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Deck Construction and Strategy
 Galactic Empires : Deck Construction and Strategy
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Lobo
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Posted: 04 October 2007 at 8:02am | IP Logged Quote Lobo

-As the post subject line suggests, i am considering gluing my opponent's cards together to slow down his card drawing and playing during games. As i don't think this will work more than once, i need an alternative to slow him down.

O1 Time Compression (?) cards have worked okay, and i am sure there are others out there to stop card draws or plays. I know the saying goes "if you can't beat 'em, join 'em" but i don't have the cards to speed my decks up. So, i want to slow my opponent down.

This leads to my question: What strategies have you used in the past, both commonplace and unique, to slow down your opponent in the areas of card draws and card plays per turn? Thanks in advance, have a good one.....Lobo

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Galaktische
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Posted: 04 October 2007 at 8:20am | IP Logged Quote Galaktische

Bribes work...

 

J--

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RobPro
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Posted: 04 October 2007 at 9:42am | IP Logged Quote RobPro

Galactic Depression?
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Gekonauak
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Posted: 04 October 2007 at 10:56am | IP Logged Quote Gekonauak

Well, no, i don't think you should join him.

There are several cards that are tailored to suit your needs.

How is your opponent accomplishing this feet?

Insanity works best on Cybermage/Quartermaster.
Stolen Technology works best on the Tech Breakthoughs.

And i forget the title, but there is a card that limits the card draws outside of the draw cards phase.
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Gekonauak
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Posted: 04 October 2007 at 10:58am | IP Logged Quote Gekonauak

Luck Demons work well against the luck cards.

Marines (and insanity, did i mention insanity?) work best against the crew.
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Galaktische
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Posted: 04 October 2007 at 3:40pm | IP Logged Quote Galaktische

Most of the extra card plays are coming from an L7 whose name I can't remember (Artifact Stargate or some such), along with C5 Quartermaster, the Cyber mages, R/C9 Temporal Engineer combined with the J'Xar ability to gate him back into my hand. There is an a5 Wizard's Ring.

I use tech breakthroughs, surprise attacks, artifact sceptre of time, fantasy world/planet, etc... to get cards plays which don't count as card plays.

The J'Xar mechanic allows me to move crew around during his turn and this allows me to dump more cards that I can then use on my turn.

J--



Edited by Galaktische on 04 October 2007 at 3:41pm
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Lobo
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Posted: 05 October 2007 at 8:22am | IP Logged Quote Lobo

-In my deck that he has played against, i did have an Insanity or two in there, but the one game i actually drew one it was a non-issue. I will likely simply stock more crew-affecting cards int he future to try taking that part of the equation out of it.

I'm hesitant to get too many defensive cards in there as i hate big decks, but i think i could add a couple more Insanities and perhaps a Cessation or two. I'll let ya know how it works after this monday's challenge.

The main problem is that anything i do he can react by bringing it back to hand with J'xar ability, so those cards to counter his strategy may be all for not. We'll see, have a good weekend all i'm heading to watch the Chiefs and Jacksonville in what is sure to be a mediocre contest of below-average offenses and surprisingly-good defences.....Lobo

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Gekonauak
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Posted: 05 October 2007 at 8:53am | IP Logged Quote Gekonauak

lol

Well, that explains a few things. If you play an insanity on his crew, and he chooses to bring that crew back to his hand (using J'Xar's transgate ability), you get your insanity back as well.
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Galaktische
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Posted: 06 October 2007 at 7:51am | IP Logged Quote Galaktische

Gekonauak wrote:
lol

Well, that explains a few things. If you play an insanity on his crew, and he chooses to bring that crew back to his hand (using J'Xar's transgate ability), you get your insanity back as well.

Why would he get his card back? Where does the rules say that? I'm not disagreeing with you but neither am I agreeing with you. I'd like to see the relevant rules.

Thanks

J--

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Galaktische
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Posted: 06 October 2007 at 7:59am | IP Logged Quote Galaktische

Never mind I found the rule and you are right... Cool I'd never seen that before.

It still doesn't improve his situation. The insanity cards are only played during his turn and so long as I have an active transgate I can pull the card back once he plays it thus putting it back in his hand (and eating one of his card plays). The insanity card should never - so long as I have an available transgate - be on my crew during my turn.

Of course he can go after my transgates with time skips, and damage but my deck has to handle those conditions anyway.

I really think the J'Xar's reactionary transgates are very potent in a duel. In a multiplayer game... their ships are a bit brittle but I think they are still viable.

J--

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Galaktische
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Posted: 06 October 2007 at 8:06am | IP Logged Quote Galaktische

I'd like to add one strategic observation.

If you're dedicating cards and card plays to stopping what my deck does then you're not developing your deck. In my mind, that is defensive thinking and if you're designing your deck defensively - in a duel - then you've adopted a losing mentality.

