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HASTUR deck building sequence


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#1 PRODIGEE

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Posted 24 November 2008 - 09:29 PM

Like some of you might notice on the earlier forums, I love to play Hastur, as it has the exciting mechanism I've ever use, cancellation.

 

But, right now woth the last expansion (Mountains), I decided to rebuild another deck based on the characters I used to practice + new mecanisms.

The aim of this deck is to control your opponent commission's sequence, in a way to avoid him genrating tokens + a little bit of Rush

I try this deck for fun, but he migth reach higher levels :

 

3x Feathery Watcher (a really cool char for this faction)

3x Demon lover (reducing the skill of char which still be able to commit

3x Giant Albino Pingouin (Deck thema + the ability to be immune against mirror strategy)

3 x Keeper of the Yellow Sign (Token Discarding+ A)

3x Arckam Inmate (combio with CDW, plus usefull I icon)

3x Patron of the Arts (Speed Bump)

3x Performance Artists (Cancel for cheap)

3x Psychopath (Invulnerability + extra text box)

3x Pulp writer (late game+ usefull ability )

3x Repairer of reputation (transient+ AA)

3x Charles Dexter Ward (the aim of the use of this card is to use CDW as a block, which will

 bring madness to the opponent's chars).

 

3x White Out (still block your opponent when he wants to genrate tokens during resolution)

3x Polar Mirage (to still a char that hadn't been commited in a way to block you later, which can give you a strong advantage)

3x Antartic Wind

3x Polar Fog

3x Hypothermia (this deck owns a huge proportion of polar event, especially designed for Hastur :)  )

3x Irresistible Allure (still coomission effect)

3x Cruel Temptation (committing tool)

 

 

TOTAL : 54 cards (33 characters+ 21 events)

 

 

 



#2 lordofmasks

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Posted 27 November 2008 - 10:21 AM

Nice strategy. I have a similar idea, but I want to control also the hand of my opponent...when its finished I will post it.

 

lordofmasks



#3 PearlJamaholic

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Posted 29 November 2008 - 01:14 AM

im also working on a polar/hastur deck but havent finished it yet. i have wrack/power drain for some cancel effects. the one thing im worried about is st toads church. that card basically kills all polar events.



#4 Urban

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Posted 30 November 2008 - 04:46 AM

so does dreamlands messenger.

So splash for Shub (you'll get Yeti) and burrowing beneath. And black spawn from below.



#5 IvanVladislav

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Posted 01 December 2008 - 10:04 AM

I have a similar sort of deck, only I stuck in a bunch of Sledge Dogs. Probably less serious, but a lot of fun/themed.



#6 PearlJamaholic

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Posted 01 December 2008 - 11:52 AM

IvanVladislav said:

I have a similar sort of deck, only I stuck in a bunch of Sledge Dogs. Probably less serious, but a lot of fun/themed.

im so slow to this, my main characters were gonna be the dogs. seems i have the same idea as everyone else. first the hastur/polar theme and the dogs.  but im gonna add those elder thing creatures...

 

has anyone played a polar theme deck yet? does it work well?



#7 Hawknight

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Posted 01 December 2008 - 03:05 PM

the sledge dogs are fun, i want to know aboput the polar deck as well



#8 Hawknight

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Posted 01 December 2008 - 03:05 PM

the sledge dogs are fun, i want to know aboput the polar deck as well



#9 Carioz

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Posted 02 December 2008 - 01:04 AM

I think I just figured out yet another reason why Polar Events on the whole are subpar:

They get 100% trumped by one of the most used Shub Events: Glimpse of The Void.

Think about it. An entire strategy and the main theme of an Asylum pack gets trumped by two cards which where in print uhmmm, a whole year before it came out? How is it as a benchmark for an all time low in card game design?



#10 PearlJamaholic

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Posted 02 December 2008 - 01:36 AM

Carioz said:

I think I just figured out yet another reason why Polar Events on the whole are subpar:

They get 100% trumped by one of the most used Shub Events: Glimpse of The Void.

Think about it. An entire strategy and the main theme of an Asylum pack gets trumped by two cards which where in print uhmmm, a whole year before it came out? How is it as a benchmark for an all time low in card game design?

glimpse of the void ruins every strategy that involves the story phase....it doesnt matter what deck you play if your opponent keeps playing that youre kinda stuck sitting back and watching. granted you get a story phase first, but still the card was designed to slow things down and that it does. also if you have a way to discard cards, like temple of nephren-ka, you could still build up on polar events.



#11 Carioz

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Posted 02 December 2008 - 01:37 AM

No.

Glimpse of the void kills Hypothermia too.



#12 Carioz

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Posted 02 December 2008 - 01:42 AM

not to mention Dreamlands Messenger too.



#13 PearlJamaholic

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Posted 02 December 2008 - 03:16 AM

Carioz said:

No.

