Here is another sampler deck just to try the new cards in the Modern format. The only theme to this deck is build up a big pool of [Chi] and use cards that benefit from it. The Modern format really does not have many Hand characters that don't provide [Chi], so this isn't much of limitation to deck construction.
Foundation:
Shaolin Supplicants x5
Buddhist Monk x4
Temple Guards x4
Characters:
Buddhist Gardener
Shi Ho Kuai x2
Kung Fu Master
The Iron Monkey x2
Jade Fox
Chin Ken
Master Hao
Green Master
Sifu Beumer
Li Po
Events:
Healing Earth x2
Violet Meditation x3
Rigorous Discipline x3
Shaking the Mountain
Breath of the Dragon
Blade Palm x2
Robbing the Kong
Eight Pillars of Heaven Array
States:
Water Sword x3
Butterfly Swords
Dim Mak
Candle Training
Edges:
Shield of Pure Soul x2
Sites:
Venerable Apothecary x2
Garden of Peaceful Reflection
FSS:
Dockyard x3
Kowloon Gate
Phlogiston Mine x2
Po Toi Islands x2
Puzzle Garden x3
Stone Spirals
Vale of Tears
The deck has a subtheme of Superleap which worked well. The Temple Guards were able to take 2 sites using their Superleap fueled by a Puzzle Garden.
For the people who think that Venerable Apothecary is too big of a liability to play, in my experience, my opponents often end up seizing it. Now you can use its healing ability for your own push for victory.
Water Sword worked well for one game. On three occasions it gave me the Fighting needed to take a site including on the winning attack. I don't think this makes it a top tier card, but it certainly is playable. Mix it with more copies of Candle Training and you can prevent hand clog by discarding it as needed. The hand clog is also somewhat limited as the return to hand effect is voluntary.
This blog will be about my experience with Shadowfist CCG published most recently by Inner Kingdom Games. I've been a player of this game since 2000. I started when Z-Man games revived the game with Year of the Dragon and Throne Wars. I'll talk about deck design, card reviews, actual play reports, conventions, and what ever else I feel like.
Thursday, January 16, 2014
Wednesday, January 15, 2014
Cave Network Tricks
Cave network:
If you control no Characters when an attack is declared against Cave Network, you may turn Cave Network to play a Character with a cost of 3 or less at no cost.
The ruling on using this card is that you can turn it at anytime in response to the declaration of an attack on this site, if you have no characters in play when you turn the Cave Network. This means you could use the CN if you can eliminate characters in play in response to the declaration of the attack before you respond with the CN.
With the new timing rules, Cave Network tricks have a whole new level of options. Previously, all effects were generated and then resolved with no opportunity to generate new effects. So the only way to eliminate characters so a Cave Network was usable was to sacrifice the defending character(s) since sacrifices are done on generation. Now new effects can be generated after each old one is resolved. So this allows the defending player to use any number of damage effects to remove characters from play. Example: Defender has a Cave Network with a Just Another Consumer with a BoBo Splitter in front of a Cave Network. Once the attack is declared, in response the Splitter is sacrificed to do 1 damage to all characters at that location. Let JAC get smoked, and it is now legal to turn Cave Network to drop a 3 cost character.
Here are some of the other cards that could be used to set up the Cave Network: Final Brawl, Kunlun Clan Assault, Hail of Skulls, Nunchucks, Fusion Rifle, Tommy Gun, Nerve Gas (or any other direct character removal), etc. The list is extensive. I think this is going make Cave Network a much more useful card than before. I especially like Final Brawl. This is just what the Final Brawl / Yakuza Enforcer deck needed. I'll have to dust off Last Man Standing and inflict a new level of pain on my play group.
If you control no Characters when an attack is declared against Cave Network, you may turn Cave Network to play a Character with a cost of 3 or less at no cost.
The ruling on using this card is that you can turn it at anytime in response to the declaration of an attack on this site, if you have no characters in play when you turn the Cave Network. This means you could use the CN if you can eliminate characters in play in response to the declaration of the attack before you respond with the CN.
With the new timing rules, Cave Network tricks have a whole new level of options. Previously, all effects were generated and then resolved with no opportunity to generate new effects. So the only way to eliminate characters so a Cave Network was usable was to sacrifice the defending character(s) since sacrifices are done on generation. Now new effects can be generated after each old one is resolved. So this allows the defending player to use any number of damage effects to remove characters from play. Example: Defender has a Cave Network with a Just Another Consumer with a BoBo Splitter in front of a Cave Network. Once the attack is declared, in response the Splitter is sacrificed to do 1 damage to all characters at that location. Let JAC get smoked, and it is now legal to turn Cave Network to drop a 3 cost character.
