Author Topic: What are the New "Must Haves"?  (Read 1518 times)

Offline Tim_arch

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What are the New "Must Haves"?
« on: October 22, 2013, 09:57:35 PM »
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I stopped playing about when FooF came out. I sold my entire collection but one priests/egyptians deck for nostalgia.

 I've recently become interested in the game again. What are the new cards that make up the skeleton of most decks, e.g. new lost souls, dominants, artifacts, fortresses; I want to make my deck relatively tournament ready. I would love to know!  :D

Offline New Raven BR

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Re: What are the New "Must Haves"?
« Reply #1 on: October 23, 2013, 09:07:13 AM »
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just recently I and J was released so you came in at a good time but I recommend trying to pick up the tins cause they have new cards as well as a handful of booster packs

oh and one more thing.
as far as the "must have" cards. the only must have cards are the cards people recommend in feedback for your deck, just post your deck on the type 1 deck advice board and people will go along from there to see what's in your deck and what they suggest for you to put in
« Last Edit: October 23, 2013, 09:09:35 AM by New Raven BR »
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Offline forgiven1

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Re: What are the New "Must Haves"?
« Reply #2 on: October 23, 2013, 09:13:46 AM »
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As the said previously it depends on the nature of how you want to play.  Currently the big thing that seems to be going on is "The Deck" which it's basic outline can be found here on the forums.  Garden Tomb variants seem to still be viable and my wife has a Genesis/Roman deck that still holds it's own.  It just kind of depends on what your play style is.  Are you a Meta Player or do you prefer more hand destruction type stuff?

Offline bmc25

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Re: What are the New "Must Haves"?
« Reply #3 on: October 23, 2013, 11:01:37 AM »
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I know how it feels, I recently got back into the game!

Things you might want to get:

Grab the I/J starter Deck (silly not too, as it is by far the best starter deck, and many cards have seen play in top decks)

If you just want to look at single cards these are very well rounded cards that are VERY useful in the current meta.

Lost Souls:
Jeremiah 3:25 (shame Ls) (RA)
Jeremiah 11:8 (Can't Be Prevented) (RA)
Luke 19:10 (FBTN) (DI)
Psalm 30:3 (Resurrection) (I deck)

Sites:
Nazareth (GET THIS)
Golgotha
Caesarea philippi

Fortress:
the Garden Tomb (Very popular)
Herod's Temple
Gates of Hell

Doms:
Son of God (I/J Decks) "Negate and rescue a lost soul" P.s. Two-Liner is considered non-negatable
Grapes of Wrath
Mayhem
Vain Philosophy (J deck)

Artifacts:
Darius Decree
Magic Charms

Curse:
Covenant with death


You will find this site very useful, as you can look up things that are mentioned here on the boards...http://redemption.wikia.com/wiki/Redemption_Wiki

You'll here a ton about "The Deck"-it is a genre of deck, It was wildly successful seeing a great deal of play at Nationals. Great definition of it would be...

If the deck is an idea/concept... then what exactly is the idea or concept of it?

Basically (from my understanding) it's a mix of Speed and Power. I've never piloted The Deck, but I have played vs. several iterations. It uses a variety of speed cards (the draw set asides, AutO, Samuel, Wheel to tutor Auto, Isaiah, etc) to be fast, and it relies a lot on small CBN banding combinations (Simeon/Jacob->AutO->Moses, Aaron->Moses, Daniel->Michael, Seraph->Isaiah, Samuel->David, etc.) but doesn't typically do large banding chains (Seraph->Daniel->Michael is usually the biggest chain from what I've seen). Good enhancements are typically relatively few in number, and are most often negates or interrupts, sometimes combined with a battle winning ability, and often are able to be made CBN (Live Coal on Isaiah, Striking Herod on Michael, Edict on Samuel). Isaiah with Call, Daniel, and Moses all stop EC abilities, and the interrupts/negates stop most EEs.

