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Deck Construction and Strategy
 Galactic Empires : Deck Construction and Strategy
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RobPro
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Posted: 28 October 2007 at 12:00am | IP Logged Quote RobPro

What do you have as your T1 and T2? No T/B7's?

Why no T7 Fantasy System? L7 Star gate? These give you more free card plays, which I can see you needing in a deck like this.

If at all possible, I would suggest trying to work the S9 and S8 Lone Wolf's in. They provide a decent amount of fire power/shields, and they don't want to eat your Gray Death.

You need more targeted removal, like R/L8 Vacuum Effect, R/L8 Twist of Fate... cards that can pick out the one card thats going to doom you.

I would try to slip an R/M8 Time Defiler as your last exception. You could even cut the Consciences down to 1 and put 2 Defilers in. I imagine Conscience is only useful as a sideboard card anyways, it needs to hit play early for maximum effect.

I would cut the Ore Carrier for the B10 that negates monsters or the C10 Spiritual Leader... I just don't see how you would deal with them otherwise.

Hopefully some of this is useful!
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MogwaiSC
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Posted: 28 October 2007 at 2:20am | IP Logged Quote MogwaiSC

Look over the list again... you'll see where the T1 and T2 are.

I don't have any of the T/B7's; wish I did.

I don't want Lone Wolves in this deck. For this deck, the Gray Death
Command Cruisers and Command Destroyers are better; they each come
with a transporter, and their structure takes half damage from weapons
fire, so they are harder to kill and more useful than Lone Wolf ships
would be.

I'm still thinking about how to fit in the R/L8's you mention... I realize
how useful they are, and it would be nice to have them. As for the
stargates, I only have two of them, and one is in the sideboard I keep to
pull my reserve from; no sense in putting only one of them in a deck.

About the time defiler, I actually mistyped, my two R/M8's are Defiler's
and not Conscience's... more useful because they negate occurrences.

I have a couple of the B10 Science Academy's... one is in my Scorpy
deck, which is a monster killing deck, I'll have to think about that one,
but by itself I'm not sure that it would do me much good. I tried to
make the deck do one thing and one thing well... kill crew. Of course, it
fights pretty well too. :)

In all though, the comments are always helpful, even if I don't agree
with them at first; makes me think... :)
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Eaglepreacher
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Posted: 28 October 2007 at 4:55am | IP Logged Quote Eaglepreacher

One combo I use for some of my luck heavy decks are a C1 Luck Guy and an Automaton on him.  Usualy a A5 Greater automaton making the lcuk guy a C6 which allows for luck cards to be pulled back from the discard pile for resaerch equal to the card strength but not greater then the luck guy strength.  Rarely can I get his strength to 8 except in decks with heavy C class cards but once I got him to 12 which meant I could pull any luck card back from the abyss.  I one game I had 4 going of various strengths. I never lacked in that game for defensive R/L cards.
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werewolflht65
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Joined: 08 October 2007
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Posted: 28 October 2007 at 7:41am | IP Logged Quote werewolflht65

Sounds fun. Cheesy but fun. And we all know, The Cheese Stands Alone... :)

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MogwaiSC
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Posted: 28 October 2007 at 11:45am | IP Logged Quote MogwaiSC

I've thought about using a Luck Guy with an Accidental Evolution. The
only issue is generating non-economic research. That would be awfully
nice though, but you make yourself a big target doing that.
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werewolflht65
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Posted: 28 October 2007 at 11:56am | IP Logged Quote werewolflht65

Katryn, Spy Central and all of the Comets and a couple of larger T's generate Research. The Undiscovered System, generate two research.
The cards are out there, you just have to look for them.


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"Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
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Aramax
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Posted: 28 October 2007 at 5:25pm | IP Logged Quote Aramax

Luck guy is a persona one only please
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werewolflht65
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Posted: 28 October 2007 at 6:43pm | IP Logged Quote werewolflht65

No, 8 in the deck, but only one in play at a time. THAT'S the Persona rules. Like early versions of the Legends rule from MtG.

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"Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
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RobPro
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Posted: 28 October 2007 at 6:54pm | IP Logged Quote RobPro

What do you usually put in your reserve fleet, Mogwai?
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MogwaiSC
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Posted: 29 October 2007 at 1:14am | IP Logged Quote MogwaiSC

Depends on my deck. I have a sideboard of about 20 cards I set aside
that I select from for my reserve.

For equipment heavy decks, like my Vektreans, Bolaar, and Scorpead, I
like a B8 Manufacturing Plant, a T5 Military Reservation, as the base. I
vary the rest by deck. Typically usually a Cybermage or quartermaster
and some kind of an ability card like a promotion or an automaton.

For Scorpies, I sometimes use a Comet of Lore and a Phaser refit, or a
magnifier refit. I like to round that out with a B7 spiritual temple and a
research developer.

For Bolaar, I sometimes use a Planescape and a T5 Pirate system so I can
engage any ship I get in my hand and many of the ships in that deck are
expensive to engage.

We play with a standing 4 card reserve unless we have more than four
players, then we go up from there. We've discussed allowing 6 or 8 card
reserves, but I think that would unbalance the game. Still have to think
about that one though... should be play tested first.
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