Post by hakashi on Sept 11, 2008 10:29:46 GMT -5
The Kurgan
7x 5x 8x 6x 2x 4x
Persona Power:
Your Non-ranged attacks do an additional point of damage. During your May Do/Must Do phase, you may discard one from your hand to ignore a location in play for the remainder of your turn.
Text:
"He was born in eastern Russia on the border of the Caspien Sea in 1005 BC. His tribe, the Kurgans, were infamous for their cruelty, and were known to "toss children into pits full of dogs and watch them fight for meat" for amusement. His 1st death occured in 970 BC, when his drunken father crushed his head with a rock. Upon returning to life, the Kurgan proceeded to force his father to swallow a searing hot stone, killing him. He went off to join a group of bandits that raided caravans. He eventually encountered another immortal, The Bedouin, who taught him about what he was and became the only person who could be labeled as his friend."
"I am Kurgan, Warrior eternal. I have carved my name in the flesh of Venetian Princes, raped the daughters of Attila The Hun, and set ablaze the seven hills of Rome." - The Kurgan, Shooting Script (1st ed Persona Card)
History: (Also using background info from the Highlander comic book series)
The Kurgan's true name is never stated. He was born in eastern Russia on the border of the Caspian Sea in 1005 BC. His tribe, the Kurgans, were infamous for their cruelty, and were known to "toss children into pits full of starved dogs, and watch them fight [for the] meat" for amusement. His first death occurred in 970 BC, when his drunken father crushed his head with a rock. Upon returning to life, the Kurgan proceeded to force his father to swallow a searing hot stone, killing him. He then went off to join a group of bandits that raided caravans. He eventually encountered another Immortal, "The Bedouin," who revealed to him his true nature, and who became the only person who could be labeled as his friend. During the intervening centuries, the Kurgan took an incalculable number of Immortal heads.
In the year 476 BC, allying himself with the Persians as part of a special fighting unit, the Kurgan took part in the Battle of Plataea in ancient Greece. During the battle, he faced off with a Spartan warrior who wielded a katana made by the master swordsmith Masamune, strong enough to shatter the Kurgan's blade. He escaped by falling down a cliff, and was borne away by the flow of the battle. From this experience, the Kurgan learnt the value of steel and a well-crafted blade. The Spartan warrior fought in the battle was revealed to be fellow Immortal Tak Ne, whom the Kurgan would also encounter in Babylonia and ancient China.
Circa 410 AD, the Kurgan joined the Vandals, Goths, and Visigoths in attacking Rome and other Roman settlements, also fighting with the Goths against the Huns. He would then later ally himself with the Huns directly, fighting along Attila, around the year 453. From the fifth to thirteenth centuries, the Kurgan would spread terror alongside the Tartars of the Gobi and ancient Turkey, as well as with Viking raiders and the Mongol horde of Genghis Khan.
In the year 1536, the Kurgan hired himself out to Clan Fraser in their battle with the MacLeod clan, in exchange for allowing him to be the one to kill Connor MacLeod. In the midst of the battle, the Kurgan challenged MacLeod. Before Connor could strike, he was run through with the Kurgan's broadsword. However, Connor's cousins Angus and Dougal (along with other members of his clan) beat the Kurgan back, rescuing Connor from certain beheading. The Kurgan promised he would finish it, screaming: "Another time, MacLeod!!" Five years later, Immortal Tak Ne – now known as Juan Sánchez Villa-Lobos Ramírez – sought out the now fully-Immortal MacLeod as the only hope of defeating the Kurgan. However, the Kurgan discovered this, and tracked them down to MacLeod's home. MacLeod was away, but Ramírez and Heather MacLeod, Connor's wife, were there. He battled Ramírez, who managed to slice Kurgan's throat (though not deep enough to behead him) before being impaled and decapitated himself; all while Heather watched. After taking Ramirez's Quickening, the Kurgan raped Heather and departed. MacLeod returned shortly after, narrowly missing his enemy.
The Kurgan would join the naval forces of Napoleon Bonaparte of France in 1804, and while serving aboard one ship, would run into Connor MacLeod serving aboard the H.M.S. Victory under Admiral Nelson. MacLeod was able to fatally stab the Kurgan, but before he could behead him, a mainmast fell, and the two were separated. Moreover, MacLeod’s weapon became lodged in the Kurgan’s body. The ship sank, taking the Kurgan to the sea’s bottom, where he revived and claimed the Masamune katana as his own.
