Author Topic: Disciples/Herods - Needs Some Work  (Read 6411 times)

browarod

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Disciples/Herods - Needs Some Work
« on: March 08, 2011, 06:26:00 PM »
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I used this deck at my playgroup's tournament last month. I think I won twice, lost once, and had a timeout tie. Surprisingly, the biggest issues I had were my opponents not having Souls for me to rescue, my protect sites not getting out til after my opponent used abilities that they protected against, and then the game I lost was due to my opponent using Michael + Angel's Sword for several rescues in a row (which makes KoT and Herod's Dungeon useless) after I had already used Agrippa + Treachery to withdraw/capture. His deck was too large at that point to force Michael to withdraw with Philip, so I always had to let him play the first enhancement, and I don't have any negates (and only 1 interrupt) in this deck so he often got battle winners off easy-peasy.

Halp?

Cards in Deck: 56
Lost Souls: 7
  Wanderer
  Luke 13:25
  Hand discard
  Deck discard
  Luke 16:20-21
  Luke 15:13
  Revealer

Sites: 3
  Herod's Dungeon
  Golgotha
  CP

Dominants: 9
  AotL
  SoG
  NJ
  GoYS
  Grapes
  HT
  DoN
  Burial
  CM

Fortresses: 2
  Fishing Boat
  Herod's Temple

Artifacts/Covs/Curses: 5
  4DC
  UW
  Chariot
  Crown of Thorns
  The New Covenant

Heroes: 11
  All the good disciples

Good Enhancements: 6
  Reach
  Faith/Mustard Seed
  MLaMG
  Pentecost
  AoCP
  Sons of Thunder

Evil Characters: 6
  Herod the Great
  Salome
  Herod Philip 2
  KoT (gold)
  Herod Agrippa 2
  Amalekite's Slave

Evil Enhancements: 7
  Imprisoned
  Wonders Forgotten
  Escape to Egypt
  Mask of Fear
  Swift Horses
  Beheaded
  Herod's Treachery
« Last Edit: March 15, 2011, 06:49:13 PM by browarod »

browarod

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Re: Disciples/Herods - Needs Some Work
« Reply #1 on: March 09, 2011, 04:15:00 PM »
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Le BUMP.

Anyone want to help me with this? I could really use some suggestions for improvement.

Offline SomeKittens

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Re: Disciples/Herods - Needs Some Work
« Reply #2 on: March 09, 2011, 04:20:41 PM »
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Add the hopper/HT for soul generation (if you really want to go overboard, Amelikites slave too) and Passover Hymn.  Take out Chorazin, it's not that good.
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
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browarod

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Re: Disciples/Herods - Needs Some Work
« Reply #3 on: March 09, 2011, 04:40:36 PM »
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Add the hopper/HT for soul generation (if you really want to go overboard, Amelikites slave too) and Passover Hymn.  Take out Chorazin, it's not that good.
I already have Am's Slave, lol, and I am perfectly willing to add hopper and HT, but I would need to take out 2 other cards for them. Passover Hymn I used to have and took out for some reason I don't remember anymore. As for Chorazin, I like it for the convert protection as well as a nice place to activate Captured Ark so I don't have to waste my artifact pile with it.

Offline SomeKittens

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Re: Disciples/Herods - Needs Some Work
« Reply #4 on: March 09, 2011, 04:50:27 PM »
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Hopper/HT are certainly worth slots.  You might want to take out Disciples you never use.
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
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browarod

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Re: Disciples/Herods - Needs Some Work
« Reply #5 on: March 09, 2011, 04:53:36 PM »
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Hopper/HT are certainly worth slots.  You might want to take out Disciples you never use.
So like Andrew and Peter? :P

Also, I've never actually been able to use Chorazin for the Curse aspect (and the protection was one turn too late one of the times I actually drew it, lol), so I suppose I could take that out as another option for putting hopper or HT in.

Offline SomeKittens

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Re: Disciples/Herods - Needs Some Work
« Reply #6 on: March 09, 2011, 04:56:30 PM »
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In Disciples, Peter's never really useful unless you use Four Drachma Coin.
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browarod

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Re: Disciples/Herods - Needs Some Work
« Reply #7 on: March 09, 2011, 05:09:52 PM »
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In Disciples, Peter's never really useful unless you use Four Drachma Coin.
I had 4DC in one of the earlier drafts of this offense, but was told to take it out (again, for a reason I don't remember).

Make it 56, or, if you can't find enough to ditch, 70, since you have the potential to do a lot of drawing.
If you add the hopper make sure to drop the Negator LS
I can't believe you're not using Mayhem! :o
I can't do 56 unless someone makes a really good suggestion for what to cut/replace, so did you have suggestions for what to add to get to 70?

Yeah, I know, lol.

I hardly ever use Mayhem. (I think I've put it in one deck I've ever built, and that deck only lasted one, maybe two, tournaments).

Offline SomeKittens

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Re: Disciples/Herods - Needs Some Work
« Reply #8 on: March 09, 2011, 07:01:18 PM »
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Mayhem can be an incredibly useful card.  I've seen games decided by a first turn Mayhem.
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
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browarod

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Re: Disciples/Herods - Needs Some Work
« Reply #9 on: March 09, 2011, 07:08:48 PM »
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I don't often find myself with a hand size small enough to make Mayhem a gain (as opposed to just a shuffle).

browarod

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Re: Disciples/Herods - Needs Some Work
« Reply #10 on: March 10, 2011, 12:04:41 AM »
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Do you think it would be better at 56 or 70?

