New Competition!
Here's a new competition for October. We're looking for the best combo, made from using at least 1 WWE or CCM card. Entries may be of any number of cards (but a minimum of 2), must not be reliant on cards that would already be in play, and submitted by 31st October at the latest.
The prize? A set of WWE Ultra Premiums, and 2,000 DE credits.
If you wish to enter the competition, please send your decks to me at MLE@mleccg.com. Accepted formats is clear text only, and should include an explanation of the combo. Good luck!
September (05) competition winner
Full details to be announced once judging is complete.
Previous Competition Winners
The winner of the first competition is:
Sam Herbert
His submission is detailed below...
THE DARK HUGH FITZCAIRN
Pregames:-
Hugh Fitzcairn Persona
The Dark Quickening
Nef Quickening
Rapier
Parrying Blade
Ahriman (Kronos, William Cullbraith, any others you fancy)
6 Crystal
1 Methulusth Stone
Attacks
6 Flurry Strikes
6 Surprise Strike
Defence
6 Basic Blocks
Edges
5 Flashing Blade
3 Patience
6 Force of Will
6 Lean & Mean
1 Focus
1 Concentration Attack
Events
1 Police Remove Situation
2 Fast Talks
Locations
None
Situations
Illusionary Terrain
The idea here is to abuse the power of the Dark Q and the Nef Q to recycle
cards out of your graveyard very fast. Basically, the first couple of turns
will be a race to get the 2 Fast Talks played and to get the smallest
endurance that you can. Instead of picking up during your draw/discard
phase, you should bring cards out of your endurance. The idea is to bring
back the non-vapour cards that will win you the game, basically the attacks,
Fast Talk and Flashing Blade. Then you can use the Nef Q to draw until you
get the cards that you need. With a bit of luck, you will be able to play a
Fast Talk, 2 Flurry Strikes, 3 Surprise Strikes and a Flashing Blade every
turn, and this will sooner or later take your opponent out. The only
immortal who leaps to mind as causing you big problems is Kronos, so Ahriman
is essential to carry his Nemesis. His Anti-Draw ability is quite bad for
you, as it has the potential to make you miss a turn of Fast Talking. You
need to be careful when you draw up if you are playing Kronos. I believe
that you could potentially draw using the Nef Q, and then use your Standard
draw with the DD Q, both in the Draw/Discard phase (correct me if I'm wrong
guys). This would avoid Kronos's power. The anti-multi-attack bit isn't a
problem. He will be able to stop you from making multi-attacks for one
turn, but once you have played a Fast Talk, he won't be able to attack, so
you can then tear him to pieces. As you are not using any
Master Cards, you can use the Ahriman slots to stock up on the Nemesis's of
the more popular immortals among your group.
Expanded:- There are a couple of Nasty cards that could cause problems for
this deck that I originally overlooked. First up is the location "Submarine
Base". This is a real pain, as it completely stops you from playing Fast
Talk, even if you can remove it. I orginally did not put any locations in
this deck, as nothing leapt forward as being a real problem, but Submarine
Base has to be countered. The options are really either another location,
illusionary Terrain, or the Combat Trick Unknown Place. I think Illusionary
Terrain is the best option. If you play Unknown Place, then your opponent
can either play the appropriate defense, or just play other sub base next
turn. The same problem occurs if you use another location. However,
Illusionary Terrain requires a police to remove it, and then another
location to be played, so they may be able to remove the Illusionary
Terrain, but you should get a Fast Talk down before they play another sub
base. The next problem card is the unexpected Event, Forced Back. This
card is supposed to deal with edges, but it has a clause which states you
nullify any card which prevents you from playing a special card, so it
nullfies the whole effect of Fast Talk. The problem is that as an
unexpected card, it is not played, so Fast Talk cannot prevent it. There is
not a lot you can do about this. Once it is in play you can remove it, of
course, but the chance is that your opponent will have another one in the
deck, and that it will come out sooner or later. Can't think of a way to
deal with this, but any suggestions would be welcome! Divine intervention
is a real problem for the deck. If you get either the Dark Q or the Nef Q
removed, then you are in big trouble. You're only option is to turn to the
old 1-shot multi-attack Fast Talk, which still stands a fair chance of
talking someone out. The final big problem you are going to run into is
William Culbraith. His ability will knock you for six if you give it the
chance, so I would include his Nemesis...if I could remember what it did?!
I can't find a copy or a spoiler, so I can't really quote this as a hundred
100% fix for the problem, but you will need it under Ahriman, as without it,
he will stop you playing fast talk, and you will be in big trouble.