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@SlyTechs:
Ok, lets list the cards:
kimiko (thats a staple, and the central card of the deck)
Hasna / Galmara (I've seen (lost to) a lot of versions with Hasna)
Angelica/Concilor Ishaia (Yeah, it's great.)
3 Overwhelming Victory
3 Manipulation
2-3 Under the sun
2-3 Solaris (all the versions I played have this card too)
1-3 Tea Ceremony
5-9 mixed cards, at player's choice/possibilities.
Is it a base decklist to think about how to take it down?
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3 cheers to our champ is a must, on corect card it can give up to +5 attack because it also counts oponents chars.
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@Politkas
ye, thats pretty much what it should have...the Kimiko, a beatstick, and something else as hero...then you can mix and match the rest of the cards from probably alot of castes, races and what not...maybe a hammer? and Solar Anger could do also wonders? again, courts are tad bit overpowered IMO, cuz those permanents...ARE DAMN ANNOYING...its not like an Ice barrier or something, giving 1 def...which i hardly even care about...its the under the sun, overwhelming victory, manipulation stackage thats OP...hitting 2-3 dmg that they regen in a turn or two is just not right...
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All that needs to happen is the addition of removing Permanent cards and it will be alright. I think we need a card that (1) removes all Permanents on the opposing character, (2) removes a single Permanent card from the any of the opponent's character at your choice, and (3) maybe a card that removes all permanents currently in play.
Even if we only see 1 & 2 (although 3 would be nice with some kind of Class or Race or Guild restriction), I think it will be fine. But right now, I agree, Courtesans are OP. The only deck I've won with against a 3 character Courtesan deck is my Priest deck, but it loses against EVERY OTHER TACTIC IN THE GAME . . . so I don't feel right playing it in a Level/ELO room.
Very bothersome. For the first time ever, I've left games because of these decks (at the beginning, not after the first turn).
Dernière modification par Zync23 (16-10-2010 19:02:25)
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There are some other choices of card to be created that could counter the courtesans.
Here are some rough ideas:
- A card like Obesity that counters Permanents.
- A card having magnified effect against courtesans because they are multi-guild characters.
- A card (permanent) that prevents direct loss of health points.
- A card that returns to hand all permanents.
- A card that prevents healing of opponent's characters.
- A card (permanent) that prevents opponent's cards from having the AoE effect.
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there is one card allready that really helps ! but you need to play with shadow to make it usefull. suspect of treason or spomething like that it negates manipulation -2 and overwelming victory and make alot of courtisan actions useless.
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I hate (Noz, kotoba, zil) as anti courtisan trick?
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I will say
3 Overwhelming Victory
3 Manipulation
NONE Under the sun
3 Solaris (Definitely)
3 Tea Ceremony
Angelica is so weak...the overwhelming victory gave her 1 spirit and 2 health
but she is a MARAUDER...that 1 spirit bonus hardly can be used when against mages...and people like to use dragonic spells soooo sooo sooo much...that makes the O/V's bonus on Angelica even more pointless...the only good thing about her is making more chances to get the cards needed badly in the next turn
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come on, nerf those courts already, or get a damn permanent removal card...why? lets see...
i play trackers...stacking masks and what not...all chars lv 3 i have...so, turn 1, i play Hime vs Kimiko...i get -2 attack...she uses potion of seduction and overwhelming victory...getting 5 defense total...i hit for 5...she stomps -2 to all chars...Then, i look at Lord Galmara lv 3...he has 5 defense and 9-10 dmg, after only one Overwhelming victory...
turn 2, he plays Galmara vs Tsuro...i get 1hp left...
turn 3, Oogoe lv 2 vs Amaya lv 3...potion of seduction, overwhelming victory...i hit 3 dmg...galmara has 6 defense, 10-11 dmg...
result: I quit
And thats without any manipulations...seriously WTF IS THAT...how you beat this darn effing deck????? 2 Victory and u cant hit for crap unless you are Zil...and even then, who knows where are his manipulations....
