rec.games.trading-cards.jyhad

An idea for a Nergal deck

11 messages from 6 participants · 17 November 2005
original thread on Google Groups

bubbi...@hotmail.com

Master Cards: 5 Potence Skill Card 6 Minion Tap 3 Storage Annex 1 Ruins of Charizel 1 Fragment of the Book of Nod 1 The Barrens 1 Erciyes Fragments, The 2 Pathenon 4 Golconda ----------------------------- 23 Master cards 3 Magic of the Smith 2 Soul Gem of Etrius 3 Herald of Topheth 3 Disarm 2 Legal Manipulation 1 Aire of Elation 4 Cloak the Gathering 5 Call the Great Beast 4 Sense the Sin 4 Conflagration 6 Freak Drives ---------------------- 37 Minion Cards Crypt: 12 Nergal (Just Hoping I can get enough by the time of the Storyline) Thoughts: Well the idea about the deck is to make a Nergal vs. Nergal final in Storyline. Also how dose The Erciyes Fragments work can I take cards no matter where im placed from the Hell Princes deck? And how dose it work with the timing on his "Tap to shuffel cards into his libary" cards? I hope to generate an awfull lot of pool gain with the Great Beast - Soul gem - Minion tap - Golcondas. I plan to give The Great Beast, FOR DAI and POT/OBF/PRE depends on what suits me at the time. Let the Herald(s) and The beast rush some one and let the Beast/Nergal Bleed each for 3. For a bit of spice I have the Legal/Aire so that Nergal can eighter make a huged bleed for 7 or let my Heralds bleed for a bit more then one. Should there be Daring the Dawns in the deck? Should my obf. cards be those instead. Should the Red star be in the deck? Are there to many master cards, if so what to take out? Another Idea was to drop Soul Gem idea, but include Aigtas instead and then start to draw The Hell princes deck instead, making MY Nergal deck the bad one ;) /B

Fred Scott

<bubbi...@hotmail.com> wrote in message news:1132212661.4...@g43g2000cwa.googlegroups.com... > Master Cards: > 5 Potence Skill Card > 6 Minion Tap > 3 Storage Annex > 1 Ruins of Charizel > 1 Fragment of the Book of Nod > 1 The Barrens > 1 Erciyes Fragments, The > 2 Pathenon > 4 Golconda > ----------------------------- > 23 Master cards > > 3 Magic of the Smith > 2 Soul Gem of Etrius You might consider Vast Wealths instead of MotS. Of course, too many master cards become a problem at some point. > Thoughts: > Well the idea about the deck is to make a Nergal vs. Nergal final in > Storyline. Also how dose The Erciyes Fragments work can I take cards no > matter where im placed from the Hell Princes deck? Nope. You have to be his natural predator. For that, you have to be fourth in order; that is, the guy who happens to be the predator of the guy who is randomly chosen to go first. A 25%, completely random, chance. > And how dose it work > with the timing on his "Tap to shuffel cards into his libary" cards? I suppose you could tap it during your turn, when you have first option to do stuff like that. Alternatively, I think you could just ask him to declare whether he's using it at any given moment you would want to use the Ericyes Fragment. If he says no, tap the Ericyes Fragment. It's not like Magic. There are no "first-in-last-out" fast effects or anything. > Should there be Daring the Dawns in the deck? Daring the Dawn works good with the action to Call the Great Beast, obviously. I'm not sure how much else you'd use it for. If your Nergal is in torpor with a Potence Card and the Soul Gem and it has two or more blood, you can Minion Tap (if necessary) down to two then attempt to leave torpor. If someone blocks you, Daring the Dawn at inferior. That's the other obvious use. I can't think of much else, although those two are important. > Another Idea was to drop Soul Gem idea, but include Aigtas instead and > then start to draw The Hell princes deck instead, making MY Nergal deck > the bad one ;) Again, you'd have to be Nergal's natural predator to make that work. Fred

x5m...@gmx.de

Nergal (normal promo) is only a promo card in teh Nergal pack for storyline tournaments. He is legal for that tournament because every player gets one, but AFAIK you can only use one of those promo vampires. So the deck would not be usable for the storyline tournament. Frank

