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Redemption® Collectible Trading Card Game HQ => Deck Building & Design => Type 2 Deck Advice => Topic started by: Colin Michael on March 12, 2009, 07:36:04 PM

Title: First type II deck.
Post by: Colin Michael on March 12, 2009, 07:36:04 PM
Never actually build one before, haha.

Cards in deck: 105
Lost Souls: 16
   Lost Soul (anti-ignore)
   Lost Soul (anti-ignore)
   Lost Soul (can't be prevented)
   Lost Soul (can't be prevented)
   Lost Soul (female only)
   Lost Soul (female only)
   Lost Soul (hopper)
   Lost Soul (hopper)
   Lost Soul (N.T. only)
   Lost Soul (N.T. only)
   Lost Soul (revealer)
   Lost Soul (revealer)
   Lost Soul (shuffler)
   Lost Soul (shuffler)
   Lost Souls (3-line)
   Lost Souls (3-line)

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

Grim Reaper Dominants: 3
   Christian Martyr
   Destruction of Nehushtan
   Falling Away

Artifacts: 6
   Chariot of Fire
   Chariot of Fire
   Hidden Treasures
   Hidden Treasures
   Stone Pillar at Bethel
   Stone Pillar at Bethel

White Covenant Cards: 2
   .Unknown Nation (Yellow)
   .Unknown Nation (Yellow)

Green Heroes: 7
   Abel
   Abel
   Benaiah
   Benaiah
   Micah
   Micah
   Micah

Blue Heroes: 9
   Asher
   Asher
   Asher
   Benjamin
   Benjamin
   Jacob
   Jacob
   Zebulun
   Zebulun

Multi-Color Hero Enhancements: 1
   The Sabbath

Green Hero Enhancements: 10
   Creation of the World
   Creation of the World
   Creation of the World
   Creation of the World
   Creation of the World
   Provisions
   Provisions
   Provisions
   Provisions
   Provisions

Blue Hero Enhancements: 8
   Abraham's Servant to Ur
   Abraham's Servant to Ur
   Abraham's Servant to Ur
   Abraham's Servant to Ur
   Abraham's Servant to Ur
   Reuben's Torn Clothes
   Reuben's Torn Clothes
   Reuben's Torn Clothes

Gray Evil Characters: 12
   King Pekahiah
   King Pekahiah
   King Pekahiah
   King Pekahiah
   Naaman
   Naaman
   Naaman
   Naaman
   Naaman
   Sabbath Breaker
   Sabbath Breaker
   Sabbath Breaker

Brown Evil Characters: 2
   Uzzah
   Uzzah

Gray Evil Enhancements: 20
   Bearing Bad News
   Bearing Bad News
   Bearing Bad News
   Bearing Bad News
   Bearing Bad News
   False Peace
   False Peace
   False Peace
   False Peace
   False Peace
   Momentum Change
   Momentum Change
   Momentum Change
   Momentum Change
   Momentum Change
   Namaan's Chariot and Horses
   Namaan's Chariot and Horses
   Namaan's Chariot and Horses
   Namaan's Chariot and Horses
   Namaan's Chariot and Horses
Title: Re: First type II deck.
Post by: Lawfuldog on March 12, 2009, 07:47:23 PM
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.
Title: Re: First type II deck.
Post by: Colin Michael on March 12, 2009, 07:59:44 PM
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.
Forgot that I took out snare, here's the first re-draft.
The tempo of Amlekite's slaves and Unknown nations should help with the lack of uniques.
Title: Re: First type II deck.
Post by: Gabe on March 12, 2009, 11:12:50 PM
You'll want some site access in there somewhere.  I'd probably swap out the Hoppers for it.
Title: Re: First type II deck.
Post by: EmJayBee83 on March 12, 2009, 11:41:59 PM
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
Title: Re: First type II deck.
Post by: Colin Michael on March 13, 2009, 12:28:48 AM
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

Alright, cool. Can I test it against anyone?
Title: Re: First type II deck.
Post by: Colin Michael on March 13, 2009, 01:33:38 AM
Here's an editted version. I go-fished it and once the combo gets started it keeps going for literally forever (I got about a dozen and a half rescues before I got bored and didn't start having missing heroes in the band until my last run through or so).
I put in lampstand and tabernacle to protect my arts and the ring to protect from Forgotten History and such.

Cards in deck: 107
Lost Souls: 14
   Lost Soul (anti-ignore)
   Lost Soul (anti-ignore)
   Lost Soul (can't be prevented)
   Lost Soul (can't be prevented)
   Lost Soul (female only)
   Lost Soul (female only)
   Lost Soul (N.T. only)
   Lost Soul (N.T. only)
   Lost Soul (revealer)
   Lost Soul (revealer)
   Lost Soul (shuffler)
   Lost Soul (shuffler)
   Lost Souls (3-line)
   Lost Souls (3-line)

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

Grim Reaper Dominants: 3
   Christian Martyr
   Destruction of Nehushtan
   Falling Away

Fortresses: 2
   The Tabernacle
   The Tabernacle

Multi-Color Sites: 2
   Promised Land
   Promised Land

Artifacts: 8
   Chariot of Fire
   Chariot of Fire
   Hezekiah's Signet Ring
   Hezekiah's Signet Ring
   Hidden Treasures
   Hidden Treasures
   Lampstand of the Sanctuary
   Lampstand of the Sanctuary

White Covenant Cards: 2
   .Unknown Nation (Yellow)
   .Unknown Nation (Yellow)

Green Heroes: 7
   Abel
   Abel
   Benaiah
   Benaiah
   Micah
   Micah
   Micah

Blue Heroes: 10
   Asher
   Asher
   Asher
   Benjamin
   Benjamin
   Jacob
   Jacob
   Jacob
   Zebulun
   Zebulun