After these events, the Kurgan would return to his native Russia, pillaging alongside the Cossacks near the end of the nineteenth century. During the First World War, in 1918 Galluzo, Italy, the Kurgan hired two gypsy women, Natasha and Stasya, to lure Francesco, an Immortal monk, off of holy ground with the promise of sexual favors. Once the monk was off holy ground, the Kurgan challenged him, and quickly took the head of the unarmed Francesco. Afterwards, he had his way with the two women. While the Kurgan slept, Stasya managed to steal MacLeod's Masamune katana in payment for services rendered, but left the Kurgan his broadsword.
During the 1960s, the Kurgan entered into an unholy partnership with the government of the Soviet Union to create a genetically-engineered army of mortal super-soldiers purportedly loyal to the U.S.S.R., but in fact created to aid the Kurgan in his quest for "The Prize" – men possessing greatly-slowed metabolism and aging, as well as superior fighting and swordsmanship abilities. The Kurgan and these soldiers would confront Connor MacLeod and a group of other fellow Immortals in the year 1964, with the Kurgan himself gravely (yet temporarily) wounded during the battle, allowing Connor and the others to escape with their lives.
The Kurgan and Connor MacLeod would meet again in 1985, in New York City, where the Gathering was to take place. During this time, the Kurgan was going by the alias "Victor Kruger." The last six Immortals at this time were himself, MacLeod, Sunda Kastagir, Iman Fasil, Osta Vasilek, and Yung Dol Kim. Vasilek was beheaded by the Kurgan in New Jersey before he learnt of Fasil's death in Madison Square Garden at the hands of the Highlander. He then defeated both Kim, as well as Connor's friend Kastagir, leaving just the two of them. In order to throw Connor's concentration off, the Kurgan kidnapped his then-girlfriend, a screaming Brenda Wyatt, and raced all the way to the abandoned Silvercup building while driving down the wrong side of the highway, playing chicken and running over pedestrians while gleefully singing the theme from "New York, New York."
MacLeod followed them to the site, where he and the Kurgan faced each other in deadly combat, with Brenda's life at stake. After almost killing MacLeod, the Kurgan was distracted by Brenda bashing him over the head with a pipe. This distraction gave Connor the time needed to gather his composure, and the two ancient warriors clashed once more. MacLeod's calmness, maturity, and skill all proved to be superior to the Kurgan's, and ended up beheading his foe, his essence passing to the Highlander, winner of "The Prize."
The devoted followers of the Kurgan would continue to remain active for decades, even following his death in New York City in 1985, seeking to destroy MacLeod for his actions in the first Highlander film. The Kurgan's influence would continue to be felt in the world for some time to come – Connor MacLeod received a "Dark Quickening" from his enemy, resulting in the deaths of several innocent Immortals at Connor's hands in early 1987, until Duncan MacLeod aided in purging the Kurgan's last influences from his cousin's tortured psyche.
Overview:
The Kurgan has a lot going for him already in the current environment, and IMO is a very vesitile immortal to play. His persona power is top notch, allowing him to burn down other immortal's ability at a faster rate and compensate for possible damage reduction on certain attacks. He also has several easy answers to the ever popular Hunter epidemic in the form of bone armor and warhorse. Also, depending on how your deck is set up, he can make exertions with the utmost of ease... and multiple ones at that! The Kurgan can also utilize other persona specific cards with Darius to come up with some rather creative and nasty combos that complement some of his already useful and frustraiting Kurgan Specific cards.
WoC:
His weapon choices kind of hinge on which route you decide to take his deck in, but here are a few clear examples...
The Two-handed Broadsword is an easy choice for him. It starts him off being able to make multiple exertions, and if your using his specific one from the GenCon Preconstructed decks he can also alter the size of his exertion for Powerblows/blocks. This will probably be the one primarily used. This also allows him to use his hilt which I will get into later on...
The Kurgan can also get some use out of the Great Sword. If you take your deck into the powerblow-crazy route being able to to peel three cards off the top of the opponent's deck is a bonus! Also, the Great Sword gives him access to more special attacks that he can play aside from his Master's Headshot in conjunction with his main dodge, Backaway.
The Katana may be a bit of a stretch, but I will still make a case for it as being able to attack to where just blocked works well for almost any immortal. His Persona Power balances out the damage reduction of the Katana, and gives him access to not only Lunges, but also access to hard-to-defend-against Lightning Strikes and slashes.
