Funny you should mention something like that. Scrolling through the
card spoilers, I bumped into Redjack Ryan (nice enough fellow who can
get you some resources) and Quick Salvage Operation (they can get you
that nice fix-er-up-er you've been after). Sounds like an idea that
could work. If you can find a card that allows easy untapping of
command cards, throw Foct in the deck for use against Clanners. Just
tap that Clan 'Mech you want, while untapping one of your units that
attacked that turn, then take it, until Foct to then tap her and untap
that 'Mech and tap something crappy of yours to send *his* 'Mech on a
mission for you!
Right now its looking like St. Ives is going to become my free
deploy/rapid deploy deck, while Raselhague becomes a deck controller.
I'm still a long way off from determining what units I want in these
decks, though the command and mission cards are mostly sorted out.
-Warbuilder
On Wed, Jan 7, 2009 at 5:51 PM, Alex Draven <adraven@...> wrote:
> That sounds great WT, was just thinking it'd be nice to square up
> against some of your ideas. you know one deck idea i always wanted to
> try but never could either because i do not have the cards or they
> simply aren't in existence is a "possession" deck. Something with an
> "It's a trap!" mentality. just a deck chalk full of ways to take
> control of your opponents stuff and then beat them silly with it. I
> think it'd be fun mainly because you could have the best of both
> worlds, do damage on your opponent's base without worrying about your
> 'mechs dying. (you'd be using his!)
>
> --- In BattleTech-CCG@yahoogroups.com, "Warbuilder Technician"
>
> <warbuilder@...> wrote:
>>
>> Hey Alex,
>>
>> I've decided to bo a different route with Wolf and construct an ECM
>> deck for which I've found many Wolf-specific candidates. I'm still in
>> the process of drafting the deck lists (17 of them), though for this
>> one I'm looking at an ECM+C3 deck as a deck of no-fills group power
>> and surviveability. What I'm curious about is whether ECM and/or C3
>> stack. It would seem insanely overpowered if that were the case, as
>> these are both group bonuses.
>>
>> So far I have in mind:
>> - ComStar legacy (old tech)
>> - Wolf strength (C3+ECM)
>> - Jade Falcom turkey shoot (missile)
>> - Kurita aggression (overheat)
>> - IS retrograde
>> - St. Ives insurrection (missions+buildup)
>> - Liao influences (politics missions)
>>
>> Most of the rest of the decks haven't even been started.
>>
>> You were right about Steiner and Davion being very similar. I liked
>> your approaches with the one having Alphastrike and the other having
>> Overheat, but where I'm already applying overhead to Kurita (they have
>> way more going for overheat), I've not got jump, missile and long
>> range as possible replacements. Any suggestions? There's also the
>> option of drafting a FedCom deck and saving myself the trouble of
>> drafting one more deck, and I could then spread the mechanics out even
>> further.
>>
>> As far as not having resources in decks where there are a number of
>> cards in them that have a buyout for that resource, I'd say that of
>> the buyout is only 1 for most of them, that it isn't worth worrying
>> about. This is the approach I'm taking with at least 2 of the decks I
>> can think of where 1 our of 2 or 1 our of 3 resources boyouts are not
>> covered by the standard support cards I'll have in the deck.
>>
>> On Wed, Jan 7, 2009 at 11:58 AM, Alex Draven <adraven@...> wrote:
>> > I got the itch to look over a few of my decks after initially listing
>> > them here, and I'm really glad I did. It seems I must have 'fell
>> > asleep at the wheel' so to speak when constructing my wolf deck.
>> > Twelve of the 'mechs I was using required the munitions asset which
>> > was not present in the resource allocation at all. Not to mention I
>> > overlooked what is probably the best card to compliment the 'denial'
>> > idea in existence, Khan Vlad Ward. I'm still not happy with my 'mech
>> > choices, but I seem to be stuck in a rut on these 'mechs. If anyone
>> > has any alternate ideas that fit the A/P/T style, but are still fast
>> > and tough I'd love to hear your picks. While I feel this deck only
>> > marginally improved, I do enjoy tapping my opponent's 'mechs and then
>> > forcing them to attack when they so obviously can't. But I'm not sure
>> > I'm playing the card correctly which is why I bring it up. By the
>> > wording of the card: "Tap: Choose any opposing Unit. If that Unit does
>> > not attack during your opponent's next turn, scrap it. Use this
>> > ability only during your Deploy phase." It sounds right but i know
>> > sometimes cards get changed to say things differently. Any input on
>> > this would also be appreciated.
>> >
>> >
>>
>
>