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Thread: Deck: The Living Dead | |
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Psychobabble
Known Hero
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posted November 18, 2005 02:19 AM |
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Deck: The Living Dead
Here's the first 60 card deck posted here, far as I can tell. Let me know what you think!
Starting (8):
Death town (cerberi/venom spawn/devils)
Death Knight
Imp x3
Cerberus x2
Venom Spawn
Towns (1):
Death town (cerberi/venom spawn/devils)
Heroes (2):
Necromancer
Lord (order hero)
Artifacts (4):
Helm of Command
Shield
Warlord's ring x2
Locations (4):
Sulphur mine x3
Veteran's Guild
Skills (17):
Death Magic, basic - master x2 (counting the number of cards)
Combat, basic - GM x3
Combat, basic - master x2
Tactics, basic - GM x3
Nobility, basic - master x2
Estates
Offence
Defence
Leadership
Melee
Spells (3):
Mass Curse
Mass Sorrow
Mass Cancellation (or mass weakness, might depend on the matchup)
Creatures (21):
Imp x2
Cerberus x8
Venom spawn x6
Devil x5
I just thought I'd post this deck to get some feedback. It's a pretty simple design and I can almost make it with the cards I've currently got. I've gone for a no-undead death deck for a few reasons. First the morale bonus is nice. Second, I think devils (assassinate heroes) and cerberi (soften up the melee line) are superior creatures to their counterparts. Third, I have more venom spawn than vampires and I think they're actually comparable creatures. Their phase won't matter with tactics/helm and their higher defence, ranged attack and special ability are all nice.
The heroes are designed to be, optimally:
Death Knight - GM tactics/offence/defence/leadership, master combat (lvl 9)
Lord - Master nobility/estates, GM combat/melee (lvl 8)
Necromancer - Master death magic, master combat (lvl 7)
With all in the main army. Putting melee on the lord gives your opponent two heroes they really want to kill quickly, and by the time they're dead hopefully the necromancer has got a few spells off so your creatures can win the battle. While the knight is alive your creatures have potentially godly defence (max +13), as well as speed, morale, luck, so keep him/her in the back row (I'd give him armor, except the best I have is leather so it's not really worth it. If you have some adamantine or whatever, that's probably a good choice for him). With all these combat skills floating around, you can see why there's a veteran's guild there - to get to lvl 9 otherwise requires almost every artifact and location in the deck to be claimed, and I don't necessarily want to waste creatures on a dwelling. The lord also removes the need for a gold mine and gives great income when leveled up.
Anyway, what do people think? Are my ratios of creatures to non creatures, and low level to high level creatures roughly what other people are doing?
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marsu
Hired Hero
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posted November 18, 2005 01:08 PM |
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Quote: Here's the first 60 card deck posted here, far as I can tell. Let me know what you think!
Starting (8):
Death town (cerberi/venom spawn/devils)
Death Knight
Imp x3
Cerberus x2
Venom Spawn
Towns (1):
Death town (cerberi/venom spawn/devils)
Heroes (2):
Necromancer
Lord (order hero)
Artifacts (4):
Helm of Command
Shield
Warlord's ring x2
Locations (4):
Sulphur mine x3
Veteran's Guild
Skills (17):
Death Magic, basic - master x2 (counting the number of cards)
Combat, basic - GM x3
Combat, basic - master x2
Tactics, basic - GM x3
Nobility, basic - master x2
Estates
Offence
Defence
Leadership
Melee
Spells (3):
Mass Curse
Mass Sorrow
Mass Cancellation (or mass weakness, might depend on the matchup)
Creatures (21):
Imp x2
Cerberus x8
Venom spawn x6
Devil x5
I just thought I'd post this deck to get some feedback. It's a pretty simple design and I can almost make it with the cards I've currently got. I've gone for a no-undead death deck for a few reasons. First the morale bonus is nice. Second, I think devils (assassinate heroes) and cerberi (soften up the melee line) are superior creatures to their counterparts. Third, I have more venom spawn than vampires and I think they're actually comparable creatures. Their phase won't matter with tactics/helm and their higher defence, ranged attack and special ability are all nice.
The heroes are designed to be, optimally:
Death Knight - GM tactics/offence/defence/leadership, master combat (lvl 9)
Lord - Master nobility/estates, GM combat/melee (lvl 8)
Necromancer - Master death magic, master combat (lvl 7)
With all in the main army. Putting melee on the lord gives your opponent two heroes they really want to kill quickly, and by the time they're dead hopefully the necromancer has got a few spells off so your creatures can win the battle. While the knight is alive your creatures have potentially godly defence (max +13), as well as speed, morale, luck, so keep him/her in the back row (I'd give him armor, except the best I have is leather so it's not really worth it. If you have some adamantine or whatever, that's probably a good choice for him). With all these combat skills floating around, you can see why there's a veteran's guild there - to get to lvl 9 otherwise requires almost every artifact and location in the deck to be claimed, and I don't necessarily want to waste creatures on a dwelling. The lord also removes the need for a gold mine and gives great income when leveled up.
Anyway, what do people think? Are my ratios of creatures to non creatures, and low level to high level creatures roughly what other people are doing?
Hi!
I will try to answer with my short experience (just 3 games) (sorry I will ansmer asuming we got access to all the cards):
creatures : I think there is not enough creatures... my last decks had around 25 creatures, and I think it wasn't enough, because many of them were in game as gaurding creatures...
skills : Maybe too many skills... don t forget that a B-A skill card is discard when your hero becomes M... so it is reusable by another hero...
your master combat death knight dont use combat based secondary skills... its bonus is only +5 def. I think it can be replaced by an adamantine armor...
artifacts : adamntine armor ?... maybe a pandora's box too... I do like it ! It gives several different bonuses : levels (+2), income (5 cards) , artifacts... I it is reusable as it is discarded when claimed...
here are my remarks... If so with more experience could answer too, it would be greatfull for all of us
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Darmani
Hired Hero
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posted November 19, 2005 03:21 AM |
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You're really wasting a Necromancer there. Necromancy has powerful raising spells, able to summon huge stacks able to do quite some damage. With your spell selection, your Necromancer will be useless until late, and even still won't do much. A level 5 Necromancer summoning 9 ghosts with Demonology is quite something, not something you'll want to miss.
I do, however, like your choice of all those Cerberi. Cerberi are IMHO one of the best creatures in the game. You might want to put in Animate Dead, though.
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Psychobabble
Known Hero
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posted November 23, 2005 02:11 AM |
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THanks for the comments guys, I might post an updated list with them in mind.
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H4TCG Review
H4 Map Reviews
Successful trades w/Teuta and doc
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