Author Topic: TGT new and improved since Nationals  (Read 3352 times)

Offline New Raven BR

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TGT new and improved since Nationals
« on: October 18, 2012, 03:18:43 PM »
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recently i did some ajusting thx to red and here's what i got, let's see what everyone thinks of this ajustment;

dominants
nj
sog
aotl
goys
cm
fa

artifacts
gifts of the magi
four-drachma
plagued with disease

multi
preaching the truth
first fruits
pentecost
feast of trumpets
lying unto God

forts
the garden tomb
wall of protection
jerusalem tower
storehouse
high places

sites
nj
ends of the earth

souls
female only
site doubler
speed bump
shuffler
hand discard
revealer
protect cept by human soul

blue heroes:
Ira (warriors)

red heroes
peter

green heroes
hur
beniah (warriors)

green enhancements
search

purple heroes
widow
John G/H

purple enhancements
aocp
reach of desperation

gold heros:
zaccheus

white heroes:
mary the mother of james
salome
joanna

white ehnancements
burnign bush
he is risen
no need for spices

brown ecs
haman
zeresh
uzzah
king zedekiah
king jeroboam I
king nadab

brown enhancements:
zeresh advises haman
stiff necked
dungeon of malchiah
face of death
weakness
korah's rebellion
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Offline jbeers285

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TGT new and improved since Nationals
« Reply #1 on: October 18, 2012, 03:44:10 PM »
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I think you need less evil enhancements and consider the Lillie's would be a good add for white.

I would drop search for provisions if your going to play any green enhancements

And I am not a huge fan of spices but that's more opinion

The strong angel wouldn't be a horrible add.

If you don't need to set aside a bunch  of evil characters then you use he is risen on the CBN band if girls and make it a huge FBTN

I would drop hur and Ira for Phil and Bart as well

If your going to use a bunch of FBTN characters a couple Multi-color enhancements might not be horrible
Like any of the armor of God.
« Last Edit: October 18, 2012, 03:46:54 PM by jbeers285 »
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Offline New Raven BR

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Re: TGT new and improved since Nationals
« Reply #2 on: October 18, 2012, 03:57:14 PM »
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i have the armor of God cards and TSA but the rest of the cards i don't even have but i have bart but he wouldn't be good for TGT. Ira and beniah are just for fbtn and hur is for speed so i can get those needed cards out faster which is why i have him and without hur, gifts can't work the way i intend it to work
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Offline Minister Polarius

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Re: TGT new and improved since Nationals
« Reply #3 on: October 18, 2012, 04:59:48 PM »
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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.
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Offline Red

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Re: TGT new and improved since Nationals
« Reply #4 on: October 18, 2012, 05:09:17 PM »
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Where is feast of trumpets. defense... shaky at best.
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Offline New Raven BR

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Re: TGT new and improved since Nationals
« Reply #5 on: October 18, 2012, 05:15:14 PM »
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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.
why all forts cept tgt? without high places i can't play weakness from hand

Where is feast of trumpets. defense... shaky at best.
feast of trumpets is in multi
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Offline jbeers285

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Re: TGT new and improved since Nationals
« Reply #6 on: October 18, 2012, 07:24:41 PM »
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putting a fort in bc u want to play one specific card off of it not worth the deck slots
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Offline New Raven BR

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Re: TGT new and improved since Nationals
« Reply #7 on: October 19, 2012, 01:36:42 AM »
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putting 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 need

i don't mind taking out peter and ira, but not hur
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Re: TGT new and improved since Nationals
« Reply #8 on: October 19, 2012, 02:22:11 PM »
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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.
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Re: TGT new and improved since Nationals
« Reply #9 on: October 19, 2012, 02:40:20 PM »
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putting 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 need

i don't mind taking out peter and ira, but not hur
High places doesn't work how you think it does.
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Offline New Raven BR

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Re: TGT new and improved since Nationals
« Reply #10 on: October 19, 2012, 02:47:08 PM »
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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.
i dont have grapes dont have philbart, and it's not required that i have 7 doms and i was intending on having 6 if not 7, and wickedness of the tenants? thats a grey/black card that can be used by pharisees and sadducees isn't it?
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Re: TGT new and improved since Nationals
« Reply #11 on: October 19, 2012, 02:51:16 PM »
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That's tenants kill the son.
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Re: TGT new and improved since Nationals
« Reply #12 on: October 23, 2012, 06:03:44 PM »
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i wanna change up the defense but sadly i've got othing that'll work other then brown disease or philistines with no outpost :(
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Re: TGT new and improved since Nationals
« Reply #13 on: October 24, 2012, 04:36:11 PM »
+2
Pharisees are alright... 
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Re: TGT new and improved since Nationals
« Reply #14 on: October 25, 2012, 03:16:48 AM »
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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?
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Offline Gabe

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Re: TGT new and improved since Nationals
« Reply #15 on: October 25, 2012, 08:37:26 AM »
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where 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.
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Re: TGT new and improved since Nationals
« Reply #16 on: October 25, 2012, 12:19:14 PM »
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where 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.
soun ds like im gonna have to just get the single cards  :-\ but what's phil's full title in his name?
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Offline Professoralstad

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Re: TGT new and improved since Nationals
« Reply #17 on: October 25, 2012, 03:30:57 PM »
+1

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Offline New Raven BR

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Re: TGT new and improved since Nationals
« Reply #18 on: October 25, 2012, 04:33:29 PM »
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but philip and bart don't gain the ability to ignore ecs because of garden tomb
« Last Edit: October 25, 2012, 04:36:39 PM by New Raven BR »
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Offline Red

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Re: TGT new and improved since Nationals
« Reply #19 on: October 25, 2012, 04:58:35 PM »
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You really underestimate CBN banding Andy.
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Re: TGT new and improved since Nationals
« Reply #20 on: October 25, 2012, 05:23:02 PM »
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You really underestimate CBN banding Andy.
just ordered the cards with disbeleiving sadducee and mary magdelene off of the three lions gaming website and should be on their way
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Re: TGT new and improved since Nationals
« Reply #21 on: October 30, 2012, 05:54:04 PM »
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bart and phil have been aquired!!  :)
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