In general, I think you should develop your deck to 'do what you do'. In other words, instead of attacking the other deck's play style you should develop your own win condition. That win condition might be resource denial for the opponent but that isn't reactive its proactive.

Of course, you want something to handle your foes 'bombs' like an S10 Indirigan Battleship with Catastrophic Repetition. Did I mention that I top decked an r/C9 Temporal Engineer on the turn before he played that? I was very lucky!!!

Lobo, is fun to play. kind of like the Chiefs... :)

Go Dallas Cowboys!

J--

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Gekonauak
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Posted: 08 October 2007 at 8:32am | IP Logged Quote Gekonauak

If you're dedicating cards and card plays to stopping what my deck does then you're not developing your deck. In my mind, that is defensive thinking and if you're designing your deck defensively - in a duel - then you've adopted a losing mentality.

While I would normally agree with you, there are certain cards that can be included in your deck that are both defensive and offensive. Take a Marine for example. Sometimes the best offense is a good defense.

Go Cowboys!
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Lobo
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Posted: 08 October 2007 at 8:46am | IP Logged Quote Lobo

-Well, that's a nice observation, but it doesn't mean squat here.

Why would i say that?

Because i lose. Every time. So, when your offense isn't working much better from game to game, you look at your defense. Take those Chiefs, or my beloved Bears. They knew their offense could do only so much, and their defense helps take teams out of games where their measly offense is *just good enough*.

When your offense sucks and you know it can't get significantly better, it only make sense to look to bolster your defense. Besides, i have no other offensive cards to use. That's the limitation of a CCG, some people's collections just don't provide all the offensive weapons that would allow your deck to "do what you do".

And up to now, what i do is lose. This isn't intended in any mean or depressing way, it's just the facts. So, i could either continue losing or try slowing Galaktische down to get a chance to at least damage his sector HQ. I like trying, so i'm looking at slowing him down. The alternative, me getting faster, is not an option unfortunately.

The games have been fun, which is key, but it wouldn't hurt every once in awhile if i could actually have a chance to not lose horribly and actually give him a challenge so he isn't bored out of his mind.....Lobo, feeling like ripping some Trollkin heads off tonight



Edited by Lobo on 08 October 2007 at 8:49am
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RobPro
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Posted: 08 October 2007 at 11:48am | IP Logged Quote RobPro

Honestly, if you find you're losing mainly to opponent cardplays, Twist of Fate, Anomaly Portal, Temporal Correction, Vaccum Effect, etc. are the way to go. Luck cards. Check out my old decklist for a few ideas.
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Tarquon
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Posted: 08 October 2007 at 9:27pm | IP Logged Quote Tarquon

I would say that if you really want to experience the game at its fullest you
should play with proxies. It's not much fun playing 'my suitcase is bigger
than yours'.
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Galaktische
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Posted: 09 October 2007 at 8:55am | IP Logged Quote Galaktische

In defense of my 'gaming honor' I have suggested to Lobo that he proxy cards and/or that we play a limtied version of the game which levels the playing field in card terms. He has so far declined to accept. The few times I've mentioned that I purposefully avoided certain tactics he 'encouraged' me not to take it easy on him.

I typically don't attack his terrain base and I play with only a single time skip and no time warps. I will destroy the reactionary worlds if I can and if I fall behind I will attack his terrain in order to catch up.

Lobo's deck almost always out plays mine in the first few turns. He almost always gets an S10 out in the first three turns and he rarely ever plays anything less than an S7. He has an annoying habit of playing an S1 Ship From the Future in reaction to my turn 2 ship play so he typically 'out ships' me early. He has trouble pressing the advantage home and generally by turn 6 I've caught back up and have a bigger/better fleet than he does.

I wonder how we'd do if we switched decks and played each other?

...Galaktische running around the schoolyard tyring to convince everyone else he isn't a bully!

J--

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Gekonauak
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Posted: 09 October 2007 at 10:47am | IP Logged Quote Gekonauak

how do you catch up? with crew giving you command points? is he not able to repair his ships fully, while you are?
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Galaktische
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Posted: 09 October 2007 at 3:54pm | IP Logged Quote Galaktische

In the very early turns of the game he oftentimes cannot engage all of his big ships or cannot power up their heavy weapons. I can usually redirect his firepower via R/C9 Temporal Engineer, R/T2 Asteroid shield, etc... He usually blasts the crap out of one of my bigger ships and will either destroy it or - more often than not - he'll almost destroy it. In my turn I can usually repair the damage and play more ships (I use the intergalactic void and/or Surprise attacks to make up a lot of the difference).

