Competitive Astaroth, Help Please!

By Navitude, in UFS Deck Building

So, after a bit of gear grinding I kinda redesigned the deck. I have no idea of this works in the current meta, but really looking for some help!

Thanks to all ahead of time!

****Edit:****

Astaroth*

Cards: 61

Actions: 9
3x Tag Alongs
3x Siberian Training
3x Stone Skin

Assets: 3
3x Kulutues*

Attacks: 13
3x Sardine Beach Specials
3x Crushing Embrace of the Jotun
3x Hades Destroyer
4x Sandstorm Throw

Foundations: 36
3x Blinding Rage
3x Cutting Edge
3x Distractible
3x Enraged Golem
4x Inhuman Perception
4x Memories of a Nightmare
3x No Longer Controllable
3x Revenant's Calling
3x Torn Hero
4x Holding Ground
3x Battle Prowess

When I think of earth, one of the first cards that comes to mind that isn't already in this deck is battle prowess. The card is a one dif 4 check that allows you to soak up attacks like no body's business. This definately helps against turn 2 aggro face smashers, especially with holding ground already out. For card draw, might I suggest hulking brute? Sure, its not the best draw on the planet, but it really helps out when your building, letting you set a few more foundations down with out badly over extending your hand. Also, I believe sardine's beach special would do you more favors than Big cyclone. Its a throw and though it has less base damage than cyclone, it also has a damage pump that can make it very nearly a one hit kill. Also, because the cost is commiting 3 foundations, it really helps set up plasma beem to have some massive damages. another card I like in earth is amy's assistance. Use it on your opponent's attack to take very little to no damage. Use it on your's to commit one of their seal of cessations. There is no downside. course, then you have to figure out what to take out. I'd probably drop one cutting edge, just because as soon as you have one out, it will probably be olcadon's'ed into your staging area like there's no tomorrow to get rid of the control your sitting on. From there, I cant really think of other stuff to take out, you will just have to test the deck and see what works for you. Also, I have found that in the current environment, 12 attacks is a very good number, unless you plan on trying to mimic fast aggro, in which case I would suggest a character with a bigger handsize to help draw into what you need. For this reason, I would drop Reborn Basher. Sure, it is nice to blank a chesters or bitter rivals, but I believe just having memories in there is enough. Hope something I said helped!

I can't escape it. Everyone in my play group basically told me to play it, Battle Prowess. I like the card... to some extent... I just can't get around the 4 control and no block. So I know to stapple them in but like you said, Makingsenseofus, it's kinda hard to fit it in. I'll knock off one Cutting Edge, then try to Wedge in Battle Prowess... Some how.

Hulking Brute, is well... a good card for the draw ability, but thats about it. It's damage pump is not needed at all and I don't want so many cause of Olcadain's, plus more than one shuts each other off. I can't get away with running 2 copies cause of the six hand size and I can't ad more 4cc's.

I oringanily started with Tiger Fury's, but they never punched through without WotP. So I went with Beach Special, and it killed me. I commit to much and the damage bonus only gets good in late game, which I am trying to stay away from. I am sticking with Big Cyclone do to it's static effect, not because of the damage, as it mess's around with Bitter Rival's and protects my High Plasma Beam.

I am not sure about knocking the attacks. I would be great to check better but I find both Reborn Basher and TH so awsome. TH takes out block's Lotus and if hitting, annoying cards ike Chester's. Reborn Basher takes out any seals of counter cards, though their are only few. So man people in m play group hate that card thanks to me, and my over extended use of playing it in evey deck possible. I think I'll try -1 of each.

Also, I won't swap the characters. Ast'er's R ability gets around cc hack when I need it and it fuels his E which is awsome after knocking off my foundations with Cutting Edge.

Thanks Makingsenseofus, and keep them coming

Earth doesn't need to push attacks through, it just throws you around... A LOT! Crushing Embrace of the Jotun, Sandstorm Throw, Dry Nile Throw? All are 4+ damage attacks that are dirt cheap to play, and all have blocks. Plus Sandstorm Throw's enhance is AMAZING.

Earth has mediorce card draw in Hulking Brute and Huge Wrestling Army (the E on Army is great if you're a tank character). TwoP SUCKS. I don't care what anyone says, but TwOP is a terrible card in most non Gen/Leona Earth decks.

It's damage pump is increadible these days. Brooding is damned near free, and coupled with Battle Prowess and Altered Mind and Body is completely free. Berserker Rage is alright if you can find room for it, but truly isn't necessary. Astaroth himself has good damage pump as well.

Earth can survive into the long game based on Sigfried's foundation support. Torn Hero, Journey to Reptence, and Regretfull Existence more or less makes it so your opponant will NOT be touching your board.

I dunno just a few thoughts.

