{% extends "archetypes/_layout.html" %} {% import "archetypes/_layout-erratum.html" as erratum with context %} {% import "archetypes/top-tier/gangrel-thing.json" as deck_json %} {% block meta %} {% endblock %} {% block archetype_name %}
This is a wall deck using Gangrel {{ gangrel }} barons. It builds 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 means naked bleeds provide decent forward pressure. This completes the standard wall payload {{ smiling_jack }} and {{ constant_revolution }}, and offers some flexibility.
The list presented here uses a couple of {{ sniper_rifle }} alongside a good number of {{ earth_meld }} as combat module, but there are a lot of possible variations for the combat part of the deck.
{{ garibaldi_meucci_museum }} is versatile, allowing to fetch the required unlock or bounce. {{ powerbase_los_angeles }} acts as cycling device as well as an additional unlock, since there are so many Anarch cards (note Baron cards implicitly count as cards requiring Anarch), and {{ the_anarch_free_press }} provides intercept.
Interms of ousting power, the deck relies on small bleeds, with {{ club_illusion }} being key to its strategy by doubling the bleed power. {{ reckless_agitation }} and {{ monkey_wrench }} can be used to lunge, letting the deck switch from a slow grind to a decisive kill in an instant.
{{ rewilding }} can damage the prey's pool if they play locations, and can get rid of 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 mostly uses {{ earth_meld }} for more unlocks, but at some point aims at equipping someone with a {{ sniper_rifle }} to grind beads out of blocked minions.
The stealth is low but not inexistant, since {{ form_of_mist }} and {{ form_of_the_bat }} can both be used for stealth if needed.
{{ revolutionary_council }}, {{ anarch_railroad }}, and {{ earth_control }} often find a spot. A bit of aggravated damage with {{ donnybrook }} and {{ claws_of_the_dead }} is also common. The number of {{ thing }} vary a lot too, and can be doubled or even tripled for more minions. Other options include {{ double_deuce }} or {{ army_of_rats }} for a bit more pool damage, or {{ shattering }} for additional control.
The Brutal variant include more aggravated damage and, with the help of {{ gangrel_revel }} and {{ hell_for_leather }}, sometimes even {{ rotschreck }} or {{ flesh_of_marble }}, go for a more punitive combat, like in {{ édouard_menneson_s_deck }} at the 2024 Iberan GP, or {{ otso_saariluomas_deck }} at Ropecon in 2023.
The Council Propaganda variant aims at more of a swarm, using {{ revolutionary_council }} for the lunge and {{ consanguineous_boon }} to bloat, while getting some votes from {{ propaganda_of_the_deed }}. See {{ jakub_rypar_s_deck }} from the 2024 Slovak NC for reference.
The Renegade variant include some {{ renegade_garou }} for a bit more control with the rushes, while using more {{ villein }} to recoup pool, like in {{ josé_roberio_barbosa_da_silva_s_deck }} at the 2024 SAC.
{% endtrans %} {% endblock %}