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Deck Construction and Strategy
 Galactic Empires : Deck Construction and Strategy
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Lobo
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Posted: 31 March 2009 at 12:24pm | IP Logged Quote Lobo

-Deck list for Monster Deck. Played one game, a bad game on both sides with bad draws. However, even if i would have drawn well the deck is too slow for a duel. Any suggestions and comments welcome.

Crew:
R/C1 Street People (anything to get rid of research)
C2 Choice is Irrelevant, no crew cards i own really fit this deck here
C3 Media Personality (Anti-crew slot one of a few)
C4 Mad Scientist x3 (not as useful as i had hoped, need to add terrain)
C5 Veterinarian (will add more if playing a few times shows need)
C6 Rogue Couple x3
C10 Primiordial Warrior (Exception)

Luck:
R/L1 Lucky Crew Action
R/L2 Phaser Malfunction
R/L3 Unlucky Targetting
R/L4 Monster Overstrike x4
Did not add the Healing card here for draw ration purposes

Terrain:
T1 Microscopic Black Hole
T/H2 Plasma Field x4
Should probably add more Dragon Terrain but that limits the quickness of putting Monsters on the table early to control the board from the get-go. I want the Monsters to be the focus and the Dragons to be window dressing as much as possible.

Hazards
H1 Divergent Anomaly
H2 Meteor Shower
H3 Magnetic Cloud x3
Also considered adding H4 Cosmic Rays for anti-crew here, may add later.

Occurrences:
O/B1 Kenobi
R/O2 Dream State
R/O3 Metamorphosis
O4 Entertaining Pasttime
O5 Insanity
R/O6 Time Jump x3

Dragons:
D1 Scintillating Dragoness
D2 Hatchling
D3 Plasma Dragoness
D4 Orgon Slath x4
D4 Orgon Sludge x4 (one in reserve)
D5 Orgon sl*g x4

Ability:
A1 Steak Sauce
A2 Advanced Speciment
A3 Tri-Millenia Molting
A4 Bionic Enhancement x2
A5 Temporal Comprehension x4 (one in reserve)
A5 Mind Mold Symbionts x4

Monsters:
R/M1 Sextaaran Web Crawlers x5 (possibly too many)
M2 Offspring
M3 Phase Rats
M4 Vymezies Matter x4 (works great with the Symbionts)
M5 Astromorph x4
M6 Scentari Snail
M7 Trilateral Textangula (not real happy with this one)
M8 Tectonic Marauder x2
R//M9 Luck Demon x2
M10 Zaggoth Mordeth
M10 Zaggoth Guardian

The Count: 23M + 13A + 15D + 8O + 5H + 5T + 7L + 11C = 87

The Verdict: Too slow. No card drawing or playing assistance of any reasonable sort will make this deck susceptible to fast ship decks, the Orgons aren't strong enough to be more than a speed-bump to the HQ. I initially shot for massive amoutns of Monster damage, but quickly realized i was playing for a 4-card stack to be able to crank out so darn much, became a case of diminishing returns so i tuned the numbers and draw ratios to make it more lean.

Symbionts make Science Officers less of a problem but a reserve SuperModel with a Lieutenant or some other way to beef her up ends my day fast. Any suggestions while keeping the feel of the deck intact and the size under 90 would be appreciated. Thanks for reading, good day to ya.....Lobo

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Lobo
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Posted: 09 April 2009 at 8:01am | IP Logged Quote Lobo

-Played this deck against a Geko deck this past Monday. I lost.

The Geko pulled out an early shooting in Turn 2 for 4 points of damage, i was able to throw a phaser malfunction on it to prevent the other 4 from a fully-engaged kamikaze(sp). Opponent was able to plate two more Kamikazes to take me down to 5 points pretty early, but i was able to put out enough to control the board for a good long bit and should have won. Used Time Jumps on a beefed-up Zaggoth Guardian to eat stuff as it came into play, and a couple of orgons i was able to keep alive for several turns to do card and physical damage.

My downfall was the orgons themselves. They are the only way i have to damage a Sector HQ, and most of my orgons only do 1 or 2 points of physical damage a turn. I was able to hit the Sector HQ 3 or 4 turns straight but without more firepower i gave my opponent a chance to amass a hand with multiple Time Warps and a Surprise Attack to put me away.

I had ship-chomping cards in hand but with surprise attacks and the kamikazes the opponent ships never stuck around, leaving me with an attractive table setting but not enough BOOM against the HQ. I need to both include card-drawing in here and get some beefier stuff to fire at HQ. For duels i can't get it much bigger though. Thoughts appreciated.

