Author Topic: The Dream Hand  (Read 17422 times)

Ironica

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The Dream Hand
« on: September 19, 2009, 04:09:44 AM »
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A while ago, I was thinking of trying this with my decks to really test them (haven't yet though).

The idea is that you can chose what your first hand will be.  This way, there won't be any LS overage with no defense (unless you chose to pick no defense).  It is also good to test your strongest cards against your opponent's strongest.  Here's the small list of rules.

-One of the eight cards in your dream hand has to be a lost soul that anyone can rescue (i.e. it can not be the female/NT/*4/etc).  It also can not be the Hopper lost soul or 2/3 liners (the point is to be able to completely rescue a lost soul your first turn with your dream hand).

-Your beginning hand can not have any dominants in it.

-The rest of the deck will remain random (including the card(s) that you draw to replace your lost soul(s)).

-The opening prep phase is in place.  The only exception is that no art/fortress can be put down on the first round that directly affects your opponent's art/fortresses (e.g. Capture Art, Covenant with Moses)

-The rest of the rules for starting remains the same

Whatcha think?  Is this a good way to test two decks going against each other?
« Last Edit: September 21, 2009, 03:25:22 PM by Ironica »

Offline Tsavong Lah

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Re: The Dream Hand
« Reply #1 on: September 19, 2009, 05:02:01 AM »
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Sounds like a good idea as long as you aren't allowed to start with dominants.
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Ironica

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Re: The Dream Hand
« Reply #2 on: September 19, 2009, 09:26:05 AM »
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Sounds like a good idea as long as you aren't allowed to start with dominants.

Good point.  I added it.

Offline BubbleBoy

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Re: The Dream Hand
« Reply #3 on: September 19, 2009, 09:29:12 AM »
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That would be pretty schweetness.
Use the Mad Bomber to rescue his Province.

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Re: The Dream Hand
« Reply #4 on: September 19, 2009, 09:37:01 AM »
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I'd have Hur/Gifts in my starting hand.

Offline BubbleBoy

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Re: The Dream Hand
« Reply #5 on: September 19, 2009, 09:40:40 AM »
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Yeah, I have to say, this would be totally perfect for speed.
Use the Mad Bomber to rescue his Province.

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Re: The Dream Hand
« Reply #6 on: September 19, 2009, 09:41:34 AM »
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Nah. Hur was more for messing up my opponent's dream hand..... Gifts was just a little extra.

Ironica

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Re: The Dream Hand
« Reply #7 on: September 19, 2009, 01:27:06 PM »
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I would probably add the into prep phase idea as well so the person who is going second would sill be able to fully use their defense. The onl exception I would add is that no lost souls can be put into a site the first turn.

Offline Alex_Olijar

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Re: The Dream Hand
« Reply #8 on: September 19, 2009, 01:43:11 PM »
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Hur, Search, Gifts, Plague of Frogs, Naaman, Naaman's Chariot and Horses, False Peace, Moses

Offline Smokey

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Re: The Dream Hand
« Reply #9 on: September 19, 2009, 01:48:21 PM »
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Hur, Search, Gifts, Plague of Frogs, Naaman, Naaman's Chariot and Horses, False Peace, Moses

Abom, High-Places, Antiochus, Winged Leopard, Mayhem, Martha, Meeting the Messiah, Generous Widow.

Offline BubbleBoy

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Re: The Dream Hand
« Reply #10 on: September 19, 2009, 01:51:01 PM »
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Mayhem is a dominant. Also, your opponent probably won't have many items in their territory at the beginning of the game.
Use the Mad Bomber to rescue his Province.

Ironica

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Re: The Dream Hand
« Reply #11 on: September 19, 2009, 03:48:25 PM »
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You two are also forgetting an important rule

Quote
One of the eight cards in your dream hand has to be a lost soul that anyone can rescue (i.e. it can not be the female/NT/*4/etc).  It also can not be the Hopper lost soul or 2/3 liners (the point is to be able to completely rescue a lost soul your first turn with your dream hand).

Offline BubbleBoy

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Re: The Dream Hand
« Reply #12 on: September 19, 2009, 04:05:02 PM »
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I'd probably go with Hur, Gifts, Search, Plague of Frogs, Sabbath Breaker, False Peace, Momentum Change, and the Wanderer.
Use the Mad Bomber to rescue his Province.

