On Oct 4, 1:27 pm, brandonsantacruz <brandonsantac...@yahoo.com>
wrote:
> MPAs are scarce in a trophy deck and the whole mechanic is pretty
> weak. It would be a pretty easy errata to do. What do you all think?
>
> Brandon
Nope, their good the way they are. Trophies are not the win condition,
minion removal is, their like a Graverobbing or 2 in another combat
deck, their just some extra tech to help you over the top.
On Oct 4, 11:57 am, Pullen <mattp3...@yahoo.com> wrote:
> On Oct 4, 1:27 pm, brandonsantacruz <brandonsantac...@yahoo.com>
> wrote:
>
> > MPAs are scarce in a trophy deck and the whole mechanic is pretty
> > weak. It would be a pretty easy errata to do. What do you all think?
>
> > Brandon
>
> Nope, their good the way they are. Trophies are not the win condition,
> minion removal is, their like a Graverobbing or 2 in another combat
> deck, their just some extra tech to help you over the top.
A Graverobbing module requires two or three cards, all of which are
the same. A trophy module usually requires at least six or seven.
That's dissimilar enough to make the comparison problematic.
That said, I don't know that I'd make trophies trifles. You know that
Trophy: Progeny deck in the TWDA? Can you imagine how much more
effective it would be if the Methuselah playing it had received an
extra MPA each turn? Terrifying.
On Oct 4, 10:27 am, brandonsantacruz <brandonsantac...@yahoo.com>
wrote:
> MPAs are scarce in a trophy deck and the whole mechanic is pretty
> weak. It would be a pretty easy errata to do. What do you all think?
>
> Brandon
I would be happy if there were a rule like this:
If you have a Trophy in play, your vampires may enter combat with Red
List minions as 1s (D) actions that cost 1 blood.
This allows you to get around spending an additional MPA to Red List
mark every turn. And, it doesn't make the Red List trait much worse
because only Trophy Hunter decks will benefit.
I'd also like this rule:
Any vampire with a Trophy may enter combat with a Red List minion as a
1s (D) action.
So you got your first trophy and the next one is just a little easier
to come by since you don't have to spend blood. If you get some other
benefit, like Trophy: Progeny which just goes in play, then you don't
get the benefit.
Jeff
On Oct 4, 10:15 pm, Jeff Kuta <jeff.k...@gmail.com> wrote:
> On Oct 4, 10:27 am, brandonsantacruz <brandonsantac...@yahoo.com>
> wrote:
>
> > MPAs are scarce in a trophy deck and the whole mechanic is pretty
> > weak. It would be a pretty easy errata to do. What do you all think?
>
> > Brandon
>
> I would be happy if there were a rule like this:
>
> If you have a Trophy in play, your vampires may enter combat with Red
> List minions as 1s (D) actions that cost 1 blood.
>
> This allows you to get around spending an additional MPA to Red List
> mark every turn. And, it doesn't make the Red List trait much worse
> because only Trophy Hunter decks will benefit.
>
> I'd also like this rule:
>
> Any vampire with a Trophy may enter combat with a Red List minion as a
> 1s (D) action.
>
> So you got your first trophy and the next one is just a little easier
> to come by since you don't have to spend blood. If you get some other
> benefit, like Trophy: Progeny which just goes in play, then you don't
> get the benefit.
>
> Jeff
This sounds like a great fix to me, and something i have been wanting
to have for a while. Trophies are an awesome mechanism, but they are
limited due to the very small number of them, and the massive
difficulty involved in pulling them off.
On Oct 4, 1:15 pm, Jeff Kuta <jeff.k...@gmail.com> wrote:
> On Oct 4, 10:27 am, brandonsantacruz <brandonsantac...@yahoo.com>
> wrote:
>
> > MPAs are scarce in a trophy deck and the whole mechanic is pretty
> > weak. It would be a pretty easy errata to do. What do you all think?
>
> > Brandon
>
> I would be happy if there were a rule like this:
>
> If you have a Trophy in play, your vampires may enter combat with Red
> List minions as 1s (D) actions that cost 1 blood.
>
> This allows you to get around spending an additional MPA to Red List
> mark every turn. And, it doesn't make the Red List trait much worse
> because only Trophy Hunter decks will benefit.
>
> I'd also like this rule:
>
> Any vampire with a Trophy may enter combat with a Red List minion as a
> 1s (D) action.
