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Galactus
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Posted: 22 September 2005 at 10:12pm | IP Logged Quote Galactus

I agree totally...and with over 100 games under my belt and 5
losses...I think my strategies are working pretty well. I will be
hosting some GE games at Dundracon next year...maybe you should
bring a deck or two and test your skills...:)
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bignea
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Posted: 12 July 2006 at 8:59pm | IP Logged Quote bignea

like galactus, i like drone- mechad- tronoan combo. S7 drone with refit and C6 nobel ( doubles damage) mechad with refit and tranoan with refit and future ship. ships and terrain begone. and a little more fun O8 repeat fire. had this up and going for 1 turn, i guess i scared them alittle to much lol

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MogwaiSC
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Posted: 12 July 2006 at 10:24pm | IP Logged Quote MogwaiSC

You can't put Nobles in a Mechad deck, sorry. Nobles are their own major
empire (they're deposed Tufor if I remember right) and any deck with
Nobles can only have generic ships in it.
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ericbsmith
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Posted: 13 July 2006 at 4:33am | IP Logged Quote ericbsmith

Nobles were changed to a Minor Empire in the Allied Forces rules insert. Also, the two Noble Sector HQs allow the stocking of Minor Empire cards (Amassed Fleet) or P.O.T. as minor (Reclaimed Space) in a Noble deck.


Edited by ericbsmith on 13 July 2006 at 4:40am


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MogwaiSC
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Posted: 13 July 2006 at 6:35pm | IP Logged Quote MogwaiSC

Okay. I don't have any of the Allied Forces ships, and I never have been
able to find the Allied rules insert.

This is actually good, because I have some Nobles that I thought I'd never
have a use for... How do they count as minor empire cards? Do they
work like Time Knights?
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ericbsmith
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Posted: 13 July 2006 at 6:59pm | IP Logged Quote ericbsmith

Yes, just like Time Knights. They can be supported by any non-minor empire Crew card (unless you're using some alternate rules). Note that all these cards require support cards; if you have 3 Time Knights and one Noble in your deck you must have 16 non-minor empire crew cards.


Edited by ericbsmith on 13 July 2006 at 8:35pm


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bignea
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Posted: 13 July 2006 at 8:40pm | IP Logged Quote bignea

hey mogwaisc, i like the nobles alot like theR/C6 knight templar similar to marines but they don't die if the other crew is stronger <disengaged> at least you can stop the crew for awhile. the thane is nice to help keep ships alive longer. i thought about putting a noble deck together but i still have it on the back burner.
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Drakmoore
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Posted: 11 October 2006 at 9:43pm | IP Logged Quote Drakmoore

I too am building a mechad deck.

Heavy Equipment

Cyber Mages(with promotions and other a cards to up my draw/play numbers)

B8 Manufacturing Plant  -When engaged, allows removal of the most recently discarded equipment card from the discard pile once each turn during the draw cards phase. Card is placed into hand. -This costs a number of repair points equal to the strength of the equipment card allocated during the Allocation Phase. -Equipment cards played to the fleet do not count as card plays

C1 Sysops -Increases the strength of any 1 cyber mage in play at his location by 1 point. -Allows 1 equipment card at his location to function as if it were also played on 1 other location of the same type.

I think that combind with the wicked mechad equipment will make for a fleet that grows out of control quickly.

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MogwaiSC
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Posted: 12 October 2006 at 12:34am | IP Logged Quote MogwaiSC

Drak,

You should read up on the cybermage discussions here; it's been ruled
that a promotion played to a cybermage does not double your draws and
plays.

You should try and find ways to keep your crew safe when playing
Mechads, since they don't have shields they are very vulnerable to crew
attacks. You might want to consider putting a Mechad Overlord and a
shuttle or transporter to move it around to defend your crew in your
reserve if you're playing against a crew attack deck.

Conversely, you will surprise people if you build a Mechad deck that uses
lots of crew attacks; it's not something most people don't expect from
Mechads.

Edited by MogwaiSC on 12 October 2006 at 12:35am
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Drakmoore
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Posted: 05 November 2006 at 2:15am | IP Logged Quote Drakmoore

Could you link me to the post on the cybermage ruling?
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MogwaiSC
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Posted: 05 November 2006 at 5:09pm | IP Logged Quote MogwaiSC

Just browse through the Rules forum. There's a couple in there concerning
cybermages. It's good to just go through the forums and read through the
threads; you'll pick up a lot about the game that way.
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Drakmoore
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Posted: 05 November 2006 at 11:00pm | IP Logged Quote Drakmoore

Couldn't find that ruling, so if yah could link it it would be very helpful as I play cybermages with promotions.
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MogwaiSC
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Posted: 05 November 2006 at 11:23pm | IP Logged Quote MogwaiSC

One thread is in Rules Base, and it's called "Cyber Dragoness, does it add
half its strength?". I believe this is the thread that carries that (among
other) discussions.