Defense is smallish, but are probably the most varied part among iterations of The Deck. They are bigger than the old 5 character, 1 enhancement defenses of yore,   but still range from 10-14 cards maximum.

Weaknesses are soul drought (though Hopper, Assyrian Survivor/Cupbearer/TAS are usually staples) and large defenses that draw well. I have been most successful vs. iterations of The Deck with my Heroless Herods and Sadducees deck, though a poor draw on my part will allow the Deck player to get to 5 before my defense is built up enough.

Foreign Wives, Scattered, and Strife were designed with The Deck and Martin's Championship FBTNB deck in mind. I'm sure that the concept will still do well, but there are a few more considerations that need to be made now (Kidron Valley and/or Kerith Ravine may need to be used to stop Household Idols, possibly multiple times, due to Foreign Wives).

The above quote taken from Professoralstad, will be very useful to you, the cards he mentions see a lot of play among top players, look them up at the site I mentioned before.

Top tier decks:
-The Deck(http://www.cactusgamedesign.com/message_boards/national-tournament-winners/2013-t1-2p-2nd-place/)
-Disciples (http://www.cactusgamedesign.com/message_boards/deck-building-and-design/3-t1-2p-decks-from-nationals-2013/)
-Hand Control (http://www.cactusgamedesign.com/message_boards/national-tournament-winners/2013-t1-2p-1st-place-deck/)

Best Defenses-

Grey (Pharisees) Example- (taken from 2013 Nats 1st place deck)

EC - 9
Emp Vitellius
Emp Galba
Emp Agustus
Emp Tiberius
The Entrapping Pharisee
King Menhem
Mocking Soldiers
Pontius Pilate
Spirit of Temptation

EE's - 7
Coliseum Lions
Hypocrite's Proselyte
Sorrow of Mary
Heavy Taxes
Scattered
Gold Shield
Namaan's Chariot and Horses
 

Black (Philistine) Example-

Ishbibenob (8/12)
Saph (9/11)
Goliath (Promo)
Lahmi (4th Edition)
Philistine Garrison
The Twelve-Fingered Giant
Philistine Armor Bearer
Balaam (Disciples)

Covenant with Death
Peter's Curse

Wickedness of Delilah (0/6)
Foolish Advice
Bringing Fear
Ishibibenob's Sword (4th Edition)
Ishbibenob's Spear (5/0)
Lahmi's Spear (5/0)

Hope this helps some, I obviously didn't mention everything, but tried to make it easier for you to get back into the game.

You are getting back into the game at a great time, there are SO many options for viable decks. This is a very healthy stage for Redemption. HAVE FUN!

*All of the examples are from decks posted on the boards.
« Last Edit: October 23, 2013, 11:08:55 AM by bmc25 »
Benjamin Campbell

Offline soul seeker

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Re: What are the New "Must Haves"?
« Reply #4 on: October 23, 2013, 11:03:23 AM »
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Welcome back to the game Tim!  The order of release of sets gets mixed up in my mind so hopefully this advice is not useless to you.

Powerful dominants that have emerged:  Vain Philosophy (I/J starters), Mayhem (TeP), Grapes (TeP), the new Son of God (I/J starters)
Fortresses:   Herold's Temple (Disciples) <--If you play NT characters
Artifacts:  This is very dependent on what you are running
Sites:  Nazareth (Disciples)
Lost Souls:  Most of the lost souls from Disciples are very playable.

The above is just off the top of my head.  There have been a lot of other powerful cards released, but those cards vary in power depending on what Offense or Defense you play.  Therefore, it is very difficult to list them all (i.e. Joseph).
noob with a medal

Offline Tim_arch

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Re: What are the New "Must Haves"?
« Reply #5 on: October 23, 2013, 11:29:03 AM »
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Thanks for the feedback guys. Alot has changed on the scene so I will take a while figuring it all out. Hope to see some of you at a tournament.

Btw, I have a Harvest Time (P) and a Chariots of Fire (P) for trade if anyone is interested.

 


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