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Galaktische IRC
Joined: 27 June 2007 Posts: 354
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Posted: 05 September 2007 at 3:59pm | IP Logged
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This is the core of the Psy deck I've been playing against Lobo. I added some more Terrain a couple of T9s (which I can't remember) and the T10 Mayfair Terrain.
As my 1 exception I threw in an equipment E8 Psy Relay (I think) that allows a terrain to protect a Psy Network. The deck is pretty close to 20% Psy 20% Terrain I always seem to struggle with one or the other at the start of the game.
I get tired of my decks looking alike so I decided to not use Time Warps or Time Skips in this deck. Instead, I'm trying to use the temporal snakes and the T8 terrains to counter the use of his time cards. I think that part is working ok. I just never seem to be able to squeeze him out of the game.
Part of my problem is that his deck slows down my economy a lot and I chose not to attack his. Again, I chose not to play with much in the way of terrain denial. This deck is an experiment to try and avoid seeing the same old cards in yet another GE deck.
I think I'm going to modify it one last time in the hopes of avenging the many long slow deaths Lobo has inflicted on me with his infected deck.
Thanks for any comments...
Psy Muse |
P1 |
Psy Apprentice |
P2 |
Psy Occultist |
P3 |
Psy Kineticist |
P4 |
Psy Apostle |
P5 |
Psy Commandant |
P6 |
Psy Duelist |
P7 |
Psy Paladin |
P8 |
Psy Paladin |
P8 |
Psy Sub-Master |
P9 |
Psy Sub-Master |
P9 |
Psy Master |
P10 |
Lesser Automaton |
A1 |
Temporal Shifter |
A2 |
Star Walker |
A3 |
Star Walker |
A3 |
Star Walker |
A3 |
Pirate Outpost |
B1 |
Pirate Outpost |
B1 |
Pirate Outpost |
B1 |
Pirate Outpost |
B1 |
Pirate Outpost |
B1 |
Crewman |
R/C1 |
Cyber-Programmer |
C2 |
Psy Healer |
C3 |
Cyber-Mage |
C4 |
Exogeologist |
R/C5 |
Time Assault Team |
R/C6 |
Tactical Officer |
C7 |
Psy Marine |
C8 |
Electro-Fields |
F1 |
Corporeal Field |
F2 |
Field of Power |
F3 |
Psy Field |
F4 |
Psy Field |
F4 |
Guardian Field |
R/F5 |
Techno Field |
F6 |
Field sof Death |
F7 |
Field of Chaos |
F8 |
Planetary Storm |
T1 |
Moon: Populated |
T2 |
Agro Moon |
T3 |
White Dwarf |
T4 |
Custom Planet: Patrice |
T5 |
Custom Planet: Katryn |
T6 |
Custom Planet: Jozef |
T7 |
Custom Planet: Jozef |
T7 |
Custom Planet: Kronos |
T8 |
Custom Planet: Kronos |
T8 |
Party Animals |
M1 |
Temporal Snake |
M2/8 |
Cyber Beast |
M3 |
Temporal Snake |
M4/6 |
Temporal Snake |
M4/6 |
Civillian Transporter |
R/E1 |
Transport Shuttle |
R/E2 |
Stealth Fighter |
R/E3 |
Heavy Shuttlecraft |
R/E4 |
Psy Fighter |
R/E5 |
Psy Fighter |
R/E5 |
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bignea Exalted
Joined: 17 May 2005 Location: United States Posts: 124
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Posted: 05 September 2007 at 5:53pm | IP Logged
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Maybe get rid of the monsters and replace with fire negating luck or use hazards like H1 time warp or the time traps. just a thought.
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Galaktische IRC
Joined: 27 June 2007 Posts: 354
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Posted: 05 September 2007 at 7:06pm | IP Logged
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I thought about the luck cards but they aren't - in this deck - reusable. I chose purposefully not to inlcude the time cards.
