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Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => Strategies and Combos => Topic started by: slugfencer on August 14, 2009, 01:59:33 PM

Title: Strategy for Teams?
Post by: slugfencer on August 14, 2009, 01:59:33 PM
I was wondering what strategies for Teams are since it is a newly accepted category for tourney play. I wanted to play it at Nationals last year but I was too tired. It looked like alot of fun. Any feedback is appreciated!  :)
Title: Re: Strategy for Teams?
Post by: Cameron the Conqueror on August 14, 2009, 02:50:19 PM
A strategy I found that seems to work well is the following:

Player 1 has ALL defense and no offensive doms.  Player 1 blocks every rescue attempt.  Player 1 may also have misc. heroes like Gab etc...

Player 2 has all the offense, all the doms, and tons of drawing cards.  This allows you to get doms fast while playing "speed". 

Title: Re: Strategy for Teams?
Post by: DaClock on August 14, 2009, 07:32:00 PM
The strategy that Kirk and I used the past few years was this.

Offense - FBN-Banding, Some Teal, Some Purple
By putting down our FBN/Banding characters we could cross-band and were able to get decent chains out much quicker than normal. This also allowed us to get lots of free souls in the beginning of the game. The Teal/Purple was in there to do late-game damage if our banding chains were failing.

Defense - Banding + "Horses" + Battle Enders
By using banding guys (Lying Spirit, Unclean Spirit, etc) along with Horses (2k, Naaman's, Swift) and battle enders (Wonders Forgotten, Forgotten History, Gibeonite Trickery, etc) we were able to do a lot of damage. The banding would get us high enough to win the battle, the drawing would get us 2 more cards, and then we'd end the battle. It worked well to band and play first.

My main focus was winning and doing so quickly. That meant we each needed to have enough offense to rescue (successfully) each turn. Kirk's perspective was that we needed an efficient offense that would win every rescue, but didn't have to rescue each turn. This meant we would need more defense than I was expecting. He used a bit more defense and I used a bit more offense. We didn't do very well this year, but the two previous years we won.

My final piece of advice would be to make your decks and strategy fit your player personalities, but also make them work together.
Title: Re: Strategy for Teams?
Post by: TheKarazyvicePresidentRR on August 14, 2009, 07:53:43 PM
A fun (Not necessarily awesome but fun).
100+ Card defensive deck - Player 1
50 card pure power offense deck - Player 2

By dividing the offense and defense means you only get to rescue one time every two turns but it also almost guarantees a rescue every rescue. The 100+ Card defense would of course have drawing cards and would try to be one or two brigades so brigade mismatch doesn't happen. Then you stuff the defensive deck with 4+ decks worth of defense and laugh evily.
Title: Re: Strategy for Teams?
Post by: xCaLeBx on August 14, 2009, 08:07:11 PM
choose Gabe isbell as your team partner and your set....;D but yeah I'd go with one guy is massive defense the other is massive speedy offense....
Title: Re: Strategy for Teams?
Post by: Tsavong Lah on August 15, 2009, 01:24:38 AM
I'd try to experiment and build two reasonably balanced decks that ensure that you can make a rescue every turn. You'd have to do a lot of tweaking to get the balance right, but when everyone else is only rescuing once every other turn you might be able to beat them at their own game.
Title: Re: Strategy for Teams?
Post by: Bryon on August 15, 2009, 02:41:30 AM
Both players use 100-card decks. 
4 Wandering Spirits, 4 Fallen Angels, 28 Panic Demons.  Gates of Hell to get the orange guys out.  One guys sifts his entire deck since only one copy of dominants can be played anyway.  The non-orange demons that you discard go to your Tartaros, but they will release when you successfully block.  His Angels go to one of your Chambers.  Oh, and 4 copies of 2-count soul and 4 copies of the shuffler.  :)

Oh, and something to stop Three Nails.
Title: Re: Strategy for Teams?
Post by: DaClock on August 15, 2009, 03:01:46 AM
Why wait until they're released? Since Tartaros is in play you can just band the Panic Demons right into battle.
Title: Re: Strategy for Teams?
Post by: Reggie Flores on August 15, 2009, 03:17:56 AM
anyone remember the doubt combo from two years ago?

ahh good times.
Title: Re: Strategy for Teams?
Post by: BubbleBoy on August 15, 2009, 07:45:41 AM
I still don't really know how teams works. Have the rules been posted yet?
Title: Re: Strategy for Teams?
Post by: Bryon on August 15, 2009, 10:42:09 AM
Tartaros is set aside, right?  Isn't that its errata?
Title: Re: Strategy for Teams?
Post by: lightningninja on August 16, 2009, 04:39:55 PM
Me and my partner placed second. We each had a pale green defense and a strong offense. The ability to attack on both of your turns is very nice, although offense deck and defense deck would work well, and was our original plan.
Title: Re: Strategy for Teams?
Post by: DaClock on August 16, 2009, 11:54:38 PM
Tartaros is set aside, right?  Isn't that its errata?

