Author Topic: Advice...Pls? Revision 04/12/2010  (Read 10624 times)

Offline redemption101

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Re: Advice...Pls? Revision 03/25/2010
« Reply #50 on: March 26, 2010, 10:14:44 AM »
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hey some napkin math
I was looking at hurr and wonder if you could just take him out

heres the math 
56-7(ls) = 49 cards to draw
chance to draw hurr 1/49 per card

For him to be usefull you need to draw him first 3 turns
so its (8+3+3+3)= 17
so the chance of you drawing hurr is
34.6%
your chance of drawing Gifts is the same
your chance of drawing both is (.346)*.(346) =12%
10 turns in  you have a 60% chance (38 cards are drawn)

I see that you have 2 cards that would band him in, I won't play percents for this to many variables.  :)

if you took them out you could add
I am healing 
Holy grail

I am healing i see as important becuase of like overwelmed by philistines or you could use blue tassles, just in prevention of  captain geting captured. 

You going to Johns district this weekend?

Offline MrMiYoda

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Re: Advice...Pls? Revision 03/25/2010
« Reply #51 on: March 26, 2010, 02:18:28 PM »
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Thanks for the input, Dave.  I'll think about your thoughts.  Right now, I've considered Hur and Gifts as splashers although if they can be replaced by better options, why not.

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Warrior_Monk

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Re: Advice...Pls? Revision 03/25/2010
« Reply #52 on: March 26, 2010, 02:29:56 PM »
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hey some napkin math
I was looking at hurr and wonder if you could just take him out

heres the math 
56-7(ls) = 49 cards to draw
chance to draw hurr 1/49 per card

For him to be usefull you need to draw him first 3 turns
so its (8+3+3+3)= 17
so the chance of you drawing hurr is
34.6%
your chance of drawing Gifts is the same
your chance of drawing both is (.346)*.(346) =12%
10 turns in  you have a 60% chance (38 cards are drawn)
same with SoG and NJ, but everybody still plays those.

Offline redemption101

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Re: Advice...Pls? Revision 03/25/2010
« Reply #53 on: March 26, 2010, 03:31:36 PM »
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wraith if you want to get technical its the same ratio for all the cards in deck.  Just like in poker the chance of you getting a royal flush is the same as you getting 1 specific junk hand.   The diffrence is once SOG/NJ is pulled you recieve the benifit.  Were as drawing hurr/gifts require much more input for less benfit.   The cost of Hurr/Gifts is 1 rescue attempt, 1 art slot.  For the benifit of 7 cards being drawn.  2 reach of desperations would give you a net of -1 card but have no cost.   Also something to think about is how likely Gifts is going to get don'd.  At some point of the recue attempt or even having the ec killing the art in some way.

So if you wnat similar drawing capabilities First fruits + words (this though is unrealistic as per  your other enhancements)

The best way to find out the benifit of hur+ gifts is play a couple games with it in than with out.   See how game breaking loosing hurr is.

Offline D-man

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Re: Advice...Pls? Revision 03/25/2010
« Reply #54 on: March 26, 2010, 03:33:40 PM »
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I've always thought Hur/Gifts are excellent inclusions.  Both (at least in this deck!) are somewhat useful on their own, and very strong together.  Hur can be a great hand disruption and LS generation card, and Gifts works with both Meeting the Messiah, Martha, and any drawing cards your opponent may use.  Also, if Hur/Gifts is coupled with AoTL (or a freebie/BC), you can get a second go with it.

Also, the fact that it takes up an artifact slot isn't bad, since there aren't any other artifacts in there that need to be activated more than once or twice.
« Last Edit: March 26, 2010, 03:36:56 PM by D-man »

Warrior_Monk

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Re: Advice...Pls? Revision 03/25/2010
« Reply #55 on: March 26, 2010, 03:40:33 PM »
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wraith if you want to get technical its the same ratio for all the cards in deck.  Just like in poker the chance of you getting a royal flush is the same as you getting 1 specific junk hand.   The diffrence is once SOG/NJ is pulled you recieve the benifit.  Were as drawing hurr/gifts require much more input for less benfit.   The cost of Hurr/Gifts is 1 rescue attempt, 1 art slot.  For the benifit of 7 cards being drawn.  2 reach of desperations would give you a net of -1 card but have no cost.   Also something to think about is how likely Gifts is going to get don'd.  At some point of the recue attempt or even having the ec killing the art in some way.

