Author Topic: Metagame cards/sideboarding  (Read 7096 times)

Offline Deck Metrics

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Metagame cards/sideboarding
« on: April 01, 2010, 11:31:59 AM »
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Now I'm aware that there's no such thing as a sideboard in Redemption. (FYI, sideboard= 15 extra cards outside your deck that you're allowed to put in and switch out with main cards in between games during a match, origin- MTG) Now I know if there's enough people in a Redemption tournament you can use more than one deck so I thought if I had enough cards I could build two identical decks, only with the slight difference of the 2nd deck being tweaked to say whatever the metagame is or whatever deck is common within the community or say it's tweaked to beat the main deck's weakness. Now the problem is having enough of the same cards, which is my challenge since I still have rather a small collection. Only been playing for about a year.

So what I want to do is put together a small collection of cards (a pile or so) that were created to defeat some of the stronger cards out there. For example, Jacob latter prevents N.J. & SOG combo or I think it's Covenant with Moses that prevents a handful of other cards like 30 Pieces of Silver or Burial Shroud. So if this makes sense, if you know what I'm trying to put together, I'd like your help.
« Last Edit: April 01, 2010, 11:53:41 AM by delarosajon »

Offline Minister Polarius

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Re: Metagame cards/sideboarding
« Reply #1 on: April 01, 2010, 11:32:22 PM »
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The problem is, Redemption is not a best-two-out-of-three style tournament (a bummer, imo). A sideboard would be kind of pointless.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Master KChief

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Re: Metagame cards/sideboarding
« Reply #2 on: April 02, 2010, 06:28:44 AM »
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i think he knows that, but hes just trying to see what some ideas for a sideboard would be.

personally, for me, i would probably include cards that severely hurt super turtle decks and tgt decks.
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Re: Metagame cards/sideboarding
« Reply #3 on: April 02, 2010, 10:49:36 AM »
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i think he knows that, but hes just trying to see what some ideas for a sideboard would be.

personally, for me, i would probably include cards that severely hurt super turtle decks and tgt decks.

How do you hurt a turtle deck? Put it in a stew!
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Offline BubbleBoy

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Re: Metagame cards/sideboarding
« Reply #4 on: April 02, 2010, 11:01:44 AM »
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I know that if I had the option of a sideboard, I would put site access stuff, anti-TGT stuff, and a few things to hurt specific themes. (I might put in stuff to hurt super turtles, but I have never even played one, so I don't even know what they look like, what cards are used, how to stop them, or if I even need to stop them.)
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Re: Metagame cards/sideboarding
« Reply #5 on: April 02, 2010, 04:45:33 PM »
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super-turtles, for the most part, are site decks...so mass site access is what i meant.
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Re: Metagame cards/sideboarding
« Reply #6 on: April 02, 2010, 06:43:22 PM »
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How about the actual name of cards rather than being vague, I'd appericate that.

Offline BubbleBoy

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Re: Metagame cards/sideboarding
« Reply #7 on: April 02, 2010, 07:29:32 PM »
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How about the actual name of cards rather than being vague, I'd appericate that.
Well then. ::)
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Re: Metagame cards/sideboarding
« Reply #8 on: April 02, 2010, 07:40:07 PM »
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How about the actual name of cards rather than being vague, I'd appericate that.

The problem with naming specific cards is that they can be highly customized to a persons deck or play style.  For example, there are many cards that can grant you site access, but if I were to say Temple Veil and The Ends of the Earth neither of them will help your OT offense.

If you're looking for specific advice I encourage you to post a question in the strategy section of the board or to post your deck in the Deck Building and Design section with a mention of what tends to give you trouble.
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Re: Metagame cards/sideboarding
« Reply #9 on: April 02, 2010, 10:41:52 PM »
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My experience with "Super Turtles" seems to be the infamous "Zebby" decks. They usually utilize sites, a fortress (Kerith Ravine usually) and 2 heroes. The Heroes being:

Zebulun 3/3 Blue Genesis hero, Draw 2 cards. Cannot be blocked by an ec with Toughness (I think it is toughness) less than the number of cards in your hand.

Ahimaaz ?/? (can't remember right now) Teal Hero, May look at opponents hand then continue battle or withdraw.

All cards are a paraphrase.
Basically you need fort destruction (Kerith Ravine is set aside so it must include all set aside cards) or set aside destruction.

Art destruction (for Chariots of Fire, because they will just keep bringing Zebby back if you CM him)

Site access, and Plenty of it.

The only time I beat a Zebby deck is when I had just the right number of good cards to break through my opponents HUGE and ROUGH Defense.

The other way to beat a Zebby deck is to use cards like Holy Grail (Zebby doesn't work if some of his heroes in play aren't Genesis) Meeting the Messiah in a Luke/John offense is a good one too. Any CBN Converts are awesome to stop Zebby. If you can get past the Defense of a super turtle deck you are home free.
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Re: Metagame cards/sideboarding
« Reply #10 on: April 03, 2010, 12:15:47 AM »
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My sideboard would be 5 sites, 3 TGT women, John, and TGT.

