rec.games.trading-cards.jyhad

Cel Pro deck

14 messages from 9 participants · 17 January 2007 – 18 January 2007
original thread on Google Groups

cnislev

Hi guys I have played cel pro decks for a while, gradually putting in more and more guns and now ending up with a cel gun deck with a bit of protean. Its built on bits of ideas from different people + my own experience, would love some comments: Name: Ellen's on your track Crypt: 4 Ellen Fence 2 Darrel Boyce 2 Skryta Zyleta 2 Scarlett Carson O'Toole 2 Steve Booth Ellen comes out, concealed desert eagle, scatter shot in the magazine. Close range with flesh of marble, shoot for 4 and Blur. Earth meld + psyche for multirush Library (80 Cards) 12 Masters: 1 Yawp Court 3 Fame 2 Tension in the Ranks 4 Blood Doll 1 Dreams of the Sphinx 1 Vast Wealth 51 Combat: 7 Concealed weapon 6 Scattershot 6 Magazine 7 Flesh of Marble 5 Earth Meld 9 Psyche 7 Blur 4 Taste of Vitae 5 Bum's Rush 5 Rumble 7 Desert Eagle - I think Manstopper Rounds are better than Scatter Shot (should probably put them in instead), I like the stability regardless of range - even Glaser rounds are quite good with additional strikes. And then I do not have to worry about manouvering to close range but can stick to Desert Eagles instead of Magnums. 80 cards to keep it simple and focused. Christian (oh, and its my first post here, so if I'm writing stuff that other people have already discussed, sorry!)

Peter D Bakija

In article <1168992572....@a75g2000cwd.googlegroups.com>, "cnislev" <c.ni...@gmail.com> wrote: > Name: Ellen's on your track > > Crypt: > 4 Ellen Fence > 2 Darrel Boyce > 2 Skryta Zyleta > 2 Scarlett Carson O'Toole > 2 Steve Booth Realizing that Ellen Fence is part of the deck's name, and has built in Rush, but you still might do better as a 3/4 crypt--you get Leo Washington (2 cap cel/pro) and still all the good CEL/pro. Maybe a crypt of: 2x Luke Fellows (7) CEL, PRO 2x Spider (6) CEL, PRO 2x Skryta (5) CEL, pro 2x Steve (5) CEL, pro 2x Scarlett (4) CEL, pro 2x Leo (2) cel, pro > Library (80 Cards) Make it 90. You'll run out anyway. > 12 Masters: > 1 Yawp Court > 3 Fame > 2 Tension in the Ranks > 4 Blood Doll > 1 Dreams of the Sphinx > 1 Vast Wealth Haven Uncovered is important here. And is the Yawp Court working for you? > > 51 Combat: > 7 Concealed weapon > 6 Scattershot > 6 Magazine > 7 Flesh of Marble > 5 Earth Meld > 9 Psyche > 7 Blur > 4 Taste of Vitae Good, but you might want a few more Taste, as you are still taking a few damage, and Blur costs blood. > 5 Bum's Rush > 5 Rumble Up this, especially if you take out Ellen. Which isn't necessarily what you want to do, but worth considering due to the otherwise improved crypt. > 7 Desert Eagle Probably need more of these too. > - I think Manstopper Rounds are better than Scatter Shot (should > probably put them in instead), I like the stability regardless of range > - even Glaser rounds are quite good with additional strikes. And then I > do not have to worry about manouvering to close range but can stick to > Desert Eagles instead of Magnums. Yeah, go with the Manstopper as you don't have a lot of manuvers. If any, really. And the Manstopper breaks even with the Glaiser with 1 additional strike, and the extra damage from the Glaiser with the second addition is probably uneccessary. Peter D Bakija pd...@lightlink.com http://www.lightlink.com/pdb6/vtes.html