So if you wnat similar drawing capabilities First fruits + words (this though is unrealistic as per  your other enhancements)

The best way to find out the benifit of hur+ gifts is play a couple games with it in than with out.   See how game breaking loosing hurr is.
two reaches is A. irrelevant, because in this deck you can't have two, and B. takes up two hand slots. Hur and Gifts don't clog the hand.
if they DoN gifts, great, they just made my other arts invincible. make them regret it. I have never regretted using a Hur and a gifts.

Offline Gabe

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Re: Advice...Pls?
« Reply #56 on: March 29, 2010, 10:11:02 AM »
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I'm also eager to hear Gabe's input on this thread.

It's always a blessing to help you uncle Roy.  Sorry it's taken a while.  I enjoy deck critiques but I don't have as much time for it as I wish I did.

This deck seems to have evolved quite a bit since it's original posting.  Here's what I would do if I were going to play this deck.

Cards in deck: 50
Lost Souls: 8
  Lost Soul (cannot be prevented) You won't need it
   Lost Soul (female only)
  Lost Soul (punisher) - If your opponent exchanges for this it hurts you big time
   Lost Soul (shuffler)
   Lost Soul (revealer)
   Lost Soul (wanderer)
   Lost Souls (2-line)
Lost Soul (1st Round) - it can buy you a turn and a turn can mean a lot
Lost Soul (NT Only) - really hard for some decks to rescue
Lost Soul (Hopper) - you always want to have a LS to rescue

Lamb Dominants: 6
   Angel of the Lord
   Grapes of Wrath
   Guardian Of Your Souls
   New Jerusalem
   Son of God
+ Harvest Time - you always want to have a LS to rescue

Grim Reaper Dominants: 5
   Burial
   Christian Martyr
   Destruction of Nehushtan
   Falling Away
   Mayhem

Fortresses: 2
  House in Bethany - This just doesn't do enough
   Philistine Outpost
   The Garden Tomb
  Wall of Protection - Although I like this it's a luxury that rarely fits in a 50 card deck

Multi-Color Sites: 1
   Dragon Raid - this is risky to use.  You have a little purple to get into Pergamum.  You can even use Land Dispute to take Pergamum so it doesn't hurt you.  Still, I think your offense is better off with The Ends of the Earth.

Artifacts: 3
  Chariot of Fire - you have plenty of Heroes and none of them are 100% essential to your offense
   Gifts of the Magi
  Samaritan Water Jar - This is nothing more than a fun card way too often in T1.  It can hurt you as much as it helps.
+ Temple Veil - you need more site access that cannot be stolen from you.
+ Holy Grail - Helps TGT and removes difficult humans.  Combos really well with The Woman at the Well.

Silver Heroes: 2
   Captain of the Host
   The Strong Angel

White Heroes: 2
   Mary the Mother of James
   Salome

Red Heroes: 0
  Peter - Nice but only works with TGT which is not your only, or even main, path to victory.  Don't fear Simon the Magician.  You have Grapes, AotL and Holy Grail for him.

Gold Heroes: 3
  Martha - I don't see any way that she helps this deck except to give you another character for MtM
   The Woman at the Well - amazing.  She's a soul searcher and she puts a problem EC in territory where you can HG them before they block.
   Moses
+ Simeon (wa) - Provides a character for MtM, band to your Captain, John and a number of other commonly used prophets.

Green Heroes: 1
   Hur

Purple Heroes: 2
   Widow
   John

Multi Heroes: 1
+ Faithful Servant Promo - can use most of your enhancements and his SA can save the day sometimes.

