Author Topic: Herods  (Read 2438 times)

Offline Carl deuty

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Herods
« on: February 18, 2011, 01:28:34 PM »
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Ok, I have heard these guys are muy bueno but I have never built a deck with them in it before. Here is what I got so far:

Gold Evil Characters: 6
   Archelaus
   Herod Agrippa II
   Herod Philip II
   Herod the Great
   Herodias
   Salome

Multi-Color Evil Enhancements: 1
   Herod's Treachery

Gold Evil Enhancements: 5
   Beheaded
   Escape to Egypt
   Imprisoned
   Massacre of Innocents
   Rash Oath

Sites:1

     Herod's Dungeon

I am just wondering how do you ever get initiative with herod's? I know herod's dungeon will help get rid of the smaller guys but what if I don't get it out quick enough. Any halp or advice on what cards to use would be appreciated, thanks.

Offline adotson85

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Re: Herods
« Reply #1 on: February 18, 2011, 02:02:46 PM »
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Dungeon actually gets rid of the larger guys. You need KoT, Mask of Fear, Moses Kills Egyptian, Swift Horses and Wonders Forgotten. Initiative with Herods usually isn't a big problem as you often don't need it.
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Offline Carl deuty

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Re: Herods
« Reply #2 on: February 18, 2011, 02:12:50 PM »
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expound on why I don't need it please! ;D

Offline Minister Polarius

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Re: Herods
« Reply #3 on: February 18, 2011, 08:31:21 PM »
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Mask of Fear and Swift Horses can be played in response to a battle-winner, Imprisoned can snipe a problematic low-numbers character, Herod's Treachery can be used in response to a battle-winner, the abilities on the characters themselves often win battles, and the CBN band between Salome and a Herod makes for big numbers that are difficult to beat (especially if you have HT or HT).

For your deck, I'd take out Rash Oath and Massacre of Innocents and add Herod Antipas, Mask of Fear, Swift Horses, Wonders Forgotten, Lying unto God, Lurking, and Covenant of Salt.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Professoralstad

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Re: Herods
« Reply #4 on: February 22, 2011, 01:40:15 PM »
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Mask of Fear and Swift Horses can be played in response to a battle-winner, Imprisoned Beheaded can snipe a problematic low-numbers character, Herod's Treachery can be used in response to a battle-winner, the abilities on the characters themselves often win battles, and the CBN band between Salome and a Herod makes for big numbers that are difficult to beat (especially if you have HT (read: Herod's Treachery) or HT (read: Herod's Temple).

For your deck, I'd take out Rash Oath and Massacre of Innocents and add Herod Antipas, Mask of Fear, Swift Horses, Wonders Forgotten, Lying unto God, Lurking, and Covenant of Salt.

While I agree with everything else, I have found Rash Oath to be an extremely useful way to clear Herod's Dungeon, while at the same time possibly producing Lost Souls or topdecking useful cards. The other cards Pol suggested (with the possible exception of Lurking) are higher priority, but if you can fit Rash Oath in, I would.
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Offline Noah

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Re: Herods
« Reply #5 on: February 23, 2011, 08:16:21 PM »
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So would a Herod deck at it's best be about 63 cards?
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Offline Minister Polarius

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Re: Herods
« Reply #6 on: February 23, 2011, 10:39:37 PM »
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56.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Noah

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Re: Herods
« Reply #7 on: February 24, 2011, 03:36:27 PM »
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Filling my Ark since Nats 2016.

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Warrior_Monk

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Re: Herods
« Reply #8 on: February 24, 2011, 03:56:51 PM »
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It really doesn't matter with them.

Offline christiangamer25

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Re: Herods
« Reply #9 on: March 19, 2011, 01:09:28 AM »
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nt prophets splash silver for birth foretold gabriel goodies oh wait guess thats a biased opinion given my deck lol have fun
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browarod

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Re: Herods
« Reply #10 on: March 20, 2011, 06:37:21 PM »
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I like my Disciples/Herods deck. If you can, I would recommend squeezing Herodias in (to make Salome CBN). She can also help empty your Dungeon if Salome hasn't turned up yet, and Herod Antipas (I think) can band to her.

 


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