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Deck Construction and Strategy
 Galactic Empires : Deck Construction and Strategy
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Lobo
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Posted: 23 December 2008 at 10:26am | IP Logged Quote Lobo

-Quick question. I understand reserve stashes are typically dictated by the deck style and focus you're playing, but are there any cards/combos/card types that you find you include in your reserve more than others? If so what are they are why do you do so?

For me, i'm in the habit of including that T/H2 Plasma Field (maybe, unsure of card title) that provides either 2 energy or 2 hazard damage. And i of course make sure to include a ship or two that only require those two energy to power, but often not in the reserve. The other spot (for duels) floats drastically from one island of ideas to another depending on the hour of the decision.

Lobo, being curious this morning

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Galaktische
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Posted: 23 December 2008 at 11:18am | IP Logged Quote Galaktische

I want to put in parts of my combo but everytime I do that I get terrain or ship hosed. So, in a duel I almost always go for the basic ship/terrain combo.

If I'm feeling lucky I'll put a combo in there. A J'Xar jumpship and a tractor beam - that sort of thing.

If I know what I'm facing I'll put in some answers. Against Lobo's Anti-Matter mine recycling Tufor deck I'll put the garbage world in there.

J--

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RobPro
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Posted: 23 December 2008 at 11:53pm | IP Logged Quote RobPro

I will try to include some card draw. For example, if I can have 3 cards I may do a ship that produces a command point, T5 Galactic Trade World and C6 Cybermage. Sometimes I use T4 White Dwarf & T7 Phillipovis or if I can do 4 cards I'll stick a point producing terrain in and use C5 Quartermaster + T/B7. It really depends on how many cards you have and what your group lets you get away with.

I always do a ship with a command point and a solid terrain, but if I can I work in card draw. Those extra draws at the end of the turn for a few early turns can make a big difference.
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Galactus1
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Posted: 24 December 2008 at 12:04am | IP Logged Quote Galactus1

All three Phillipovis terrain and a C6 Cybermage....that about does it for me
everytime. I get the T7 Phillipovis Star into play immediately followed up by
the Cybermage as soon as I can and then the then the World and the Moon
as soon as I am able. This of course is assuming a 4 card reserve (which is
standard in our gaming group). If we bump up to a 6 card reserve then I
throw in a ship with a command point (either a an S5 Command Cruiser or
up to an S7 Command Cruiser) and either a Quartermaster or C6 Marine.
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Aramax
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Posted: 25 December 2008 at 11:46am | IP Logged Quote Aramax

instant reaction
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Gekonauak
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Posted: 29 December 2008 at 9:22am | IP Logged Quote Gekonauak

Typically, I will place a defensive card there.
Depending on how many people are in the game, you would see Dark Mountain or Reactionary World. And quite possibly an anti-draw card such as Stolen Tech.

If you have designed your deck right, you shouldn't need a ship or terrain in your reserve.

Edited by Gekonauak on 29 December 2008 at 10:01am
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Galaktische
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Posted: 29 December 2008 at 9:56am | IP Logged Quote Galaktische

Gekonauak wrote:
Typically, I will place a defensive card there.

If you have designed your deck right, you shouldn't need a ship or terrain in your reserve.

I agree with this idea in principle but I always seem to get a bad draw. So, I hedge against that with the reserve fleet.

A well tuned deck can count on the reserve fleet to provide problems for the opponent rather than answers for your own problems.

J--

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RobPro
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Posted: 29 December 2008 at 2:58pm | IP Logged Quote RobPro

Galaktische wrote:

I agree with this idea in principle but I always seem to get a bad draw. So, I hedge against that with the reserve fleet.

A well tuned deck can count on the reserve fleet to provide problems for the opponent rather than answers for your own problems.

J--



I always run into that problem too, no matter how well tuned a deck I make. Even the 100 card deck I posted has done this to me a few times.
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ericbsmith
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Posted: 29 December 2008 at 3:14pm | IP Logged Quote ericbsmith

This is a common problem in most card games. If a card game relies on a resource producing type of card, and you don't get enough of that type of card, you're screwed.

