Post by webtroll on Oct 8, 2008 12:01:45 GMT -5
Mako, The Lawman Profile
By: Zombie Joe (webtroll)
5 4 5 6 3 7
Persona Power
Once per turn, you may discard a Location from your hand to search your Endurance or Discard for one Location. During your May Do/Must Do Phase, you may discard a Special Card to draw a card.
History
Mako was born in the year 1260 in England - Durham, England to be precise. Seeing too much crimes, particularly violent crimes, led the young man to become a member of early law enforcement. This decision would color his future for centuries to come.
Above all, Mako considers himself a champion of Law. For him, Law is the only thing that keeps chaos and anarchy from taking over. Everyone has rules, and all must be held accountable - even immortals. In the end there can be only one is the paramount rule in the laws governing immortals in his mind.
Back in the 1600's in Europe, Mako ran into Duncan MacLoed and Hugh Fitzcairn. The other two immortals had come to Europe in an effort to learn to read. This meeting was rather uneventful, no fights broke out as they were there for learning, and Mako was doing his duties as a man of the law.
A couple hundred years later, in 1882, Mako was working as a Federal Marshall in Texas. He was tracking down a fugative by the name of Tim Ramsey. As fate would have it, young Tim was a friend of Duncan MacLeod - a newspaper reporter in the Dakota Territories. Tim was accused of murdering a man during a bank robbery. Althoug a past member of the gang that robbed the bank, he had no involvement in any killings. Tim, feeling he could not get a fair trial, decided to run and come back for his wife and unborn child.
During the course of his flight, Duncan gave Tim a location to hide out while he discussed the situation with Mako. Although Mako could not be swayed. It was his job to uphold the laws, not decide guilt or innocence. It was the court's job to determine his fate.
During Tim's escape, he encountered Mako and they had a showdown in the middle of the street. Duncan tried to convince Tim that he could not kill Mako, but he would not listen. Quicker on the draw, Mako gunned down Tim Ramsey, killing him.
In 1994, still as a Federal Marshall out of Dallas, Texas, Mako is hunting down another fugitive named Laura Daniels. She was guilty of murder her husband. Mako was determined to bring her to justice, but she knew she would not get a fair trial in the small, corrupt town where her father-in-law ran things. Even though her husband was abusing her, and she killed him in self defense, she knew she had no hope of a fair trial. She encountered Richie Ryan when running from Mako, who helped her to escape.
Duncan attempted to convince Richie to turn her in, but he would not listen to him. Even as Ducan tried to convince him that she was wanted for murder. After running from the dojo where Mako had come for them, Richie tried to convince her that they could not run forever. In her struggle to convince him to keep running, she slipped out into the street where she was run down by Mako's truck, killing her. In a rage, Richie ran him through the window of a store undergoing renovations and proceeded to fight with him.
During the fight, Duncan enters, but is too late and cannot interfere with the battle between the immortals. Mako and him both know this is one of their governing laws.
Mako, while standing on some low scaffolding, leaps over a swing and falls through the floorboards. Even though he stabbed Richie cleanly in the midsection, he could not move to avoid the coming head shot and lost his head.
Richie, having claimed his first Quickening, and possibly as he defied the laws that Mako was attempting to uphold, was sent out from Duncan's tutelage and into the world.
Overview
Mako is a law man at heart. His reflection of this in the TCG is as a control deck. Most builds of Mako will have aspects of trying to control the board.
He can manipulate allies, situations, plots - he can even force when an opponent can play special cards! He is not without his weaknesses though.
Played either agressive or conservative, to play Mako is to plot with a bit less chaos than the likes of Xavier, but to plot none the less.
Persona Specific Cards
Bounty: Any Allies controlled by your opponent that are removed from play are instead placed under this card. You may discard this card to retrieve one card from your Discard for each ally under this card and place it in your hand. If this card leaves play, return all Allies under this card to their original owner's Discard.
Evade (Escape): You lose one attack this turn.
Evidence: Any Objects controlled by your opponent that are removed from play are instead placed under this card. You may discard this card to look at your opponent's hand and discard one card for each Object under this card. If this card leaves play, return all objects under this card to their original owner's Discard.
Extra Shot: Play in conjunction with an attack. You may play an additional attack this turn.
Judgement Hilt: You may only include this card if you are using the Single-Handed Broadsword Weapon of Choice. If your opponent played a Special Card last turn, your first attack during your turn cannot be dodged.
Law: Remove one Situation your opponent has in play. Your opponent takes one damage. You may play this card in conjunction with Order.
Lawful Strike: If your opponent played a Special Card that does damage or a Ranged Attack last turn, this attack cannot be blocked or dodged.