White Hero Enhancements: 3
   'He Is Risen'
   Transfiguration
  Blessings - this is nice but Consider the Lilies is better
+ Consider the Lilies - let's you search out your HiR and Transfig, then use one of them a 2nd time.

Red Hero Enhancements: 0
  Battle Cry - even if you keep Peter this isn't worth the space it takes up

Gold Hero Enhancements: 1
   Meeting the Messiah  

Purple Hero Enhancements: 2
   Authority of Christ (promo)
   Reach of Desperation

Black Evil Characters: 3
   Philistine Garrison
   The Twelve-Fingered Giant
   Philistine Armor-Bearer
  Philistine Priests - Great for a different style deck but doesn't do much here.
  Fallen Warrior - Great for a different style deck but doesn't do much here.

Brown Evil Characters: 3
   Uzzah
+ Gomer - bands to KoT, opponent's ECs and can use Haman's Plot
+ The Amalekite's Slave - creates a LS to rescue, pulls out your needed EC to block and can use Haman's Plot!

Orange Gold Evil Characters: 1
   King of Tyrus

Black Evil Enhancements: 0
  Joseph in Prison
   Philistine Chariot and Horses
   Foolish Advice
   Devourer
   Overwhelmed by Philistines
   Bringing Fear
- most EE's just get in the way in this style of deck


Brown Evil Enhancements 1
+ Haman's Plot

I think that this is exactly 50 cards which leaves you room to add 1 more if you want to keep your deck legal after you play Haman's Plot.

...I promise a McDonald's breakfast if you attend Nats.

Can I trade in my breakfast for a couple games over RTS some time? :)

Blessings!

Gabe

« Last Edit: April 01, 2010, 05:58:33 PM by BrianGabe »
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Offline lightningninja

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Re: Advice...Pls? Revision 03/25/2010
« Reply #57 on: April 01, 2010, 05:31:37 PM »
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Man... another simple standalone defense... although it's effective I liked the originality. :)
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Offline Gabe

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Re: Advice...Pls? Revision 03/25/2010
« Reply #58 on: April 01, 2010, 06:01:21 PM »
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I'm surprised at the number of people I've seen using stand along defenses this year despite the fact that they're less effective than they used to be.  I guess that just speaks to how good they used to be.

After further though I changed KoT to gold instead of orange so that you have two gold characters vs TGT.
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Offline MrMiYoda

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Re: Advice...Pls? Revision 03/25/2010
« Reply #59 on: April 12, 2010, 10:36:36 PM »
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Deck revised 04/12/2010.  Critique, please.

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Gabe, I have notes for you on the first thread.  Thanks and Godbless!
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Offline redemption101

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Re: Advice...Pls? Revision 04/12/2010
« Reply #60 on: April 13, 2010, 11:02:45 AM »
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I would almost add sabbath breaker to this deck but i'm pretty sure there are better options out there,

Pros
-Amazing couple with amalakites slave, you don't have many ec that amalakites slave works with so adding one more is benificail, Exspecialy since you defenses is brought out of deck with philly outpost so you won't have any thing to use amalakites slave with,
-D3= the whole point of this deck

Cons
-needs dom support to stop a block
- gomer and Uzzah are both better choices for AMS


A more defense oriented choice would be Unkown nation the only downside is this card only speed up your deck by one card instead of 3

Warrior_Monk

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Re: Advice...Pls? Revision 04/12/2010
« Reply #61 on: April 13, 2010, 03:09:15 PM »
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Yeah, I have a standalone defense like this and many times I get burned by AMS. I ended up throwing in a Seven Sons and a Sabbath Breaker. I'd definitely recommend adding a Sabbath Breaker as that extra card you need for when you rip the plot.
I don't see how you can easily push this up to 56 and not lose your speed. maybe adding a Words, but I'd keep it at 50.

Offline D-man

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Re: Advice...Pls? Revision 04/12/2010
« Reply #62 on: April 13, 2010, 03:10:45 PM »
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What is AMS again?

