetfaq.htm
SRTCG Website: http://www.geocities.com/Area51/Station/2189/ccgtop.htm
Message no. 4
From: Wyrmy <elfman@*****.NET>
Subject: Re: My Complete deck
Date: Wed, 25 Feb 1998 12:53:17 -0600
<Snip Thingd that needed to be changed>
You had some great suggestions that I took Straight to heart,And now I
just have to wait till that Dunkelzahns black book is recieved by the
person I sent it to and I get my ceaser card,then depending on him,I can
add MORE gear to my deck(The people I learned this game[and also happen
to be the people that taught me magic the Gathering too]are cutthroagths
,and taught me that bigger badder meaner decks are the only way to
win.Crush tyour enemy completely they say.)
--
What are you Bulking up to? Fatass? Superfatass? -Southpark kids

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