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kronchev
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Posted: 04 December 2005 at 5:29am | IP Logged Quote kronchev

My friend and I  have been trying to figure this out, and cant, there's nothing in any rules we've seen

Basically the question is, does playing a dragon on a terrian mean that the dragon cannot be targeted while on the terrain? This is important because otherwise, low strength dragons are basically useless, because they get shot the moment an opponent has the ability to attack, and since they don't have shields, theyre much weaker than ships.

His position is, the rules never say that, so its not true.

My position is, there is no reason you would do it (barring the dragon that HAS to be on terrain and actually takes damage BEFOR the terrain) and otherwise, dragons would be awful since they're so weak.
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ericbsmith
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Posted: 04 December 2005 at 1:42pm | IP Logged Quote ericbsmith

Essentially I agree with your friend. Terrain does not protect ships, and it does not protect dragons (unless a rule on the terrain or the ship/dragon specifically says it does). Why use low strength dragons?

D1 & D2 Hatchlings attach to larger dragons, combining strength
D1  Scintillating Dragoness is immune to Weapons Fire
D2 Oort Dragonness takes half weapons damage
D3 Plasma Dragonness explodes, doing damage to the unit which destroyed it

Beyond that you use low Strength Dragons for the same reasons why you use low strength cards of any other type: to support the better, higher strength cards.

Needless to say, Dragon Lairs, Dragon Caves, and Molting cards are invaluable to a Dragon deck, since they start out weaker than ships of the same strength. If you want to make a serious run with Dragons consider buying some Piracy booster boxes; the T6 Dragon Nebula and T7 Dragon Lair are invaluable to a Dragon deck.


Edited by ericbsmith on 04 December 2005 at 1:48pm


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kronchev
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Posted: 04 December 2005 at 3:13pm | IP Logged Quote kronchev

ericbsmith wrote:
Essentially I agree with your friend. Terrain does not protect ships, and it does not protect dragons (unless a rule on the terrain or the ship/dragon specifically says it does). Why use low strength dragons?

D1 & D2 Hatchlings attach to larger dragons, combining strength
D1  Scintillating Dragoness is immune to Weapons Fire
D2 Oort Dragonness takes half weapons damage
D3 Plasma Dragonness explodes, doing damage to the unit which destroyed it

Beyond that you use low Strength Dragons for the same reasons why you use low strength cards of any other type: to support the better, higher strength cards.

Needless to say, Dragon Lairs, Dragon Caves, and Molting cards are invaluable to a Dragon deck, since they start out weaker than ships of the same strength. If you want to make a serious run with Dragons consider buying some Piracy booster boxes; the T6 Dragon Nebula and T7 Dragon Lair are invaluable to a Dragon deck.


the thing about those cards is, my friend easily wiped them with H cards. I threw down a Scint dragon with a smirk and his turn he just put down any damage causing H card. The hatchlings were phaser fodder, the Oort is still only a functional 4 strength, and I dont believe i have any plasma dragoness.

I wanted to make a killer dragon deck because I pulled a D10 in one of my boxes and its just an absurd card...all dragons have 2x breath, 3 command points, etc. I just need a way to make them survive!


Thanks for clarifying that, even if I'm wrong :p   


Edited by kronchev on 04 December 2005 at 3:13pm
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ericbsmith
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Posted: 04 December 2005 at 9:55pm | IP Logged Quote ericbsmith

What you need - well, what all decks need - are some good reaction cards. Play your Dragons on a terrain card then Time Skip the Terrain stack when the dragon is messed with. Play a Time Trap to the Dragon to protect it (granted, you then have to apply research to save it, but it's better than losing your Dragon). A Monster Healing can instantly heal the damage to the Dragon. An Anomoly Portal can redirect his Hazard to another opponent (or to himself, if it's just the two of you). Demigod Diversion can bring your Dragon(s) and any cards played to them back to your hand.

There's any number of Reaction cards that can be useful - many of them are dual use too (a Monster Healing can be used by you to keep one of your Monsters around longer, a Time Trap can be used to trap one of his card stacks, and a Time Skip can be used to make his card blink out of existance for a turn).


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War Veteran
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Posted: 05 December 2005 at 8:12am | IP Logged Quote War Veteran

kronchev wrote:

I wanted to make a killer dragon deck because I pulled a D10 in one of my boxes and its just an absurd card...all dragons have 2x breath, 3 command points, etc. I just need a way to make them survive!

In addition to what Eric has to offer which is a great way to go on defense is to slim your deck down, use a 75-100 card deck. This will allow you to find the bigger, nastier Dragons, as well as the cards necessary to keep them alive.

