Tep's House of 2 Checks

By Sol Badguy, in UFS Deck Building

So this is my early attempt at a Rashotep deck. I know a lot of people say he is good off of Earth but Void is my favorite symbol so I want to give it a try off of void.

Characters: 1
**Rashotep** x1

Attacks: 16
4x 5/2 One Handed Crocodile Grasp - 2H5 (Throw)
4x 5/2 Flinging Half Nelson - 2H4 +3M (Throw)
3x 5/3 Cobra Clutch 5/3 +2M (Throw)
3x 5/2 Shadow Flare 4H7 +3M
2x 5/2 Curse of the Ancient Mariner 4H5 +2M

Foundations: 37
4x 2/5 Beyond Humanity
4x 2/5 Dread Pirate +3H
4x 2/5 Chasing After Power
4x 3/5 War Between Sisters +3M
4x 0/5 Man Behind the Mask +3M
3x 2/5 Ka Technique +3M
3x 2/5 Enemies Now Friends +3H
3x 1/4 Ancient Fighting Style +4M
3x 2/5 Mishima Zaibatsu Leader +2H
3x 2/5 Genius Alchemist
2x 2/5 Body of Souls

Assets: 5
3x 3/4 The Double Crown of Egypt +2H
2x 3/5 Bracers of Horus and Set +4M
1x 4/5 Acheron & Nirvana +3M

Deck Size: 60(59+ character)

How the deck works:

Attacks: One Handed Crocodile Grasp - Rashotep's best attack(for him at least). Stun 2 and a free blanking of your choice on an off zone throw is just amazing. Even better is that it's a High Throw which means it combos into Flinging Half Nelson for Massive Damage. it also can be used to combo into Curse of the Ancient Mariner.

Flinging Half Nelson - The beatstick attack of the deck. Definitely one of my favorite attacks in the game right now. Combos off of Croc Grasp and Cobra Clutch(grabbing Crocs and Clutching Snakes...I feel as though I should make a Steve Irwin joke....Oh well). The Attack one Average should be doing around 9-11 Damage. Oh I forgot to Mention that it combos off itself. Also it is a High so you can use it to combo into mariner. Crickey! >_>

Cobra Clutch - Well It's a Throw. it's also the only 3 check in the deck. it's Mostly here to combo into Half Nelson and the stun it provides can be useful. High Attack As usual so it combos into all the combos.

Shadow Flare - Just an amazing attack. 7 Damage for a 5 Dif is great. Essentially it adds an addtional Speed to all your attacks as well. It's check increasing effect can also be helful with Mariners combo and again it is a high attack so it can combo into Mariner.

Curse of the Ancient Mariner - The Final combo attack. This one is not going to be as easy to pull off as Half Nelson. first off you need to check a 7 to pass this beast. Then you need to check a 6 for it's effect and somehow modify it. Shadow Flare's E: helps in this regard as does Chasing After Power. All The Attacks are high so getting the combo to activate will not be hard at all but be sure to have a few chasing before you play this one.

Foundations: Beyond Humanity - You may have noticed that this deck has a lot of 2 checks...In fact it has 13 2 checks. Lucky for me this foundation allows me to recheck in case I check one of these attacks. Works really well in conjuction with...

Dread Pirate - Once again another foundation that really helps out the 2 check problem. In fact it kind of makes them into not a problem. I get to add any attack I check(except Cobra) to my hand after I check it. It's Great. Plus it has a block ;)

Chasing After Power - This card has many uses. It can either help me pass my checks when I am stringing half Nelsons or can help me mod my check for Mariner. In some cases it can even help me pass a block. it's just a good card overall.

War Between Sisters - Discard....Awesome! Also has great synergy with Ancient Fighting Style. The momentum discard effect can also come in handy. probably won't be playing these on the first turn though because of all the 2 checks <.<

Man Behind the Mask - 0/5? Me Likey! 0/5 with Good EFFECT? Me Likey ALOT! A Mid Block you Say? *Head Explodes*

Ka Technique - Helps blank out problems if needed. Also has a block... :)

Enemies Now Friends - Works Great with the Throw Attacks. Can Also be used on my oppoents attacks if they are low Damage like Ivy or something...Also....a BLOCK!

Ancient Fighting Style - I could write a whole article on why I love this card. Works great with War between Sisters and is hot tech against stupid financial troubles or any other discard in general. 1 Dif means I can pass some without worry on the first turn. Also a....BLOCK...... ZOMG! Although a pretty crappy one but still....

Mishima Zaibatsu Leader - Anti momentum and momentum gain in the same card. 2/5 and a +2 Block. Great card overall. The momentum helps me fuel mariner.

Genius Alchemist - Helps with that whole progressive difficulty thing and makes it easier for me to string combos.

Body of Souls - Helps grab back my attacks from my momentum.

Assets: The Double Crown of Egypt - Blanks Any 2 cards I don't like on my opponents field(probably Stand off) on my turn. What more can be said? it's awesome!

Bracers of Horus and Set - Damage Pumps!

Acheron & Nirvana - Helps pump the ability checks for Shadow Flare or Mariner.

Im Tired....Leave Comments plz!

In my experience, having 8 or more 2 checks, slows down your beginning turn by alot. I see that that you have 12? 2 checks. and not many 0-1 (not that there are many) difficulties. Yes your attacks synergize well but is it worth it to only pass 2 (or less) cards on your first turn?

Hayamachop said:

In my experience, having 8 or more 2 checks, slows down your beginning turn by alot. I see that that you have 12? 2 checks. and not many 0-1 (not that there are many) difficulties. Yes your attacks synergize well but is it worth it to only pass 2 (or less) cards on your first turn?

Well I hope so :)

The 2 checks do probably slow down my opening so I will likley go second most games. as long as I draw one of the 1 or 0 difs in the deck I can pass 3 for sure if I go second possibly more.

Problem is, beyond that first turn, the two CCs will wreck you. I would focus on your favorite of the 3 or the most important and just run 4 copies of that attack, and 3CCs for everything else.

I dunno; I think Beyond Humanity and Dread Pirate should be enough to deal with it, as long as you are aware that starting with a War Between Sisters or something like that isn't the greatest idea. Cervantes* , Chasing After the Power , and the like should help you get through your turn without too much trouble. Awesome deck, man. *copies*