Author Topic: Abomb/Garden Tomb/Garrison/Site Lockout  (Read 3183 times)

Offline adotson85

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Abomb/Garden Tomb/Garrison/Site Lockout
« on: January 05, 2010, 11:33:29 PM »
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This is a deck I have been working on recently. So far it has performed pretty well. Let me know what you think about it and let me know of any suggestions you think may help. Thanks

(70 cards)

9 lost souls

9 sites
  Babylon x5
  Babylonian banquet hall
  Egypt (any suggestions on a better site to sub in for this one?)
  Kir
  Pergamum

9 artifacts/covenants/curses
  captured ark
  chariot of fire
  gifts of the magi
  golden calf
  holy Grail
  i am grace
  three nails
  unknown nation
  wastelands

10 dominants
  son of god
  NJ
  angel of the lord
  grapes
  guardian
  mayhem
  burial
  falling away
  DoN
  christian martyr

3 fortresses
  high places
  philistine outpost
  garden tomb

5 gold heroes
  Martha
  Moses
  Shamhuth
  the generous widow
  zaccheus

4 gold hero enhancements
  convincing miracle
  meeting the messiah
  repentance and restitution
  sword against sword

2 white heroes
  Mary the mother of James
  Salome

1 white hero enhancement
  He Is Risen

2 green heroes
  hur
  Joanna

1 red hero
  jephthah

2 silver heroes
  Captain of the Host
  The Strong Angel

1 multicolor good enhancement
  preaching the truth

4 black evil characters
  Philistine Armor Bearer
  Philistine Garrison
  Greek philosophers
  Greek scholars

4 black evil enhancements
  abomination of desolation
  foolish advice
  joseph in prison
  pride of Simon

1 brown evil character
  uzzah

3 multicolor evil characters
  antiochas lV epiphanes
  the amalekites slave
  the winged leopard

Offense: The offense in the deck has two objectives.  The first objective is trying to get out and set up The Garden Tomb.  Zaccheus, Salome and Joseph of Arimathea search for TGT.  Holy Grail, Jephthah, Meeting the Messiah, Three Nails, Abomb, and Preaching the Truth clear out the opponent's defense once TGT is set up.  The second objective is to help place Abomb with cards such as Sword Against Sword to place Abomb and Zaccheus to search for High Places.  Once Abomb is placed I then use my gold heros, hur, and mayhem to force my opponent to draw and so begins the territory destruction. Gifts of the Magi helps speed the deck up a bit also. Also splashed in some FBTN characters to help me pick up a couple early lost souls since this deck usually takes quite a few rounds to get setup and to combat demon defenses.

Defense: The defense is pretty simple.  A few Greeks to place Abomb with and site lockout to hold off my opponent.  To stop my opponent's heroes with access I use Golden Calf, Christian Martyr or Grapes. To defend against artifact access I use DoN and Captured Ark. To defend against site access I use Pergamum and Wastelands. I also have The Amalekites Slave to generate a soul as well as to search for garrison or Uzzah for an almost certain block if my opponent does gain access. I also have added my "garrison defense" to get in a block or two if my sitelock is breached.

Am I missing anything? Constructive criticism is always appreciated.

 

« Last Edit: January 20, 2010, 02:40:34 PM by adotson85 »
"Don't forget in the darkness what you have learned in the light."

Offline redemptioncousin

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Re: Abomb/Garden Tomb/Site Lockout
« Reply #1 on: January 06, 2010, 01:28:40 PM »
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I like it... sorta.

It seems to me that it would rely heavily on you having a decent draw.  Your offense is extremely easily beaten without the help of Abom.  Simple Garden Tomb offense really isn't going to cut it anymore with some of the new territory class enhancements.  Relying on Abom is okay, but you have to have some kind of a defense to back it up (sites and Uzzah are not defense...).  I feel like if you don't get off Abom in the first 3 turns or so, you basically give up.  So basically, yes, its a good deck that can and will beat every (and yes, I mean every) other deck out there, but never consistently.
Gates of Hell is by far the best card in the game.  No questions asked.

Offline adotson85

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Re: Abomb/Garden Tomb/Site Lockout
« Reply #2 on: January 06, 2010, 02:09:44 PM »
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I agree that a good first draw helps this deck alot.  It does take some time to get everything set up, but once it gets going watch out. My lack of battle winners, other than TGT and Abomb, has been a worry of mine.  Repentance and Restitution is my best battle winner as it can't be negated. The site lock has been working pretty well though.  Any suggestions of any cards I should cut/add?
"Don't forget in the darkness what you have learned in the light."

