Author Topic: The Snapping Turtle  (Read 5825 times)

Offline Nameless

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The Snapping Turtle
« on: February 21, 2012, 06:33:41 PM »
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Cards 70

Lost Souls
Demon Discard
Womans only
Wanderer
NT only
1 round protect
Revealer
Speed Bump
Anti burial
Punisher

Doms
CM
DoN
FA
NJ
SoG
Burial
GoYS

Sites
Ends of the Earth

Forts
The Gates of @#$!
Philistine Outpost
HT

Arts I might have to many
GIC
Charms
Confusion of mind
Writ
Assyria's Tribute
Golden Cow
New cov
Lampy
Household Idols
HoH
Iron Pan
DD
Laver

Heros
Watchful Servant
Zeke

GE
Brass serpent
Resurrection

EC
Phil and Gary
Goliath
Armer bearer
12FG
Gomer
Uzzah
Users
Manny
ASA
Astrologers
A. Archer
Survivor
Rabsaris
SoT
WS
TD
KoT
Nergal
Nebby
King Bell

EE
Bringing Fear
PCaH
Land Dispute
Foolish Advise
2K horses
Forgotten history
DoU
Invoking Terror
Murmuring< Great Card
Swift Horses
Head of Gold
Great Image
Bell's Banquet

I know that I need a way to get past Golgotha
« Last Edit: February 23, 2012, 06:26:41 PM by Nameless »

Offline Wings of Music

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Re: The Snapping Turtle
« Reply #1 on: February 21, 2012, 06:43:49 PM »
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pardon my ignorance but what does GIC equal?

I see five evil Brigades in there, are you ever able to have Characters and enhancements that match?

I definitely agree on there being too many arts I'm not sure what to take out though.  I really like all of them.  I only see two magicians in there, is Charms worth the slot?

And Lastly have you considered CwD? I think it would do better than confusion of Mind or the 'sorry I'm immune to quantitative easing baby cow.'
...ellipses...

Offline Nameless

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Re: The Snapping Turtle
« Reply #2 on: February 21, 2012, 06:47:20 PM »
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Quote
pardon my ignorance but what does GIC equal?
Go into Captivity

Quote
I see five evil Brigades in there, are you ever able to have Characters and enhancements that match?
Quite easily surprisingly


Quote
I definitely agree on there being too many arts I'm not sure what to take out though.  I really like all of them.  I only see two magicians in there, is Charms worth the slot?
3 Users
Manny
Astrologers

Quote
And Lastly have you considered CwD? I think it would do better than confusion of Mind or the 'sorry I'm immune to quantitative easing baby cow.'
I have

Offline Wings of Music

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Re: The Snapping Turtle
« Reply #3 on: February 21, 2012, 06:51:48 PM »
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Quote
pardon my ignorance but what does GIC equal?
Go into Captivity
Cool, I like this one, but with so much capture does protection become annoying at any point?

Quote
I see five evil Brigades in there, are you ever able to have Characters and enhancements that match?
Quite easily surprisingly
If it works, then by all means keep it the way it is.


Quote
I definitely agree on there being too many arts I'm not sure what to take out though.  I really like all of them.  I only see two magicians in there, is Charms worth the slot?

3 Users
Manny
Astrologers
Ah, I missed users, eh, maybe you do want to leave it then...

Quote
And Lastly have you considered CwD? I think it would do better than confusion of Mind or the 'sorry I'm immune to quantitative easing baby cow.'
I have
I would add in CwD in for the, 'they say I'm the fix for inflation juvenile bovine.'

...ellipses...

TheHobbit13

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Re: The Snapping Turtle
« Reply #4 on: February 21, 2012, 06:54:29 PM »
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Murmuring is not turtley enough for the turtle club. And why Zeke?
« Last Edit: February 21, 2012, 06:56:33 PM by TheHobbit13 »

Offline Nameless

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Re: The Snapping Turtle
« Reply #5 on: February 21, 2012, 06:54:42 PM »
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Quote
pardon my ignorance but what does GIC equal?
Go into Captivity
Cool, I like this one, but with so much capture does protection become annoying at any point?
Iron Pan
Quote
I see five evil Brigades in there, are you ever able to have Characters and enhancements that match?
Quite easily surprisingly
If it works, then by all means keep it the way it is.


Quote
I definitely agree on there being too many arts I'm not sure what to take out though.  I really like all of them.  I only see two magicians in there, is Charms worth the slot?

3 Users
Manny
Astrologers
Ah, I missed users, eh, maybe you do want to leave it then...

Quote
And Lastly have you considered CwD? I think it would do better than confusion of Mind or the 'sorry I'm immune to quantitative easing baby cow.'
I have
I would add in CwD in for the, 'they say I'm the fix for inflation juvenile bovine.'
I probably will



Murmuring is not turtley enough for the turtle club.
How so

Offline Red Wing

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Re: The Snapping Turtle
« Reply #6 on: February 21, 2012, 09:41:53 PM »
+1
needs a protect fort.
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TheHobbit13

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Re: The Snapping Turtle
« Reply #7 on: February 21, 2012, 09:52:59 PM »
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 Murmuring is nbd because your last worry in turtle is your opponent recurring cards, you have to put all your focus on surviving initial onslaught first. If you don't you lost, if you do you probably won, either way murmuring doesn't help you. Regardless I don't think 70 card turtle has enough oomph to beat a sam deck as it is difficult to pull the lockout. You saw that firsthand last tourney.
« Last Edit: February 21, 2012, 09:56:28 PM by TheHobbit13 »

Offline Minister Polarius

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Re: The Snapping Turtle
« Reply #8 on: February 22, 2012, 01:46:35 AM »
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I'd keep Murmuring. The most effective wallbreakers are engines (which, in Redemption means Scribe, Asher, Golgotha and Abe's Kids since no other engines exist for some reason).
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Nameless

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Re: The Snapping Turtle
« Reply #9 on: February 22, 2012, 08:34:33 AM »
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Murmuring is nbd because your last worry in turtle is your opponent recurring cards, you have to put all your focus on surviving initial onslaught first. If you don't you lost, if you do you probably won, either way murmuring doesn't help you. Regardless I don't think 70 card turtle has enough oomph to beat a sam deck as it is difficult to pull the lockout. You saw that firsthand last tourney.
I did not see that happen. The only turtle I played I beat 5-0. Sorry Jordan.