Locations:
His persona power to discard a to ignore a location in play means he can not only get around your opponent's potentially harmful locations, but he can also get around his own as well!
Catwalk. While most personas do have a Backaway Dodge, it will still cut down a persona's dodging ability by taking away a Master's Dodge, Duck, and Evades. Even if your using The Kurgan's Duck you can still use his ability to ignore it and play that duck.
Carl's Forest. While exerting to play a special may hurt certain decks in the long run, it won't have too much of a poor effect on the Kurgan. Just like catwalk, you can use his ability to get around if need be, or if you deck is set up for easy exertions Carl's Forest is no problem. With the right gem set up, and master of the game in play it can even be an advantage!
Kurgan Specific Cards:
I'll leave the usefulness of each one of these up to the viewer. Mainly due to the fact that you can take a Kurgan deck in different routes and some of his cards may be more useful in some decks over others...
Dirty Trick: Kick - Attack "This attack cannot be blocked. This attack does 0 damage. This attack cannot be a Power Blow. If this attack is successful, your opponent is Prone." Not too shabby, it's an easy way to make someone prone rather quickly. As a bonus, the fact that it does "0 damage" (as opposed to "no damage") means the Kurgan's Power will take effect...
Evade: Backaway- Dodge "This defense will not avoid Ranged Attacks. You may only play Ranged Attacks this turn." Your basic 9-grid dodge.
Trip- Event "Remove all Standing Defenses your opponent has in play. Your opponent must discard a Dodge from their hand." Pretty standard trip, not as good as some of the other persona's but it will still burn a dodge.
Follow-Up Event "You may play an additional attack this turn. You may make multiple Power Blows this turn." Here's where the Two-Handed Broadsword comes in handy! As long as you have not burnt away the extra exertion, two powerblows coming from opposite directions can burn through two defenses (even though likely the opponent can only make a single powerblock, thus still taking 2 damage), or worst case scenario it burns a dodge or a master's block from the opponent.
Bone Armor- Object, 2, Res "Reduce all damage from Events or Plots played by your opponent to 0." Tired of Hunter damage? Then this is the card for you! Definitly worth throwing in if you have St. Cloud or Hunter players in your area. Even if you don't need it every game, it'll be comforting to know that it is in there!
Counter: Duck- Dodge "You may make a 0-card Hard Exertion to make your next attack this turn a power blow." Your basic duck, with the added bonus of a free powerblow next attack phase.
Kidnap- Situation, 4, Res, "Take control of one Situation: Ally your opponent has in play. During your opponent's Draw/Discard Phase they must choose to either lose one Ability or draw no cards. If the Ally leaves play, remove Kidnap from the game." It's situational (no pun intended) but I can see it being useful depending on the metagame or ally dependence in your play area.
Skull Helmet- Object, 2, Res "Your opponent must discard an attack to play an attack from their hand." Another Kurgan object that can be quite useful, as it helps burn through the opponent's attacks. Couple this with other "discard to play a ____" cards and you could easily start frustrating the other player!
Bloodlust- Event, 2 "Play in place of an attack. Make a 15 card Hard-Exertion. You may play up to 15 Non-Special Attacks from that Exertion and your hand. Your attacks are reduced to one damage this turn. Dodges will not avoid multiple attacks you play this turn. Lose two Ability." In 1st ed, Bloodlust was a BEAST, now it seems to require a lot more luck to pull off due to the wide use of the different Alertness' in the current environment. All it takes is an Alertness (Dodge Multiple) or a Master's Block to ruin your day. Still throwing down 15 attacks is sooo much fun!
Custom Broadsword- Object, 2, Sig "You may only include this card in your deck if you are using the Two-Handed Broadsword Weapon of Choice. When making a Power Blow, you may make an additional three card Hard-Exertion. If you do and your opponent dodges that attack you may remove one Location, Object, Plot, or Situation from play." The Kurgan's broadsword may seem a little bit situational, but it's definitly useful in many ways, even if you do not need to use it every game. Aside from the clear use of removing a Location, Object, Plot, or situation, you can force your opponent's hand to play a block vs the incoming attack or risk losing one of their ingame cards.
Master of the Game- Situation, 2, Res "Before making a hard exertion, name an Attribute. You may pull one card with that Attribute from the Exertion into your hand." Load up on a certain gem during deck construction and you can pretty much gurantee that you'll get a card into your hand every time you exert. Afterall, why lose one your best cards in your deck by exerting when you shouldn't have to!