Offline redemptioncousin

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Re: Abomb/Garden Tomb/Site Lockout
« Reply #3 on: January 06, 2010, 02:46:44 PM »
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Out:
Joanna (what's the point?)
Joseph of Arimathea (you have Zacheus and Salome)
Captured Ark (possibly... arts that hurt this deck.  Writ/GiC, HHI, access arts)
CoM (you REALLY don't need this.  I know its for site access heroes, but them d/cing two good enhancements will not hurt at all against your lackluster defense.  Plus, you already have GCow.)

In:
Fallen Warrior (gives you initiative to play Pride of Simon which you currently have none of)
Philistine Garrison (basically a beast)
Joseph in Prison (helps get rid of sites while still being a decent battle winner)
Land Dispute (easily one of the top 5 new cards in this past set. Helps with sites and maybe even an annoying fort.

These are my suggestions, but they are definitely defense oriented.  Some other adds that could help this deck on the offensive side:

Feast of Trumpets (another d/c with Abom)
Provisions (comes at them with a different perspective)
He is Risen (you have plenty of NT females...)
Women as Snares (for those times when Abom doesn't work)

There are more defensive type cards that I didn't mention, but would require a total revamp of this deck.  I have a similar deck to this that doesn't utilize TGT (simply b/c I refuse to use it... or sites for that matter).  Maybe I'll PM the deck list to you later giving you some ideas.


Gates of Hell is by far the best card in the game.  No questions asked.

Offline Crashfach2002

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Re: Abomb/Garden Tomb/Site Lockout
« Reply #4 on: January 06, 2010, 02:57:48 PM »
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Yeah, he was trying to outdo my Judges Seat / A-bom deck!  I am like you and try to avoid TGT.

Offline adotson85

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Re: Abomb/Garden Tomb/Site Lockout
« Reply #5 on: January 06, 2010, 03:12:28 PM »
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I have actually considered taking out the sitelock and putting in a Philistine defense.  Garrison is one of my favorite defensive cards, especially when used alongside Philly Outpost, Amalekites Slave, Philly Armor Bearer and Unknown Nation. I have also been considering putting in I Am Grace to protect TGT. Another problem I have is the two multicolored evil greeks.  I don't like the idea that having them in my territory may help my opponent defend against TGT if they have either gray or orange evil characters.
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Offline redemptioncousin

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Re: Abomb/Garden Tomb/Site Lockout
« Reply #6 on: January 06, 2010, 03:55:14 PM »
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Another reason why I don't like TGT in anything but pure speed
Gates of Hell is by far the best card in the game.  No questions asked.

Offline adotson85

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Re: Abomb/Garden Tomb/Garrison/Site Lockout
« Reply #7 on: January 19, 2010, 03:10:26 PM »
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After playing a few games I have updated this deck.  I went from 56 to 70 cards since it is in no way a speed deck. I added in some FBTN characters to help out my offense and my garrison defense to help get a few blocks. Chariot of Fire has also turned out to be a great addition. Please let me know what you think of it and any suggestions you may have. Thanks
"Don't forget in the darkness what you have learned in the light."

Warrior_Monk

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Re: Abomb/Garden Tomb/Garrison/Site Lockout
« Reply #8 on: January 20, 2010, 03:23:51 PM »
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After playing a few games I have updated this deck.  I went from 56 to 70 cards since it is in no way a speed deck. I added in some FBTN characters to help out my offense and my garrison defense to help get a few blocks. Chariot of Fire has also turned out to be a great addition. Please let me know what you think of it and any suggestions you may have. Thanks
you have a very wrong statement there. speed decks are 50. most decks are 56. a few decks are 63, and very very few are 70 (and many of them don't work) the defense WAY too small for a 70 card deck. and if it's centering around a-bom, you're gonna want to get it up relatively fast.

Offline Cameron the Conqueror

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Re: Abomb/Garden Tomb/Garrison/Site Lockout
« Reply #9 on: January 20, 2010, 03:42:48 PM »
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I would also keep it at 56 or maybe 63.  Sites work best at 56 (or maybe 63 ) because you add 2 cards (Lost Soul & Site) per new 7 instead of the normal 1 card (Lost Soul).  Site decks are least efficient in large numbers for that reason (unless you do 8 LS & 7 sties, which is definitely workable.  I play 7 LS 6 sites.)

