Author Topic: 6th place Type 1 MP Deck and comments  (Read 1340 times)

Offline Alex_Olijar

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6th place Type 1 MP Deck and comments
« on: August 16, 2011, 03:32:14 PM »
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Cards in deck: 50
Lost Souls: 8
   Lost Soul (hopper)
   Lost Soul (punisher)
   Lost Soul (revealer)
   Lost Soul (shuffler)
   Lost Soul (Shut Door)
   Lost Soul (Speed Bump)
   Lost Soul (Wanderer)
   Lost Souls (3-line)

Lamb Dominants: 6
   Angel of the Lord
   Grapes of Wrath
   Guardian Of Your Souls
   Harvest Time
   New Jerusalem
   Son of God

Grim Reaper Dominants: 5
   Burial
   Christian Martyr
   Destruction of Nehushtan
   Falling Away
   Mayhem

Fortresses: 1
   The Garden Tomb

Green Sites: 1
   Nazareth

Artifacts and Curses: 4
   Darius' Decree
   Gifts of the Magi
   Household Idols
   Unholy Writ
   Rain Becomes Dust (Gray)

Multi-Color Heroes: 14
   Faithful Servant (Promo)
   Joshua the High Priest
   Phinehas, son of Eleazar
   Priests of Christ
   Captain of the Host (WA)
   Joanna (DI)
   Mary Magdalene (DI)
   Mary the Mother of James
   Simeon (WA)
   Hur
   Claudia
   Jacob (FooF)
   Ethiopian Treasurer
   John (Starter)

Hero Enhancements: 9
   Feast of Trumpets
   First Fruits
   Pentecost
   Zeal for the Lord
   'He Is Risen'
   Words of Encouragement
   Book of Hozai
   Authority of Christ
   Reach of Desperation

Gray Evil Characters: 1
   Sabbath Breaker


As you can see, this deck is a spritual successor to Daniel Whitten's decks in multiplayer. I designed the deck with two main goals:

1) Draw out my deck as fast as possible to get key cards
2) Prevent my opponent from doing the same

I also had the secondary goal of trying to control the play of dominants by opponents.

Offline Alex_Olijar

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Re: 6th place Type 1 MP Deck and comments
« Reply #1 on: August 16, 2011, 03:33:07 PM »
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I started the base of the deck with hero and enhancement selection. In multiplayer, it is ideal to be capable of rescuing every single turn because games are so short from a turn perspective. Because of this, I stuffed my deck full of 14 heroes, which equates to 28% of my deck. Statistically, I should be drawing at least 3 on my opening draw (after factoring out last souls).

The first heroes I put into my deck were Jacob, Simeon, and Captain. The classic captain band is still incredibly effective in multiplayer, where so many players rely on cards such as Uzzah, Sabbath Breaker, or King Zimri for quick autoblock combos. My warriors Captain stops all these chump blocks.

I next worked in the Hur + Gifts combo. Even without supports, it's still the best drawing combo in the game and generate me souls really easily. I wanted to deck out, and Hur could do it.

The next hero to enter the deck was Ethiopian Treasurer. In order to increase his ability to play first, I also added Claudia, who can either band to ET to gain access to blue play first, or Simeon and, by extension, Captain of the host. In order to support this banding combo, I added Reach, Book of Hozai, and Authority of Christ. I always want to draw more, and Authority of Christ is still the best enhancement in the game, so I couldn't pass up the potential.

Finally, I needed to get a couple ways to draw even if I don't get ET early to play first. Obviously, the best way to do this is by incorporating the Feast Enhancements. Since I was already playing on brigade with a few of them, I decided to add 3 teal base characters to increase the chances of being able to play them as soon as I could. I chose Josh the HP and Phinehas because I could easily toss in Zeal to make a quick CBN combo rescue. Priests of Christ made the cut in order to provide trolling potential to create situations where players must either not block me and rescue a soul or block me and let me grab a Good dominant from my deck.

The final addition was the TGT ladies and John. I had been working to add them throughout the deck building process. He is Risen is the second best enhancement in the game, and Words of Encouragement gives my deck some more speed potential. Combined with access to First Fruits and the ignore powers of TGT (which are notable enhanced in multiplayer due to the lack of defense), the TGT ladies are multiplayer stars. John is notable because he also has access to AocP.

There are 3 notable cards that didn't make the cut:
1) The Strong Angel
2) Maharai
3) Salome

The Strong Angel is the hero I most wanted to get in the deck. Unfortunately, I built the deck last minute, and didn't find one in my card box, which by Saturday, was incredibly disorganized. I probably would have taken out Priests of Christ to add The Strong Angel, but I can't say for sure.

Maharai is notable for his ability to band to Claudia to play Words of Enouragement off of ET. He also creates access to Love at First Sight off of Jacob.  Unfortunatley, the deck was already pretty big, and his contributions were pretty much duplicated by virtually every other hero in the deck.

Salome is notable for being a TGT hero. Ultimately, her absence was decided by the fact that I have no room for her. She would be a cool hero to have, but I couldn't find anything to cut out that would be less effective than her. While John is a possible subtraction, I decided I wanted as much access to AocP in the deck as I could.


Offline Alex_Olijar

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Re: 6th place Type 1 MP Deck and comments
« Reply #2 on: August 16, 2011, 03:33:45 PM »
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I next moved onto my defense. Sabbath Breaker is a great support EC to help me speed up.

Since that was done really fast, let's move on to the actual defense of the deck:
I obviously tossed in the 11 standard dominants. I use speed, so I need to speed to something.

The next important choices were made in the artifact/curse area. I chose Rain becomes Dust to prevent others from outspeeding me. Darius' Decree is a similar choice. It stops ET shenanigans, set asides from being played in territory, and I can discard it to hit those cool players who wanted to set aside heroes. My next obvious addition was Unholy Writ. There's no reason not to use something that can autoblock anyone on any turn potentially.

The last, and perhaps most controversial, artifact is Household Idols. Some players might look at my offense and wonder why on earth I would play a card that prevents several of my key heroes from entering battle. I choose to use HHI because I can control it. While it may ignore several of my heroes, when I activate my HHI, other players are less likely to activate their own if they play it. Because of this, I am able to control the use of banding heroes almost exclusively. This allows me to activate an extremely powerful card at the times it benefits me the most. I was able to use it in my fourth game it keep 2 souls that were in white sites on the table because Tim Maly's Chenaniah was the only other character besides my own with White access.

My one site in the deck is Nazareth. With a deck this fast, Mayhem is deadly. With Nazereth, I can laugh at mayhem. Additionally, it also stops opposing players Hur from messing up my hand. Nazereth was an MVP. It also has a side benefit of stopping opposition Harvest Times or Priests of Christ.

The last choice to make was which souls to use. Obviously the Hopper made the deck to help me make rescue attempts as much as possible. Revealer offer similar functions. The three liner allows me to stall. Wanderer lets me ensure a rogue female or 3 line soul does not matter. Shuffler and Shut Door let me control the souls on the table. Speed bump can make other speed players pretty mad. Punisher shuts down my offense in other decks. The most important factor is that I did not choose to use the NT or female souls. I wanted people to attack me because no matter how many souls are on the table in my land of bondage, I can't rescue them. The more people who attack me, the more likely I am to be able to be able to make a rescue on my turn. Getting rescued against also allowed me to distrubute souls how I saw fit, giving me power in a multiplayer game.

 


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