Author Topic: The Garden Tomb  (Read 8088 times)

Offline thestrongangel

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The Garden Tomb
« on: September 19, 2009, 12:37:00 AM »
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Alright,

So, coming back to the game I love I can't get 5 clicks thru the message board without seeing talk about this card at least half a dozen times.  So the big questions:  (If you aren't going to answer both questions thoughtfully, please don't post)

1)  Like it, Hate it, or don't care?

2) More importantly, Please give your reasons why.
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Offline sk

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Re: The Garden Tomb
« Reply #1 on: September 19, 2009, 01:06:20 AM »
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Now that TxP has introduced solid counters to remove some of its "free souls" status, and people have begin to build decks to counter it, I like it.  It now takes a bit of work to keep it going, so it's not a "must use" strategy anymore.

FWIW, there's a 15-page thread discussing TGT here.
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Offline Master KChief

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Re: The Garden Tomb
« Reply #2 on: September 19, 2009, 01:11:17 AM »
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TGT = NPE.

worse mistake redemption has ever made.
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Offline Cameron the Conqueror

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Re: The Garden Tomb
« Reply #3 on: September 19, 2009, 01:27:38 AM »
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+1 with MKC.  TGT is so insanely overpowered, even with counters.  It was a big mistake.

Ironica

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Re: The Garden Tomb
« Reply #4 on: September 19, 2009, 04:18:26 AM »
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Well, I finally got the opportunity to go against a TGT deck and, though I lost due to some 1am screw ups, it wasn't threatening at all (though it was a great game).  MY opponent was a TGT speed deck and I was able to get four LS rather easily.  I couldn't get the fifth one do to him rescuing my shuffler and the 1am screw up (I blocked with King Merodach-baladan forgeting thinking that I could use Go Into Captivity to use Raider's camp (they came in with Lydia) but forgot that it doesn't work when GIC is an artifact and then I saw his hand, saw he hasn't drawn his SOG yet, and completely forgot that I could play Desecrate The Temple to nuke his SOG (since it is from 2 Kings)...yea, 1am games are fun :P).

Overall, they don't hurt any of my decks (since all but my fifth one has one color defense).


King Merodach-baladan

Type: Evil Char. • Brigade: Crimson • Ability: 10 / 11 • Class: Warrior • Special Ability: Look at opponent’s hand. You may play a crimson Enhancement with a II Kings or Isaiah reference. • Identifiers: OT Male Human, King (Babylonia), Royalty, Fought Earthly Battle • Verse: Isaiah 39:1 • Availability: Priests booster packs (Uncommon)

Desecrate the Temple

Type: Evil Enh. • Brigade: Crimson • Ability: 3 / 3 • Class: None • Special Ability: If used by a Babylonian, discard an Artifact, Temple or good Dominant in opponent's territory. If there are none, discard one from opponent's deck instead. • Identifiers: None • Verse: II Kings 25:13-15 • Availability: Rock of Ages (Set 12)

Offline 3-Liner And Bags Of Chips

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Re: The Garden Tomb
« Reply #5 on: September 19, 2009, 07:45:08 PM »
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I like TGT. It is fun to play against and fun to play with. I played a TGT deck a regionals a few months ago and it wasn't bad but of course he didn't have all of the right cards to pull it off. And I didn't have any cards that I needed for my deck like DON Wall and stuff like that lol
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Offline lightningninja

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Re: The Garden Tomb
« Reply #6 on: September 19, 2009, 08:45:39 PM »
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I like Garden Tomb. Look at a lot of the top decks, even last year's: standalone defenses. It makes people think twice before going, "I'll just throw in six stand-alone evil characters and make the rest of my deck offense to win before my opponent." They have to think if their opponent will use garden tomb.
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Re: The Garden Tomb
« Reply #7 on: September 19, 2009, 08:46:31 PM »
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I played in a tournament today, my deck has about 6 stand alone characters. The only game I won was against Garden Tomb it seemed like -.-

Offline thestrongangel

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Re: The Garden Tomb
« Reply #8 on: September 20, 2009, 12:15:38 AM »
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I like Garden Tomb. Look at a lot of the top decks, even last year's: standalone defenses. It makes people think twice before going, "I'll just throw in six stand-alone evil characters and make the rest of my deck offense to win before my opponent." They have to think if their opponent will use garden tomb.

