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- changed from Zil-Court to Des-Court... plz refer to post #3 -
Dernière modification par Alakan (15-11-2010 12:48:32)
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Your deck will run like this:
You stack and stack some moderate cards while your opponents blast you to smithereens.
Sorry, but a hybrid court deck definately needs Manipulation. You want to save Marlok? Save him fron nasty Zil marauders with manips. Under the sun is just not worth it, especially since you can only play it with one character. one TTD/Ass wont really pull off a lot either.
Your direction for this deck isn't bad at all. I have toyed with this thought myself, especially since I am very fond of my Is It Story Time? hybrid Kot/Zil court deck. It runs damn smoothly and has a sturdy punch.
I will warn you however, such decks are slow and you will need to be able to build up plenty of artillary to be able to cope with the nasties of your competition. If you do play Marlok, toss in another mage. Even with the spirit mali, you can still toss out awesome spells to kick your opponent in the ass. Burn in Hell is a prime example.
Toss in some defensive stuff too! Ill Omen is good, Bunny is better. Bolts is a good way to go, so feel free to toss in a Void too to be able to use it again. Marlok with shittons of Spirit will definately nuke anything on the table with LB3.
Hasna's most awesome abiliy is to be able to use Obesity without any drawbacks. For that matter, so can Marlok. Why not tos in one or two to be able to counter some nasty action cards. Alternatively you could use Council's Decision too!
Anywho, I don't want to go on and on. I just hope you can get a little insight on these kinds of decks and tinker out a cool deck!
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Slightly changed the concept to make it a Desert/Courtesan... tried to include bleachman's suggestions too...
So, how does that sound?
[card]Ahlem[/card]
[card]Hasna[/card]
[card]Councilor Ishaia[/card]
Ishaia specific cards (5)
2x [card]Ice Barrier[/card] (+2 def all, permanent)
2x [card]Rain of Death[/card] (gotta have Ishaia dish out some damage now, do I? )
1x [card]Mage's Grand Staff[/card] (boost to RoD dmg, it HAS to be an istakill >.<)
Ahlem specific cards (3)
2x [card]Solar's Anger[/card] (10/10 warrior? I'll take it! *.*)
1x [card]Divine Light[/card] (now, not so sure about this... I'll probably end up casting it chaining with Solar's Anger...)
Hasna specific cards (1)
1x [card]Assassination[/card] (nonsense playing a Zil Marauder if I don't have at least one of those >.<)
Hasna & Ahlem specific cards (2)
2x [card]Desert Scimitar[/card] (why not? +1 atk to Ahlem, +1/+0 to Hasna, 1hp AoE heal)
Hasna & Ishaia specific cards (6)
3x [card]Manipulation[/card] (obviously)
2x [card]Overwhelming Victory[/card] (I don't feel like taking a 3x on this one...)
1x [card]Tea Ceremony[/card] (in most cases, fully effective only if played by Ishaia, and it doesn't work against Saps)
Various (3)
1x [card]Journey[/card] (always a nice addition)
1x [card]A New Start[/card] (not sure I need this one, but better safe then sorry )
1x [card]Solaris[/card] (really nice heal/defence debuff, mostly intended for Hasna/Ahlem warrior version)
now:
- since [card]Solar's Anger[/card] does not stack, 2x seems the 'right' quantity to me... or should I get 3x?
- 3x [card]Ice Barrier[/card]?
- do I really need [card]A New Start[/card] with this kind of deck? I don't think I'll be discarding that much, I should be able to last 7/8 turns at least...
- should I get a [card]Camp[/card]?
- should I use a couple [card]It is Time[/card]? it may be nice to activate Hasna in turns 1-3, and if the fight drags on over round 6 activating Ahlem wouldn't be bad either...
- should I use a couple [card]Under the Sun[/card]?
- should I get [card]Ordeal[/card]?
Dernière modification par Alakan (15-11-2010 12:46:07)
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no1 likes it? no suggestions? T.T
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Won't that second Solar's Anger be a dead card? It's priest specific, and you aren't running any dragon's wit in that deck. Once Ahlem becomes a warrior, you can't use the other Solar's Anger. Unless you only want 2 in order to draw better
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that, and sunburn (even tough it's more likely ppl will target manips, better safe than sorry ^^')
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I would change:
- the [card]Desert scimitar[/card] ideia in favor of the third [card]overwhelming victory[/card] and a [card]It is time[/card]. [card]Manipulation[/card] does wonders defensively, but [card]overwhelming victory[/card] can be used as a multi-function card;
- Playing [card]Solar's Anger[/card] and [card]Divine Light[/card], betting on a chain seems a long shot to me. I bet most of the time they are played in different turns, so, as said, a second [card]Solar's Anger[/card] is too much either way. One card that I played so much is [card]Ascetic[/card], I think it would be a fine addition on the build, even considering it can get the [card]Mage's Grand Staff[/card]. Played on turn 4, can wreck up to 3 cards from your opponent;
- From your considerations, a pair of [card]It is time[/card] would be fine, to activate the orders of any of your characters in a time of need. Since I already suggested one up, droping the [card]Desert scimitar[/card], the second could replace the [card]A New Start[/card];
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