He's very good about cutting off my 3rd and subsequent card plays but when he doesn't I've usually got either 4 or 5 plays per turn (the Artifact Stargate and the Cyber mages, etc...). I get command points through my terrain (Jozef) and ships in general. I gate in my small ships on his turn so that they don't take command points.

The truth is that neither of us are very good players. I think we're fairly closely matched in ability but I have the bigger suitcase. I've asked to play a more balanced format but he is a bit stubborn...

J--

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werewolflht65
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Posted: 09 October 2007 at 4:11pm | IP Logged Quote werewolflht65

Hmm, Sounds like you guys should give our revised format a try. I'll post it here, as if anyone came to Philly to play with/against us, it is the format you'd have to use. This should level the playing field nicely, as it tends not to favor suitcase wars as badly as the basic game does.

NEW Galactic Empires Restricted List and Deck Construction Guide

Deck Size: Maximum of 150 Cards, no Minimum.

Number of Categories Required: 5 Categories MINIMUM. Ex: Ships, Terrain, Luck, Occurrences and Crew.

Maximum number of Entity Cards (level 10's): 1 Entity per 20 cards, or 7 in a 150 card deck.

Exceptions: No more then three (3) exceptions per deck. Period.

GE Power Nine Restricted Cards:(You can only have 1 of each card in your deck):

#1: Accelerated Time Line
#2: Alliance Treaty
#3: Cyber Anything (Mage, Dragoness, and Implant)
#4: Discard Equivalency
#5: Reactionary World
#6: O-6 Tech Breakthrough
#7: O-8 Tech Breakthrough
#8: Temporal Engineer
#9: Holographic Simulator

Stocking Rules: No more then Eight(8) Level 1, 2, 3 strength cards of the same name, and no more then Four(4) Level 4, 5, 6, 7, 8, 9 Strength cards of the same name.


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RobPro
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Posted: 09 October 2007 at 4:28pm | IP Logged Quote RobPro

Interesting... how long have you been playing with these rules, with how many people, and have they been working out well?
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werewolflht65
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Posted: 09 October 2007 at 5:45pm | IP Logged Quote werewolflht65

About a week or so. We only get together on the weekends, but it has shown to make for some really memorable duels. Harley and Ascher are still learning the basic game so they haven't sat in with us yet.

We did have a duel that lasted over an hour. We'll see what happens next weekend.


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Lobo
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Posted: 10 October 2007 at 7:49am | IP Logged Quote Lobo

-Actually, i think your format actually benefits the bigger suitcase player and further disadvantages someone, say , like me with limited card base.

4 of any strength 8 or 9 means that he's stocking 4 Twist of Fates. 4 Time Waves. And 4 of lots of other nasty high-powered cards i may only have one (or more than likley none) of.

I am not saying that you guys shouldn't play that way, and i appreciate your suggestions, but this one i don't think will help out our two-player Oklahoma group.

Now, if you had posted something along the lines of "Galaktische only gets to take a turn after Lobo takes 3 in a row"...that would be more helpful...talk later, have a good one.....Lobo

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werewolflht65
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Posted: 10 October 2007 at 8:00am | IP Logged Quote werewolflht65

The biggest disadvantage that GE/Suitcase Wars has, is yes, the guy with the bigger trunk may have more/better cards then you.

BUT... All groups are free to set up guidelines to keep the play somewhat balanced.
Setting a deck size limit is a classic field leveler. It plays to the strength of the smaller suitcase.
Sure, the Big suitcase has a top heavy deck no matter what, but you will be able to tailor your smaller deck around a theme that works for you, while he'll be scrambling to include the majority of his win condition cards
into the deck.

-OR-

You can use the Knee-Jerk reaction I had about a year ago: ALL Luck, Occurrences, Cyber Mages and Reactionary Worlds are RESTRICTED, which made for some really L-O-N-G games...


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werewolflht65
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Posted: 10 October 2007 at 8:02am | IP Logged Quote werewolflht65

And remember, at our stocking limit of 150 cards, if you want a solid THIRD of your deck to be LUCK cards, well, by all means, be my guest.
Because as my friend John used to say about Magic, "Eventually, the fire (Luck) runs out, then it's an easy victory."


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RobPro
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Posted: 10 October 2007 at 8:37am | IP Logged Quote RobPro

Is it really a good idea to make a max deck size?
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Gekonauak
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Posted: 10 October 2007 at 8:45am | IP Logged Quote Gekonauak

I gate in my small ships on his turn so that they don't take command points.

They still need command slots. They just don't consume card plays.

werewolflht65, i agree with Lobo here. Why are you allowing up to 4 copies of a strength 9 card? and 1 per 20 entities? That greatly benefits Mr. Suitcase. Why not just go with only 4 copies of ANY card. That I strongly support. Makes it easier for beginners to learn (its typical for most CCGs). It would also prevent someone from stocking 8 Time Warps and 8 Time Skips in their deck. You want to talk about broken.

