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53 cards - 8 lost souls -female onlynt onlyexchangerlost souls 3 linerevealercannot be preventedshufflerhopper6 good dominants -harvest timegrapes of wrathangel of the lordguardian of your soulsson of godnew jerusalem4 evil dominants -destruction of nehushtanchristian martyrburial falling away6 artifacts - holy grailasherah polegolden calfholy of holiesunholy writlampstand of the sanctuary3 curses -captured arkunsuccessfulconfusion of mind3 fortresses -the tabernaclewall of protectionthe garden tomb8 heroes -joseph of arimatheasuzannasalomemary the mother of jamesjoannalydiajairus' daughterpeter's mother-in-law12 hero enhancements -faith in our high priestbrass serpent promofirst fruitsspirit as a dovewords of encouragementconsider the lilliesblessingsscarlet lineno need for spicesfellowshipcymbals of the leviteshe is risen2 evil characters - the amalekite slavesabbath breaker1 evil enhancement -false peaceTheory - 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 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?
Quote from: adotson85 on June 03, 2010, 04:14:09 PMI 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.
Quote from: stefferweffer on June 03, 2010, 10:56:59 PMQuote from: adotson85 on June 03, 2010, 04:14:09 PMI 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 actually think Mayhem would mess this deck up.