Lobo


Edited by Lobo on 09 April 2009 at 8:02am
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Galaktische
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Posted: 09 April 2009 at 9:43pm | IP Logged Quote Galaktische

The Geko deck wasn't tuned to work against this deck
there were a couple of card categories that were
completed wasted. Lobo doesn't typically play terrain
with this deck and so all of my terrain hosing monsters
were useless. Additionally, the Orgons are basically
immune to occurrences so my ability to play them was
hampered as well.

Once Lobo got his big monster down I couldn't play any
ships that would last long enough to be engaged. I
played around this by time skipping/warping my own ship
on the same turn I played it. This allowed me to survive
the Zaggoth brutality that awaited me.

If I were Lobo, I'd put a ship in the reserve fleet that
generates a goodly amount of damage. He could pull it
out when he finds me defenseless and use it to
supplement the Orgon damage.

I think he plays the Orgons to avoid including terrain
(other than the T/H2 thing that makes damage). I think
this deck would work well with a ship based empire...
though then you'd lose the synergy between the Ability
cards that work on the monsters and the Orgons.

Personally, I find this deck hard to play against. It
requires that I pack in the anti-monster hate or find
some other way to overcome them. In the case of the
Gekos I decided to go with playing faster. My goal is to
win before he can establish a winning board position and
sometimes, like last Monday, even after he has.

I think his deck is superior but it is slow and that
allows the fast Gekos to win - sometimes.

J--
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Gekonauak
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Posted: 10 April 2009 at 9:49am | IP Logged Quote Gekonauak

The problem with this deck, and any deck that plays with more than one Scintallating, is that the smaller Dragons lack fire power.

You can only alst so long before a deck with bigger ships will find a way around your little annoyances and take you out.
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Gekonauak
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Posted: 10 April 2009 at 9:56am | IP Logged Quote Gekonauak

Try this one.

D4 Orgon Slush   Card Damage XX
X: Physical Damage

When Discarded, draw a number of cards equal to the strength of this Orgon.
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Lobo
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Posted: 10 April 2009 at 9:59am | IP Logged Quote Lobo

-Actually, most of the dragons lack firepower across strength tiers when compared to ships. I may sub in ships with low resource costs to accommodate this weakness and still not rely heavily on terrain. Police ships run on energy only...some Garshain run on energy only...will tweak accordingly and try again this monday if allowed.

And i don't have any of the Slush, but will add it to my want list, thanks for the suggestion.....Lobo


Edited by Lobo on 10 April 2009 at 10:00am
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Gekonauak
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Posted: 10 April 2009 at 10:15am | IP Logged Quote Gekonauak

Slush would be a new card that I just designed.
Nobody has a printed copy.

:)

I was thinking of increasing the size, because Orgons need more higher strength cards, but had to limit the number of card draws.
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Galaktische
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Posted: 10 April 2009 at 1:32pm | IP Logged Quote Galaktische

Ok, I draw the line at former employees designing and
printing new cards for Lobo!

Good grief, will the two of you just get a room already!

:P

J--
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Gekonauak
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Posted: 10 April 2009 at 1:36pm | IP Logged Quote Gekonauak

LOL

Give him a break, you are playing Gekos for chri... goodness sake.

:)
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Gekonauak
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Posted: 10 April 2009 at 1:38pm | IP Logged Quote Gekonauak

Here I will now design a card for you:

C10 Sir Whinesalot

- When played, owner of this card gets to bitch and moan, with little provocation, and without anybody allowed to retailate.

- Discard after use.

:P
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Galaktische
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Posted: 10 April 2009 at 3:24pm | IP Logged Quote Galaktische

Woot recognition at last off to the printer!

Finally, Geko's own advice pays off for me!

J--

Edited by Galaktische on 10 April 2009 at 3:24pm
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Eaglepreacher
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Posted: 10 April 2009 at 4:08pm | IP Logged Quote Eaglepreacher

If the Kamikaze was played and engaged on turn two...it was illegal play.. as per card rules.

Whne played, where were the crew cards played to???

C2 suark breed or c2 mime to double your C1 abilities(weak though)

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Lobo
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Posted: 10 April 2009 at 6:11pm | IP Logged Quote Lobo

-To your crew question Eagle, half of those cards play to opponent locations, so it's not imperative i have a terrain down soon. I may have miscategorized the Kamikaze attack, i don't remember, may have been turn three. The deck problems still remain, however, mainly card drawing. Will tweak this weekend and post updates here as appropriate.

Lobo
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Gekonauak
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Posted: 13 April 2009 at 9:36am | IP Logged Quote Gekonauak

I think the main problem with the deck is its firepower.