>
> So you got your first trophy and the next one is just a little easier
> to come by since you don't have to spend blood. If you get some other
> benefit, like Trophy: Progeny which just goes in play, then you don't
> get the benefit.
>
> Jeff
I'd rather just that Red List, Trophy, and anything that key off of
them were eliminated from the game as being mechanics that add
complexity far in excess of value. Since that isn't going to happen,
nor I'm sure would be the far better elimination of Scarce from the
game, or any other mechanics purging that would scale back the
complexity while having virtually no impact on play, I'd just let
people continue to try to innovate to get the mechanic to work as
written (or be used as a fake out in a stealth bleed deck, or
whatever).
If the game ever expands again, rather than rewrite the rules, could
just create new vampires with Trophy-related specials or have cards
like:
Gloryhound
Master. Archetype. Trifle.
When this vampire gains a Trophy, the vampire gains a Winner Token and
you may search your library, hand, and/or ash heap for a Master:
Trophy card and put that card into play. For each Winner Token a
minion has, the minion has +1 bleed. A vampire can have only one
archetype.
Jeff Kuta <jeff.kuta@gmail.com> wrote:
>I would be happy if there were a rule like this:
>
>If you have a Trophy in play, your vampires may enter combat with Red
>List minions as 1s (D) actions that cost 1 blood.
>
>This allows you to get around spending an additional MPA to Red List
>mark every turn. And, it doesn't make the Red List trait much worse
>because only Trophy Hunter decks will benefit.
One thing it does do is mean that you don't have the delay (or
requirement for a rush in hand) that the current Red List rules have.
That is, to use the marking rules at present, the minion must already be
Red List. Under this rule, you could go into your minion phase, Red
List a minion and then, with a second action (either an untap or a
second minion), immediately use this new 'innate' rush to smack them.
Currently, you'd need a rush action around to do that.
I'm not saying this is a good thing or a bad thing, but mostly noting
that it's a change and wondering if that part of it is intentional.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
actually here around there was time (like 1 year) when in almost any
game you can meet some trophy deck (7-8 from 10 games). by my
observations i can say following:
- trophy costing MPA are eqal to the effect you get after you recieve
them. making them trifle is absolutely insane and improving whole
mechanics in big manner. biggest deal for trophy deck is just the MPA
cost for trophy. that force you to think about Master cards placed in
deck. most of the time there was a problem beacause another effective
poolgain was only Minion tap and Blood doll. After vessel and vilein
were printed out this problem falls of as you have trifle poolgain and
right after you get MPA to place trophy in game.
- marking red list minion as MPA action is quite regular option
comapring to another effects generated by the cards (Tension in the
ranks, brother's grim etc.) I understand the fact that you can't
create redlist and rush same turn withou cards. but in fact I never
saw trophy deck not playing rush cards. You just simply can't make all
minions around the table redlists. and sometime you just have to rush
even nonredlist minions to protect you so playing rush cards is just
simply necessary. as well in weenie potence you will play rushes...
and don't forget fact that with playing trophys as MPA you don;t have
always free MPA to mark redlists...
- beeing redlist is huge disadvantage. especialy in care when you play
one redlist minion as star (mata hari, angelo...) i saw more than once
that for example mata hari was influenced out and she was marked by
prey and predator and rushed several times even before chance to get
secure heaven... not to mention that you maybe don't have the secure
heaven in opening hand... once you play redlist star vampire you will
be rushed definitely just to stop you in begining. In case that you
have redlist minion and there is combat deck which need to cycle red
hand you will be definitely rushed. Even such monsters like enkidu or
ossian are not safe. i saw once great sacrifice of 4 minions to knock
down and diablerise enkidu with 1 blood just to avoid future rushes.
in my opinion problem is that there are only 3 common chances to get
redlist to game
- action that si blockable and playeble on younger vampire only
- political action that have to pass
- someone influence you redlist (1 in 10 games???)
maybee adding more options to create redlist vampire will be more
helping whole this process.
On Oct 4, 12:27 pm, brandonsantacruz <brandonsantac...@yahoo.com>
wrote:
> MPAs are scarce in a trophy deck and the whole mechanic is pretty
> weak. It would be a pretty easy errata to do. What do you all think?
I think that a deck with 24xTrophy Progeny is hard enough to keep
under control. Now you are just making it faster.
So, no, I do not think they need to be trifles.
