Author Topic: The Snapping Turtle  (Read 5824 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?
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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.

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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.

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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.

TheHobbit13

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Re: The Snapping Turtle
« Reply #25 on: February 28, 2012, 06:18:48 PM »
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So I would swap The New covenant out for Cov-Palestine.

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Re: The Snapping Turtle
« Reply #26 on: February 29, 2012, 02:32:26 AM »
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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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Re: The Snapping Turtle
« Reply #27 on: February 29, 2012, 01:10:29 PM »
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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

TheHobbit13

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Re: The Snapping Turtle
« Reply #28 on: February 29, 2012, 01:37:03 PM »
+1
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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Re: The Snapping Turtle
« Reply #29 on: February 29, 2012, 02:26:28 PM »
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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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Re: The Snapping Turtle
« Reply #30 on: February 29, 2012, 02:27:39 PM »
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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.

Offline sepjazzwarrior

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Re: The Snapping Turtle
« Reply #31 on: February 29, 2012, 02:33:42 PM »
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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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Re: The Snapping Turtle
« Reply #32 on: February 29, 2012, 02:59:56 PM »
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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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Re: The Snapping Turtle
« Reply #33 on: February 29, 2012, 06:05:24 PM »
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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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Re: The Snapping Turtle
« Reply #34 on: February 29, 2012, 06:15:56 PM »
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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).

Offline Minister Polarius

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Re: The Snapping Turtle
« Reply #35 on: February 29, 2012, 08:15:34 PM »
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A common recipient of Charms is Damsel with Herod's Temple up.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

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Re: The Snapping Turtle
« Reply #36 on: February 29, 2012, 10:07:12 PM »
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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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Re: The Snapping Turtle
« Reply #37 on: February 29, 2012, 10:53:57 PM »
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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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Re: The Snapping Turtle
« Reply #38 on: February 29, 2012, 10:58:33 PM »
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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.

 


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