Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Deck Building & Design => Complete Decks => Topic started by: Red Dragon Thorn on August 18, 2009, 09:43:43 PM
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Cards in deck: 63
Lost Souls: 8
Lost Soul (Color Guard)
Lost Soul (deck discard)
Lost Soul (Female Only)
Lost Soul (N.T. only)
Lost Soul (Site Discard)
Lost Soul (site doubler)
Lost Soul (site guard)
Lost Soul (site remove)
Lamb Dominants: 3
Angel of the Lord
New Jerusalem
Son of God
Grim Reaper Dominants: 3
Burial
Christian Martyr
Destruction of Nehushtan
Fortresses: 4
Kerith Ravine
Rome
Solomon's Temple
Temple of Dagon
Red Sites: 5
Babylon
Babylon
Babylon
Babylon
Babylon
Green Sites: 1
Babylonian Banquet Hall
Purple Sites: 1
Pergamum
Artifacts: 6
Altar of Ahaz
Altar of Dagon
Book of the Covenant
Golden Calf
Household Idols
Lampstand of the Sanctuary
White Covenant Cards: 1
Confusion of Mind (Pale Green)
Gold Covenant Cards: 1
I am Healing
Green Covenant Cards: 1
I am Salvation
Purple Covenant Cards: 1
Covenant of Palestine
Blue Heroes: 1
Zebulun
Blue Hero Enhancements: 1
Journey to Egypt
Crimson Evil Characters: 5
Ananias
Fallen Angel
King Zimri
Sapphira
Seven Sons of Sceva
Gray Evil Characters: 6
Emperor Galba
Emperor Nero
Emperor Otho
Emperor Vitellius
Emperor Augustus
Lying Spirit
Multi-Color Evil Enhancements: 6
Expelling the Jews
Lurking
Lying Unto God
Romans Destroy Jerusalem
Torment
Worshipping Demons (Orange)
Crimson Evil Enhancements: 2
Deceit of Sapphira
Imitating Evil
Gray Evil Enhancements: 4
Heavy Taxes
Men as Gods
Namaan's Chariot and Horses
Twice Afflicted
Orange Evil Characters: 2
Prince of This World
King of Tyrus
Multi-Color Evil Characters: 1
The Terrifying Beast
This is the completed version of my Tournament deck for almost the entire season.
The completed decks record in tournament play was 17-3-1
Its non-tournament record was around 21-7 (With 5 of the seven losses coming to the same two people)
Though it may surprise you it only timed out one game (The *-*-1 above) This game was at MN state where it went 4-1-1.
The time out loss was to Tim Maly who managed to discard Zebulun because nobody really understands how Kerith Ravine works (We're still not sure we ruled that right...)
The other loss at MN State was a three turn loss to a well played speed deck, of course you know that you had a bad draw when your opponent 'Hurs' you and the best card in your hand is a Babylon Site....
At NC regionals it went 5-2, its two losses were to very similar Speed decks, both were 3 or 4 turn losses before I drew anything useful...
I was going to play it at nationals and then decided the night before when Gabe and Kevin ripped it apart to play T2-MP instead...
I think the deck could still be fairly effective next year except that all the territory class enhancements could potentially kill Zebby...
Thanks,
RDT
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I would suggest trying to get all the dominants in there.
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Typically I would also, However beacuse of the nature of the deck, Harvest time and Guardian are both unneccesary. Additionally I very rarely played Falling Away as I would either hold them out completely or they would already have Guardian. I took it out mid-year. This was built before TexP, I would probably get Mayhem in there Possibly Grapes if I played it again.
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ok. I'm new.
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doesn't RDJ (almost put RDT, haha) kill your own Kerith Ravine?
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doesn't RDJ (almost put RDT, haha) kill your own Kerith Ravine?
Nope.