Master's Headshot- Special Attack, 3, Res "This attack may be played after an Evade: Back Away. This attack is a Power Blow. If you did not play a Special Card this turn, this attack is a Head Shot." I honestly do not think I have ever put a standard headshot in my Kurgan Decks thanks to these guys. Fast, efficient, and expected after a Backaway...
Strongest of All Immortals- Edge, Res "Play in conjunction with a Non-Special Attack. That attack is now a Power Blow. OR; Play in conjunction with a Block. That defense is now a Power Block." Already used up your exertions, but still want to make a power blow/block or just simply want to make one for free? Then this is the card for you!
The Perfect Warrior- Plot, 2, Sig "You may ignore the effects of any Edge cards played in conjunction with attacks played by your opponent." I'll admit, I have not had a chance to use this card. I can see it being useful vs several WoC specific edges like twist for the gladius, or lunge for the Katana.
Brute Strength- Edge, "Play in conjunction with a Power Blow. Your opponent cannot play a Standing Defense next turn." I can only see this being useful in certain situations, or vs certain immortals. But hey, if you run into a player who just loves to play guards, then this may be your new best friend!
War Horse- Ogject, 2, Res "You may ignore the effects of any card your opponent has in play that forces you to discard a defense from your hand. You may ignore any effect your opponent has in play that forces you to discard a defense to play a defense. You may not be made Prone. If War Horse leaves play, you lose one ability." This can completely ruin a Hunter: Prone Deck's day. Not only does it prevent you from being prone, but also prevents you from being forced to discard a defense to play a defense. I think this card and Bone Armor will probably make it into almost every Kurgan deck, even if only as a precaution.
Ambush- Event, 2, Res, "Play in conjunction with a Basic Attack. That attack cannot be blocked or dodged. If your opponent successfully defends that attack, their first attack played during their next turn cannot be blocked or dodged." This card is great for getting some of the Alertness cards out of your opponent's hand to make sure that some of your other unblockable/undodgable attacks can get through. I'd only play it when you know that attack will be a killing blow or if you have your own alterness cards in you hand to go up against the opponent's next attack.
Dirty Trick: Lead Pipe- Attack, Res "This attack cannot be blocked. This attack does 0 damage. This attack cannot be a Power Blow. If this attack is successful, you may look at your opponent's Hand and remove one card found there from the game." Another dirty trick that can be affected by the Kurgan's Persona Power. You could easily start off with this, and remove some upper blocks/Dodges for an incoming Master's headshot or if need be removing the opponent's Alterness (dodge multiples) out of his hand for an incoming Bloodlust.
I am But a Worm- Event, 4, Res "You may only play this card during your Attack Phase. If your current Ability is les than your opponent's, search your Endurance for one card and put it in your hand. Remove this card from the game after use." Several uses for this little baby! Get hit early on from a damage dealing event after your opponent removed your bone armor? Then go grab the other one out of the deck. Bloodlust fail due to a master block or Alertness (dodge multiple)? Then go grab that 2nd Bloodlust! Aside from just those two examples there are plenty of uses for this card to go fishing for whatever is needed the most to help/control the tempo of the game.
How to win:
Primarily you'll be playing an "attack deck" when you use the Kurgan, even though that attack deck can take on several different types. You have a couple of basic options for winning: Beast down your opponent using his +1 damage and a mix of normal and power blows, or set up for a quick finish with a bloodlust or Master's headshot with the key being the "set up" part. The creative player can come up with several different routes to hinder the opponent's route to victory, while ensuring his own. Either way, be prepared to get dirty with the opponent! Hit hard from the start and don't let up!
How to beat:
Basically you'll need to do your best to weather the storm, try to remove The Kurgan from the offensive and into the defensive to minimize his attacks, and try to keep him from playing his best cards and specials. The Kurgan will eventually live up to his motto: "It is better to burn out, than to fade away!" as in the frantic rush to get to your head all the exausting will catch up to him and you can move in for the kill. If you are using any type of direct damage, bring plenty of "object removal", and a couple of Alertness' will go a long way especially if you'll be facing some bloodlusts.
Links:
Kurgan's Cardlist from the Gencon Preconstructed Decks:
highlandertcg.proboards81.com/index.cgi?board=decks&action=display&thread=1646
Question regarding then usefulness of the Kurgan's Hilt:
highlandertcg.proboards81.com/index.cgi?board=decks&action=display&thread=1719
7x 5x 8x 6x 2x 4x
Persona Power:
Your Non-ranged attacks do an additional point of damage. During your May Do/Must Do phase, you may discard one from your hand to ignore a location in play for the remainder of your turn.
