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Mailing List Logs for ShadowRN

From: David Reis <david.reis@*****.COM>
Subject: David's Non-Combat Mage Deck (Corrected)
Date: Fri, 22 May 1998 00:20:49 -0700
In my earlier post I forgot to list the stingers I plan to use in my
Non-Combat Mage Deck. I guess that's what happens when your wife plugs in
the baby monitor and you lose half an hour's typing because your computer
reboots. Anyway, here's the corrected deck:

This is a 64+6 deck I call the Non-Combat Mage Deck because it is designed
to sleaze most of the challenges regularly played by my opponents. If I
fail to sleaze a challenge, the runners should have enough force to defeat
it, but I'll probably pull out of the run unless I'm close to taking the
objective. I'm not adverse to running against my own challenges, but I'll
tackle the other guys' first if I think my team is up to it.

It might be helpful to know this deck will be played in a 3-4 player game
where the opponents will probably be playing tough guy decks (cyborgs,
sams, and mercs) or rigger decks. It might also be helpful to know that I
only have 1 of most rares except for the rare mages in this deck.

Now for the cards!

Runners (15):
2x Dr. Apocalypse
1x Highbrow
1x Marek
3x Nightshade
1x Scarecrow
3x Shasta
2x Tempest
2x Wildfire

The average runner cost is 4.25Y, so the deck should develop quickly, and
the runners are cheap to replace if they get trashed. In addition, most of
the runners have some special ability that might be useful during play.

Gear (19):
2x Bullet Barrier
4x Combat Fetishes
4x Fireball
1x Lucky Wabbit's Foot
2x Ram Spell
4x Sleep
2x Spell Lock

Sleep and Ram Spell should get me past most of the challenges my opponents
usually play with the help of the Combat Fetishes. The Spell Locks should
help make sure I have enough Sleeps. Just in case I can't sleaze a
challenge, the Fireballs and Bullet Barriers should carry the day.
Finally, a Lucky Wabbit's Foot is always handy to have.

Locations (1):
1x Shadowland

It might be nice to be able to pull out of a run before facing a revealed
challenge.

Contacts (1):
1x Squatter

Just in case I want to retrieve a runner, spell or challenge from the trash.

Specials (1):
1x Nerps!

Gives me another spell, Combat Fetishes, or Lucky Wabbit's Foot.

Stingers (11):
2x Deja Vu
2x Green Apple Quicksteps
1x Just a Rumor
4x Luck o' The Irish
2x Reinforcements

Most of these should be self-explanatory, but I'll mention that the
Reinforcements are in the deck to hopefully thwart an opponent who is
expected to use Bulldog Vans to make second attempts on objectives after
certain challenges send him home.

Challenges (16):
1x Chomps-2000 Guard Dog
1x Guardian Dracoform
1x Hellhound
1x Hunting Gargoyle
1x Incubus
1x Lone Star Beat Cops
2x Maglocks
1x Manticore
1x Minefield
2x Nets
1x Scatterbrain Raid
1x The Big Chase
1x Widow's Trap
1x Yakuza Assassin

A wide variety of challenges selected to send runners home or deal lots of
damage without relying on having nuyen to pump them up.

Objectives (6):
1x Bio-Lab Raid
1x Critter Hunt
1x Extraction
1x Mystic Testing Grounds
1x Tiki Head Enigma
1x Wetwork

Mystic Testing Grounds and Tiki Head Enigma are included because they're
worth more rep to me than my opponents. Critter Hunt is included because
it encourages my opponents to play awakened challenges, which I should be
able to sleaze, and it prevents Widow's Trap from being played on it. The
remaining challenges prevent Highway Showdown, Sabotaged Controls, and The
Big Chase from being played on them, any of which could ruin my day.

Any constructive comments are greatly appreciated!

David

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.