That is just plain stupid...make it a little more balanced for courts, trackers are beatable by any1...same as for other decks...but those courtesans are a PAIN...even with the worst hand you can win...come on...not even Sap Hearts got anything good yet...i bet they would lose to any deck...let alone courts...at least make victory not a permanent, or get a card to remove them PLEASE
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Use mages. Every deck has a weakness of some sort. Mages destroy courtesans. I know you don't want to change your trackers, but that's the reality of it. You can't beat every deck, that's the nature of the game.
Disruptor!
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Come on, mages...theres barely a couple of them nowadays...besides, i can lose to any other normal deck, so i dont have to change...But getting to play mages JUST for courtesans...come on, thats a joke
Trackers can be killed by Zil, sometimes not...same for kotos and Nomads...those guilds are well balanced...but then comes the Courtesans, with their permas that cant be removed...come on
Koto, there are plenty of ways to get rid of their items, bypass defense and whatnot...same for trackers, Nomads...you can even use cards to stop Zils and the Pack decks...and those cards can be used by most guilds, races, castes...
What is there for perm removal?? Nothing, except mage decks...Seriously, a court deck is cheaper to make than a good mage deck...so yeah, where is the balance in that, if courts can be killed only by Noz...now unless you dont get any Victories, Manipulation in the first 5-6 turns, which is VERY unlikely, you might have a chance to kill them, other than that, i see none
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thing is you kill one court as fast as possible. its just so annoying that the courts can practically do anything and outdo others specialized at it. ishaia can carry ANY kind of deck, pumps,bombs,stalls,discards. tis insane.
permanent removal? well you have to wait until 25 or get all those kotoba, noz, zil collector trophies if you are impatient.
now that girl mellisandra can turn kill a court at but then she can even kill a shadow or an abomination in a turn too.
now she's OP.
Dernière modification par paperbagdemon (21-10-2010 03:41:25)
hell is when you drew 3 arcaniums at round 1
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thing is you kill one court as fast as possible. its just so annoying that the courts can practically do anything and outdo others specialized at it. ishaia can carry ANY kind of deck, pumps,bombs,stalls,discards. tis insane.
permanent removal? well you have to wait until 25 or get all those kotoba, noz, zil collector trophies if you are impatient.
now that girl mellisandra can turn kill a court at but then she can even kill a shadow or an abomination in a turn too.
now she's OP.
explain to me how that Melissandra can one turn kill a court?? cuz i dont even see abomination one turn killing any courtesan with Manipulation and Victory...unless courtesan has no manipulation or victory, and Zil has Time to Die and Assasination...then yea, courts might lose...but i read on french forums that this wasnt the case, even after 4 turns, courts had all chars alive, vs full EVOlved Zil deck...and still managed to win against them...i mean, Abomination, telendar and Shadow...versus courts not full, with no manipulation for the first 4 rounds...mind explaining how you kill them one shot? Especially with melissandra...
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manipulation would reduce atk by 1 any of the sap hearts atm.
if i am not mistaken mellisandre would have 6/9 atk at level 3. she performs an additional attack equal to the damage of her basic atk score.
say she used n all is fair in love... and in war combo.(she is the art on it btw)
it will push her damage to flat 12, 13 if she manage to get her turn bonus.
say that would be 24 or 26 damage but it attacks twice so the damage would be reduced by def twice.
that is not enough damage?
i'm really irritated that a warrior can do more damage than a noz casting double rain of death without the disability of naturally low defense and health.
do not know how it will turn out on practice. unless ishaia manage to stack 2 icewalls at the earlier turns i don't know how anyone could survive that.
all these are pure assumptions anyway.
Dernière modification par paperbagdemon (21-10-2010 04:17:12)
hell is when you drew 3 arcaniums at round 1
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i think Base damage on second hit is going to be the printed 6 damage...at least what frenchies say...needs testing...so i cant say you are right...and how it works, but if it does like that, yes, she is OP
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It's called [card] Obesity[/card]...I'm starting to run 3 in my deck. Been running 2 and it still can control the game easily.
