obdy
New Member
Posts: 79
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Post by obdy on Jul 11, 2012 7:55:23 GMT -5
Hi, since Revelation has granted us with a good synergie on gold memories, I worked on it, put some merchant guilds to unspecialise it, got rid of the Cappadocian market to get income fro the other colors, played a while with order to use the forced charity... This how it is presently. Can't complain about it, it adapts itself rather good to most situations. Still, I'm looking for some advice, comments, ideas, questions, to improve :
5 Political Patronage 4 Knowledge has a price 4 Den defense
4 Masked merchant 4 Master Smith 4 Acclaimed Clothier 5 Assassin Recruits 5 Sly Smuggler 3 Piri Reis
5 Merchant's Guild
4 Magnetic Influence 3 Deep analysis
I'm not sure about Piri for he isn't directly into the synergy, but it's a memory you're always happy to have in hand, or better, on board. I used to have some young farmers for the income, then boosted by smugglers, but i felt they slowwed a bit things.
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Post by kineahora on Jul 12, 2012 19:51:39 GMT -5
Hi, since Revelation has granted us with a good synergie on gold memories, I worked on it, put some merchant guilds to unspecialise it, got rid of the Cappadocian market to get income fro the other colors, played a while with order to use the forced charity... This how it is presently. Can't complain about it, it adapts itself rather good to most situations. I like the look of this better than the original. Unfortunately now no longer affordable by the proletariat with 5 x PP. But it is ironic, I think PP in concept is appropriate for the title of "proletariat" as interpreted by the USSR, and without "RICH Merchant" the deck is as a whole, more in line with the title :-) And by the way, adding Piri with PP is essential in this meta, because without it, the deck is wide open to counter decks.
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Post by Brontobeuf on Jul 14, 2012 2:06:42 GMT -5
BTW, why only 3 Piri?
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obdy
New Member
Posts: 79
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Post by obdy on Jul 14, 2012 6:27:55 GMT -5
For I only have 3 yet Oh, and I changed deep analysis for Bearer of mixed Tidings. Works better
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Post by Brontobeuf on Jul 16, 2012 10:31:45 GMT -5
4 Knowledge has a price 4 Den defense
---> I'd play 5 DD instead and 3 KHAP.
Also, you should try to play more of the key merchants, less of the fighters ones, and add solutions to the deck. Mob Justice and Condotierro Tactics come to mind. Familly Heirloom can also be a good addition.
I'm not sure if the merchants guilds are a good idea in it.
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obdy
New Member
Posts: 79
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Post by obdy on Jul 25, 2012 2:28:29 GMT -5
Yeh, I agree it is a bit bully (is that a good translation for bourrin ?) as it is. I'll See what merchants I can put in. The merchants guild Might not be absolutely necessary, but often times, the agents defend and the guiLd attacks if you see what I mean, Making it quite valuable.
I'll give shotS without it
Thanks !
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Post by lurifaxb on Jul 25, 2012 3:34:06 GMT -5
5x family heirloom for sure. It is the best card in this type of deck.
Also you need ways of dealing with sites and agents. Venezia can be grabbed by family heirloom as can TU/sudden exhaustion. I would forget about the merchants guild. I believe your deck needs more focus. Do one thing well and then having cards that deal with the meta.
The purpose of the cheap merchants or peasants is for the drawing power. If done well you don't need the other cards for drawing. Only play them after you play assassin recruit. So they shouldn't slow down the deck but speed it up. Then they get buffed later with sly smuggler.
Piri does make this stronger in current meta though.
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obdy
New Member
Posts: 79
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Post by obdy on Aug 18, 2012 3:35:12 GMT -5
I only have one family heirloom, so I went for For The People, since the deck's based on agents. Of course, it doesn't have surprise, but it's quite ok.
I got rid of the Bearer of Mixed... that I had in, for I agree it's pointless.
Still, I stick to Merchant's Guild. I've always built my decks focusing on one direction. More and more, I believe a deck should not be too specialised, and let a bit of improvisation in it. The Merchant's Guild isn't a key winning card as it often is, but it fits well. Most of my agents give gold, and therefore score when they arrive (that's what I've chosen them for) : I pay 1 and I get a 3/3 masked merchant, I draw and I score +1 in a region. The +1 in the region might not be fundamental, but is quite helpfull and sometimes makes the difference
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Post by falkinator2000 on Aug 20, 2012 8:44:00 GMT -5
I'd definitely cut the guild as well. Nearly any other site would be better, why not the media one that destroys sites in other regions? Then you have an answer for opposing big sites and a threat of your own. If not, then just one with more influence than the guild. That way you can use it for defense as well.
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Post by jeremyat on Aug 20, 2012 8:49:42 GMT -5
I agree with falkinator. Hippodrome of Constantinople is a site that no one uses, so no one expects it. It's awesome, though. I like to combine it with Militia Intimidation (one of my favorite cards from the new set) to surprise-destroy all of the opponent's sites. As an added benefit, it's super-cheap on the market. It's also a great finisher since it nets five influence as well.
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Post by coolkendude on Aug 20, 2012 10:09:05 GMT -5
Hippodrome of Constantinople is a site that no one uses, so no one expects it. It's awesome, though. I won't say no one uses it because ruggeder has used it against me a couple of times when the expansion first came out and timed it really well to take out both of my San Gimis and take the win away from me. I also pack in a couple of these babies in some of my Media decks. But you're right - it is an awesome card!
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Post by Tuism on Aug 20, 2012 14:14:28 GMT -5
Hippodrome is great, it's just obviously outclassed by the surprise 10 sites, but they're SUPERB so there's no comparison Let's see after the balance tweaks
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Post by coolkendude on Aug 20, 2012 16:10:00 GMT -5
Hippodrome is great, it's just obviously outclassed by the surprise 10 sites You're definitely right about this - had they made Hippodrome a Surprise Site when it first came out, I'm sure people would have used it a lot as well. I actually wonder why they didn't initially make it a Surprise Site... it would have been like Assassin Stronghold but for Sites.
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Post by Tuism on Aug 20, 2012 17:31:22 GMT -5
Lol, while I hear the logic behind that (kill 2 agents = kill 2 sites, right?), I think it'll be just plain overpowered. In the game, overall, sites... take up more space than agents - you can have 3 sites but 6 agents at a time. So killing two sites and killing two agents are different. Plus... The mechanics of Stronghold would never work without Surprise - which in hindsight made it powerful in ways other than it was intended for
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Post by coolkendude on Aug 20, 2012 17:41:57 GMT -5
Lol, while I hear the logic behind that (kill 2 agents = kill 2 sites, right?), I think it'll be just plain overpowered. A man can dream, right?
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