You seemed to be able to do what you wanted, getting enough monsters out to totally demolish your opponent fleet, but you lacked the firepower to finish him off before he was able to recover. Which sounded like it took a couple of turns.

If you cannot at least get a free card for doing 6 points of damage to your opponet SHQ, you need to fix that first.

Edited by Gekonauak on 13 April 2009 at 9:36am
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Lobo
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Posted: 13 April 2009 at 10:46am | IP Logged Quote Lobo

-I fixed the firepower to a degree, but had to trim down my monster lovelies to do so. Cut down the M4 Vyzemies and R/M1 Sextaaran Web Crawlers to one of each, also took some crew out. In a duel the Mad Scientist isn't all that helpful. Either my opponent stocked a Super Model or they didn't, so i figure i'll include cards that can deal with that threat first, keep deck size under 100. Will play tonight and report what i did.

The deck no longer features dragons, though. I just couldn't make it make sense, they are already underpowered and take too long in a duel to do anything special. My solution is not an ideal one, however, so we'll see how it plays out tonight.

Lobo


Edited by Lobo on 13 April 2009 at 10:47am
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Gekonauak
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Posted: 14 April 2009 at 10:50am | IP Logged Quote Gekonauak

Interested in seeing how this played out.

Lobo - will you revise your deck above?

Galaktische - are you going to post the little update I helped you with (defense) yesterday in PM, or are you keeping that private?
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Lobo
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Posted: 15 April 2009 at 8:22am | IP Logged Quote Lobo

-By popular demand (okay, one dude, but still):

Crew:
R/C1 Street People
C2 Cyber Programmer
C3 Media Personality
C4 Mad Scientist
C4 Temporal Mechanic (Reserve)
C5 Veterinarian
C6 Rogue Couple x3


Luck:
R/L1 Lucky Crew Action
R/L2 Phaser Malfunction
R/L3 Unlucky Targetting
R/L4 Monster Overstrike x4

Terrain:
T1 Microscopic Black Hole
T/H2 Plasma Field
T/B3 Vektrean Asteroid Satellite
T4 Smuggler's World
T5 Galactic Trade World x2 (1 in Reserve)
T/B6 Vektrean Asteroid Station x3
T7 Jozef x3
T8 Chronos x2
T8 Paranoid Planet
T/B9 Vektrean Asteroid Starbase x2
T9 Vinciennes x2
T/B10 Vektrean Bigass Asteroid with Guns

Hazards
H1 Divergent Anomaly
H2 Meteor Shower
H3 Magnetic Cloud x3

Occurrences:
O/B1 Kenobi x5
R/O2 Dream State
R/O3 Metamorphosis
O4 Entertaining Pasttime
O5 Insanity
R/O6 Time Jump x3

Ships:
R/S1 Ship from the Future
S2 Police Cutter
S3 Ship of the Ancients
S4 Police Ship
S5 Game Supply Ship
S6 Vektrean Battlecruiser x2
S7 Vektrean Dreadnought x3

Ability:
R/A1 Perseverance
A2 Advanced Speciment
A3 Deviant
A4 Bionic Enhancement
A5 Temporal Comprehension x4 (one in reserve)

Monsters:
R/M1 Sextaaran Web Crawlers
M2 Offspring
M3 Phase Rats
M4/6 Temporal Snake
M5 Astromorph x4
M6 Scentari Snail
M7 Trilateral Textangula (not real happy with this one)
M8 Tectonic Marauder x2
M8 Psy Entrantrix
M8 Ship Collector x2
R//M9 Luck Demon x2
M10 Zaggoth Mordeth
M10 Zaggoth Guardian

The Count: 19M + 8A + 10S + 12O + 5H + 20T + 7L + 9C = 90

The Verdict: Slightly faster than the Dragon version due to Temporal Mechanic and the O/B1s, in tandem they work well to cycle deck parts. I know i cannot count on the Mechanic in every game, however, so i considered inserting Cyber Mages, still debating.

My downfall was not placing cards into the deck to deal with what my opponent may do. I've included a few anti-crew cards, but by not having general defensive cards such as Time Skips and Luck cards to divert fire from ships, opponent was able to wait a couple turns, get Kamikazes (two placed in reserve) into play along with Time Warps to eliminate blockers and hit HQ for a bunch. Without more Luck the only thing i really had to address that threat was Time Jump, but with only 3 in the deck i don't have them all the times i need them.

Not sure which version i like better, this version was able to get ships into play to hit the HQ for meaningful damage but still be in the background of the Monsters. I'll probably stick with this version to mess with for a bit until i start missing the Tufor or Scorpeads again. Any and all comments welcome, thanks.

Lobo
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