Author Topic: T1: Splash/Lockout(updated)  (Read 21142 times)

Offline lightningninja

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Re: T1: Splash/Lockout(updated)
« Reply #50 on: August 07, 2008, 11:01:46 PM »
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oh, they exist, but they aren't as big as a non site deck, unless you just make your deck have tons of cards period. And once again, even if it wins, I think it is a lame way to win. What do you find more exiting? Playing head of gold and capturing all their heroes, or having them pass and do nothing because they don't have access?
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Offline wk4c

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Re: T1: Splash/Lockout(updated)
« Reply #51 on: August 07, 2008, 11:11:31 PM »
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or having them pass and do nothing because they don't have access?

Um, that rarely happens...usually they still attack, so you can useyour anti-sites on them.  Some really awesome negate wars came up that tournament.  Matter of fact...I just might remake that deck...hmm...
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Deathschythe

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Re: T1: Splash/Lockout(updated)
« Reply #52 on: August 23, 2008, 01:46:51 PM »
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or having them pass and do nothing because they don't have access?
That one is easier.(assuming that you have sites and they don't have access)

Deathschythe

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Re: T1: Splash/Lockout(updated)
« Reply #53 on: August 31, 2008, 10:11:21 AM »
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I think it is a lame way to win.
???
If sites were that big a problem then they could just stop boosting it and boost anti-site cards.  Remember how they killed speed?

Offline Mageduckey

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Re: T1: Splash/Lockout(updated)
« Reply #54 on: August 31, 2008, 04:38:31 PM »
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Looking through my collection (which has to be about the worst collection, due to me not having money to buy more cards), I saw that PURPLE, BLUE, GREEN, GOLD, RED, and WHITE(I think), plus anymore I am forgetting, have at least one card that says "discard a single color lost soul site"; also, BLUE has a card that allows you to TAKE a site from an opponent, as does at least one other brigade.  Finally, you have all sorts of site access cards.  So, there are plenty of ways to knock out an opponent's sites so that they game is "fun".

If the Site-Lockout decks you have faced either give you a lost soul or don't let you make ANY rescue attempt, then they obviously need assistance in building better decks.  Maybe you could actually talk to them about it/help them with it (by sitting down with them, looking at all the possible cards, and picking out the best), and then make it more fun.  In your defense, you continually blame the IDEA for not being fun, yet it is the APPLICATION/EXECUTION of the idea that is making it unpleasurable.

I use a Site-Lockout deck myself, and find that there is decent balance between my opponent having access/not having access, and there are some very interesting battles.  Site-Lockout, in my opinion, is a great idea.

That being said, in the most recent posts, the things being said are 'I think'/'I believe' (or something of that matter), and therefore more arguing about this topic will not really accomplish much, except continually restating that which has already been said.  Both sides have good points, but now we are just beating a dead horse.  Thanks, and have a nice day.

Deathschythe

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Re: T1: Splash/Lockout(updated)
« Reply #55 on: September 04, 2008, 06:43:21 PM »
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....Anyway.  Does anybody else have something to say about the deck?

Offline lightningninja

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Re: T1: Splash/Lockout(updated)
« Reply #56 on: September 05, 2008, 03:43:09 PM »
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I do. Don't do it! ;)
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Offline LukeSnyder

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Re: T1: Splash/Lockout(updated)
« Reply #57 on: September 05, 2008, 04:28:24 PM »
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I do. Don't do it! ;)

....Anyway.  Does anybody else have something to say about the deck?

The deck looks good. I would personally take out zebulon, idk how useful he will actually be, given how many non-genesis heros you have in there. I also noticed an excessive lack of complainers. Complainers negates access abilities on their heros and can choose the rescuer, which is great in a site lock.

Deathschythe

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Re: T1: Splash/Lockout(updated)
« Reply #58 on: September 06, 2008, 12:24:43 PM »
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Good thoughts.  As far as complainers.. I dont have one.  Who should I put in for zebulun?

Lamborghini_diablo

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Re: T1: Splash/Lockout(updated)
« Reply #59 on: September 06, 2008, 12:33:31 PM »
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Foul Spirit essensially does the same thing as Complainers in terms of Access abilities.

Deathschythe

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Re: T1: Splash/Lockout(updated)
« Reply #60 on: September 07, 2008, 10:20:03 AM »
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Is he that important?

Lamborghini_diablo

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Re: T1: Splash/Lockout(updated)
« Reply #61 on: September 07, 2008, 10:45:36 AM »
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Well as it stands, someone like Nahum or Kings Daughter could just walk right in.

Offline LukeSnyder

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Re: T1: Splash/Lockout(updated)
« Reply #62 on: September 08, 2008, 01:27:56 PM »
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Is he that important?

Yeah, he really is. If I were you, I would use both Foul Spirit and KoT... most decks have site access characters. Like Lambo said, right now you basically don't have any way to stop them.

Deathschythe

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Re: T1: Splash/Lockout(updated)
« Reply #63 on: September 09, 2008, 06:09:51 PM »
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OK then.  Took out idolaters and added in foul spirit.  Thank you.

 


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