{% extends "archetypes/_layout.html" %} {% import "archetypes/_layout-erratum.html" as erratum with context %} {% import "archetypes/gangrel-barons.json" as deck_json %} {% block meta %} {% endblock %} {% block archetype_name %}
This is a wall deck using Gangrel {{ gangrel }} barons.
The idea is to build a strong defense thanks to the Anarch and Baron cards for unlock and intercept, {{ organized_resistance }} and {{ deep_ecology }}, coupled with {{ bait_and_switch }} for bounces. Using {{ thing }}, the deck can steadily influence more and more vampires, often ending up with 4 to 6 vampires in play. Influencing a Baron quickly is very important, but it can be the second vampire if a low capacity can be put in play first to speed up the Baron with a {{ thing }}, depending on your opening hand.
The number of vampires allows for a decent forward pressure of naked bleed actions, and the Barons open the possibility of voting to speed things up or finish the endgame duel turns with a {{ revolutionary_council }}. This completes more standard wall payload cards {{ smiling_jack }} and {{ constant_revolution }}, and offers a welcome adaptability to the deck.
The list presented here makes use of {{ shattering }} as a way to put minions in torpor opportunistically, but that's merely one of the many options that can be used on top of the solid wall foundations this clan offers.
The Anarch specific master cards are especially strong here: {{ garibaldi_meucci_museum }} is incredibly versatile, from ending troublesome combats with aggressive Anarchs to fetching the required unlock or bounce. It can also let you play {{ revolutionary_council }} turn after turn if you need it. {{ powerbase_los_angeles }} acts as cycling device as well as an additional unlock, since there are so many Anarch cards (note cards requiring Barons implicitly count as cards requiring Anarch). {{ anarch_railroad }} and {{ the_anarch_free_press }} provide permanent stealth and intercept.
{{ society_of_leopold }} is an inclusion specifically linked to the use of {{ shattering }} here, allowing for a potential destruction of a cumbersome vampire anywhere on the table after it's been emptied. {{ rewilding }} can be used to damage the prey's influence if they play locations, but can also be a good way to get rid of other problematic locations, the prime targets being permanent stealth like {{ opium_den }} or {{ creepshow_casino }}, and {{ hunting_grounds }} that go against the grinding strategy of the deck.
The combat module here is very focused on using {{ earth_meld }} for additional unlocks, but at some point it also aims at equipping someone with a {{ sniper_rifle }} to begin to grind beads out of all the blocked minions.
The stealth module is particularily interesting, with a lot of versatiliy. Of course {{ earth_meld }} provides steady stealth when needed (to get this {{ revolutionary_council }} or {{ constant_revolution }} through for example), but {{ form_of_mist }} and {{ form_of_the_bat }} can both be used either as stealth complement or as additional combat avoidance or intercept if needed.
The use of {{ shattering }} is very specific to this version, but it's a great control device. {{ monkey_wrench }} or {{ stolen_police_cruiser }} can be included for a bit more bleed, {{ reckless_agitation }} often finds a spot, and sometimes even more political actions like {{ domain_challenge }} or {{ kine_resources_contested }}. On the equipments side, of course, {{ heart_of_nizchetus }} and {{ ivory_bow }} are often included.
There are wild variations in the combat module. The use of weapons like {{ sniper_rifle }} in here is common, but can also be dismissed in favor of aggravated damage with {{ donnybrook }} or {{ claws_of_the_dead }}. Depending on the combat module, {{ rotschreck }} or {{ gangrel_revel }} can find a spot in the master module. A couple of anarch combat cards can find their place too, like {{ groundfighting }} or {{ hell_for_leather }}, and {{ flesh_of_marble }} makes some appearances as a tool against damage-heavy decks.
Finally, {{ protection_racket }} is often included in the intercept mix: it is very effective against high stealth votes like the ones {{ infernal_princes }} or {{ infernal_ministry }} can display. Some versions don't bother to include {{ earth_control }} or {{ anarch_railroad }} for stealth, relying on {{ form_of_the_bat }} and {{ form_of_mist }}, plus the dissuading effect of the combat module.
{% endtrans %} {% endblock %}