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Looks pretty nice, but there's a couple things wrong with the defense. Bearing Bad News says Unique evil character, so it would only work on Naaman.Your EH to EC ratio is a little high on the EH side, and you could really use one... or four King Pek's.Why Shadow? He says you can play an enhancement with Snare in the title, which you have none.
Your defense is going to get eaten by BTN. Even if you have Naaman and Naaman's C&H, what are you going to play on him? Bearing Bad News will only help you five times.To make things even worse, the first time Naaman gets killed he's going into your territory as a hero, preventing you from using the other four in your deck.You have five copies of Naaman's Chariot and Horses. Only Naaman and King Pek can use them, and I'm not sure why you would want to place N's C & H on King Pek.I dunno, I might try... King Pek x3 Naaman x2 Ahitophel x2 False Priests x2 Sabbath Breakers x3 Uzzah x2 Deadly Snare x3 Balaam's Disobedience x4 False Peace x5 Momentum Change x2 Bearing Bad News x4 Namaan's Chariot's and Horses x2
I wouldn't use 2 promised land , only jacob can use it without limit. use dragon raid that would be better.
Quote from: fizzmonkey on March 30, 2009, 02:46:10 PMI wouldn't use 2 promised land , only jacob can use it without limit. use dragon raid that would be better. you can't use 2 promised lands. it's a multi-colored site. only 1.
I thought multi color applied to sites too... did they change that recently?
problem is, you'll get your heroes up once, and then it's a dead card, as it bands in all genesis from deck.
Quote from: Ring Wraith on March 31, 2009, 06:57:14 PMproblem is, you'll get your heroes up once, and then it's a dead card, as it bands in all genesis from deck.Actually, once the combo starts, it goes on for forever.First Turn,RA: Micah + HT. Get you (CotWs and Provisions back). Play CotW. Take all the Genesis heroes out. Discard all the duplicates in play. Use Asher to get your blue Genesis heroes/enhancements back (enhancements first) Play AStU or RTC on Jacob. Next turn,RA: Provisioned Benaiah +CoF. Get all the discarded Genesis heroes back and put them into play. Provision Benaiah again.Repeat for infinity.
Quote from: Colin Michael on April 01, 2009, 01:02:49 AM Quote from: Ring Wraith on March 31, 2009, 06:57:14 PMproblem is, you'll get your heroes up once, and then it's a dead card, as it bands in all genesis from deck.Actually, once the combo starts, it goes on for forever.First Turn,RA: Micah + HT. Get you (CotWs and Provisions back). Play CotW. Take all the Genesis heroes out. Discard all the duplicates in play. Use Asher to get your blue Genesis heroes/enhancements back (enhancements first) Play AStU or RTC on Jacob. Next turn,RA: Provisioned Benaiah +CoF. Get all the discarded Genesis heroes back and put them into play. Provision Benaiah again.Repeat for infinity.I don;t understand how you get to repeat. After Provisioned Benaiah + CoF you will end up with a bunch of duplicate Genesis characters in your draw pile. So what happens then--how do you bring them into battle? Another CotW will end up discarding the heroes coming from your deck in favor of the copy you already have in play.
No, you're allowed to choose which ones to discard by the unique rule (at least that was what I was told at nats).
Quote from: Colin Michael on April 01, 2009, 01:56:27 AMNo, you're allowed to choose which ones to discard by the unique rule (at least that was what I was told at nats).You only get to choose which one to discard if a duplicate is forced upon you--i.e., I play a capture and send a duplicate into your LoB. You are not allowed to take an action which creates your own duplicate.Now, I could be mistaken about this--and it would make a nice Ruling Questions post. Logically, however, if I am allowed to create a duplicate at any time and then pick which copy is to be discarded, I should be able to place a card from hand into territory and discard the old one for the new one. This would significantly limit the power of conversion and capture-place-in-opponent's-LoB cards in T2.
CotW forces you to bring them all into play; you aren't "prevented" from playing CoTW.