Oh and Wraith, many of the best speed decks are 51 including at least 2 of the top 3/4 decks at Nats.
« Last Edit: January 20, 2010, 03:58:20 PM by Cameron the Conqueror »

Offline adotson85

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Re: Abomb/Garden Tomb/Garrison/Site Lockout
« Reply #10 on: January 20, 2010, 03:52:26 PM »
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After playing a few games I have updated this deck.  I went from 56 to 70 cards since it is in no way a speed deck. I added in some FBTN characters to help out my offense and my garrison defense to help get a few blocks. Chariot of Fire has also turned out to be a great addition. Please let me know what you think of it and any suggestions you may have. Thanks
you have a very wrong statement there. speed decks are 50. most decks are 56. a few decks are 63, and very very few are 70 (and many of them don't work) the defense WAY too small for a 70 card deck. and if it's centering around a-bom, you're gonna want to get it up relatively fast.

What is the very wrong statement? About being speed? I consider speed decks to be 50 or 56 cards, whereas I consider 50 cards to be a pure speed deck. I in no way would have ever considered this a pure speed deck.
"Don't forget in the darkness what you have learned in the light."

Offline adotson85

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Re: Abomb/Garden Tomb/Garrison/Site Lockout
« Reply #11 on: January 20, 2010, 04:06:15 PM »
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I would also keep it at 56 or maybe 63.  Sites work best at 56 (or maybe 63 ) because you add 2 cards (Lost Soul & Site) per new 7 instead of the normal 1 card (Lost Soul).  Site decks are least efficient in large numbers for that reason (unless you do 8 LS & 7 sties, which is definitely workable.  I play 7 LS 6 sites.)

Oh and Wraith, many of the best speed decks are 51 including at least 2 of the top 3/4 decks at Nats.

It was originally at 56 cards, but after playing some games I wanted to try to add in some things, FBTN offense and Garrison defense. These would help cover the two biggest weaknesses my deck was having: 1) rescuing souls early in the game and 2) having a defense if my sitelock is breached . After I play a few more games I will be able to better decide whether it is better at 56, 63, or 70 cards.
"Don't forget in the darkness what you have learned in the light."

Warrior_Monk

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Re: Abomb/Garden Tomb/Garrison/Site Lockout
« Reply #12 on: January 20, 2010, 10:43:34 PM »
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it's wrong because just because it's not a speed deck doesn't mean you can bump it up to 70.

I would also keep it at 56 or maybe 63.  Sites work best at 56 (or maybe 63 ) because you add 2 cards (Lost Soul & Site) per new 7 instead of the normal 1 card (Lost Soul).  Site decks are least efficient in large numbers for that reason (unless you do 8 LS & 7 sties, which is definitely workable.  I play 7 LS 6 sites.)

Oh and Wraith, many of the best speed decks are 51 including at least 2 of the top 3/4 decks at Nats.
sorry, my count was off by 1 card. I like approximations. yes, 50-52 is common for speed decks. Site decks are great at larger numbers, I typically use 63 with 7-8 sites for my site decks. my main point was his defense was too small for a 70 card deck, and that most decks are 56 (for good reasons) I'm not saying it can't be done, but I am saying it's difficult to win with a big deck that has little defense. I'd cut it down to 63, or add more defense.

Offline adotson85

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Re: Abomb/Garden Tomb/Garrison/Site Lockout
« Reply #13 on: January 20, 2010, 10:50:02 PM »
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oh ok, but a lack of speed is not the reason I moved it to 70. I just wanted to see how the FBTN characters and Garrison Defense would work with the rest of the cards. I will probably drop it down to 63, but I need to play with the deck first so I can find out which cards are most useful. Alot of time cards seem like a good idea conceptually, but really never get used during game play.

« Last Edit: January 20, 2010, 10:56:15 PM by adotson85 »
"Don't forget in the darkness what you have learned in the light."

Warrior_Monk

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Re: Abomb/Garden Tomb/Garrison/Site Lockout
« Reply #14 on: January 20, 2010, 10:53:13 PM »
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oh ok, but a lack of speed is not the reason I moved it to 70. I just wanted to see how the FBTN characters and Garrison Defense would work with the rest of the cards. I will probably drop it down to 63, but I need to play with the deck first so I can find out which cards are most useful. Alot of time cards seem like a good idea conceptually, but really never get used during game play.
I find that by playing it, you may get some misconceptions with a bigger deck. one or two cards, yes, but when cutting down a deck, I believe you should cut it down and then change a couple of ideas, because the draw changes quite a bit. you may find that you don't use Sword against Sword that much, but once you cut it down it suddenly becomes pwnage because you can get it up faster. or vice versa. it's up to you though...

Offline adotson85

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Re: Abomb/Garden Tomb/Garrison/Site Lockout
« Reply #15 on: January 20, 2010, 10:56:26 PM »
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Also, what does anyone think about subbing in Ashdod for Egypt? If I did this I could add in some different color evil "place" enhancements to use with High Places.
"Don't forget in the darkness what you have learned in the light."

 


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