Glimpse of the void kills Hypothermia too.

yes but you can only stall so long with glimpse before they can play a polar card. so glimpse doesnt do anything to polar theme decks that it doesnt do to every other deck. but using temple of nephren-ka will make sure that hypothermia isnt slowed down for when the chance comes to play the event.

and yes there is messenger, but again he stops every thing also. ravanger is useless, tons of story effects are meaningless with messenger. but the tools to deal with glimpse and messenger are there. besides if youre playing a hastur/polar deck you should be able the cancel glimpse to begin with. and pulp writer can take the messenger to the horrifing ends of the dreamlands.

sure the polar decks have their weakness, but every deck does. but i just pointed out 2 ways to deal with shub, plus the temple to keep things building just incase.

 



#14 Carioz

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Posted 02 December 2008 - 03:41 AM

So you plan using 2 cards to enable a strategy which requires at least another one? Quite a weak proposition. And recurring Glimpse of the Void, for decks which employ it, is an easy matter.

 



#15 Carioz

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Posted 02 December 2008 - 03:46 AM

On the deck.

It roll-over-and-dies to Nodens. Finding a way to counter it would be needed.

I cannot really find the interaction between CDW and Arkham Inmate...

-it is just me or is the edit function absent? edit: yes I am dumb -

-Also, the new forum are kinda slow for everyone?-



#16 Bard

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Posted 02 December 2008 - 04:07 AM

Carioz said:

-Also, the new forum are kinda slow for everyone?-

New forum is super slow, I really prefered the old one. The bright side is that this one seems to be a lot more popular.

 

Also I don't think polar decks are meant to be competitive, so it's kind of pointless to point out all the cards that ruin the polar player's day. Polar decks are more of a theme thing.



#17 PearlJamaholic

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Posted 02 December 2008 - 04:12 AM

i dont know about it being weak, hastur has cancel effects so it shouldnt be unheard of to use and plan on using that angle to further another part of your deck.

you do seem really hung up on glimpse though. the card isnt a special weakness to this deck at all, its a problem for many decks. and like i said before hastur has cancel........they try to bring back glimpse, cancel it. glimpse would screw with rush decks just the same. after a few turns youd have bigger characters than their little rushers...... and yes players could bring back glimpse and keep playing it just the same. so if you had a rush deck that had a way to deal with stall tactics would this also be a weak propostion? i dont think it is. its planning on making sure your strategy works. so planning on canceling glimpse or destorying st toad 's church is just having foresight.

might be fun also, but if you had a success token discard thing going, playing realm of ice and death would really screw up the synergy of polar events.

 

i started a posted about problems with these boards......so you arent the only one suffering, seems we all are.



#18 Carioz

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Posted 02 December 2008 - 05:18 AM

Well, rush decks in general deal with GotV by simply trying to win before the oppo starts a cycle, without wasting slots for control or controllish elements.
If you ask about more specific decks, Synd rush usually deals with GotV with In the Gutter, while GK Rush employs Burrowing Beneath to kill its recursion.
Furthermore, Rush decks usually try to win by turn 2,5 which Polar decks can't (It is not me being a grouch, it's the amount of events and the factions needed to run a Polar theme really make it difficult to achieve a t 2,5), limiting the amount of cards GotV'er can go through and stunting its chance to start a recursion. Using cancels to protect an event means trading 2 -paid- actions for one, which will put you very behind, very soon in the tempo race.

-I agree kinda slow does not describe the response I am getting from the forum. Molass like would be more accurate...-



#19 PearlJamaholic

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Posted 02 December 2008 - 07:34 AM

i understand the t2 deal. i never said the deck was gonna win worlds. but ffg did make it clear that they wanna slow down coc so maybe turn 5 wins may become the low end of the average and in that case this polar theme isnt that bad. plus having cancels doesnt mean using them.

other than glimpse and messenger there isnt much that will prevent people from playing polar events. so if the opponent isnt playing shub you could probably just resource a few of the cancels and safely play polar stuff. if the opponent is using glimpse to stall you, either to get the cards they need, or to keep you from doing your thing. so canceling glimpse may not only prevent them from screwing with you, but it could very well screw them too. i do see your point, but when youre playing hastur youre almost playing a control deck anyways, and cancel is so central to control. so why not use it?



#20 Carioz

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Posted 02 December 2008 - 08:16 AM

PearlJamaholic said:

i understand the t2 deal. i never said the deck was gonna win worlds. but ffg did make it clear that they wanna slow down coc so maybe turn 5 wins may become the low end of the average and in that case this polar theme isnt that bad. plus having cancels doesnt mean using them.

Oh boy, the slow and more deliberate Cthulhu debate. I'd love to have the time to debate it now, but Cthulhu will always evolve toward a t<2,5 win game (as in by t 2,5 a player has won or has such an overwhelming supremecy he has de facto won).

I have this feeling that even after Core Set, with 3x and rotation, the basic t 2,5 benchmark deck can still be built.






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