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Eaglepreacher
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Posted: 17 July 2007 at 4:10pm | IP Logged Quote Eaglepreacher

Ok in this post list card combosthat most people can get.

If I use a deck with heavy Luck in it my favorite combo is a C1 luck guy-(purchases luck cards of equal or lesser strength for non-economic research) added to an automaton .  Once I had a C1 luck guy plus a A7 improved automaton plus a promotion allowing me to purchase  2 of ANY strength luck cards a turn.  Trouble is you need NON economic research.

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Gekonauak
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Posted: 18 July 2007 at 6:37am | IP Logged Quote Gekonauak

That is not trouble if you are planning the combo in your deck. Some terrain have quite a few research.
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Tarquon
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Posted: 18 July 2007 at 10:51pm | IP Logged Quote Tarquon

Anyone have any good ideas involving the RO/6 Time Jump?
That card seems to have untapped potential.

- The (engaged) card or stack of cards on which this card is played may perform all it's functions and attacks during an opponent's turn (card play or weapons fire phase as appropriate)
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Gekonauak
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Posted: 19 July 2007 at 6:14am | IP Logged Quote Gekonauak

It should be used in a Zedan deck, along with multi-purpose phasers to really capitalize on firing on your opponents turn.
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Lobo
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Posted: 19 July 2007 at 7:59am | IP Logged Quote Lobo

-I can't think of the second card's name but the o1 Time Compression and a Cessation card together moves all card plays to Phase B then cuts that phase short for your opponent...if i am remembering correctly...seemed like a useful one in the right deck.....Lobo
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RobPro
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Posted: 19 July 2007 at 8:26pm | IP Logged Quote RobPro

I like putting a Quartermaster and a T/B in my reserve fleet. If I have enough extra cards, an A6 Promotion seems to work nicely too.
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bignea
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Posted: 20 July 2007 at 1:58am | IP Logged Quote bignea

temp engineer with a E7 cloning device.  send the clone every turn to get the bottom card from the discard pile. like the L9 discard equiv.
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Gekonauak
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Posted: 20 July 2007 at 6:27am | IP Logged Quote Gekonauak

I like putting a Quartermaster and a T/B in my reserve fleet. If I have enough extra cards, an A6 Promotion seems to work nicely too.

If you continued to do this around me. I would put two cards in my reserve. One an Insanity card and two, a Vacuum Effect, just in case you ever came up with a card that MIGHT get rid of my insanity card.
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Lobo
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Posted: 20 July 2007 at 8:04am | IP Logged Quote Lobo

-The Cessation card i was thinking of was Cessation of Events, but after looking at that last night, the combo wasn't as good as i thought...

...as for vacuum effect, since i actually own that one i anticipate i'll never leave home without it...

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RobPro
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Posted: 20 July 2007 at 8:50am | IP Logged Quote RobPro

In that case, I'd switch to a T7 Phillipovis and a T4 White Dwarf. It's all about the extra card draw. ;)
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Tarquon
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Posted: 20 July 2007 at 4:46pm | IP Logged Quote Tarquon

If I'm heavy on crew, a promotion (or two) and personal transportation is usually in my reserve.  They make every crew combo better.
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MogwaiSC
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Posted: 21 July 2007 at 12:45am | IP Logged Quote MogwaiSC

I've become quite fond lately of an M3 Shield Fiend followed up with an O2
Serious Hull Breach. :D
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Tarquon
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Posted: 22 July 2007 at 11:35am | IP Logged Quote Tarquon

The time knights allow for interesting combos.

for instance:  the C3/7 or C2/7 and a time jump.  How many times does the stack perform it's actions?
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MogwaiSC
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Posted: 22 July 2007 at 6:03pm | IP Logged Quote MogwaiSC

Speaking of Time Knights, I've wreaked havoc with a C5/5 and an A6
Promotion... you get to rearrange any two stacks in the game, twice. Very
useful for your own defense as well as messing with others.

Edited by MogwaiSC on 22 July 2007 at 6:04pm
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Galaktische
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Posted: 26 July 2007 at 8:41pm | IP Logged Quote Galaktische

That C5/5 Time Knight and A6 promotion trick is MEAN. There are so many evil things you can do when you get the chance to re-arrange your opponents cards.

J--

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Tarquon
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Posted: 27 July 2007 at 7:42am | IP Logged Quote Tarquon

Oh, thanks for reminding me.  I don't like the c5/5 time knight.
This card makes it just too easy to undo the gameplay history.
That makes it unbalancing in my book.
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Lobo
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Posted: 27 July 2007 at 8:20am | IP Logged Quote Lobo

-So if i see a C5/5 Time Knight hit the table, i should either run or get rid of it. Got it. (Note to self: bring weapon to game if opp has Time Knights in deck).....Lobo

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Galaktische
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Posted: 27 July 2007 at 11:14am | IP Logged Quote Galaktische

Lobo,

   Stabbing me at the game just because I have a Time Knight is probably not an acceptable defense in court... obviously I'm not the expert - just sharing my opinion. :)

O7 Surprise Attack and any large ship draw prior to turn 2 makes a nasty combo.

J--

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MogwaiSC
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Posted: 27 July 2007 at 3:27pm | IP Logged Quote MogwaiSC

How about a Surprise Attack that plays out an S10 Garshain Battleship
with an E9 Future Ship and an E9 Shroud? You have to do 20 pts of heavy
weapons damage to kill it, and it gets to shoot 22 phasers back at you
when you fire at it. :D

I know that's not common, but the Battleship, Future Ship, and Shroud, are
a combination I've but into my Zedan deck...

