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Deck Construction and Strategy
 Galactic Empires : Deck Construction and Strategy
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werewolflht65
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Joined: 08 October 2007
Location: United States
Posts: 780
Posted: 21 November 2007 at 9:52pm | IP Logged Quote werewolflht65

Ok, so, here is a thread to post some design ideas. I'll lead off with my 12 main decks, and the themes they use.

MDRM: Bolaar, around 200 cards, but with the Philly Style Power 9 Restriction.

MDRM Lite: Mechad/Monster: 200 cards on the nose, and 56 are Monsters. Has an MDRM element, though it is a lot lighter then a normal MDRM deck would be.

Shut Down: Clydon, with emphasis on Hazards that hurt (Time Waves etc) and Cessation Occurrences. Built sorta like Mechad Monster, it has about 90 cards devoted between Hazards and Occurrences.

Screwing with the Universe: Vektrean: This started out as a fun deck for table play, that just morphed into an table winner. Lots of Bureaucracy and Political Upheavals. So many Asteroid shields they orbit the deck. And enough command points to choke a horse.

Stop Thief!:  Filarian: What started out as an infester deck sorta took off as a mirror image of a Magic Blue steal deck.  Slave traders,  Rogue Couple, and of course, Filarians. Penal Colonies and Evil temples just to drive the point home.

It's all in your head: Psycanti: I challenged myself to build an open table Psy deck that wouldn't get smoked by turn 3. So far, it's batting .500, which isn't bad for a Psy deck.

Tequila & Seltzer: CCN/MDRM: At 156 cards, it's pretty beefy for a CCN deck, but with a lot of MDRM Reaction cards, as well as the group limit of card-drawing, PLUS a crew kill angle, this is one CCN deck to avoid, ESPECIALLY in a duel. I ran it against Verc's CCN, and I kept stealing his Installations... ;)

Beat Down on the Far Side: Mechad: 120 cards of pure Mechad power. All the right equipment, two Juggernaut's, and not a minor empire ship to be seen, this deck comes out swinging from turn 2. If I pull the Cat Rep for use on T-2, figure a Mechad BB sitting on the Intergalactic Void, Cat Repping. It's pretty ugly.

We stumbled into a WHAT?!: Tufor: Fusion Mines, Antimatter mines, Stasis mines... 150 card Tufor deck that just mines you to death. Throw out a few M-7 Astros to finish off the stragglers, and this one wraps it up quickly.

Adapted Techies: Vektrean: Unless it has the Major Empire name in the title, it's in this deck. Nothing tougher then a Vektrean DN with an E-9 Shroud, MDS, and an E-3 Armor system... And Mr Time Keeper sitting in my hand just waitin for some hard luck to try and Frayed it.

Outta Time: Tronoan: Thanks Tony! Nothing as sweet as a Tronoan Command Cruiser, with an E-7, Cat Repping into someones fleet.
Well, he HAD a fleet... Now if they had only made a Time Damage Generator refit...

A Noble Purpose: Nobles: Lots and lots of Blue ships, and surprisingly only 15 terrain in a 125 card deck. After all, the Nobles generate points, so why have terrain?


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Lobo
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Joined: 04 July 2007
Location: United States
Posts: 533
Posted: 27 November 2007 at 11:58am | IP Logged Quote Lobo

-Howdy. Just to give this thing some response, i made a deck for one game that consisted almost entirely of reaction cards. I lost, naturally, but it was actually a bit effective in the early going by preventling plays and generally hammering the initial cards opponent put out there.

i used some low-powered Clydon ships along with Ships from the future for debris, made with the luck cards and Web Crawler monsters, a Patrol Ship in reserve in case things started out slow. The other thing i did was use Terrain that provided no output (didn't need it with such low-powered ships) but did stock terrain such as that T/H2, Micro Black Holes, Black Holes, a Reactionary World or two, etc.

The way i designed it, it started well but i didn't draw enough cards to keep my reactions in hand for a long-term game. Opponent simply was stifled for a couple of turns then kicked my sorry butt to the curb after i ran out of cards.

Was fun to try.....Lobo



Edited by Lobo on 27 November 2007 at 11:59am
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