Author Topic: Turtle deck  (Read 2942 times)

Offline jtay

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Turtle deck
« on: October 18, 2010, 09:29:37 PM »
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Cards in deck: 56
Lost Souls: 7
   Lost Soul (Anti Angel)
   Lost Soul (demon discard)
   Lost Soul (shuffler)
   Lost Soul (Shut Door)
   Lost Soul (Speed Bump)
   Lost Soul (Wanderer)
   Lost Soul (withdraw)

Lamb Dominants: 4
   Angel of the Lord
   Guardian Of Your Souls
   New Jerusalem
   Son of God

Grim Reaper Dominants: 3
   Burial
   Christian Martyr
   Falling Away

Fortresses: 3
   Chamber of Angels
   Jerusalem Tower
   Tartaros

Multi-Color Sites: 1
   Promised Land

Artifacts: 6
   Blue Tassels
   Burial Shroud
   David's Harp
   Every Man's Sword
   Magic Charms
   The Bronze Laver

Pale Green Curses: 1
   Confusion of Mind

Silver Heroes: 5
   Angel at Shur
   Angel of Warning
   Arianna
   Captain of the Host
   Seraphim

Red Heroes: 1
   Jephthah

Blue Heroes: 3
   Ehud
   Eli the Priest
   Jacob

Purple Heroes: 1
   John

Multi-Color Hero Enhancements: 1
   Gabriel meets Zecharias

Silver Hero Enhancements: 2
   Hammer of Heaven
   Protection of Angels

Blue Hero Enhancements: 3
   Book of Hozai
   Cup of Wrath
   Ehud's Dagger

Gold Evil Characters: 1
   Evil Spawn

Pale Green Evil Characters: 7
   Astrologers
   Elymas the Sorcerer
   Enchanter
   King Manasseh
   Messenger of Satan
   Panic Demon (5)
   Prince of this World


Pale Green Evil Enhancements: 7
   Achan's Sin
   Confusion
   Death of Unrighteous
   Disuading Speech
   Divination
   Forgotten History
   Two Thousand Horses

I rebuilt my old turtle deck to include some of the new disciples cards that came out. There weren't too many that served my purposes well. Here is the premise of this deck:

1. Make it pseudo-impossible for my opponent to successfully rescue 5 souls (by discarding them off the top of the deck, burial, SoG/NJ, Exchanger+DoU, Confusion my opponent's SoG).
2. Keep lost souls out of my LoB (self removing souls, DoU, Burial, SoG/NJ)
3. Stall as long as possible when there are no souls in my LoB (David's Harp, Chamber, Book of Hozai, Every Man's Sword, JTower)

It would be nice to have more site access, and I'm unsure of what the newest and greatest strategies are I should be preparing for. My offense could stand to have more oomph to rescue a few lost souls of my own. Any suggestions would be appreciated. This deck is yet untested.

Thanks.
« Last Edit: October 18, 2010, 09:34:30 PM by jtay »
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Offline 3-Liner And Bags Of Chips

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Re: Turtle deck
« Reply #1 on: October 18, 2010, 09:41:21 PM »
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My friend built a defense based on that and it was grey. I think gray would be more effective and with all n.t. ls's and do pharisees.
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Offline RTSmaniac

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Re: Turtle deck
« Reply #2 on: October 18, 2010, 09:53:59 PM »
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washing hands+lurking FTW!
This is the way Lackey gave it to me. All hail the power of Lackey!

Offline 3-Liner And Bags Of Chips

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Re: Turtle deck
« Reply #3 on: October 18, 2010, 10:01:46 PM »
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ikr...
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Offline jtay

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Re: Turtle deck
« Reply #4 on: October 18, 2010, 11:31:27 PM »
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My friend built a defense based on that and it was grey. I think gray would be more effective and with all n.t. ls's and do pharisees.
Does gray have any cards that can match the awesomeness of Divination? If so, sign me up! I do remember gazing longingly upon those gray cards that can send lost souls to the top of my deck.

washing hands+lurking FTW!
Why Lurking?

ikr...
I'm going to have to ask, what's IKR?
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Re: Turtle deck
« Reply #5 on: October 19, 2010, 10:37:09 AM »
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washing hands+lurking FTW!
Why Lurking?

ikr...
I'm going to have to ask, what's IKR?
[/quote]

Lurking brings in evil spawn who discards the top card of deck.

and ikr means i know, right?
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Warrior_Monk

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Re: Turtle deck
« Reply #6 on: October 19, 2010, 10:41:06 AM »
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+ 1. Lurking FTW.

You need to put the (h)urt in turtle. Right now, Achan's Sin is the only ee that will kill your opponents's hero. Doesn't have enough stall tactics on defense.

Offline The M

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Re: Turtle deck
« Reply #7 on: October 19, 2010, 04:54:21 PM »
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Use HERETICS!!!!!!!!!!!!!!
false teacher and creeping deciever = FTW.
just have most if not all NT LS
also good for great image.
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Offline jtay

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Re: Turtle deck
« Reply #8 on: October 20, 2010, 12:00:57 AM »
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+ 1. Lurking FTW.

You need to put the (h)urt in turtle. Right now, Achan's Sin is the only ee that will kill your opponents's hero. Doesn't have enough stall tactics on defense.
Agreed. I'll try to find a spot for Lurking (which will also go well with Enchanter). Are there any pale green battle winners that you know of that I could use? Initially I had All Hope Lost in the deck, which, when coupled with DoU, Forgotten History, or Dissuading Speech, could do some damage. Do you think that would be enough if I put it back in?

