Author Topic: Cards that must be Type 2, or they don't work?  (Read 1501 times)

Offline emonier

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Cards that must be Type 2, or they don't work?
« on: April 22, 2018, 09:31:15 PM »
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Dear Sirs:

I noticed a couple of cards in RoJ set that I cannot imagine working in a Type 1 deck. They are:  Twelve Gates, and Disciples of the Lamb. Both of these cards require you to have 12 heroes out on the table at the same time!

That wouldn't make any sense in a T1 deck -- most people don't even put 12 heroes in a T1 deck, and to have them all in play at the same time! I can't remember any game where I had that many heroes out at once.

So (to the elders): were these cards made with just T2 in mind?

Thank you.

Offline The Guardian

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Re: Cards that must be Type 2, or they don't work?
« Reply #1 on: April 22, 2018, 09:56:15 PM »
+2
It is completely possible to have 12 or more Heroes in a T1 deck, and to have them on the table at the same time.

While those cards are more conducive to T2, it does not mean they are exclusive for T2.
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Offline Kor

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Re: Cards that must be Type 2, or they don't work?
« Reply #2 on: April 22, 2018, 09:59:12 PM »
+1
Also, the main thing about 12 gates is the protection of your heroes from evil cards.
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Offline Bobbert

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Re: Cards that must be Type 2, or they don't work?
« Reply #3 on: April 22, 2018, 10:30:33 PM »
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My brother built a 12 Gates Genesis deck, with lots of hero searching and Great White Throne. It wasn't the most consistent deck, and it won't be winning Nats anytime soon, but it was definitely playable. And as Kor said, protecting heroes in your territory from evil cards is very playable (think of all the evil forts people run to protect their defenses - 12G is better than all of those).
Disciples of the Lamb is trickier, since it's 12 specific heroes. It's definitely possible in T1, although difficult. I would like to point out that it is definitely intended for T2 - the green fits thematically, but the only disciple that can't use the purple/clay is John the Revelator, who you wouldn't be running in a full disciples deck anyway. The green is there so you can only have one in T2.
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Offline Asahel24601

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Re: Cards that must be Type 2, or they don't work?
« Reply #4 on: April 22, 2018, 10:48:31 PM »
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My brother built a 12 Gates Genesis deck, with lots of hero searching and Great White Throne. It wasn't the most consistent deck, and it won't be winning Nats anytime soon, but it was definitely playable. And as Kor said, protecting heroes in your territory from evil cards is very playable (think of all the evil forts people run to protect their defenses - 12G is better than all of those).
To elaborate on this point:

Having built, played, and won games with a T1 Twelve Gates Deck, I have enough experience with the deck to say this: The first half is not that powerful in type 1. The best way, I found, was Revelation angels with Abraham, Issac, Angel of the Winds, and Angel at Shur to simply have enough heroes (I may try it next year with Lot/Harbingers added.) and still have a decent chance of getting to all of them. With that, and a shoddy defense of mostly chump blocks (and the Four Horsemen because they could be good enhancements if needed), it managed to squeeze out two wins in the five games I played with it. Both times were either me getting a really lucky draw turn one, or my opponent getting a really bad draw and walking in for the first few. It can work, it's just more of an "I'm going to do this because it looks fun" rather than an "I'm going to do this because it'll be a powerful deck" type of deal. It rode to most wins off the back of Michael the Archangel, Servant Angel, and Polycarp. Now, would I run it in type 1? No. It was a 63 card deck that could very easily get nothing for three turns while your opponent could basically do whatever they wanted, or you'd draw all heroes and not be able to get enhancements to get through, etc. The first half of Twelve Gates is difficult to pull off.

That said, if/when we go to the type 2 only next year? I may just bring a Twelve Gates deck for that.

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Re: Cards that must be Type 2, or they don't work?
« Reply #5 on: April 22, 2018, 10:51:12 PM »
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My brother built a 12 Gates Genesis deck, with lots of hero searching and Great White Throne. It wasn't the most consistent deck, and it won't be winning Nats anytime soon, but it was definitely playable. And as Kor said, protecting heroes in your territory from evil cards is very playable (think of all the evil forts people run to protect their defenses - 12G is better than all of those).
To elaborate on this point:

Having built, played, and won games with a T1 Twelve Gates Deck, I have enough experience with the deck to say this: The first half is not that powerful in type 1. The best way, I found, was Revelation angels with Abraham, Issac, Angel of the Winds, and Angel at Shur to simply have enough heroes (I may try it next year with Lot/Harbingers added.) and still have a decent chance of getting to all of them. With that, and a shoddy defense of mostly chump blocks (and the Four Horsemen because they could be good enhancements if needed), it managed to squeeze out two wins in the five games I played with it. Both times were either me getting a really lucky draw turn one, or my opponent getting a really bad draw and walking in for the first few. It can work, it's just more of an "I'm going to do this because it looks fun" rather than an "I'm going to do this because it'll be a powerful deck" type of deal. It rode to most wins off the back of Michael the Archangel, Servant Angel, and Polycarp. Now, would I run it in type 1? No. It was a 63 card deck that could very easily get nothing for three turns while your opponent could basically do whatever they wanted, or you'd draw all heroes and not be able to get enhancements to get through, etc. The first half of Twelve Gates is difficult to pull off.

That said, if/when we go to the type 2 only next year? I may just bring a Twelve Gates deck for that.

Type 2 only?????

Offline Asahel24601

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Re: Cards that must be Type 2, or they don't work?
« Reply #6 on: April 22, 2018, 11:02:06 PM »
+1
Type 2 only?????

There's an MN tournament for Type 2 games every year. I got to go for the first time last year. It's fun, but I'm not the best player at the table (as shown by the fact that I managed to be in the bottom half of the scoreboard).

Offline NathanW

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Re: Cards that must be Type 2, or they don't work?
« Reply #7 on: April 22, 2018, 11:57:41 PM »
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Type 2 only?????

There's an MN tournament for Type 2 games every year. I got to go for the first time last year. It's fun, but I'm not the best player at the table (as shown by the fact that I managed to be in the bottom half of the scoreboard).

Just play T2 multi, the first year my 2 brothers and I went to the type 2 only I somehow tied for first with Jordan Alstad. It's a really fun event.
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Offline TheJaylor

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Re: Cards that must be Type 2, or they don't work?
« Reply #8 on: April 23, 2018, 12:49:30 AM »
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I played a Disciples of the Lamb T1 deck for a bit. With John and Andrew in Reserve (Polycarp and Angel from the Sun) and Eternal Covenant it wasn't too hard to end up with 12 Heroes towards the end of the game. I definitely didn't perfect it but it was viable.

Offline Red

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Re: Cards that must be Type 2, or they don't work?
« Reply #9 on: April 23, 2018, 06:18:21 AM »
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Choose the Blocker as a main win condition has not been a viable T1 deck for awhile. That may change post FoM, but still.
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