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From: "James E. Frazer" <jimmicane@**********.COM>
Subject: Re: David's Non-Combat Mage Deck (Corrected)
Date: Fri, 22 May 1998 14:07:17 -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

Hmmm, just curious, but why no Invisibilities? Admittedly it sends the rest of the team
home, but it's great to have in combination with the sleeps. I personally, if this was
designed to be a sleazer, would take out the 4 fireballs and add 4 invisibilities and 2
Jinx Spells (these puppies are quickly becoming one of my favorite spells).

Just a suggestion...
Hurricane

>


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