Author Topic: CHALLENGE!!! Build a nine card defense that is effective in slowing an opponent.  (Read 5750 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.
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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.

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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,

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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)
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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.
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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.
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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.

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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] »

Offline Daniel TS RED

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Uzzah
PO
PG
PAB
12FG
KoT
Amal's Slave
HP
Mayhem

I think you should also have two fluff cards in your offense that can be removed for FA and Burial as well.
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Offline stefferweffer

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You are not including evil dominants right?  So I assume your defense already includes Burial, Falling Away, DON, Martyr?

If you can still have dominants, and they don't have an annoying card like Fishing Boat, and all you want to do is slow your opponent down, I'd go with sites.

Be careful about adding Nazareth (since it stops a lot of things that you might later want to do) , maybe Pergamum, and the new site that protects your other sites, then either mix up the remaining site colors or go all silver and hope they are not playing Angels.  Babylons and Bab Banq Hall are also good options.  Maybe add an offensive card or two that can search for a site.  Then add Wastelands and either Captured Ark or Confusion of Mind.  Another option is to add a Philistine and the territory class EE that takes an opponent's site.

Make sure you are using the Two liner LS, the Site doubler LS, First Round protect LS, and then the NT lost souls that allow you to stop dominants and/or shuffle your LS.

Seriously, unless people put a ton of site access into their deck, or have a lot of "access to any site" heroes, this will stall a fast deck.  They can't play Harvest Time.  They can use cards like Hopper and Am Slave, but hopefully you can take care of those with your own dominants.  They basically have to wait until their site access cards appear, and once it does you can hopefully either shuffle it or discard it (or steal it).  Use a the maximum number of cards in your deck per lost soul, to reduce your chances of drawing a lost soul.

Anyway, I know that many out there today say that sites are dead, and it may be true for site-lockout, but sites are still a very good stall defense in my opinion.
« Last Edit: June 24, 2011, 11:52:03 AM by stefferweffer »

Offline stefferweffer

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On a side note, what kind of offense needs 40+ cards to rescue 5 lost souls?

Warrior_Monk

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steffer, he has Martyr, no other dominants.

I think steffer may be on to something. If you use site stall, the speediness of disciples is hurt bad because they can't use Fishing Boat.

7 Green Sites
Mayhem
Burial?

Offline stefferweffer

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Best 2 card stall - King Jehoikin, Confusion.  Remove Son of God from opponent's deck.

The odds of you having this combo at the start of the game are low, but it can be increased with 1) 50 card deck, 2) Am Slave, 3) Unknown Nation, 4) Search and/or False Peace.

So if you're going with 9 cards with this goal in mind - King Jehoikin, 1 other low number Pale Green EC (in case one gets a dominant played on them), Confusion, Am Slave, Unknown Nation, Sabbath Breaker, False Peace, Falling Away, Burial.  And 'd suggest using green offence to play "Search" also.  Of course, if they have SOG in their opening hand that hurts, but Mayhem might help with that.

Taking Son of God out of a person's deck is, if you can pull it off, the single best move in the game.  It also has the added advantage of them being unable to rescue their own lost souls, which speeds up your offense.

Offline Daniel TS RED

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The main thing is make sure you have plenty of heros and ge's to make a successful ra each turn. If your offense is solid, then you're really only looking to make a couple successful blocks.

I like the 1/1 PG with Confusion, but it's pretty risky. If you're going to do that, I'd use a small PG defense with that included.

The defenseless site stall vs disciples is about worthless. It can work, but usually you just hand them free ls's. Imo, it's better to use real ECs (uzzah is a beast), because they're going to have access or enough ls's out during the game to win quickly.
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Offline JSB23

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This  along with Writ and GiC is quite effective
Galba
Vitellius
Naaman
Augustus
Terrifying Beast


Naaman's Chariot
Heavy Taxes
Night Raid
RDJ
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Offline stefferweffer

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I'm hoping that at Nationals this year someone will play OT heroes and put Rome destroys Jerusalem in their deck.  I'd really like to hear about Disciples players who forgot about that card :)

Offline Professoralstad

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I'm hoping that at Nationals this year someone will play OT heroes and put Rome destroys Jerusalem in their deck.  I'd really like to hear about Disciples players who forgot about that card :)

I'm fairly confident RDJ will see plenty of play, since one of the most popular anti-Disciples defenses consist almost completely of recently ruled Romans, some of whom can get initiative better than the Emperors. Maybe not as much in T1 (since the popular offensive complement to Herods is TGT) but I've seen more than a few Herod/Job decks in T2.
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Offline CJSports

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Uzzah
PO
PG
PAB
12FG
KoT
Amal's Slave
HP
Mayhem

I think you should also have two fluff cards in your offense that can be removed for FA and Burial as well.
Bringing Fear? Only one of the best enhancements in the game for philly's.
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Offline Nameless

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Out Post
Goliath
Garrison
Armer Bearer
12 Fingered
Uzzah
Gomer
Bringing Fear
Overwelmed by Philies

Warrior_Monk

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Foolish Advice>Bringing Fear

Mayhem people. You cannot forget Mayhem in these defenses.

