Post by Pete on Feb 28, 2012 0:59:39 GMT -5
Hi
I thought I would post the deck I like playing the most. One of my favourite things in this game is having an opponent think he is about to win, and then at the last half day, watch as his victory is suddenly removed from under him. I designed this deck around that idea, and approximately 50% of my games end with 2 areas at 10 influence and the opponent about to win, where by a little but of fiddling, you can play a couple of cards that suddenly wins the game. I have played quite a few well known players with it (account Padawan Pete) so you might recognise the deck that beat you
So the deck:
2 Basilica San Pietro - basically just an income booster, play it with the sites nicely for free money. Don't replace sites with an ability eg: Roma Vaticano District.
4 Merchant ship - income boost, play this first if it is in your hand, over knowledge is power
4 temple ruins - income boost and site placement, avoid using this as day begins, unless you can't play anything else.
4 heathen follower - good first play, this or merchant ship makes no difference if you play it as day starts. Don't forget to activate ability. Thins deck by 3 cards.
4 great library - same as temple ruins.
4 knowledge is power - typical first play, pretty good as day starts. Deck thinned by 4 cards (cantrip).
2 quiet chapel, good day 2 card.
4 seeking sanctuary - day 2 card.
2 Roma Vaticano District - day 3 card defence against agents.
2 Scholars den - thins deck by 2 cards (cantrip).
2 scientific espionage - to steal things like mob justice
5 field study - draws 3 cards, cost 4. Enough said really.
2 pontifical high mass - day 3 card boost for sites.
5 papal influence - end game win, steal victory card.
2 in-depth analysis - draw 3 for cost 6.
2 leonardo - late game harrass
50 cards.
Strategy:
Your deck is being thinned by 9 cantrip like cards, so early speed is desired. You need at least 2 or 3 1 cost cards in the opening hand, ideally a draw card also.
Day 1 begin: do not place a site other than merchant ship. This is a waste, instead in your starting hand you are looking for a draw card of some sort like quick study (a cantrip). You want to play either merchant ship, knowledge is power or heathen follower. That's 12 cards to choose from, hopefully a mulligan will bag you one. As day 1 ends in 0.5 days time, you must place a non site card in the first half of day 2. Since it will only be built in time for day 3 you need to use thst to your advantage and place things like heathen follower. Don't forget to activate him, to thin the deck. Second half of day 3 you should be able to place 2 sites, depending on move 1 you may have 3 sites out and setup for a field study. Keep adding to sites and getting all 4 heathens out if you can, you are looking to gain about 3 influence in sites before moving onto the next stage.
Now you need to draw cards, so play any draw you can to fill your hand.you might have to a Roma District to halt enemy influence in certain regions if they are heavy ally based decks. You should also be able to block (at the last moment) agents campaigning with 1 of your 4 heathen followers. Don't forget to recycle San Pietro at any opportunity for free money. When you have 2 papals in hand you should be close to steal victory, here are some basic attepts at showing how the complicated moves that you can learn work.
Scenario 1 - 2 sites at 10, one yours and one opponents. His agents are about to finish resting and will score 10 in the site to win. Ou place a papal to try get victory but before you place the second, he puts a 2 cost agent down. Here you would need to play a quiet chapel first then papal influence after to gain the win.
Scenario 2 - he has almost won in a region, 2 other regions you can almost win, but one he has already gained 10 in.
Use your agents to campaign in the region he can score victory in before he finishes resting his agents (at the last moment) play papals in the 2 other regions you are close to winning and reduce his influence below 10 if possible. If you need more stall play Leonardos.
To be honest I don't really know how to tell you how to play, basically even when all is lost, you could still win in this deck, just keep your eyes open at tour opponents board at all time. I have great winning streaks with this deck, and can only imagine the rage opponents feel as I steal their mob justice at the last moment or reduce their influence by 1 with a 1 cost site and play 2 papals for a win. Or just keep blocking everything with rubbish agents. The nice thing is with so much draw, you always have a nice hand, and the cantrips reduce your deck to like a 45 card deck - that really gives a nice edge for consistency.
