Author Topic: T1 Raiders' Camp  (Read 1335 times)

LukeChips

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T1 Raiders' Camp
« on: January 15, 2015, 02:00:44 PM »
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What evil brigade would Raiders' Camp (KI) go with. I was thinking Gold (Evil) or Romans. What do you guys think? BTW, the offence is clay Jerusalem Heroes.

browarod

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Re: T1 Raiders' Camp
« Reply #1 on: January 15, 2015, 02:19:09 PM »
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Babylonians in OT crimson have a lot of capture synergy as well.

LukeChips

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Re: T1 Raiders' Camp
« Reply #2 on: January 15, 2015, 02:33:27 PM »
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Which one is best?

Offline Jmbeers

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Re: T1 Raiders' Camp
« Reply #3 on: January 15, 2015, 02:43:12 PM »
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I've played it with Babs as well. Crimson gets my vote.

It is also playable with a self capture canaanite deck. (Black and corresponding offense for self targets)
The only reason people get lost in thought is because it's unfamiliar territory.

LukeChips

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Re: T1 Raiders' Camp
« Reply #4 on: January 15, 2015, 02:49:09 PM »
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I've played it with Babs as well. Crimson gets my vote.

It is also playable with a self capture canaanite deck. (Black and corresponding offense for self targets)
Aw man! The barely have any Bab's... but lots of Romans. :-\

Offline The Guardian

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Re: T1 Raiders' Camp
« Reply #5 on: January 15, 2015, 04:01:26 PM »
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Gray does have a lot of capture cards but the problem with Romans is that they usually don't get initiative to play first except for Roman Jailer.

Gray capture cards:
Snare
Demonic Snare
Deadly Snare
Syrian Victory
Night Raid
Arrest in Phillipi
Fortress Alstad
Have you checked the REG?
Have you looked it up in ORCID?

LukeChips

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Re: T1 Raiders' Camp
« Reply #6 on: January 15, 2015, 04:09:24 PM »
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Gray does have a lot of capture cards but the problem with Romans is that they usually don't get initiative to play first except for Roman Jailer.

Gray capture cards:
Snare
Demonic Snare
Deadly Snare
Syrian Victory
Night Raid
Arrest in Phillipi
I have all of those except Deadly Snare and Demonic Snare, I added those to my Trade Page... ;)

Offline jbeers285

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Re: T1 Raiders' Camp
« Reply #7 on: January 15, 2015, 04:25:17 PM »
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Roman jailer, proud Pharisee, namaan's horse and chariots, sabbath breaker

These all provide play first and/or good initiative to play a capture card.

You can then also play Herod's sentries which is usually going to be  a chump version of Raiders camp in and of its self.   


The biggest issue will be the protection from capture along with FBTN or character negation cards.

Truth is everyone forgets gold but Potiphar with a pharaohs prison and Egyptian warden are solid ways to generate captures as well.
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LukeChips

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Re: T1 Raiders' Camp
« Reply #8 on: January 15, 2015, 04:34:09 PM »
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Roman jailer, proud Pharisee, namaan's horse and chariots, sabbath breaker

These all provide play first and/or good initiative to play a capture card.

You can then also play Herod's sentries which is usually going to be  a chump version of Raiders camp in and of its self.   


The biggest issue will be the protection from capture along with FBTN or character negation cards.

Truth is everyone forgets gold but Potiphar with a pharaohs prison and Egyptian warden are solid ways to generate captures as well.
Thanks for the advice, I will apply it and see how it works.

Offline YourMathTeacher

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Re: T1 Raiders' Camp
« Reply #9 on: January 15, 2015, 06:38:41 PM »
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I personally like using self-capture to avoid protection forts/artifacts that my opponent might have. I once used a Disciples/Persians deck, because Persian Presidents can capture any of my disciples in the Fishing Boat. Since they would then go to Raider's Camp, I would get them back if my opponent should complete the rescue. However, since Persian Presidents usually get initiative, I could still use Haman's Plot and such to keep the Presidents alive for another turn. I also extended their usefulness by using Torment.
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LukeChips

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Re: T1 Raiders' Camp
« Reply #10 on: January 15, 2015, 06:43:23 PM »
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Now I wish I had persians...

 


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