technobabble66#
Threw this together (hence some cards may be superfluous)
The idea is get Seterpenre out. Give him the 2 Thaum & 2 Fort masters. Get a soul gem on him & burn him. Use the Eternal Mask to raise him again. He takes the gem back. Let TEM burn in an untap phase, burning Seterpenre again & bringing up another minion from the crypt via the gem. Repeat w many TEMs, thus getting lots of high to mid cap minions over several rounds.
Summon the serpent is to get Seterpenre quickly, as he is oldest in crypt & critical
Magic of the Smith to get the gem quickly & safely
Daring the dawn to burn
Heidelberg to swap the gem without an action, allowing Seterpenre free to act(bleed) or block
Villein blood off the tubby minions that get raised, Khobar some if necessary for additional pool (hopefully not necessary tho!)
Eventually swarm bleed w the few remaining bleed mods when the time is ripe.
Whatcha'll think??
Could b tempted to add a Dom angle for bounce & extra bleediness; & add another mokole blood or 2 (i think they may be awesome in this deck)
Deck Name: Eternal Serpent 1.0
Author: technobabble66
Description:
(see above)
Crypt (14 cards; Capacity min=5 max=10 avg=7.64)
================================================
1x Amenophobis 7 dom pre OBF SER Follower of Set:4
1x Ankh-sen-Sutekh 6 obf PRE SER Follower of Set:4
1x Arnulf Jormungandrsson 8 aus cel OBF PRE SER Follower of Set:5
1x Bupe Kuila 7 pre OBF POT SER Follower of Set:4
1x Cagliostro, The Grand Copht 8 nec pot OBF PRE SER Follower of Set:4
1x Halim Bey 6 obf tha DOM SER Follower of Set:4
1x Neferu 9 dom nec OBF PRE SER THA Follower of Set:4
1x Ogwon 7 for OBF PRE SER Follower of Set:5
1x Pentweret 9 aus for obe OBF PRE SER Follower of Set:5
1x Porphyrion 9 for CHI OBF PRE SER Follower of Set:5
1x Seren Sukardi 7 pre OBF SER THA Follower of Set:4
1x Seterpenre 10 AUS NEC OBF PRE SER Follower of Set:5
1x Shemti 9 vic OBF POT PRE SER Follower of Set:5
1x Zhenga 5 obf pre SER Follower of Set:4
Library (90 cards)
==================
Master (25)
1x Barrens, The
3x Dreams of the Sphinx
3x Eternals of Sirius, The
2x Fortitude
1x Heidelberg Castle, Germany
2x Information Highway
1x Khobar Towers, Al-Khubar
1x Opium Den
2x Thaumaturgy
9x Villein
Action (32)
1x Blithe Acceptance
1x Blood of Sandman
1x Dream World
1x Enchant Kindred
10x Eternal Mask, The
1x Form of Corruption
6x Magic of the Smith
1x Revelation of Ecstasy
1x Rutor's Hand
8x Summon the Serpent
1x Temptation
Equipment (3)
1x Mokolé Blood
2x Soul Gem of Etrius
Action Modifier (25)
1x Approximation of Loyalty
1x Cloak the Gathering
7x Daring the Dawn
1x Elder Impersonation
1x Faceless Night
1x Forgotten Labyrinth
1x Into Thin Air
1x Lost in Crowds
1x Perfect Paragon
2x Revelation of Desire
1x Spying Mission
1x True Love's Face
3x Truth of a Thousand Lies
3x Veil the Legions
Reaction (1)
1x Mental Maze
Combat (2)
1x Majesty
1x Unholy Penance
Combo (2)
1x Form of the Serpent
1x Swallowed by the Night
Created with Secret Library v0.9.3. (Sep 13, 2011 09:05:53)
How do you intend to oust?
Bring up lots of vamps thru Soul Gem trickiness. Bleed prey to death, either directly or via stealth
How do you intend to keep from being ousted?
Bloating like crazy after 5-6 rounds
What do you want your ready region to look like (ie, how many guys are you planning on getting out)?
Initially, either Seterpenre to start with (if lucky) or any other vamp who is then uses Summon the Serpent to bring out Seterpenre. Seterpenre emerges w 2 Thau & 2 Fort.
Shortly thereafter raises 1 new highcap vamp each round. Maybe by round 10 = 5-6 vamps
What do you want your average turn to look like?
Mid-game:
Villein available tubby vamp that was recently raised via Soul Gem
1 vamp plays TEM, raises Seterpenre from ash, he emerges w THAU & FOR.
Seterpenre takes the Gem off whoever has it from the previous raising last turn, or it gets heidelberg'ed over if the castle is out & seterpenre does something like bleed.
Turn ends, and during an untap phase, allow the TEM to burn, burning Seterpenre again & triggering the Gem, raising a new vamp from the crypt.
What's your metagame like? How do your opponents play?
All sorts. Generally see 1 intercept deck & 1 combat deck in most games, with majority being bleed &/or votes.
What problems have you observed with the deck in play?
Not played, but i assume this is another tricky deck that ain't gonna work for some reason - card jam, blocked, sit next to Craig's weenie potence deck again and get smashed off the table ... again :-/
However, running it thru the Card Simulator indicates it may run OK.