Tri-Geisha (3G) Advice Needed

Discussion in 'Deck Building' started by brinkmanship, Mar 20, 2014.

  1. brinkmanship

    brinkmanship Mushroom Warrior

    Hello, fellow hunters of cards! Are you tired of simply rushing at your enemy and beating the snot out of them? Do you wonder if there is more to life than simply fleeing to the corners of the board, throwing lava on the VPs, and hoping for multiple resistant hides to appear in your inventories? Do you want to live on the edge, up close and personal, with only your wits, mobility, and a battery of deceptive and annoying spells with which to clench your victory? If so, then please accept this thread as a little food for thought.

    The deck is not perfect, and my meager skill can only manage to get it up to the mid-1200s, but I have enjoyed playing it so much that I thought I would share it with you. I also would very much appreciate advice on how to tweak it a bit and/or links to older discussions around similar decks (which I am sure must exist).

    Tri-Geisha is all about mages, three human mages. I named it 3G in honor of the beautiful geisha skins that came in the latest release. The geishas are fragile and quick on their feet. They cannot hit very hard but are able to perplex the minds of men and women alike, jerk them around, block them with impenetrable barriers, and light their souls (and feet) on fire. I know that theme decks are a bad idea, but I tried to let the geisha personas inspire me a bit without accepting crap cards. For example, though I dearly wanted to add smoke bombs to this deck, they seemed like they would just limit my own lines of sight, so I stayed far, far away.

    This is not anything radically new, but it leads to some interesting situations. Take for example, when you get multiple stone walls with which to perplex your enemies:

    [​IMG]

    Yeah, I lost that one. But it was really, really entertaining (for me). Or perhaps you like to live on the edge and watch the world burn:

    [​IMG]

    I won that one. I had Dimensional Traveller on two of my ladies but I believe that I would have won in any case. Take a look and tell me what you think :)

    These mages are almost completely symmetric, with a few differences where I wanted a little somethin' somethin' or where I simply didn't have three of a particular card. Here is the build:

    SRC_Slight
    Level 18 Human Wizard

    SRC_Slighter
    Level 1 Human Wizard

    SRC_Slightest
    Level 1 Human Wizard

    And now my analysis:

    STRENGTHS:
    This build is very good against low mobility decks. Dwarf warriors can easily be shut down with frost, walls, and winds. Each mage is loaded with short perplexing rays in case anyone gets too close. If all that fails, they have plenty of flanking moves and team moves to retreat and reassess the situation. They are also very good at levels with lots of walls and difficult terrain. Wall of Stone can deny your opponent any access in some cases while you load up on cards like Winds of War and Whirlwind Enemies to place them far, far away once the walls go down. Hover allows you to hop over difficult terrain and also allows you to sit pretty on lava spots while your opponents howl in frustration. The ladies are flexible. Having similar cards spread across all three characters allows for a pretty good chance that at any point, you will have the right tool for whatever job you are about to take on.

    WEAKNESSES: These ladies are not tough. They are very, very fragile. They have no armor or shields to speak of and more often than not one or more of them is Combustible and/or Vulnerable. If an enemy gets close and you have no Short Perplexing Ray, moves, or WWE/WoW, you are in for a serious hurting. The build requires a lot of moves to help ensure that volcano can be effectively used, but this sometimes leads to a hand full of run the **** away. Lots of traits help thin the deck but they include a lot of bad traits and these can show up at inopportune times. I once lost a game because I pulled Squeamish in a late round with Flash of Pain in hand and a character with 3HP nine spaces away in plain sight. The build doesn't have a lot of high-damage cards so you have to be sneaky and resort to sometimes convoluted schemes. This are highly rewarding when they work but are high-risk as well.

    CARDS I HATE:
    Whirlwind: Rod Of Winds and Arcade's Amber Amulet both have a WW on them. I love WWE but I usually just discard WW as this build tends to occupy VPs rather than deny them.

    Flash of Pain: This comes with Staff Of Blazing Sparks, which is essential for the current build for the Volcano (and also has the reasonably good damage of the Mighty Spark). FoP is occasionally good but often requires that I flash my own teammates and, as I have pointed out before, they need all the HP that they can get.

    CARDS I MEH:
    Flame Jet can be good but often only hits one character and Path of Knives is brilliant on some occasions but I rarely can get it out before the enemy is in my face. It also doesn't mesh well with the freezes.

    CONCLUSION:
    This is not a build that will take me to the rarefied realms of CH Valhalla, but it is certainly fun to play. It does require a good bit of epics and legendaries but I suspect there are more easily obtainable rares and below that can suffice. It is indirect and sometimes very slow, but also extremely strong against less mobile decks. It does best in tight quarters and suffers in wide open spaces. It uses humans but could easily be adapted to elves or dwarves if desired. It is really pretty to play, elegant with lots of motion and uses what, in my opinion, are some of the best character costumes in the game.

    So, what do you think? I would love any advice on ways to modify and tweak the deck to either make it a) win more or b) just do more silly ****. I do like the 3G theme but I am not wed to it, so if you think I should dwarf it up or some other radical change, let me know. I suspect this is similar to builds that have been discussed in the past so, if you know of a thread, please link to it.

    Thank you!
    Brinkmanship
    Sorcererer 4 EVA
    Flaming Bag of Poo
     
    Flaxative likes this.
  2. Jarmo

    Jarmo Snow Griffin

  3. brinkmanship

    brinkmanship Mushroom Warrior

    Thank you, Jarmo! I am familiar with the DCW post and Brass Dissection, but I have not seen the peasant post. Very interesting. Now that I think about it, 3G is sort of somewhere in between DCW and BD, but with walls thrown into the mix. I am really starting to like walls. Does anyone else use them?
     
  4. Adolf Tickler

    Adolf Tickler Mushroom Warrior


    When I used to use walls I really liked them. They were able to get me up to the 1200's as well. However, I was playing on maps where walls were less successful (i.e. maps that didn't have as many tight corridors/obstructions). I can see how they would be really useful on these maps, and in fact, I've had them used successfully against me.

    Your build sounds really fun to play. Your build has a lot of movement in it. I'm guessing thats because it requires a lot of positioning for walls and also to capture VP's quickly. Have you thought about reducing some of your movement and putting more WoW's in your decks?

    I also had a funny idea after realizing that a lot of your winning comes from capturing and holding VP's. What if one of your geisha's was a tank? Could be fun to try to make a tanky as $*#@ geisha. Just plop her on a VP and watch you win. Could be accomplished with tankier boots and more blocks. Just an idea. Good luck!
     
  5. brinkmanship

    brinkmanship Mushroom Warrior

    Terrific observations, Adolf. I haven't gone full-bore tank but I did replace the boots on one geisha with Quellic's Boots and replaced the Rod of Winds with a Wand Of Seared Air and this adds another WoW. I also replaced Blood Locket with Runestone, just to remove Path of Knives and replace with more lovely fire. I like how it is playing, though it is now more and more like 3DC, just with pesky humans :) If anyone else has more ideas, pile on!
     
  6. The Final Doorman

    The Final Doorman Orc Soldier

  7. brinkmanship

    brinkmanship Mushroom Warrior

    Good advice! I have really enjoyed Leadership for the first time with this build but Slowed can be troublesome -- still, with all the extra moves I can usually discard it before I get in a bad place. I actually swapped out all the staves for Subzero Staff and I am having a blast freezing the heck out of my opponents. Maze is a terrible card, tho. . .
     

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