The Lasombra

On 16 Jan 2007 16:09:32 -0800, "cnislev" <c.ni...@gmail.com> wrote: >Hi guys Good evening. >(oh, and its my first post here, so if I'm writing stuff that other >people have already discussed, sorry!) This group loves to discuss decks, no worries about any sort of repeats. See also: http://games.groups.yahoo.com/group/rgtcjdeckarchive/ >I have played cel pro decks for a while, gradually putting in more and >more guns and now ending up with a cel gun deck with a bit of protean. >Its built on bits of ideas from different people + my own experience, >would love some comments: Is there anything in particular that this is dying to, locally? >Name: Ellen's on your track >Crypt: Average capacity 6.00 >4 Ellen Fence Ability: Ellen can enter combat with any tapped minion controlled by your predator or prey as a (D) action. It might be too late if you have to wait for them to tap. I have a deck with a few small similarities, here: http://www.thelasombra.com/decks/emp.htm >2 Darrel Boyce >2 Skryta Zyleta >2 Scarlett Carson O'Toole >2 Steve Booth >Ellen comes out, concealed desert eagle, scatter shot in the magazine. >Close range with flesh of marble, shoot for 4 and Blur. Earth meld + >psyche for multirush >Library (80 Cards) >12 Masters: >1 Yawp Court >3 Fame >2 Tension in the Ranks >4 Blood Doll >1 Dreams of the Sphinx >1 Vast Wealth I have no real objections to any of this except the Vast Wealth. You should be entering combat or bleeding, not searching your library. I would replace it with Guardian Angel or Flak Jacket. One point of aggravated damge from a hand strike will also put you down, currently. GA and FJ are really more valuable than you would first guess when you have them in a deck that intends to be in many combats. I would also prefer an Elder Library to the Vast Wealth. Permanent hand size increase will help keep your combos flowing. Others will recommend The Barrens, for the mid-turn cycle to keep your turn going. >5 Bum's Rush >5 Rumble >7 Desert Eagle >7 Concealed weapon >6 Scattershot >6 Magazine >7 Flesh of Marble >7 Blur >4 Taste of Vitae >5 Earth Meld >9 Psyche >- I think Manstopper Rounds are better than Scatter Shot (should >probably put them in instead), I like the stability regardless of range >- even Glaser rounds are quite good with additional strikes. And then I >do not have to worry about maneuvering to close range but can stick to >Desert Eagles instead of Magnums. I agree with swapping Scatter Shot out and Manstopper Rounds in. You have no ability to maneuver, so if your opponent goes long, you lose half of your striking ability. Ammo that is not range dependent will be an improvement. >80 cards to keep it simple and focused. >Christian Good luck with the deck. Carpe noctem. Lasombra Archivist to great deck builders. http://ArchonOfTheSwamp.tripod.com http://BlueDevilVTES.tripod.com http://ColumbusVTES.tripod.com http://Legbiter.tripod.com http://UniqueMasterOfVTES.tripod.com http://vtes-Hunter-Net.tripod.com http://VTESOrgPlay.tripod.com http://wanderers-counsel.tripod.com http://www.TheLasombra.com/decks.htm http://games.groups.yahoo.com/group/rgtcjdeckarchive/

jeff...@gmail.com

cnislev wrote: > Hi guys > > I have played cel pro decks for a while, gradually putting in more and > more guns and now ending up with a cel gun deck with a bit of protean. > Its built on bits of ideas from different people + my own experience, > would love some comments: > > Name: Ellen's on your track > > Crypt: > 4 Ellen Fence > 2 Darrel Boyce > 2 Skryta Zyleta > 2 Scarlett Carson O'Toole > 2 Steve Booth > > Ellen comes out, concealed desert eagle, scatter shot in the magazine. > Close range with flesh of marble, shoot for 4 and Blur. Earth meld + > psyche for multirush Try 2x Reza Fatir in place of Steve Booth (or at least 1/1). Then you can add 1x Remover in for Skryta and Reza so they can tap minions at stealth for Ellen to rush. > > Library (80 Cards) > > 12 Masters: > 1 Yawp Court > 3 Fame > 2 Tension in the Ranks > 4 Blood Doll > 1 Dreams of the Sphinx > 1 Vast Wealth Use 2x Dreams if you have them, or 1x The Barrens to flush excess Concealed Weapons, etc from your hand. > 51 Combat: > 7 Concealed weapon > 6 Scattershot > 6 Magazine > 7 Flesh of Marble > 5 Earth Meld > 9 Psyche > 7 Blur > 4 Taste of Vitae That's some nice Magazine tech you have. I would add at least 2x Dragon's Breath Rounds for surprise burn options. A smattering of Sideslip goes a long way toward dealing with Aggropoke, Ivory Bows, and blood theft. > 5 Bum's Rush > 5 Rumble > > 7 Desert Eagle I'd like to see 1-2 Homunculus in here so you can untap and be ready to block on occasion. Otherwise you are a sitting duck for very aggressive bleed decks. > > > - I think Manstopper Rounds are better than Scatter Shot (should > probably put them in instead), I like the stability regardless of range > - even Glaser rounds are quite good with additional strikes. And then I > do not have to worry about manouvering to close range but can stick to > Desert Eagles instead of Magnums. > > 80 cards to keep it simple and focused. > > Christian > > (oh, and its my first post here, so if I'm writing stuff that other > people have already discussed, sorry!) Good luck and good to see you here! Jeff

