ADVANCED STRATEGIES  

"Now, pendejo, let's see what you've learned." - Juan Sanchez Villa Lobos Ramirez

Main Page

LA Tournaments

Play The Game

Find Other Players

Resources

Other Stuff

Links

News

FAQ

Thunder Castle Games

This is where you'll find specific deck recipes along with the strategies to play them.  Hopefully this page will grow over time as I play and retire different types of decks.

Decks on this page:

Katana Disarm Deck

Pre-Game

  • Katana Persona
  • 1 Katana Gold Foil
  • 2 Thunder Castle Games

Deck

  • 3 Disarm
  • 3 Mugging
  • 6 Iron Will
  • 3 Practice, Practice...
  • 4 Focus
  • 6 Patience
  • 6 Reconaissance
  • 5 Parking Garage
  • 2 Thief
  • 2 Divine Intervention
  • 2 Master's Strategem
  • 2 Do It Yourself
  • 2 Holy Ground: SE
  • 2 Head Shot
  • 2 Extra Weapon
  • 1 Nexus
  • 9 Basic Attacks
  • 6 Basic Blocks
  • 2 Master's Block
  • 2 Upper Guard
  • 2 Lower Guard
  • 2 Right Guard
  • 2 Left Guard
  • 2 Riposte: UR
  • 2 Riposte: UL
  • 2 Alertness: Block

STRATEGY:  This is a typical Disarm deck with a few new twists.  Use your Disarms first (if possible), using enough Iron Wills and/or Practice, Practice... as necessary to Disarm your opponent.  Keep them in the Parking Garage so that they can't roll to regain their weapon.  Save Theif for their Extra Weapons, even if it means taking out your own Extra Weapon.  When you've got them Disarmed, run them out of Dodges and Power Blow the snot out of them!  By now you're saying to yourself, "What are those Muggings for?"  Notice all of those extra Iron Wills and Practice, Practice...?  Use them up with your Muggings.  It gets those now useless cards out of your hands and hopefully does some damage along the way.  With Katana's Exert-to-remove power now somewhat diminished, save the Exertions until they're absolutely necessary.  Obvious targets are Watcher: Rearm and Garfield.

Notes:  Please note that this deck hasn't been played in a while, and so might not be properly trimmed.  It is, however, the only effective Disarm Deck that I have ever come accross, and in that respect is unique.  Let me know if it works for you, and any tweaking you've done that improved the deck.

Bob's Flying Hogg

Pre-Game

  • Generic Immortal Persona - 3 Reserved Cards
  • Arms and Tactics - Break Glass
  • War Axe
  • Watcher - Joe Dawson
  • (2) Thunder Castle Games cards

Deck

  • 12 Basic Attacks; 1 ULA, 1 UCA, 1 URA, 1 MLA, 2 Thrust, 1 MRA, 2 LLA, 1 LCA, 2 LRA
  • 1 Riposte ULA
  • 1 Riposte URA
  • 1 Slash: Upper
  • 1 Slash: Lower
  • 1 Xavier: Stalk
  • 2 War Axe: Throw
  • 11 Basic Blocks: 2 ULB, 2 UCB, 2 URB, 2 LLB, 1 LCB, 2 LRB
  • 2 Prime Block (Generic)
  • 1 Upper Guard
  • 2 Back Away (Connor, Khan)
  • 1 Dodge (Xavier)
  • 2 Duck (Connor, Duncan)
  • 1 Jump (Amanda)
  • 2 Side Step: Left and Right (Paul Kinman)
  • 1 Alertness: Block AT
  • 2 Alertness: Dodge AT
  • 5 Appel
  • 2 Bait and Switch
  • 1 Concentration: Attack Phase
  • 2 Concentration: Defense Phase
  • 3 Focus: ME
  • 6 Lunge
  • 4 Patience
  • 3 Reconnaissance
  • 1 Fleche (Fasil)
  • 4 Alex Johnson
  • 1 Big and Bad
  • 3 Conjure
  • 3 Misfortune
  • 2 Police: Situation
  • 2 Watcher: Healer
  • 1 Extra Weapon
  • 1 Flying Machines: Wings (Corda and Reno)
  • 1 Hogg (Kern)
  • 1 Quality Blade: War Axe
  • 3 Slaughterhouse

Total: 93 Cards

The object of this deck is simple: pummel them with Power Blows from the Hogg while the Wings keep them from retaliating.  Chances are that in your opening hand you've got either Wings, Hogg, or Conjure.  If you have a choice, GET WINGS OUT FIRST!  If you can shut them down early, you can have more time to set up your deadly combos!

Once you have Wings and Hogg in play, start pummelling!  Slaughterhouse will keep them from playing Specials and Alex Johnson will keep those Wings and Hogg in play; and they will Misfortune them.  A popular strategy these days is to play with 5-6 Misfortune and the Arms and Tactics: Remove 5 Cards Premium.  This can really hurt your deck!  Use the Watchers to recover from the Ability Loss of having your Objects removed.

Other things to watch out for is TIME.  With this deck, time can be your biggest enemy.  Searching through an 80 card Endurance for one Object can really eat up time, as can drawing 10 cards and then discarding down to your Ability.  This deck does not do well in First Blood, so play fast and win early!

If you're feeling luck, replace one of the Rips or the Joe Dawson with a Kane Quickening.  That Q can really help this deck.  Also, you may want to add a Nexus: Promo card.  It may be 93 cards, but over a fourth of those cards are Edge cards that can be played unprovoked for cycling purposes (Vapor Edges), so you will find yourself going through your deck fairly quickly.  Also, after using Joe Dawson to recycle your Watchers, play a Conjure (if you have one), whether or not you want to retrieve an object.  Conjure will force you to shuffle your Endurance and get those Watchers off of the bottom of your deck.

After you've got your opponent locked with Wings, you can use Appel-Power Blow to your heart's content.  In a dodge-heavy environment, Lunge may prove more effective.  In a crunch, you can play multiple Lunge / Appels on one attack to get new cards into your hand, but remember that if you play them together the Lunge has no effect.

With the recently updated Eratta and FAQ, the Slan Quince Illiteracy deck is no longer viable, and has been permanently retired.  I guess he finally learned to read :).  

That's all I have for now.  If you have a deck and strategy that you would like me to post here, e-mail it to me at stealthdave@sprynet.com.