I didn't bother to reread the whole thread, but if I remember correctly, it
has been ruled that because the card text of the Cybermage says "the
strongest cybermage in play" that the doubling from the promotion
doubles that the cybermage is the strongest.

Now if the card text had said only that it gives one extra draw and one
extra play, then it would be doubled, but since the cyberspace rules were
never printed, and the function was printed on the card instead, it's not
doubled, because of how the card text is worded.

Card text ALWAYS trumps the rulebook in this game; if the 'strongest in
play' part had been in the rulebook rather than on the card, then it would
probably have worked, although there might have been a clarification of
that later on. As I understand it from Geko's posts here, it was never
intended that there be any way in the game that one card could give you
2 extra draws and 2 extra plays. Doing that would require multiple cards
in play.
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Eaglepreacher
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Posted: 06 November 2006 at 2:39am | IP Logged Quote Eaglepreacher

the way to get to the cybermage thread is... GTo to the rules base... Then above subjcts it says show topics from" the year"   with a drop down cursor.  Chnage this to "ALL"  then go to page 5 and look for cyber dragoness topic.

Edited by Eaglepreacher on 06 November 2006 at 2:42am
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Drakmoore
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Posted: 06 November 2006 at 11:45pm | IP Logged Quote Drakmoore

Found it! Thanks!

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Galactus
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Posted: 21 April 2007 at 11:29pm | IP Logged Quote Galactus

Another way to protect Mechad crew is to use several A2 Methane
Atmosphere and several R/A2 Premonition. Both are cheap and effectively
nullify crew attacks from everything except Automaton modified crew. It will
take at least a 3 card combo to defeat an A2 Methane Atmosphere.

Also...the A6 Officers Saber is a must in a Mechad deck and or Cyber Mage
deck. These anti-crew attack tactics also work well with Noble decks and
Psy decks.

Mechads also have the A4 Mechanization....use this against your opponents
attack capable crew and command him to kill his own crew instead of yours.
Be sure to stock plenty of Research defilers in your deck to make sure the
mechanizations are tougher to neutralize.
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MogwaiSC
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Posted: 23 April 2007 at 10:40pm | IP Logged Quote MogwaiSC

For a while I had my Dragon deck built quite heavy with monsters so I
would put a Research Defiler AND a Research Mandator in my reserve.
That way you force them to spend their economy as research and then you
get to cut that research in half; great for draining their resources.

However, playing one and then the other on someone does have the
unfortunate effect of pissing them off and making them attack you
repeatedly though... :P
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Galactus
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Posted: 26 April 2007 at 3:53pm | IP Logged Quote Galactus

Yes....a good pummeling is always in order under those circumstances!!

:o
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werewolflht65
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Posted: 11 October 2007 at 6:25am | IP Logged Quote werewolflht65

With regards to the Cybermage and Promotion: Has anyone tried this broken combo yet:
C-7 Android + A-2 Cybermage Implant + A-6 Promotion?

Implant makes Android a Cybermage, strength 3. Promotions are counted twice on an Android, so he becomes a str 7, but this isn't the key issue. It also doubles his cybermage abilities. And the more promotions, the more abilities.
I once has a thrice promoted Android Mage giving me 9 card plays and 8 card draws a Turn. :)

Now, before that old argument restarts about the Strongest Mage vs Abilities it can use, read this, and then re-read the Cybermage.

How many times may cards perform their functions: All engaged cards may perform their action(s) once per turn. Disengaged cards may not perform any actions.

Some cards (such as an A6 Promotion, or a C8 Spiritual Leader) allow certain cards to perform a function twice. If two such cards are applied to the same card, the card would be able to perform two separate functions twice each or a single function three times. Please note that weapons fire is not considered a function.

Taken from the A-2 Cyber Mage Implant:
1.) The crew card on which this card is played becomes a cyber mage at 1/2 the strength of the crew card plus the strength of this card. 2.) The 1 player with the strongest cyber mage in play(no ties) is allowed 1 extra card play and 1 extra card draw each turn.

Note Function 2: Yes, the person with the strongest mage gets the play/draw ability, BUT, with Promotion they get to perform the play/draw ability TWICE! And with the Android, well, it isn't rocket science...

And please, don't try to challenge this ruling: It was used by Harry to win the Duelist event at the Last Tactical Retreat. Even Carl thought it was a Great (If Broken) combo.



Edited by werewolflht65 on 11 October 2007 at 6:40am


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RobPro
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Posted: 11 October 2007 at 7:08am | IP Logged Quote RobPro

I always took those cards to read 'a max of two,' and not 'one additional use' of the abilities. And in my group, it came up that the Cyber Mage's ability reads more like a static effect than one that could be duplicated.

