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Post by crazygambit on Jan 23, 2012 11:51:27 GMT -5
I think I may be getting confused about terminology here, I think earlier in the thread it's mentioned about pick your poison ruining your day. Antonio, giovanni, numerous media anti site cards,these are what I meant as counters. I see. Counters in my mind is stuff like Court Order or Preemptive Strike. Site destruction is not that good in general. Plus they have to destroy the Temple, not the Workroom. If they destroy the workroom I'll just tutor for another, so not that big a deal. Nothing can destroy a site at surprise speed. So anything they cast after you activate it's useless. The rest are all counterable except Giovanni. He should be the biggest threat. Antonio is suceptible to Surprise Exhaustion. If he can time Giovanni right, then you lose. Which is why I've been trying 2 Temples.
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Post by Tuism on Jan 23, 2012 12:55:09 GMT -5
Sites are a huge deal in the current mets game, I'm seeing tons of site decks popping up, or at least winning with lots of big sites and agents.
But ur right sites are relatively harder to deal with the current card pool. So interesting plays are becoming the norm rather than exception.
I'm not a big fan of mixed decks with site and agents as win cons but damn they're whipping my ass now.
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Post by crazygambit on Jan 23, 2012 13:24:30 GMT -5
Sites are a huge deal in the current mets game, I'm seeing tons of site decks popping up, or at least winning with lots of big sites and agents. But ur right sites are relatively harder to deal with the current card pool. So interesting plays are becoming the norm rather than exception. I'm not a big fan of mixed decks with site and agents as win cons but damn they're whipping my ass now. Half the cards that deal with sites destroy them and the other half reduces their influence (usually to 0). Reducing to zero a site you've pumped a few times gives you great card advantage for little cost. Thankfully it's useless against a Temple deck.
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Post by Ringel on Jan 27, 2012 11:12:11 GMT -5
I take it back. The most useless rare I've ever opened was the 6th copy of this card.
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Post by mistervader on Jun 21, 2012 21:58:20 GMT -5
I wanna make this deck again. I think that with the new cards that force you to discard (Oh, look! You hit your own 11-cost cards!), the new gold ramp cards, and the new self-replacing cards, you can actually get the combo running sooner.
The only trick is figuring out what kind of board control to run because the best one is 12-costed, and you know that's not a very synergistic with your other cards...
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Post by Diomedia on Jun 26, 2012 12:00:15 GMT -5
All you need to do is use the action that makes your next site a suprise and fill the rest of your deck with draw and income boosters and whatever other crap you can lay your hands on . Keep some draw cards in hand and remember not to include anything that can give your opp a way out, like another Forgotton temple!
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Post by jeremyat on Jun 26, 2012 13:04:08 GMT -5
I played someone running a forgotten temple deck a number of times shortly before the expansion. Unfortunately for him, he seemed to continually run up against my counterdraw deck, so he quit every time I countered the one forgotten temple he had. The one time he managed to pull off the switch, he lost because I had drawn so many cards (just not counters) that I was able to throw down some Leos and Cesares and he couldn't outpace me with my deck. His deck was all quick studies, family heirlooms, knowledge is powers, and in-depth analyses. I think it's gotta be frustrating to have to quit every time your one card is countered/destroyed/stolen/etc. I don't know why you'd do that to yourself.
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Post by Diomedia on Jun 26, 2012 14:18:49 GMT -5
It's a suprise deck I guess, if you match up with the same player and you have an idea what he's going to play, it's not a bad option. I mean it's an easy deck to build, with the expansion , Scholar/Faith gets it down quickly. It's weak as hell to many decks, but then who is going to be expecting a suprise Forgotton Temple deck?, and do they have the capability to remove it before it's ability resolves? It's a lot easier now to get it down, and fast , so the problem of dealing with what's remaining on the board is lessened. It takes 2 minutes to make the deck, and it's fun to play every now and again, and kudos if you pull it off!
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Post by ironcladtrash on Jun 26, 2012 18:42:38 GMT -5
In my version I had 5 forgotten temples, playing counter, draw, and wipe cards like animus reboot. The whole purpose was to draw your entire deck Before you drop a single forgotten temple. That strategy actually seemed to work better than playing with only 1 Temple. It might actually be quicker to pull off now with all the new super income boost cards to power Daring Experiment and not to mention the additional draw and counter cards.
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