Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => Strategies and Combos => Topic started by: Gohanick on August 03, 2009, 12:59:31 PM
-
This combo requires only 2 cards:
Gates of Hell
and
A Site
Before I post the combo I'll see if you can figure it out
-
I don't see how you can win the game with a fortress and a site... neither rescue lost souls ;)
-
hormah?
lol Luke
-
IS this type 1 or 2?
-
type 1
and I did leave a few cards out of the combo but they shouldn't be that hard to figure out and aren't needed to be drawn because gates will get them
-
hormah?
lol Luke
I thought of using hormah with GoH, but its not really that great. Unless you have a huge deck and use a ridiculous amount of expendable human ECs. That could actually be a playable defense, potentially. It would take a lot of tweaking.
*edit, never mind, i forgot that hormah puts itself under the deck, lol. I've been away from redemption for far too long :P
-
here's another hint:
the deck will need to be about 1,000 cards if you can also get Angel at the Tomb
or 3,000 cards if you just want the original 2
-
I don't see how you can immediately win the game on your very first turn with this. :P At least, not with the version of Gates of Hell that I have; could you post yours just in case there's a difference?
-
here's another hint:
the deck will need to be about 1,000 cards
rofl
-
At worst.... this deck will tie every game
-
Anyone wanna test this deck out in rts with a substitute card for gates?
-
Well, there's so many ways to use GoH, why don't you just go ahead and tell us your combo idea?
-
they have all the Texp cards rdy for RTS. Go to the RTS part of the forum and get them :P
-
Any deck that needs to be 1,000 cards to work will have a very hard time winning on the first turn. Even with 20 copies of Gates, have fun trying to get them in the first 10 turns, let alone the first turn.
-
Just tell us
-
I thought of something: Is the answer, perhaps, abuse of the deck and hand d/c LS in Hormah?
-
Here is the combo:
You discard Most/All of your deck with Gates to pull out every Lost soul that when put in a site discards the top card of each opponent's deck or hand.
Now theoretically you need 50 deck discard lost souls which would be a
2,500 card deck (50*50)
but it can be cut in half if you keep in mind that they will draw their hand of 8 cards and if you throw in the lost soul that removes cards from sites (doesn't say when drawn) you can cut the number in almost half (you have to draw them in order or have multiple sites)
so we're looking around close to 20 deck discard lost souls instead: 20*50 = about 1,000 cards
you could even quite possibly bring it down to 500 cards if you get 10 hormah's in play which will reset the souls to the bottom
-
you'd have to get enough sites out to put all these LS in though....
-
you only need 1 site if you use the site remover because you can just compensate by adding more cards into your deck if you dont draw them in order
-
and How are they going to win with 10 half rescued 2 liners?
-
so your combo also requires Lost Souls.
And for you to get Gates immediately in a 2,500 card deck.
And 50 Sites.
And at least one Hero.
And for your opponent not to wipe out your combo.
And for none of your other essential cards to be discarded when you use High Places.
-
plus you would need to get gates out of a one thousand card deck
-
I'm not sure what Polarius has in mind but I'm pretty sure it would be more reliable than this one.
Schaef meant to say Gates of Hell instead of High Places.
-
If 40 out of every 50 of my cards have some kind of searching ability for High Places or a Site, how hard is it really going to be to get it out in the first few turns.
and again guys, you only need 1 site!
-
Actually, this idea has more merit than you guys are claiming. Because you could make nearly the entire deck defensive, with as many orange evil characters as possible. You would simply draw as normal, use the bronze laver, etc. until you get everything that you need to start the mill. Nothing could get through, and once the mill starts, heavens help your opponent.
-
I will show you guys the power of the unstoppable combo
I'll prob spend something like $200 on this deck and then gates will get banned
-
I will show you guys the power of the unstoppable combo
I'll prob spend something like $200 on this deck and then gates will get banned
Have fun!
-
If anyone wants to donate to the MGGB (Mission:Get Gates Banned) club please send me a PM
I'll be looking for about 20 Gates X-P
-
No matter how you build your deck, your biggest problem for this combo will always be drawing Gates of Hell. Also, it is necessary to draw at least one site and at least one hero to win. This combo is not unstoppable; it's just very big, and very unreliable.
-
Its cool but kinda unrealistic
-
considering something like 80% of the deck will be evil cards, he should have no worries. In fact, you could build other combo decks on top of this. How about combining this with a sin in the camp deck?