Pete
I thought I would post the deck I like playing the most. One of my favourite things in this game is having an opponent think he is about to win, and then at the last half day, watch as his victory is suddenly removed from under him. I designed this deck around that idea, and approximately 50% of my games end with 2 areas at 10 influence and the opponent about to win, where by a little but of fiddling, you can play a couple of cards that suddenly wins the game. I have played quite a few well known players with it (account Padawan Pete) so you might recognise the deck that beat you
So the deck:
2 Basilica San Pietro - basically just an income booster, play it with the sites nicely for free money. Don't replace sites with an ability eg: Roma Vaticano District.
4 Merchant ship - income boost, play this first if it is in your hand, over knowledge is power
4 temple ruins - income boost and site placement, avoid using this as day begins, unless you can't play anything else.
4 heathen follower - good first play, this or merchant ship makes no difference if you play it as day starts. Don't forget to activate ability. Thins deck by 3 cards.
4 great library - same as temple ruins.
4 knowledge is power - typical first play, pretty good as day starts. Deck thinned by 4 cards (cantrip).
2 quiet chapel, good day 2 card.
4 seeking sanctuary - day 2 card.
2 Roma Vaticano District - day 3 card defence against agents.
2 Scholars den - thins deck by 2 cards (cantrip).
2 scientific espionage - to steal things like mob justice
5 field study - draws 3 cards, cost 4. Enough said really.
2 pontifical high mass - day 3 card boost for sites.
5 papal influence - end game win, steal victory card.
2 in-depth analysis - draw 3 for cost 6.
2 leonardo - late game harrass
50 cards.
Strategy:
Your deck is being thinned by 9 cantrip like cards, so early speed is desired. You need at least 2 or 3 1 cost cards in the opening hand, ideally a draw card also.
Day 1 begin: do not place a site other than merchant ship. This is a waste, instead in your starting hand you are looking for a draw card of some sort like quick study (a cantrip). You want to play either merchant ship, knowledge is power or heathen follower. That's 12 cards to choose from, hopefully a mulligan will bag you one. As day 1 ends in 0.5 days time, you must place a non site card in the first half of day 2. Since it will only be built in time for day 3 you need to use thst to your advantage and place things like heathen follower. Don't forget to activate him, to thin the deck. Second half of day 3 you should be able to place 2 sites, depending on move 1 you may have 3 sites out and setup for a field study. Keep adding to sites and getting all 4 heathens out if you can, you are looking to gain about 3 influence in sites before moving onto the next stage.
Now you need to draw cards, so play any draw you can to fill your hand.you might have to a Roma District to halt enemy influence in certain regions if they are heavy ally based decks. You should also be able to block (at the last moment) agents campaigning with 1 of your 4 heathen followers. Don't forget to recycle San Pietro at any opportunity for free money. When you have 2 papals in hand you should be close to steal victory, here are some basic attepts at showing how the complicated moves that you can learn work.
Scenario 1 - 2 sites at 10, one yours and one opponents. His agents are about to finish resting and will score 10 in the site to win. Ou place a papal to try get victory but before you place the second, he puts a 2 cost agent down. Here you would need to play a quiet chapel first then papal influence after to gain the win.
Scenario 2 - he has almost won in a region, 2 other regions you can almost win, but one he has already gained 10 in.
Use your agents to campaign in the region he can score victory in before he finishes resting his agents (at the last moment) play papals in the 2 other regions you are close to winning and reduce his influence below 10 if possible. If you need more stall play Leonardos.
To be honest I don't really know how to tell you how to play, basically even when all is lost, you could still win in this deck, just keep your eyes open at tour opponents board at all time. I have great winning streaks with this deck, and can only imagine the rage opponents feel as I steal their mob justice at the last moment or reduce their influence by 1 with a 1 cost site and play 2 papals for a win. Or just keep blocking everything with rubbish agents. The nice thing is with so much draw, you always have a nice hand, and the cantrips reduce your deck to like a 45 card deck - that really gives a nice edge for consistency.
Pete