How much defense is commonly used in winning multi-player decks? I ask this because I've played enough mutli-player games, especially with 4 players at a table, that you run through your defense FAST!
Scenario:
In my hand I have 8 cards. I lucked out, defensively, and got 2 Evil characters and 3 Evil enhancements! I also have 3 lost souls to be rescued.
Player A comes at me. I block with an EC, play an EE or two, and successfully defend!
Player B sees that I had to weaken my hand, so they come at me. I block again, but they play Angel of the Lord. I hand them a lost soul.
Player C comes at me. I block with my other EC, they play their AOTL, or Grapes of Wrath and make another rescue attempt.
I draw cards on my turn, hoping for more defense?
Is it just me or are you in a losing defensive battle against multiple opponents unless you 1) Use splash "Stand alone" Evil Characters, or 2) Use sites. Both of these would at least be more "permanent" than what you see above (although Splash is now vulnerable to Garden Tomb). Even if I use something like Unholy Writ, its only good for one block, and even then only if they aren't banded. And if you fill up your deck with a powerful defensive force (which will likely take you past 50 cards), your opponents will simply go after the lost souls of the other players, the very lost souls that YOU need to rescue.
Instead I'm seeing more of another option now, which I used once and almost won - 3) No defense (except evil dominants of course). Just make a 50 card deck designed to get a lost soul every turn and simply hand the opposition a lost soul every time they come at you. These days it actually might work, and I think this is sad.
I know that defense in general is fading already, but isn't it becoming even more of a problem in multi-player? I personally think they need to make cards (that would have to be evil, ironically) that would punish another player for not being "evil enough" (not having enough defense in their deck). Please advise. Thanks.