I get tired of seeing the same old cards over and over and over again - so I skipped the time skips.
The advice is good though... those cards would certainly make the deck work better and if I were serious about winning I'd play them. Right now I'm exploring other card combos...
Losing to Lobo isn't too bad but when he 'river dances' on the table after a victory the other customers look at us kind'a funny.
J--
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bignea Exalted
Joined: 17 May 2005 Location: United States Posts: 124
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Posted: 06 September 2007 at 1:54am | IP Logged
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I know it's time cards again but try this use 3/7 time knight and put a O10 time portal on the location and get back every turn 2 cards from the discard pile. Just thought of this one i'm going to try it in my 50 card deck.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 06 September 2007 at 8:48am | IP Logged
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How about the O4 Flood.
If he is using negative point cards, maybe an Administrator or Planetary Leader or Telepath (helps strength of Psy as well - you should look into other cards like him) would be helpful.
How about Damage Control Teams to prevent the opponent from destroying the Psy location.
Distress Beacons are absolutely necessary in Psy decks.
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 06 September 2007 at 9:55am | IP Logged
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No T5 Galactic Trade Worlds? Do Psys count as crew?
If they do, that terrain makes them all 2 points harder to kill.
Also, doesn't the Mannestein systme help Psys?
Edited by RobPro on 06 September 2007 at 9:57am
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 06 September 2007 at 1:25pm | IP Logged
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The T5 Manstein system- monsters and occurences do not affect and functions are 2 points easier to use... 5 shields and produces 4 economy. promo card
If you dont want time warps, use H1 divergent anomaly. prevents ships from protecting HQ, but does nothing else.
Try R/A2 ascension, doubles the crew strength for 2 turns. good point is, after Lobo fires at you, doubling the psy keeps him alive and allows him to use stronger fields. bad point is after two turns, if Lobo hasnt fired again, and you have not repaired your psy, psy can die by reverting to normal strength.
try some M5 occumbus, blocks all damage to ships , bases and sector HQ but prevents freindly ships and bases from firing......good thing you have psy's instead...
Ok so here a ruling needs made. Ships can target psy's but they cannot target C class cards right?... so If I play R/A1 change of identity on a psy, (rules are - change name of crew - crew maintains functions but is considered crew of the new name - name chosen must be selected from a crew in play or reference to a crew) and make him a cyber mage, then while he does not get cyber mage rules, does he become immune to shipp attacks since he is treated as a cybermage card which cannot be targetted??????
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Galaktische IRC
Joined: 27 June 2007 Posts: 354
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Posted: 06 September 2007 at 1:41pm | IP Logged
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In the case of the name change - if what eaglepreacher suggests works - then he wouldn't be a Psy and only Psys can protect the Psy network?
I like the R/A2 acscension idea. I've been working hard to keep the Psys from taking damage... I hadn't spent much time thinking about repairing them.
Does the galactic Trade World have shields? If not then they are only 2 points harder to kill while the planets with shields make them several points harder to kill.
Why would anyone ever attack the Psy's location? Once you expose the Psy to weapons fire you can just target the Psy.
Hmmm... in thinking about this I had the following idea for killing Psys. You target the Psy with enough damage to kill it. He reacts and saves the Psy somehow then you target the planet he is on and destroy it thus destroying the Psy anyway.
This is another way that Psy's are weaker than ships. There aren't many ways - using weapons fire - to kill a ship after you've already targeted it - using the method described above you can take 2 shots at killing the psy. If you suspect he has a reaction card to protect hmself with you can fish for it by targeting either him or the planet/base and if you don't get him then target him again in the same weapons fire phase by going after either him or the planet/base.
I think Psys are weak but I'll keep trying different combos.
Thanks for the advice.
J--
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 06 September 2007 at 2:38pm | IP Logged
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Galactic Trade world makes 5 economy, is a T5, has 5 shields, and takes 1/2 damage to structure. It's a decent promo.
