I've adjusted my book through several iterations since I first made it. I think the most important change I've made (which I decided on the other day) was to only include Immediate creatures. This makes it alot easier to dump away large amounts of money quickly if someone is sitting on a couple of Drain Magics. It also makes it easier to get your creatures on green lands which is an absolute necessity. I also chose immediates, with Rock Shell the exception, who could use scrolls. Far too many times did I wind up sitting on Intrusions and scrolls because my hand was full of creatures that couldn't use it.
Throwing in Word of Recall has really helped as well. In many games I get picked on, end up in last place, get the combo off, hit the magic goal, and wind up racing to the castle against someone else. I've managed to win a game already just because I was sitting on a Recall (two, actually, which was good because casting the first caused me to go under the goal by 20G). It also works well for depriving a rival of a castle bonus after they've passed the last fort.
An iteration I went through before was to get rid of Suppression and include several Granite Idols, which prevent people from casting single flash spells on you, particularly Drain Magic. While it seems like a good concept I had trouble with it since Granite Idols can't move. Makes it hard to get 'em on green lands without Sakuya.
Strengths: Land Transfer is a very powerful strategy because it is completely self-fueled and self-concerned. Apart from several key counters, once the book gets past the initial monetary "hump" it's just really hard to stop. The main principle, the reason the book is so strong, is because it's particularly safe since they have to attack your magic directly to hurt you. As we know, there are very many ways to take over a land and knock someone down several ranks, but there are only a few ways of directly affecting someone's magic.
The main key is to not always shoot for the ideal with the book; not to wait until you have a Lv5 land in a 5-chain before you start to transfer. Unless you get a good Trespass you might want to start earlier so you can get over that hump sooner.
Another strong combo involves Intrusion. Wild Growthing an opponent's Lv5 land, and Intruding with Tokebi with Nuclear Fusion, then Transferring the land after you take it to prevent reciprocity is super good.
Also, throwing a Tokebi down on any land and transferring it can be good for some quick magic. On a single land of value 100 he will get you 60G which is enough to power a Trespass if you couldn't before.
Weaknesses: There are a some major weaknesses, thankfully. I think the biggest is Ebony Idol. The book is completely stranded and helpless without the use of TAs, in particular, Land Transfer. At that point you either have to eliminate the idol or play the deck standard.
Another is Drain Magic. Since you'll have so much cash on hand after a transfer, you are very susceptible to losing 1000G+ on a single Drain. Suppressing Drain Magic early is key with this particular build.
Sculpture/Mass Damage. Sculpture isn't the best counter, but it can be fairly annoying. If it comes early you still have many creatures to work around your new statues, and if it comes late you can still transfer any statues you have on high level lands provided you still have Tokebis in your hand/book. Mass damage spells hurt more since it's fairly easy to get them all killed off with them all having only 30HP. Unless it's early or late game, it can be hard to regroup from having them all die and your chain destroyed.
I find that when I play this book I'm never out of the game, unless they have an Ebony Idol in play. If I don't win I'm usually racing someone to the castle at the very end, or just passing it to reach the goal and wishing I had Recall or Backwards. It is definitely one of the strongest books I've seen online.
This is definitely a very cool build. Since the deck is geared toward minimizing combat, you can almost completely ignore items and really pack in the spells.
I also notice that one of the best ways to combat drain magic and tresspass (which seem to be in every deck) is to include plenty of drain magic and tresspass yourself. Kind of the equivalent of nuclear weapons I suppose, if the other guys have them you want to have them.
The other thing I notice is that you don't seem to have Haste or any Holy Word spells in this particular build, while fast lapping seemed to be a big component of your strategy in online videos. Was this a sacrifice made to help along your Intrusion combo?
Thanks for posting your deck ideas, btw. It'll be a while before I can try builds of my own but it's great to be able to look at strategy, since for me that's a huge part of enjoying the game.
The one problem with the lack of offense is reclaiming lost lands or vulnerable big lands on the board. Since 50ST penetration is the highest attack value, any land held or claimed by a high HP creature is practically un(re)claimable. I'm on the fence about keeping Soul Ray or ditching it for another Nuclear Fusion. Almost any situation where I'd use a Soul Ray I think I'd rather just pay the toll. Big lands with 30HP or less creatures are fairly rare. On the other hand, two Fusions means I'll have a greater chance of taking a big land opportunistically.
