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Deck Construction and Strategy
 Galactic Empires : Deck Construction and Strategy
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MogwaiSC
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Joined: 20 January 2004
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Posted: 26 October 2007 at 10:51am | IP Logged Quote MogwaiSC

Okay, I'm interested to know what simple card combinations you typically
like to use; low strength, two card combinations that when you put them
together are particularly nasty.

My current favorite is an M3 Shield Fiend followed up with an O2 Serious
Hull Breach. On a big ship with an Admiral and some big nasty piece of
equipment, like an E9 Shroud or a Future Ship, you drop the shield and
then blow the Admiral and the piece of equipment off into space.

Edited by MogwaiSC on 26 October 2007 at 10:52am
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RobPro
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Posted: 26 October 2007 at 11:01am | IP Logged Quote RobPro

C5/5 Time Knight & A6 Promotion. Easy to fit into a reserve fleet, makes it impossible for your opponents to super-power any stack that isn't on Chronos.

A6 Double Agent. This is almost a one-card combo. Play to an opponent Cybermage, Quartermaster, etc. You no longer have to put a risky crew in your reserve fleet, and the opponent'll likely allow it because another player would be protecting his crew, besides just himself.

T3 Vacation Planet & C7 Mystic Wanderer. Stops every crew there ever was or will be, unless an opponent wants to take a hit.

I'm not sure if this counts as a "simple combo," but I like to use the C6 Clone to duplicate crew (Time Knights, Quartermasters, etc.) in the same location as my C10 Spiritual Leader. Say you have a Quartermaster and the C10 on a base. That's 2 extra card draws. Add a Clone and it's 4.

But... I guess I'm getting off track with those. I don't play too many "combos," just cards that on their lonesome provide the most useful functions or card draw techniques.

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MogwaiSC
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Joined: 20 January 2004
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Posted: 26 October 2007 at 11:03am | IP Logged Quote MogwaiSC

Yeah, what I had in mind was more along the lines of just a couple of
cards that are low strength, that wouldn't be good choices to go into a
reserve, that you could put 4 or 6 or even 8 of in your deck to get rid of
particularly annoying things that are otherwise hard to kill, like how I use
the shield fiend and the hull breach.

Another example; I'm quite fond of using an R/E 2 Tractor Beam and an R/
E 3 Emergency Power together. The tractor beam draws the fire of a big
ship out of a volley and cuts it in half, then I cut the damage to the shield
by the printed strength of the card the tractor beam is played to. It works
particularly well with a large ship or base with a lot of shields.

Edited by MogwaiSC on 26 October 2007 at 11:06am
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werewolflht65
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Joined: 08 October 2007
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Posts: 780
Posted: 27 October 2007 at 8:08am | IP Logged Quote werewolflht65

Antimatter Mine, followed by Fusion Mine and then a Ship collector. I never fire a shot, yet someone's fleet slowly goes away.

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"Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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