Marked Man: You may only play this card if your opponent has a Situation: Ally in play. Name a Situation: Ally your opponent has in play. If that Ally leaves play, gain two Ability and remove Marked Man from play.
Master's Dodge: if your opponent played a Special Card last turn, your first attack this turn cannot be blocked.
Master's Pursuit: Once per turn you may put a Location into play from your hand. This does not count as playing a Special Card.
Order: Remove one Plot your opponent has in play. Your opponent takes one damage. You may play this card in conjunction with Law.
Pistol: You may discard this card from play to remove one ally your opponent has in play.
Trip: Play in conjunction with a defense. Remove all Standing Defenses your opponent has from play.
Under the Color of Authority: If you do not play a Special Card during your turn, your opponent cannot play a Special Card during their next turn.
Long Arm of the Law (Expansion): This card may be played in conjunction with Law or Order. Remove one Object from play.
Master's Advantage (Expansion): If your opponent played an Edge during their turn, they cannot play a Special Card for the remainder of that turn.
Weapon of Choice
Single Handed Broadsword: If your opponent played a Power Blow last turn, you may play an additional attack during your turn. You take three damage when blocking a Power Blow and 1 damage when Power Blocking a Power Blow.
Not many of the SHBS specific cards I have seen are really worth the effort - although it depends on the style of deck you are playing. Many of the special attacks would be geared towards reasoning - Mako's strength.
With not many advantages, why play this weapon? Primarily for the Judgement Hilt. It does seriously punish your opponent for playing a special card. Additionally, in the event that your opponent plays a power blow, you can Evade (Escape) and still get at least one attack back.
Locations
This all depends on the play style and the game in your area. The Ring can be a solid one for him (being high on Toughness), or the Sulfur Plant. Personally, I play him most with the TSC Headquarters.
How to Win
Blaine as stated before is the master of hidden attacks, after you've played your special cards for Blaine or those that you need to play to make him work for you then you can simply continue to hit him with hidden attacks. Of course your going to want to pack cards in your deck to take out certain situations so that you can continue to play your hidden attacks.
I personally run one Head Shot and a ton of extra attacks so that I can make the Sabre Slash hidden and of course the Fleche hidden, and with the Damascus Blade in play they do an additional point of damage, so 3 instead of 2 can make your opponents deck & life shrink to 0 quicker thus giving you the chance to play your head shot for the win.
How to beat
General Katana or Mark Wells are solid ways to deal with Mako. Pretty much any scenario you have to deal with the Hunter: Prone deck will have an easier time with him. Also, any deck that does a lot of power blows can be an issue for him.
Direct damage (or "cheese") will work on him as well as anyone else, although Lawful Strike makes that a risky play.
Overall
He can be really tough to deal with if you are not ready to handle the Under the Color of Authority. If you have no method to remove or ignore that, then Mako will control the tempo, and controling the tempo helps you to control the game.
Deck
This is one of three decks that I have vowed to play until someone takes my head, and with it my Quickening. The idea came when I came home from GenCon with a Zachary Blaine Quickening. (If you do not play a special card on your turn you can make your first attack this turn hidden.)
Pregame Cards
Mako Persona
Mako Premium
Single Handed Broadsword
Zachary Blaine Quickening
The Gathering (Remove Situation)
RIP
Defenses
Evade Escape (x4)
Master's Dodge (x3)
UL Block - S2 (x1)
UC Block - S1 (x2)
UR Block - M1 (x1)
LL Block - S1 (x1)
LC Block - S1 (x1)
LR Block - S2 (x1)
Guard Upper (x2)
Guard Lower (x2)
Attacks
UL Attack - S1 (x5)
UC Attack - M1 (x1)
UR Attack - S1 (x1)
ML Attack - S1 (x1)
Thrust - promo (x1)
MR Attack - S1 (x1)
LL Attack - M1 (x1)
LC Attack - S1 (x1)
LR Attack - S1 (x4)
Other Cards
Judgement Hilt (x2)
Law (x2)
Order (x2)
Long Arm of the Law (x2)
Head Shot - S1 (X2)
Under the Color of Authority (x2)
Alertness: Dodge (x2)
TSC Headquarters (x2)
Divine Intervention (x1)
Summary
The idea is to lock down your opponent, control the tempo and make hidden attacks every turn once you have the game locked down. When the opportunity presents itself, go for the unblockable/undodgable (possibly hidden) head shot.
If you do not have the Quickening, this deck would still work, but you could consider adding in some of the SHBS special attacks and Lawful Strike. I left them out as I could not make them hidden.
