Author Topic: How would this be for a Type 1 Multi-player TOURNAMENT deck?  (Read 1880 times)

Offline stefferweffer

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53 cards -

8 lost souls -

female only
nt only
exchanger
lost souls 3 line
revealer
cannot be prevented
shuffler
hopper

6 good dominants -

harvest time
grapes of wrath
angel of the lord
guardian of your souls
son of god
new jerusalem

4 evil dominants -

destruction of nehushtan
christian martyr
burial
falling away

6 artifacts -

holy grail
asherah pole
golden calf
holy of holies
unholy writ
lampstand of the sanctuary

3 curses -

captured ark
unsuccessful
confusion of mind

3 fortresses -

the tabernacle
wall of protection
the garden tomb

8 heroes -

joseph of arimathea
suzanna
salome
mary the mother of james
joanna
lydia
jairus' daughter
peter's mother-in-law

12 hero enhancements -

faith in our high priest
brass serpent promo
first fruits
spirit as a dove
words of encouragement
consider the lillies
blessings
scarlet line
no need for spices
fellowship
cymbals of the levites
he is risen

2 evil characters -
the amalekite slave
sabbath breaker

1 evil enhancement -
false peace

Theory - Deck is entirely offensively themed, because of multi-player.  Most of the defense is to stop opponents from getting lost souls from other players, hence Holy of Holies, Confusion of Mind, Asherah Pole.  Holy Grail and Joanna are in there for Garden Tomb, which would just be gravy if it happened to work.  Lampstand is there to protect my artifacts from DON and my Land of Redemption from Falling Away (until I can draw Guardian of Your Souls).  Unholy Writ and Unsuccessful can be used when someone is making a rescue attempt against another player.  I expect to be giving away my own lost souls (distributed evenly), unless I can win with artifacts, dominants, or shuffler.  Opponents need to have at least 1 redeemed soul each if Garden Tomb is to work at its best anyway.

As far as deck size, I don't know whether I should up it to 56 cards and add cards like Uzzah/Torment/Image of Jealousy, or if I should remove 3 cards to get down to 50.  As it is right now, if everything went off right, I can draw out my deck in 9 rounds.  8 rounds if I go to 50 cards, 10 rounds at 56.

Thanks for your advice.

Offline hi123

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Re: How would this be for a Type 1 Multi-player TOURNAMENT deck?
« Reply #1 on: June 03, 2010, 07:54:19 AM »
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53 cards -

8 lost souls -

female only
nt only
exchanger
lost souls 3 line
revealer
cannot be prevented
shuffler
hopper

6 good dominants -

harvest time
grapes of wrath
angel of the lord
guardian of your souls
son of god
new jerusalem

4 evil dominants -

destruction of nehushtan
christian martyr
burial
falling away

6 artifacts -

holy grail
asherah pole
golden calf
holy of holies
unholy writ
lampstand of the sanctuary

3 curses -

captured ark
unsuccessful
confusion of mind

3 fortresses -

the tabernacle
wall of protection
the garden tomb

8 heroes -

joseph of arimathea
suzanna
salome
mary the mother of james
joanna
lydia
jairus' daughter
peter's mother-in-law

12 hero enhancements -

faith in our high priest
brass serpent promo
first fruits
spirit as a dove
words of encouragement
consider the lillies
blessings
scarlet line
no need for spices
fellowship
cymbals of the levites
he is risen

2 evil characters -
the amalekite slave
sabbath breaker

1 evil enhancement -
false peace

Theory - Deck is entirely offensively themed, because of multi-player.  Most of the defense is to stop opponents from getting lost souls from other players, hence Holy of Holies, Confusion of Mind, Asherah Pole.  Holy Grail and Joanna are in there for Garden Tomb, which would just be gravy if it happened to work.  Lampstand is there to protect my artifacts from DON and my Land of Redemption from Falling Away (until I can draw Guardian of Your Souls).  Unholy Writ and Unsuccessful can be used when someone is making a rescue attempt against another player.  I expect to be giving away my own lost souls (distributed evenly), unless I can win with artifacts, dominants, or shuffler.  Opponents need to have at least 1 redeemed soul each if Garden Tomb is to work at its best anyway.

As far as deck size, I don't know whether I should up it to 56 cards and add cards like Uzzah/Torment/Image of Jealousy, or if I should remove 3 cards to get down to 50.  As it is right now, if everything went off right, I can draw out my deck in 9 rounds.  8 rounds if I go to 50 cards, 10 rounds at 56.

Thanks for your advice.
I like the deck. But Take Out---

Symbals of the Levites
Brass Serpant Promo
The Tab.
Burial


In---
ET
Torment
AOC(or AOCP.)      That Bring's It to 52.
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Offline stefferweffer

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Re: How would this be for a Type 1 Multi-player TOURNAMENT deck?
« Reply #2 on: June 03, 2010, 09:00:56 AM »
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Not sure on Torment because it would only let me save Sabbath Breaker, maybe?  Being able to use it to keep another players EC alive though is something I had not thought of.  I'll consider it.