On Oct 5, 2:16 am, James Coupe <ja...@zephyr.org.uk> wrote:
> Jeff Kuta <jeff.k...@gmail.com> wrote:
> >I would be happy if there were a rule like this:
>
> >If you have a Trophy in play, your vampires may enter combat with Red
> >List minions as 1s (D) actions that cost 1 blood.
>
> >This allows you to get around spending an additional MPA to Red List
> >mark every turn. And, it doesn't make the Red List trait much worse
> >because only Trophy Hunter decks will benefit.
>
> One thing it does do is mean that you don't have the delay (or
> requirement for a rush in hand) that the current Red List rules have.
> That is, to use the marking rules at present, the minion must already be
> Red List. Under this rule, you could go into your minion phase, Red
> List a minion and then, with a second action (either an untap or a
> second minion), immediately use this new 'innate' rush to smack them.
> Currently, you'd need a rush action around to do that.
>
> I'm not saying this is a good thing or a bad thing, but mostly noting
> that it's a change and wondering if that part of it is intentional.
>
> --
> James Coupe
> PGP Key: 0x5D623D5D YOU ARE IN ERROR.
> EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
> 13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
This is true. Another possible fix could be to make Red List marking a
Trifle. That way the cost is minimal, but it still has some cost.
Mainly, this would just mean fewer Trifle cards in Trophy hunter
decks.
Jeff
>That said, I don't know that I'd make trophies trifles. You know that
>Trophy: Progeny deck in the TWDA? Can you imagine how much more
>effective it would be if the Methuselah playing it had received an
>extra MPA each turn? Terrifying.
I don't think that because, like, one guy in the world owns enough Progeny
Trophies to actually build this (rather clever) deck the option should be
disregarded entirely. And that's even assuming that if you suddenly could
play one more trophies a turn the deck would spin completely out of control
and dominate the future tournament scene. It's not as if there's about 5
more moving parts in the deck that makes it work. At best, it'd just mean
you can do it with someone other than Anson + random !Tor that can fight or
Cybele/Nana + random titled !Tor. That can't possibly be bad.
Not that I think trophies as trifles would fix the problem with trophies for
that matter.
On Oct 5, 8:41 am, Jeff Kuta <jeff.k...@gmail.com> wrote:
> On Oct 5, 2:16 am, James Coupe <ja...@zephyr.org.uk> wrote:
>
>
>
>
>
> > Jeff Kuta <jeff.k...@gmail.com> wrote:
> > >I would be happy if there were a rule like this:
>
> > >If you have a Trophy in play, your vampires may enter combat with Red
> > >List minions as 1s (D) actions that cost 1 blood.
>
> > >This allows you to get around spending an additional MPA to Red List
> > >mark every turn. And, it doesn't make the Red List trait much worse
> > >because only Trophy Hunter decks will benefit.
>
> > One thing it does do is mean that you don't have the delay (or
> > requirement for a rush in hand) that the current Red List rules have.
> > That is, to use the marking rules at present, the minion must already be
> > Red List. Under this rule, you could go into your minion phase, Red
> > List a minion and then, with a second action (either an untap or a
> > second minion), immediately use this new 'innate' rush to smack them.
> > Currently, you'd need a rush action around to do that.
>
> > I'm not saying this is a good thing or a bad thing, but mostly noting
> > that it's a change and wondering if that part of it is intentional.
Yep, I was thinking about that when I made the suggestion. I think
Kuta's suggestion is better because it helps limit potential abuse of
certain trophies, plus it is an easier fix(no card text change). It
would hose those random red-listed minions a little more.
How many times are you going to see decks with 24 Trophy: Progeny?
How often will a silly deck like that just die to a vote or bleed
deck?
Brandon
On Oct 4, 4:46 pm, Curevei <Cure...@aol.com> wrote:
> On Oct 4, 1:15 pm, Jeff Kuta <jeff.k...@gmail.com> wrote:
>
>
>
> > On Oct 4, 10:27 am, brandonsantacruz <brandonsantac...@yahoo.com>
> > wrote:
>
> > > MPAs are scarce in a trophy deck and the whole mechanic is pretty
> > > weak. It would be a pretty easy errata to do. What do you all think?
>
> > > Brandon
>
> > I would be happy if there were a rule like this:
>
> > If you have a Trophy in play, your vampires may enter combat with Red
> > List minions as 1s (D) actions that cost 1 blood.
