Author Topic: How to setup a youth group event?  (Read 4741 times)

Offline shifty2112

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How to setup a youth group event?
« on: March 09, 2012, 08:12:03 PM »
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So I am thinking of introducing this game to our youth group. But wanted to know the best way to introduce the game. I have the E & F starter decks, that is all they had at the store. Should I maybe teach the game to a few of the kids with the starter decks and then when the interest builds, maybe do a Draft night at the church? My son said we can do  Sunday Night Redemption instead of Friday Night Magic, lol. If I did Draft, I would have to purchase a box ahead of time and sell them maybe at my cost or retail cost and put the extra we made into a fundraiser for the youth group. Always looking for ways to raise money for camp!

Anyone else successful at doing this?

Offline Prof Underwood

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Re: How to setup a youth group event?
« Reply #1 on: March 09, 2012, 11:22:38 PM »
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Actually I would suggest a totally different approach.

I would send a PM to "The Schaef" to see if he'll donate a ton of card from "The Storehouse".  If so, then he'll send you a TON of cards for free (or maybe the cost of shipping).  They won't be the newest cards or really valuable ones, but they will be perfect for starting a playgroup.

Then you go through those cards and create starter decks for your new players.  Unlike the ones that come in the store, you should make them all one color on offense and all one color on defense.  That way their enhancements will always match their characters.  I recommend 8 heroes, 12 GEs, 8 evil characters, 12 EEs, 7 LSs, 1 Son of God, 1 Angel of the Lord, and 1 site of the same brigade as their heroes.  Try to make sure that a lot of the characters and enhancements don't have any special ability to make it easy to learn at first.

So after you have an offense and a defense for every color in the game, then you go to your game night, and let people pick a deck with their favorite color of each.  Toss in the LSs, SoG, AotL, and site, and they have a 50 card deck of a color they enjoy.  Then play a game of T1-mp with 3 or 4 of them so that you can teach them all at the same time.  After they've learned the rules, then they can split off to play 1-on-1 with each other while you hover and assist with questions.  If you've already taught your son, then he could do the same with another 3 or 4 of them.  But make sure that you have at least 1 experienced player in each game of noobs.  If that's just you and your son, then limit your group the first night to 8 noobs.

Once you've got everyone taught the basics, then over time you can develop your group into tournament masters :)

Offline Prof Underwood

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Re: How to setup a youth group event?
« Reply #2 on: March 09, 2012, 11:35:07 PM »
+1
I have also built decks of varying degrees of difficulty (1-5), based on the typical progression that people go through when they learn the game.

       Level 1 is a deck without a single special ability written on any card.  It is based on the idea that people have when they first start playing that to win they need to be bigger than their opponent.  So it is full of the biggest characters and enhancements without any SA.
       Level 2 is a deck with all tiny characters and all battle winner enhs.  It is based on the next idea people have which is that they don't need big people as long as they have a card that kills there opponent's character and as long as they have init.
       Level 3 is a deck with all FBN.  It is based on the next idea people have which is that it doesn't matter what battle winners their opponent has as long as they negate everything so that they don't work.
       Level 4 (I actually have 2 of these decks).  They are based on the idea of picking a single color on offense and defense and putting in the best cards for each.  So they combine elements of the first 3 decks.  There are some big characters, some small characters, some battle winners, and some negates.
       Level 5 are my tournament decks.

As they begin to advance in their skill and increase the power of their deck, I introduce the other 6 card types to them slowly (Covs/Arts/Curses/Forts/WC enh/TC enh).  I also play against them with my leveled decks.  When they beat a deck, then they advance to the next one.  That way I am always playing a deck that is only slightly better than theirs and it makes an attainable goal.

Offline Prof Underwood

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Re: How to setup a youth group event?
« Reply #3 on: March 09, 2012, 11:41:29 PM »
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Actually since I wrote the stuff that I copied and pasted into that previous post, I've actually added another level.  5a is a speed deck with basically no defense other than LS generation.  It makes for a race to 5 to see if they can slow me down enough to win.  5b is a turtle deck with almost no offense.  It is built to completely shut them down before walking in for the win at the end.  It makes for a strategic chess match to see if they can break through my wall enough times to get to 5 LSs.

Then level 6 is my tournament decks.