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Re: Metagame cards/sideboarding
« Reply #11 on: April 03, 2010, 07:16:28 AM »
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My experience with "Super Turtles" seems to be the infamous "Zebby" decks. They usually utilize sites, a fortress (Kerith Ravine usually) and 2 heroes. The Heroes being:

Zebulun 3/3 Blue Genesis hero, Draw 2 cards. Cannot be blocked by an ec with Toughness (I think it is toughness) less than the number of cards in your hand.

Ahimaaz ?/? (can't remember right now) Teal Hero, May look at opponents hand then continue battle or withdraw.

All cards are a paraphrase.
Basically you need fort destruction (Kerith Ravine is set aside so it must include all set aside cards) or set aside destruction.

Art destruction (for Chariots of Fire, because they will just keep bringing Zebby back if you CM him)

Site access, and Plenty of it.

The only time I beat a Zebby deck is when I had just the right number of good cards to break through my opponents HUGE and ROUGH Defense.

The other way to beat a Zebby deck is to use cards like Holy Grail (Zebby doesn't work if some of his heroes in play aren't Genesis) Meeting the Messiah in a Luke/John offense is a good one too. Any CBN Converts are awesome to stop Zebby. If you can get past the Defense of a super turtle deck you are home free.

the problem with zebby is that defensive cards will usually not work, since you'll never get a chance to ever play them. holy grail/meeting the messiah is a good idea, but they'll just suicide with them. cbn converts you'll never get a chance to play. the best counter to zebby, i have found, is go super-offense...add more sites, offensive battle winners, etc to power through their defense.
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Offline BubbleBoy

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Re: Metagame cards/sideboarding
« Reply #12 on: April 03, 2010, 12:31:01 PM »
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the best counter to zebby, i have found, is go super-offense...add more sites, offensive battle winners, etc to power through their defense.
Does the Pharisees/Sadducees + HPP + Crown of Thorns thing not work anymore? If it does, then that is a great way to deal with Zebulun also.
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Re: Metagame cards/sideboarding
« Reply #13 on: April 03, 2010, 03:09:04 PM »
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I really like where this thread is going.

How will you impliment such a plan? This stradegy really promotes knowing everyone elses deck, which i dont like but will do. Works best in a smaller tourney- what will you do, say, at NATS or another large tourney?

I also play MtG.
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Re: Metagame cards/sideboarding
« Reply #14 on: April 03, 2010, 03:11:06 PM »
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Abom decks make mincemeat of Zebby decks.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

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Re: Metagame cards/sideboarding
« Reply #15 on: April 03, 2010, 03:22:51 PM »
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Abom decks make mincemeat of Zebby decks.

Truth. It was when I was going to play you that I thought that I would need some help against Abom. Which is why I had put I am Grace in there.  Little did I know that you had abandoned all virtue and decency and made a TGT deck.  ;)
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Re: Metagame cards/sideboarding
« Reply #16 on: April 03, 2010, 03:49:39 PM »
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Little did I know that you had abandoned all virtue and decency and made a TGT deck.  ;)

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Re: Metagame cards/sideboarding
« Reply #17 on: April 03, 2010, 03:53:18 PM »
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Little did I know that you had abandoned all virtue and decency and made a TGT deck.  ;)

At-a-boy!
What did you two switch decks or something? ;)
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Re: Metagame cards/sideboarding
« Reply #18 on: April 03, 2010, 04:11:37 PM »
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I think one thing you need to add about the super turtle decks is, that a lot I've seen and played with have Z-Temp & Lampstand, so DoN won't work against Chariots unless you can get rid of Lampstand first!

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Re: Metagame cards/sideboarding
« Reply #19 on: April 03, 2010, 07:43:51 PM »
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true. whereas a land dispute will usually also knock the temple out, not so with a super turtle site deck. set fire would be the best bet, but im sure most super turtles use i am grace to protect zebby anyways.
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Re: Metagame cards/sideboarding
« Reply #20 on: April 03, 2010, 10:29:40 PM »
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but im sure most super turtles use i am grace to protect zebby anyways.

If they are smart, they would!

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Re: Metagame cards/sideboarding
« Reply #21 on: April 03, 2010, 10:43:26 PM »
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I'm telling you, build any deck you want. Then sideboard the TGT band, John, TGT, and 5 sites, and you will be prepared to beat any meta between your deck and sideboard.

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Re: Metagame cards/sideboarding
« Reply #22 on: April 03, 2010, 10:50:51 PM »
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what 5 sites? dr is out, as perg stops it. that leaves pl, nj, and eote. do those 3 and an art site access, leaving 1 more slot.
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Re: Metagame cards/sideboarding
« Reply #23 on: April 03, 2010, 10:52:19 PM »
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Notice I did not say access sites.