>
> > This allows you to get around spending an additional MPA to Red List
> > mark every turn. And, it doesn't make the Red List trait much worse
> > because only Trophy Hunter decks will benefit.
>
> > I'd also like this rule:
>
> > Any vampire with a Trophy may enter combat with a Red List minion as a
> > 1s (D) action.
>
> > So you got your first trophy and the next one is just a little easier
> > to come by since you don't have to spend blood. If you get some other
> > benefit, like Trophy: Progeny which just goes in play, then you don't
> > get the benefit.
>
> > Jeff
>
> I'd rather just that Red List, Trophy, and anything that key off of
> them were eliminated from the game as being mechanics that add
> complexity far in excess of value.
What sort of value? Fun? Competitiveness?
If the Trophy mechanic isn't "good" enough, then shouldn't it be made
better?
> Since that isn't going to happen,
> nor I'm sure would be the far better elimination of Scarce from the
> game, or any other mechanics purging that would scale back the
> complexity while having virtually no impact on play, I'd just let
> people continue to try to innovate to get the mechanic to work as
> written (or be used as a fake out in a stealth bleed deck, or
> whatever).
>
> If the game ever expands again, rather than rewrite the rules, could
> just create new vampires with Trophy-related specials or have cards
> like:
>
> Gloryhound
> Master. Archetype. Trifle.
> When this vampire gains a Trophy, the vampire gains a Winner Token and
> you may search your library, hand, and/or ash heap for a Master:
> Trophy card and put that card into play. For each Winner Token a
> minion has, the minion has +1 bleed. A vampire can have only one
> archetype.
I like this, but make it better:
When this vampire successfully bleeds, your prey burns an additional
pool for each Winner Token.
(Yeah, make your prey pay when they bounce.)
Jeff
On Oct 5, 12:39 pm, brandonsantacruz <brandonsantac...@yahoo.com>
wrote:
> On Oct 5, 8:41 am, Jeff Kuta <jeff.k...@gmail.com> wrote:
>
>
>
> > On Oct 5, 2:16 am, James Coupe <ja...@zephyr.org.uk> wrote:
>
> > > Jeff Kuta <jeff.k...@gmail.com> wrote:
> > > >I would be happy if there were a rule like this:
>
> > > >If you have a Trophy in play, your vampires may enter combat with Red
> > > >List minions as 1s (D) actions that cost 1 blood.
>
> > > >This allows you to get around spending an additional MPA to Red List
> > > >mark every turn. And, it doesn't make the Red List trait much worse
> > > >because only Trophy Hunter decks will benefit.
>
> > > One thing it does do is mean that you don't have the delay (or
> > > requirement for a rush in hand) that the current Red List rules have.
> > > That is, to use the marking rules at present, the minion must already be
> > > Red List. Under this rule, you could go into your minion phase, Red
> > > List a minion and then, with a second action (either an untap or a
> > > second minion), immediately use this new 'innate' rush to smack them.
> > > Currently, you'd need a rush action around to do that.
>
> > > I'm not saying this is a good thing or a bad thing, but mostly noting
> > > that it's a change and wondering if that part of it is intentional.
>
> Yep, I was thinking about that when I made the suggestion. I think
> Kuta's suggestion is better because it helps limit potential abuse of
> certain trophies, plus it is an easier fix(no card text change). It
> would hose those random red-listed minions a little more.
>
> How many times are you going to see decks with 24 Trophy: Progeny?
> How often will a silly deck like that just die to a vote or bleed
> deck?
How many straw men can you try to prop up?
You obviously haven't seen it.
On Oct 5, 11:46 am, XZealot <xzea...@cox.net> wrote:
> On Oct 5, 12:39 pm, brandonsantacruz <brandonsantac...@yahoo.com>
> wrote:
>
>
>
>
>
> > On Oct 5, 8:41 am, Jeff Kuta <jeff.k...@gmail.com> wrote:
>
> > > On Oct 5, 2:16 am, James Coupe <ja...@zephyr.org.uk> wrote:
>
> > > > Jeff Kuta <jeff.k...@gmail.com> wrote:
> > > > >I would be happy if there were a rule like this:
>
> > > > >If you have a Trophy in play, your vampires may enter combat with Red
> > > > >List minions as 1s (D) actions that cost 1 blood.
>
> > > > >This allows you to get around spending an additional MPA to Red List
> > > > >mark every turn. And, it doesn't make the Red List trait much worse
> > > > >because only Trophy Hunter decks will benefit.