The most movement spells I've had in the deck was four: Haste x2 and Holy Word 8 x2 (which you're referring to). I really had them in more to avoid tolls than to fast lap, though getting to the castle quicker is definitely welcome. However, I get so many bad/unlucky rolls online that I just scrapped 'em and threw in an extra Trespass and Drain to get more money, and Word of Recall x2 to get me to the castle immediately during endgame. Or, since I say that I end up racing so much at the end, to Recall someone else to the castle if they are winning and I'm not. It'll add extra rounds on and give me a chance to hit the goal.
Trespass is so ridiculous that it is certainly like an arms race at times. Everyone has it because it is too good. If the other guy is gonna get 800G off of single spell, why shouldn't I? Most people drop 2 in, which is enough to potentially turbo charge your book, and some go for broke and add 4 (which I've done in a couple of books). If you have four, you'd better have a way to dump all that cash because you'll be a target. Two is good enough for this book to help funnel early venture capital into your back account.
I should mention a particular bad thing to do and that is leaving Tokebi on the board for too long. The larger fear is in having him taken via Trade than killed. I'd rather have him die than have him taken and used to someone else's advantage.
Post by Kuroi Kenshi on Oct 1, 2007 18:09:31 GMT -5
I have set up things once more after my move. It seems after some of your changes are decks are still very similar. I have some randomness in there that hasn't been put to much test yet, but we will see how these changes differ. I figured you would explain things for everyone with ease. I'll just go ahead and list my book. I need to make a few changes. Fame being a must. Enjoy.
Tokebi x4 Sakuya x4 Herald Spirit x4 Rock Shell x4
Why did you include two of Replace? Is it to use offensively against someone else? I had thought about throwing two in and adding two of Brontides in as well to give my boys some protection.
I remember having Peace, but I find that with Reflection you get the same amount of protection and on the off chance they land on it you can rake in some extra dough. It's only 10G more expensive than Peace so you might want to consider it.
Telekinesis... I love that card.
We need to play a Land Transfer alliance game sometime.
Post by Kuroi Kenshi on Oct 2, 2007 9:13:35 GMT -5
Replace has yet to be tested while in my deck, but it was going to have a universal use. I can get rid of something that may be hindering me for a turn or in an emergency I can drop a Tokebi anywhere and land transfer. This might be a rare case, but you never know when they Crusher/Suppression Telegnosis or Revelation. I like the reflection change, I'll definitely opt for that. I think when we originally set these up I didn't have any reflections.
That makes sense. You can Replace Tokebi in at the beginning of the turn, Land Transfer, then hope to land on a vacant land and dump in the magic you just obtained. That can be really useful, enough to get me thinking about dropping to two Drains and throwing one in.
Post by sinistersamurai on Mar 19, 2008 11:24:03 GMT -5
In the other thread, you mentioned you updated this deck. Even though I don't play online much, this deck is really rather interesting to me.
Also, did you leave Spud Folk and Seleniar out of the deck because you needed the space for other, more important cards? Or because you didn't feel you could dump away that money fast enough to avoid being a target?
Topcat this by far is my fav. deck. I like how you put this together and i changed it up for my taste and i like it,i was wondering what maps do you play and stay away from and how about 1 vs 1 or 2 vs 2 or 1 vs 1 vs 1 or ever a 4 free for all. What do you tend to stay away from with this deck or are you fearless and play all lol thx for this idea ttyl
GT The 1 Achilles
When your not Practicing,Remember Someone somewhere is, And when you meet him he will win!
I have played this book in 2-4p battles. I play a substantially different version of this book now; this one posted is archaic. While I don't remember the card list offhand, it's definitely safer and faster than this version. For instance, I'm not too worried about Ebony Idol anymore, though I forget which combo I've implemented to IK creatures.
I tweak and adjust it every now and then depending on what the "flavor of the month" is with books I come across as well as game and map type.