Cease Upon The Midnight (Flashpoint Mix)

Designed by Kevin Lowe.


Feng Shui (key)

2 Creche of the New Flesh
2 Festival Circle

Feng Shui (replaceable)

1 Monkey House
1 Turtle Beach
1 Birdhouse Cafe
2 Perpetual Motion Machine
1 Pinball Hall

Gribblys

5 Midnight Whisperers
3 Chi Suckers

Useful Addition

1 Drug Lab

Arse-Kicking Action

1 5 Both Guns Blazing
1 5 Slo-Mo Vengeance
1 5 Nerve Gas
1 5 Buro Godhammer
1 2 Really Big Gun
1 3 Pump-Action Shotgun
1 3 Reinvigoration Process
1 2 Final Brawl
1 2 Back For Seconds
1 1 Arcanotechnician

Notes

Here's the BGB deck I mentioned on the deck design thread, in its current incarnation. If I had them, it'd probably have more Pocket Demons. That's about all it's missing. It doesn't feel quite perfect yet, but it's the best I've twiddled so far. Please, have a look.

The Arcanotechnician is on probation at the moment. I felt I needed a way to recycle my Slo-Mo Vengeances. If he sucks, I'll give Fighting Spirit a go.

Ditto the Final Brawls and Back For Seconds - I was doing okay without them, but I figure they'll do nicely, so they're on a trial run. I could see myself playing with 3-5 BFS if they work out well, it's just a matter of whether they'll clog a fast-running deck like this one.

If I hadn't traded away all my Portal Jockeys (? - whatever the 2 cost Jammer guy with temporary Ambush is called), I'd have put 2 or 3 in there. They'd rock - I find unless I'm winning in shovelfuls, my characters only last one turn, so the limited Ambush hardly matters.

The Really Big Guns are in there mostly for variety - I'd probably be better off with 2 more Shotguns.

I considered using Explosives, but figured I'd rather have a gun in most cases, so I left them out.

Nothing in the deck needs more than 1 resource, so I just discard my DNA Mages and Friends after I have the first one out. I'd rather recycle a Whisperer for 1 power.

If Inauspicious Reburial was big in my area, I'd pack Hackers. It isn't.

I tried using 2-cost non feng shui sites, but I never felt like playing them - there was always something more fun to do. So I canned 'em.

The general strategy in multiplayer is to build your power structure up, playing defensively, until you are pulling 3 or 4 power a turn. Then you go hogwild. In two player, just get your first two sites down and go bananas.

Expendable Unit didn't come in handy much - I usually only had characters I _liked_ out - so it went, too.

How To Beat This Deck (just to beat everyone else to it): Op Killdeer, Nerve Gas, Imprison, Inauspicious Reburial et al, Shattering Jade, Necromantic Conspiracy, Thunder On The Mountain, Final Brawl, Mark of Fire, massed Pubord Snipers, Fusion Rifles, White Disciples... There's no shortage of ways for any faction to hose a one trick pony like this _good_, with a large enough supply of the right cards.