Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => Strategies and Combos => Topic started by: Red Wing on October 13, 2011, 04:14:42 PM
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I saw a poll several months back asking if site-lock was still viable. Several people said not until the new set. With the new set out, I was wondering what people thought about site-lock. I am thinking more with T1 in mind, but feel free to comment about T2.
thanks for reading!
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I don't know about site lock but I'm already sick oh all my characters being killed in territory just from putting samaria sites in play.
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I don't know about site lock but I'm already sick oh all my characters being killed in territory just from putting samaria sites in play.
Gates of Samaria has to be my favorite card in the whole new set...
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I don't know about site lock but I'm already sick oh all my characters being killed in territory just from putting samaria sites in play.
Gates of Samaria has to be my favorite card in the whole new set...
Gates of Samaria is awesome, but ever since they changed "Played" from including coming from Set Aside I don't think the playing Samaria thing will be all that powerful in T2 (however it could still get rid of a character or 2, 4 if I'm lucky) But in T1 its awesome (I assume, I don't actually play T1)
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I don't know about site lock but I'm already sick oh all my characters being killed in territory just from putting samaria sites in play.
Gates of Samaria has to be my favorite card in the whole new set...
Gates of Samaria is awesome, but ever since they changed "Played" from including coming from Set Aside I don't think the playing Samaria thing will be all that powerful in T2 (however it could still get rid of a character or 2, 4 if I'm lucky) But in T1 its awesome (I assume, I don't actually play T1)
Let me assure you, it is awesome in T1 (I don't play T2).
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I don't know about site lock but I'm already sick oh all my characters being killed in territory just from putting samaria sites in play.
This is what happens when you don't put counters in a deck ::)
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I don't know about site lock but I'm already sick oh all my characters being killed in territory just from putting samaria sites in play.
This is what happens when you don't put counters in a deck ::)
I haven't changed my deck from last season yet? I don't own any of the new cards? How do you effectively counter reducing my characters by a potential total of 42?
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There's a cov that protects from having abilities reduced.
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Sitelock is a sleeping giant with an Achilles heel. With ASA now able to quickly and easily bomb Boat, sitelock is again possible. However, there are now other concerns like Isaiah and Foreign Sword that make it even more involved to pull off a lock.
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And set Fire + Ezekiel. I don't think it's a very strong strategy. You can do it, but there's always the luck factor. If your opponent is playing Disciples and gets fishing Boat and Ends of the Earth in the first few turns, you could still win but probably won't. If they don't draw any of those, you've got a good shop.
So, in short I think it's viable but not consistent enough. And actually defenses are pretty decent this year I think, if people will run them. I think you're better off with 5-7 more defensive cards.
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Sitelock is a sleeping giant with an Achilles heel. With ASA now able to quickly and easily bomb Boat, sitelock is again possible. However, there are now other concerns like Isaiah and Foreign Sword that make it even more involved to pull off a lock.
so maybe assyrians with Sites (for casual/local play)? A lot of people on the boards used to recommend brown with sites. Seems to me that a Canaanite/philly defense could work. Land dispute and Danites attack to steal access sites and Foreign Sword it them on top of their decks. And then you can recur Canaan with fortify the site. Plus, Tower can negate access special abilities and you can make Abimilech a beast if you can get Gideon in the discard pile.
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That's was when site access sites were used for site access. Now, I don't think I've seen one of those played in awhile.
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Tower won't work if you've got Phillies in play.
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Tower won't work if you've got Phillies in play.
I know, but at least it's still a protect fort. That makes up for a large disadvantage of Phillys.
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I don't believe that Site Lock is particularly viable. However, Site Stall is still alive and kicking, especially when used with Israelite Kings.
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I don't believe that Site Lock is particularly viable. However, Site Stall is still alive and kicking, especially when used with Israelite Kings.
That's actually what I'm using now. However, it doesn't stall prophets at all. Here's what I use
Neutral
Samaria x4
Forts
Gates of Samaria
ECs
King Saul
King Ahab
Jezebel
Ammy's Slave
Uzzah
King Omri
King Nabab
King Jeroboam I
EEs
Taking Nabaoth's Vineyard
Wickedness of the Tenants
Breaking Jerusalem's Wall
IoJ
Shimei's Malicious Curse
Gib Trick
And a plot when I get one
Curses
Plagued with Diseases
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It can be really fun. A lot of decks don't even use site access anymore, and with the exception of prophets (who are easy to take out with Samarias and general decrease), it is possible to lock people out if you remove Sam and Joe early enough.
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Site lock would be possible if Ahab could remove any green brigade card from the game.
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Site lock would be possible if Ahab could remove any green brigade card from the game.
It's Jezebel, and what does it matter? She can remove heroes, which is what matters.
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Whoops. Multi-brigade sites are technically green brigade.
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I don't believe that Site Lock is particularly viable. However, Site Stall is still alive and kicking, especially when used with Israelite Kings.
That's actually what I'm using now. However, it doesn't stall prophets at all. Here's what I use
Neutral
Samaria x4
Forts
Gates of Samaria
ECs
King Saul
King Ahab
Jezebel
Ammy's Slave
Uzzah
King Omri
King Nabab
King Jeroboam I
EEs
Taking Nabaoth's Vineyard
Wickedness of the Tenants
Breaking Jerusalem's Wall
IoJ
Shimei's Malicious Curse
Gib Trick
And a plot when I get one
Curses
Plagued with Diseases
Korah's Rebellion should be an auto include in this list as it can remove site access as well.
Why King Saul?
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I don't believe that Site Lock is particularly viable. However, Site Stall is still alive and kicking, especially when used with Israelite Kings.
