Author Topic: Sons of Zebedee  (Read 2427 times)

Offline hi123

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Sons of Zebedee
« on: August 21, 2012, 08:33:33 AM »
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34/34/36

Good:

SOG
NJ
AOTL
Grapes

John, 3 starter
James son of Zebedee, 3
Cherubim, puprple, 3
Thad.
Simon the Zealot
Thomas

Sons of Thunder, 4
Reach of Desperation, 4
AOCP, 2
My Lord and My God, 2
Pentecost, 2
Striking Herod, 2


I am Creator, 2

Evil:

Burial
CM
Mayhem
DON

CA , 2
Go into Captivity, 2

Philli Outpost

Twelve FG.
Philli G, 2
Goliath
PAB

Nebuchadnezzar
Bab. Forces, 3
King Bal. ability.
Leviathin
Bab. Soldiers, 3
Nergl.

Uzzah

Mid. Attack, 2
Bel. Banquet
Nebs Dream, 2
Swit Horses, 2
Bringing Fear, 2

Neutral:

14 LS and 1 Hopper

Promised Land
NJ
Dragon Raid

Temple Vail
Holy of Holies,2
Unholy Writ, 2
COF, 2
The Bronze Laver

Hormah, 2
Babylon, 5
Bab. Banquet Hall, 2
Pergamum

« Last Edit: August 21, 2012, 02:12:58 PM by hi123 »
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Offline Josh

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Re: Sons of Zebedee
« Reply #1 on: August 21, 2012, 12:37:55 PM »
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I don't play T2, so take this advice with a grain of salt  :)

I would suggest Darius Decree x3 in this deck, because if Samaritan Water Jar hits either James/John/both, you can't afford to have them sitting set aside the whole game.

Arguably the most popular defense (Assyrians/Magicians/Covenant with Death) could cause some serious trouble for you.  You only have 6 heroes to use your purple enhancements on, and if Magic Charms x3 is used... 

Your GEs are negatable, except for AoCP x2.  In T2, negates are more popular (I think) than in T1 (where virtually no one plays defense).
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Rawrlolsauce!

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Re: Sons of Zebedee
« Reply #2 on: August 21, 2012, 12:41:06 PM »
+3
9 Heroes is not enough.
« Last Edit: August 21, 2012, 12:43:36 PM by Rawrlolsauce! »

Offline hi123

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Re: Sons of Zebedee
« Reply #3 on: August 21, 2012, 02:11:22 PM »
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9 Heroes is not enough.
Yeah, I wasnt sure, I am going to add a Thomas, Thad, and Somon the Zealot, take out wheel and add a CA and Go into cap.
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Offline Professoralstad

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Re: Sons of Zebedee
« Reply #4 on: August 21, 2012, 02:34:48 PM »
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A few comments:

First, I actually kind of like the offense. I had the same reaction as the others at first, but after thinking about it, it might stand a chance vs. a lot of defenses (probably except Canaanites). You definitely need Herod's Temple though. A few other comments:

-Holy of Holies is unneeded. You have plenty of weapons against offensive FBTN, and it stops the ability of your best Hero.
-Philip+Bart>Thaddeus and Simon in this deck. They win a lot of battles all by themselves, and if you have Cherubim in with them, you have MLaMG, Reach, and Striking Herod. Thad will rarely have enough compadres to make his ability useful, esp. with no Crown of Thorns.
-You can't have 5 Babylons. All cards in T2 are limited to 4 per deck. Even generic sites (which is why Gates of Samaria is no good in T2, sadly). With 4 Babylons, and 2 BBHs, though, you can still lock away all of your LSs in sites.
-You need Land Dispute x2-3 on defense for sitelock/stall to work. You will either be able to steal their access site, or a single color site that they can use to gain access, then use it to site any extra souls. You also might be able to get rid of a Fort if your opponent doesn't use sites, which is fairly common, as people more often depend on cards like Fishing Boat or Heroes to gain access.
-Speaking of Fishing Boat, use it. It's a way to deal with excess copies of James and John and can give you Site access or speed. That way you can take out Dragon Raid, which is pretty much a dead card in T2. If people use more than a few sites, they'll be using Pergamum (exhibit A: this deck ;)). You could also take out Promised Land. You probably have enough colors of single color sites that you won't get tripped up by opponents sites, and Fishing Boat can also help.

Obviously I can think of many defenses that this deck will fail against, but I also think it could be a surprise. I would probably use one AoC (non-Promo) and a Matthew. In fact, Matthew x2 should probably fit in there for speed.

Otherwise, the only other changes will probably have to be made through testing. I'd probably prefer another Goliath (if you have one) over TFG, as he'll be key for site stall to kick out Isaiah/access Heroes. I'd take out at least one Bab Forces and put in another Nergal. But the rest is up to you. Good luck!

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Offline Mr.Hiatus

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Re: Sons of Zebedee
« Reply #5 on: August 21, 2012, 03:31:33 PM »
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Good:

SOG
NJ
AOTL
Grapes

John, 3 starter
James son of Zebedee, 3
Cherubim, puprple, 3- I think this is a good addition, but only use 2
Thad. - Personally, I'd drop him for Phil
Simon the Zealot -I'd drop for Bart
Thomas
Add Matthew x2 James son of Alph x2 and another Phil for that Cherubim
Sons of Thunder, 4
Reach of Desperation, 4 - Sons is an interrupt, so 4 RoD's are not needed, drop one for either AoC or the promo
AOCP, 2
My Lord and My God, 2
Pentecost, 2
Striking Herod, 2- both out for more MLaMG


I am Creator, 2- Both out for the other hero's listed
Fishing Boat/Herod's Temple are necessary

Evil:

Burial
CM
Mayhem
DON

CA , 2
Go into Captivity, 2

Philli Outpost

Twelve FG.
Philli G, 2
Goliath
PAB

Nebuchadnezzar
Bab. Forces, 3- I would add in Archer's of Kedar/Judas Iscariot and King Shallum
King Bal. ability.- I would add at least one more
Leviathin
Bab. Soldiers, 3
Nergl.

Uzzah

Mid. Attack, 2
Bel. Banquet- If you have any more, add
Nebs Dream, 2
Swit Horses, 2
Bringing Fear, 2

You need more EE's
Neutral:

14 LS and 1 Hopper- Hopper out for anything else listed

Promised Land
NJ
Dragon Raid

Temple Vail
Holy of Holies,2
Unholy Writ, 2
COF, 2
The Bronze Laver

Hormah, 2
Babylon, 5
Bab. Banquet Hall, 2
Pergamum- Listed to prof about your sites, I'd take these all out for more offense/defense.
I like the use/build around Sons of Thunder, very good card.

 


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