2 x Sacred Heart Hospital
3 x Whirlpool of Blood
3 x Fortress of Shadow
3 x Ring of Gates
2 x Festival Circle
1 x Proving Ground
1 x City Park
5 x Friends of the Dragon
3 x Redeemed Gunman
2 x Hacker
1 x Everyday Hero--He ought to be a Redeemed Gunman or Hacker - his
guts is rather pointless
5 x DNA Mage
2 x Test Subjects
1 x Plasma Trooper
2 x Ting Ting
1 x Iala Mane
2 x Golden Gunman
1 x Jack Donovan
1 x The Prof
2 x Chinese Doctor
2 x Vivisector
2 x Arcanotechnician
1 x Colonel Griffith
1 x Art of War
1 x Thunder on Thunder
3 x Back for Seconds
4 x Golden Comeback
1 x The Crucible--A little specific but we see lots of Things with
a 1000 Tongues in London
1 x Victory for the Underdog
5 x Pocket Demon--Recently increased from just 3. I probably need an
Alchemist's Lair or two to support this Magic events.
1 x Scroll of Incantation
1 x Discerning Fire
2 x Nerve Gas
1 x Expendable Unit
2 x Cellular Reinvigoration
1 x Imprison
2 x Neutron Bomb
1 x Police State
I've been playing this deck in various forms for a year or so. The original concept was to defeat turtling opponents by simply powering through a large number of interceptors with a big character backed by healing or reinvigoration process. It's been pretty devastating in friendly club games, but never before managed to win a tournament. It quite easily makes two or three winning attempts a turn when it clicks. The problem I've had in the recent past is that these attempts merely drain the table's defensive resources which turn out to just stop my last attempt, leaving the next man an easy ride. I've been trying to adopt a more circumspect style in which I don't make winning attempts without some means of my own to stop the next player's attempt. This is pretty basic common sense really but when you can attack three or four times in a turn it's so easy to convince yourself that they must be out of counter-measures by the last attack.
Last modified: January 16, 1998.
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