kupo_kunic
03-20-2010, 01:21 PM
Late last year (in September), I had read that The Spoils was coming back and the next set was being worked on. I was thrilled and began working on improving my Node deck. I posted it here and got some great feedback. But the general census was that I badly needed three more “A Series of Tubes” and four “One-Legged Pogo Bear!”'s. None of which I had, and the fact that the game wasn't being sold again yet made it harder to obtain them.
I tested the deck and realized it was a pretty decent deck after the fixes, but I needed something I could build that would be effective right when the tournaments begin again in Florida. I came up with this:
Starting Resources:
[2] Elitism
Gearsmith Cards: (30)
[4] Basic Node
[4] Hub Node
[4] 633fy 31f
[4] 700160x 31f
[2] Devastating Mockery
[4] Luteoderm Prototype
[4] Spiky Altasphere
[4] 1337!
Rogue Cards: (43)
[2] Carnival King
[3] Pillaging Pirate
[4] Jumping Screamspider
[4] Entrancing Harlot
[3] Defenestrate
[4] Scrag
[4] Yoink!
[19] Deception
Right off the bat I'll point out that the deck could either splash Rogue and go heavy Gearsmith, or do what it does now and splash Gearsmith and go Rogue. Neither set of cards really have huge Threshold. Only one Rogue in my deck (Entrancing Harlot) has a Threshold above two anyhow. So I'm open for suggestions when it comes to swapping the main and side jobs.
The basic idea of the deck is for it to be a toolbox. It almost always have something I can pull to keep me alive. The ideal combo is to get Carnival King out with another toon using Spiky Atlasphere. Sadly I only have two Carnival King's (I plan to ask my friend to see if he has two more), so I had to improvise in order to make the combo effective.
I run a ton of deck thinning cards, such as 1337!, Defenestrate and Devastating Mockery. I can easily pull Spiky Atlasphere with a 700160x 31f as well, making that an easy card to get. My goal for grabbing the Carnival King lies with Luteoderm Prototype. When the character Luteoderm Prototype is attached to leaves the field (I assume through any methods), I can search my deck for a card and place it into my hand. So I typically grab Carnival King with this. The beauty of it is that I don't think I'm required to show my opponent the card I grab either (or perhaps I am, I forget).
So the deck generally brings out a lot of fast characters to stall and put a little pressure on the opponent, then as soon as I can, I drop the combo and clear his/her board. I think my biggest issues will be with field removal from my opponent, and not successfully drawing any of my search cards. So I'm really wanting to refine the deck down and make it consistent.
Edit: I am considering using "I Got the Gear!" as I think it'll make the deck more reliable.
I tested the deck and realized it was a pretty decent deck after the fixes, but I needed something I could build that would be effective right when the tournaments begin again in Florida. I came up with this:
Starting Resources:
[2] Elitism
Gearsmith Cards: (30)
[4] Basic Node
[4] Hub Node
[4] 633fy 31f
[4] 700160x 31f
[2] Devastating Mockery
[4] Luteoderm Prototype
[4] Spiky Altasphere
[4] 1337!
Rogue Cards: (43)
[2] Carnival King
[3] Pillaging Pirate
[4] Jumping Screamspider
[4] Entrancing Harlot
[3] Defenestrate
[4] Scrag
[4] Yoink!
[19] Deception
Right off the bat I'll point out that the deck could either splash Rogue and go heavy Gearsmith, or do what it does now and splash Gearsmith and go Rogue. Neither set of cards really have huge Threshold. Only one Rogue in my deck (Entrancing Harlot) has a Threshold above two anyhow. So I'm open for suggestions when it comes to swapping the main and side jobs.
The basic idea of the deck is for it to be a toolbox. It almost always have something I can pull to keep me alive. The ideal combo is to get Carnival King out with another toon using Spiky Atlasphere. Sadly I only have two Carnival King's (I plan to ask my friend to see if he has two more), so I had to improvise in order to make the combo effective.
I run a ton of deck thinning cards, such as 1337!, Defenestrate and Devastating Mockery. I can easily pull Spiky Atlasphere with a 700160x 31f as well, making that an easy card to get. My goal for grabbing the Carnival King lies with Luteoderm Prototype. When the character Luteoderm Prototype is attached to leaves the field (I assume through any methods), I can search my deck for a card and place it into my hand. So I typically grab Carnival King with this. The beauty of it is that I don't think I'm required to show my opponent the card I grab either (or perhaps I am, I forget).
So the deck generally brings out a lot of fast characters to stall and put a little pressure on the opponent, then as soon as I can, I drop the combo and clear his/her board. I think my biggest issues will be with field removal from my opponent, and not successfully drawing any of my search cards. So I'm really wanting to refine the deck down and make it consistent.
Edit: I am considering using "I Got the Gear!" as I think it'll make the deck more reliable.