Author Topic: Garden Tomb Speed - MP  (Read 4179 times)

browarod

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Garden Tomb Speed - MP
« on: June 16, 2011, 05:21:33 AM »
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This was originally my 2P deck, but I used it to decent effect for MP at the NC regionals. I swapped the 2-liner for the 3-liner and Nazareth for Burial Shroud (I've heard Nazareth is nasty in MP, but I don't have much experience with it). Suggestions for improvement would be lovely. The weakest part of it, I believe, is the number of limited use heroes (Hur only works with Gifts, Elijah and Moses are solely for Transfig, etc.).

Cards in Deck: 50
Lost Souls: 8
Luke 16:20-21
Luke 13:25
Revealer
Wanderer
1st round
Shuffler
3-liner
Hopper

Sites: 1
Nazareth

Dominants: 10
SoG
NJ
AotL
Grapes
GoYS
Harvest Time
Burial
FA
DoN
CM

Fortresses: 1
The Garden Tomb

Artifacts: 5
UW
Holy Grail
Magic Charms
Gifts of the Magi
Four Drachma Coin

Heroes: 10
Mary the Mother of James
Salome
Mary Magdalene
Joanna
Lydia
Susanna
Hur
John
Peter
Matthew

Good Enhancements: 9
Pentecost
Reach
AoCP
He is Risen
No Need for Spices
Magnificat
Consider the Lilies
Words
First Fruits

Evil Characters: 6
The Amalekites' Slave
Uzzah
Damsel w/ Spirit of Divination
King Manasseh
KoT (orange)
Sabbath Breaker
« Last Edit: June 17, 2011, 12:12:04 AM by browarod »

browarod

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Re: Garden Tomb Speed - MP
« Reply #1 on: June 16, 2011, 11:07:00 PM »
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Anyone with any suggestions?

Offline Master KChief

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Re: Garden Tomb Speed - MP
« Reply #2 on: June 16, 2011, 11:09:02 PM »
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why trembling demon?

edit: nevermind, i see hoh in there. was hoh in before the edit? i thought i looked at this yesterday and saw the trembling but no hoh...

no mayhem or harvest time?
« Last Edit: June 16, 2011, 11:14:59 PM by Master KChief »
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

TheHobbit13

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Re: Garden Tomb Speed - MP
« Reply #3 on: June 16, 2011, 11:17:16 PM »
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I would take out Elijah, transfig, Moses and Et for Matthew, Peter, 4 drachma coin and consider the lilies ( is there a reason you don't play with this?). that way you get much more drawing power and drachma coin can protect you from RDJ if you  get stuck with first fruits. Mayhem would be nice too. I don't think you need The Ends of the Earth or benedictus so if you care to take one of those out for it that would be good. Lastly, for efficiencies sake I would take out trembling and holies and the either ends of the earn or benidictus (or if you find that golgotha is prevalent you there is no need for spices) for 2 magicians and magic charms. Hope that helps.  :)

Offline Master KChief

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Re: Garden Tomb Speed - MP
« Reply #4 on: June 16, 2011, 11:19:13 PM »
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*cough cough* damsel *cough cough*... ;)
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

browarod

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Re: Garden Tomb Speed - MP
« Reply #5 on: June 16, 2011, 11:33:42 PM »
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Updated the offensive suggestions, still mulling over the defensive ones.

Other than Damsel, what would be the best choice for the second Magician? I'm thinking Manny.

Also, I'd be more inclined to remove Nazzy before Ends/Earth or Benedictus since Nazzy doesn't necessarily help me at all (the protection from shuffle could even hurt me if a shuffler is rescued and someone is at 4 while my Souls aren't shuffled).
« Last Edit: June 16, 2011, 11:44:42 PM by browarod »

Offline Master KChief

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Re: Garden Tomb Speed - MP
« Reply #6 on: June 17, 2011, 12:00:15 AM »
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nazzy is crucial in multi. the benefits of your opponents being slower than yourself + mayhem not wrecking you 2/3 times is a trade-off in your favor.

you also need harvest time for sure in this deck. mayhem would also be great.

herods temple and possibly lampstand could be very useful in this deck. ht is great in multi since you need as many oppurtunities to stay alive in battle as possible. lampstand goes with the temple naturally, but i avoid it in multi for one good reason: you will make enemies very fast if you pop it up.

i agree with hobbit, ends/earth and benedictus should go. i tend to avoid cards that are situational in type 1 2 player, so i cut them entirely in multi since you have an extra opponent or two to go after if one has a card/s to stop you.

as for the magician, if you're going standalone magicians with charms, damsel + manny is the way to go (although i only used a lone damsel with charms at regional to good effect). you could also expand to grey with balaam and splash in balaams d which is a legit stopper with balaam and breaker.
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

browarod

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Re: Garden Tomb Speed - MP
« Reply #7 on: June 17, 2011, 12:08:13 AM »
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Alright, alright, I'll keep Nazzy.

If I'm getting rid of Benedictus and Ends/Earth I suppose that leaves me an extra slot for Harvest Time. I have lamented not having it in the past with this deck.

I only have one each of Herod's Temple, Lampstand, and Mayhem and they're all in my other deck. I don't like to be swapping cards between decks during a tourney, so I'm inclined not to include those (plus for the Lampy reasons you mentioned, lol).

I'm more likely to just add Manny than to change out the rest of the defense to gray, however I will keep that in mind for the future.