Text:
"He was born in eastern Russia on the border of the Caspien Sea in 1005 BC. His tribe, the Kurgans, were infamous for their cruelty, and were known to "toss children into pits full of dogs and watch them fight for meat" for amusement. His 1st death occured in 970 BC, when his drunken father crushed his head with a rock. Upon returning to life, the Kurgan proceeded to force his father to swallow a searing hot stone, killing him. He went off to join a group of bandits that raided caravans. He eventually encountered another immortal, The Bedouin, who taught him about what he was and became the only person who could be labeled as his friend."
"I am Kurgan, Warrior eternal. I have carved my name in the flesh of Venetian Princes, raped the daughters of Attila The Hun, and set ablaze the seven hills of Rome." - The Kurgan, Shooting Script (1st ed Persona Card)
History: (Also using background info from the Highlander comic book series)
The Kurgan's true name is never stated. He was born in eastern Russia on the border of the Caspian Sea in 1005 BC. His tribe, the Kurgans, were infamous for their cruelty, and were known to "toss children into pits full of starved dogs, and watch them fight [for the] meat" for amusement. His first death occurred in 970 BC, when his drunken father crushed his head with a rock. Upon returning to life, the Kurgan proceeded to force his father to swallow a searing hot stone, killing him. He then went off to join a group of bandits that raided caravans. He eventually encountered another Immortal, "The Bedouin," who revealed to him his true nature, and who became the only person who could be labeled as his friend. During the intervening centuries, the Kurgan took an incalculable number of Immortal heads.
In the year 476 BC, allying himself with the Persians as part of a special fighting unit, the Kurgan took part in the Battle of Plataea in ancient Greece. During the battle, he faced off with a Spartan warrior who wielded a katana made by the master swordsmith Masamune, strong enough to shatter the Kurgan's blade. He escaped by falling down a cliff, and was borne away by the flow of the battle. From this experience, the Kurgan learnt the value of steel and a well-crafted blade. The Spartan warrior fought in the battle was revealed to be fellow Immortal Tak Ne, whom the Kurgan would also encounter in Babylonia and ancient China.
Circa 410 AD, the Kurgan joined the Vandals, Goths, and Visigoths in attacking Rome and other Roman settlements, also fighting with the Goths against the Huns. He would then later ally himself with the Huns directly, fighting along Attila, around the year 453. From the fifth to thirteenth centuries, the Kurgan would spread terror alongside the Tartars of the Gobi and ancient Turkey, as well as with Viking raiders and the Mongol horde of Genghis Khan.
In the year 1536, the Kurgan hired himself out to Clan Fraser in their battle with the MacLeod clan, in exchange for allowing him to be the one to kill Connor MacLeod. In the midst of the battle, the Kurgan challenged MacLeod. Before Connor could strike, he was run through with the Kurgan's broadsword. However, Connor's cousins Angus and Dougal (along with other members of his clan) beat the Kurgan back, rescuing Connor from certain beheading. The Kurgan promised he would finish it, screaming: "Another time, MacLeod!!" Five years later, Immortal Tak Ne – now known as Juan Sánchez Villa-Lobos Ramírez – sought out the now fully-Immortal MacLeod as the only hope of defeating the Kurgan. However, the Kurgan discovered this, and tracked them down to MacLeod's home. MacLeod was away, but Ramírez and Heather MacLeod, Connor's wife, were there. He battled Ramírez, who managed to slice Kurgan's throat (though not deep enough to behead him) before being impaled and decapitated himself; all while Heather watched. After taking Ramirez's Quickening, the Kurgan raped Heather and departed. MacLeod returned shortly after, narrowly missing his enemy.
The Kurgan would join the naval forces of Napoleon Bonaparte of France in 1804, and while serving aboard one ship, would run into Connor MacLeod serving aboard the H.M.S. Victory under Admiral Nelson. MacLeod was able to fatally stab the Kurgan, but before he could behead him, a mainmast fell, and the two were separated. Moreover, MacLeod’s weapon became lodged in the Kurgan’s body. The ship sank, taking the Kurgan to the sea’s bottom, where he revived and claimed the Masamune katana as his own.
