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If you don't top deck a couple ECs, and you think your opponent might be playing TGT, don't rescue yet. Be patient. Wait a turn or two to begin your rescues. Set up your defense. TGT does nothing to you if you have not rescued yet. You can block all you want if you have not rescued yet. If you don't want to be patient, then you just might have to suffer the consequences.
It isn't that difficult for a 9-10 EC deck to destroy a TGT deck more often that not, especially if you play it smart. Really.
Quote from: Bryon on December 20, 2009, 01:11:30 AMIf you don't top deck a couple ECs, and you think your opponent might be playing TGT, don't rescue yet. Be patient. Wait a turn or two to begin your rescues. Set up your defense. TGT does nothing to you if you have not rescued yet. You can block all you want if you have not rescued yet. If you don't want to be patient, then you just might have to suffer the consequences.so, you're telling us the answer to teching against tgt is...not rescuing? i see. i've been playing this game completely wrong for 10 years.
QuoteIt isn't that difficult for a 9-10 EC deck to destroy a TGT deck more often that not, especially if you play it smart. Really.i can name 9-10 ways to destroy ec's with reliable, oft-used cards.
Holy Grail, WaS, Jephthah, AoC, SS, Head of Gold, He Is Risen! (better than Discard), IA, and Habbakuk Stands Watch for starters.
Quote from: Minister Polarius on December 20, 2009, 01:23:32 AMHoly Grail, WaS, Jephthah, AoC, SS, Head of Gold, He Is Risen! (better than Discard), IA, and Habbakuk Stands Watch for starters.HG - valid, but fails against demons. yes, because orange decks are so rampant these days.WaS - requires you to make a RA, but, i agree this can be legitimate.Jephthah - valid.AoC - protect forts jep is valid while aoc isnt? ooook.SS - Demons live, and its tricky to play this without me negating it.Head of Gold - unless you use it in a side battle, this requires me to make a RA. right, because it would be silly to make rescue attempts.He is Risen, legitimate, but negatable. but still a powerful answer.IA - only WC ec's. pre-block discard? sign me up.HSW, i put a warror class enhancement or a single color site down and this card is ruined.*Edit to add in MKC's list*Zeal, only kills two if you use more than two brigades. band two same-brigade ec's in battle, and laugh at zeal. nonetheless, its an oft-used and guaranteed discard.Meeting the Messiah - good, but fails against demons. see above.Passover - Darius Decree? If it works, legit. you'd think more people would use this card, but the fact of the matter is people dont. Holy unto the Lord. yeah, but you ruin your own defense as well, so i get to walk in next turn. irrelevant towards my point, but what you state is not always the case.Now, how many of these are usually in one deck? If you fit all of those in, thats gonna be one small defense... I could just walk right in probably. gabes nats deck says hi.
Also, from that list, seems like Demons are extremely effective against TGT... as quite a few of those only target humans.
Now, how many of these are usually in one deck? If you fit all of those in, thats gonna be one small defense... I could just walk right in probably.
a tgt deck doesnt have to kill off 'every last one'...it only has to kill off X - 1, where X = how many evil characters of one brigade you have in play. and with 34 evil characters, you must have an exceptionally large deck! good luck pulling all of them before tgt walks in...and with it largely being demons and no protection outside of purple site/colorguard, give my regards to aocp.
That might be true if Garden Tomb didn't reside primarily within white, the most anti demon focused brigade. It also only takes one mid-late game block with Women as Snares to ruin a demon defense. Nobody plays with Spiritual Realm and people who do will find they've wasted a card slot in at least half of their games.
I don't see why people focus so much on Garden Tomb as the problem. Garden Tomb wouldn't have teeth without Holy Grail, AoC, Jepthah, or Women as Snares. You would be hard pressed to find a Garden Tomb deck without those four cards, and if you did you are not going to have any trouble blocking with your mono-color defense. It isn't Garden Tomb that makes decks that use it good, its all the territory deconstruction. Garden Tomb just gets all the glory while the territory decon is doing all the work.
but thats the thing...territory construction is nothing without tgt. the cards you named does absolutely nothing to making a successful rescue...they're only supporter cards towards the strategy. tgt makes the strategy absolutely broken. it used to be we could save a defensive answer or two in hand just in case an opponent uses a territory discarder/remover. that is no longer the case with tgt.
