Author Topic: Teal-Green/Babs *edited 1/4/12*  (Read 3445 times)

browarod

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Teal-Green/Babs *edited 1/4/12*
« on: December 24, 2011, 05:10:17 AM »
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CG25 and I worked on this for the last 2 hours or so and now I'm hoping for additional suggestions.

Cards in Deck: 56
Lost Souls: 7
Shuffler
Exchanger
Shut Door
Shame
NT-only
Revealer
Female-only

Dominants: 6
SoG
NJ
AotL
Grapes
CM
Mayhem

Fortresses: 2
Z Temple
Headquarters at Riblah

Artifacts: 7
Iron Pan
Magic Charms
Lampstand
Covenant with Phinehas
Chariot of Fire
Hidden Treasures
Go Into Captivity

Heroes: 10
Aaron
Ezekiel
Zechariah
Jeremiah
PoC
Joiada
Joshua the High Priest
Phinehas
Haggai
Cherubim

Hero Enhancements: 8
Pentecost
Provisions
Trumpet Blast
Zeal for the Lord
Two Bears
Burning Incense
Jordan Interrupted
Search

DAEs: 2
Drawn Sword
Forest Fire

Evil Characters: 7
Nebushasban
Nergal
Nebuchadnezzar
King Belshazzar
Bab Soldiers
Chaldeans
Astrologers

Evil Enhancements: 7
Belsh's Banquet
Neb's Pride
Swift Horses
Head of Gold
Imitating Evil
Invoking Terror
Dream
« Last Edit: January 04, 2012, 05:55:56 PM by browarod »

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Re: Teal-Green/Babs
« Reply #1 on: December 24, 2011, 08:36:05 AM »
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i would put Midianites attack for sword into plowshare which I have never for helpful.

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Re: Teal-Green/Babs
« Reply #2 on: December 24, 2011, 12:30:12 PM »
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why only 5 doms?
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browarod

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Re: Teal-Green/Babs
« Reply #3 on: December 24, 2011, 07:51:45 PM »
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why only 5 doms?
Lampstand. I plan to have it up and active as much of the game as possible.

Offline Red Wing

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Re: Teal-Green/Babs
« Reply #4 on: December 26, 2011, 11:19:39 AM »
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why only 5 doms?
Lampstand. I plan to have it up and active as much of the game as possible.

If that's the case, then Iron Pan is counter-productive isn't it? :laugh: And you need more heroes, less good enhancements. I notice that you're not using two of green's best good enhancements, Provisions and Search. :o
He has Provisions.  But +1. More heroes and less enhancements.
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browarod

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Re: Teal-Green/Babs
« Reply #5 on: December 26, 2011, 03:22:00 PM »
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Do you guys have suggestions for what specifically to change? Also, Iron Pan is more for situational things (like negating TGT if I only have 1 EC).
« Last Edit: December 26, 2011, 03:28:48 PM by browarod »

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Re: Teal-Green/Babs
« Reply #6 on: December 26, 2011, 04:48:15 PM »
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He has Provisions.  But +1. More heroes and less enhancements.

Ha, guess I missed that. I was just shocked at the lack o' Search and Burning Incense.

Do you guys have suggestions for what specifically to change? Also, Iron Pan is more for situational things (like negating TGT if I only have 1 EC).

I would remove SiP, SotL, Iron Pan, Covenant w/ Phineas, Feast o' Trumpets, Filling Z's Temple, and Great Image. Instead, I'd put in Search, Burning Incense, Mayhem, FA, Aaron, Cheribum, and the Crimson recur enhancement (can't remember). Hope that helps. :)
the Crimson recur enhancement is Imitating Evil.
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browarod

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Re: Teal-Green/Babs
« Reply #7 on: January 02, 2012, 10:18:14 PM »
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Update BUMP! I've made some of the suggested changes, and not others. Haven't used the deck yet since the last couple changes (Benedictus/FoT out; Aaron/Burning Incense in) so we'll see how much they help (I think Incense at least will be very nice with HT).