Gem Counts
3 12 13 11 2 14
By: Zombie Joe (webtroll)
5 4 5 6 3 7
Persona Power
Once per turn, you may discard a Location from your hand to search your Endurance or Discard for one Location. During your May Do/Must Do Phase, you may discard a Special Card to draw a card.
History
Mako was born in the year 1260 in England - Durham, England to be precise. Seeing too much crimes, particularly violent crimes, led the young man to become a member of early law enforcement. This decision would color his future for centuries to come.
Above all, Mako considers himself a champion of Law. For him, Law is the only thing that keeps chaos and anarchy from taking over. Everyone has rules, and all must be held accountable - even immortals. In the end there can be only one is the paramount rule in the laws governing immortals in his mind.
Back in the 1600's in Europe, Mako ran into Duncan MacLoed and Hugh Fitzcairn. The other two immortals had come to Europe in an effort to learn to read. This meeting was rather uneventful, no fights broke out as they were there for learning, and Mako was doing his duties as a man of the law.
A couple hundred years later, in 1882, Mako was working as a Federal Marshall in Texas. He was tracking down a fugative by the name of Tim Ramsey. As fate would have it, young Tim was a friend of Duncan MacLeod - a newspaper reporter in the Dakota Territories. Tim was accused of murdering a man during a bank robbery. Althoug a past member of the gang that robbed the bank, he had no involvement in any killings. Tim, feeling he could not get a fair trial, decided to run and come back for his wife and unborn child.
During the course of his flight, Duncan gave Tim a location to hide out while he discussed the situation with Mako. Although Mako could not be swayed. It was his job to uphold the laws, not decide guilt or innocence. It was the court's job to determine his fate.
During Tim's escape, he encountered Mako and they had a showdown in the middle of the street. Duncan tried to convince Tim that he could not kill Mako, but he would not listen. Quicker on the draw, Mako gunned down Tim Ramsey, killing him.
In 1994, still as a Federal Marshall out of Dallas, Texas, Mako is hunting down another fugitive named Laura Daniels. She was guilty of murder her husband. Mako was determined to bring her to justice, but she knew she would not get a fair trial in the small, corrupt town where her father-in-law ran things. Even though her husband was abusing her, and she killed him in self defense, she knew she had no hope of a fair trial. She encountered Richie Ryan when running from Mako, who helped her to escape.
Duncan attempted to convince Richie to turn her in, but he would not listen to him. Even as Ducan tried to convince him that she was wanted for murder. After running from the dojo where Mako had come for them, Richie tried to convince her that they could not run forever. In her struggle to convince him to keep running, she slipped out into the street where she was run down by Mako's truck, killing her. In a rage, Richie ran him through the window of a store undergoing renovations and proceeded to fight with him.
During the fight, Duncan enters, but is too late and cannot interfere with the battle between the immortals. Mako and him both know this is one of their governing laws.
Mako, while standing on some low scaffolding, leaps over a swing and falls through the floorboards. Even though he stabbed Richie cleanly in the midsection, he could not move to avoid the coming head shot and lost his head.
Richie, having claimed his first Quickening, and possibly as he defied the laws that Mako was attempting to uphold, was sent out from Duncan's tutelage and into the world.
Overview
Mako is a law man at heart. His reflection of this in the TCG is as a control deck. Most builds of Mako will have aspects of trying to control the board.
He can manipulate allies, situations, plots - he can even force when an opponent can play special cards! He is not without his weaknesses though.
Played either agressive or conservative, to play Mako is to plot with a bit less chaos than the likes of Xavier, but to plot none the less.
Persona Specific Cards
Bounty: Any Allies controlled by your opponent that are removed from play are instead placed under this card. You may discard this card to retrieve one card from your Discard for each ally under this card and place it in your hand. If this card leaves play, return all Allies under this card to their original owner's Discard.
Evade (Escape): You lose one attack this turn.
Evidence: Any Objects controlled by your opponent that are removed from play are instead placed under this card. You may discard this card to look at your opponent's hand and discard one card for each Object under this card. If this card leaves play, return all objects under this card to their original owner's Discard.
Extra Shot: Play in conjunction with an attack. You may play an additional attack this turn.
Judgement Hilt: You may only include this card if you are using the Single-Handed Broadsword Weapon of Choice. If your opponent played a Special Card last turn, your first attack during your turn cannot be dodged.
Law: Remove one Situation your opponent has in play. Your opponent takes one damage. You may play this card in conjunction with Order.
Lawful Strike: If your opponent played a Special Card that does damage or a Ranged Attack last turn, this attack cannot be blocked or dodged.