No on AOCP and ET because 1)  Most players keep their ECs in their hand anyway (making Mephibosheth better IMO), and 2)  More importantly, I don't want to knock out everyone's defense, because that makes it easier for others to rescue lost souls too.  I just want to have the enhancements to get me one lost soul per turn.  Tabernacle is to hold Lampstand so I can still use the other artifacts.  Burial is one of the best cards in the game for multi-player, to bury my own or even another player's single lost soul during a rescue attempt.  And Brass Serpent promo is to keep key characters like Suzanna alive (although a generic white healing card might be better, in case someone plays Wrath of Satan).  I'll consider a white healing enhancement instead.  Finally, 52 cards does not let me draw out my deck any sooner than 53 cards.

Hope these reasons make sense.  Thanks for the ideas.

Offline adotson85

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Re: How would this be for a Type 1 Multi-player TOURNAMENT deck?
« Reply #3 on: June 03, 2010, 04:14:09 PM »
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I like the idea. However, 8 heroes seems a bit few for a completely offensive minded deck. My multiplayer deck is 50 cards and has 10 or 11 heroes. I would also recommend adding FSP and reach. That would give you some extra drawing and an extra interrupt so you can play your white enhancements on FSP or Lydia. Why no Mayhem?
"Don't forget in the darkness what you have learned in the light."

Offline stefferweffer

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Re: How would this be for a Type 1 Multi-player TOURNAMENT deck?
« Reply #4 on: June 03, 2010, 10:56:59 PM »
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I like the idea. However, 8 heroes seems a bit few for a completely offensive minded deck. My multiplayer deck is 50 cards and has 10 or 11 heroes. I would also recommend adding FSP and reach. That would give you some extra drawing and an extra interrupt so you can play your white enhancements on FSP or Lydia. Why no Mayhem?
How does Mayhem help in T1 multi?  I hardly ever use Mayhem.  Seems to me it would help the other players to draw their dominant combos as much as it would help me.  Please help me understand its strength.  Thanks.

Offline adotson85

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Re: How would this be for a Type 1 Multi-player TOURNAMENT deck?
« Reply #5 on: June 04, 2010, 12:27:17 AM »
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I like the idea. However, 8 heroes seems a bit few for a completely offensive minded deck. My multiplayer deck is 50 cards and has 10 or 11 heroes. I would also recommend adding FSP and reach. That would give you some extra drawing and an extra interrupt so you can play your white enhancements on FSP or Lydia. Why no Mayhem?
How does Mayhem help in T1 multi?  I hardly ever use Mayhem.  Seems to me it would help the other players to draw their dominant combos as much as it would help me.  Please help me understand its strength.  Thanks.

I can not justly explain how many ways Mayhem can be helpful. If your opponent has just searched his deck for Son of God, Mayhem gets it out of his hand. Mayhem can mess up a player who thinks they have a definate block. If you have 4 lost souls and just need to draw Son of God, Mayhem can give you a shot at getting it. If you have very few cards in hand Mayhem can add cards in your hand while removing cards from your opponents'. If your opponent is about to win the game you can play Mayhem and usually someone draws something to stop them. No lost souls available to rescue? Play Mayhem and there is a great change you will soon find yourself making a rescue attempt.
"Don't forget in the darkness what you have learned in the light."

Offline hi123

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Re: How would this be for a Type 1 Multi-player TOURNAMENT deck?
« Reply #6 on: June 04, 2010, 07:24:06 AM »
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I like the idea. However, 8 heroes seems a bit few for a completely offensive minded deck. My multiplayer deck is 50 cards and has 10 or 11 heroes. I would also recommend adding FSP and reach. That would give you some extra drawing and an extra interrupt so you can play your white enhancements on FSP or Lydia. Why no Mayhem?
How does Mayhem help in T1 multi?  I hardly ever use Mayhem.  Seems to me it would help the other players to draw their dominant combos as much as it would help me.  Please help me understand its strength.  Thanks.
+1     I actually think Mayhem would mess this deck up.
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Offline that one kid

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Re: How would this be for a Type 1 Multi-player TOURNAMENT deck?
« Reply #7 on: June 06, 2010, 10:16:06 PM »
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I like the idea. However, 8 heroes seems a bit few for a completely offensive minded deck. My multiplayer deck is 50 cards and has 10 or 11 heroes. I would also recommend adding FSP and reach. That would give you some extra drawing and an extra interrupt so you can play your white enhancements on FSP or Lydia. Why no Mayhem?
How does Mayhem help in T1 multi?  I hardly ever use Mayhem.  Seems to me it would help the other players to draw their dominant combos as much as it would help me.  Please help me understand its strength.  Thanks.
+1     I actually think Mayhem would mess this deck up.

Mayhem can't touch this. Lampstand.
IT MOVES! --->    :O[move]

 


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