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Re: Teal-Green/Babs *edited 1/2/12*
« Reply #8 on: January 03, 2012, 08:40:10 AM »
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Do you find Forrest Fire useful, because I did not.

browarod

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Re: Teal-Green/Babs *edited 1/2/12*
« Reply #9 on: January 03, 2012, 05:20:53 PM »
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Yes, actually. It's a nice way to negate a character ability and then discard said character with one card. I've used it several times to save my prophet from Jezebel's rfg ability. There's also the pre-block play with HT to gain access to a soul in a site if necessary.

Though, I find it wholly useless on defense.

browarod

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Re: Teal-Green/Babs *edited 1/2/12*
« Reply #10 on: January 04, 2012, 12:00:39 AM »
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You still have Iron Pan in there ::)
and not others
Unless you can provide suggestions for cards that are unequivocally better than Iron Pan, it stays.

browarod

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Re: Teal-Green/Babs *edited 1/4/12*
« Reply #11 on: January 04, 2012, 11:49:21 PM »
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My defense, actually, seems to be the only part of this deck that doesn't have trouble holding up, so if I were to remove Pan I'd be more likely to sub in an offensive card, of which none of your suggestions fit (except maybe FA in that it gives my offense another chance to win).

With the new Lampstand ruling, does it still protect Land of Redemption from FA? I am assuming it does, but I don't remember. If it does, then I don't see the point in running FA seeing as I'd have to turn off my Lampstand to use it (which would leave me open to the opponent's FA since I don't run GoYS, which would net a 0 gain overall).

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Re: Teal-Green/Babs *edited 1/4/12*
« Reply #12 on: January 05, 2012, 01:30:12 AM »
+1
Cards in Deck: 50
Lost Souls: 8
Shuffler
Exchanger
Shut Door
Shame
NT-only
Revealer
Female-only
Hopper

Dominants: 10
SoG
NJ
AotL
Grapes
CM
Mayhem
Guardian of Your Souls
Falling Away
Destruction of Nehushtan
Harvest Time


Fortresses: 1
Z Temple
Headquarters at Riblah

Artifacts: 4
Iron Pan
Magic Charms
Lampstand
Covenant with Phinehas
Chariot of Fire
Hidden Treasures
Go Into Captivity
Unholy Writ

Heroes: 7
Aaron
Ezekiel
Zechariah
Jeremiah
PoC
Joiada
Joshua the High Priest

Phinehas
Haggai
Cherubim
Moses

Hero Enhancements: 7
Pentecost
Provisions
Trumpet Blast
Zeal for the Lord
Two Bears
Burning Incense
Jordan Interrupted
Search
First Fruits

DAEs: 2
Drawn Sword
Forest Fire

Evil Characters: 6
Nebushasban
Nergal
Nebuchadnezzar
King Belshazzar
Bab Soldiers
Chaldeans
Astrologers

Evil Enhancements: 5
Belsh's Banquet
Neb's Pride
Swift Horses
Head of Gold
Imitating Evil
Invoking Terror
Dream

I'm a firm believer in decks being as small as possible, generally somewhere in the 50-52 range, so I cut it down. Z Temple isn't really worth it, in my opinion. I experimented with Green/Teal for a while using Z Temple, and it was never as good as using a small teal splash. I took out all the capture (except for Writ, which was added) because it's the most easily protected-from ability in the game. Prophets get a blanket protection, and Tassels is pretty popular right now. You'll have enough battle winners with Banquet (with some recursion) and Pride, along with the Good/Evil Zeke enhancements to stall, especially if you use Invoking Terror to put down strong heroes early. Swift Horses and Dream will grant you some solid speed. Simply put, your defense wasn't as efficient as it would be with less cards, so I cut them. I also cut Pan, because frankly, it's not worth the slot. Yes, it can be nice as back up, but you're running a pretty solid defense to begin with, so you won't worry about TGT as much as you might otherwise, especially with HQ at Riblah up. These are of course, just my suggestions, but this is more or less how I'd build the deck.

 


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