From: | David Reis <david.reis@*****.COM> |
---|---|
Subject: | Re: David's Non-Combat Mage Deck (Corrected) |
Date: | Fri, 22 May 1998 14:44:25 -0700 |
>>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.
>>
>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
>
Thanks for the comments!
I didn't include Invisibility for the very reason you suspect, that it
sends the rest of the team home. I figured Sleep already covers the
awakened and personnel challenges, and my opponents don't play that many
street challenges. I didn't include Jinx because the electrical challenges
my opponents play are also barrier challenges, so Ram Spell with a runner's
sorcery rating added in is at least as effective as Jinx. I guess it all
depends on what challenges you think you're going up against.
One change I am thinking about making is substituting 2 Dazzles for the 2
Spell Locks. Many of the awakened challenges I might face have a stealth
requirement, so the Dazzles might keep me from using up my Combat Fetishes
on rolls for Sleep. Plus, I need more spells to maximize the casting
potential of my runners.
David