>
> > > > One thing it does do is mean that you don't have the delay (or
> > > > requirement for a rush in hand) that the current Red List rules have.
> > > > That is, to use the marking rules at present, the minion must already be
> > > > Red List. Under this rule, you could go into your minion phase, Red
> > > > List a minion and then, with a second action (either an untap or a
> > > > second minion), immediately use this new 'innate' rush to smack them.
> > > > Currently, you'd need a rush action around to do that.
>
> > > > I'm not saying this is a good thing or a bad thing, but mostly noting
> > > > that it's a change and wondering if that part of it is intentional.
>
> > Yep, I was thinking about that when I made the suggestion. I think
> > Kuta's suggestion is better because it helps limit potential abuse of
> > certain trophies, plus it is an easier fix(no card text change). It
> > would hose those random red-listed minions a little more.
>
> > How many times are you going to see decks with 24 Trophy: Progeny?
> > How often will a silly deck like that just die to a vote or bleed
> > deck?
>
> How many straw men can you try to prop up?
>
> You obviously haven't seen it.
Not true. I was in Berkeley when it was played. It was my pred and I
happened to be playing Allonzo. Sucked to be me! Who needs straw men?
Brandon
brandonsantacruz wrote:
> MPAs are scarce in a trophy deck and the whole mechanic is pretty
> weak. It would be a pretty easy errata to do. What do you all think?
Because of the existence of Trophy:Progeny, no, it's a bad idea.
Kevin M., Prince of Las Vegas
"Know your enemy and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment...Complacency...Catastrophe!" -- Joseph Chevalier
Please visit VTESville daily! http://vtesville.myminicity.com/
Facebook: http://www.facebook.com/group.php?gid=129744447064017
> > You obviously haven't seen it.
>
> Not true. I was in Berkeley when it was played. It was my pred and I
> happened to be playing Allonzo. Sucked to be me! Who needs straw men?
>
> Brandon-
We saw it in L.A. too. If it gets off it is hard to stop.
>
> Because of the existence of Trophy:Progeny, no, it's a bad idea.
>
>
Yes, Ira says the trophy progeny deck consistently takes advantage of
MPA on the first three turns. If they are trifles that is 5 or 6
Trophy Progeny in all likelyhood in the first three turns! Then with
Anson or heidlberg or both, suddenly 20-30 trophies (masters) becomes
even less of problem. Aside from getting that many trophy progeny
cards, it just seems like it would improve this one deck exponentially
and perhaps resiliance isn't even an issue anymore.
-Andy
"TorranceCircle" <torrance.circle@gmail.com> schreef in bericht
news:cbe98b3b-087d-49af-9944-98181bab9e10@q28g2000prb.googlegroups.com...
>>>
>> Because of the existence of Trophy:Progeny, no, it's a bad idea.
So basically one guy, known for his clever decks (well at least that's the
first thing I think when I read Ira Fay) won a tournament, like, two years
ago with a Progeny Trophy Deck (a 10 player tournament at that). Afterwards
not even a deck *remotely* resembling it made its way into the TWDA. Clearly
this is an insanely strong deck that doesn't need any advantage it can get
to actually win. I mean, it's a TROPHY deck. By default, it's a shit deck
and only because it's so damn clever it gets actually bumped up to "wow nice
deck".
> Yes, Ira says the trophy progeny deck consistently takes advantage of
> MPA on the first three turns. If they are trifles that is 5 or 6
> Trophy Progeny in all likelyhood in the first three turns! Then with
> Anson or heidlberg or both, suddenly 20-30 trophies (masters) becomes
> even less of problem. Aside from getting that many trophy progeny
> cards, it just seems like it would improve this one deck exponentially
> and perhaps resiliance isn't even an issue anymore.
Ye, see how would it improve "exponentially"? Woopdeefuckingdoo, you get to
play an extra Progeny each turn, assuming you actually have them on hand. So
somehow, suddenly having a few more progeny trophies would make it
ridiculous? If you read Ira's entire comments, he's saying he //rarely//
discards a Progeny. Ergo, having more master phases will only //rarely//
give an extra trophy on the table unless you decide to play, like, 50
progeny's. Ye, that's gonna work. I'm must be missing something here, I
guess. I've never seen it in action, but seems to me that it doesn't really
matter wheter you have 15 or 20 on the table when the combo finally goes
off. The hard part is Red Listing someone and then killing that someone
before someone else does. I mean, is 2-3 extra 2-bleed nerds *REALLY* gonna
make a difference provided you already have 10+ out in the first place?