P.S.  For your group to be able to beat all these levels, they will need to get better cards.  At first you'll be able to trade them what they need from your cards that you get from "The Storehouse".  But eventually they'll want to get packs for themselves.  Currently there is a great deal here on the forum for UPCs which you can mail in to Cactus Games and exchange at a rate of 10 UPCs for 1 Booster pack.  If you get a ton of these UPCs from Ken, then you can basically get packs for just over $1 that would normally sell in the store for $3 each.  You could then sell these to your group at a profit and put it towards that camp you were talking about.

Offline soul seeker

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Re: How to setup a youth group event?
« Reply #4 on: March 10, 2012, 12:32:10 AM »
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I talked it up, and it helps that they knew that I have a passion for the game. With that said, here is how I introduced it.
     1. If the gamers don't gravitate to you/game, then you may want to approach them.
                As a side note, I notice that those interested in online computer gaming tend to really like the game.
     2. I had those select few come to my house at a convenient time for them (after church works for us) and play with some starters.
     3. Ideally, I pair them off with my kids (who I have been grooming in the game for a while) so that I only have to closely watch one half of the table.  In your situation, I would pair them off then switch sides of the table as it is their turn.
     4. I am pretty strict/hard core about verbally going through the phases and have them stick close to the rules (verbally asking for initiative after every card, checking opponent's hand to see if at 8 cards or less, checking to see if cards are in right location on table.
                Added bonus, I made mats for them to play on to help solidify the table organization.
     5. I have a vast collection and followed Mark's tier system and I highly recommend it.
             Interesting point:  I am a little tougher on my students to try and progress them quickly.  My decks make bigger jumps than Mark's do.
     6. I try to identify (or get them to identify) their play style quickly.  That way they get the most "bang" for their "buck."
     7. I have found that once you get a core group then they begin to spread the word.
     8. finally, I always try to find something good to praise them for or rejoice with them about...new players need lots of encouragement.
              Sometimes this game can be discouraging if they run into a buzzsaw of a deck/player and they don't know how to handle it.
noob with a medal

Offline shifty2112

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Re: How to setup a youth group event?
« Reply #5 on: March 10, 2012, 11:02:04 AM »
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Thanks for the ideas, I sent a message to the schaef to see if he can do anything. Have a great day

Sent from my LG-VM670 using Tapatalk

Offline Alex_Olijar

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Re: How to setup a youth group event?
« Reply #6 on: March 10, 2012, 02:10:15 PM »
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I'm going to be honest Mark, if you play with a deck one level higher than the learner, I don't understand how anyone makes it past tier 2. I couldn't even get past tier 2 probably and you'd agree that I'm a very capable player.

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Re: How to setup a youth group event?
« Reply #7 on: March 10, 2012, 02:41:07 PM »
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I'm going to be honest Mark, if you play with a deck one level higher than the learner, I don't understand how anyone makes it past tier 2. I couldn't even get past tier 2 probably and you'd agree that I'm a very capable player.

Alex is still stuck playing tier 3 decks even as we speak.

Offline Alex_Olijar

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Re: How to setup a youth group event?
« Reply #8 on: March 10, 2012, 03:13:19 PM »
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I'm going to be honest Mark, if you play with a deck one level higher than the learner, I don't understand how anyone makes it past tier 2. I couldn't even get past tier 2 probably and you'd agree that I'm a very capable player.

Alex is still stuck playing tier 3 decks even as we speak.

You try beating FBTN with only abilities and low numbered characters.

Offline SomeKittens

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Re: How to setup a youth group event?
« Reply #9 on: March 10, 2012, 04:43:04 PM »
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I'm assuming that the player gets to build his/her own deck to play against the level decks.

Also: Mark/Jonathan: Could you provide decklists?
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
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Offline Prof Underwood

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Re: How to setup a youth group event?
« Reply #10 on: August 28, 2012, 05:01:38 PM »
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I'm assuming that the player gets to build his/her own deck to play against the level decks.
You assume correctly, and I apologize for any confusion there.  My players each have their own deck which they are constantly improving as they move through the levels of my system.

Also: Mark/Jonathan: Could you provide decklists?
This is a good idea.  I'll try to post these in the near future.

