New Redemption Grab Bag now includes an assortment of 500 cards from five (5) different expansion sets. Available at Cactus website.
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.
Dear Cactus, To save the most time honored and loved deck strategy of heroless, please make a card to protect a hero from shuffle. Love, Me
I has 2 HG uses.
Quote from: TheKarazyvicePresidentRR on December 20, 2009, 11:44:37 PMI has 2 HG uses.I hopes you has 2 uses of each set aside* also. *I know your heroless didn't usually rely on set asides, but Grapes totally destroys the Saul/Paul Rambo decks, which is kind of sad.
If that's the case, why were none of the eight people that played Gabe at nationals able to destroy his TGT deck?
i thought heroless used built on a rock?
tgt can consistently snipe anything every turn given the plethora of territory destruction/removal.
3) It was Gabe. 'Nuff said.
Quote from: Bryon on December 21, 2009, 12:10:15 AM3) It was Gabe. 'Nuff said. Too bad the PtB didn't take the same attitude regarding Gabe's victory in T2
Quote from: EmJayBee83 on December 21, 2009, 12:30:30 AMQuote from: Bryon on December 21, 2009, 12:10:15 AM3) It was Gabe. 'Nuff said. Too bad the PtB didn't take the same attitude regarding Gabe's victory in T2 I would not have minded facing (read: losing to) his Type 1 deck. But I could have taken a nap during his marathon turn in Type 2, and then continued napping though the rest of the game with no hand, and no possible way to ever get a hand.
These are serious questions ...
Quote from: Bryon on December 21, 2009, 12:42:05 AMQuote from: EmJayBee83 on December 21, 2009, 12:30:30 AMQuote from: Bryon on December 21, 2009, 12:10:15 AM3) It was Gabe. 'Nuff said. Too bad the PtB didn't take the same attitude regarding Gabe's victory in T2 I would not have minded facing (read: losing to) his Type 1 deck. But I could have taken a nap during his marathon turn in Type 2, and then continued napping though the rest of the game with no hand, and no possible way to ever get a hand. Then why didn't the PtB try to come up with additional cards to counter to combo decks as opposed to taking the easy way out and change a fundamental game mechanic (i.e., imposing hand limits) that has effects far beyond stopping combo decks? Similarly, if the problem was too many multi-brigade defenses, why not just just pass a deck building rule that limited players to three defensive brigades or somesuch? These are serious questions because I am curious about how we got to where we are, and this seems like a good thread to ask about it.
We do want to steer players to a 1-brigade or 2-brigade defense, but we will do it with cards, since that is more easily accomplished.
Similarly, if the problem was too many multi-brigade defenses, why not just just pass a deck building rule that limited players to three defensive brigades or somesuch?
It is much EASIER to simply make a rule that says you are only allowed to use 1 or 2 colors. Then you're done. Doing it with cards allows players the flexibility to continue using more than 2 colors if they either don't mind being at a disadvantage, or if they are creative enough to figure out a way to do it without being at a disadvantage.Given the choices above, I'm glad that the PTB chose to encourage deckbuilding in a certain direction rather than mandating it. It's not easier for them, but it is more freeing for us players
Quote from: Master KChief on December 21, 2009, 12:03:50 AMi thought heroless used built on a rock?Red'Rocks was playing heroless before there was a Built on the Rock. I think he built his first heroless deck shortly after Holy Grail was released in Warriors. To your question--some heroless do use BotR and some don't. Towards the end of the heroless wave a number of decks built upon Saul/Paul and BotR were all the rage.Heroless first became top-class (meaning a heroless deck could win tournaments at any level) playable archetype following the release of Priests. For reasons that escape me the subsequent three releases (FoOF, RoA, and TexP) have all hit the heroless archetype pretty hard. One example of this was mentioned earlier--Grapes totally destroys Saul/Paul decks--and since Grapes is a versatile Dominant it is going to be found in a most competitive decks,