Offline SomeKittens

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Re: Disciples/Herods - Needs Some Work
« Reply #11 on: March 10, 2011, 12:19:45 AM »
+1
56.  70 would be nice, but you'd need some incredible speed to pull it off.
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browarod

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Re: Disciples/Herods - Needs Some Work
« Reply #12 on: March 10, 2011, 01:12:51 PM »
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Did the cuts that Master Q suggested as well as adding Crown of Thorns. Anything else I can cut to get FA, Hopper, or HT in there?

Offline Noah

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Re: Disciples/Herods - Needs Some Work
« Reply #13 on: March 14, 2011, 03:25:08 PM »
+1
Mayhem can be an incredibly useful card.  I've seen games decided by a first turn Mayhem.
Really? I just use it because it has elephants on it ;)

Same here  ;). I liked the 63 better, but if you want to bring it down it looks good. I think you should keep Herodias in, she can be pretty usefull for clearing out herods dungeon and making Salome CBN.
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browarod

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Re: Disciples/Herods - Needs Some Work
« Reply #14 on: March 14, 2011, 03:28:27 PM »
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I'd love to keep Herodias in, but idk what to take out instead.

Offline Noah

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Re: Disciples/Herods - Needs Some Work
« Reply #15 on: March 14, 2011, 03:32:59 PM »
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You could take out Blue Tassels?
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Warrior_Monk

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Re: Disciples/Herods - Needs Some Work
« Reply #16 on: March 14, 2011, 03:36:56 PM »
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Cut Archeleus, Herod Antipas, and Sent Two by Two. Add Andrew, Peter, and 4 Drachma Coin.

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Re: Disciples/Herods - Needs Some Work
« Reply #17 on: March 14, 2011, 03:38:22 PM »
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Cut Archeleus, Herod Antipas, and Sent Two by Two. Add Andrew, Peter, and 4 Drachma Coin.

Then you might as well change the defense to pharisees ;D
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browarod

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Re: Disciples/Herods - Needs Some Work
« Reply #18 on: March 14, 2011, 06:26:43 PM »
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Cut Archeleus, Herod Antipas, and Sent Two by Two. Add Andrew, Peter, and 4 Drachma Coin.
I'm really not at all sure why this would be beneficial.

Offline SomeKittens

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Re: Disciples/Herods - Needs Some Work
« Reply #19 on: March 14, 2011, 06:29:28 PM »
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Makes the deck faster.
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
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Warrior_Monk

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Re: Disciples/Herods - Needs Some Work
« Reply #20 on: March 14, 2011, 07:28:42 PM »
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I'm not sure how the reverse is beneficial. Herod Antipas? Really? Are you that desperate for evil characters? Archeleus is unnecessary with Herod the Great, and I've never thought of Sent Two by Two as helpful. I can't think of two disciples you might want to band together (that would get initiative to play it in the first place). Andrew and Peter add Disciples for Thad, Matt, and Fishing Boat, and 4 Dolla Holla, outside of being nice occasionally to protect yourself, draws four cards (which is awesome).

Offline christiangamer25

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Re: Disciples/Herods - Needs Some Work
« Reply #21 on: March 14, 2011, 07:35:15 PM »
-3
ok andrew your wrong herods need archaelus and herod the great they have diffrent functions yes there both great vs banding but htg also gets out your temple while archaelus can actually kill off a hero threat [unneccessary stuff]. Not to mention herod the great can end up giving them back initive while arachalus its easier to keep it with.
« Last Edit: March 17, 2011, 10:00:44 AM by Prof Underwood »
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browarod

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Re: Disciples/Herods - Needs Some Work
« Reply #22 on: March 15, 2011, 03:11:45 AM »
-1
I get the Andrew/Peter = moar Disciples thing (though, to date, I've never actually used Thad's protection ever), and I like the drawing from Coin, but it seems like taking those 2 Herods out leaves me with barely any evil characters at all. Sent 2 By 2 has actually won me more battles than Thad's ability ever has (since he's won me exactly 0).

browarod

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Re: Disciples/Herods - Needs Some Work
« Reply #23 on: March 15, 2011, 05:37:10 PM »
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Okay, who's randomly -1'ing things here? If you can't handle opposing opinions, don't post. Seriously.

On topic: I updated the deck list in the first post to the current version of the deck. I still don't really like it totally, though. I'm probably going to end up dumping Andrew for one of these cards, I just don't know which:
-Falling Away
-Hopper LS
-Sent 2 By 2
-Herodias (seriously, she makes Salome CBN AND can empty out my Dungeon, I really dunno why it was suggested to take her out)

Either that, or I'll leave Andrew and put the deck back up to 63. I just don't know. :S

Offline Gabe

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Re: Disciples/Herods - Needs Some Work
« Reply #24 on: March 15, 2011, 06:08:13 PM »
+1
I'm not sure who's -1ing.  CM25's post was inappropriate before he edited it which is probably why it got a -1 and deserved it.  As for your post I can only assume that someone thinks there's only one right way to play Disciples, and that's Thad abuse. 

Thad is good but he's overrated.  There are a number of different focuses you could take with a Disciples offense.  It's not necessary to abuse Thad even though that's very powerful when it work and it might be easiest approach.  That style doesn't leave a lot of room for defense.  I encourage you to hear the advice of others and only apply it as it fits with your goal and play style.  Obviously you want to fit in a decent defense and that could give you an advantage over other Disciple decks.
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