Marked Man: You may only play this card if your opponent has a Situation: Ally in play. Name a Situation: Ally your opponent has in play. If that Ally leaves play, gain two Ability and remove Marked Man from play.
Master's Dodge: if your opponent played a Special Card last turn, your first attack this turn cannot be blocked.
Master's Pursuit: Once per turn you may put a Location into play from your hand. This does not count as playing a Special Card.
Order: Remove one Plot your opponent has in play. Your opponent takes one damage. You may play this card in conjunction with Law.
Pistol: You may discard this card from play to remove one ally your opponent has in play.
Trip: Play in conjunction with a defense. Remove all Standing Defenses your opponent has from play.
Under the Color of Authority: If you do not play a Special Card during your turn, your opponent cannot play a Special Card during their next turn.
Long Arm of the Law (Expansion): This card may be played in conjunction with Law or Order. Remove one Object from play.
Master's Advantage (Expansion): If your opponent played an Edge during their turn, they cannot play a Special Card for the remainder of that turn.
Weapon of Choice
Single Handed Broadsword: If your opponent played a Power Blow last turn, you may play an additional attack during your turn. You take three damage when blocking a Power Blow and 1 damage when Power Blocking a Power Blow.
Not many of the SHBS specific cards I have seen are really worth the effort - although it depends on the style of deck you are playing. Many of the special attacks would be geared towards reasoning - Mako's strength.
With not many advantages, why play this weapon? Primarily for the Judgement Hilt. It does seriously punish your opponent for playing a special card. Additionally, in the event that your opponent plays a power blow, you can Evade (Escape) and still get at least one attack back.
Locations
This all depends on the play style and the game in your area. The Ring can be a solid one for him (being high on Toughness), or the Sulfur Plant. Personally, I play him most with the TSC Headquarters.
How to Win
Blaine as stated before is the master of hidden attacks, after you've played your special cards for Blaine or those that you need to play to make him work for you then you can simply continue to hit him with hidden attacks. Of course your going to want to pack cards in your deck to take out certain situations so that you can continue to play your hidden attacks.
I personally run one Head Shot and a ton of extra attacks so that I can make the Sabre Slash hidden and of course the Fleche hidden, and with the Damascus Blade in play they do an additional point of damage, so 3 instead of 2 can make your opponents deck & life shrink to 0 quicker thus giving you the chance to play your head shot for the win.
How to beat
General Katana or Mark Wells are solid ways to deal with Mako. Pretty much any scenario you have to deal with the Hunter: Prone deck will have an easier time with him. Also, any deck that does a lot of power blows can be an issue for him.
Direct damage (or "cheese") will work on him as well as anyone else, although Lawful Strike makes that a risky play.
Overall
He can be really tough to deal with if you are not ready to handle the Under the Color of Authority. If you have no method to remove or ignore that, then Mako will control the tempo, and controling the tempo helps you to control the game.
Deck
This is one of three decks that I have vowed to play until someone takes my head, and with it my Quickening. The idea came when I came home from GenCon with a Zachary Blaine Quickening. (If you do not play a special card on your turn you can make your first attack this turn hidden.)
Pregame Cards
Mako Persona
Mako Premium
Single Handed Broadsword
Zachary Blaine Quickening
The Gathering (Remove Situation)
RIP
Defenses
Evade Escape (x4)
Master's Dodge (x3)
UL Block - S2 (x1)
UC Block - S1 (x2)
UR Block - M1 (x1)
LL Block - S1 (x1)
LC Block - S1 (x1)
LR Block - S2 (x1)
Guard Upper (x2)
Guard Lower (x2)
Attacks
UL Attack - S1 (x5)
UC Attack - M1 (x1)
UR Attack - S1 (x1)
ML Attack - S1 (x1)
Thrust - promo (x1)
MR Attack - S1 (x1)
LL Attack - M1 (x1)
LC Attack - S1 (x1)
LR Attack - S1 (x4)
Other Cards
Judgement Hilt (x2)
Law (x2)
Order (x2)
Long Arm of the Law (x2)
Head Shot - S1 (X2)
Under the Color of Authority (x2)
Alertness: Dodge (x2)
TSC Headquarters (x2)
Divine Intervention (x1)
Summary
The idea is to lock down your opponent, control the tempo and make hidden attacks every turn once you have the game locked down. When the opportunity presents itself, go for the unblockable/undodgable (possibly hidden) head shot.
If you do not have the Quickening, this deck would still work, but you could consider adding in some of the SHBS special attacks and Lawful Strike. I left them out as I could not make them hidden.
Gem Counts
3 12 13 11 2 14