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Redemption® Collectible Trading Card Game HQ => Deck Building & Design => Type 1 Deck Advice => Topic started by: adotson85 on January 05, 2010, 11:33:29 PM
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This is a deck I have been working on recently. So far it has performed pretty well. Let me know what you think about it and let me know of any suggestions you think may help. Thanks
(70 cards)
9 lost souls
9 sites
Babylon x5
Babylonian banquet hall
Egypt (any suggestions on a better site to sub in for this one?)
Kir
Pergamum
9 artifacts/covenants/curses
captured ark
chariot of fire
gifts of the magi
golden calf
holy Grail
i am grace
three nails
unknown nation
wastelands
10 dominants
son of god
NJ
angel of the lord
grapes
guardian
mayhem
burial
falling away
DoN
christian martyr
3 fortresses
high places
philistine outpost
garden tomb
5 gold heroes
Martha
Moses
Shamhuth
the generous widow
zaccheus
4 gold hero enhancements
convincing miracle
meeting the messiah
repentance and restitution
sword against sword
2 white heroes
Mary the mother of James
Salome
1 white hero enhancement
He Is Risen
2 green heroes
hur
Joanna
1 red hero
jephthah
2 silver heroes
Captain of the Host
The Strong Angel
1 multicolor good enhancement
preaching the truth
4 black evil characters
Philistine Armor Bearer
Philistine Garrison
Greek philosophers
Greek scholars
4 black evil enhancements
abomination of desolation
foolish advice
joseph in prison
pride of Simon
1 brown evil character
uzzah
3 multicolor evil characters
antiochas lV epiphanes
the amalekites slave
the winged leopard
Offense: The offense in the deck has two objectives. The first objective is trying to get out and set up The Garden Tomb. Zaccheus, Salome and Joseph of Arimathea search for TGT. Holy Grail, Jephthah, Meeting the Messiah, Three Nails, Abomb, and Preaching the Truth clear out the opponent's defense once TGT is set up. The second objective is to help place Abomb with cards such as Sword Against Sword to place Abomb and Zaccheus to search for High Places. Once Abomb is placed I then use my gold heros, hur, and mayhem to force my opponent to draw and so begins the territory destruction. Gifts of the Magi helps speed the deck up a bit also. Also splashed in some FBTN characters to help me pick up a couple early lost souls since this deck usually takes quite a few rounds to get setup and to combat demon defenses.
Defense: The defense is pretty simple. A few Greeks to place Abomb with and site lockout to hold off my opponent. To stop my opponent's heroes with access I use Golden Calf, Christian Martyr or Grapes. To defend against artifact access I use DoN and Captured Ark. To defend against site access I use Pergamum and Wastelands. I also have The Amalekites Slave to generate a soul as well as to search for garrison or Uzzah for an almost certain block if my opponent does gain access. I also have added my "garrison defense" to get in a block or two if my sitelock is breached.
Am I missing anything? Constructive criticism is always appreciated.
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I like it... sorta.
It seems to me that it would rely heavily on you having a decent draw. Your offense is extremely easily beaten without the help of Abom. Simple Garden Tomb offense really isn't going to cut it anymore with some of the new territory class enhancements. Relying on Abom is okay, but you have to have some kind of a defense to back it up (sites and Uzzah are not defense...). I feel like if you don't get off Abom in the first 3 turns or so, you basically give up. So basically, yes, its a good deck that can and will beat every (and yes, I mean every) other deck out there, but never consistently.
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I agree that a good first draw helps this deck alot. It does take some time to get everything set up, but once it gets going watch out. My lack of battle winners, other than TGT and Abomb, has been a worry of mine. Repentance and Restitution is my best battle winner as it can't be negated. The site lock has been working pretty well though. Any suggestions of any cards I should cut/add?
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Out:
Joanna (what's the point?)
Joseph of Arimathea (you have Zacheus and Salome)
Captured Ark (possibly... arts that hurt this deck. Writ/GiC, HHI, access arts)
CoM (you REALLY don't need this. I know its for site access heroes, but them d/cing two good enhancements will not hurt at all against your lackluster defense. Plus, you already have GCow.)
In:
Fallen Warrior (gives you initiative to play Pride of Simon which you currently have none of)
Philistine Garrison (basically a beast)
Joseph in Prison (helps get rid of sites while still being a decent battle winner)
Land Dispute (easily one of the top 5 new cards in this past set. Helps with sites and maybe even an annoying fort.
These are my suggestions, but they are definitely defense oriented. Some other adds that could help this deck on the offensive side:
Feast of Trumpets (another d/c with Abom)
Provisions (comes at them with a different perspective)
He is Risen (you have plenty of NT females...)
Women as Snares (for those times when Abom doesn't work)
There are more defensive type cards that I didn't mention, but would require a total revamp of this deck. I have a similar deck to this that doesn't utilize TGT (simply b/c I refuse to use it... or sites for that matter). Maybe I'll PM the deck list to you later giving you some ideas.
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Yeah, he was trying to outdo my Judges Seat / A-bom deck! I am like you and try to avoid TGT.
