Guiding Hand decktypes

Discussions about the Shadowfist DCG in all incarnations.
Liu_Jian
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Joined: Tue Aug 02, 2016 11:50 am

Guiding Hand decktypes

Postby Liu_Jian » Tue May 02, 2017 6:28 pm

Similar to what was posted regarding Lotus deck types, what are Guiding Hand builds that you have seen work well?

A friend of mine has had an Acupressure Master/Elephant Style deck for a long time. He does not play it much these days but after Year of the Goat, he could totally give it a makeover by incorporating Huang Yi and Garden of Peaceful Reflection.

I made a mostly-modern legal power theft deck that relies on Reformed Bandits and Tranquil Peaks. I say mostly-modern legal because it has 5 Railroad Workers to be able to play the bandit on turn 1. Pretty disgusting when it happens!

I also have a Monk and States deck with Rosalee Leung, Bountiful Fields, etc. Slow but quite solid.

I recently tried a deck based on Austere Monks, with candle training etc. It's okay and can surprise opponents but it is not one of the most effective.
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CrazyCatTim
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Joined: Wed Aug 03, 2016 9:05 am

Re: Guiding Hand decktypes

Postby CrazyCatTim » Tue May 02, 2017 9:09 pm

My go-to Hand deck, and the Hand are my go-to faction, is monks. You can get a lot of damage quickly out with low cost monks. The thing is, you have to try to win quickly, or you become crumple zone fast.

A friend of mine really likes his candle training deck.

I've also built state heavy decks, and they can work fairly well. I've toyed around with a Yellow / Redirection deck, but haven't gotten it to work quite yet.

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Confirmed crazy cat man, St. Catharines, ON, Canada. Part of the Niagara - Toronto play group. My love of Shadowfist far exceeds my ability to be good at Shadowfist.
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Matt_Woolley
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Re: Guiding Hand decktypes

Postby Matt_Woolley » Wed May 03, 2017 7:47 am

I've got a water sword state deck, but outside of that, I'm not a big hand player.

An orange mostly hand multifaction deck always seemed like a good option to me, with bao ling, orange senschi chambers, police negotiators and stoic warriors. Never quite got round to it though, and my multifaction decks usually suck.

I've seen a full on site healing deck, but that usually stalled out with no way to win.
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CrazyCatTim
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Re: Guiding Hand decktypes

Postby CrazyCatTim » Wed May 03, 2017 11:16 am

Josh S won the World Champs at Gencon within the last 2-ish years with an Orange deck that featured all the factions in the game. A lot of the characters you mentioned above, plus a tonne of multi-faction events for table control
Confirmed crazy cat man, St. Catharines, ON, Canada. Part of the Niagara - Toronto play group. My love of Shadowfist far exceeds my ability to be good at Shadowfist.
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Matt_Woolley
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Re: Guiding Hand decktypes

Postby Matt_Woolley » Thu May 04, 2017 4:47 am

Excellent. Glad that's works, though unfortunately I've just traded away all my police negotiators :(

It seems odd that there's not much variety, and its telling that most of the decks mentioned are modern based. There must be some classic hand combo decks? Jade dragon maybe? Rooftop gardener and Rice paddies? (though that's modern). Something with that 3/7 guy? Any tricks pulled with Rigorous discipline? Sword decks? Its interesting (and good?) that hand denial isn't really a viable approach. I guess the relative weakness of event cancellation, plus fists draw mechanic limits that.

To the chimpshack!
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CrazyCatTim
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Re: Guiding Hand decktypes

Postby CrazyCatTim » Thu May 04, 2017 6:59 am

I actually frequently play Hand in tournaments in Classic (but have never won an event, so, you know). The two builds that I tend towards are a kinda-speedy Monk deck using Everybody Was Kung Fu Fighting, Mountain Monastery, and Temple of the Shaolin Dragon. You can generate a lot of combat damage fast. The downside is that it's combat damage, not fighting, so if you don't speed to the win quickly, you're going to just crumple when everybody else gets running. The second downside is that the restrictions on Everybody Was Kung Fu Fighting really restricts the choices for other sites in the deck. I dunno. I haven't won with it, but I've made a few final tables, and I really have a lot of fun playing it.

You can also make a pretty decent classic state deck. Between Secret Wisdom of the Ancients and Bountiful Fields, plus all the innate Hand state stuff, it can work very well.

Also, the Hand can do pretty well with "not a theme, just a bunch of dudes" deck. Like. Just put some 3-for-4s, some 4-for-6s, a 5-for-8 or two, some table control, and some cheap states, and you'll do fine.
Confirmed crazy cat man, St. Catharines, ON, Canada. Part of the Niagara - Toronto play group. My love of Shadowfist far exceeds my ability to be good at Shadowfist.
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AnilDG
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Re: Guiding Hand decktypes

Postby AnilDG » Thu Jun 01, 2017 6:16 am

Here's the deck I used to get 2nd place in last year's Modern World Championships:

MODERN GREEN MACHINE - 2nd Place (Modern) 2016 Mono-Hand

Foundation Characters (10)
5 Blue Flower Society
5 Shaolin Supplicant

Mid-Range Hitters (9)
5 Highway Ronin
2 The Iron Monkey
2 Grandfather Leung

Hitters (4)
1 Huang Yi
1 White Ninja
1 Li Po
1 The Legacy of Shaolin

Edges (4)
1 Undisturbed Meditation
2 Shield of Pure Soul
1 Chinese Connection

States (4)
1 Fortune of the Turtle
1 Butterfly Swords
2 Bamboo Cane

Events (19)
4 Iron and Silk
2 Shaking the Mountain
4 Violet Meditation
4 Journey’s Reward
2 Heat of Battle
2 Corners of the Mouth
1 Into the Light

Feng Shui Sites (10)
5 Proving Ground
1 Cataract Gorge
1 Waterfall Sanctuary
1 La Grange Four
2 Arcane Vault

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60 Cards Total
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This is a very aggressive but powerful deck. Use one of the 5 Proving Grounds down early and use it to play Highway Ronin and other Superleap characters cheaply to take sites easily. Iron and Silk means you can defend your own sites without spending power. Heat of Battle synergises with Proving Grounds to give you power even if your Proving Grounds are shut down, with Violet Meditation and Shield of Pure Soul also providing additional power gain. Shaking the Mountain works brilliantly either as an offensive or defensive card. Grandather Leung gives you a hand refill when you are running out of steam to find your next Superleaper to finish the game, who will be protected by Journey's End and other event denial in the deck. Overall, because the deck is mono-faction and requires very little power to get going it's incredibly consistent. It's a pretty cheap deck to put together and maintain too, making it ideal for new players. Just remember that when you play, you want to end the game as fast as possible so burn for Victory and be offensive instead of playing for board position.

If you want to play this in classic, then replace Bamboo Canes with Contract of the Fox which makes the deck even more aggressive. Put down a White Ninja via a Proving Ground with a Fortune of the Turtle and back her up with Contract of the Fox and La Grange Four and the game will end quickly. It's not uncommon to win in 5 or even 4 turns with this deck with a bit of luck.



One thing the UK players noticed at last year's world championships was that the American view of The Guiding Hand seemed to be that they are rather weak, whereas in the UK we've always viewed them traditionally as being very strong. We had a player who played a more classical control Hand style to win the European Gencon tournament multiple times, and this aggro deck showed that faction can be used offensively too. Perhaps it's just the nuances of the various metagames around the world, but I found it an interesting comparison nonetheless. With Iron and Silk, Confucian Stability (and now Journey's End) and Wind on the Mountain, the faction will always have access to a classic set of tools that are efficient and powerful.

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