I've never seen that before, where is it?
Title: Re: Strategy for Teams?
Post by: The Guardian on August 17, 2009, 12:02:10 AM
I believe it was (at some point anyway) so as to avoid the abuse of Elymas Bar-Jesus discarding a demon already in Tartaros.
Title: Re: Strategy for Teams?
Post by: DaClock on August 17, 2009, 12:08:04 AM
It isn't in the REG or on the official Errata list.
Title: Re: Strategy for Teams?
Post by: The Guardian on August 17, 2009, 12:10:22 AM
Hmmm, I'm positive that it was given an errata at some point...not sure why it got lost...
Title: Re: Strategy for Teams?
Post by: ChristianSoldier on August 17, 2009, 12:13:07 AM
Tartaros specifies when a demon is automatically released.  Tartaros does not specify whether or not another special ability can release a demon from it at another time.  For example, Watcher shuffles demons in Tartaros that were previously set aside back into their owner’s draw pile(s) and Admiral can release one of your demons from Tartaros and band it into battle.

This is in the REG on the Special Conditions of Restore Life, Heal, or Release
Title: Re: Strategy for Teams?
Post by: DaClock on August 17, 2009, 03:03:33 AM
Is that an argument for or against banding them straight from Tartaros into battle?
Title: Re: Strategy for Teams?
Post by: Kevin Shride on August 17, 2009, 07:19:54 AM
If anyone's curious, here's what Gabe and I did at Nationals.  Keep in mind we weren't planning on playing and came up with these decks between tournament rounds in just a few hours.

Gabe played his 50-card Type 1 multiplayer deck, which consists of LOTS of speed.  He did add a Wall of Protection, but he played no defense except for the dominants.

I played a 51-card almost-all-defense deck, half the Emperors and half brown.  I played NO dominants.  This was a big chance on our part, because we decided that Gabe's deck was fast enough to get the dominants out, and we didn't want to waste space in my deck with cards I'd be throwing away.  The only card we duplicated that we couldn't both put in play was Wall of Protection (in teams, you share fortresses, but this seemed necessary).  I only played three Heroes:  Tribal Elder, Jacob, and Seraphim (bands to blue), so that I could band to Gabe's banding chains.  The 51st card was, of course, Haman's Plot.

Would we play it the same way again?  I don't know.  Perhaps Son of God and New Jerusalem should have been in my deck as well, speed or not, but in the end it worked out for us.

Kevin Shride
Title: Re: Strategy for Teams?
Post by: Gabe on August 17, 2009, 08:23:10 AM
Kevin pretty much covered it.  There's nothing left to say except +1
Title: Re: Strategy for Teams?
Post by: adamfincher on August 17, 2009, 09:43:10 AM
wow thats some nice strategy.. i think me and my friend are just running similar decks (romans) and try to win it before they win it (5-4)
Title: Re: Strategy for Teams?
Post by: Minister Polarius on October 03, 2009, 02:53:15 AM
Abom would be amazing for teams. Think of the possibilities. With an Abom in each opponent's territory, and each of your guys with Gifts up, each attack by Generous Widow would Discard two cards and let each teammate draw six after discarding two (in addition to forcing each opponent to Discard two and draw two). Attacking with her every other round would be devastating. Just back it up with Gold's CBN battle-winners and make it extra good with Samaritan Water Jar x2.
Title: Re: Strategy for Teams?
Post by: crustpope on October 03, 2009, 12:16:47 PM
You could put 2 aboms in their combined territory and d/c 2 cards each turn.  OoOooOh!  this one sounds like fun!
Title: Re: Strategy for Teams?
Post by: crustpope on October 03, 2009, 12:53:40 PM
Wow that stinks.. :-\
Title: Re: Strategy for Teams?
Post by: New Raven BR on October 03, 2009, 01:11:53 PM
choose Gabe isbell as your team partner and your set....;D but yeah I'd go with one guy is massive defense the other is massive speedy offense....
+1
Caleb!
I COULDN'T AGREE WITH YOU MORE!!!
Title: Re: Strategy for Teams?
Post by: lightningninja on October 03, 2009, 01:20:51 PM
I'm founding out that defense heavy decks work great in teams. Me and Jeff won teams at Bryon's last tournament. I had heavy black-gray defense, we each had unholy writ and I had go into captivity. This won us three battles. I could pick up the block, and if I couldn't, Jeff would block with standalone, which was his defense. I had fbtn offense, because a lot of times you can win with just the characters and don't need a lot of cards to make this work, and he had green/teal. Overall it worked great... but doing it again I would put more defense in his deck.  ;D
Title: Re: Strategy for Teams?
Post by: xCaLeBx on October 03, 2009, 08:00:14 PM
haha or may7be the opposing team will be to stuck up to take the other team mates advice and not do sites so as you auto wyn (LOL at DuelinDude  :-* )
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