Cactus Game Design Message Boards

Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => Strategies and Combos => Topic started by: CJSports on January 05, 2011, 08:21:58 PM

Title: TGT
Post by: CJSports on January 05, 2011, 08:21:58 PM
Has anyone stuck with the garden tomb or was it to neutered in the last set to be competitively playable?
Title: Re: TGT
Post by: The Warrior on January 05, 2011, 08:41:10 PM
GOL, GO THA
Title: Re: TGT
Post by: CJSports on January 05, 2011, 09:08:52 PM
And that is supposed to mean what they have access to it.
Title: Re: TGT
Post by: RTSmaniac on January 05, 2011, 09:42:49 PM
stops preblock ignore
Title: Re: TGT
Post by: adotson85 on January 05, 2011, 11:59:03 PM
Has anyone stuck with the garden tomb or was it to neutered in the last set to be competitively playable?

No one uses TGT anymore. In fact, I wouldn't even worry about it enough to put in any counters now a days ;)
Title: Re: TGT
Post by: SomeKittens on January 06, 2011, 12:12:14 AM
And that's when TGT comes back.
Title: Re: TGT
Post by: stefferweffer on January 06, 2011, 08:35:47 AM
If you're using White NT females as your offense, I think you'd be foolish not to throw it in despite all the counters out there.  It can be especially useful to lay it down for that final rescue, before it can be messed with.  Sure, if they use Golgotha then it won't work, but they had to add Golgotha to their deck to stop it, and you had to add Garden Tomb to your deck to use it.  Seems to me that the benefits of adding it far outweigh leaving it out.
Title: Re: TGT
Post by: Minister Polarius on January 06, 2011, 10:25:19 AM
TGT's true value lies in making MoJ CBN.
Title: Re: TGT
Post by: Warrior_Monk on January 06, 2011, 11:46:39 AM
Sometimes, TGT is helpful for a early soul, or if they don't have Golgotha, but as Pol said, CBN banding is ridiculous. I lost a game because I couldn't take out four heroes, and my KoT couldn't touch them. Plus, He is Risen! is amazing. I would say it's still a top 3 deck.
Title: Re: TGT
Post by: adotson85 on January 06, 2011, 11:54:11 AM
TGT is definately still strong. It provides CBN banding and pre-block ignore capabilities with a single card. Not to mention the TGT women have great special abilities and white has great battle winners and several ways to recurr them.
Title: Re: TGT
Post by: SomeKittens on January 06, 2011, 11:56:58 AM
It's just not the OP win-every-time it was.  Everyone's trying out the new stuff in Di, so a lot of people dropped it as their main deck (I know I did).  It's also fun to throw into a Disciples deck, as John and Peter can use if if you catch your opponent off guard.
Title: Re: TGT
Post by: Carl deuty on January 25, 2011, 08:30:15 AM
why don't ppl just use Dragon Raid on their Golgotha and then its back to ignoring ?
Title: Re: TGT
Post by: Red Dragon Thorn on January 25, 2011, 08:31:13 AM
Because they can just place another enhancement straight up - During playtesting we specifically attempted to word Golgotha so that Dragon Raid was not a counter.
Title: Re: TGT
Post by: Korunks on January 25, 2011, 09:50:26 AM
Because they can just place another enhancement straight up - During playtesting we specifically attempted to word Golgotha so that Dragon Raid was not a counter.

