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Burning Bush out for Blessings without a doubt. Ira out for TSA. Philbart definitely in if you have both, but not if you just have one. All Forts except TGT out. The defense needs a ton of work but I'm not sure you have what you'd need in order to fix it.
Where is feast of trumpets. defense... shaky at best.
putting a fort in bc u want to play one specific card off of it not worth the deck slots
Quote from: jbeers285 on October 18, 2012, 07:24:41 PMputting a fort in bc u want to play one specific card off of it not worth the deck slots there's more to high places then to play one card, it gives me first initiative regardless of numbers and i get to play the very first ehnacement and without high places, my defense will run VERY slowly and won't be as mean as i would like for it to be, so high places is the key tool to my defense if im to make successful blocks with no trouble. and j tower is vital too because, too often i come across samaritan water jar and its been doing its job against me by making sure i don't draw aotl or sog or nj or all 3 so i have a chance to win the game and j tower is the tool i need to protect my cards from rain becomes dust AND samaritain water jar, wall of protection just keeps my opponent from using my own characters against me and storehouse is another key card i need but it makes sure i don't waste cards and gives me a chance to put together my offense and make it work without the need for discarding essential cards to the discard pile and regret it later. im focusing on the holes in my deck that prevent me from ever having a chance in winning which is where hur comes in cause he helps pick up the slack and i do have the tendancy 87% of the time to draw very poorly so hur pretty much increases the percentage of drawing the card i need so i can make a comeback and try and win the game. sure hur alone can't win the game but it does help and my issue with my deck without speed is i draw way too slow and that costs me dearly and also makes me unable to do anything within the game cause i don't have the right cards at the right time and give my opponent the victory. too many times that's happened with me and no more, im focusing a lil more on speed to help pick up the slack where my deck needs it and to take out hur, is to take out the very essential that will help me to even have the chance in winning the game. sure this game is about having fun and fellowship but when is enough, enough in a sense of defeat? idk how you all do it as far as losing time after time again and struggling to get better, i've said this from the very beginning when i first started that it would take me a long time to get as good as everyone else and what i've said has proven true and it will continue to prove true cause my mind doesn't work at the same pace as everyone else's. but im just trying to open everyone's eyes to how important the cards are for my deck and to take away the much needed speed is to take away the very thing my deck needs in order to draw what i needi don't mind taking out peter and ira, but not hur
You don't have a seventh dom. I would maybe throw in a Grapes or Don. For defense, I would throw in Wickedness of the Tenants, a very good itb battle winner, and plot. As Pol said, I would get rid of all the forts except for TGT and add Philbart. The offense needs to be less spread out. The meta defense will probably have a KoT in it, so I would maybe take out all the BTN heroes.
where can i find phil and bart? and which number tins would really help me out on this?
Quote from: New Raven BR on October 25, 2012, 03:16:48 AMwhere can i find phil and bart? and which number tins would really help me out on this?Most of the cards suggested, including Phil and Bart, can be found in Disciples card boxes.
You really underestimate CBN banding Andy.