Cactus Game Design Message Boards

Redemption® Collectible Trading Card Game HQ => Deck Building & Design => Deck Concepts => Topic started by: Carl deuty on February 18, 2011, 01:28:34 PM

Title: Herods
Post by: Carl deuty on February 18, 2011, 01:28:34 PM
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.
Title: Re: Herods
Post by: adotson85 on February 18, 2011, 02:02:46 PM
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.
Title: Re: Herods
Post by: Carl deuty on February 18, 2011, 02:12:50 PM
expound on why I don't need it please! ;D
Title: Re: Herods
Post by: Minister Polarius on February 18, 2011, 08:31:21 PM
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.
Title: Re: Herods
Post by: Professoralstad on February 22, 2011, 01:40:15 PM
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.
Title: Re: Herods
Post by: Noah on February 23, 2011, 08:16:21 PM
So would a Herod deck at it's best be about 63 cards?
Title: Re: Herods
Post by: Minister Polarius on February 23, 2011, 10:39:37 PM
56.
Title: Re: Herods
Post by: Noah on February 24, 2011, 03:36:27 PM
56.

And with what offense?
Title: Re: Herods
Post by: Warrior_Monk on February 24, 2011, 03:56:51 PM
It really doesn't matter with them.
Title: Re: Herods
Post by: christiangamer25 on March 19, 2011, 01:09:28 AM
nt prophets splash silver for birth foretold gabriel goodies oh wait guess thats a biased opinion given my deck lol have fun
Title: Re: Herods
Post by: browarod on March 20, 2011, 06:37:21 PM
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.
SimplePortal 2.3.3 © 2008-2010, SimplePortal