Offline Prof Underwood

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Re: How to setup a youth group event?
« Reply #11 on: August 28, 2012, 10:05:35 PM »
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Level 1 ("Size Does Matter")
Remember that no card in this entire deck has a special ability of any kind.  However if piloted well (ie. attacking anytime you have any hero with a matching enhancement in hand) it will often beat beginning players.  These early games help players learn the basic mechanics of the game (discovering the different card types, figuring out initiative, etc.).  But it won't be long before even a new player will be able to defeat this deck and have the thrill of victory :)

Lost Souls = 7
All without special abilities

Heroes = 10
Silver (Reassuring Angel, Angel of Revelation)
Red (Phillip, Jude)
Purple (Saint of Virtue, King Saul)
Green (The Watchman, James Son of Alphaeus)
Blue (Bartholomew)
White (Thaddeus)

Good Enhancements = 13
Silver (Angelic News, War in Heaven, Hagar and Angel at Shur)
Red (Jashobeam's Spear, Arrow of Deliverance)
Purple (Letters to the Churches, Saul's Spear)
Green (Live Coal, Golden Lamp Stand)
Blue (Strength)
White (Mountain of God)
Multi (Shoes of Peace, Sword of the Spirit)

Evil Characters = 10
Black (Goliath, Strong Demon, Abaddon the Destroyer)
Crimson (Red Dragon, Archelaus, Alexander the Coopersmith)
Grey (Laban, The False Prophet, Four Squads of Four)
Brown (Beast from the Earth)

Evil Enhancements = 10
Black (Ephah, Three Crosses, Goat with Horn)
Crimson (Busybody, First Figs, Glittering Spear)
Grey (Sword, Sinful Kingdom, Fortress of Ashdod)
Multi (Sun Worship)

Offline Prof Underwood

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Re: How to setup a youth group event?
« Reply #12 on: August 28, 2012, 10:07:07 PM »
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Level 2 ("The Bigger They Are, The Harder They Fall")
This deck is full of small red heroes who get initiative to play one of the many battle red battle winning enhancements.  It is also full of small brown evil characters who get initiative to play one of the many brown battle winning enhancements.  If piloted well, this deck will beat new players for quite a while until they learn ways to either negate cards that I play, or to find ways to get initiative in spite of my small characters (ie. Throne of David, or WC-play first enhs).

This deck also teaches some of the fundamentals of Redemption like banding, and a variety of different ways to win battles (discard, capture, remove, withdrawl, side-battle, and conversion).  It also demonstrates a bit of recursion (Book of Gad, Soldier's Prayer, Nadab + Jereboam).  It also introduces several new card types (dominants, artifacts, fortresses, and sites).  But everything is negatable, so it is only a matter of time before they will defeat this deck as well, and regain the taste of victory.

Lost Souls = 7
N.T. Only, */4 Only, Female Only, Hand Discard, Deck Discard, Wanderer, Withdraw

Heroes = 10
Spy, Rahab, Lot, David (WC), Oholiab, Recruiting Officer, Tabitha, Jephthah, Barak (and gold Deborah)

Good Enhancements = 9
Jael's Nail, David's Mighty Men, Authority of Peter, Baggage, Freedom, Power of the Cross, Sing and Praise, A Soldier's Prayer, Book of Gad the Seer

Evil Characters = 9
Athaliah, Panic Demon, Unclean Spirit, Wicked Thief, Zeresh, Uzzah, Job's Three Friends, King Jereboam I, King Nadab

Evil Enhancements = 8
Self Doubt, Israelite Rebellion, Blast of Fire, Cage, Zelophad's Sin, Paul's Girdle, King Saul's Jealousy, Dungeon of Malchiah

Dominants = 6
Son of God, Angel of the Lord, Harvest Time, Burial, Christian Martyr, Falling Away

Artifacts = 4
David's Harp, Unknown Nation, Tables of the Law, Holy of Holies

Fortresses = 1
Kingdoms of this World

Sites = 2
Dragon Raid, New Jerusalem
« Last Edit: August 28, 2012, 10:37:01 PM by Prof Underwood »

Offline Prof Underwood

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Re: How to setup a youth group event?
« Reply #13 on: August 28, 2012, 10:07:31 PM »
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Deck 3 ("Nothing You Do Works Against Me")
This deck is probably the 2nd most frustrating of all the levels for the majority of my players.  The are often stuck on this one for a loooong time.  But it teaches some really valuable lessons.  The offense is a straight "Fight By Numbers" that negates everything.  This forces my players to learn the value of CBN (or at least CBP) ways to win battles.  The defense is a mixture of FBN and immunity that forces my players to be able to get around BOTH of those obstacles.  It also has several ways to add characters to battle so that heroes might have to win 3 different battles to get a single LS.  This can be really challenging for players as they are learning the game, but once they get past it I think they are basically at a place where they could win a local tournament if the chips fall the right way.  Players feel really good when they finally beat this deck and don't have to play it anymore.

