Amarr Torture Deck - 2007/09/08 22:46I'm a big fan of the new torture cards, and by far my favorite is the Amarr one. I built this deck to function on attrition. Here is the card list:
News: 4x Amarr Method of Torture 4x By the Emperor's Decree 4x Proofread 2x Pledged to the covenant
Locations: 4x Hemorphite 4x Bastion of Blood 4x Star Chart Enterprises 3x Sublet Station
The Plan behind the deck is to have Amarr method of torture bouncing back and forth between players as much as possible. Your opponent won't be able to do much of anything while he has it, but while he can't afford to keep losing cards in play, this deck can. Most of the cards either benefit from being destroyed, or do their good when they come into play.
The deck runs on very little Isk, with the most expensive card costing 5, and the majority priced at 2-3. A sublet station will produce all the steady income I need, all other locations are there to get sacrificed for the torture. Ginniungap works to cycle them back in, which is especially effective with Hemorphite.
Proofread is included just to stop anti-news, (Amarr can play all the anti-news cards I've ever seen). Hold them back to protect the methods of torture.
Ironically this deck seems to work better against really tight tournament decks, as they have very little, if any, expendable cards.
Post edited by: Blaze, at: 2007/09/08 22:51
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Bombadidaloo
User Cruiser
Posts: 123
Re:Amarr Torture Deck - 2007/09/09 04:42I like it! Proofread is only good for popping your own torture vs Caldari and Minmatar decks, are you sure you want it in there?
I'd run Damage Control, allows you to bounce the torture before it's final click and replay it again.
I think the biggest thing you need to worry about vs competitive decks is: What do you do if they get a Cormorant out? Most of those decks run the 4x Scordite/Starcharts, so they will also have the potential to sac a starchart to the torture. So what can handle Cormorant well? Hrmmm... how about Cult of Tetrimon?
So here's what I suggest: -4 Proofread -1 Bastion of Blood -1 By the Emperor's Decree
+4 Damage Control +2 Cult of Tetrimon (run 2 more in sidedeck )
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Jezzail
User Scout
Posts: 6
Re:Amarr Torture Deck - 2007/09/14 05:19I also like this deck idea, however I think that you could empower it with a few alterations:
You should focus on cycling cards out of the scrapheap with Sansha's Nation and using them for the torture (particularly Star Charts) instead of relying on drawing locations and Emperor's Decrees. I suggest that you drop Ginungagap for Society of Conscious thought. If you put locations into Ginungagap you are limiting your sacrificing options, and it only serves to net you some more income which you shouldn't really need. If you control SoCT you can either cycle cards for torture as well as drawing, or you can keep multiple tortures going without hindering your gameplay.
I would also lose the 4 Emperor's Decrees and replace them with cards designed to delay your opponent. Slave Dogs springs to mind as it's quite cheap, delays card draws and income as well as limiting your opponent's sacrifical options. You could also try Market Research Labs, Lost Deliveries or Lowered Security.
Replace the Proofread with Damage Control as mentioned above, it's a far more versatile card.
Finally, I'd try to find a way to add Concord SWAT Officers to your ship selection. These guys are really good at holding regions, and are perfect for fending off Cormorants.
Post edited by: Jezzail, at: 2007/09/14 05:21
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Blatherskite
User Cruiser
Posts: 162
Re:Amarr Torture Deck - 2007/09/15 00:57In other words..build a different deck!lol Good suggestions though, but they do change some of the main tactics of the deck. Which isn't necessarily bad.Blatherskite Caldari Propagandist
A PRINCE ought to have no other aim or thought, nor select anything else for his study, than war and its rules and discipline… - Machiavelli
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Blaze
User Frigate
Posts: 13
Re:Amarr Torture Deck - 2007/09/15 16:32I have heard the Damage Control argument a lot, but in practice I've found I don't ever really need to get the torture back, especially with the Amarr one.
As long as your shifting control of a torture, it doesn't tick since its leaving before your duration step, so the only way an Amarr torture method would tick down is if your opponent kept it for four turns. And really if your opponent didn't play any ships for four turns, then the game should be over.
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Vivec
User Frigate
Posts: 21
Re:Amarr Torture Deck - 2007/09/22 10:36i like the idea of the deck i'm doing something similar
but i'd run too damage controls instead of proofreads... they can also take your torture back in your hand in the INSANE case your opponent decides not to sacrifice any card and let its effects vanish.
ps: Tairei Namazoth provides extra balls snatching to your opponent you make HIS ships being limited... so he can throw just ONE per turn, with relatives problems with locations and sacrifices.
yeah, that's just lame, but it's a incredible sincergy
Post edited by: Vivec, at: 2007/11/03 12:35
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Its untargetable, so there is no point in worrying about it, its unavoidable.
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Buhallin
User Battlecruiser
Posts: 509
Re:Amarr Torture Deck - 2007/10/08 23:42And I don't see Martial Law as being terribly good at stopping this deck anyway, since the critical Torture cards can easily circumvent it. About the only thing Martial Law could do would be to protect your opponent's anti-News against yours. Since he's not using much anti-News anyway, who cares?
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