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[FIST] monkey see

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benjamin barnett

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Jul 13, 2001, 1:50:47 PM7/13/01
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I posted monkey see in the deck builder area over at www.shadowfisthub.com.
anybody who's interested please feel free to go over and take a look for
analysis and stuff. if you just want to see the cards, though, here it is:

MONKEY SEE
Origins 2001 Tournament winner (Both Guns Blazing, Best Win Percentage)

Total Cards: 59
2 Arcanotechnician (event recycling mostly, plus each other)
1 Plasma Trooper (1 boostable foundation)
4 Spawn of the New Flesh (recyclable hitter)
4 Test Subjects (recyclable support)
2 Vivisector v2 (recyclable recyclers)
1 Reinvigoration Process
3 Arcanoseed (comboes nicely with forty story inferno)
1 Desolate Ridge
1 Night Market
3 Ominous Swamp (great in this deck)
2 Ring of Gates
3 Waterfall Sanctuary (mentor defense, great with satellite int)
1 Satellite Intelligence
1 Edge Warrior
1 Junkyard Crawler (good synergy with monkey boy)
5 Just Another Consumer
4 Monkey Boy
2 Nuked (great with lounge)
2 Scrounging
1 Too Much Monkey Business (iffy, might get cut)
2 Who's the Monkey Now?
1 Payback Time
1 Genocide Lounge
5 Bandit Hideout (best battleground site ever)
1 Forty-Story Inferno
5 Killing Ground (key -- deck won't work w/o multiple BG sites played
per turn)

This deck throws Monkey Boy into the old battlegrounds/Spawn deck, with
devastating results. in tournament play at origins, the most common table
state at endgame was me with 10-12 columns (mostly BGs and ominous swamps),
seized and utility sites in back of the BGs, a fighting 10-12 ambushing spawn I
could recycle 1 or 2 times per turn, backed up by 4-5 utility characters and
boboes -- and nothing on my opponent's side, at all. it's not uncommon for
this deck to generate 8 power, pull 8 cards, and play a FSS plus 3-4
battlegrounds PER TURN.

this deck prefers to go 2nd. ideal opening: JAC, killing ground, bandit
hideout x2, attack with JAC, bandit for 1, play JAC, bandit for 1, scrounging
held in reserve for start of next turn. if I went first, I usually just played
a FSS and waited a turn to bust out. discard like crazy to get as close as
possible to a hand with 2 1-cost foundation (at least 1 JAC), 1 killing ground,
2 hideouts, and a scrounging

remember that monkey boy does his trick when an opponent zeroes your BG sites
also; that can cut both ways for sure. be very careful about playing a 3rd
monkey boy, as decking is a real danger if your opponent can bust out with just
one or 2 big guns and seize some of your battlegrounds.

against killing rain decks, it's absolutely key that you keep a Who's the
Monkey Now? in hand at all times, with the power to use it. play your
arcanotechs very verrrry carefully, because they're the only thing that's going
to keep the WTMN? flowing reliably enough to counter all the rain and/or laser
strikes.

satellite intelligence is there to ensure your opponent attacks genocide lounge
or an ominous swamp, or waterfall sanct if he's packing mentors/guns. BTW,
genocide lounge is great for your events -- nuked! and WTMN? are lots, lots
better as 0-cost stoppers. if you've got Payback Time in play, an opponent
can't even shut down the Lounge first before making a move on a FSS -- you'll
still get the 1 power for your event, and they'll squander 5 fighting for no
gain.

trust me, this deck brings the pain. if I weren't such a mediocre player -- I
made some pretty bonehead plays when it counted -- I might've walked away with
a lot more than one first place at the end of the weekend.

NOTE: genocide lounge and nuked! are new. post-convention I pulled a gorilla
fighter (never played him) and expendable unit to make room for the extra
denial. but as you might expect, I haven't tested 'em yet.

lastly, if you play it, say it! I'd love to hear from anyone playing this deck
or something like it -- email me with anecdotes, retunes, play-by-plays of
brilliant victories or crushing defeats, or if you need help getting this deck
humming for your play style. have fun!


schmeee

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