As for stall tactics, I'm not sure if the defense needs it. Chamber, David's Harp, Book of Hozai, Hammer of Heaven, and Burial Shroud should be able to help me stall well enough, and they're much easier to use than defensive cards.
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Offline 3-Liner And Bags Of Chips

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Re: Turtle deck
« Reply #9 on: October 20, 2010, 12:02:04 AM »
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achan's sin...
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Warrior_Monk

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Re: Turtle deck
« Reply #10 on: October 20, 2010, 12:02:59 AM »
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I've never tried that strategy (trying to bury souls), but Achan's Sin (like 3 Liner mentioned) is awesome.

Offline jtay

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Re: Turtle deck
« Reply #11 on: October 20, 2010, 12:11:04 AM »
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But as you can see, Achan's Sin is already in the deck. Are there any others?
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Warrior_Monk

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Re: Turtle deck
« Reply #12 on: October 20, 2010, 12:20:03 AM »
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DOH! I just went off 3 Liner's post. I had mentioned that that's your only one.

Infectious Disease would help your strategy and be more useful than just making them retreat.

Offline RTSmaniac

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Re: Turtle deck
« Reply #13 on: October 20, 2010, 07:15:05 PM »
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play lurking or even...

Outnumbered (AW)
Type: Evil Enh. • Brigade: Gold • Ability: None • Class: None • Special Ability: Band any number of evil characters from your hand or territory into battle. • Identifiers: OT, Depicts a Weapon, Connected with Demons • Verse: Judges 7:12 • Availability: Angel Wars booster packs (Rare)

to band in discarders

Egyptian Horsemen (H)
Type: Evil Char. • Brigade: Gold • Ability: 7 / 7 • Class: Warrior • Special Ability: Discard the top card from your opponent’s draw pile or draw a card from yours. • Identifiers: Generic OT Male Human, Egypt, Fought Earthly Battle

and

Evil Spawn

after putting LS on top of deck with washing hands ect
This is the way Lackey gave it to me. All hail the power of Lackey!

Offline jtay

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Re: Turtle deck
« Reply #14 on: October 20, 2010, 07:41:51 PM »
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If I were using more gold brigade, I would definitely be considering that. And Horsemen can only discard the top of my opponent's deck. Regrettably, the only two cards that can discard souls off the top of my own deck without sending them into play are Evil Spawn and Jephthah.


Since I really don't feel like reading through all of the disciples card list again, can someone tell me if there are any gray cards (other than Washing Hands) that can manipulate either my LoB or deck (like Divination)? I've got some good ideas that I need to experiment with.
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Offline RTSmaniac

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Re: Turtle deck
« Reply #15 on: October 20, 2010, 07:51:07 PM »
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my bad- thought i had one
This is the way Lackey gave it to me. All hail the power of Lackey!

Offline galadgawyn

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Re: Turtle deck
« Reply #16 on: October 30, 2010, 05:10:51 PM »
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For gray there is Just a Hireling (RoA) which might be worth it.  You can recur it with Pride of Simon and even Twice Afflicted but that is a bit harder.  You could also include Scribe (Di) to get back Divination; convert him to make it easier to use him.  Use TeP Astrologers to get it back fast.  With DoU, I might include Golgotha to also recur.  Maybe add Wandering Spirit to keep your key demons.

Quote
Exchanger+DoU

other ways: Exchanger+Hormah, Nebushasban + Hormah/DoU/Just a Hireling, Prison Transfer + Shuffling soul, exchange soul + Arioch, exchange soul + King Asnappar/return captured heros to get rid of it

Also Susanna single handedly won me a couple games because she hid 3 souls.

Since your defense is really weak winning battles, I might just focus on getting rid of lost souls.  Take out Achan's Sin.

Offline jtay

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Re: Turtle deck
« Reply #17 on: October 31, 2010, 06:44:19 PM »
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Thanks for all the tips. It's nice to see someone thinking on the same page as me. At some point I might overhaul this deck to make discarding/exchanging souls its primary purpose, rather than just stalling. I just haven't had a lot of time or motivation lately.

I do have one question. What is the best method for using Golgotha to recur cards?
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Warrior_Monk

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Re: Turtle deck
« Reply #18 on: October 31, 2010, 07:10:00 PM »
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I do have one question. What is the best method for using Golgotha to recur cards?
DoU.

Threatened Lives in a Side Battle also works.

Abraham's Descendant also works...

Offline Professoralstad

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Re: Turtle deck
« Reply #19 on: October 31, 2010, 10:27:39 PM »
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Threatened Lives in a Side Battle also works.

As does Threatened Lives during your discard phase with High Places.
Press 1 for more options.

Offline Mr.Hiatus

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Re: Turtle deck
« Reply #20 on: October 31, 2010, 11:58:04 PM »
+1
You're trying to use too many combos and single cards from too many different brigades, I don't see this working. The defense is too weak and your combos will come out to late, or not at all and you will get a red behind. I'd cut some offense for more defense and bump it to 63 for more defense turtle firepower. I don't see this version cutting it against top offenses.

Offline jtay

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Re: Turtle deck
« Reply #21 on: November 01, 2010, 01:50:50 AM »
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In its present state, I would agree.  I'm trying to do too many things at once and therefore it will be difficult to pull off. But whenever I get around to overhauling the deck and using some of galadgawyn's ideas, it will hopefully be centered around only removing souls from my own LoB. Regardless, having more than 56 cards will be out of the question, since that would mean having more souls in the deck that I would have to remove.
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