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This year has so much more (and it's all CBN now), so turtle doesn't have any viability at all.
I think the reason defense-heavy can no longer reliably stop speed is speed is no longer a one-off mashup. It used to be if you could weather AoCP, Zeal, AotL, Provisions, and Holy Unto the Lord (or something like that), Speed decks would run out of steam. Now, Genesis can recur its whole offense easily, not to mention having 5 CBN battle-winning plays without Asher. Samuel decks have so many win conditions it's literally impossible to plug all the holes without a massive defense (which loses without a huge luck imbalance). Isaiah decks don't even rely on battle-winners. Disciples not only don't rely on battle-winners, but often don't need them at all. Defenses are no longer able to stop speed by surviving for 5 or so turns.
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You can only control how you build your deck and how you play. So the goal in deck building is to build a deck that you feel confident can win no matter what deck it goes up against or what style of play your opponent uses.
Ok, i was wondering. If having a more enhancements is such a bad idea, why do the starter decks do it?
Quote from: LordZardeck on January 14, 2012, 11:20:19 PMOk, i was wondering. If having a more enhancements is such a bad idea, why do the starter decks do it?The starter decks are not built to be good. They are built as a "sample" of the game.
In addition to what's already been said, starter decks are a teaching tool for new players to learn the game. A common "mistake" I see new players make is to "waste" enhancements. They sometimes use them in a battle when they won't help the Hero stay alive or win a Lost Soul. In Redemption, like in real life, good wins in the end. One reason the starters are enhancement heavy is to ensure players have enough enhancements to win 5 Lost Souls, even they are not all played optimally.