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 06 September 2007 at 4:16pm | IP Logged
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-In the spirit of Christmas, i played without Time Skips for a couple of our nightly meetings. This last time, however, i included them as i realized i had no defensive cards in my deck at all. They were not a significant factor as his promo terrain prevented me from really using them effectively.
I rather liked the lack of "i react to you reacting and the whole thing fails" dialog that time skips and related nullifiers brings, but i think i'm keeping them as i have not found a better all-purpose defensive card to include in my deck.
As for the suggestions, i think the main problem in this post is paradigm. Galaktische isn't trying to annihilate me, he's trying to play Psys in a competitive but not beat-down deck. Good for me, bad for options. That outlook automatically limits some suggestions, but i think i'll have to watch out for that Occumbus card. Have a good one.....Lobo, frantically rummaging through cards to find a Psy killer
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 06 September 2007 at 6:03pm | IP Logged
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Does an Occumbus protect the Psy Network?
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 07 September 2007 at 1:35pm | IP Logged
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Do Psys count as crew?
Yep.
Ships can target psy's but they cannot target C class cards right?...
That is correct.
Why would anyone ever attack the Psy's location? Once you expose the Psy to weapons fire you can just target the Psy.
The point is you can do both. If you shoot at the Psy and it somehow lives, you can then direct your excess weapons fire at his location to get rid of him.
Hmmm... in thinking about this I had the following idea for killing Psys. You target the Psy with enough damage to kill it. He reacts and saves the Psy somehow then you target the planet he is on and destroy it thus destroying the Psy anyway.
Yep, makes it much harder to protect Psys. Especially if you aren't playing to disable your opponent. Psys only work in duels, and if you are playing them just for fun, they aren't going to work.
Does an Occumbus protect the Psy Network?
Nope. Not unless there is some errata that I don't remember in one of the magazines.
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Vercinorix Devoted
Joined: 25 October 2007 Location: United States Posts: 49
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Posted: 26 October 2007 at 3:45am | IP Logged
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Gekonauak wrote:
Do Psys count as crew?
Yep.
Ships can target psy's but they cannot target C class cards right?...
That is correct.
Why would anyone ever attack the Psy's location? Once you expose the Psy to weapons fire you can just target the Psy.
The point is you can do both. If you shoot at the Psy and it somehow lives, you can then direct your excess weapons fire at his location to get rid of him.
Hmmm... in thinking about this I had the following idea for killing Psys. You target the Psy with enough damage to kill it. He reacts and saves the Psy somehow then you target the planet he is on and destroy it thus destroying the Psy anyway.
Yep, makes it much harder to protect Psys. Especially if you aren't playing to disable your opponent. Psys only work in duels, and if you are playing them just for fun, they aren't going to work.
Does an Occumbus protect the Psy Network?
Nope. Not unless there is some errata that I don't remember in one of the magazines. |
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Actually I believe this came up during a match at Origins and there was a snap ruling on it. The Sector HQ is still the Sector HQ, no matter what 'flavor' you call it. Everyone has one.
The exact wording on the Occumbus is: 'Blocks damage to all ships, bases, and the Sector HQ for one turn. Also blocks friendly ships and bases from firing.'
What the Occumbus does NOT block is damage against Psys, Installations or terrain.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 26 October 2007 at 7:15am | IP Logged
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Actually I believe this came up during a match at Origins and there
was a snap ruling on it. The Sector HQ is still the Sector HQ, no
matter what 'flavor' you call it. Everyone has one.
The exact wording on the Occumbus is: 'Blocks damage to all ships,
bases, and the Sector HQ for one turn. Also blocks friendly ships and
bases from firing.'
What the Occumbus does NOT block is damage against Psys, Installations or terrain.
Nor does the Occumbus stop a Psy from shooting at opponent ships or bases, or Sector HQ.
__________________ "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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