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I have figured out the counters. I have a protection fortress (A-camp) for my defense that stops the discards from ET+AoCP, Jepthah, I am Justice, and Ark of the Covenant. It also stops the conversions from Holy Grail. It also stops the capture from Women as Snares. I also have a character that pulls that fortress out faster to ensure protection. I also have Kingdoms of this World which I can also put 2 ECs in just in case neither of those other options is getting my A-camp out. I have the anti-ignore LS. I have Wall of Protection so they can't band in my own ECs and make me kill them leaving me vulnerable. I play a single-brigade defense with plenty of characters. I also have Unknown Nation to pull out my ECs faster. I have multiple banding ECs to prevent easy AotL wins. I have multiple tiny ECs to prevent giving initiative.Yet in spite of all these counters, I recently have had multiple games where due to the draw, my opponent has walked in for 2 free LSs and then had too many unstoppable ways to get #3. Then it was SoG, NJ for the quick victory, which they attained of course.There is no words to describe that other than "messed up".
I have played against well built TGT decks in the hands of good players many times already and I have already discovered it's extreme potential for a lack of a fun game.
QuoteI have played against well built TGT decks in the hands of good players many times already and I have already discovered it's extreme potential for a lack of a fun game.I totally disagree, for me it makes for either a challenging game (which I love learning from) or an intriguing rout (which I still love learning from). I continue to wonder why people hate playing such decks, why wouldn't you take that experience and use it for the positive and grow from it to become a better player. Such remarks like "playing such and such deck was such a bore" makes me think people will continue to be stuck in the endless cycle of complaining and close mindedness. If you hate those decks that simply win too easily maybe you need to stop playing a "broken, boring game" whoever it may concern.
I had never played any games against any RoA cards prior to this while also not having any RoA cards and yet I was able to beat TGT. And if it weren't for time constraints, I'd have beat it twice. Based on that, I do not think it is as bad as people are making it out to be.
Agreed. If you hate playing a certain deck, the reason why is usually because you just hate losing, or simply always have to have a reason to explain why you lost. I'm with Mr. Whitten, playing an "unstoppable, annoying, overpowered" deck, is one of my favorite things to do. It's interesting to see new strategies, and possibly twist them around to something that would be very hard to stop or at least fun to play. Playing Sin in the Camp for the first time was fun for me, I thought it was pretty cool how that could work out how it did/does.If you think losing to an "overpowered" deck makes the game less fun, quit complaining and go play a different game. Those of us who don't care as much about winning, is in it for the fellowship and the competitive fun of tournaments.
You must have had the absolute best draws then.
I played against The Garden Tomb at the last tournament I went to...I won once and forced a tie once.
There is one combo that I think has been abused for a while.The combo starts off with Choose the Blocker where you pick your own character to block that would grant you initiative (like Red Dragon). Then you play some cards that allow you to draw cards and discard cards from your opponent, then play a Withdraw card and keep it going... The playtesters and I have been kicking around a rule change. However, there is no consensus. Since you, the players, have a stake in this I will tell you what is in discussion and let you comment.
Options:1) You cannot choose your own evil character to block your rescue attempt. In other words, if you are rescuing against me you can only force me to block with a character I could have legally chosen for myself. This would prevent you from forcing me to block with a character like Red Dragon when I am not playing crimson.
2) When you play a "withdraw" enhancement, you cannot return enhancements to hand that match the brigade of a hero still in battle. [Withdraw enhancements were designed to salvage something from a failed battle, not perpetually play and return the same enhancements over and over].
3) Instead of either of the above which deal with a specific ability type (withdraw or choose the blocker), we make a more general rule that in a stalemate situation if your opponent continuously passes initiative, there is a cap on how many cards you can play. Back to the Red Dragon example, you set up a stalemate and since I don't play crimson I must keep passing initiative after you play a card. In this situation you would be limited to how many cards you can play before battle is resolved. The limit would be some number yet to be determined (3 cards, 5 cards, 7 cards).
Note: whatever we decide would likely happen soon (before state and regional events, rather than after nationals).
But it continues to work on a semi-regular basis.
LOL, you assume because I won that I had a good draw? LOL. I have never been one to blame the draw on wins and loses and am insulted that you would insinuate that I won because of a good draw. And frankly, it is ignorant of you to assume such. If I can beat TGT without RoA cards and never have played it before, it shouldn't be that difficult for other players to do the same, especially when they see it played more.
Isn't it more ignorant to act as tho the draw has no bearing what-so-ever on how the game plays out?
If you are beating Garden Tomb with that deck then I'm not sure what the problem is...If it can win, but doesn't win all the time then it is balanced? right?
It just stinks the fun out of it when you're sitting there with EH in your hand and an EC down...but you can't even use them.
The question is not whether it is balanced, or whether it can be stopped.
I thought that was the purpose of this discussion. Whether or not something is 'broken'.
Saying "change nothing" is ignoring his request.
I think that it is best for the game to try to limit any strategy that hurts the fun and fellowship of the game when it is successful.
Quote from: Prof UnderwoodI think that it is best for the game to try to limit any strategy that hurts the fun and fellowship of the game when it is successful.I agree with this. I do not agree that Garden Tomb creates such a state.
We'll just agree to agree and disagree