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Site Lockout: FoOFed on up

01/16/08

If rescue attempt fails, blocker may taunt rescuing Hero a second time.So you have those new FoOF cards. You might be saying "FoOF? What's FoOF!?!?!?" Well my friend, FoOF is a set of 100 new cards, all of which are very useful, arranged in groups of ten predetermined cards which are sold in tins continaing the 10 FoOF cards and 5 booster packs (Unlimited, Prophets, Apostles, Kings, and Priests). FoOF tins are commonly used around Redemption Nation for the booster draft category at tournaments as well. Today we will be focusing on the Sitelock portion of FoOF's addition to Redemption strategem. So, let's get going!

Follow up:

First of all, I'd like to address those of you who say sitelock is dead. Well, I would disagree. For one, Gabe's TI National Winner used a form of sitelock. And, maybe it was dead. But, when things die in Redemption, the the developers tend to find a way to bring it back. If sitelock was dead, they brought it back better than ever. While full-fledged sitelock may still be hard to pull off consistently, site delay is most definitely an extremely viable strategy. Let's take a look at this deck design and see why.

Cards in deck: 51

Lost Souls: 8

  • Lost Soul (Color Guard)
  • Lost Soul (hopper)
  • Lost Soul (revealer)
  • Lost Soul (Site Discard)
  • Lost Soul (site doubler)
  • Lost Soul (site remove)
  • Lost Soul (Wanderer)
  • Lost Souls (2-line)

Obviously I use the site related souls. The 2-line is always a good edition. That leaves you to choose 2 souls. You can use the Female and NT, but chose to get the wanderer, to get another 2-line, and the revealer to add some possible Lost soul drawing for the opponent. You might ask why the hopper is in here. Well, this form of sitelock isn't what a purist would call "a tradition sitelock deck". It is more of a site delay deck. While it is fully capable of locking you out, if it can hold you back for awhile, I am happy, because my offense WILL oerpower you. The key to site delay deck is a powerful offense which can be as quick as possible.

Lamb Dominants: 4

  • Angel of the Lord
  • Harvest Time
  • New Jerusalem
  • Son of God

I think you can figure this out by yourself for the most part. This is supposed to be a speedier deck, hence Harvest Time.

Grim Reaper Dominants: 4

  • Burial
  • Christian Martyr
  • Destruction of Nehushtan
  • Falling Away

This should also be self explanatory. Note that Destruction of Nehushtan should ALWAYS be used to discard a site access artifact. Wait as long as possible before using it, unless an access artifact is up.

Multi-Color Sites: 1 - Promised Land

Note that this isn't Dragon Raid. Pergamum prevents Dragon Raid from entering battle, It's a great way to stop site access. But, it also would stop my Dragon Raid. Additionally, King David can use it without limit

Green Sites: 4 x Samaria

Insert any 4 sites here. I chose Samaria since Green is not a common banding splash color.

Purple Sites: 1 - Pergamum

Pergamum is a staple in any site delay or lockout deck. Most people use Dragon Raid, and this prevents it from entering battle

Artifacts/Curses: 4

  • Burial Shroud
  • Chariot of Fire
  • Wastelands
  • Confusion of Mind

Site lockout really doesn't use many Artifacts. Chariot is in to make sure I can rescue whenever I want. Burial Shroud protects against my sites not coming in early enough, and can be easy to discard to Uzzah's ability. Wastelands can put the access Site under. Confusion of Mind prevents those pesky access Heroes.

Purple Heroes: 9

  • James Son of Zebedee
  • John
  • King David
  • King Hiram
  • King's Daughter
  • Mephibosheth
  • Prince Jonathan
  • Widow
  • Ethiopian Treasurer

Most of these should make sense to you in the confines of a purple offense. You can really ignore the offense and just insert any powerful, quick offense with these slots.

Purple Hero Enhancements: 7

  • Authority of Christ
  • Five Smooth Stones
  • Glittering Sword
  • Peace Treaty
  • Reach of Desperation
  • Royal Parade
  • Unified Kingdom

Again, self explanatory. You can insert any offense here.

Brown Evil Characters: 3

  • Complainers
  • King Zedekiah
  • Uzzah

Here is where we get some interesting stuff. First you have to choose your Evil lockout color. I chose brown for the good character abilities. King Zedekiah makes Dungeon of Malchiah can not be negated, which gets another Lost soul for me to rescue. Uzzah discards an Artifact and himself to prevent Lost Souls from being rescued. Complainers lets me choose the Hero who rescues, and negates the ability. That is a big help. Note that Crimson is a very good lockout color as well.

Orange Evil Characters: 1- King of Tyrus

King of Tyrus is always a good splash so that you can have a large Standalone who negatees the pesky access heros.

Multi-Color Evil Enhancements: 1 - Lying Unto God

This is just in case of you using Destruction of Nehushtan on a non-access Artifact or someone playing both access Artifacts.

Brown Evil Enhancements: 4

  • Dungeon of Malchiah
  • Gibeonite Trickery
  • Korah's Rebellion
  • Taking Naboth's Vineyard

Dungeon of Malchiah is CBN with King Zedekiah, and gets me a soul to rescue. Gibeonite Trickery is a nice combo with complainers, and allows a battle winner that isn't affected by common Z Temple decks. Korah's Rebellion can remove an access Site from the game. Taking Naboth's Vineyard steals the access Site.

Well, there you have a working Site delay deck with FoOF! Make them your own. Maybe even try a new brigade! Black and Crimson are also good Site lockout brigades.

You can refer to the offensive Site lockout and Site lockout topic for additional information on this topic.

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