Here are some of the other cards that could be used to set up the Cave Network: Final Brawl, Kunlun Clan Assault, Hail of Skulls, Nunchucks, Fusion Rifle, Tommy Gun, Nerve Gas (or any other direct character removal), etc. The list is extensive. I think this is going make Cave Network a much more useful card than before. I especially like Final Brawl. This is just what the Final Brawl / Yakuza Enforcer deck needed. I'll have to dust off Last Man Standing and inflict a new level of pain on my play group.
Modern Lotus Deck
Here is a Modern format Lotus deck I threw together.
Foundation:
Moon Petal x2
Undead Horrors x3
Imp x5
Hungry Ghosts x2
Characters:
Exorcist x2
Eater of Fortune
Soul Reaver
Evil Twin
Sewer Scum
Doktor Herrnberger
Reggie Mortis
Abysmal Wyrm
Feng Kan
Long Shadows
Abaddon the Destroyer
Xin Ji Yang (7 Fighting)
Green Snake and White Snake
Ming I
Events:
Pocket Demon x2
Larcenous Mist
Feeding the Hungry
Bribery x2
Hail of Skulls
Spirit Wrack x2
Tortured Memories x2
Death of 1,000 Cuts
Underworld Coronation
States:
Flying Guillotine x2
Bite of the Long Teeth
Chi Detachment
Long Black Hearse
Edges:
Insidious Plan x2
Sepulcher of Fiends
FSS:
Desolate Ridge
Dockyard x2
Haunted Tomb
Medicinal Flower Garden
Mobius Garden x2
Nightclub
Nine Dragon Temple
Po Toi Islands
Precious Lotus Monastery
Whirlpool of Blood
The deck is really a smattering of new cards just to give them a whirl to see what if anything stands out. For characters the Soul Reaver was OK, if you can wait through the 5 minutes of criticism of the artwork every time it gets played. The deck really needs Assassinate adders to help the Reaver reach full effectiveness. On one turn where there were no easy targets on my turn, the Reaver joined an opponents attack that looked like a guaranteed success to get the bonus before my next turn. Reggie was good when I got him into play. Once he returned Feng Kan to play for a quick attack and then sacrifice to an Exorcist. Another game, he returned a 6 fighting hitter to set up the winning turn. I did not get a chance to play any of the big hitters.
The events, states, and edges did not show anything new. Tortured Memories was the game winner. One bit of jank included in the design was the Chi Detachment to remove Mag from some characters to make them vulnerable to Spirit Wrack.
Some people are claiming that Lotus is the strongest faction in Modern, or that it at least rivals Dragon Big Bruiser decks. If that is true, it comes from the synergy of the cards and not from the strength of the individual cards. This almost random deck of cards needs a lot of help to be consistently good.
Foundation:
Moon Petal x2
Undead Horrors x3
Imp x5
Hungry Ghosts x2
Characters:
Exorcist x2
Eater of Fortune
Soul Reaver
Evil Twin
Sewer Scum
Doktor Herrnberger
Reggie Mortis
Abysmal Wyrm
Feng Kan
Long Shadows
Abaddon the Destroyer
Xin Ji Yang (7 Fighting)
Green Snake and White Snake
Ming I
Events:
Pocket Demon x2
Larcenous Mist
Feeding the Hungry
Bribery x2
Hail of Skulls
Spirit Wrack x2
Tortured Memories x2
Death of 1,000 Cuts
Underworld Coronation
States:
Flying Guillotine x2
Bite of the Long Teeth
Chi Detachment
Long Black Hearse
Edges:
Insidious Plan x2
Sepulcher of Fiends
FSS:
Desolate Ridge
Dockyard x2
Haunted Tomb
Medicinal Flower Garden
Mobius Garden x2
Nightclub
Nine Dragon Temple
Po Toi Islands
Precious Lotus Monastery
Whirlpool of Blood
The deck is really a smattering of new cards just to give them a whirl to see what if anything stands out. For characters the Soul Reaver was OK, if you can wait through the 5 minutes of criticism of the artwork every time it gets played. The deck really needs Assassinate adders to help the Reaver reach full effectiveness. On one turn where there were no easy targets on my turn, the Reaver joined an opponents attack that looked like a guaranteed success to get the bonus before my next turn. Reggie was good when I got him into play. Once he returned Feng Kan to play for a quick attack and then sacrifice to an Exorcist. Another game, he returned a 6 fighting hitter to set up the winning turn. I did not get a chance to play any of the big hitters.
The events, states, and edges did not show anything new. Tortured Memories was the game winner. One bit of jank included in the design was the Chi Detachment to remove Mag from some characters to make them vulnerable to Spirit Wrack.
Some people are claiming that Lotus is the strongest faction in Modern, or that it at least rivals Dragon Big Bruiser decks. If that is true, it comes from the synergy of the cards and not from the strength of the individual cards. This almost random deck of cards needs a lot of help to be consistently good.
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