Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Deck Building & Design => Type 1 Deck Advice => Topic started by: Nameless 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
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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.'
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pardon my ignorance but what does GIC equal?
Go into Captivity
I see five evil Brigades in there, are you ever able to have Characters and enhancements that match?
Quite easily surprisingly
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
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
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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?
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.
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...
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.'
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Murmuring is not turtley enough for the turtle club. And why Zeke?
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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
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.
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...
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
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needs a protect fort.
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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.
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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).
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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.
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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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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
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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
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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.
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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.
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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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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.
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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.
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Please excuse my ignorance but, what does zeke do?
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(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Fwww.redemptionreg.com%2FREG%2FLinkedDocuments%2FEzekiel%2520%28FF2%29.gif&hash=9eb478522b776dd55f79ca20b04578832227032d)
http://www.redemptionreg.com/REG/ (http://www.redemptionreg.com/REG/)
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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...
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Of course if they magic charms both, you're dead...
That's what the new cov is for...
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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.
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I keep WS in my hand until they have decked.
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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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So I would swap The New covenant out for Cov-Palestine.
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So I would swap The New covenant out for Cov-Palestine.
I would not swap, new covenant seems necessary for this deck. but I would add cov-palestine. ;)
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you don't need cov with pal, just use a new cov to return your captured WS the second they use magic charms. I also like to include backward shadow over resurrection because it also gets around gates of Samaria if they keep a few Samaria sites in their hand
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They would get first response to the action of capturing the hero so they could just play SoG/NJ before you could return him.
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ok didnt know that...
but what deck is gonna hold SoG/NJ till the end of the game, especially when they are gonna be strapped for hand space because you aren't making rescue attempts against them
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but what deck is gonna hold SoG/NJ till the end of the game, especially when they are gonna be strapped for hand space because you aren't making rescue attempts against them
If a good player figures out their opponent is playing a turtle, all of them will hold onto SoG/NJ.
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true, but that requires a really good play to figure out they are facing a turtle before they play SoG/NJ and have charms in their deck. yes its possible, but not the most likely thing in the world imo. if you have room in your deck for another art, then sure add it, buti would play this deck taking that risk
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true, but that requires a really good play to figure out they are facing a turtle before they play SoG/NJ and have charms in their deck. yes its possible, but not the most likely thing in the world imo. if you have room in your deck for another art, then sure add it, buti would play this deck taking that risk
Personally, I don't play with charms, but if I know my opponent, count how many cards he has in his deck, and see him play any evil character other than Uzzah/Gomer/KoT/Ammy Slave/Sabbath Breaker, I'm going to know he's playing a turtle, and generally SoG/NJ aren't played until turn 3 at least.
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Something also to keep in mind is that your opponent can get out charms and capture WS is one turn, which means you would have to have cov with pal up all the time to stop it, meaning you can't use a new cov at all if you want to use cov with pal
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Something also to keep in mind is that your opponent can get out charms and capture WS is one turn, which means you would have to have cov with pal up all the time to stop it, meaning you can't use a new cov at all if you want to use cov with pal
Book of the Covenant/Herod's Temple?
In other news, AotL stops Charms cold (so long as the magician isn't Manny/Gates or Simon/CP).
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A common recipient of Charms is Damsel with Herod's Temple up.
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and in this kind of deck you probably won't use AotL because if everything goes right they will never get an EC in battle
if you are really worried about charms then use something that can kill SoG in hand or deck, like confusion, high priests plot, ect or use something like cov with josiah or miracle hankey to protect WS in territory and use healing cards from hand to stop CM
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and in this kind of deck you probably won't use AotL because if everything goes right they will never get an EC in battle
if you are really worried about charms then use something that can kill SoG in hand or deck, like confusion, high priests plot, ect or use something like cov with josiah or miracle hankey to protect WS in territory and use healing cards from hand to stop CM
They don't need to get an EC in battle, and there's really no guarantee that you can hit their SoG.
In the end, it's a risk. Personally, I don't like to risk it.
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its a risk either way, theres no fool-proof way around it other than just protecting yourself in territory and heal in battle, they could easily protect whichever magician they have in territory from discard and AotL would be useless.