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I have actually considered taking out the sitelock and putting in a Philistine defense. Garrison is one of my favorite defensive cards, especially when used alongside Philly Outpost, Amalekites Slave, Philly Armor Bearer and Unknown Nation. I have also been considering putting in I Am Grace to protect TGT. Another problem I have is the two multicolored evil greeks. I don't like the idea that having them in my territory may help my opponent defend against TGT if they have either gray or orange evil characters.
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Another reason why I don't like TGT in anything but pure speed
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After playing a few games I have updated this deck. I went from 56 to 70 cards since it is in no way a speed deck. I added in some FBTN characters to help out my offense and my garrison defense to help get a few blocks. Chariot of Fire has also turned out to be a great addition. Please let me know what you think of it and any suggestions you may have. Thanks
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After playing a few games I have updated this deck. I went from 56 to 70 cards since it is in no way a speed deck. I added in some FBTN characters to help out my offense and my garrison defense to help get a few blocks. Chariot of Fire has also turned out to be a great addition. Please let me know what you think of it and any suggestions you may have. Thanks
you have a very wrong statement there. speed decks are 50. most decks are 56. a few decks are 63, and very very few are 70 (and many of them don't work) the defense WAY too small for a 70 card deck. and if it's centering around a-bom, you're gonna want to get it up relatively fast.
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I would also keep it at 56 or maybe 63. Sites work best at 56 (or maybe 63 ) because you add 2 cards (Lost Soul & Site) per new 7 instead of the normal 1 card (Lost Soul). Site decks are least efficient in large numbers for that reason (unless you do 8 LS & 7 sties, which is definitely workable. I play 7 LS 6 sites.)
Oh and Wraith, many of the best speed decks are 51 including at least 2 of the top 3/4 decks at Nats.
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After playing a few games I have updated this deck. I went from 56 to 70 cards since it is in no way a speed deck. I added in some FBTN characters to help out my offense and my garrison defense to help get a few blocks. Chariot of Fire has also turned out to be a great addition. Please let me know what you think of it and any suggestions you may have. Thanks
you have a very wrong statement there. speed decks are 50. most decks are 56. a few decks are 63, and very very few are 70 (and many of them don't work) the defense WAY too small for a 70 card deck. and if it's centering around a-bom, you're gonna want to get it up relatively fast.
What is the very wrong statement? About being speed? I consider speed decks to be 50 or 56 cards, whereas I consider 50 cards to be a pure speed deck. I in no way would have ever considered this a pure speed deck.
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I would also keep it at 56 or maybe 63. Sites work best at 56 (or maybe 63 ) because you add 2 cards (Lost Soul & Site) per new 7 instead of the normal 1 card (Lost Soul). Site decks are least efficient in large numbers for that reason (unless you do 8 LS & 7 sties, which is definitely workable. I play 7 LS 6 sites.)
Oh and Wraith, many of the best speed decks are 51 including at least 2 of the top 3/4 decks at Nats.
It was originally at 56 cards, but after playing some games I wanted to try to add in some things, FBTN offense and Garrison defense. These would help cover the two biggest weaknesses my deck was having: 1) rescuing souls early in the game and 2) having a defense if my sitelock is breached . After I play a few more games I will be able to better decide whether it is better at 56, 63, or 70 cards.
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it's wrong because just because it's not a speed deck doesn't mean you can bump it up to 70.
I would also keep it at 56 or maybe 63. Sites work best at 56 (or maybe 63 ) because you add 2 cards (Lost Soul & Site) per new 7 instead of the normal 1 card (Lost Soul). Site decks are least efficient in large numbers for that reason (unless you do 8 LS & 7 sties, which is definitely workable. I play 7 LS 6 sites.)
Oh and Wraith, many of the best speed decks are 51 including at least 2 of the top 3/4 decks at Nats.
sorry, my count was off by 1 card. I like approximations. yes, 50-52 is common for speed decks. Site decks are great at larger numbers, I typically use 63 with 7-8 sites for my site decks. my main point was his defense was too small for a 70 card deck, and that most decks are 56 (for good reasons) I'm not saying it can't be done, but I am saying it's difficult to win with a big deck that has little defense. I'd cut it down to 63, or add more defense.
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oh ok, but a lack of speed is not the reason I moved it to 70. I just wanted to see how the FBTN characters and Garrison Defense would work with the rest of the cards. I will probably drop it down to 63, but I need to play with the deck first so I can find out which cards are most useful. Alot of time cards seem like a good idea conceptually, but really never get used during game play.
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oh ok, but a lack of speed is not the reason I moved it to 70. I just wanted to see how the FBTN characters and Garrison Defense would work with the rest of the cards. I will probably drop it down to 63, but I need to play with the deck first so I can find out which cards are most useful. Alot of time cards seem like a good idea conceptually, but really never get used during game play.
I find that by playing it, you may get some misconceptions with a bigger deck. one or two cards, yes, but when cutting down a deck, I believe you should cut it down and then change a couple of ideas, because the draw changes quite a bit. you may find that you don't use Sword against Sword that much, but once you cut it down it suddenly becomes pwnage because you can get it up faster. or vice versa. it's up to you though...
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Also, what does anyone think about subbing in Ashdod for Egypt? If I did this I could add in some different color evil "place" enhancements to use with High Places.