Also, Demons deal with AoCP surprisingly well. Madness, Gates of Hell, site guard soul, and wandering spirit for example. Also, only way AoCP could take out every EC I have (almost every one of which is duplicated) is if you wait till i've gone through all 133 cards. By that time I'd probably have won.
they may end up not being able to keep WaS in their hand.
Exactly, Garden Tomb needs all those things to even be a threat. It is for that reason that it isn't broken. It makes territory decon effective because it forces ECs into play. You have to combine all those cards together to have something that is effective. If I toss GT, Mary Mag, Jo, and John into my white female offense, GT isn't really going to do much for me. A prefect example of this is a game I played shortly after RoA. My opponent was using the stuff from the tin with GT for his deck. He didn't use Jephthah, AoC, Women as Snares or Holy Grail. I had no worries about blocking for the entire games once I actually read GT and realized I needed to have 2 ECs in play. My opponent ended up just having a female NT white offense with Mary Mag an Joanna. The banding was more problematic for me that game than GT was by leaps and bounds.
So I'm going to assume that you have some crimson ECs as well because if you didn't then GT would prevent 7Sons from entering battle to discard 3Nails. If Lampstand is in the picture then you're really sunk.
Never, she always, always, always blocks from hand. Unless she's already blocked once, in which case she's already dealt a blow that would have resulted in a walk in rescue by any of the GT Heroes.
I'm seeing a lot of territory protection in the next set. Multiple cards that protect ECs in territory from capture, conversion, and hero abilities. That takes care of WaS, HG, and Jephthah. Activate DD, and you are golden.
Activate DD, and you are golden.
1) STOP the use of the "5 stand-alone EC defense", which was used by WAAAAAAY too many players. Red Dragon, Emperor Nero, King of Tyrus, Prince of This World, Sabbath Breaker. TGT had to be powerful enough to beat that deck more often than it lost. Otherwise, 1/3 of the top players would still be using that defense today (perhaps plus PG). Another third would be using the defense that Tim Maly used: also only 1-2 characters from each brigade, plus the one CBN battle winner from those brigades.
If you don't top deck a couple ECs, and you think your opponent might be playing TGT, don't rescue yet. Be patient. Wait a turn or two to begin your rescues. Set up your defense.
Quote from: Bryon on December 20, 2009, 03:44:14 AMActivate DD, and you are golden. You know, gold is the weakest metal...
Quote from: BubbleBoy on December 20, 2009, 12:13:19 PMQuote from: Bryon on December 20, 2009, 03:44:14 AMActivate DD, and you are golden. You know, gold is the weakest metal...It will bend yes but not break.
Touche to Ring Wraith! However, did you read the full ability? Maybe this would work:Name: Banned CardType: Good DominantSA: Ban one card in play for the remainder of the game. Cannot be repealed or banned.Verse: 'Now Cactus just needs to print more cards that help out people like us.' ~jtayThanks for the pic, Cameron, that would fit nicely!
Territory destruction is worthless if I hold my evil characters in my hand. Prior to the release of TGT I always held an evil character in my hand. I'd rather discard one of the weaker dominants than put down my last evil character out of my hand. TGT forces a player to put their evil characters into their territory so that territory destruction can pick them off. TGT is what makes territory destruction work, that's why it's the card that gets complained about. Ultimately, the problem isn't TGT; the problem is the vulnerability of evil characters in a player's territory.
It makes territory decon effective because it forces ECs into play.
You do realize that Gabe's TGT deck that won nationals accumulated 28 of its 36 wins without any of those four cards, right? The only one that was in his deck at nationals was Holy Grail which he added after regionals.
Teal works great with TGT because it has so many ways to remove opposing Evil Characters from play, which clears the way for TGT ladies to rescue unblocked. Teals biggest weakness is lack of access to the NT LS and Female LS, which is also solved by TGT ladies.
Quote from: Master KChief on December 19, 2009, 08:27:00 PMhow about we refrain from using 'noob', 'n00b', 'nub', 'noobsauce', or any variation thereof altogether? not only is it derogatory, but its also something only little children still say.FWIW, I'm a noob.
how about we refrain from using 'noob', 'n00b', 'nub', 'noobsauce', or any variation thereof altogether? not only is it derogatory, but its also something only little children still say.
*Goes back to his heroless happily*