Is there anybody from your group here on the forum?

And restricting the deck size means absolutely nothing, 'cause you guys have limited the card drawing ability. Your restricted list would hamper ANY player with a large deck. You included practically EVERY card drawing card there is.

Now, lets discuss the restricted list. Why? If everyone in your group has the cards why restrict them? Why not Cat. Rep. (a card that should never have been created. It is a one card game ender).

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werewolflht65
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Posted: 10 October 2007 at 8:48am | IP Logged Quote werewolflht65

Not only is it a good idea, it should have been mandatory from the start. But as I said before, Schulte was asleep at the wheel, and alot of important issues slid passed his desk without so much as a brief overview.

If I had the cash to buy back the copyrights to the game, and re do it, it would look alot different then it does today. I learned alot in the 13 years I played MtG, and I would make quite a few changes.

The first of which is a deck size limit.

The next, would be to remove card strength numbers. Ships and Terrain would have a strength rating down in the text bar, but it wouldn't have any bearing on their stacking limits. Those limits would be established in the basic rules.
Like, no more then 4 dreadnoughts per deck, no more then 3 battleships, no more then 3 carriers, etc... To maintain balance.

Geo and I are still going over the various flaws with the game, and seeing what kind of monetary outlay would be required to buy back the rights to it.

Plus, he thinks that making it an online computer game would be more cost effective then a card game. I agree only in that the days of the CCG are waning and to try to add a new CCG to an industry on it's way out, would be pure financial folly.



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werewolflht65
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Posted: 10 October 2007 at 9:04am | IP Logged Quote werewolflht65

Gekonauak wrote:
I gate in my small ships on his turn so that they don't take command points.

They still need command slots. They just don't consume card plays.

werewolflht65, i agree with Lobo here. Why are you allowing up to 4 copies of a strength 9 card? and 1 per 20 entities? That greatly benefits Mr. Suitcase. Why not just go with only 4 copies of ANY card. That I strongly support. Makes it easier for beginners to learn (its typical for most CCGs). It would also prevent someone from stocking 8 Time Warps and 8 Time Skips in their deck. You want to talk about broken.

Is there anybody from your group here on the forum?

And restricting the deck size means absolutely nothing, 'cause you guys have limited the card drawing ability. Your restricted list would hamper ANY player with a large deck. You included practically EVERY card drawing card there is.

Now, lets discuss the restricted list. Why? If everyone in your group has the cards why restrict them? Why not Cat. Rep. (a card that should never have been created. It is a one card game ender).

Because the new players DON'T have them. Cat Rep isn't broken, you just have to be ready for it.
Also, we thought about 4 of any card (ie: Like Magic) but Geo argued that it would hamper small decks that rely on 8 copies of low strength-high use cards, like Time Skip. And for every person who thinks Time skip is broken, I only laugh at you.
Time Skip merely delays the inevitable. If you're gonna lose anyway, why time skip a stack that is finishing you off? You'll just die later.

As to the card drawing engine issue: The GE Power Nine that we restricted revolves around a VERY broken card draw combo that was what made Harry the '96 World Champion Duelist. If you look at the list again, you'll see cards like Quantum Occurrence, Galactinet, Capitol Revitalization, and other hand restorers missing. Even Alien Artifact is missing.
We don't plan to eliminate card drawing or playing, for that matter, only to fix combos that broke the game. The whole Temp Engineer/Discard E/ Acc TimeLine and Alliance Treaty thing is SEVERELY broken, and lets you damn near draw your whole deck, and then drop it into play. I have done it, and Geo and Harry had done it ALOT. In that format, I don't think anyone here could beat either of them. Geo for one, has THE largest suitcase of all of us, considering he spent almost 2 years salary on the game. Hell, the Base from Hell, that B-9 monstrosity, cost $2500 to make... And that doesn't count the Garshain...

Believe me, I can deal with multiple copies of Twist of Fate and such. R/M-9 Luck Demon comes to mind, and yes, 4 in my deck. Thank you.


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Gekonauak
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Posted: 10 October 2007 at 9:05am | IP Logged Quote Gekonauak

I don't think that he was asleep at the wheel necessarily. He wanted it to be different than the other CCGs on the market. However doing so, he made the game overly complex for no benefit.

Speaking as a person that is IN the industry, and has been since CGS closed its doors back in 1999, I can agree with you somewhat. CCGs are a dying breed, but that is not to say that a CCG could not be very successful. An online computer game has much more in the way of competition than a CCG ever will.
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RobPro
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Posted: 10 October 2007 at 9:11am | IP Logged Quote RobPro

The whole Temp Engineer/Discard E/ Acc TimeLine

This combo doesn't work, I believe.
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