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Post by Shazam on Mar 5, 2004 15:55:55 GMT -5
Nifty site all. Nice work. Anyway, I wanted some other people to play this deck besides me, because I think it has some potential in both computer & human play. It's arduous and tedious as hell, but it's surprisingly effective... The whole concept is to make sure your opponent doesn't lap. EVER. Play it against a friend, and they might not be your friend afterwards The decklist: Creatures: 4 x Bandit (The key to all of this) 4 x Brass Idol 2 x Witch Creature/Items (They are creatures but serve only to pump the bandits): 4 X Executor 2 X Behemoth 4 X Colossus Protection Items: 4 X Reflect Amulet 1 X Talisman Annoyance Spells: 4 X Backwards 4 X Bind 4 X Chaos Panic 4 X Holy Word 0 4 x Pain Bandit Control Spells: 2 x Chariot 2 X Telegnosis Okay, how to play the deck, since it isn't very standard: First off, the Brass Idol is going to power you into the late game. If you don't have one in hand, then start dropping Bandits. Their job is to just run into anyone your opponent has (with an executor to back up for stealage of 180g) Annoy your opponent with Binds (Which are better w/the idol out), holy words (especially if they're on a warp square), and backwards/chaos panics so they never lap, and for style points, never reach a fort. I have been able to control Zeneth at Dunnan to one lap in a match, so the deck must be decent... Wouldn't mind some people trying this one out, give me some feedback, etc.
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Post by interested on Mar 15, 2004 16:56:32 GMT -5
sounds like a real fun one-on-one deck for against your friends. i plan to make it if i ever get the cards. me and my friend are keeping our story mode and multiplay characters seperate so it will be a while till i can make this with my multiplay guy, but sounds like fun.
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Post by ButchNapkins on Mar 15, 2004 18:03:29 GMT -5
I tried using this deck. It was a lot of fun and pretty effective - I think it's more effective in time limit matches. It took me awhile to earn money since I was spending it on spells and "items" nearly every turn. It did a VERY effective job of hamstringing the opponent though. Well done.
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Post by zaraphael on Mar 20, 2004 6:34:31 GMT -5
Wow, I just used basically this against Zeneth(?). He lapped once. I am in awe. Only thing I think I changed was to put in one of each wall in place of the witches and Behemoths so I had something to level up to win faster. -Zaraphael
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Post by pistachiosrule on Mar 21, 2004 19:49:34 GMT -5
Wow -- I don't think I'd like to be up against this one. One thing to remember though:
On the average, Brass Idol will actually speed up your opponents (and yourself as well), since the expected value of the die roll is going to be 5. Brass Idol will only slow opponents down on boards where the die goes up to 10 (Kazatega, Promsdale, etc...) since the expected value for a die roll on these boadrs is 5.5 -- and this difference is pretty negligible. On smaller boards -- especially Dunnan where the expected value of the die is only 3.5 -- you might have better luck with more movement limiting spells like Slow.
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Post by whoops wrong idol on Mar 24, 2004 12:10:17 GMT -5
I made a mistake in my last post -- I was thinking of Iron Idol. Yes, in the context of your deck, brass idol makes more sense. Sheesh -- now I feel dumb for giving that sappy analysis...
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Post by Solis on Oct 6, 2004 9:16:35 GMT -5
I wonder if Torture would work in this deck?
What use/circumstance are the Chariots in there for?
I've got 2 Witches and 2 Bandits... I'll have to put some other affordable monsters with the support ability in there to put down on the board. Should I make them toughter and just slip in some bandit gloves to keep that kind of pressure on untill I get more bandits?
I'd LOVE to give this one a try, but I don't have such movement inhibiting cards in those abundances. Do you think supplementing some low movement Holy Words (like HW1 and HW2) for a few Chaos Panics and Binds would seriously inhibit this deck?
First thing I do when I get home is gonna be a try at assemble something like this and give it a go vs. some story characters.
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Post by Solis on Oct 7, 2004 14:50:08 GMT -5
Well, duh... found out that Torture doesn't REALLY work as the effect goes away the moment you enchant your opponent with another effect.
I mean, it'll work... but you won't be able to control his movement if you want it to stick.
I tried a deck that I cobbled together that was as close to the original as possible. It totally crumbled when put up agains a legit opponent. Fared alright against a dumbed down AI.
Biggest issue was that the opponent, tho lapping slowly, always had enough G to summon monsters to occupy lands and I had no way of taking them down.
So the opponent still had lands with which to make G off tolls and bonuses when it did manage to lap. The bandits (with mega monster support) would take down stuff if I used them on the offensive but once they were on the board (all two of them, 'cos that's all I have), nothing I had was good enough ALONE to be offensive (I've only got 1 Reflection Amulet and no Talisman.)
I was short on Executors and Behemoths and have NO Colossusses. So the best substitue monsters I could use to fill in the gaps were 50 ST - 50 MHP ones.
No Brass Idols so put in 2 Find instead.
Telegnosis was neat, used it to level up lands and activate the Witch whenever it was prudent. For the cost of the Telegnosis and the activation ability, she doesn't pack much of a punch. What *IS* the best use for Telegnosis in this deck?
I filled in other gaps with Bandit Gloves, Torture (commin out), and Drain Magics.
I didn't have the movement hindering spells in the indicated abundances so I put in Holy Words 0-3 to supplement. It sorta worked. Slowed him down but not enough. I DO have 3 Backwards and those ROCKED. I probably need more reliable movement-hindering spells.
ALSO
Can someone suggest a board that would be best for this kind of deck? It should probably have a warp area to trap the opponent within and be large enough so that lapping takes a long time. I've only got boards available to me up to the 1st Cratos tournament.
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Post by Anonomous on Oct 10, 2004 19:00:20 GMT -5
I have a deck that slows down the opponent too, but I don't use bandits. My entire deck is based around me passing the castle REALLY quickly to earn money, with cards like Permission, Haste/Fly combo, Word of Recall, etc. After I've passed the castle 8 or 9 times, I whip out the Manna spells and Barometz and win quickly. Also, I tend to have a TON of money floating with no where to spend it, so I shove it into symbols to avoid being drained 30% of my earnings with Drain Magic. With the symbols, I can upgrade one of my Barometz to level 5, and with about 200 symbols, I gain 2000-4000G right there. It wins pretty much every time against the AI, but some maps just kill the deck. Just thought I'd mention that, seeing as people said your deck worked slowly.
I like the bandit combo a lot, but it doesn't help AT ALL if they have no creatures out cause their making no money. You may end up stealing 4 or 5 times, which is awesome, but it's not game winning. I may consider moving the Bandit combo into another deck, just to annoy your opponent by stealing 200G. Just a thought; please don't get mad at my comments although they are somewhat harsh. I think your deck works well, but I need to give you some constructive criticism in order for your deck is get better. Anyway, thats my shpiel.
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