Trust me on this one, stand alone defenses arent going anywhere.  They were a hit back in the Hiroshima/Nagasaki days, ala Kory Lentine, and they won't stop nowadays just because of having TGT in the format.
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Offline Master KChief

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Re: The Garden Tomb
« Reply #9 on: September 20, 2009, 12:21:44 AM »
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i agree. didnt the t12p national champ deck use a standalone defense? 'nuff said.
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Offline Cameron the Conqueror

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Re: The Garden Tomb
« Reply #10 on: September 20, 2009, 12:52:07 AM »
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I like Garden Tomb. Look at a lot of the top decks, even last year's: standalone defenses. It makes people think twice before going, "I'll just throw in six stand-alone evil characters and make the rest of my deck offense to win before my opponent." They have to think if their opponent will use garden tomb.

Trust me on this one, stand alone defenses arent going anywhere.  They were a hit back in the Hiroshima/Nagasaki days, ala Kory Lentine, and they won't stop nowadays just because of having TGT in the format.

I used it in my deck that tied for 3rd in T1 2p this year.  Standalone definitely is still very, very powerful.

Offline Master KChief

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Re: The Garden Tomb
« Reply #11 on: September 20, 2009, 12:53:02 AM »
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now even more powerful with ioj/ds to stop tgt. :)
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Offline Cameron the Conqueror

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Re: The Garden Tomb
« Reply #12 on: September 20, 2009, 12:54:29 AM »
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IoJ is a huge card for standalone.  I can use it on my Uzzah or A Slave and stop TGT in its tracks.  I'm not saying it will work forever, but it gives me plenty of time to destroy your defense with my huge offense.  IoJ is amazingly fun.

Offline Master KChief

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Re: The Garden Tomb
« Reply #13 on: September 20, 2009, 12:56:12 AM »
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and gomer too...i think the new gomer definately qualifies as a standalone. makes that kot 13/15!
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Re: The Garden Tomb
« Reply #14 on: September 20, 2009, 12:28:06 PM »
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and gomer too...i think the new gomer definately qualifies as a standalone. makes that kot 13/15!

XD Planned on it lol
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TheHobbit13

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Re: The Garden Tomb
« Reply #15 on: September 20, 2009, 12:46:51 PM »
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TGT = NPE.

worse mistake redemption has ever made.

But there are counters! How dare you make the accusation that Redemption has made a mistake. Redemption DOES not make mistakes.  Do you want me to list the counters? Their are to many counters to list. Your just mad that you cant play your precious standalone defense. Every one knows that a solid color defence shuts down TGT.

Offline Master KChief

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Re: The Garden Tomb
« Reply #16 on: September 20, 2009, 01:45:52 PM »
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LOL sorry, i forgot...redemption is the perfect card game. my bad.
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Offline thestrongangel

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Re: The Garden Tomb
« Reply #17 on: September 20, 2009, 03:28:28 PM »
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TGT = NPE.

worse mistake redemption has ever made.

But there are counters! How dare you make the accusation that Redemption has made a mistake. Redemption DOES not make mistakes.  Do you want me to list the counters? Their are to many counters to list. Your just mad that you cant play your precious standalone defense. Every one knows that a solid color defence shuts down TGT.

Something to consider though, and it is why I asked the question in the first place.  Having a card or an ability to counter something doesn't imply the capability to be able to play it.  Many of the counters Pre-Texp were all enhancements.  If you can't block then enhancements mean little.  Having played with the game for a long time, if you notice before Priests, there never was the ability to discard an NT fortress card.  Then spreading mildew was printed, but again, still an enhancement.  I think the power of the fortress comes not from its effect, but the lack of ability to counter it.