Lost Souls = 8
N.T. Only, */4 Only, Hand Discard, Deck Discard, Wanderer, Color Guard, Site Guard, Hopper

Heroes = 6
The Strong Angel, Captain of the Host, Moses, Shamuth, Ira, Benaniah

Good Enhancements = 6
Sword of the Spirit, Fountains of Living Water, Shoes of Peace, Pillar of Fire, Godspeed, Captain's Sword

Evil Characters = 11
FBN (King of Tyrus-orange, Annanias + Saphira, Job's Wife, Foul Spirit)
Immune (Emperor Nero, Prince of This World-orange, Phillistine Garrison, Red Dragon)
Other (Seven Sons of Sceva, Gomer-brown)

Evil Enhancements = 4
Torment, Lurking, Lying Unto God, Philosophy

Dominants = 7
Son of God, New Jerusalem, Angel of the Lord, Grapes of Wrath, Mayhem, Burial, Destruction of Nehustan

Artifacts = 7
Chariot of Fire, David's Harp, Captured Ark, Covenant of Noah, Unknown Nation, Confusion of Mind, Unsuccessful

Fortresses = 4
Wall of Protection, Kingdoms of the World, The Name of the Lord

Sites = 3
Dragon Raid, New Jerusalem, Patmos

I should probably add a Female-Only LS, and a Christian Martyr to this deck and take out 1 card to make it 57, but I haven't gotten around to it.
« Last Edit: August 28, 2012, 11:08:44 PM by Prof Underwood »

Offline Prof Underwood

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Re: How to setup a youth group event?
« Reply #14 on: August 28, 2012, 10:08:11 PM »
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Deck 4a  ("I'm Protected, But You're Not")
Both of the decks for Level 4 are based on the idea of making about the best balanced deck I can with a couple brigades that are not currently considered "top tier".  This year, I've been using Z-temple for the offense in this deck forcing my players to figure out how to stop people who are protected from everything.  For the defense I've used Syrians with tons of capture and Raider's Camp.  It's not too likely to win a high level tournament, but it's not too shabby either :)

Lost Souls = 8
N.T. Only, */4 Only, Female Only, Wanderer, FBN, CBP, Revealer, Hopper

Heroes = 9
Joshua the High Priest, Phineas son of Eleazar, Joiada son of Eliashib, Priests of Christ, Haggai, Joiakim son of Joshua, Eliashib the High Priest, Jonathan son of Joiada, Jaddua son of Jonathan

Good Enhancements = 8
Zeal for the Lord, Trumpet Blast, Scapegoat, Jehoida's Strength, Pentecost, Filling Zerubbabel's Temple, Grain Offering, Burning Incense

Evil Characters = 8
Naaman, Syrian Archer, King Rezin, King Hazael, The Strong Force, Shobach, King Cushan-Rishathaim, Sabbath Breaker

Evil Enhancements = 6
Namaan's Chariot and Horses, Gold Shield, Night Raid, Snare, Deadly Snare, Syrian Victory

Dominants = 7
Son of God, New Jerusalem, Angel of the Lord, Grapes of Wrath, Burial, Christian Martyr, Destruction of Nehustan

Artifacts = 7
Chariot of Fire, Lampstand of the Sanctuary, Captured Ark, Unknown Nation, Confusion of Mind, Covenant with Levi, Priestly Crown

Fortresses = 3
Zerubbabel's Temple, House of Rimmon, Raider's Camp

I should probably add the Shut Door LS and Mayhem to this deck and remove 1 card to run it at 57 also.  But I'm out of Mayhems currently, so it'll have to wait.
« Last Edit: August 28, 2012, 11:31:57 PM by Prof Underwood »