Offline Gabe

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Re: Advice...Pls? Revision 04/12/2010
« Reply #63 on: April 13, 2010, 04:28:04 PM »
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If you really want to bump it to 56, you should completely reconfigure your defense and add 6 more defensive cards.  I think that would be a mistake but that's only my opinion.
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Offline BubbleBoy

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Re: Advice...Pls? Revision 04/12/2010
« Reply #64 on: April 13, 2010, 04:34:05 PM »
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Wait a minute...Abom is gone now? Wha...? I think that needs to go back in for sure, what with all the forced drawing you already have...
Use the Mad Bomber to rescue his Province.

Warrior_Monk

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Re: Advice...Pls? Revision 04/12/2010
« Reply #65 on: April 13, 2010, 04:44:18 PM »
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What is AMS again?
Ammy Slave.

I agree with Gabe, if you were to put more in, it'd need to be defense...
Wait a minute...Abom is gone now? Wha...? I think that needs to go back in for sure, what with all the forced drawing you already have...
twas taken out with Gabe's instruction.

Offline BubbleBoy

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Re: Advice...Pls?
« Reply #66 on: April 13, 2010, 05:46:09 PM »
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Wait a minute...Abom is gone now? Wha...? I think that needs to go back in for sure, what with all the forced drawing you already have...
twas taken out with Gabe's instruction.
Well, apparently I agree with him...
I agree that Abom will take more time to set up than this deck will usually have.
Use the Mad Bomber to rescue his Province.

Warrior_Monk

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Re: Advice...Pls?
« Reply #67 on: April 13, 2010, 05:56:43 PM »
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Wait a minute...Abom is gone now? Wha...? I think that needs to go back in for sure, what with all the forced drawing you already have...
twas taken out with Gabe's instruction.
Well, apparently I agree with him...
I agree that Abom will take more time to set up than this deck will usually have.
maybe a month ago...

Offline redemption101

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Re: Advice...Pls? Revision 04/12/2010
« Reply #68 on: April 13, 2010, 08:01:17 PM »
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i'm sorry if the part about the unkown nation was confusing.

Roy has made no indication of wanting to bump it up to 56
Thanks again for ring wraith keeping me on track  :)

After ring wraiths comments unkown nation is not worth putting in becuase there is not enough EC to search through deck to pull one out.
« Last Edit: April 13, 2010, 09:39:32 PM by redemption101 »

Warrior_Monk

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Re: Advice...Pls? Revision 04/12/2010
« Reply #69 on: April 13, 2010, 08:16:11 PM »
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Roy has made no indication of wanting to bump it up to 56
THINKTANK:
2.  If I insisted on 5 more cards,  does anyone among the 50-card fanatics, including my 'nephew' Gabe, have the ultimate fix that could still be as good as a 50-card deck?

Offline redemption101

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Re: Advice...Pls? Revision 04/12/2010
« Reply #70 on: April 16, 2010, 02:00:21 PM »
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for a 56 card deck i would do
Fortresses
Gates of Hell

Crimson Evil Characters: 1
   Seven Sons of Sceva

Brown Evil Characters: 1
   Gomer
Orange Evil Charecters:6
Kot
Potw
wandering spirit
fallen angle
seven wicked spirits
spirit of temptation

Multi-Color Evil Enhancements: 3
   Deafening Spirit (Orange)
   Destructive Sin (Orange)
   Torment
+12 cards
Hold on getting your deck up
Cards in deck: 50
Lost Souls: 8
   Lost Soul (female only)
   Lost Soul (shuffler)
   Lost Soul (revealer)
   Lost Soul (wanderer)
   Lost Souls (2-line)
   Lost Soul (1st Round)
   Lost Soul (NT Only)
   Lost Soul (Hopper)

Lamb Dominants: 6
   Angel of the Lord
   Grapes of Wrath
   Guardian Of Your Souls
   New Jerusalem
   Son of God
   Harvest Time