After these events, the Kurgan would return to his native Russia, pillaging alongside the Cossacks near the end of the nineteenth century. During the First World War, in 1918 Galluzo, Italy, the Kurgan hired two gypsy women, Natasha and Stasya, to lure Francesco, an Immortal monk, off of holy ground with the promise of sexual favors. Once the monk was off holy ground, the Kurgan challenged him, and quickly took the head of the unarmed Francesco. Afterwards, he had his way with the two women. While the Kurgan slept, Stasya managed to steal MacLeod's Masamune katana in payment for services rendered, but left the Kurgan his broadsword.
During the 1960s, the Kurgan entered into an unholy partnership with the government of the Soviet Union to create a genetically-engineered army of mortal super-soldiers purportedly loyal to the U.S.S.R., but in fact created to aid the Kurgan in his quest for "The Prize" – men possessing greatly-slowed metabolism and aging, as well as superior fighting and swordsmanship abilities. The Kurgan and these soldiers would confront Connor MacLeod and a group of other fellow Immortals in the year 1964, with the Kurgan himself gravely (yet temporarily) wounded during the battle, allowing Connor and the others to escape with their lives.
The Kurgan and Connor MacLeod would meet again in 1985, in New York City, where the Gathering was to take place. During this time, the Kurgan was going by the alias "Victor Kruger." The last six Immortals at this time were himself, MacLeod, Sunda Kastagir, Iman Fasil, Osta Vasilek, and Yung Dol Kim. Vasilek was beheaded by the Kurgan in New Jersey before he learnt of Fasil's death in Madison Square Garden at the hands of the Highlander. He then defeated both Kim, as well as Connor's friend Kastagir, leaving just the two of them. In order to throw Connor's concentration off, the Kurgan kidnapped his then-girlfriend, a screaming Brenda Wyatt, and raced all the way to the abandoned Silvercup building while driving down the wrong side of the highway, playing chicken and running over pedestrians while gleefully singing the theme from "New York, New York."
MacLeod followed them to the site, where he and the Kurgan faced each other in deadly combat, with Brenda's life at stake. After almost killing MacLeod, the Kurgan was distracted by Brenda bashing him over the head with a pipe. This distraction gave Connor the time needed to gather his composure, and the two ancient warriors clashed once more. MacLeod's calmness, maturity, and skill all proved to be superior to the Kurgan's, and ended up beheading his foe, his essence passing to the Highlander, winner of "The Prize."
The devoted followers of the Kurgan would continue to remain active for decades, even following his death in New York City in 1985, seeking to destroy MacLeod for his actions in the first Highlander film. The Kurgan's influence would continue to be felt in the world for some time to come – Connor MacLeod received a "Dark Quickening" from his enemy, resulting in the deaths of several innocent Immortals at Connor's hands in early 1987, until Duncan MacLeod aided in purging the Kurgan's last influences from his cousin's tortured psyche.
Overview:
The Kurgan has a lot going for him already in the current environment, and IMO is a very vesitile immortal to play. His persona power is top notch, allowing him to burn down other immortal's ability at a faster rate and compensate for possible damage reduction on certain attacks. He also has several easy answers to the ever popular Hunter epidemic in the form of bone armor and warhorse. Also, depending on how your deck is set up, he can make exertions with the utmost of ease... and multiple ones at that! The Kurgan can also utilize other persona specific cards with Darius to come up with some rather creative and nasty combos that complement some of his already useful and frustraiting Kurgan Specific cards.
WoC:
His weapon choices kind of hinge on which route you decide to take his deck in, but here are a few clear examples...
The Two-handed Broadsword is an easy choice for him. It starts him off being able to make multiple exertions, and if your using his specific one from the GenCon Preconstructed decks he can also alter the size of his exertion for Powerblows/blocks. This will probably be the one primarily used. This also allows him to use his hilt which I will get into later on...
The Kurgan can also get some use out of the Great Sword. If you take your deck into the powerblow-crazy route being able to to peel three cards off the top of the opponent's deck is a bonus! Also, the Great Sword gives him access to more special attacks that he can play aside from his Master's Headshot in conjunction with his main dodge, Backaway.
The Katana may be a bit of a stretch, but I will still make a case for it as being able to attack to where just blocked works well for almost any immortal. His Persona Power balances out the damage reduction of the Katana, and gives him access to not only Lunges, but also access to hard-to-defend-against Lightning Strikes and slashes.