The card works wonders against a Manip deck. Plus its super easy to know when manip will be played. Heck....works wonders period against every deck. (I'm look at you Tadaa!!!...)
Most court decks have one...maybe two courts that share a guild with you. On your turn, force it into play, and counter it with Obeisity. Since it's a chain card, Manip is always played first. If its played on the legendary, its usually comboed with ice barrier, so even then, its the only action played, and is counterable.
If it's played on a non-shared guild, it's ineffective. Force the deck to play the way you want it to play. 3 counter action cards do a LOT of damage to Manip and victory.
Other suggestions:
Most court decks run on the premise of defense building and attack draining. Counter one of the two and you're golden. Scrolls of Immobility, Backstabs, Magic attacks...they all do severe damage to the slow buildup of defense. Works well versus mage and Koto decks too, so its a well rounded scheme.
Nomads work surprisingly well I find against them. I've won more than I lost with them against courts, that I'm sure of. Solaris with the above mentioned obesity, as well as under the suns, throw a big wrench in the planning of courts.
Magic is another option as Steven mentioned. Blow apart one court fast, you kill the deck.
The problem is, as I mentioned in another thread, is the lack of exposure to the courts. People haven't seen them as much as the other decks, so it throws them off, not being used to how to counter them. I bet anything, that withing two weeks, the Heart of Sap guild will be the new "OMG they're OP" topic...it's just the way it goes.
Play them, notice the weaknesses, and adjust. That's what really separates good card players and great ones. MtG has this issue every expansion, the new cards dominate, unless you have experience with the game, and you realize that even old decks, with small tweaks, can still be just as, if not more, powerful once you get used to the rhythm of attack.
If there were no luck in TCG, how boring would that be?
-Lonak
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i think Base damage on second hit is going to be the printed 6 damage...at least what frenchies say...needs testing...so i cant say you are right...and how it works, but if it does like that, yes, she is OP
i do hope it is the printed attack. i'm really disturbed that a simple level 3 can kill characters that takes weeks to level in a slapfight just like that.
hell is when you drew 3 arcaniums at round 1
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Courts are admittedly annoying for me, but only because they rely on alternative tactics for victory. As long as I can live through their parlor tricks to the fifth or sixth round, I can definitely kill two of them with my favorite two combos, Time to Die and Assassination and Finish Him and Fatality. Those combos have been major game savers for me. However, I hate, I HATE Tadaa! My signature expresses my hate for that card quite nicely.
Dernière modification par SmokinHot (21-10-2010 04:39:08)
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havent thought of backstabs, magic attack and obesity...but doesnt obesity work on actions, not permanents?
i will definitely try that to fit in my deck...but for now, they are just a pain...
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Perms are either magic or actions...dependant on thier card type.
Obesity work wonders
Dernière modification par Rathedan (21-10-2010 04:41:37)
If there were no luck in TCG, how boring would that be?
-Lonak
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The problem is, as I mentioned in another thread, is the lack of exposure to the courts. People haven't seen them as much as the other decks, so it throws them off, not being used to how to counter them. I bet anything, that withing two weeks, the Heart of Sap guild will be the new "OMG they're OP" topic...it's just the way it goes.
Yeah, I cannot agree more. I rarely encounter pure court decks.
As you, I suspect once we get level 3 treefolk running around with their bows and daggers smashing in our skulls, we will have more threads like this roaming around.
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i would love to hear and see those prices drop on the new dudes...and sell my cards to build Sap deck...
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there is one card allready that really helps ! but you need to play with shadow to make it usefull. suspect of treason or spomething like that it negates manipulation -2 and overwelming victory and make alot of courtisan actions useless.
wohoii that sounds good.
reminds me of the trophy card where aez is about to smash iro, might be useful.
or crown of the border perhaps? pity they are too conditional to be staple cards.
does crown of the border negates tadaa!?
hell is when you drew 3 arcaniums at round 1
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does crown of the border negates tadaa!?
Yes. It negates any effects your opponents use to alter your stats.
The first. The best. MSN.
Visit our guild's thread here and join up!
Also check this out: An English chat room!
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