Again, I'm not advocating making Trophy's trifle (would make more sense to
make marking a trifle, if anything) but saying "Progeny exists, so no" is
not a good argument. If you want to make Red List / Trophy more playable
change the clause that triggers trophies to include undirected actions as
well as any form of diablerie (that's you, blocking self-rescue) so that
you're not forced to add an extra moving part to an already fragile strategy
(rush // combat) to use them. It's clean, doesn't require cardtext changes
and makes perfect sense.
There is *1* trophy deck in the TWDA!
Is Ira (?) the only player in the world with enuff Progenys to make
the deck? If so, then the concept is no threat. If not, clearly it's
fragile enuff not to win frequently.
"it's a TROPHY deck. By default, it's a shit deck"
Sadly v true. Great concept. Should be a good payoff for extra
trickiness and difficulty setting up the play; however since they
always go down painfully in every game i've seen one play (including
my own attempts) i'd say its been overly nerfed in it's cost compared
to the benefit they provide. They're a concept that is simply/
automatically recognised as a losing strategy in my playgroup.
It needs some sort of fix.
The trifle idea may be one good step. *If* Progeny is considered
waaaaay too scary powerful, maybe errata all trophies *except* Progeny
to be trifles.
The main problem tho is actually Red Listing someone (& then the delay
in rushing them too, i guess) - it's too easily foiled.
So i'd suggest that's where the fix needs to be aimed.
I guess one other option may b to address general fragility - why do
they go down?? - weakness in general combat, or bled/voted out. So
maybe a Trophy to help w bleed/vote defence or significant aid in
combat would make the concept more worthwhile. Again, u still need to
pull off the first acquistion of Trophies tho...
On 6 Out, 09:02, technobabble66 <stujaq...@hotmail.com> wrote:
> There is *1* trophy deck in the TWDA!
> Is Ira (?) the only player in the world with enuff Progenys to make
> the deck? If so, then the concept is no threat. If not, clearly it's
> fragile enuff not to win frequently.
>
> "it's a TROPHY deck. By default, it's a shit deck"
> Sadly v true. Great concept. Should be a good payoff for extra
> trickiness and difficulty setting up the play; however since they
> always go down painfully in every game i've seen one play (including
> my own attempts) i'd say its been overly nerfed in it's cost compared
> to the benefit they provide. They're a concept that is simply/
> automatically recognised as a losing strategy in my playgroup.
>
> It needs some sort of fix.
>
> The trifle idea may be one good step. *If* Progeny is considered
> waaaaay too scary powerful, maybe errata all trophies *except* Progeny
> to be trifles.
>
> The main problem tho is actually Red Listing someone (& then the delay
> in rushing them too, i guess) - it's too easily foiled.
> So i'd suggest that's where the fix needs to be aimed.
>
> I guess one other option may b to address general fragility - why do
> they go down?? - weakness in general combat, or bled/voted out. So
> maybe a Trophy to help w bleed/vote defence or significant aid in
> combat would make the concept more worthwhile. Again, u still need to
> pull off the first acquistion of Trophies tho...
Here's a thought for y'all: playtest it.
Better that than being here bandying theory all thread long.
Drain
On Oct 6, 4:02 am, technobabble66 <stujaq...@hotmail.com> wrote:
> There is *1* trophy deck in the TWDA!
When I was checking last night, I definitely saw more than one deck in
the TWDA that used trophies. Run a search through it on the word
"trophy."
John Eno
On Oct 6, 10:37 am, Kushiel <invisibleking...@gmail.com> wrote:
> On Oct 6, 4:02 am, technobabble66 <stujaq...@hotmail.com> wrote:
>
> > There is *1* trophy deck in the TWDA!
>
> When I was checking last night, I definitely saw more than one deck in
> the TWDA that used trophies. Run a search through it on the word
> "trophy."
I count seven.
On Oct 5, 5:01 pm, brandonsantacruz <brandonsantac...@yahoo.com>
wrote:
> Here's an honest to God Trophy: Progeny deck in the TWDA:
>
> http://www.thelasombra.com/decks/twd.htm#2k8celestial2
>
> Look at that and tell me how resilient it is.
>
It's a trick deck. Nothing more, nothing less.