Offline Prof Underwood

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Re: How to setup a youth group event?
« Reply #15 on: August 28, 2012, 10:08:36 PM »
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Level 4b ("Look Ma, no humans")
This deck continues the idea of having a balanced deck that pairs a couple mono-brigade themes that aren't really in the top tier currently.  The twist for this deck is that there are virtually no humans in the deck and therefore all those cards that are "human-specific" in my opponent's decks don't work other than to hurt themselves sometimes :)

Another thing I like about this deck is that it also has the ability to keep battles going (similar to Level 3) by adding Madness to battle, or adding another demon by discarding Gates of Hell.  And even better than that is that this is the first deck that my players have to get past that actually includes an infini-block (Wandering Spirit + Trembling Demon + Holy of Holies)

Lost Souls = 8
N.T. Only, */4 Only, Female Only, Wanderer, 3-Liner, Demon Shuffle, Revealer, Hopper

Heroes = 8
Michael, The Strong Angel (warriors), Captain of the Host (kings), Gabriel (warriors), Angel of Warning, Guardian Angel, Angel in the Path, The Destroyer

Good Enhancements = 8
Striking Herod, Protection of Angels, Michael's Sword, Angel's Sword, Fire Smoke and Sulfur, Gabriel meets Zecharias, Flaming Sword, Three Angels

Evil Characters = 8
King of Tyrus, Prince of this World, Wandering Spirit, Seven Wicked Spirits, Fallen Angel, Trembling Demon, Spirit of Temptation, Seven Sons of Sceva

Evil Enhancements = 7
Worshipping Demons, Suicidal Swine Stampede, Sinning Hand, Destructive Sin, Deafening Spirit, Two Possessed by Demons, Lying Unto God

Dominants = 7
Son of God, New Jerusalem, Angel of the Lord, Grapes of Wrath, Burial, Christian Martyr, Destruction of Nehustan

Artifacts = 7
Chariot of Fire, Captured Ark, Confusion of Mind, Covenant of Noah, Madness, Holy of Holies, The Bronze Laver

Fortresses = 3
Chamber of Angels, The Gates of Hell, Kingdoms of the World

I should probably add the Shut Door LS (or FBN LS) and Mayhem and remove 1 other card from this deck to play it at 57 cards.  But again, I'm out of Mayhems (anyone have some to trade?)
« Last Edit: August 28, 2012, 11:50:36 PM by Prof Underwood »

Offline Prof Underwood

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Re: How to setup a youth group event?
« Reply #16 on: August 28, 2012, 10:09:21 PM »
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Level 5a - ("Speedy Gonzales")
I actually built this deck 4-5 years ago (based mainly on Gabe's win at Nats 2007), and have only made minor changes since then.  As such it really isn't that fast compared to modern speed decks (hello Sam).  However it surprisingly was still strong enough to go 6-1 at Nats 2011, and lift me to a 4th place finish there.  I had checked it in on a lark as a backup to my main (defense-heavy deck), but ended up switching to it after the first 3 games.  Piloting this deck is actually really simple.  Just attack as fast as you can, and get to 5 LSs before your opponent does.  I plan on overhauling this deck around Christmas, and making it into a Sam-deck.  However, here is the old version for anyone who's curious.

Lost Souls = 8
N.T. Only, Female Only, Shut Door, 3-liner, Wanderer, Revealer, Anti-Burial, Hopper

Heroes = 15
Hur (to use with GotM, or play Feast of Trumpets)
Simeon (to band to CotH or Jacob)
Israelite Archer (to band to CotH, Phineas, or Asahel, and snipe an EC)
Moses (to attack alone or get huge with Cov of Moses)
Captain of the Host (to attack alone or brought in on a band and pass UW)
The Strong Angel (to attack alone and get past UW)
Jacob (to band to CotH, or play RTC pre-block)
Claudia (to band to Simeon, John, ET, or Faithful Servant)
Jephthah (to snipe a couple ECs in territory)
Asahel (to band to IA, Phineas, or to choose the blocker)
John (to walk in with Garden Tomb, or win due to negating ECs, or using AoCP)
Faithful Servant (to prevent Burial, DoU, Shuffler LS, and win with AoCP)
Ethiopian Treasurer (to play AoCP preblock if needed)
Phineas, son of Eleazar (primarily for Zeal, backup for HutL, and playing set-asides)
Seraiah the High Priest (primarily for HutL, backup for Zeal, and playing set-asides)