Edited by MogwaiSC on 27 July 2007 at 3:28pm
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RobPro
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Posted: 27 July 2007 at 11:29pm | IP Logged Quote RobPro

In my group, we said the C5/5 can only rearrange stacks in your fleet... it's too ridiculous how it is.
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Gekonauak
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Posted: 30 July 2007 at 9:15am | IP Logged Quote Gekonauak

Why? Not only is he a Time Card, but he is a crew. If you can't deal with your opponents crew you're screwed.
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Tarquon
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Posted: 31 July 2007 at 11:54am | IP Logged Quote Tarquon

For mucking with the basic game mechanics and devaluating a core 'fun' aspect of the game (namely constructed combos), I would say the c5/5 time knight has a level 10 ability.  On a more intuitive level, every time I have one in my hand it receives the same serious play consideration I give to an entity-class card.

yeah, I know it's a crew and they may be easy to get rid of, but that doesn't seem to me justification for such a disruptive persistent ability.
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Lobo
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Posted: 31 July 2007 at 11:58am | IP Logged Quote Lobo

-Eh, simple soloution is if you don't like it, then your group doesn't play with it. Me, if someone grates me with one, then i stock something that can deal with crew. No different than if i played someone with a Psy deck, Suark Breed, Cyber Mages, etc. They all can make my day difficult, just gotta kill 'em.

Now if the player(s) that consistently use the Time Knight use it as a tool to more broadly kick your butt in a demeaning way every time you play and kill the fun for you, i say get different friends...

...preferrably ones that suck at card games. Like Galaktische did with me.....Lobo, espousing one lonely man's opinion that no one should care about or waste time reading

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Gekonauak
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Posted: 31 July 2007 at 1:50pm | IP Logged Quote Gekonauak

but that doesn't seem to me justification for such a disruptive persistent ability.

do you "change" all cards that are like this? Cat Rep? Reactionary World?
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Galaktische
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Posted: 31 July 2007 at 1:52pm | IP Logged Quote Galaktische

Don't let Lobo fool you. He is a keen player of CCGs and already has a number of decent tricks in his deck that are tough to beat.

I look forward to playing him with a deck other than the tutorial one's I put together.

Don't forget to ask your anti-time minefield question.

:)

J--

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Tarquon
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Posted: 31 July 2007 at 3:45pm | IP Logged Quote Tarquon

No, I don't change the cards.  The printing costs are way too high. ;)
CatRep - not persistent
Reactionary world - persistent, but only affects future card plays (I also think this card is somewhat overpowered, but it was a promo...)

The c5/5 is a persistent threat to destroy the cardplay history of a game and for me that is where the fun is - strategically constructing combos, unforeseen ability interactions, etc.  I think the c5/5 is one of the most under-appreciated cards in the game.  I have seen it wreak chaos in many master level games.  I'm surprised it made it through play test.  All other stack rearranging cards affect only one stack or are 'discard after use' (not persistent).  All the other time knights (except c10) don't affect a fundamental game mechanic.
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Gekonauak
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Posted: 01 August 2007 at 6:12am | IP Logged Quote Gekonauak

Well, how about the lowly Vacation Planet. Its persistant. C7 Wandering - he is persistant as well.

Yes, I think that the C5/5 has an incredibly strong ability (yes, i'd even agree it was CLOSE TO entity level), but there are just so many ways of dealing with crew that i don't see him as any bigger of a threat than if my opponent dropped an S8 or S9 on the table.

I'd have to deal with it.

That is part of the game.

The fun part.

Edited by Gekonauak on 01 August 2007 at 6:13am
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RobPro
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Posted: 01 August 2007 at 5:57pm | IP Logged Quote RobPro

The problem is... his ability can be used once and nearly have the affect of galactic armageddon on your opponents.
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Tarquon
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Posted: 02 August 2007 at 12:44am | IP Logged Quote Tarquon

Vacation planet - annoying, but only affects future crew card plays.
mystic wanderer - annoying, but only affects 1 crew chosen by opponent.
those two seem well ballanced.
My c5/5 can move all the cards (not just crew) between any two locations
chosen by me AND rearrange the two stacks any (legal) way I like EVERY
turn. The only refuge for any combo is the promo terrain immune to time
cards.

yes, it has to be dealt with - and I do. I see an opponent c5/5 as more of
a threat than penguins and certainly more than any ship! (Although
sometimes I'll ignore it for a while to see if its owner really knows how to
use it. ;) And I wouldn't expect anyone (master level) to play a c5/5
unless they have a reasonable chance of defending it.

crew cards have different strengths for reasons and in my opinion the
c5/5 should have been a c10 (ok, maybe a c9 persona) in a later
expansion or never printed at all (but that's a different thread).

<great. now everyone will be playing with them.>
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MogwaiSC
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Posted: 02 August 2007 at 2:49am | IP Logged Quote MogwaiSC

Hey, Time Gates can be gotten from Cav on eBay for $11 (US) per box
including shipping, if you buy in lots of 8 boxes from him. I have about
12 of the C5 Time Knights and for a while was putting both the C5 and a
Promotion in my reserve fleet just to mess with people.

But, Geko is right; the ability to take out crew is pretty much essential in
GE. Decks designed to kill crew, e.g. crew attack decks, or decks heavy
with monsters that kill crew and some of the toughest decks in the game.
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