Grim Reaper Dominants: 5
   Burial
   Christian Martyr
   Destruction of Nehushtan
   Falling Away
   Mayhem

Fortresses: 2
   Philistine Outpost
  The Garden Tomb
  
Multi-Color Sites: 1
   The Ends of the Earth

Artifacts: 3
   Gifts of the Magi
   Temple Veil
   Holy Grail

Silver Heroes: 2
   Captain of the Host
   The Strong Angel

White Heroes: 2
   Mary the Mother of James
   Salome

Gold Heroes: 3
   The Woman at the Well
   Moses
   Simeon (wa)

Green Heroes: 1
   Hur

Purple Heroes: 2
   Widow
   John

Multi Heroes: 1
   Faithful Servant Promo

White Hero Enhancements: 3
   'He Is Risen'
   Transfiguration
   Consider the Lilies

Gold Hero Enhancements: 1
   Meeting the Messiah  

Purple Hero Enhancements: 2
   Authority of Christ (promo)
   Reach of Desperation

Black Evil Characters: 3
   Philistine Garrison
   The Twelve-Fingered Giant
   Philistine Armor-Bearer


Brown Evil Characters: 3
  Uzzah
   Gomer
   The Amalekite's Slave


Orange Gold Evil Characters: 1
   King of Tyrus

Brown Evil Enhancements 1
   Haman's Plot

That new defense is 1 card Over i Had forgot to count Gates when I had posted it,  I would probably take out sprit of temptation to hit 56,

A couple other cards that are nice for a little more defense
Unholy writ
Confusion of the Mind
Uzzah
HP
unfortuanetly to add in more I would have to alter offense to get those in, Though i would say Unholy writ is almost nonegotaible, because it prety much allows another block out of KOt
« Last Edit: April 16, 2010, 02:09:19 PM by redemption101 »

Warrior_Monk

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Re: Advice...Pls? Revision 04/12/2010
« Reply #71 on: April 16, 2010, 02:02:33 PM »
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I would add a Bringing Fear, Philistine Priests, Foolish Advice, Wrath (maybe...), and a couple others. haha.

Offline adotson85

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Re: Advice...Pls? Revision 04/12/2010
« Reply #72 on: April 23, 2010, 02:21:07 AM »
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Quote
1.  What extra card should I put in place of Haman's Plot when it's used up, to keep my deck legal, thus 51-card total?

I have played with a deck very similar to this one. I feel that the 51st card should be decided on after you play a few games with the deck and see what you are missing. Some cards that come to mind are:

Captured Ark: Gets rid of annoying artifacts. G-Calf, Confusion of Mind or Holy of Holies which can really slow this deck down. Captured ark also helps to get rid of annoying defensive artifacts like Unknown Nation or Unholy Writ.

Confusion of Mind: Can stall out opponent's offense for a couple turns often times or can discard some good enhancements,Destruction or
sometimes even a good dominant.

Lydia: Protected from capture, adds a NT female for He Is Risen and can use purple or white enhancements.

Blessings: Adds some versatility to your white heroes. A FBTN band of Mary the Mother of James with TGT up could be difficult to stop.

Others: King David, Jephthah, A New Beginning, Words of Encouragement

« Last Edit: May 10, 2010, 07:11:43 PM by adotson85 »
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Offline Captain Falcon

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Re: Advice...Pls? Revision 04/12/2010
« Reply #73 on: May 10, 2010, 04:24:48 PM »
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To be honest, I don't see a whole lot of fire power.  I see transfig, AOCP, HIR and consider the lilies to get one of the two white enhancements back.  Then maybe the Simeon and captain band, which, along with transfig, can be spoiled by grapes.  I would maybe add fellowship: it bands all your NT in, including simeon banded to captain.  Or maybe second seal, as it adds your whole offense, and you got a BIG offense.
 As was aforementioned, Aptured Cark could be pretty good as well, to stop those problem artifacts like Writ or Go Into Captivity.
« Last Edit: May 10, 2010, 04:41:54 PM by TH3 UNF0RG1V4BL3 »
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