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Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => Strategies and Combos => Topic started by: Josh on April 25, 2019, 06:47:16 PM

Title: Making each opponent discard 9 cards f/ territory
Post by: Josh on April 25, 2019, 06:47:16 PM
It hurts me to post this!  So easy to set up!  But I'm not hoarding combos.  You need:

   1. Devouring Philistines (http://landofredemption.com/wp-content/uploads/2018/10/Devouring-Philistines.png) (generic, tutorable, recurrable)
   2. Love (https://redemption.fandom.com/wiki/Love_%28TEC%29) (9 brigades, Fruit of the Spirit, tutorable, recurrable)
   3. One other card in territory that is not a LS

Combo is simple.  You've probably already figured it out.

   1. Convert Devouring Philistines w/ Love, place Love on DP
   2. Attack w/ DP, discard a card from territory.
   3. Each opponent discards 9 cards from territory.


That's...  It.  And since Devouring Philistines says "Each opponent...", it bombs both opponents in a Teams game.

Convert DP to White or Clay and use Joy to make this CBN as well.
Title: Re: Making each opponent discard 9 cards f/ territory
Post by: Red Dragon Thorn on April 25, 2019, 07:01:10 PM
I'm telling you people, we're just trying really hard to make Rubble and Dust a staple
Title: Re: Making each opponent discard 9 cards f/ territory
Post by: jesse on April 25, 2019, 07:02:31 PM
Yikes!!
Title: Re: Making each opponent discard 9 cards f/ territory
Post by: Gabe on April 25, 2019, 07:19:32 PM
That’s pretty nuts! And repeatable. Where was this guys when we were testing?  ;)
Title: Re: Making each opponent discard 9 cards f/ territory
Post by: Josh on April 25, 2019, 07:50:56 PM
That’s pretty nuts! And repeatable. Where was this guys when we were testing?  ;)

Yeah!  Who was responsible for sniffing out broken combos?

 :o
Title: Re: Making each opponent discard 9 cards f/ territory
Post by: Kor on April 25, 2019, 08:52:12 PM
I like this, thanks for sharing!  Will be fun to try out.
Title: Re: Making each opponent discard 9 cards f/ territory
Post by: goalieking87 on April 25, 2019, 09:44:43 PM
Sad...I was hoping no one else would catch this before I could make a deck with it.  I realized this in my T2 deck which runs Philistines currently (but is not currently built around making it consistent).

For me, this would have fallen under the category of “hush, hush” until you come out with it at Nats, but I definitely respect the sharing of it too.
Title: Re: Making each opponent discard 9 cards f/ territory
Post by: Reth on April 26, 2019, 02:17:53 PM
Seems we need some general Territory protection as we already have it for hand and some piles like with Jacob (Israel) from CoW or The Four Living Creatures)!
As of now Territory protection "only" covers some of your cards when provided by a single card.
Title: Re: Making each opponent discard 9 cards f/ territory
Post by: ArmedKevin117 on April 27, 2019, 06:30:52 PM
Tried this in a Local today.  Can confirm it's super obnoxious.
Title: Re: Making each opponent discard 9 cards f/ territory
Post by: Master Q on April 28, 2019, 12:29:27 PM
For some reason I had it in my head that DP only worked when blocking. :o

Then again, I also have two different abilities in mind when I see this guy, and what he says now is more or less a combination of those abilities...
Title: Re: Making each opponent discard 9 cards f/ territory
Post by: Josh on August 22, 2019, 09:52:50 AM
So at Nats, Keith Bartram and I scrapped our original Team decks idea the night before Teams and built decks with this combo in it instead!  Our decks were Clay banding/drawing on offense and splashy defenses. 

Here's what I learned.

1. This combo is pretty easy to pull off.  We wiped our opponents' boards in all games but 1.  (And the 1 game where we didn't pull it off, the only thing that stopped it was Jayden having 3Woes in his starting hand.)
2. This combo is really bad in Teams.  Your opponents will end up with almost no cards in territory, but they'll still easily get to 5 before you. 
3. This combo would be amazing in T1.

The deck should include at a minimum:
   Devouring Philistines
   Love
   Joy
   The Holy Spirit
   Hope (as part of a NT offense)
   Philistine Outpost

There are a lot of LS that help set up the combo.  Darkness, Lawless, Exiles (to get I Am Creator from Reserve), Escape/Hunter, etc.

If anyone has any questions on more detailed/specific deckbuilding ideas, gameplay, etc., feel free to post below or PM me.
Title: Re: Making each opponent discard 9 cards f/ territory
Post by: SEB on August 22, 2019, 10:27:55 AM
I have been playing with this combo in T1 on Lackey.
1) LOT's of fun for sure.
2) The poster child for "Glass-Canon"
3) It's almost "bad" to get the combo out too early. You need to somehow draw your opponent's big answer cards *cough 3Woes* WHILE enticing them to fill their boards.
4) You need an amazing defense that plays consistently
Title: Re: Making each opponent discard 9 cards f/ territory
Post by: Josh on August 22, 2019, 11:13:11 AM
2) The poster child for "Glass-Canon"

I almost added Ark of Salvation as a "Must Have" in my post, because it protects all heroes in territory and can't be targeted by 3 Woes.



3) It's almost "bad" to get the combo out too early. You need to somehow draw your opponent's big answer cards *cough 3Woes* WHILE enticing them to fill their boards.

3 Woes and Rubble And Dust can ruin your day.  I'd for sure run Endless Treasures and Lacking Prophecy in my build, as it is simply the best way to stop your opponent from playing Doms and protect your combo.



4) You need an amazing defense that plays consistently

In earlier theorizing of the deck, I wondered if sites would be good in the combo deck.  Sites always slow the game down, and if your opponent can't attack for a few turns, they will have to play cards in territory while their GEs sit in hand.

Plus, a deck running 5-7 Blue sites, Shipwreck, and lots of hand/deck protection (Crowds and Storehouse at a minimum) can probably steal random games simply through a legitimate sitelock.
Title: Re: Making each opponent discard 9 cards f/ territory
Post by: soul seeker on August 22, 2019, 10:07:08 PM
What if this deck allows Gates/Israelite Kings/Samaria site defense to make a comeback? Personally, I think that would be pretty cool.
Title: Re: Making each opponent discard 9 cards f/ territory
Post by: SEB on August 23, 2019, 09:45:43 AM
I am running ark (cant ever seem to draw the thing! lol).

I would be willing to play with other defenses, but I would say this deck lacks pretty hard in card draw. In the current meta, it's really a race to the doms. So, that's a big hole that this ship needs plugged!
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