I.E... what would duplicating the Luck Demon's ability do? If he's the most recently played one, he gets it. If not, he doesn't. The Mage's ability fell into this category.
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Tarquon
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Posted: 11 October 2007 at 8:27am | IP Logged Quote Tarquon

Well now that's interesting.

We HAD a thread that discussed the care and behavior of promoted cybermages but it seems to have been 'lost'.  In fact I don't see any old threads here.  Does this forum have an archive somewhere or are we just feeding the void?
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RobPro
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Posted: 11 October 2007 at 9:55am | IP Logged Quote RobPro

I think it deletes threads that are 30 months old. Don't quote me on it.
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werewolflht65
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Posted: 11 October 2007 at 10:09am | IP Logged Quote werewolflht65

RobPro wrote:
I always took those cards to read 'a max of two,' and not 'one additional use' of the abilities. And in my group, it came up that the Cyber Mage's ability reads more like a static effect than one that could be duplicated.

I.E... what would duplicating the Luck Demon's ability do? If he's the most recently played one, he gets it. If not, he doesn't. The Mage's ability fell into this category.


Which was wrong to do. The Luck Demon only has a static ability, being the first and foremost, getting you luck cards.
The cyber mage has an active ability, letting you draw and play extra cards. That ability is what gets modified.

Besides, Promotion states:-Gives a crew card the following abilities: -Adds 2 strength points. -Allows the crew card to use one of its functions twice each turn or allows crew restricted to 1 function per turn to use all functions once each turn.

So, tell me again how a luck demon would benefit from a Promotion??


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RobPro
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Posted: 11 October 2007 at 10:40am | IP Logged Quote RobPro

I was referring to the wording of the ability. We said it's more of a state-based effect. If your Mage is strongest, you get it. If not, you don't.

I think this makes for more balanced play, even if it's not how the rules were traditionally interpreted. The use of the word "twice" instead of "one additional time" will make more sense this way.
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werewolflht65
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Posted: 11 October 2007 at 5:23pm | IP Logged Quote werewolflht65

I dunno. The rules in the books and Mags left alot to chance and interpretation.
And as gamers, we all know that each person interprets the rules differently...


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ericbsmith
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Posted: 13 October 2007 at 11:58pm | IP Logged Quote ericbsmith

werewolflht65 wrote:
And please, don't try to challenge this ruling: It was used by Harry to win the Duelist event at the Last Tactical Retreat. Even Carl thought it was a Great (If Broken) combo.
The problem with the ruling is that if you rule it works that way then it can also work this way:

You drop a C4 Cyber Mage. Joe has a C4 Cyber Mage. I have a C6 Cyber Mage. Your C4 Cyber Mage states the player with the strongest mage gets 1 extra card draw/play, Joes states the same thing, and so does mine. All their abilities are active, so I get one extra card draw/play from your mage, one from Joe's mage, and one from my own. That's 3 extra card draws/plays. After all, each of their abilities gets to be activated (just as a duplicated ability on the Promoted Cyber Mage would get to be activated multiple times under your ruling).

Of course, I don't like reading it that way. Each states that the player with the strongest Cyber Mage gets one extra, not an extra.



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bignea
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Posted: 14 October 2007 at 7:19am | IP Logged Quote bignea

Besides, Promotion states:-Gives a crew card the following abilities: -Adds 2 strength points. -Allows the crew card to use one of its functions twice each turn or allows crew restricted to 1 function per turn to use all functions once each turn.

Now there are crew that state... can use 1 of the following each turn, the promo would allow you to use all each turn. The cyber has 1 function 1 draw and 1 play each turn. The promo would allow you to use its function twice since it only has 1 function. The cyber is a crew thus a ability can be played to it.
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RobPro
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Posted: 14 October 2007 at 7:35am | IP Logged Quote RobPro

Well, my group found it to be more of a state-based ability. As in, if he is the strongest he gets it, if he isn't then he doesn't. How can you be the strongest twice? That wording is all in the ability, and we decided it's better to play him like that.

I wasn't very happy with this ruling, but I do see some merit to it and it does make Cybermages more balanced.
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Posted: 15 October 2007 at 8:28am | IP Logged Quote Gekonauak

RobPro is correct. Promotions do not work on a Cyber-Anything.
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Eaglepreacher
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Posted: 15 October 2007 at 1:37pm | IP Logged Quote Eaglepreacher

well the ruling was wrong in my opinion.  Because the whole wording of the function is that the highest cyber mage...  So since the whole function is comparing it to the same strength then it is not the hoghtest but was tied with itself. 
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