Offline sk

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Re: The Dream Hand
« Reply #13 on: September 19, 2009, 04:11:56 PM »
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Demon d/c LS, DoU, Confusion, PG Panic Demon, TGT, No Need for Spices, Mary Mother of James, Salome
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Offline The Guardian

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Re: The Dream Hand
« Reply #14 on: September 19, 2009, 04:28:02 PM »
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Demon d/c LS, DoU, Confusion, PG Panic Demon, TGT, No Need for Spices, Mary Mother of James, Salome

TGT doesn't do much unless the opponent gets a LS from you...
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Offline sk

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Re: The Dream Hand
« Reply #15 on: September 19, 2009, 04:34:39 PM »
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Right, but I'd still want it out in case they get one via a drawn or searched dominant, plus the band is pretty nice to have straight up.  And it makes a good red herring to take the CM/HP/Fort kill.
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Offline Minister Polarius

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Re: The Dream Hand
« Reply #16 on: September 21, 2009, 01:01:47 AM »
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High Places, Abom, Antiochus, Hur, Gifts, PO, Generous Widow, Hormah.
« Last Edit: September 21, 2009, 01:19:14 AM by Minister Polarius »
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline lightningninja

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Re: The Dream Hand
« Reply #17 on: September 21, 2009, 01:05:05 AM »
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Mayhem is a dominant.   ::)

I'd definitely take Hur... the rest would be tough.
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Offline The Guardian

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Re: The Dream Hand
« Reply #18 on: September 21, 2009, 01:16:49 AM »
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This really kind of depends on who is going first but...

I'll take Tribal Elder, Jacob, Captain of the Host, Lampstand of the Sanctuary, The Tabernacle, Captured Ark, Messenger of Satan and Confusion.
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Offline Prof Underwood

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Re: The Dream Hand
« Reply #19 on: September 21, 2009, 01:49:34 AM »
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I would go with Hur, Search, Jacob, CotH, LotS, KoT, The Amelekites Slave, Captured Ark, Hopper LS, Generic LS

The first turn you attack with Hur to mess up their super hand, then play Search to get what you need to win LS #1.
Then you block with A-Slave to create another LS to take the next turn with Jake+CotH for LS #2 (TAS).
You get Gomer out of you deck and band in KoT to stop your opponent.
On turn 3 you go back in with Jake+CotH again to win LS #3 (Hopper).

Most of the time, this will get you 3 LSs (without even using AotL) and mean you only need to win 1 more to play SoG/NJ ftw.
« Last Edit: September 21, 2009, 02:02:45 AM by Prof Underwood »

Offline Red Dragon Thorn

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Re: The Dream Hand
« Reply #20 on: September 21, 2009, 01:51:59 AM »
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Problem is that Zeb can't activate when theres a non-gen down, so if you lay down Hur, Jake, and Captain, Zeb is useless.
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Offline Professoralstad

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Re: The Dream Hand
« Reply #21 on: September 21, 2009, 01:55:43 AM »
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Also, the Hopper is not allowed...
Press 1 for more options.

Offline The Guardian

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Re: The Dream Hand
« Reply #22 on: September 21, 2009, 01:57:01 AM »
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And you did nothing to mess up my super hand except to let me draw 6 extra cards :)
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Offline Prof Underwood

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Re: The Dream Hand
« Reply #23 on: September 21, 2009, 01:58:47 AM »
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Problem is that Zeb can't activate when theres a non-gen down, so if you lay down Hur, Jake, and Captain, Zeb is useless.
Good point.  Zeb's probably out then.

Also, the Hopper is not allowed...
Hopper is not allowed to be the LS that can be rescued by anyone.  The rules didn't say it couldn't be one of the other 7 cards.

***Original idea modified***
« Last Edit: September 21, 2009, 02:03:13 AM by Prof Underwood »

Offline TheKarazyvicePresidentRR

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Re: The Dream Hand
« Reply #24 on: September 21, 2009, 11:26:49 AM »
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I'd search out mayhem and have anb and hurt in my hand in case.

My dream hand.

Hur, Anb, Search(Mayhem!), Huge e, e horses, e archers, e spear, Wonders forgotten. :D
Not quite a ghost...but not quite not.

 


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