Throws don't win the game, unless its a fourth turn SBS. I don't like Ragnar's damage pump as you have to compinsate for the costs of losing live by putting in life gaining cards that fill the space for more nessessary cards. Plus Ragnar's pump ain't large to make it worth it. I didn't say damage pump of block 3 was that bad, just mediocure compared to block 2... Wait thats bad. There are a couple of good ones, but the insentive to run them ain't great as I am in a current delema of kicking out cards out of my current deck... I have enough pump... I think.... maybe.... B-Rad.... You do this every time... (-.-)

Doubt, my greatest fear... Thanks to B-Rad

You just gotta go with whatca think works. That's what play testing is for. Ask folks who saw me play my Ragnar deck. Three 10+ damage throws thrown in succession don't win games? Fine, but it lops off enough health for that Beach or whatever the NEXT turn. Remember, Earth on the whole doesn't have to go for the one shot/turn kill. This aint block two where it was OMGPEWPEWONETURN. It's actually almost worth it to attack over multiple turns again.

Problem with pushing non throw attacks through in Earth is that it's options are somewhat limited. It has discard, but apart from Glare, most of it isn't worth it. 6HS makes it hard to run cards such as TwoP and KoF 2006. It has speed pump in Leona's foundations, but Heiden's Ass Arts blows unless you're playing Life, and Origions Unknown only works if you're running Ragnar's support and Amy's (although having 3/4ths of your staging area have both Earth and Fire makes for some fun 13 speed attacks at the commital of one foundation). Well apart from that it has... Throws.

Earth I've found in block three is much like it was in block one. It's set for the long game. Yes you could Overhand Throw, Shoulder Rush, Timmy's in block 1, but hte majority of deck that I saw ran a large amount of throws, and just sent massive damage, low speed throw after massive damage, low speed throw. You can't think of Earth as fire, which since block one is a rush down spank by turn two archetype.

In fire you have speed boosts out the wazoo with Leona's, Hilde's, Yang's, and Talim's support, and enough damage pump in Fight or Flight, Hilde herself, and various other toons. In earth you're limited to just Leona's support and well... That's about it.

I'm with B-Rad on this one; Earth is a long-haul kind of symbol with the combination of throw support and control/control hate (see Siegfried and Rashotep in particular). Discard is suspect IMHO; a Big Cyclone, a Warrior's Path, or a Tieh Lei can ruin your day pretty badly, and it might even kill you/end your turn if you're unprepared for it (which REALLY sucks... -___-). But, hey, you deal with what you're given, right?

If you want to stick with Astaroth, I'd go for an Earth deck, with a lot of Fire in it for Origins Unknown (I hate to splash, but YMMV on that). In particular, I'd look for these cards:

Origins Unknown - SPEED. LOTS and LOTS of it. Even a handful of Earth/Fire stuff in your staging area, this hands out a hilarious +4 - +5 speed.

Amy's Assistance - damage redux/asset hate.

(Sigh...), Guess I have to go with the flow. Expect a new list tonight some time. It will be different. Slight the discard, add some throw's. Add more of Ast'ers support seeing that their are one or two nice cards.

Would like to throw in Amy's but don't have them, nor can I barrow from my trade group as they are all in use atm, plus don't have the cash to buy them Xp.

I will be reducing the amount of 4cc's to make up for the lack of 6 checks, god only hopes that Stone Skin can keep up with the checks.

Thinking of removing Program Malfunction and Oldadain's do to the fact that it seems pretty pointless knowing their's a lot of stuff that can knock it off now, and making up for the lack of other support. Any thoughts on this, guy's?

Thanks to all the posts, and please keep posting!

Program Malfunction isn't needed as the threat to commit stuff is already there in Torn Hero. There is however, zero reason not to run Olcandan's. For starters it's a 0/6!!!! That on it's own should be enough. And keep in mind to, they need to SEE their Olc's hate out there. If you can get one or two early game you can really eff with his board.

Well I have the list... Just waiting for the edit to show up... Don't have a lot of faith in this deck at all...

I know this isn't the biggest piece of advice, but user Tagrineth just got 6th at the South Coast Championships using Astaroth. Maybe he could tell you a thing or two?

Well first off how attached are you to astaroth?

If your not attached to astaroth I have this leona list that might work out for you. It's mainly based off earth but there are other symbols involved.

Leona Deck total 68

Attacks 4
4 Tiger fury


Assets 5


2 leona's explosive earrings
3 seal of cessation

Actions 7
4 kung fu training
3 rejection life/evil/water

Foundations 49
4 journey of repentance earth/good/life
4 memories of a nightmare earth/good/life
4 heiderns assaination arts earth/fire/life
4 ka technique earth/death/void
3 battle prowess earth/life/water
2 cutting edge earth/evil/order
4 inhuman perception earth/death/air
2 revenants calling earth/death/life/evil
4 distractible earth/life/order
4 programing malfunction earth/water/order
4 prince of darkness earth/life/chaos
4 origins unknown earth/fire/life
3 strenuous training earth/fire/evil
3 laughable earth/fire/evil
3 the street life earth/fire/evil

The list pretty much explains itself. Build for a few turns then give them a tiger furry to the mouth hard. I would say the fastest you could kill is about turn 3.