Locations:
His persona power to discard a to ignore a location in play means he can not only get around your opponent's potentially harmful locations, but he can also get around his own as well!
Catwalk. While most personas do have a Backaway Dodge, it will still cut down a persona's dodging ability by taking away a Master's Dodge, Duck, and Evades. Even if your using The Kurgan's Duck you can still use his ability to ignore it and play that duck.
Carl's Forest. While exerting to play a special may hurt certain decks in the long run, it won't have too much of a poor effect on the Kurgan. Just like catwalk, you can use his ability to get around if need be, or if you deck is set up for easy exertions Carl's Forest is no problem. With the right gem set up, and master of the game in play it can even be an advantage!
Kurgan Specific Cards:
I'll leave the usefulness of each one of these up to the viewer. Mainly due to the fact that you can take a Kurgan deck in different routes and some of his cards may be more useful in some decks over others...
Dirty Trick: Kick - Attack "This attack cannot be blocked. This attack does 0 damage. This attack cannot be a Power Blow. If this attack is successful, your opponent is Prone." Not too shabby, it's an easy way to make someone prone rather quickly. As a bonus, the fact that it does "0 damage" (as opposed to "no damage") means the Kurgan's Power will take effect...
Evade: Backaway- Dodge "This defense will not avoid Ranged Attacks. You may only play Ranged Attacks this turn." Your basic 9-grid dodge.
Trip- Event "Remove all Standing Defenses your opponent has in play. Your opponent must discard a Dodge from their hand." Pretty standard trip, not as good as some of the other persona's but it will still burn a dodge.
Follow-Up Event "You may play an additional attack this turn. You may make multiple Power Blows this turn." Here's where the Two-Handed Broadsword comes in handy! As long as you have not burnt away the extra exertion, two powerblows coming from opposite directions can burn through two defenses (even though likely the opponent can only make a single powerblock, thus still taking 2 damage), or worst case scenario it burns a dodge or a master's block from the opponent.
Bone Armor- Object, 2, Res "Reduce all damage from Events or Plots played by your opponent to 0." Tired of Hunter damage? Then this is the card for you! Definitly worth throwing in if you have St. Cloud or Hunter players in your area. Even if you don't need it every game, it'll be comforting to know that it is in there!
Counter: Duck- Dodge "You may make a 0-card Hard Exertion to make your next attack this turn a power blow." Your basic duck, with the added bonus of a free powerblow next attack phase.
Kidnap- Situation, 4, Res, "Take control of one Situation: Ally your opponent has in play. During your opponent's Draw/Discard Phase they must choose to either lose one Ability or draw no cards. If the Ally leaves play, remove Kidnap from the game." It's situational (no pun intended) but I can see it being useful depending on the metagame or ally dependence in your play area.
Skull Helmet- Object, 2, Res "Your opponent must discard an attack to play an attack from their hand." Another Kurgan object that can be quite useful, as it helps burn through the opponent's attacks. Couple this with other "discard to play a ____" cards and you could easily start frustrating the other player!
Bloodlust- Event, 2 "Play in place of an attack. Make a 15 card Hard-Exertion. You may play up to 15 Non-Special Attacks from that Exertion and your hand. Your attacks are reduced to one damage this turn. Dodges will not avoid multiple attacks you play this turn. Lose two Ability." In 1st ed, Bloodlust was a BEAST, now it seems to require a lot more luck to pull off due to the wide use of the different Alertness' in the current environment. All it takes is an Alertness (Dodge Multiple) or a Master's Block to ruin your day. Still throwing down 15 attacks is sooo much fun!
Custom Broadsword- Object, 2, Sig "You may only include this card in your deck if you are using the Two-Handed Broadsword Weapon of Choice. When making a Power Blow, you may make an additional three card Hard-Exertion. If you do and your opponent dodges that attack you may remove one Location, Object, Plot, or Situation from play." The Kurgan's broadsword may seem a little bit situational, but it's definitly useful in many ways, even if you do not need to use it every game. Aside from the clear use of removing a Location, Object, Plot, or situation, you can force your opponent's hand to play a block vs the incoming attack or risk losing one of their ingame cards.
Master of the Game- Situation, 2, Res "Before making a hard exertion, name an Attribute. You may pull one card with that Attribute from the Exertion into your hand." Load up on a certain gem during deck construction and you can pretty much gurantee that you'll get a card into your hand every time you exert. Afterall, why lose one your best cards in your deck by exerting when you shouldn't have to!