-
Why don't we perfect the first combo first. :P
-
You would probably want green or gray in here so you could take advantage of Search and False Peace.
-
and again guys, you only need 1 site!
how do you only need one Site when you have no control over what Lost Souls you draw from the bottom and you always have to use the ability immediately upon draw?
I'm not debating the potential power of this deck, I'm only saying that given the circumstances that have to happen for this deck to work, it fulfills all the descriptors in the title except for the first turn part.
And the unstoppable part.
And the win every game part.
-
What is the first combo?
-
What is the first combo?
The first combo being the one that you started this thread about, lol.
-
Someone mentioned a combo Polarius made which I assumed to be the "first" that was mentioned
Anyways I'm compiling a list of cards that will help in getting out Gates and a Site Quicker
So far I have:
Zaccheus
I am Creator
Covenant Keepers
King Omri
Well Reopened
Angel of Warning
Zadok Anoints Solomon
Large Tree
-
...it fulfills all the descriptors in the title except for the first turn part.
And the unstoppable part.
And the win every game part.
So basically, this thread should be called "Combo with TexP cards that will make you." :)
-
Just a thought...
If this combo were to ever become viable, I would guess Rob chooses to simply put a maximum deck size (or single card limit like T2) on T1 instead of banning a card.
Furthermore, all your opponent would need is one EC that has higher numbers than the one Hero you have and you won't win.
-
There was at least one conversation about such a cap at Nats. Don't think it was at an official level, though.
-
And once your opponent uses J-Tower? :P
I'm not sure this even works... there's a cap of 3 fortresses max, right?
-
Actually, I think the cap that you're talking about, sk, is a cap on the number of cards in hand at a time..
Jeremy
-
No, it was about a maximum number of copies of a card in T1, likely due to GoH, and was based on clarifying an unclear line in the T1 deck building rules.
-
I talked with Bryon about this at nationals. Basically, he said that they will make the 3-Forts-Per-Deck rule for T1 if anybody tries to make a huge deck.
-
there's a cap of 3 fortresses max, right?
Only in t2. In t1 it's 1 SA card per 50 in your deck, I believe.
-
I think, assuming this deck stayed legal, you'd either win or lose in 5 turns. I big offense would get to you first... or they'd lose.
-
I talked with Bryon about this at nationals. Basically, he said that they will make the 3-Forts-Per-Deck rule for T1 if anybody tries to make a huge deck.
Three forts period or three of the same fort?
-
Probably three of each, just as it is in Type 2.
-
Yeah, I'm pretty sure there would be riots in the streets if we said max of 3 Forts total... :P
-
I probably would have been one of the rioters. Hence my question. ;)
-
Yeah, it would be 3 of each. Basically Bryon was talking about adding a 3-Max to each card currently restricted to 1 per 50. For practical purposes he said they don't want to encourage HUGE decks.
-
Some North East players came up with the combo: Gates + Wandering Spirit + Trembling Demon + Crown of Thorns.
-
Have you seen this thread (http://www.cactusgamedesign.com/message_boards/index.php?topic=17044.30)? ::)
-
Just a thought...
If this combo were to ever become viable, I would guess Rob chooses to simply put a maximum deck size (or single card limit like T2) on T1 instead of banning a card.
Exactly. I would anticipate either a cap on deck size, or a cap on the number of copies allowed in a deck (as already exists with non-SA cards), which would effectively limit the size of your deck by default.
-
Just a note here. I have made this deck on RTS and it does NOT work as advertized. The biggest problem is that you need to draw multiple LS sites and if you do not draw multiple sites, and the gates of Hell ono the first turn, you are not going to get it done. I even have 19 copied of Zaccheus in there to help with the GoH draw, and 140 sites, but this is not a guarranteed draw every turn at all.
-
I have made this deck on RTS
Lol, that must have taken hours! :D
-
I have made this deck on RTS
Lol, that must have taken hours! :D
About 2-3 to build it and self test it. I played a game against prof underwood and found out that it is REALLY good at stalling a game. with 19 3 liner LS's and 19 Shufflers. It is going to be 20 turns before they even get a LS ;)
-
I played a game against prof underwood and found out that it is REALLY good at stalling a game. with 19 3 liner LS's and 19 Shufflers. It is going to be 20 turns before they even get a LS ;)
Matt is right, that this deck doesn't work as it should. I practically drew out a 70 card deck before the combo started working.