Darby Keeney

On Jan 16, 5:09 pm, "cnislev" <c.nis...@gmail.com> wrote: > Hi guys > > I have played cel pro decks for a while, gradually putting in more and > more guns and now ending up with a cel gun deck with a bit of protean. > Its built on bits of ideas from different people + my own experience, > would love some comments: > > Name: Ellen's on your track > > Crypt: > 4 Ellen Fence > 2 Darrel Boyce > 2 Skryta Zyleta > 2 Scarlett Carson O'Toole > 2 Steve Booth > > Ellen comes out, concealed desert eagle, scatter shot in the magazine. > Close range with flesh of marble, shoot for 4 and Blur. Earth meld + > psyche for multirush Viability of this type of deck (Earth Meld/Psyche), (Short Range Gun/Psyche) and (Magazine/any crap ammmo) aside, I offer a simple suggestion that will improve it's function. Infernal Pursuit x5-6, taking you from 80 to 85-6 cards. You'll cycle into guns/conceal and/or magazine/ammo when you need them, and dump them when you don't. With Psyche as a continuation vehicle, you can control the number of cards you end up dumping. I would also consider Tension in the Ranks and/or Dragonbound, since you lack any real ousting mechanism. As the Lasombra says, you'll be interested in hand size (even more than cycling because you're running combos, though Infernal Pursuit is a no-brainer) - so I would up the number of Dreams to 2-3. Darby

Salem

Peter D Bakija wrote: > Yeah, go with the Manstopper as you don't have a lot of manuvers. If > any, really. And the Manstopper breaks even with the Glaiser with 1 > additional strike, and the extra damage from the Glaiser with the second > addition is probably uneccessary. plus i think you can cycle the manstopper even if they s:ce, whereas the glaser will be sticking in your hand, stopping you top-decking that psyche you need... :) -- salem http://users.tpg.com.au/adsltqna/vtes/ (replace 'hotmail' with 'yahoo' to email)

Azel

everyone pretty much covered what i would say. though ther's a few options that i'd suggest to explore. here's just a few unmentioned alternatives: you might be able to squeeze a Red List, though try Haven Uncovered first. you have huge amounts of CEL. oddly enough, i think Distraction would be a nice add here. either get your desired combo or tap an annoying minion of your predator or prey. another option looking at CEL, Flurry of Action. either forward pressure and flush, or forward pressure and ready for rush. yeah, it can be blocked, but is that such a bad thing? think of it as a flexible rush card. i'm sure someone said it, but haven't seen it. where's Pulled Fangs? follow the path of least resistance and let this card do your extra effort. how many minions do you end up having out? and how many end up tapped/untapped each turn? because, as i'm not seeing enough dogpile rush like Haven Uncovered, etc., i'm thinking a pair of small caps would be untapped. are we needing more rush? or perhaps defense? could we shake up rush by mixing in Games of Instinct? defense by adding Rooftop Shadow or Aversion? some information about what's going on in your metagame will help.

Peter D Bakija

On Jan 17, 1:51 am, Salem <salem_christ....@hotmail.com> wrote: > plus i think you can cycle the manstopper even if they s:ce, whereas the > glaser will be sticking in your hand, stopping you top-decking that > psyche you need... :) Not that you aren't completely correct, but I suspect that the plan is to cycle the ammo with the Magazine, so you can play it pretty much regardless :-) -Peter

cnislev

Hi again, thanks for all the comments - it has given me lots to think about and I will get back with some replies soon. Meanwhile, I have a question: If one of my vampires has a gun with a magazine and an ammo card on it, what happens if one of my other minions equips with that weapon from the first vampire? Does the ammo card follow along with the gun? Christian

Salem

[ quoted text not captured ] oh yeah. good point. I guess I'd mentally blocked out the magazine angle of the tech since, well, who plays with magazine?! :) In that case....the extra damage on the first strike from the gun could mean the difference between your OPPONENT being able to play Blur and not. So I'd still go with manstopper over glaser (well, maybe one glaser in the deck, just because the Jyhad picture is pretty cool). [ quoted text not captured ]

cnislev

and one more question: I have equipped with two guns. I am in combat with another minion, I am acting. I choose to strike with a gun, he plays canine horde or fast hands to destroy/steal that gun with first strike. Do i then get to choose to strike with the other gun on my minion? Christian

atomweaver

"cnislev" <c.ni...@gmail.com> wrote in news:1169121451.249129.253980 @s34g2000cwa.googlegroups.com: [ quoted text not captured ] If you are asking if you can re-choose your initial strike of the round, no you cannot. You can use the other gun if you generate additional strikes. Regards, DaveZ Atom Weaver

cnislev

thanks - and another question (I am full of them...) Can I play two (or more) Infernal Pursuits in the same combat, and what are the effects? Do I draw TWO additional cards, or just one? Christian [ quoted text not captured ]

LSJ

cnislev wrote: > thanks - and another question (I am full of them...) > > Can I play two (or more) Infernal Pursuits in the same combat, and what > are the effects? Do I draw TWO additional cards, or just one? Yes. They stack. Two. Or rather: draw one and discard one, then draw one and discard one.