Offline Nameless

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Foolish Advice>Bringing Fear

Mayhem people. You cannot forget Mayhem in these defenses.
In a lot of decks Mayhem is used for the offense more than the defense.

Offline TheJaylor

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Foolish Advice>Bringing Fear

Mayhem people. You cannot forget Mayhem in these defenses.
Foolish advice may have more toughness (and it's from the Women's set) but Bringing Fear makes it so your enhancements aren't negated.

Offline Josh

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Foolish Advice>Bringing Fear

Mayhem people. You cannot forget Mayhem in these defenses.
Foolish advice may have more toughness (and it's from the Women's set) but Bringing Fear makes it so your enhancements aren't negated.
Bringing Fear is also CBN.
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Warrior_Monk

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A. This is a mostly offensive deck. Mayhem needs to be added, essentially making these defenses 8 cards.
B. In an 8 card Philly defense, you aren't going to have room for more than 2 enhancements, so it really doesn't matter if you need to play your enhancements. Especially since the other one will probably be Bringing Fear anyway.
C. I cannot think of a good card that negates Foolish Advice. I guess The Battle is the Lords will do it, but if they're using red, you've already won. Or lost, since a Philly defense dies against red.

Offline Gabe

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Is Unholy Writ in this deck already? If not, it should be included along with Mayhem, essentially making this a 7 card defense.
Have you visited the Land of Redemption today?

Offline uthminister [BR]

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AHHHH...a seven card defense?!? LOL

So anyway, Gabe, you think that Unholy Writ is worth it with all of the anti-capture stuff floating around now? Alright, so I need to add Unholy Writ and Mayhem. Any other staples I should include? I might end up making this an all offense deck at this rate.

Also, what is GiC
« Last Edit: June 25, 2011, 09:22:37 AM by uthminister [BR] »

Offline Red Dragon Thorn

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GiC is usually 'Going into Captivity'

It's a crimson curse from priests that can be discarded ala Unholy Writ to capture a hero, but only while you're blocking with a WC evil character.
www.covenantgames.com

Offline uthminister [BR]

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Got it...thanks John. I can always count on you.  8) Oh and you left your lemonade at our house. I added it to my sweet tea...mmmmm...Arnold Palmer (not the golfer, the drink).

Offline Gabe

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AHHHH...a seven card defense?!? LOL

So anyway, Gabe, you think that Unholy Writ is worth it with all of the anti-capture stuff floating around now? Alright, so I need to add Unholy Writ and Mayhem. Any other staples I should include? I might end up making this an all offense deck at this rate.

How big is this deck? 50 cards? 56? If it's no larger than that I would suggest using all the "staple" evil Doms. Even if you have Lampstand you don't always draw it right away and choose when to have it active. They can all be used to effectively stop/negate a rescue, all except DoN but that can help your offense push through for a rescue.

If you take that advice and add Mayhem, Falling Away, DoN, Burial and Unholy Writ that leaves you room for 4 other "defensive" type cards.

KoT is still the best blocker in the game. As long as you have enough Artifacts Uzzah will often get you a block.

If you're deck is 50 cards you can afford to add Gomer, The Amalekite's Slave and then bump to 51 with Haman's Plot.

If you're already at 56 then maybe a couple other defensive cards might serve you better. Burial Shroud could be good. I'm not really a fan of it, but many great players like Daniel Whitten swore by it, so it's worth consideration. If you're just looking to stall, a few Sites can work great. They can also double to help your offense if you face someone using the same color(s) of Sites as yours.
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Offline RTSmaniac

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Quote
Burial Shroud could be good. I'm not really a fan of it, but many great players like Daniel Whitten swore by it, so it's worth consideration.

Another one of his favorite plays was Claudia+ET+Obedience of Noah choosing his own Woman as Snares to give himself lost souls to rescue FTW!
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Offline sepjazzwarrior

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phil outpost
phil garrison
KoT
PotW
SSoS
uzzah
torment
unholy writ
household idols

this may be a bit out of date, but household idols and "immune to lone heros" is still a good combo that takes relitively few cards.  household idols kills disciples, so that alone should really slow them down.  if you can throw in a trembling demon that would help as well, possibily for torment

 


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