BBH, Perg, Kir, and Babylon. So 4, sorry. The fifth card is a color guard soul. If you have on in your deck already, I'd maybe add another Babylon or perhaps an access site/art.

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Re: Metagame cards/sideboarding
« Reply #24 on: April 03, 2010, 10:53:51 PM »
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I'm telling you, build any deck you want. Then sideboard the TGT band, John, TGT, and 5 sites, and you will be prepared to beat any meta between your deck and sideboard.
I'd agree with this.

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Re: Metagame cards/sideboarding
« Reply #25 on: April 03, 2010, 10:54:52 PM »
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so you would use the sites defensively rather than offensively?
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Re: Metagame cards/sideboarding
« Reply #26 on: April 03, 2010, 10:59:03 PM »
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It wouldn't matter. I could. Or I could have access to all the major sites used in turtle decks.

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Re: Metagame cards/sideboarding
« Reply #27 on: April 03, 2010, 11:07:06 PM »
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im surprised to see no hormah if using that strategy. however, you're essentially screwed if they use teal, silver, or blue. considering mass site stealing is also used, i find mass multi sites to be the most appropriate for the situation.
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Offline disciple_drew

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Re: Metagame cards/sideboarding
« Reply #28 on: April 23, 2010, 07:08:14 AM »
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I really like where this thread is going.

How will you impliment such a plan? This stradegy really promotes knowing everyone elses deck, which i dont like but will do. Works best in a smaller tourney- what will you do, say, at NATS or another large tourney?

I also play MtG.

The way he may be planning on implimenting the plan is before the tournament starts he may go around and observe what people would be playing. Sometimes players may playtest decks before they enter a tournament. So with people partically revealing their decks he'd have an idea of what to "side in" before he registers the deck. OR with the second/third deck, he'll add in those cards to his deck to play with. He stated earlier that he would want to build a duplicate of the deck he's already going to be playing with but have cards in (the sided cards in) that tweaked it in a way where it would play better during the current tournament. Make sense? Redemption isn't a "best of 3" type of game, so people have to do their best to game plan before the tournament, prep a side deck and register them in hopes of having "sided in" the right cards to suit your opposition during the tournament.
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Re: Metagame cards/sideboarding
« Reply #29 on: April 23, 2010, 07:17:20 AM »
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I'm telling you, build any deck you want. Then sideboard the TGT band, John, TGT, and 5 sites, and you will be prepared to beat any meta between your deck and sideboard.

I understand that TGT is 1 of the best and most common stratgies out there but can't someone just side in a card that stops a good fortress which would break the syngery of a TGT deck such as a "Destructive Sin" card? Then, all the other support cards for TGT wouldn't be so powerful then.

It wouldn't seem too wise to completely base a "sideboard" on 1 style of a deck when you know there are ways to stop it. If anything it would seem good to see what's appearing at the current tournament you're at and base it around that. Remember, once a person registers a deck... that's it they can't add cards to it. These ideas are ideal for small tournaments. Besides that, it's the numerous Local tournaments that are the blood of Redemption and it's community that keeps it going which in 1 reason why this could be effective. Unlike more large tournaments, it'll be more hard to keep up with what you may face out there when it comes to building decks that are well suited against the metagame other there.
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Re: Metagame cards/sideboarding
« Reply #30 on: April 23, 2010, 07:53:17 AM »
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most TGT fails to site lock so play that.
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Re: Metagame cards/sideboarding
« Reply #31 on: April 23, 2010, 08:50:40 AM »
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most TGT fails to site lock so play that.
not even true.

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Re: Metagame cards/sideboarding
« Reply #32 on: April 23, 2010, 09:14:16 AM »
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TGT has no more weakness to sites than any other single color or dual strat.   What TGT does is it forces the other person to play EC,  then you walk in and blast them to bits, depleting their reserve much faster than if they could have kept ec in hand, thats what makes TGT so powerfull. 

Fort destruction does slow down TGT but it require so few cards for tgt it normaly is a bump in the road.   (my current deck has  3 card slots for TGT)

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Re: Metagame cards/sideboarding
« Reply #33 on: April 23, 2010, 11:01:23 AM »
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I'm telling you, build any deck you want. Then sideboard the TGT band, John, TGT, and 5 sites, and you will be prepared to beat any meta between your deck and sideboard.

I understand that TGT is 1 of the best and most common stratgies out there but can't someone just side in a card that stops a good fortress which would break the syngery of a TGT deck such as a "Destructive Sin" card? Then, all the other support cards for TGT wouldn't be so powerful then.

it ultimately depends on how your deck normally matches up with tgt without hard counters. decks that use lots of same colored ec's wont need that many counters to tgt, while others that are spread thin will. if your worse matchup against your deck is tgt, then by all means put in as many hard counters as you can. normally most top tier decks only have 1 or 2 weaknesses, so putting in as many hard counters against those decks to smash them is the best option.
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