|
Post by macleod on Feb 25, 2023 19:21:10 GMT -5
This is my first try at a Kurgan type 2 deck. I've made it 50 cards; I welcome feedback to improve it.
Pre-games The Kurgan Two-Handed Broadsword Promo WOC The Gathering: Fetch object The Gathering: Fetch Location Dark Quickening w/Ursa Persona The Gathering: Fetch Plot 4 Crystal's to sub out basic blocks
Attacks (18) 9 Basic Dirty Trick: Kick x6 Master's Head Shot x3
Defense (14) Back Away x6 Upper Center Block Lower Center Block Master's Block (Generic) x2 Middle Prime Block x2 Upper Prime Block x2
Edge/Event: Versus (Nullify/Remove Situation, plot, location or object) x2
Events (5) Divine Intervention Follow-Up x2 Misfortune x2
Locations: Catwalk x2
Objects (7) Bone Armor ×2 Menagerie of Weapons x1 (Disarm Defense) Skull Helmet x2 War Horse x2
Plots: The Perfect Warrior x2
Fetch the Catwalk and Perfect Warrior plot early. Frome there, Dirty trick: Kick and Master's Head Shot are your best offensive tools with the Catwalk restricting the dodges your opponents can play. Promo weapon of choice let's you retrieve a card every time your opponent DOES dodge, allowing you to eventually exhaust your opponents defenses, leaving them vulnerable to a finishing Head Shot.
|
|
|
Post by darius on Jul 27, 2023 9:18:52 GMT -5
I just made a similar Kurgan deck. I'll share what's in my deck, but first here's some feedback on your deck:
Have you considered mixing in some Dirty Trick: Lead Pipe cards? Those would allow you to look at the opponent's hand and remove a card from the game. That has lots of benefits because you could get rid of defenses that would handle your attacks or remove a different type of card that would give you issues if put into play. I think the deck you created is balanced with attack/defense. I think the Dirty Trick: Kick / Master Head Shot combination is nasty. Using the Two Handed Broadsword makes a lot of sense with Kurgan. I've made a different Kurgan deck with the Rapier; that allowed me to make 2 attacks per turn. Also, since Kurgan's attacks do +1 damage, that balances out the Rapier's downside of attacks doing -1 damage. If you want a different challenge for next time, I'd recommend making a Kurgan Rapier deck.
Here's what I put in my 50-card Kurgan deck:
Pre-Game: Kurgan Two Handed Broadsword Head Shot Arms and Tactics: Alertness (Block/Dodge) The Gathering: Remove object/location/plot/situation played last turn Arms and Tactics: Re-shuffle hand, discard and endurance
Attacks: (x18) Basic attack (x9) Two Handed Broadsword: Hack (x2) Dirty Trick: Kick (x2) Dirty Trick: Lead Pipe (x2) Kurgan: Master's Head Shot (x3)
Defenses: (x16) Basic defenses (x9) Dachi (x1) choose 6 grid for this block to cover, can't play special card this turn Generic Master's Block (x1) Kurgan: Counter/Duck (x5) 0-card exertion to make a power blow
Special Cards: (x16) Kurgan: Master of the Game (x1) Kurgan: Custom Broadsword (x2) Kurgan: Trip (x2) Kurgan: Strongest of All Immortals (x3) Kurgan: Skull Helmet (x1) Caught in the Act (x2) target player must discard a dodge Alertness (x1) Misfortune (x1) Focus (x1) Reconnaissance (x1) The Circle (x1)
Dodges: The goal of this deck is to deplete the opponent's dodges, making them vulnerable to a Master's Head Shot. I have 4 cards in the deck that force the opponent to discard a dodge and two dirty tricks that (if successful) allow me to look at the opponent's hand and remove a card from the game.
Power Blows: Another way to deplete the opponent's dodges is by making lots of power blows. Including the pre-game Head Shot card, there are 12 opportunities to make power blows without an exertion. This should help to burn through the opponent's dodges.
Retrieve: Having Master of the Game in play will help because it will allow me to take one card from an exertion and put it into my hand. Also, the Two Handed Broadsword will allow me to take a card from my discard and put it into my hand each time my opponent dodges an attack. This should help prevent exhaustion since Kurgan loses an extra point of ability when exhausting, and this deck is on the smaller-side. To prevent exhaustion, I also have the Pre-Game reshuffle card.
Combinations: One combination would be Counter/Duck and a power blow. Another combination would be Trip and then Dirty Trick (discard a dodge and then face an unblockable attack). If the Dirty Trick: Lead Pipe was successful, I'd probably remove an opponent's dodge from the game since that would suit the overall strategy of the deck.
Vulnerability: I haven't included any Back Aways in this deck. I chose to include The Circle (only dodges that can be played are Counters) and 5 Counter/Duck cards. The Counter/Duck covers the middle and upper rows only. This means there aren't any dodges in this deck that will cover the bottom row. However, I do have a Dachi (block) and a generic Master's Block in the deck. If an opponent chooses to make a hidden attack each time I make a power blow, this bottom-row vulnerability may be exposed.
Secondary Goal: If I'm able to get Skull Helmet into play and also have a Dirty Trick: Kick be successful, the opponent would be prone and also have to discard an attack to play an attack because of the Skull Helmet. I chose to put 1 Skull Helmet in the deck because of the Two Handed Broadsword's Retrieve effect.
|
|