He is also correct that it is REALLY good at stalling. In our game we figured out that it would be 20 turns (of half 3-liners) for every 1 shuffler taken. Since I needed 3 LSs to win, that would've been 60 turns. And that was on top of another 20 turns of stalling that already happened due to me needing to get a hero out of my discard pile. And on top of another 20 turns to draw out my 70 card deck. I decided that it wasn't worth playing out 100 turns :)
-
Im assuming you didnt use the lost soul that removes lost souls from sites? The whole idea is to discard most of your deck and get both the lost soul that discards the top and get the lost soul that removes souls from sites, then you just remove most of your deck and you effectively only need 1 site.
btw is there anyway you can send me the deck file? I would love to test it out
-
Im assuming you didnt use the lost soul that removes lost souls from sites? The whole idea is to discard most of your deck and get both the lost soul that discards the top and get the lost soul that removes souls from sites, then you just remove most of your deck and you effectively only need 1 site.
That's only true when you receive them in alternating order (discard, evict, discard, evict,...). You lose effectiveness every time two of the same appear next to each other with only one site.
Additionally, Mark noted that in his game he nearly drew his entire deck by the time the combo started, meaning that discarding 50 cards from his deck wouldn't do anything.
-
Additionally, Mark noted that in his game he nearly drew his entire deck by the time the combo started, meaning that discarding 50 cards from his deck wouldn't do anything.
DING DING DING
-
Yes...this combo is not very tournament viable due to time constraints. In fact, any combo deck that is at least 800 cards will probably time out most games. :)
-
DING DING DING
I'm not sure if you're being sarcastic because I'm stating the obvious or just agreeing.
Anyways, for those curious, I've worked out the odds of drawing Gates on turn 1. Assuming a 2500 card deck with 357 Lost Soul cards and 50 Gates, the odds should be:
1 - [(2093/2143) * ... * (2086/2136)] = 0.172361698
So there's about a 17% chance of you drawing at least one copy in your initial 8, not counting cards that will let you easily search for it. Each card you draw carries roughly a 2% chance (1 per 50 cards).
-
In fact, any combo deck that is at least 800 cards will probably time out most games. :)
It might take the whole time limit just to shuffle the deck :)
-
In fact, any combo deck that is at least 800 cards will probably time out most games. :)
It might take the whole time limit just to shuffle the deck :)
Mayhem = instant timeout
-
Exactly. If this combo is ever viable, then all you have to do is include Mayhem and ANB and your guaranteed at least a timeout loss. :D
-
I was thinking of buying an automatic card shuffler for this deck.
at natz, the deck will just be in a huge metal box with the shuffler
-
Im assuming you didnt use the lost soul that removes lost souls from sites? The whole idea is to discard most of your deck and get both the lost soul that discards the top and get the lost soul that removes souls from sites, then you just remove most of your deck and you effectively only need 1 site.
btw is there anyway you can send me the deck file? I would love to test it out
I posted it in deck strategies but its kind of moot now that Rob put a size limit on type 1 and 2.
The problem is that you have to get a Gates of hell and at least one site ( prefferably multiple sites) early in the game. My deck had like 140 sites and 19 copies of Gates of hell anfd 19 copies of Zaccheus but I didnt get gates until it was 3/4 through the game. He already had all the pieces he needed and I played to stall until I could figure out how to kill his Heros for good.
needless to say it is not an unstoppable combo, the size of the deck itself is a pretty sizable force to overcome. but it did have a lot of good wualities
aside from the sheer impossibility of trying to build it.
-
I was looking at your post crust and I noticed some things wrong with how I would have went building the deck.
I would have dedicated nearly every card to looking for sites and forts and drawing and searching within those colors. I'd focus more on characters rather than enhancements that way I wouldnt have to match much stuff up. for example I am creator, Angel at shur and Covenant Keepers could help you get out zaccheus faster.
Also those 6/8 banding demons are generic so gates would let you have 30 or so sitting in your territory
-
another cool combo with gates is if you have False Priests out, you can discard your false peace and play them
-
Let's just spoil every Gates combo, why don't we?
-
so your combo also requires Lost Souls.
And for you to get Gates immediately in a 2,500 card deck.
And 50 Sites.
And at least one Hero.
And for your opponent not to wipe out your combo.
And for none of your other essential cards to be discarded when you use High Places.
lol.
Anyway this combo is a joke. Dominants, drawing your deck. If you can make a smaller version of this deck that discards a consistent twenty cards every game and have your offense/defense discard cards then you have a fun competetive deck. But this "thing" is neither.