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Deck Construction and Strategy
 Galactic Empires : Deck Construction and Strategy
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Biegel
Exalted
Exalted


Joined: 19 October 2007
Location: Christmas Island
Posts: 390
Posted: 05 December 2007 at 5:05am | IP Logged Quote Biegel

 Other than you cann't put as many as you want in a deck, What does everyone see as their most effective ones'?Must have's,Pretty useful, Certain Decks, not very good, and Totaley useless? Include Why you think so.

Edited by Biegel on 05 December 2007 at 5:06am
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Gekonauak
IRC
IRC


Joined: 10 May 2006
Posts: 1595
Posted: 05 December 2007 at 9:27am | IP Logged Quote Gekonauak

Per category:


A10 - I would go with the Tecno Sorcerer. TO play a card prior to engagement phase allows you to get a ship out and fully engaged. A surprise attack every round.

B10 - I'll go with the T/B10 here. What can I say, I don't like bases. Probably why the terrain got beefed up to the point you don't need bases.

C10 - Many useful cards here. I'd go with War Prophet. Limiting reaction cards during my weapons fire phase, and ignoring one volley each turn does even beat out the C10 Time Knight.

D10 - The King reigns supreme. Even though in Dragon society it is mostly females. The doubling of the Physical damage is better.

E10 - R/E10 Hypercube. When your ship is destroyed, all damage is removed and you get your ship back.

G10 - Salvage Mission. Because it is the best G10 there is, and will ever be.

H10 - The Time Warp. Even though I hate the card, at least this is where it should be (an entity).

I10 - The Comedy Club on the Far Side of the Galaxy. It should have been a Restaurant. I picked this one for the same reason I picked the G10.

L10 - Galactic Cataclysm. Works well with a Crinkled Timeline.

M10 - Mordeth. The Lord of Monsters. Destroyed by damage equal to his strength. Is there FAQ somewhere that tells you what damages him?

O10 - [Note: And now for something completely... this is where the Space Penguins should be] It is a toss up between the Time Portal and the Planetary Destruction. Personally, I play with both.

P10 - Who cares. I'll go with Psycanti, he does more damage, and Energy is easier to come by then research.

S10 - It depends on which empire you are playing. Each of the S10s are useful to their empire.

T10 - I know many of you like the T/B10, or possibly one of the promos, but I prefer the Intergalactic Void.
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werewolflht65
Exalted
Exalted


Joined: 08 October 2007
Location: United States
Posts: 780
Posted: 05 December 2007 at 12:10pm | IP Logged Quote werewolflht65

Ok, By category then:

A-10: Artificial Landmass: If I have to stock up to a ten in A, at least this one keeps even vulnerable terrain from falling.

B-10: Come on Geko, how could you forget about the B-10 Science Academy? "Monsters may not affect the Fleet." Says it all.

C-10: I agree, the War Prophet is the leading 10 in my decks. He is followed by the Legendary Officer. The Time Knight is cool and all, but too many people stock Time Keepers, so...

D-10: Yeah, all hail the King.

E-10: Hypercube is cute and all, but I prefer Dark Circuitry.

F, G: No field tens, and I don't run agendas.

H-10: Time Warp is nice, but Extreme Conflict dooms a lot of races.

I-10: Obviously...

L-10: Political Intrigue: This is doom for an MDRM deck. Let them run away with the card drawing, then drop this on them. :)

M-10: Time Keeper: Stops all those pesky Time Knights.

O-10: Time Portal, Planetary Destruction: Tied for first in my decks.

P-10: Psychanti, all the way.

S-10: Even though a lot of the races got Flagships, the Garshain BB is the best. Why? 11 reactionary phasers a good enough answer?

T-10: Mayfair Galaxy Express 999: By far the best T-10 in the game. Ability to divert cards played against it, as well as transport crew all over the fleet.

Just my take on the game.


__________________
"Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
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