Murmuring is not turtley enough for the turtle club. And why Zeke?
Is a hero to play healing enhancements on and holds Iron Pan.
« Last Edit: February 22, 2012, 08:45:04 AM by Nameless »

Offline Professoralstad

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Re: The Snapping Turtle
« Reply #10 on: February 22, 2012, 10:12:03 AM »
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Murmuring is nbd because your last worry in turtle is your opponent recurring cards, you have to put all your focus on surviving initial onslaught first. If you don't you lost, if you do you probably won, either way murmuring doesn't help you. Regardless I don't think 70 card turtle has enough oomph to beat a sam deck as it is difficult to pull the lockout. You saw that firsthand last tourney.
I did not see that happen. The only turtle I played I beat 5-0. Sorry Jordan.

That was his point. You beat a 70 card Turtle with a Sam deck. Because a 70 card Turtle doesn't have the oomph to beat a Sam deck.
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Offline Nameless

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Re: The Snapping Turtle
« Reply #11 on: February 23, 2012, 06:15:46 PM »
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I think I will change the AW Ls to the shame Ls. That is this one correct?
Jeremiah 17_9 (RA)

Type: Lost Soul • Brigade: None • Ability: None • Class: None • Special Ability: Negate Hero special abilities of any opponent with more than three good brigades in play. • Identifiers: None • Verse: Jeremiah 17:9 • Availability: Rock of Ages booster packs (None)

See also:

Negate


Offline Wings of Music

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Re: The Snapping Turtle
« Reply #12 on: February 23, 2012, 06:22:58 PM »
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I think that Shame = Jeremiah 3:25 (set aside a hero in each territory)

And that the Jeremiah 17:9 = The Punisher

...ellipses...

Offline Nameless

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Re: The Snapping Turtle
« Reply #13 on: February 23, 2012, 06:26:59 PM »
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I think that Shame = Jeremiah 3:25 (set aside a hero in each territory)

And that the Jeremiah 17:9 = The Punisher


Thanks.

Offline Wings of Music

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Re: The Snapping Turtle
« Reply #14 on: February 23, 2012, 06:34:01 PM »
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Your welcome.  I think the punisher would be really helpful, it's a nice counter to Sam.  I still think that you have too many arts in there.  Do you find the new cov to be necessary? You already have brass serpent and resurrection in there.
...ellipses...

Offline cookie monster

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Re: The Snapping Turtle
« Reply #15 on: February 28, 2012, 06:33:49 AM »
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I like this deck, it is very interesting :o

How does this deck operate with only 2 heroes though, what happens when they die? how many time can you revive them?
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Warrior_Monk

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Re: The Snapping Turtle
« Reply #16 on: February 28, 2012, 08:26:11 AM »
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First glaring problem is no way around a Charms + SoG/NJ.

Also, I have to agree with Prof A
a 70 card Turtle doesn't have the oomph to beat a Sam deck.

Offline Nameless

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Re: The Snapping Turtle
« Reply #17 on: February 28, 2012, 08:42:18 AM »
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I like this deck, it is very interesting :o

How does this deck operate with only 2 heroes though, what happens when they die? how many time can you revive them?

They can only kill one with CM which I can heal.

Offline cookie monster

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Re: The Snapping Turtle
« Reply #18 on: February 28, 2012, 10:08:09 AM »
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Please excuse my ignorance but, what does zeke do?
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Offline Red Wing

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Re: The Snapping Turtle
« Reply #19 on: February 28, 2012, 10:12:53 AM »
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Warrior_Monk

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Re: The Snapping Turtle
« Reply #20 on: February 28, 2012, 01:29:51 PM »
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I like this deck, it is very interesting :o

How does this deck operate with only 2 heroes though, what happens when they die? how many time can you revive them?

They can only kill one with CM which I can heal.
Of course if they magic charms both, you're dead...

Offline Wings of Music

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Re: The Snapping Turtle
« Reply #21 on: February 28, 2012, 01:32:08 PM »
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Of course if they magic charms both, you're dead...

That's what the new cov is for...
...ellipses...

Warrior_Monk

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Re: The Snapping Turtle
« Reply #22 on: February 28, 2012, 01:45:38 PM »
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Of course if they magic charms both, you're dead...

That's what the new cov is for...
Problem being SoG/NJ/Guardian. GG, bro.

Offline Nameless

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Re: The Snapping Turtle
« Reply #23 on: February 28, 2012, 05:40:41 PM »
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I keep WS in my hand until they have decked.

Warrior_Monk

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Re: The Snapping Turtle
« Reply #24 on: February 28, 2012, 05:42:26 PM »
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I keep WS in my hand until they have decked.
...and? As soon as you rescue they can pop up a Magic Charms from their artifact pile, rescue, and destroy you.

 


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