Good Enhancements = 9
Authority of Christ Promo (CBN battle winner)
Reuben's Torn Clothes (pre-block ignore whatever color their defense is)
Zeal for the Lord (CBN battle winner on Phineas)
Holy Unto the Lord (CBI battle winner)
Pentecost, First Fruits, Feast of Trumpets, Reach of Desperation (drawing cards)
Abraham's Servant to Ur (turn a losing battle into FBN except banding)

Evil Characters = 2
The Amalekite's Slave, Malchus (both just to create LSs to rescue)

Evil Enhancements = 1
Lying Unto God (just to take out a artifact)

Dominants = 7
Son of God, New Jerusalem, Angel of the Lord, Grapes of Wrath, Guardian of Your Souls, Mayhem, Burial

Artifacts = 4
Chariot of Fire (to get Heroes back)
Captured Ark (get rid of 2 defensive artifacts)
Gifts of the Magi (to draw a lot, especially off Hur or Feast of Trumpets)
Covenant with Moses (to stop Burial Shroud, Unholy Writ, or Household Idols)

Fortresses = 2
Wall of Protection (so opponent doesn't use my guys)
The Garden Tomb (only put down late in game to walk in with John)

Sites = 2
Dragon Raid, The Ends of the Earth (both for site access)

Looking at this today, I can't help but wonder how it could possibly have placed so highly at Nats only a year ago.  But I know that the answer to that question is that God blessed me with drawing the right cards at the right time, because this deck really isn't that good.
« Last Edit: August 29, 2012, 12:41:29 AM by Prof Underwood »

Offline Prof Underwood

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Re: How to setup a youth group event?
« Reply #17 on: August 28, 2012, 10:09:46 PM »
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Level 5b ("Teenage Mutant Ninja Turtle")
This deck is also due for an overhaul, which it will probably get around the end of the year.  It is currently a minimal Watchful Servant offense with a mainly Philly site-lock defense.  But I'll probably be changing it to a Egyptian/Herod defense heavy deck similar to what I used at Nats to finish 12th this year.  I also often switch out the Watchful Servant stuff with Zebulun or Job, so that my players can't simply tech their way to beating the deck.

By the time my players have built a deck that can beat all these levels that I've described in detail, then they could beat just about any deck that they'll run into, and I feel like they are ready to take on top competition.  I was proud of my guys at Nats this month as our playgroup took 3 spots in the top 20 (11th, 12th, and 20th).  So this system seems to be working well and I plan on continuing with it for the foreseeable future.  By sharing it here, I hope that it will be helpful for other playgroups as well.

Lost Souls = 8
Deck Discard, Hand Discard, Site Doubler, Site Guard, CBP, Wanderer, 1st Round, FBN

Minimal Watchful Servant Offense = 11
Watchful Servant (to take the 3 LSs)
Lampstand of the Sanctuary (to stop DoN of Chariot or The New Covenant, or CM in territory)
Herod's Temple (to hold LotS)
Kerith Revine (to hold Ahimaaz and protect him)
Chariot of Fire (to retrieve WS after a CM in battle)
Ahimaaz (to bring back a CM'd WS with CoF turned on, and play Benedictus)
The New Covenant (to bring back a captured WS or save him getting CM'd in battle)
Benedictus (to negate sites so the Philly's can steal Golgotha, and give site access)
The Ends of the Earth (site access)
Wall of Protection (so your opponent doesn't use WS against you)
Captured Ark (get rid of 2 nasty defensive arts)

Evil Characters = 10
The Amalekite's Slave (create a LS, and get who you need)
Philistine Armor Bearer (get who you need)
Fallen Warrior (init to kill site access and then die)
Philly Garrison (immunity to get a real block if needed)
Twelve Fingered Giant (get rid of big bands)
Goliath (get rid of site access heroes)
Philistine Priests (negate site access artifacts)
Simon the Magician (hold Magic Charms, CBN enhs against NT heroes)
Herod the Great (hold Herod's Treachery, get rid of big bands)
Gomer (get around pre-block RTC, band to opponent's defense)