Green Hero Enhancements: 10
   Creation of the World
   Creation of the World
   Creation of the World
   Creation of the World
   Creation of the World
   Provisions
   Provisions
   Provisions
   Provisions
   Provisions

Blue Hero Enhancements: 8
   Abraham's Servant to Ur
   Abraham's Servant to Ur
   Abraham's Servant to Ur
   Abraham's Servant to Ur
   Abraham's Servant to Ur
   Reuben's Torn Clothes
   Reuben's Torn Clothes
   Reuben's Torn Clothes

Gray Evil Characters: 12
   Ahithophel
   Ahithophel
   False Priests
   False Priests
   King Pekahiah
   King Pekahiah
   King Pekahiah
   Naaman
   Naaman
   Sabbath Breaker
   Sabbath Breaker
   Sabbath Breaker

Brown Evil Characters: 6
   Uzzah
   Uzzah
Amlekite's Slave x4

Gray Evil Enhancements: 18
   Balaam's Disobedience
   Balaam's Disobedience
   Balaam's Disobedience
   Bearing Bad News
   Bearing Bad News
   Bearing Bad News
   Deadly Snare
   Deadly Snare
   Deadly Snare
   False Peace
   False Peace
   False Peace
   False Peace
   False Peace
   Momentum Change
   Momentum Change
   Namaan's Chariot and Horses
   Namaan's Chariot and Horses
Title: Re: First type II deck.
Post by: EmJayBee83 on March 13, 2009, 02:17:47 AM
You need to drop two cards or add a Lost Soul.

The Amalekites' Slave is multi-color and you can only have one per deck.
Title: Re: First type II deck.
Post by: fizzmonkey on March 30, 2009, 02:46:10 PM
I wouldn't use 2 promised land :-\, only jacob can use it without limit.  use dragon raid that would be better.  ;)
Title: Re: First type II deck.
Post by: TheraxC on March 30, 2009, 03:05:43 PM
you are missing burial
in type 2 your opponent chooses the lost soul they are going for at the start of the rescue, so with burial you can stop the rescue even if you have other souls out. works every time.

also I would add 2 Reuben's Torn Clothes to make it 5 for Jacob, and cut an Asher as he only recursions blue cards

I wouldn't use 2 promised land :-\, only jacob can use it without limit.  use dragon raid that would be better.  ;)
Dragon Raid is not a good choice, as any dedicated site deck would have Pergamum.
Title: Re: First type II deck.
Post by: crustpope on March 30, 2009, 06:26:28 PM
With the green you need more ANB!  ;)

no seriously a search or two would be nice.

So the idea is to go in with a green hero with HT up, play creation of the world and then drob Abes servant to ur on Jake when he enters battle last correct? to gang up on them in a FBTN situation.

Its not bad, it just can be beaten by DoU and any CBN battle winners.  Esau and a bunch of snares would cause this fits  Any OT enhancement played on Naaman..etc.

another weakness is that you sont have a lot of green prophets for this to work.  Take out the Beniahs and add a couple joels,  haggai ( who can search for Z-s temple if you traded out the tabernacles for z-s temple) Obadiah, zechariah, even St. Patrick would work.  it looks like that is your bottleneck.  This combo really works best if you have a green prophet in play with HT up so you need to make sure not to short yourself on green prophets


But aside from that I LOVE it.  I personally love False Peace decks.  and the green gray combo is the best of both worlds for me!
Title: Re: First type II deck.
Post by: Warrior_Monk on March 31, 2009, 06:57:14 PM
I 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.

Creation of the World... did you see Franta's deck and do a spinoff of it? problem is, you'll get your heroes up once, and then it's a dead card, as it bands in all genesis from deck.
Title: Re: First type II deck.
Post by: DaClock on March 31, 2009, 08:14:06 PM
I 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.

Maximum of 1 of each in a deck:

•      Multi-colored enhancements, Heroes, or Evil Char­acters

•      Dominant (lamb icon or grim reaper icon card)

Maximum of 1 of each per 50 cards in a deck:

•      Lost Soul card that has a special ability

•      Site with a special ability

You can too! Sites are only governed by the 1 per 50 with special ability rule.
Title: Re: First type II deck.
Post by: Warrior_Monk on March 31, 2009, 08:20:31 PM
I thought multi color applied to sites too... did they change that recently?
Title: Re: First type II deck.
Post by: EmJayBee83 on April 01, 2009, 12:52:16 AM
I thought multi color applied to sites too... did they change that recently?
I have never ever heard that before, so my guess is that they changed it at least four years ago.
Title: Re: First type II deck.
Post by: Colin Michael on April 01, 2009, 01:02:49 AM
 
problem 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.
Title: Re: First type II deck.
Post by: EmJayBee83 on April 01, 2009, 01:55:33 AM
problem 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 for infinity." 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.
Title: Re: First type II deck.
Post by: Colin Michael on April 01, 2009, 01:56:27 AM
problem 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).
Title: Re: First type II deck.
Post by: EmJayBee83 on April 01, 2009, 01:58:24 AM
No, 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.
Title: Re: First type II deck.
Post by: Colin Michael on April 01, 2009, 02:10:40 AM
No, 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.
Title: Re: First type II deck.
Post by: EmJayBee83 on April 01, 2009, 02:12:11 AM
CotW forces you to bring them all into play; you aren't "prevented" from playing CoTW.
Right, but you are forced to discard them when in play in preference for your own copies of cards already active.

Say someone converts my Nergel to white brigade. If I have a second copy of Nergel in my hand, I can't use Gomer's SA to band in the Nergel from my hand and choose to discard the inconvenient one. If the copy of Nergel in my hand is the only other male EC available, I am not "prevented" from using Gomer's SA, I am merely not allowed to profit by it.
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