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Post by Rob (Roebidoebi) on May 8, 2012 2:56:11 GMT -5
Personally I was thinking about a Merchant's Guild deck:
5x Merchant's Guild (1500$) 5x Knowledge has a price (50$) 5x Young Farmer (50$) 5x Merchant Ship (100$) 3x Tactical upheaval (45$) 5x City Stables (5$) 5x Clothes make the man (1250$) 3x Sudden exhaustion (30$) 4x Engineers Workroom (160$) 5x Field study (5$) 5x Scientific Method (50$)
Total costs just short of 3300$ credits!
I've used this deck to beat all the single player missions, and use it in versus mode as well.
The idea is to draw-draw-draw and than throw out 2 or 3 Merchant's guilds (hope 2 don't get countered) and 3x knowledge has a price to win in a single day.
I know the deck has it's flaws, but it is a consistent winner...
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Post by Tuism on May 8, 2012 3:01:59 GMT -5
I've lost to this before It's either a big combo (2 MGs in a row, 3 KHAP to win) or a slow start to slowly erode with income cards. I've loved MG decks but basically they fall flat if they're countered or removed in any way. I made mine a bit more consistent with Leo's Workshops cos it fits with the draws, but it's still a tad meh being a combo deck
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Post by daevidius on May 16, 2012 10:09:39 GMT -5
I have experienced quite a bit of success with a similar deck, but mine is a more pricey order/scholar version.
I prefer scholar as it is a more control oriented deck with Court Orders, Preemptive Strikes and Forced Inheritence to aid KHP.
5xKNowledge Has A Price 4xKnowledge is Power 4xTactical Upheavel 5xForced Inheritance 5xSudden Exhaustion 4xFamily Heirloom 5xQuick Study 5xCourt Order 5xMerchant's Guild 3xPreemptive Strike 5xIndepth Analysis
Some of those choices were dictated by the number of cards I had at the time of construction.
Daevidius
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ABXantos
Junior Member
The Master Templar
Posts: 164
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Post by ABXantos on May 18, 2012 1:03:41 GMT -5
haha Ive played against similar decks to this so many times. As soon as I see a merchant guild get dropped I will aim to destroy it with Antonio, Ezio, Court order, Preemptive, Marco, I don't care how but I will not let it live. xD
I would have to agree that the best way for this deck to live is an Order/Scholar Variation that uses Court Order/Preemptive/Espionage to attempt to stop all ways of having Merchant Guild get destroyed.
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Post by kwunyinli on May 19, 2012 15:59:27 GMT -5
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