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Theurge deck |
This deck has more finesse than I gave it credit for: the tribe card is
phenomenal for setting up your own spirits for the kill. Hit 'em with the
tribe card, then use the Spirit Whistle or Rage from the Spirit's Pain to
finish them off. The tribe card moves the Umbra up OR down. Remember that
Spirits of Thunder and Chance can use your Theurge gifts if absolutely
necessary. A possible combo in the current configuration is to place a fox
spirit (victim) in the hunting grounds, then use spirit whistle and Spirit
of the Vulture to get the kill. Remember to Bad Mojo only when it gets you
the points. Consider Mind Block on the weenies and let them perform
lobotomies and rites while the others hold down the fort.
Further work on the combat deck may give the Spirit of Chance a more active
role....
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Garous (20): | |
Mortimer Jones-- Iron Rider/Homid/Male-- 3/4/2-- 8/4/6-- 8 Renown Boomer-- Iron Rider/Homid/Male-- 4/5/3-- 7/5/5-- 6 Renown Long Finger-- Iron Rider/Metis/Female-- 5/5/4-- 3 Renown Thick Hide Jack-- Children of Gaia/Metis/Male-- 5/5/3-- 2 Renown Eyes of Crystal-- Children of Gaia/Metis/Female Cub-- 3/5/2-- 1 Renown | |
Sept (30): | |
Feral Lobotomy x3 Mind Block x3 Rage from the Spirit's Pain x3 Spirit Whistle x3 Bad Mojo x3 Call for Power x3 Rite of the Questing Stone x3 Rite of the Stolen Wolf x1 (I only have one!) Dove Spirit x3 Fox Spirit x3 Spirit of the Vulture x4 (thanks to Eyes!) Spirit of Thunder x3 Spirit of Chance x1 Bane Host Mother x3 | |
Combat (20): | |
Instinctive Backlash x2 R0 Umbral Heave x2 R0 Take the Pain x1 R0 Feminine Wiles x2 R1 Backhand x2 R1 Stalling for Time x1 R1 Sidestep x1 R2 Quick Slash x2 R2 Block and Strike x2 R2 Play Against the Fury x1 R2 Defensive Posture x1 R2 Surprise Lunge x2 R2 Healing Dance x1 R2 |