Evil Enhancements = 11
Land Dispute, Danite's Attack, Joseph in Prison (get rid of opponent's access sites)
Mask of Self-glorification, Lying Unto God (get rid of opponent's access artifacts)
Bringing Fear, Foolish Advice (negate access characters SA)
Philistine Chariot and Horses (for drawing and initiative)
Herod's Treachery (for an autoblock from territory if other options fail)
Wrath of Satan (to wipe out opponent's offense late game)
Pride of Simon (to get back any of the above)

Dominants = 8
Son of God, New Jerusalem, Angel of the Lord, Grapes of Wrath, Mayhem, Burial, Christian Martyr, Destruction of Nehustan

Artifacts = 5
Unholy Writ, Magic Charms, Unknown Nation, Confusion of Mind, Go Into Captivity

Fortresses = 3
Philistine Outpost (obvious recursion)
Kingdoms of the World (hold and protect Charmed Simon and Treacheried Herod)
Storehouse (in case of hand clog)

Sites = 7
Pergamum (to stop Dragon Raid)
Golgotha (to stop ignore)
Babylonian Banquet Hall + 4 Babylons (to hold up to 8 LSs)
« Last Edit: August 29, 2012, 01:13:11 AM by Prof Underwood »

Offline Captain Kirk

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Re: How to setup a youth group event?
« Reply #18 on: August 29, 2012, 11:41:24 AM »
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Mark,

I really like your system. I think it definitely works well to allow players that are starting to collect their own cards develop a stronger deck over time and have goals (i.e. beat the next level).

I think that your system and mine can work well in tandem. My "mix and match" system allows players to easily play with a variety of themes and figure out their playstyle before deciding which cards to start buying. My system provides me with up to 11 decks currently that I can spot to players to use during tournaments if they do not have their own cards. I hope both of our threads with deck lists help others kick start playgroups more easily.

Would you mind creating a thread that presents your idea and proposed deck structure in a clean manner (i.e. the first post explains your system and the 2nd, 3rd, 4th, etc posts contain the decks. After my project is finished (I think it is - or if not it is really close) I hope to have mine stickied as well. This thread is posted on Redemption Card Play whereas mine is posted on Deck Building and Design - do you think both threads should be in the same section of the forums to make them easier to view together?

Kirk
« Last Edit: August 29, 2012, 12:03:02 PM by Captain Kirk »
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Offline Red

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Re: How to setup a youth group event?
« Reply #19 on: August 29, 2012, 01:25:42 PM »
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Level 5a - ("Speedy Gonzales")
I actually built this deck 4-5 years ago (based mainly on Gabe's win at Nats 2007), and have only made minor changes since then.  As such it really isn't that fast compared to modern speed decks (hello Sam).  However it surprisingly was still strong enough to go 6-1 at Nats 2011, and lift me to a 4th place finish there.  I had checked it in on a lark as a backup to my main (defense-heavy deck), but ended up switching to it after the first 3 games.  Piloting this deck is actually really simple.  Just attack as fast as you can, and get to 5 LSs before your opponent does.  I plan on overhauling this deck around Christmas, and making it into a Sam-deck.  However, here is the old version for anyone who's curious.

Lost Souls = 8
N.T. Only, Female Only, Shut Door, 3-liner, Wanderer, Revealer, Anti-Burial, Hopper

Heroes = 15
Hur (to use with GotM, or play Feast of Trumpets)
Simeon (to band to CotH or Jacob)
Israelite Archer (to band to CotH, Phineas, or Asahel, and snipe an EC)
Moses (to attack alone or get huge with Cov of Moses)
Captain of the Host (to attack alone or brought in on a band and pass UW)
The Strong Angel (to attack alone and get past UW)
Jacob (to band to CotH, or play RTC pre-block)
Claudia (to band to Simeon, John, ET, or Faithful Servant)
Jephthah (to snipe a couple ECs in territory)
Asahel (to band to IA, Phineas, or to choose the blocker)
John (to walk in with Garden Tomb, or win due to negating ECs, or using AoCP)
Faithful Servant (to prevent Burial, DoU, Shuffler LS, and win with AoCP)
Ethiopian Treasurer (to play AoCP preblock if needed)
Phineas, son of Eleazar (primarily for Zeal, backup for HutL, and playing set-asides)
Seraiah the High Priest (primarily for HutL, backup for Zeal, and playing set-asides)

