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 Post subject: Turtle Decks
 Post Posted: Wed Oct 07, 2009 11:33 pm 
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So with borderlands it has obviously become possible to turtle up in a corner with a strong base and gain glory by some other method than wells. This was by design since it seemed like a strategy that was missing before.
They obviously started a bit too strong but now seem ok to me with the nerfed cathedral and shield generator. What do you guys think?


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 Post subject: Re: Turtle Decks
 Post Posted: Thu Oct 08, 2009 12:10 am 
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I haven't seen any really scary decks that do this so I am fine with it in the sense of not being the most powerful deck out there. I like it a little less that the best counter to this seems to be MF, since I was really hoping for something to reduce the prevalence of domain destruction decks. It has gotten pretty boring.


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 Post subject: Re: Turtle Decks
 Post Posted: Thu Oct 08, 2009 1:37 pm 
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The Dark Platypus
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I played against a turtle deck last night. It destroyed my MF deck.
The basic idea was to sit in the corner, play mana dome, surround it with big creatures that can't be the target of spells or effects because of the dome, play glory gaining cards (arena, tales of yore, etc), and win.

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I agree with Keyser, and that's what I'm planning to implement actually.

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 Post subject: Re: Turtle Decks
 Post Posted: Fri Oct 09, 2009 1:29 am 
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Blessed are the Meek and Disenchant would help counter that.


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 Post subject: Re: Turtle Decks
 Post Posted: Fri Oct 09, 2009 9:24 am 
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Disenchant can only target the Tales in that case, which won't do much good, as cathedrals and arena still keep pumping 3 glory per turn. Blessed Are the Meek obviously isn't playable in every deck. Earthquake, however, does work. But it doesn't fit into every deck either. The whole deck must be designed keeping casting earthquakes in mind. And being an MF spell rules out many decks as well, although decks without MF are getting rarer and rarer.


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 Post subject: Re: Turtle Decks
 Post Posted: Fri Oct 09, 2009 9:03 pm 
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jed try to play Practice.
IF you can defeat him, then congratulations! It's pretty hard - the only way is to get the glory faster than he does. But with Cathedral (+2 flux? not even a turn later casting), Sigvatr's, Tales, Time of Heroics AND Cleanse saved up on hand..
Maybe with well played Earthquake and then quick disenchants you have a small chance. Combine it with Heat Wave before Earthquake and you might even win. But still this is the only way to do it. (Except, as I said, being faster in Glory gaining than he is.) NO chance with the original purpose of TFW - claiming more wells than the other one does.


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 Post subject: Re: Turtle Decks
 Post Posted: Fri Oct 09, 2009 10:46 pm 
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I played Practice with my Earthquake deck, and with a first turn Astridian Geographic Society plus Negate (still too cheap) and a later Earthquake took out all his Imperium domain, which was pretty much the end of the game. I think parts of the Earthquake deck are too strong though, so it may just be one too strong deck beating another. I'm not sure what I would have done without Earthquake. If mana dome becomes targetable with spells, it is another story, since any standard MF deck can tear the base apart then. I think that might be a good thing. I think it is ok for the game if turtling is a mediocre fun/casual strategy, but not great if it is one of the best.


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 Post subject: Re: Turtle Decks
 Post Posted: Fri Oct 09, 2009 11:30 pm 
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I have played Practice a few times. his deck is good but isn't unbeatable. You should always have more wells than him very quickly so should be getting 2 glory a round from early on. Also what is wrong with just sending your big dudes in to destroy his base? You shouldn't have to rely on spells. The problem is no one plays big enough creatures. Also every deck should have a way to deal with enchantments I think.


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 Post subject: Re: Turtle Decks
 Post Posted: Sat Oct 10, 2009 10:23 am 
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jed: sure, once you know his deck (and are sure he plays that one), then it's wise to set site to another well asap. his counter is that Cleanse tho.. you'll need another lot of turns to get your Glory gain back then, while he'll need just very few turns to do so.
Sending big dudes means you gotta have them.. and usually they aren't so good against another decks running lysis and so on - or their big ones (and he has some of these there too).. might work, probably won't.
dealing with enchantments is fine - world enchantments. Which are just these Tales which are not worthy of being disenchanted usually. The rest of them he has hidden under Dome..
Still I think it's one of the best decks out.


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 Post subject: Re: Turtle Decks
 Post Posted: Sat Oct 10, 2009 11:46 am 
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Sending big creatures is not a real option usually . Here's why: they get greeted by much bigger creatures whose only weakness is their low mobility, like War Blimp, Epic Veteran and so on. Those guys aren't so good in a general deck, but if the deck only needs to defend, they are crazy. Ok let's assume the veterans, blimp and others can be taken care of. Then there's the Paladin with fear 1, who keeps not only himself but upto 5 (or 6 if hes walled in) buildings untouchable. Two of them are enought to protect a whole village.

EDIT: Having said this, ALL GLORY to Practice for making IMO easily the most powerful deck out there. The paladins are just one of the ingenious ideas. And or course, making overpowered (again, this is only my opinion) decks is in no way a bad thing. On the contrary, it helps to see balance issues.


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