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    |   | Ngozi's Way A periodic column on Sanctum strategy, theory, and fun,
	   by Ian Schreiber, Sanctum player name Gannon.  You can reach Ian at
	    ai864@yahoo.com.
     |  
 
 
 
  Deck Building 301
  February 17, 2000
 
 Last week, we went over typical requirements for decks. In most cases, you 
  want to prevent the opponent's second group from surviving to capture its town, 
  and you want to prevent the enemy Horde from reaching the center town alive. 
 The most common way to do this is some combination of Monsters, Lockdown and 
  Powerhouse spells. Even if you don't have such a strategy in your own deck, 
  you can bet that most of your opponents will. But most of this game is about anticipating what the opponent will do, and 
  planning for it; if you know what your opponent will probably try to do to you, 
  you can plan for it to minimize its effect. 
 Reaching the Second TownThere are a number of ways for your opponent to prevent you from using your 
  second group to capture a town, and there are ways for you to guard against 
  your opponent's attacks. Your defensive methods will largely depend on what 
  you think your opponent is capable of, which in turn depends on what House they 
  are playing. First, there are Lockdown spells. Those that target only a single recruit can 
  be guarded against by Invisibility (Xia's Walk, Ogi's Gauntlet, Kumatru Trance). If your opponent can target an entire group, you can't protect against that 
  so easily, but you can create multiple groups. That is, instead of creating 
  a secondary group of two, create two groups with one recruit each. Move them 
  in such a way as to minimize the effects of Lockdown spells. For example, if 
  you march them single-file toward a town and the first is hit with Fear, the 
  second will walk right into it and merge, and you'll end up with one locked-down 
  group; but if you separate them so they attempt to enter the town from different 
  sides, your opponent will need to burn twice the number of spells to deal with 
  both of them! Unfortunately, Monsters are your other major threat, and making two separate 
  groups can often just make an enemy Monster's job easier by letting it devour 
  two small groups instead of one larger group. (This is why it's important for 
  you to decide which will be the larger threat from your opponent, Monsters or 
  Lockdown.) Against Monsters, there are some spells that specifically protect you (Lienna's 
  Sigil, Immersion). There are also some Combat spells which can allow a group 
  of two (or even one!) to beat an early-game Monster or two in direct combat; 
  two Cyclopes plus a Rite of Growth can survive just about any enemy monster 
  of 4 mana or less, while a single Dwarf with Ogi's Armor can't even be injured 
  by the vast majority of Monsters. Another way to reach that elusive second town is with spells that give you 
  extra movement (Fleetness, Forced March). This often requires a bit of second-guessing 
  on your part; if you Fleetness on the turn that your opponent uses Mirage on 
  the same group, you'll have hurt your chances considerably. But if you let the 
  Mirage fall first and then Fleetness on the next turn, you can sometimes make 
  up for lost ground. Of course, you may be able to Fleetness directly into a 
  town (especially if it's turn 3, and your opponent doesn't have enough mana 
  to cast anything to stop you  be especially wary of Burst spells on turn 
  2, though). 
 Reaching the Center TownAs many ways as there are for your opponent to stop your second group from 
  reaching their town, he will have even more ways to stop your Horde from reaching 
  center. You'll probably find that some decks can guard against some of these 
  tactics, but most decks will not be able to prevent everything. Again, keep 
  in mind what House your opponent is playing and what he's capable of, and play 
  to stop his most likely tactics. Again we have to deal with Lockdown spells, but in this case the spells may 
  be more powerful and last longer. The spells may target your entire group as 
  well. The obvious countermeasure is to include some way to dispel friendly groups 
  in your deck (Circle of Wisdom, Restoration, Cleansing Light). If you have some 
  movement control of your own and some decent Combat spells on your Horde, it 
  is occasionally possible to force the enemy Horde to take a detour and fight 
  you instead of having it reach the center town. You will also have to deal with Monsters, and in this case they may be quite 
  powerful (H:4 A:1 HP:15 L:2 would be typical stats for a 6-mana Monster, enough 
  to take down an unaltered Horde over the course of two turns). Again you can 
  use some anti-Monster spells, although in this case they're more likely to work 
  against you: Immersion only protects one recruit so several others may die before 
  you defeat the Monster, and Lienna's Sigil doesn't get rid of the Monster so 
  you may still have a roadblock to get past. Adding some Combat power to your Horde will help it against most Monsters, 
  of course. Spells that can squander the enemy's Monster are even better. Justicar's 
  Reserve can prevent Monsters for a long time; casting a Monster on the same 
  square you expect an enemy Monster to be summoned in can squander the enemy 
  spell if you have Initiative. Even adding a fifth recruit to your Horde at the 
  beginning of the game can often give you the boost you need to handle a Monster 
  or two. Enemy Powerhouse spells are another threat, and a harder one (as a group) to 
  deal with, since each one is different and must be counteracted individually. 
  Rain of Blood can devastate an unprepared Horde, but is worthless if you have 
  even a single cheap group spell like Caravan or Berserkers on the group. Accursed 
  Minion can destroy your group, but if you manage to have a friendly Monster 
  fight the enemy group first it can weaken the enemy enough for your Horde to 
  clean up the leftovers; likewise, your own Lockdown on the enemy group followed 
  by a Dispel of Accursed Minion can remove the threat safely and effectively. 
  Fireball can harm your group, but you can compensate by making sure the enemy 
  group is destroyed or stalled so that you don't have to worry about combat yet, 
  or casting Pyx or Healing Spring to undo the damage. 
 Taking the First TownOf course, all of the above is moot if you're entirely blocked off from any 
  towns by hazardous terrain. You have two equally good (or equally bad) choices 
  to make: accept an occasional loss due to bad luck, or accept an occasional 
  loss due to drawing spells that don't help you enough. In favor of terrain-crossing spells, they can be pitched early without too 
  much damage being done (usually) and they can also sometimes come in handy later 
  in the game if the enemy is using terrain-modifying spells to slow your groups. 
  Some spells, like Mountain Climb and Dracha's Sphere, also cover a friendly 
  group with a spell (making them immune to Rain of Blood and such). I happen 
  to like including enough terrain-crossing spells in most decks, that I can be 
  sure of not getting hosed immediately in at least 99% of my games, but that's 
  just me. By incorporating some of these counter-tactics into a deck that already fits 
  the requirements discussed last week, you'll have an edge over a deck that doesn't 
  have the appropriate countermeasures for your own attacks. Of course, you can 
  take this back and forth as far as you want; if you build a deck with an offense 
  that can't be stopped by the more conventional counters then your opponent's 
  strategy will fall apart more easily, but if you use counters to these counters 
  to these counters  well, you get the idea. In a nutshell, that's one of 
  the basic premises behind what is called metagaming, and it's up 
  to each individual player how much he or she wants to game versus metagame. Good luck! 
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