Author Topic: CHALLENGE!!! Build a nine card defense that is effective in slowing an opponent.  (Read 5739 times)

Offline uthminister [BR]

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Alright. I have a really strong offensive heavy deck with 9 slots for defense cards. I am including only the Christian Martyr evil dominant currently and am utilizing Lampstand in my deck as well. Please include any sites, fortresses, artifacts, characters, dominants, curses, and/or enhancements you would use for a small but effective defense. I have built five already but would love to hear your suggestions since I am still in the playtesting stages with my new bad guys.

So after I started this thread I found this one again. Seeing as the major tournament season is in full swing, I am wondering if these (in the old 8 card thread) are still viable options or if you posted in that thread, what would be your nineth card...
http://www.cactusgamedesign.com/message_boards/type-1-deck-advice/8-cards/
« Last Edit: June 24, 2011, 08:34:21 AM by uthminister [BR] »

browarod

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Are you thinking more like speed-type defense (so stand-alones, one-shots, etc.) or a full on themed defense?

Philistines are okay with a smaller amount of defensive cards, and I've heard Pharisees can do well small, if you want to go the themed route.

Otherwise for stand-alones Gomer and KoT are always options, 2 or 3 Magicians with Charms can be effective as well, etc.

If it's for multiplayer, you could throw in Nazareth.
« Last Edit: June 23, 2011, 11:12:05 AM by browarod »

Offline Professoralstad

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EC's:

Uzzah
Gomer
King of Tyrus
Wandering Spirit
Spirit of Temptation
Trembling Demon

Fortress:

The Gates of Hell

EE's:

Haman's Plot
Destructive Sin

Assuming your offense has a temple and you can find room for Holy of Holies, this defense should do the trick more often than not. If you can find room for a Manasseh and Magic Charms, then you're gold.
Press 1 for more options.

Warrior_Monk

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I believe there was a thread like this, except it was 8 card defense. I couldn't find it, but I had 3 decent ideas. Stick a Mayhem on your favorite.

Offline uthminister [BR]

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Yeah, I thought there was too, but I could not find it either. I the idea of running Mayhem, but with Lampstand I rarely get to use it.

ProfAlstad...your idea is a combo of two of my nine card defenses. I am running Disciples offense (like a lot of people) if that makes a difference with what you suggested. Holy of Holies would mess with several of my disciples in a very negative way I think.

Thanks so far. Any other ideas? I would not mind running either a theme defense or a bunch of chump blocks. Both would slow an opponent down at least for a little while.

Warrior_Monk

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Mayhem is for the first turn. Who needs Lampy first turn? Activate it after you drop the Mayhem.

Offline uthminister [BR]

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Yeah, but for us mortals who don't have the ability to will a card into our first hand draw, it is a little less reliable.

Offline COUNTER_SNIPER

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Well, depending on your chosen LS's, they can delay some attacks, and you might be able to manipulate them with some of the new Di cards ;)...  If a specific list comes to mind, I'll post it.

Carry On,

-C_S
I also like potatoes

Warrior_Monk

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Mayhem
Philly Outpost
12FG
Garrison
Armorbearer
Goliath
Foolish Advice
Bringing Fear
One other card...probably KoT.

There. Now if you draw Mayhem in your first hand draw, you win the game, and if you don't, you can discard it with Outpost.

Offline Master KChief

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overwhelmed by philistines can be tremendously useful in a philly defense, especially with all the di going around.
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

Offline uthminister [BR]

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Fair enough...and I agree about OBP being useful right now specifically.

Warrior_Monk

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You'll never get initiative. Goliath's Armor would be a better option, IMO, as it kills Thad and Philip/Bart.

Rawrlolsauce!

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You don't have Lamp active for the whole game usually. And a first turn Mayhem not only wins you the game 90% of the time, but is much more common then you probably think.

Offline SomeKittens

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You don't have Lamp active for the whole game usually. And a first turn Mayhem not only wins you the game 90% of the time, but is much more common then you probably think.
I played six games at NE Regionals, didn't see it once.

