Post by falkinator2000 on Jul 6, 2012 1:48:55 GMT -5
I have been lurking here for a few weeks.
Now that I have finally broken top 200 (Falkinator2000), and am beginning to recognize (and sometimes beating!) some names from these forums in the matches I play, I feel I should share my decklist.
I have not been able to reach Brontobeuf’s required 90% wins with it. The fastest I have earned my daily 500 creds is by going 10-1, but usually this list is more around 10-3 and in a few cases even 9-5 before the 500 creds are home. But matches are blazingly fast, the deck often wins before you draw your third card.
The heavy discard theme helps the deck deal with longer games.
The list:
Accelerants:
4 Political Patronage (surprise, cost 0 +1 income, gain 3) obviously I’d like a 5th.
5 divine intervention (cost 1 +1 income, opponent discards most expensive memory)
2 xx (cost 0 +2 income, opponent reveals hand and erases all 11 cost memories)
Discard:
5 mysterious stranger (2/1 cost 3 +1 income opponent discards most expensive memory)
5 xx (1 influence, dominant, cost 3 +1 income opponent erases most expensive memory)
Win conditions:
5 Nicolas Machiavelli (4/4, fierce, cost 3, discard a memory)
1 Ezio Auditore (5/5, fierce, cost 5, you cannot launch templar memories)
5 xx (3/3 cost 11 if you discard this memory put it into play instead, if you cast, put 2 2/2 militia tokens into play)
1 san gimignano
3 lair of Romulus
5 papal influence
Answers/tools:
5 tactical upheaval (cost 2 +1 income, switch power/toughness of target agent, draw a card)
2 xx (1 influence, cost 2, launching memories cannot be neutralized)
2 clothes makes the man
Playbook:
Rush. If possible play cards that erase opponent memories before cards that force discard to protect against 11’s. Usually I play my discard before win conditions, especially because the win conditions come with drawbacks. The exception is san gimignano which you should play as soon as possible (well not always. You need to boost income as well…)
The deck typically wins by dropping Nico and discarding an 11 coster with him, thus bringing 7 power to the table for 3 coins. That’s just huge value. After this, you can sometimes run a soft discard lock, buying you time to close out the game with papal influence or lair of Romulus.
Tactical upheavals should be used ASAP on anything, even your own mysterious strangers, except if you fear Amerigo (0/5 cunning recover, opponent loses 2 points when Amerigo blocks)
If you know opponent is playing a counter deck (there are several in the current metagame), mulligan aggressively for the site (2 cost 1 inf., launching memories cannot be neutralized) that shuts them down cold. You can even play it on first day with PP, sometimes autowinning right then and there.
If the game runs late (past day 3 or 4), you should probably try to hardcast your 11 drops instead of planning to discard them to nico. A 3/3 and 2 2/2’s for 1 card is pretty strong.
Remember fierce. And remember that it works on defense as well; a few players forget this and try to take the spots in a region by campaigning with a 0/1. Just block with a fierce guy and you take out their 0/1 AND score with fierce.
Assessing starting hands:
Any hand without accelerants (0 or 1 costs) is unplayable. This is a sad fact of the deck. Sometimes you can scrape by, but not against reasonable competition.
A hand with accelerants but without 3 costs (no short term impact cards) is probably also unplayable. Exceptions include hands with several Divine Interventions, or hands like San Gimignano + Papal influence + Clothes makes the man, where you have a quick route to victory with a few accelerants.
A typical strong start might look something like PP + eraser site + divine intervention. When you draw your first card you have a slight board presence, 6 income and opponents 2 most expensive cards are gone. If you drop a Nico + 11 cost after this, most decks will have a lot of trouble coming back. Especially because you have papal influence for the cases where they answer your threats.
Thoughts?
Now that I have finally broken top 200 (Falkinator2000), and am beginning to recognize (and sometimes beating!) some names from these forums in the matches I play, I feel I should share my decklist.
I have not been able to reach Brontobeuf’s required 90% wins with it. The fastest I have earned my daily 500 creds is by going 10-1, but usually this list is more around 10-3 and in a few cases even 9-5 before the 500 creds are home. But matches are blazingly fast, the deck often wins before you draw your third card.
The heavy discard theme helps the deck deal with longer games.
The list:
Accelerants:
4 Political Patronage (surprise, cost 0 +1 income, gain 3) obviously I’d like a 5th.
5 divine intervention (cost 1 +1 income, opponent discards most expensive memory)
2 xx (cost 0 +2 income, opponent reveals hand and erases all 11 cost memories)
Discard:
5 mysterious stranger (2/1 cost 3 +1 income opponent discards most expensive memory)
5 xx (1 influence, dominant, cost 3 +1 income opponent erases most expensive memory)
Win conditions:
5 Nicolas Machiavelli (4/4, fierce, cost 3, discard a memory)
1 Ezio Auditore (5/5, fierce, cost 5, you cannot launch templar memories)
5 xx (3/3 cost 11 if you discard this memory put it into play instead, if you cast, put 2 2/2 militia tokens into play)
1 san gimignano
3 lair of Romulus
5 papal influence
Answers/tools:
5 tactical upheaval (cost 2 +1 income, switch power/toughness of target agent, draw a card)
2 xx (1 influence, cost 2, launching memories cannot be neutralized)
2 clothes makes the man
Playbook:
Rush. If possible play cards that erase opponent memories before cards that force discard to protect against 11’s. Usually I play my discard before win conditions, especially because the win conditions come with drawbacks. The exception is san gimignano which you should play as soon as possible (well not always. You need to boost income as well…)
The deck typically wins by dropping Nico and discarding an 11 coster with him, thus bringing 7 power to the table for 3 coins. That’s just huge value. After this, you can sometimes run a soft discard lock, buying you time to close out the game with papal influence or lair of Romulus.
Tactical upheavals should be used ASAP on anything, even your own mysterious strangers, except if you fear Amerigo (0/5 cunning recover, opponent loses 2 points when Amerigo blocks)
If you know opponent is playing a counter deck (there are several in the current metagame), mulligan aggressively for the site (2 cost 1 inf., launching memories cannot be neutralized) that shuts them down cold. You can even play it on first day with PP, sometimes autowinning right then and there.
If the game runs late (past day 3 or 4), you should probably try to hardcast your 11 drops instead of planning to discard them to nico. A 3/3 and 2 2/2’s for 1 card is pretty strong.
Remember fierce. And remember that it works on defense as well; a few players forget this and try to take the spots in a region by campaigning with a 0/1. Just block with a fierce guy and you take out their 0/1 AND score with fierce.
Assessing starting hands:
Any hand without accelerants (0 or 1 costs) is unplayable. This is a sad fact of the deck. Sometimes you can scrape by, but not against reasonable competition.
A hand with accelerants but without 3 costs (no short term impact cards) is probably also unplayable. Exceptions include hands with several Divine Interventions, or hands like San Gimignano + Papal influence + Clothes makes the man, where you have a quick route to victory with a few accelerants.
A typical strong start might look something like PP + eraser site + divine intervention. When you draw your first card you have a slight board presence, 6 income and opponents 2 most expensive cards are gone. If you drop a Nico + 11 cost after this, most decks will have a lot of trouble coming back. Especially because you have papal influence for the cases where they answer your threats.
Thoughts?