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 Post subject: Watercorn & Spells
 Post Posted: Wed Dec 21, 2011 4:29 pm 
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Shoi

Joined: Thu Jan 18, 2007 9:33 pm
Posts: 313
Anyone else facing this type of deck. I face one that I have yet to defeat. Its massive force with the surprise element of spells (damn near broken with the new rule and power of the spells out there).

Btw Skipping the Puddle is insane.

It has so much it can do that if I try to meta against one aspect I get hurt in other areas. The only card saving my butt in any battle is Heart of Darkness.


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 Post subject: Re: Watercorn & Spells
 Post Posted: Wed Dec 21, 2011 8:09 pm 
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Lion Clan Ancestor • Reference Tool • Pretty Darned Old School
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Effortless Counterattack hits both the follow-up cast and the additional action given by Skipping the Puddle.

Yeah, it's a really mean deck.

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 Post subject: Re: Watercorn & Spells
 Post Posted: Wed Dec 21, 2011 8:33 pm 
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Clan Ashigaru

Joined: Sun Dec 11, 2011 11:14 pm
Posts: 15
A couple of ideas:
1. we can also use Skipping the Puddle to move in a Shug and do a additional battle action: move them home, move both of you home. Move in attach Intervening Spirit, move in Ancestor, use Akai from Home and kill the Shug? Drop Water? [ok that is getting a bit overboard]

2. use intervening Spirit to get at his Cav, I went against a Shug with a big force Spell who could solo a Province, I moved in nuked the spell. He blew all of his gold attaching spell, could not do anything else, and screwed himself for Dynasty.

3. I think the card is Visitation, you can nuke your ancestor and bow one of his guys who cannot straighten untill your next turn.

4. Of course Capturing the Soul his big guy will also hurt him too.

These may not be the most ideal answers, but they have worked for me in the few games I have played this deck.


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 Post subject: Re: Watercorn & Spells
 Post Posted: Thu Dec 22, 2011 4:34 pm 
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Gunso
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I've found Broken Alliance to be my MVP against these decks. Sometimes the open can delay the attack for that crucial extra turn on its own, and the move in can be useful.

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 Post subject: Re: Watercorn & Spells
 Post Posted: Thu Dec 22, 2011 6:16 pm 
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Shoi

Joined: Thu Jan 18, 2007 9:33 pm
Posts: 313
akodo jaku wrote:
I've found Broken Alliance to be my MVP against these decks. Sometimes the open can delay the attack for that crucial extra turn on its own, and the move in can be useful.
akodo jaku wrote:
I've foundation Broken Alliance to be my MVP against these decks. Sometimes the open can delay the attack for that crucial extra turn on its own, and the move in can be useful.


Broken alliance has helped however its usually more the surprise factor of the equip &the use in that hurts the most. I also have a ton of badluck with this deck. I kill a tsunami only to see the fire version equiped &the used. Lol :-p.

Its also amazing how often i jump into a battle only to get my force reduced &the bowed.

I'm working on tact/para similar to gobo's & marty's except with more movement. Its promising however my limited testing has already shown a tendency for the deck to provide me a hand full of movement but not much else.


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 Post subject: Re: Watercorn & Spells
 Post Posted: Thu Dec 22, 2011 8:15 pm 
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Chui
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Location: Boston
Quote:
Its also amazing how often i jump into a battle only to get my force reduced &the bowed.

I'm working on tact/para similar to gobo's & marty's except with more movement. Its promising however my limited testing has already shown a tendency for the deck to provide me a hand full of movement but not much else.


my strategy for unicorn has always been to avoid moving in (unless you can move more than one guy at a time) and spread defend and/or let them have provinces. if you can get the game down to 2-2 on provinces it's very unlikely they can beat you opposed (just due to the nature of unicorn, overpriced people to compensate for cavalry and weaker fate decks to make sleazing early easier). i find without some negation or a way to get extra effects jumping in front of a force with movement is mostly just feeding your opponent a card from your hand and a dude to kill. that's why i tend to avoid movement cards (with the exception of unopposed movement which is always silly :) ).

if you have a chance to put a scout deck together (in the swarm style imo) and see how that fairs, i suspect you'll be able to threaten provinces faster than he can deal with and you'll have an easy time spread defending since you'll have so many dudes. sadly i don't have a local unicorn player i can test against :(

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 Post subject: Re: Watercorn & Spells
 Post Posted: Thu Dec 22, 2011 9:23 pm 
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Clan Ashigaru

Joined: Mon Jan 29, 2007 3:30 pm
Posts: 21
what people said plus cards like reckless rush for when you get opposed. However unicorn shugenja enlightenment is meaner than their military.


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 Post subject: Re: Watercorn & Spells
 Post Posted: Fri Dec 23, 2011 11:28 am 
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Shoi

Joined: Thu Jan 18, 2007 9:33 pm
Posts: 313
Goblin Tactician wrote:
Quote:
Its also amazing how often i jump into a battle only to get my force reduced &the bowed.

I'm working on tact/para similar to gobo's & marty's except with more movement. Its promising however my limited testing has already shown a tendency for the deck to provide me a hand full of movement but not much else.


if you have a chance to put a scout deck together (in the swarm style imo) and see how that fairs, i suspect you'll be able to threaten provinces faster than he can deal with and you'll have an easy time spread defending since you'll have so many dudes. sadly i don't have a local unicorn player i can test against :(


my tactician deck was a swarm variant with mirotai and kamina. it went capute due to the lack of meta/battle actions on peeps. it was a shame because the deck was doing excellent against most other decks.

My paragon deck also had difficulties due to lack of meta (I went heavy battle actions and with just Iron Will as my meta).

My scout deck (which is a straight scout with cav back up) did okay. It threatened the uni more than the others. We were down to two provinces each but his peeps were mostly double digit force at that point and the scout deck just did not have enough it could do. A swarm style here, like you say, may be key. I have to have move peeps than him to handle his bow actions so I can bow for my actions. I'll probably build it after a complete my testing on the tact/para deck.


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