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bignea
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Posted: 05 December 2005 at 6:33pm | IP Logged Quote bignea

i agree on what you guys said except for the time skip its played on opponent cards or stack, also dragon promo terrain are very good to have.
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ericbsmith
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Posted: 06 December 2005 at 4:21am | IP Logged Quote ericbsmith

bignea wrote:
i agree on what you guys said except for the time skip its played on opponent cards or stack


Is it? I was going from memory (and a quick look in the Database) - and the entry in the Database doesn't specify an opponent card or stack, only a card or stack.

bignea wrote:
dragon promo terrain are very good to have

That they are, but they can be hard to get your hands on, and somewhat expensive. For someone without a lot of money they'd be better served buying some Piracy boxes to try to get the two Dragon terrain in that set, as well as some Primary Edition to pick up the two Dragon Lairs there (not to mention the A9 Dragon Automatons, and a bunch of Molting cards, which are also useful). Buying whole has the added benefit of getting you a lot of other useful cards too.

After that, if you're really really serious about building a Dragon deck, then go after the Promo terrain.


Edited by ericbsmith on 06 December 2005 at 5:01am


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bignea
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Posted: 06 December 2005 at 5:02am | IP Logged Quote bignea

i read it off the card itself. if there was a change on rule that would be good to.
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ericbsmith
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Posted: 06 December 2005 at 5:15am | IP Logged Quote ericbsmith

More likely the database is wrong. All my cards are boxed up at the moment. My point remains though; a good selection of Reaction cards are vital to almost any GE deck, even to those of us old CCG grognads that prefer more permanent card effects over transient "one time effects."

Unlike some games, GE puts a lot of emphasis on building up stacks of cards to increase their overall power - and a powerful stack of cards becomes a prime target, so having the reaction cards to protect your card stacks is vital.


Edited by ericbsmith on 06 December 2005 at 5:29am


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MogwaiSC
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Posted: 06 January 2006 at 8:34pm | IP Logged Quote MogwaiSC

An essential ability you have to have to make any Dragon deck work is the
ability to play Dragons engaged. Otherwise, as you said, they sit out for a
turn as fodder and get killed before you can use them.

To get them out engaged, you need to have 2 Dragon Lairs in play; the
T7, T8, or T9's allow you to do this. Also a T10 Intergalactic Void lets you
engage any ship played to it for free; as such I consider it an essential
card for a Dragon deck. Also, use an L8 Call It Good to engage your
entire fleet free of cost; that will dramatically increase your ability to fight
with Dragons.

Other cards I consider essential for Dragons are R/C5 Veterinarian, R/L4
Monster Healing, and R/O4 Repair Delivery.

If you can find them, by all means get the T7 Eon Dragon's Nest, and the
T5 Ancient Dragon's Nest, the T6 Dragon Lair, and the T6 Dragon Nebula.
The Nests are particularly useful because they are shielded and add their
strength to any Dragon played to them.

I would also recommend putting one of the T7 Nests or Lairs in your
reserve fleet and pulling it out as soon as you get another one in your
hand; play them both on the same turn and then you can play any Dragon
fully engaged on the same turn. Also, an A7 Defended Territory in your
reserve is particularly helpful as it will make your Dragon Lair immune to
weapons fire.   I'm fond of putting a D7 Cyber Dragoness, a T7 Eon
Dragon Nest, and an A7 Defended Territory in my reserve fleet; it does
take some work to get them out, but once you get all three into play
together, you get a 14 strength Cyber Dragoness on a shielded planet
that is immune to weapons fire. Add a Molting to the CyberDragoness
and you've got a dominating CyberMage that's almost impossible to kill.

Finally, monsters are a natural compliment to Dragons, so use them. It's
a good combination to select monsters that attack/kill crew so that you
can use them to deal with enemy crew. Other monsters that are
extremely useful in a Dragon deck are the M8 Fatal Horror and the M7
Space Illness. They are very hard to negate and almost always kill the
crew on the unit you play them agains.
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Posted: 09 January 2006 at 11:13am | IP Logged Quote War Veteran

Dragons have the same drawback as Gekos do. No Shields. Another card I played with that would be useful to you is Surprise Attack.

Again, build a 100 card deck, with the cards listed above, and 20 of the nastiest Dragons you can find, and you'll make a devistatingly powerful Dragon deck. 1 out of every 5 cards will be a kick ass Dragon, and 3 out of 5 cards will be ways to bring that Dragon's wrath upon your opponent, or ways to stop your opponent from eliminating your Dragon.

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MogwaiSC
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Posted: 16 July 2006 at 12:38am | IP Logged Quote MogwaiSC

"Another card I played with that would be useful to you is Surprise
Attack."


Unfortunately, I think that won't work. Correct me if I'm wrong but a
Surprise Attack is an Occurrence, and Dragons are not affected by O class
cards.
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Gekonauak
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Posted: 17 July 2006 at 8:52am | IP Logged Quote Gekonauak

no equipment cards, crew cards or occurrence cards may be played to them or against them. Note that it is possible for a card action from one of these card types to affect a dragon.

Allows one ship card to fire its weapons on the turn that it is played (no economy, supply, energy or ammunition is required).


I believe these would work just fine together. The O card is not played to or against the Dragon card.
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