That makes me a little sad.  I wanted dragonraid to be useful again.
Title: Re: TGT
Post by: Red Dragon Thorn on January 25, 2011, 10:01:02 AM
Yes, and I wanted to be able to modify my TGT deck by one single card to keep it nearly 100% viable. ;)
Title: Re: TGT
Post by: SomeKittens on January 25, 2011, 10:22:16 AM
Wait, infinite access to all sites isn't useful?
Title: Re: TGT
Post by: Red Dragon Thorn on January 25, 2011, 10:24:21 AM
Oh, its useful, and I see DragonRaid played plenty - But there are plenty of other options, Ends of the Earth, Artifacts, flat Lost Soul generation, Hero site access. etc.
Title: Re: TGT
Post by: SomeKittens on January 25, 2011, 10:25:54 AM
Have you seen much Boat access?
Title: Re: TGT
Post by: CJSports on January 27, 2011, 12:12:00 PM
Have you seen much Boat access?
Way to much, playing disciples decks are so boring because if they get a good draw and you don't they pretty much automatically win. I like games where both decks are evenly balanced decks and no speed. That is why I'm converting more to T2.
Title: Re: TGT
Post by: The M on January 27, 2011, 01:02:55 PM
T2 for the win!!!!!
Title: Re: TGT
Post by: SomeKittens on January 27, 2011, 01:09:27 PM
Boat site access.  I've got DragonRaid, so I almost never use it.
Title: Re: TGT
Post by: stefferweffer on January 27, 2011, 01:31:40 PM
Boat site access.  I've got DragonRaid, so I almost never use it.
In my opinion anything granting site access that is set aside and cannot be targeted is "cheap".  That one card practically ruined site-lock as a viable defense.  Some people see the passing of that defensive strategy as a good thing.  I think minimizing options, rather than expanding them, is always a bad thing.
Title: Re: TGT
Post by: SomeKittens on January 27, 2011, 01:43:22 PM
However, it means that I can either be speedy, or access.  Sites can be used to slow down my deck.
Title: Re: TGT
Post by: Warrior_Monk on January 27, 2011, 02:17:45 PM
Have you seen much Boat access?
Way to much, playing disciples decks are so boring because if they get a good draw and you don't they pretty much automatically win. I like games where both decks are evenly balanced decks and no speed. That is why I'm converting more to T2.
Did I rub off on you after nationals? Combos>speed by a mile. And even without combos, T2 can be better than balanced T1.
Boat site access.  I've got DragonRaid, so I almost never use it.
In my opinion anything granting site access that is set aside and cannot be targeted is "cheap".  That one card practically ruined site-lock as a viable defense.  Some people see the passing of that defensive strategy as a good thing.  I think minimizing options, rather than expanding them, is always a bad thing.
I've built a site deck every year since FooF. No longer. Which is definitely a bad thing. Hopefully there will be a revival in the next set, but I don't see it happening, based on the very few rumors I know about the next set.
Title: Re: TGT
Post by: CJSports on January 27, 2011, 03:55:41 PM
Have you seen much Boat access?
Way to much, playing disciples decks are so boring because if they get a good draw and you don't they pretty much automatically win. I like games where both decks are evenly balanced decks and no speed. That is why I'm converting more to T2.
Did I rub off on you after nationals? Combos>speed by a mile. And even without combos, T2 can be better than balanced T1.
Boat site access.  I've got DragonRaid, so I almost never use it.
In my opinion anything granting site access that is set aside and cannot be targeted is "cheap".  That one card practically ruined site-lock as a viable defense.  Some people see the passing of that defensive strategy as a good thing.  I think minimizing options, rather than expanding them, is always a bad thing.
I've built a site deck every year since FooF. No longer. Which is definitely a bad thing. Hopefully there will be a revival in the next set, but I don't see it happening, based on the very few rumors I know about the next set.

Indeed I think you did and disciples was just the final straw I think yet I still will play lots of type 1 because I don't think I have the card support for type 2.
Title: Re: TGT
Post by: Minister Polarius on January 28, 2011, 12:33:28 AM
The death of Sitelock is just what the doctor ordered for the meta. Some people are sad we lost one viable strategy (read: gimmick), but usually fail to acknowledge that to replace it we got four more strategies.
Title: Re: TGT
Post by: Warrior_Monk on January 28, 2011, 12:35:02 AM
Which four?
Title: Re: TGT
Post by: Minister Polarius on January 28, 2011, 12:40:26 AM
Disciples, Red (previously not viable), Gold (previously only viable as part of Abomb), and non-ZT Teal.
Title: Re: TGT
Post by: Warrior_Monk on January 28, 2011, 12:42:38 AM
I would say non-ZT teal (definitely wrote zeal at first) is still not that viable.
Title: Re: TGT
Post by: Minister Polarius on January 28, 2011, 12:44:36 AM
Trumpet and Sword alone made it viable, not to mention HT+the N.T. Priests.
Title: Re: TGT
Post by: Red Dragon Thorn on January 28, 2011, 01:08:35 AM
Yeah, non-zt teal is very fun, I don't like it as a straight rouge, but if you pair it with green, look out :)

I think TGT has shifted more into pure/white and then white/green, white/gold as opposed to straight splash these days. I think its still extremely potent, especially if people don't put in counters to it :)
Title: Re: TGT
Post by: christiangamer25 on January 28, 2011, 01:16:36 AM
pfft please everyone plays golgotha
Title: Re: TGT
Post by: Warrior_Monk on January 28, 2011, 01:18:22 AM
Yeah, non-zt teal is very fun, I don't like it as a straight rouge, but if you pair it with green, look out :)

I think TGT has shifted more into pure/white and then white/green, white/gold as opposed to straight splash these days. I think its still extremely potent, especially if people don't put in counters to it :)
And Disciples.

T&S is meh. Once there are more site killers, it'll fade.

TGT doesn't need the ignore ability. That's been established. The theme is powerful without TGT ignore. If Disciples can get it early, it can win a few souls off it too.
Title: Re: TGT
Post by: SomeKittens on January 28, 2011, 09:25:56 AM
I used to splash TGT in my Disciples deck, but I found it wasn't worth the slot.
SimplePortal 2.3.3 © 2008-2010, SimplePortal