Cortez is nice when you have a Wilde splash
Ni but it nice to play against people who have 5* and they lose against you while you have a bad deck
You can never go wrong wit Gheist and Dolly Cr
Did something similar with Bezerk and Montana.
Konrad, Clive, Melanie, Roger, Angelo, Waller, Jimmy, Spiaghi.
It was unconventional as it used a lot of defeat and damage reduction cards which could be used offensively and defensively and generally gapped or koed the foe. Using Montana more for dr and defeat is pretty unconventional imo.
The Montana bonus helped as I was usually low on pillz after using Konrad.
Roger could also be used in place of Konrad though I have to generally be more careful.
I also did make a deck with nothing but dr and defeat + life cards using Ulu Watu and Fang Pi Clang with better results then I expect. Though it was pretty lackluster imo.
I'd take Yodd first any day. In my experience his ability is useful almost every time you play him. Unless I'm going full blown huge Frozn half... I always use Yodd and Haaken. If you don't have reliable ways to get around DR then your opponent can pretty much negate your damage bonus whenever he wants.
Piranas are pure elo clan (survivor maybe). In dt they damage is too low.
Honestly I'd pick Hindelga as a good replacement for Splata Cr(since I don't have Splata, and his price for me currently is out of bounds) but after a few hours of playing I'm at around 1200 ELO with the deck. A lot of mind games can be made since the opponents can't actually decide whether you're mainly focusing on poison or the lifegapping via Jungo. It's a good experiment and I think it will prove its worth near the 1300 ELO barrier.
P.S.: I will test out Barbacoatl next week. Again, thank you for the suggestions!
Rattle Chopper Annie Ryugin Zaria/Rex
All these are very good cards to make half
Yeah you're right about the Oshi thing I was just giving random examples. And yes I know it is always dependent on the players... the skill and indeed the luck. But I was just asking if these combined factors (remembering the power creep,) marked a shifting away from attack manipulation clans.
I'm now responding to posts 6 and 8 because I think they outline your line of thinking best.
"UR should change what is naturally good in the game"
This is just no feasible. They only get 4 cards a fortnight to possibly read possibly change the meta, what you are asking for is either significant buffs to non attack manip or attack manip getting a nerf which can't really happen, unless they ban like 4 cards from all of those clans.
SOA, SOB, Stop and protection are reactive cards as are DR and -Opp power. These cards take what the opponents strength is and use it against them. It just so happens that this is an effective strategy.
Cyclic game play is kinda needed, Using pokemon as an example, the meta basically swings towards hyper offence it just is the most fun and arguably the easiest to to play. But stall and everything in between is also very viable and often better if you're a better player. Batton pass was once hailed as a gimmick, in gen 6 though it gained all the tools it need to become so broken that it made things worse than everyone playing HO. It essentially boiled down to Baton pass, counter baton pass and normal which countered counter baton pass.
This broke the monotony of HO or something on the HO to stall scale but created a worse problem making the game even more rock paper scissors than before.
So while yes SOA beats a lot of stuff and SOB and protection ability beat that and something beats that, it's much better than a baton pass equivalent.
Well he got perma banned so the votes were useless anyway. I imagine the vote can be reused
They just need to reprogram things so that Striker Rb =Striker. Then it wouldn't be a problem. As of now, if they unban one or the other, then you can use both in your deck.
Never mind, chopper ld is a thing, it takes the last spot.
Without drawing either Pericles or Dolly Cr the deck lacks damage. Or the power to get that damage through. Not sure how you'd fix that because it's really a whole deck issue.
Veenyle, you gain what's basically a pill but higher your min
Spiaghi you get lower min
I think they are both around the same... Veenyle is generally better in a junkz half tho cause it gives you higher chance to get that bonus for your other Junkz, but in what's essentially a mono anyways (You are never going to end up with no Junkz bonus on your Junkz cards.), I could see splash Spiaghi being better with the lower min.