TheHobbit13

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Re: Garden Tomb Speed - MP
« Reply #8 on: June 17, 2011, 12:39:24 PM »
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lampstand goes with the temple naturally, but i avoid it in multi for one good reason: you will make enemies very fast if you pop it up.

In multi the leader will always make enemies, I would prefer enemies that can't stop my rescue versus burials and FAs flying. Imo lamstand is a staple in both multy's. It is also nice for stopping mayhem.

browarod

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Re: Garden Tomb Speed - MP
« Reply #9 on: June 17, 2011, 03:51:16 PM »
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lampstand goes with the temple naturally, but i avoid it in multi for one good reason: you will make enemies very fast if you pop it up.

In multi the leader will always make enemies, I would prefer enemies that can't stop my rescue versus burials and FAs flying. Imo lamstand is a staple in both multy's. It is also nice for stopping mayhem.
In order to add stuff I also need to take stuff out, lol. What would you suggest dropping to add HT and Lampy?

Offline Captain Falcon

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Re: Garden Tomb Speed - MP
« Reply #10 on: June 20, 2011, 04:51:44 PM »
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I would say to keep HT, as it's more important.  You also need mayhem; its a must. 
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Offline TheJaylor

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Re: Garden Tomb Speed - MP
« Reply #11 on: June 20, 2011, 05:07:52 PM »
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Yeah, definitely Herod's Temple, especially for multi. And yeah Lampstand would have good turnouts I believe and protects everything from Mayhem.

browarod

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Re: Garden Tomb Speed - MP
« Reply #12 on: June 20, 2011, 05:43:15 PM »
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Thanks, but that still doesn't tell me what to take out to put Herod's Temple and Lampy in, lol.

Offline Minister Polarius

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Re: Garden Tomb Speed - MP
« Reply #13 on: June 21, 2011, 09:42:46 AM »
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NNfS and Manny. The former is a bit redundant with TGT (how many solid defenses are you going to see in Multi?), and the latter is bad without his Gates.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Master KChief

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Re: Garden Tomb Speed - MP
« Reply #14 on: June 21, 2011, 12:27:39 PM »
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manny is the best rogue magician besides damsel.
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

Warrior_Monk

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Re: Garden Tomb Speed - MP
« Reply #15 on: June 21, 2011, 01:03:48 PM »
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How is Manny useful at all in a small defense? You can't use his autoblock ability (not enough characters), and anything you would want to band to will be negated. Because KoT is the only one worth banding to.

Astrologers could help you grab an evil dominant in a pinch. Sure, it's unlikely and not that good, but it's way better than King Manny would be.

Honestly, I'd say drop Charms and the magicians and add Gomer, Haman's Plot, and Blue Tassels.

TheHobbit13

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Re: Garden Tomb Speed - MP
« Reply #16 on: June 21, 2011, 01:13:42 PM »
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How is Manny useful at all in a small defense? You can't use his autoblock ability (not enough characters), and anything you would want to band to will be negated. Because KoT is the only one worth banding to.

Manny is good because he can band. I agree with plot, it needs to go in here. I would try to fit both strats in




Evil Characters: 6
The Amalekites' Slave
Uzzah
Damsel w/ Spirit of Divination
King Manasseh
KoT (orange) (out)
Sabbath Breaker (out)
Nazereth (out)

for Gomer, plot, blue tassels. If you don't run multiple copies of the deck and just put on card bag in, imo sabbath breaker.

« Last Edit: June 21, 2011, 01:22:37 PM by TheHobbit13 »

Offline Master KChief

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Re: Garden Tomb Speed - MP
« Reply #17 on: June 21, 2011, 02:07:40 PM »
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sabbath breaker out? in mp? whaaaaAAAA? ???

if hamans plot goes in, then thats all the more reason to use manny. personally i dont think any enhancements are necessary for evil in multiplayer, only chump blockers and the almighty charms.
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

Warrior_Monk

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Re: Garden Tomb Speed - MP
« Reply #18 on: June 21, 2011, 02:11:52 PM »
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So you can either have a 6/6 FBTN Manny or a 12/13 Damsel.

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Re: Garden Tomb Speed - MP
« Reply #19 on: June 21, 2011, 02:31:50 PM »
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6/6 fbtn manny, 12/13 damsel, charms, autoblock, and hamans plot. its all about versatility to me.
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

Warrior_Monk

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Re: Garden Tomb Speed - MP
« Reply #20 on: June 21, 2011, 03:02:43 PM »
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Haman's Plot isn't in there right now. Charms works for every other magician (some of which have abilities that would actually be useful), and the autoblock doesn't really work in this small of a defense.

Offline Master KChief

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Re: Garden Tomb Speed - MP
« Reply #21 on: June 21, 2011, 03:13:55 PM »
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the fact that its there if i need it makes it far more useful than any other magician besides damsel in a chump block defense.
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

browarod

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Re: Garden Tomb Speed - MP
« Reply #22 on: June 21, 2011, 06:34:36 PM »
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So, what's the consensus?

Offline Professoralstad

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Re: Garden Tomb Speed - MP
« Reply #23 on: June 21, 2011, 06:58:43 PM »
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I think the fact that Manny can band to another player's demon or magician in addition to yours gives him the edge over other magicians, though if you could fit in a Confusion of Mind, Balaam might not be a bad idea either. He prevents enhancements and can recur a curse that is great both in battle and as an Artifact.
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Warrior_Monk

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Re: Garden Tomb Speed - MP
« Reply #24 on: June 21, 2011, 07:40:48 PM »
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I say take out the magicians and their charms.

 


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