Kerith Ravine
Type: Fortress • Brigade: Multicolor • Ability: None • Class: None • Special Ability: Set this Fortress aside. Holder may put one O.T. human Hero in this Site to protect it from harm. Set-aside enhancements work in this Fortress. • Identifiers: None • Verse: I Kings 17:5 • Availability: Kings booster packs (Uncommon)
Romans Destroy Jerusalem
Type: Evil Enh. • Brigade: Multicolor • Ability: 6 / 0 • Class: None • Special Ability: If used by a Roman, discard all N.T. Heroes and all Fortresses in play, except Rome. Cannot be negated. • Identifiers: None • Verse: Matthew 24:2 • Availability: Rock of Ages (Set 16)
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How long is a tournament season? An entire year or what?
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How long is a tournament season? An entire year or what?
this question belongs in Official Tournaments. it lasts from the end of one nationals to the end of the next. and so on and so forth.
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why wouldn't u include Falling Away? having it allows u to give a Lost Soul just to snatch it. its a one card block even if u could otherwise use ur regular defense. i agree with Harvest Time, though. useless for a turtle deck. quick question. did u try to completely lock out (using characters and enhancements and not sites...you dont have site lock support cards) your opponent or just keep them out till they ran out of offense? i have a turtle deck, but base most of my defense on Site Lock so i can discard my hand with out fear of them breaking through while Zeb walks through. ur deck obviously did well, was just wondering if the goal of the Defense was...
thanks
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If you look at the decklist you'll notice that I do actually have a few options for removing access, which was the goal of the defence - Zimri and Otho both fulfill this purpose, and then I have Lying Unto God (Which I can play twice if neccessary) to remove access artifacts.
I don't have falling away because I draw out much slower than any other deck, so chances are that you'll have gotten your Guardian or you Lampstands by then - Additionally late game I have my own Lampstands up so its useless then also, overall I didn't play it enough to warrant a spot.
Additionally even if my site-lock fails, the Characters usually do a good enough job late game to hold out for the win.
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didn't put 2+2 together when i saw the discarding ECs. sneaky. kudos on the deck!
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Can you please explain how this deck works? I just don't see how Zeb could get many lost souls with cards in your hand. Is he only facing large ECs? Why can't he be captured? And how does your defense survive CBN and all the common "Interrupt the Battle" cards out there now, or even AOCP?
Do you play this like "Heroless", where you wait for everything to be right before making a rescue attempt?
Sorry if I sound dense. I just don't get how you keep Zebulun available for the whole game, or that the deck relies a great deal on having just the right cards at just the right time, or the opponent not using certain cards.
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wow. that's the third necro this post has gone through.
it's played like heroless. except you don't need enhancements. Kerith Revine helps keep Zebby alive. you don't set him down unless you can heal him.
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The third one was partially my fault since I pointed to it in another thread.
I'll take some time when I'm off work tonight and write a detailed commentary on how I played the deck.
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Why can't he be captured?
Purple Covenant Cards: 1
Covenant of Palestine
Type: Covenant • Brigade: Purple • Ability: 5 / 2 • Special Ability: Use as an enhancement or an Artifact. Return all Heroes in all Lands of Bondage to owners' territories. Capture of Heroes is prevented. Play As: Use as an enhancement or an Artifact. Return all captured Heroes in all Lands of Bondage to owners' territories. Capture of Heroes is prevented.
I think I can speak for RDT here :)
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Why can't he be captured?
Purple Covenant Cards: 1
Covenant of Palestine
Type: Covenant • Brigade: Purple • Ability: 5 / 2 • Special Ability: Use as an enhancement or an Artifact. Return all Heroes in all Lands of Bondage to owners' territories. Capture of Heroes is prevented. Play As: Use as an enhancement or an Artifact. Return all captured Heroes in all Lands of Bondage to owners' territories. Capture of Heroes is prevented.
I think I can speak for RDT here :)
Thanks. I saw that, which made me wonder at what point you start the rescue attempts. I guess after you have everything else set up and have no cards in your hand?