I reach back to hallowed antiquity to after warriors was released, but before C/D decks were out.  FBN offenses were the only successful offense.  Why?  There was no effective way to play against them.  Holy of Holies was first printed in C/D decks, and it is why I ended taking second in my first National tournament in t12p.  My opponent, the venerable Tim Maly, had a deck with Ira, Beniah, Shamhuth, Moses, TSA and then all the 3/4 power enhancements.  At that time, the only way to turn those abilities off was with the set aside Tower in Pale Green.  Now my question to you is simply this:  There was a counter available then, so what was the need to print HoH, or CBN abilities, or anything else that came after it?  That's the same logic your using in your arguement saying there are plenty of counters for TGT in the format around.
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Offline Cameron the Conqueror

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Re: The Garden Tomb
« Reply #18 on: September 20, 2009, 03:44:04 PM »
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Quote
How dare you make the accusation that Redemption has made a mistake. Redemption DOES not make mistakes.
Someone's trust is misplaced I think.  NOt that Redemption isn't an awesome game, but everyone makes mistakes.

LOL sorry, i forgot...redemption is the perfect card game. my bad.
+1

Quote
Your just mad that you cant play your precious standalone defense. Every one knows that a solid color defence shuts down TGT.
I disagree with both of these statements. 

1.  When the new counters were not out (Nats), standalone decks took 1st and 3rd. Maybe 2nd too, I don't remember.  I got 3rd, and I played 3 TGT decks.

2.  A single color def does not shut down TGT.  With cards like AoC and WaS, TGT has a lot of options.


The reason I think TGT was a mistake is not that it is too OP'D.  It is that it is too easy.  TGT allows anyone to skip deck planning (not that all TGT decks aren't planned, but you get the idea.)

Offline thestrongangel

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Re: The Garden Tomb
« Reply #19 on: September 20, 2009, 04:52:03 PM »
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The reason I think TGT was a mistake is not that it is too OP'D.  It is that it is too easy.  TGT allows anyone to skip deck planning (not that all TGT decks aren't planned, but you get the idea.)

I think the major problem here is simply that there are decks that don't take into consideration how players utilize the capabilities of TGT to amplify cards that have been played for years.  AoCP is not a new card by far, and neither is ET.  To be honest here, I have not played much recently, but a couple observations.  TGT is a card that needs to be accounted for in tournament play.  If your not playing it, you need to be able to beat it, and even if you are playing it, I would suggest you be able to defend against it.  Also, keep in mind that TGT works both ways for both players.  I think something that would be a great addition to many decks is simply add one or two of the applicable characters to your mix in your deck, and take advantage of its abilities.  If your playing white, purple, red, blue or green, add in one or more characters in the deck.  One particular deck this works well in is a genesis deck, where you can add mary magdelene into your mix.  Yes she does shut down your genesis abilities on some level, but if the TGT deck isn't setup to defend its own TGT, it seems a simple way to use it to your advantage.

Another way to help would be pick defenses that have protection forts.  Egyptians and Syrians are both incredible cultures that can protect themselves.  Granted, conversion hits Syrians and capture hits Egyptians, but you can support those cards with adding a single artifact to your deck for both.  (Alter of Dagon for Syrians, Blue Tassels for Egyptians)  Something else to consider, Blue Tassels seems a wonderful answer to the Women as Snares problem.  Granted most of these suggestion are for defense, but consider this:  If your opponent is not able to win the game, you are unable to lose the game.
« Last Edit: September 20, 2009, 05:56:31 PM by thestrongangel »
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Offline Master KChief

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Re: The Garden Tomb
« Reply #20 on: September 20, 2009, 05:08:37 PM »
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lol guys, hobbit is being sarcastic. hes one of the major advocates behind tgt being incredibly OP and hopefully banned. me and him have had long personal discussions regarding this. :)
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