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.