Master's Headshot- Special Attack, 3, Res "This attack may be played after an Evade: Back Away. This attack is a Power Blow. If you did not play a Special Card this turn, this attack is a Head Shot." I honestly do not think I have ever put a standard headshot in my Kurgan Decks thanks to these guys. Fast, efficient, and expected after a Backaway...
Strongest of All Immortals- Edge, Res "Play in conjunction with a Non-Special Attack. That attack is now a Power Blow. OR; Play in conjunction with a Block. That defense is now a Power Block." Already used up your exertions, but still want to make a power blow/block or just simply want to make one for free? Then this is the card for you!
The Perfect Warrior- Plot, 2, Sig "You may ignore the effects of any Edge cards played in conjunction with attacks played by your opponent." I'll admit, I have not had a chance to use this card. I can see it being useful vs several WoC specific edges like twist for the gladius, or lunge for the Katana.
Brute Strength- Edge, "Play in conjunction with a Power Blow. Your opponent cannot play a Standing Defense next turn." I can only see this being useful in certain situations, or vs certain immortals. But hey, if you run into a player who just loves to play guards, then this may be your new best friend!
War Horse- Ogject, 2, Res "You may ignore the effects of any card your opponent has in play that forces you to discard a defense from your hand. You may ignore any effect your opponent has in play that forces you to discard a defense to play a defense. You may not be made Prone. If War Horse leaves play, you lose one ability." This can completely ruin a Hunter: Prone Deck's day. Not only does it prevent you from being prone, but also prevents you from being forced to discard a defense to play a defense. I think this card and Bone Armor will probably make it into almost every Kurgan deck, even if only as a precaution.
Ambush- Event, 2, Res, "Play in conjunction with a Basic Attack. That attack cannot be blocked or dodged. If your opponent successfully defends that attack, their first attack played during their next turn cannot be blocked or dodged." This card is great for getting some of the Alertness cards out of your opponent's hand to make sure that some of your other unblockable/undodgable attacks can get through. I'd only play it when you know that attack will be a killing blow or if you have your own alterness cards in you hand to go up against the opponent's next attack.
Dirty Trick: Lead Pipe- Attack, Res "This attack cannot be blocked. This attack does 0 damage. This attack cannot be a Power Blow. If this attack is successful, you may look at your opponent's Hand and remove one card found there from the game." Another dirty trick that can be affected by the Kurgan's Persona Power. You could easily start off with this, and remove some upper blocks/Dodges for an incoming Master's headshot or if need be removing the opponent's Alterness (dodge multiples) out of his hand for an incoming Bloodlust.
I am But a Worm- Event, 4, Res "You may only play this card during your Attack Phase. If your current Ability is les than your opponent's, search your Endurance for one card and put it in your hand. Remove this card from the game after use." Several uses for this little baby! Get hit early on from a damage dealing event after your opponent removed your bone armor? Then go grab the other one out of the deck. Bloodlust fail due to a master block or Alertness (dodge multiple)? Then go grab that 2nd Bloodlust! Aside from just those two examples there are plenty of uses for this card to go fishing for whatever is needed the most to help/control the tempo of the game.
How to win:
Primarily you'll be playing an "attack deck" when you use the Kurgan, even though that attack deck can take on several different types. You have a couple of basic options for winning: Beast down your opponent using his +1 damage and a mix of normal and power blows, or set up for a quick finish with a bloodlust or Master's headshot with the key being the "set up" part. The creative player can come up with several different routes to hinder the opponent's route to victory, while ensuring his own. Either way, be prepared to get dirty with the opponent! Hit hard from the start and don't let up!
How to beat:
Basically you'll need to do your best to weather the storm, try to remove The Kurgan from the offensive and into the defensive to minimize his attacks, and try to keep him from playing his best cards and specials. The Kurgan will eventually live up to his motto: "It is better to burn out, than to fade away!" as in the frantic rush to get to your head all the exausting will catch up to him and you can move in for the kill. If you are using any type of direct damage, bring plenty of "object removal", and a couple of Alertness' will go a long way especially if you'll be facing some bloodlusts.
Links:
Kurgan's Cardlist from the Gencon Preconstructed Decks:
highlandertcg.proboards81.com/index.cgi?board=decks&action=display&thread=1646
Question regarding then usefulness of the Kurgan's Hilt:
highlandertcg.proboards81.com/index.cgi?board=decks&action=display&thread=1719