Any opinions on OBP vs. Armor?  One can get init with Fallen Warrior/Horses.  (One of which I recommend for that final card)
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
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Rawrlolsauce!

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There's like a 20% chance of getting it first turn. In six rounds it is way more likely not to see one (by either player) then to see one or more, assuming proper deck building (not everyone is going to have a Mayhem anyway, so that might equal it out to an extent).

Offline Aelec Enitnel

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I thought I'd post my old defense, it won a local tournament for me (which isn't saying all that much)

Nebuchadnezzar
Gomer
Seven Sons of Sceva
Red Dragon
Uzzah
KoTW (orange)
Prince of this World (orange)
Wandering Spirit
Trembling Demon

I'm Back!!!

¡dn sʇɐɥʍ

Rawrlolsauce!

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http://www.cactusgamedesign.com/message_boards/type-1-deck-advice/8-cards/msg414871/#msg414871

Add Goliath to the black one.

Offline CJSports

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That was me!!!

Go with demons or philistines.
Best two small offenses in the game if your not going for speed IMO.
Life is not a promise but eternity is...

Offline SomeKittens

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There's like a 20% chance of getting it first turn. In six rounds it is way more likely not to see one (by either player) then to see one or more, assuming proper deck building (not everyone is going to have a Mayhem anyway, so that might equal it out to an extent).
From where I was sitting, I'm fairly sure that 5/6 games both had a Mayhem.  One game, my second turn Mayhem won it for me.

*does statistics*
There's a 14.5% chance of no first turn Mayhem those five games.  Which is still better than the chance that I'd do as well as I did.

Also: I think I may have used it on Justin or Sam.  My memory fails me.
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
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Offline Prof Underwood

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With 9 cards for defense, I'm surprised that no one has been talking about artifacts.

I think Confusion of Mind is a GREAT defensive card for slowing down opponents.  They are usually reluctant to waste their DoN on it since there are other ways to get rid of it, and so it ends up costing them a good dominant or 2 good enhancements.  It also costs the time it takes to get ones of those that they are willing to throw away, and in the meantime, none of their heroes work.

I also think Unholy Writ is a good defensive card.  Sure there is a lot of protection against capture, but it is still nice to have an autoblock that works against a lot of the stuff out there.

And if you don't rely on banding your own heroes, then Household Idols can REALLY slow a lot of offenses down.

Then Uzzah is a great autoblock.  Gomer allows you to use their guys.  Haman is great for setting aside several of their heroes for a while, slowing them down some more.  The Amalekites Slave gives you a LS to rescue and also gets any of those guys out of your deck.  And all 4 of those people can play Haman's Plot.

Then if you're playing speed, then I think a Mayhem is definitely worth the card slot.

Warrior_Monk

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Confusion of Mind does nothing if you don't have any evil characters to block with.

Offline Prof Underwood

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Confusion of Mind does nothing if you don't have any evil characters to block with.
On the contrary, I often find that my opponents don't even bother to attack while I've got CoM active.  They prefer to wait until they can take it out first.

And besides, I did suggest putting in 4 ECs.

Warrior_Monk

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As soon as your opponent realizes you're playing a speed deck (which will be known as soon as you put down a hero, which will hopefully be the first turn), they won't care if they're smart.

The 4 ECs probably won't benefit from CoM. Haman will die after playing Plot, and Gomer is entirely dependent on their defense. KoT would be a much better choice than CoM, as it still negates their abilities, and it's not so easy to get rid of, and it's actually an EC, and if they do beat it, you can play Plot via Gomer.

Offline Smokey

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Arts:
Magic Charms
Confusion of Mind / Rain Becomes Dust / Unsucessful

Characters:
Balaam
Damsel w/ Spirit of Divination
King Manasseh
Enchanter

Enhancements:
Confusion / Divination
Death of Unrighteous
Forgotten History

Offline uthminister [BR]

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Alright...I am almost a Mayhem convert, but a little curious about relying on banding to an opponents defense. Does anyone still play WoP?
« Last Edit: June 24, 2011, 08:32:34 AM by uthminister [BR] »

 


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