Back when I played Magic all the time I typically had 33-40% land in my decks, and still got mana screwed in far too many games. With 33% land the chances of drawing your first 8 cards and getting no land is 3.6%. With 40% the chances is still 1.7%. And getting "not enough" land is almost as devistating as getting no land at all. Worse, as the deck gets bigger the chances of drawing little or no land actually goes up (with more cards to hide the resource cards in there is a greater chance they can be pocketed at the bottom of the deck).

Personally, I like putting a T5 Earth in the reserve. It's a terrain nobody in their right mind is going to destroy, it produces a good mix of resources, and at 5 strength you can usually pull it from the reserve easily enough. All in all it's an awesome card to throw in the reserve fleet.


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Biegel
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Posted: 31 December 2008 at 5:59am | IP Logged Quote Biegel

I always thought Earth had a purpose. I am very glad to see that others here are part of the foundation. Or at least keep a Book of Hoyle around. Signed a Friend of the Mule.

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Gekonauak
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Posted: 31 December 2008 at 6:26am | IP Logged Quote Gekonauak

I can't believe people will let you play with Earth. It is a joke card.

What happens when it is desroyed? Nothing. It is put in the discard pile, just like any other terrain. The world we live in will cease to exist, and we will no longer have graphical represntations of what is happening on the far side of the galaxy, but the war still rages on.

[and, please do not derail Lobo's thread to have a discussion about Earth. Start a new topic.]
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ericbsmith
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Posted: 31 December 2008 at 9:35am | IP Logged Quote ericbsmith

Even if you discount the rule on Earth (we've always played it as "this terrain cannot be destroyed") it still produces a better mix of resource points than any other non-promo T5 card, and I really like having a good Terrain in the sideboard to avoid the damned "mana-screwed" problem that's dogged me ever since I started playing CCGs.




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MogwaiSC
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Posted: 02 January 2009 at 9:34pm | IP Logged Quote MogwaiSC

I almost always use the following reserve (Galactus and I play in the
same group, and we have a house rule that we use a 4 card reserve
regardless of the number of players, unless we go over 4).

C5 Quartermaster
A6 Promotion
B3 Secret Research Base
T4 White Dwarf

With regard to the T5 Earth, I have put one in my reserve from time to
time; I like having it because on the one hand, it keeps the person who's
winning from blowing it up, and if I'm feeling crabby I can discard it
myself and end the game. [Cartman] Screw you guys, I'm goin' home
[/Cartman]
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Galactus1
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Posted: 29 March 2009 at 8:33pm | IP Logged Quote Galactus1

Unless of course someone happens to time skip it for a turn....or throws an
H10 Timewarp on it!!! :)
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Blacklassie
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Posted: 30 March 2009 at 10:14am | IP Logged Quote Blacklassie

Hello all

I have a hard time getting cards out of the reserve with my Aqaaran deck unless the cards are real low in strength. Since I reduced my deck from 200 cards, I find I do not want to give up my large cards for cards in the reserve. So I have to put in low cards.

Lately I put C1 Science Officer, E1 Terrain Attack Shuttle and the T4 Reactionary World.

Our group has each player with 3 M7 Astromorphs plus alot of other creatures that always seem to find their way to my fleet so the Science Officer is nice to have for defending against the beasts. The Terrain Attack Shuttle gives me some transport for my 3 Marines if I draw them and the Reactionary World comes out if I have some way to defend it from the hordes.

Later....Dan

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Galaktische
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Posted: 30 March 2009 at 11:03am | IP Logged Quote Galaktische

Lobo and I mostly play duels so we're limited to 2
reserve fleet cards. I almost always go with a terrain
and a ship because getting behind in a duel is a certain
way to defeat.
In duels there are no 'off turns' where some other foe
has found a way to draw everyone's attention by playing
the T4 reactionary world. It is a race to establish
dominance of the board and if your foe gets more than a
ship or two ahead it is very difficult to catch up.

I try to choose terrain that are durable and provide a
benefit. T7 Jozef is awesome because it makes a command
point and comes with shields. If I happen to draw a T4
White Dwarf it gets even better.

If I feel confident that I can draw a ship then I'll put
a science officer in the reserve because an unchecked
Astromorph can and will ruin your day.

J--
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