Daneel

[ quoted text not captured ] I got the impression that you are not prohibited from using these "storyline-only-promo" vampires in any way. The exception - that you may add a copy to your deck - is only to make sure that even while the cards are not yet tournament legal, you may still use at least one copy of them. I don't think there is anything prohibiting you from constructing a legal deck using the (now tournament legal) vampires for a storyline tournament. -- Bye, Daneel

bubbi...@hotmail.com

I got that one covered: http://groups.google.dk/group/rec.games.trading-cards.jyhad/browse_frm/thread/f07f3d90314cafeb/c330161ce98108d9?lnk=raot&hl=da#c330161ce98108d9 :) And whom am I to argue with Robert

bubbi...@hotmail.com

> You might consider Vast Wealths instead of MotS. Of course, too many > master cards become a problem at some point Had it in my first draft but already at over 1/3 Master cards I did cut them away for the Magic, also becouse the VW would burn anyway, so why use it over Magic of the Smith? I hope that +3 Stealth +maybe a 4th from a cloak should be enough. All the stuff about me using his deck, got a point there, still a bit confused about the natural/virtual prey/predator relationships. Daring the Dawn would also work well with any of the bleed cards. Minion Tap down to one, Bleed boost bleed using the one blood, Daring the Dawn, Burn, New Nergal comes into play, fileld with blood and ready to bleed once again .... Who said Deflection? ;) What I was also thinking about are, are the deck just to shabby and lousy? /B

Robert Goudie

[ quoted text not captured ] And Robert even checked with Scott first. :-) This is the first time we've had such a long window for these events so I don't recall this ever coming up for past storylines. The rules comment on adding the [not-yet-legal-for-play] promo-only Nergal to existing decks and how you can ignore the grouping rule when adding them. However, once Nergal is legal for play, you can make a deck with them. Of course you have to then worry about grouping. -Robert

bubbi...@hotmail.com

Well when you kinda ask for more questions, by keep responding to me, I have one more for you here: If play A are having Ruins of Charizel in play, and player B having Infernal Ruins of Charizel in play. Now play A steal player B's Ruins so player A have two of them. Nothing wrong here since it is different locations. But when player A in his untap move pool for the Infernal penalty where dose it go. Dose it "split in two" and each location get a counter, dose ti suffer from what a vampire would do if it have 2 mandatory action, and there for no location get a counter, or do the player decide what of the location the counter go at? I know its kinda cornercase question, just me thinking about ways to misuse that deck in the final :) /B

Fred Scott

<x5m...@gmx.de> wrote in message news:1132220386.3...@g44g2000cwa.googlegroups.com... > Nergal (normal promo) is only a promo card in teh Nergal pack for > storyline tournaments. Once 30 days have passed from Nergal's release date - October 1st - he is as legal as (for instance) Barbaro Lucchese. Used to be, the Storyline tournaments only lasted a month. But in their infinite wisdom (YEAaaaa!), White Wolf now has allowed a longer one. So the promo cards released at the beginning will at some point become completely legally to build into decks for the same Storyline. (Of course, if it caused a problem, they could always issue a special Storyline rule, banning the promo in question.) Fred

Robert Goudie

bubbi...@hotmail.com wrote: > Well when you kinda ask for more questions, by keep responding to me, I > have one more for you here: > > If play A are having Ruins of Charizel in play, and player B having > Infernal Ruins of Charizel in play. Now play A steal player B's Ruins > so player A have two of them. Nothing wrong here since it is different > locations. Correct. > But when player A in his untap move pool for the Infernal penalty where > dose it go. Dose it "split in two" and each location get a counter, > dose ti suffer from what a vampire would do if it have 2 mandatory > action, and there for no location get a counter, or do the player > decide what of the location the counter go at? I'm thinking the player would decide which location would get the counter. LSJ will probably need to answer this one, however. -Robert

LSJ

[ quoted text not captured ] Your answer is correct. -- That is my story, be it bitter or be it sweet. Keep a little and let a little come back to me. LSJ (vtesr...@TRAPwhite-wolf.com) V:TES Net.Rep (remove spam trap to reply) http://www.white-wolf.com/vtes/