Good Enhancements = 9
Authority of Christ Promo (CBN battle winner)
Reuben's Torn Clothes (pre-block ignore whatever color their defense is)
Zeal for the Lord (CBN battle winner on Phineas)
Holy Unto the Lord (CBI battle winner)
Pentecost, First Fruits, Feast of Trumpets, Reach of Desperation (drawing cards)
Abraham's Servant to Ur (turn a losing battle into FBN except banding)

Evil Characters = 2
The Amalekite's Slave, Malchus (both just to create LSs to rescue)

Evil Enhancements = 1
Lying Unto God (just to take out a artifact)

Dominants = 7
Son of God, New Jerusalem, Angel of the Lord, Grapes of Wrath, Guardian of Your Souls, Mayhem, Burial

Artifacts = 4
Chariot of Fire (to get Heroes back)
Captured Ark (get rid of 2 defensive artifacts)
Gifts of the Magi (to draw a lot, especially off Hur or Feast of Trumpets)
Covenant with Moses (to stop Burial Shroud, Unholy Writ, or Household Idols)

Fortresses = 2
Wall of Protection (so opponent doesn't use my guys)
The Garden Tomb (only put down late in game to walk in with John)

Sites = 2
Dragon Raid, The Ends of the Earth (both for site access)

Looking at this today, I can't help but wonder how it could possibly have placed so highly at Nats only a year ago.  But I know that the answer to that question is that God blessed me with drawing the right cards at the right time, because this deck really isn't that good.
This deck is better than given credit for. Not that good true but this deck was for sure faster than most popular decks in that era.
Ironman 2016 and 2018 Winner.
3rd T1-2P 2018, 3rd T2-2P 2019
I survived the Flood twice.

Offline Prof Underwood

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Re: How to setup a youth group event?
« Reply #20 on: August 29, 2012, 05:00:23 PM »
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I really like your system. I think it definitely works well to allow players that are starting to collect their own cards develop a stronger deck over time and have goals (i.e. beat the next level).

I think that your system and mine can work well in tandem. ..Would you mind creating a thread that presents your idea and proposed deck structure in a clean manner
I agree that our systems can both work.  As I said in the other thread, I would suggest your system for older players who are already experienced with other CCGs.  They would probably be able to use the decks that you have designed to start off around Level 3 or 4a of my system.  My system just starts a little bit simpler which makes it better for younger or less experienced players.  I agree that it would be good to make a thread specifically to put all this together for people who are interested.  I'll try to get around to that in the next couple days or so.

This deck is better than given credit for. Not that good true but this deck was for sure faster than most popular decks in that era.
Oh, I completely agree with you that 5 years ago, this was a really powerful deck compared to others of it's time.  I just meant that it doesn't really stack up so well compared to decks today.

Offline Red

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Re: How to setup a youth group event?
« Reply #21 on: August 29, 2012, 05:41:38 PM »
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I forgot to mention I was referring to last season. Last season's decks were far slower than in this format.
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Offline wyatt_marcum

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Re: How to setup a youth group event?
« Reply #22 on: August 21, 2015, 10:01:22 AM »
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I realize this is an Uber necro post, but did Mr.Underwood and Captain Kirk get that page made together?
これは現実の生活ですか。これはただのファンタジーですか。土地のスライドは、現実からの脱出でキャッチ。あなたの目を開きます。見て、空とを参照してください。私はちょうど貧しい少年、同情は要りませんので、私

Offline uthminister [BR]

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Re: How to setup a youth group event?
« Reply #23 on: August 21, 2015, 12:54:28 PM »
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Would like to see this too but don't think it exists currently. Also posting so I can remember this thread.

Offline wyatt_marcum

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Re: How to setup a youth group event?
« Reply #24 on: August 21, 2015, 12:59:16 PM »
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I found it looking for Mr.Underwoods deck lists for those decks. gld I found it. but I would like to see Kirk's as well.
これは現実の生活ですか。これはただのファンタジーですか。土地のスライドは、現実からの脱出でキャッチ。あなたの目を開きます。見て、空とを参照してください。私はちょうど貧しい少年、同情は要りませんので、私

 


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