That's actually what I'm using now. However, it doesn't stall prophets at all. Here's what I use
Neutral
Samaria x4
Forts
Gates of Samaria
ECs
King Saul
King Ahab
Jezebel
Ammy's Slave
Uzzah
King Omri
King Nabab
King Jeroboam I
EEs
Taking Nabaoth's Vineyard
Wickedness of the Tenants
Breaking Jerusalem's Wall
IoJ
Shimei's Malicious Curse
Gib Trick
And a plot when I get one
Curses
Plagued with Diseases
Korah's Rebellion should be an auto include in this list as it can remove site access as well.
Why King Saul?
maybe he has Sam on offense.
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King Saul qualifies for GoS.
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I have a deck that uses 7 sites, Site removal/taking, and every "interrupt and remove all cards in battle from the game" enhancement (even more devastating with Asherah Pole out.) It also has 3 capture artifacts. It also has DON, CA and LUG for removing artifacts.
The theory is that with artifacts + enhancements + sites it should be enough to stall or even lock, and so far it has done really well.
But like many have said already, if you get a bad shuffle and all your lost souls are on top and all your sites/artifacts on the bottom of your deck, you'll lose. Then again, this is the case whenever the defense is on the bottom of the deck :)
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I have a deck that uses 7 sites, Site removal/taking, and every "interrupt and remove all cards in battle from the game" enhancement (even more devastating with Asherah Pole out.) It also has 3 capture artifacts. It also has DON, CA and LUG for removing artifacts.
Capture doesn't really help sitelock, as it increases the number of souls you have to lock. DoU and SSS would also be nice additions.
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It also has Headquarters at Riblah to get rid of all the captured heroes. You are right that it was counter-intuitive at first, but mainly it is trying to stall - and Going Into Captivity, Unholy Writ in High Priest's Palace, Magic Charms on a Musician, and Lampstand in a Temple really help with that.
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Hmm. With HQ at Rib, that might actually be a pretty viable strategy. How well has the deck done?
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It's my "Super Servant" casual deck, but it has beaten/stalled the two tournament winning decks in our local playgroup during casual play, and this is with my deck having a huge deficiency in dominants (no NJ, GOW, FA, GOYS, HT). It used to be Super Zeb/Servant, but I took Zeb out.
It's a 56 card deck that's simply a lot of fun to play because it has so much defense. The only hero is Watchful Servant. Eventually I set up WS (when opponent has decked out) with Covenant of Josiah and I am Healing on Book on the Covenant in a Tabernacle/Temple, and Lampstand in the normal artifact slot. By this time I hopefully have their offense site-locked and/or removed from game. And then (in theory) WS walks in for the remaining lost souls. For tournament play I'd need to add at least NJ to it, to rescue one more of my own lost souls. You can ask Hi123 and Brederic how frustrating it is to play against (and how long it takes). Probably would not work for tournament play because of timing out.
The rest of the cards are all defense, with sites, the 3 capture artifacts I mentioned, + 3 "interrupt battle and remove call cards from game" EEs, + Asherah Pole, Confusion of Mind, Golden Calf, Confusion, Uzzah/Torment, Image of Jealousy, Land Dispute, Wrath of Satan, Pride of Simon, and then several magicians, the main Philistine defense, and Simon the Magician. I'll post the deck some time. Thanks for asking.
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I would love to see a decklist thanks.
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I think site-lock will be better in T2. The only major concern I have with it in T1 is the popularity of Genesis Egyptians which can easily generate lost souls. However, Samaria defenses will be much more popular/effective in T1.I have always enjoyed site-lock. Most people don't expect it and it is one of the best ways to combat speed. I'm also not a big fan of captures in a site-lock defense.
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I have a deck that uses 7 sites, Site removal/taking, and every "interrupt and remove all cards in battle from the game" enhancement (even more devastating with Asherah Pole out.) It also has 3 capture artifacts. It also has DON, CA and LUG for removing artifacts.
Capture doesn't really help sitelock, as it increases the number of souls you have to lock. DoU and SSS would also be nice additions.
I think you forhot about Raider's Camp. It releases all captured heroes held their when your opponent makes a successful attempt.
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But I also don't believe that heros captured by artifacts can go into Raider's Camp.
What is SSS again?
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SSS=Suicidal Swine Stampede (Di).
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I have a deck that uses 7 sites, Site removal/taking, and every "interrupt and remove all cards in battle from the game" enhancement (even more devastating with Asherah Pole out.) It also has 3 capture artifacts. It also has DON, CA and LUG for removing artifacts.
Capture doesn't really help sitelock, as it increases the number of souls you have to lock. DoU and SSS would also be nice additions.
I think you forhot about Raider's Camp. It releases all captured heroes held their when your opponent makes a successful attempt.
Raiders Camp only works with heroes captured by ECs, not artifacts. Otherwise, it'd be a great strategy.
But I also don't believe that heros captured by artifacts can go into Raider's Camp.
What is SSS again?
SSS=Suicidal Swine Stampede (Di).
Removes all EC's in battle from the game to shuffle all lost souls and sites back into deck.
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Ah yes. SSS would work if I had orange in this deck. I do have the EE that let's an EC use an EE of any color (Love of Money maybe?), but that would be an unreliable combo. Good idea if this deck had orange in it though.
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It depends if your pale green (for DoU and Korah's Rebellion) is Assyrians or Magicians. If it's Magicians, Orange is an easy add.
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I can think of Damsel. Is there another orange/pale green that I'm not remembering? There is also a magician that can use orange EE's, right?
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Users of Curious Arts (a magician), Deceiving Spirit, and Crippling Demon can use PG and Orange enhancements.
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Cool. Thanks. Even though it is "big defense", I'll have to see how many of these cards I can fit, since it also needs a little brown and black.