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Deck Construction and Strategy
 Galactic Empires : Deck Construction and Strategy
Subject Topic: Obsessed with size... ;) Post ReplyPost New Topic
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MogwaiSC
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Posted: 08 May 2007 at 10:39am | IP Logged Quote MogwaiSC

Okay, over in the Rule Base there's been more big vs. little deck trash-
talking going on...

I know Galactus likes his 500 card monstrosities because it's his way of
coping with other size issues... :D

Seriously though; I would like this the point of this thread to be for people
to post their decks so that we can all see how different people are doing
things.

Please include a description of the goal of the deck in terms of the
strategy you try to use with it, what its strengths are, and what its
weaknesses are.

What are the combos you try to get into play with the deck, and what
percentage of ships and planets is it?

Edited by MogwaiSC on 08 May 2007 at 10:41am
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Aramax
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Posted: 08 May 2007 at 12:06pm | IP Logged Quote Aramax

which of my 70 decks should I post?lol
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Aramax
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Posted: 16 May 2007 at 2:44pm | IP Logged Quote Aramax

The Zedan Retribution Fleet

as w/most of my decks it needs to be small to get the gimmick going.The idea is to deal lots of damage during your opponents weopons fire phase so as to discourge him from firing at you.Zedan is your main as thier heavy weopons fire back .For your minor use The Garshain  S8.9,and 10 as they all fire back w/phasers.A couple of Ships from the future and 3-5 instant reactions.O6&9 Pendulem defects(?) roll the damage back at them and R/L 6 Spontanious Combustion(?)instantly reacted will do a heck of a lot of damage to the firing ships.Some of the Manouver cards are also good

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Lobo
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Posted: 13 July 2007 at 12:44pm | IP Logged Quote Lobo

-In my own experiences with other ccg's, i tend to skew toward smaller decks and the minimum required to play. With my current deck ideas in GE i am working from a beginning focus of 100 card decks with the understanding that i will cut down from that number during revision and shuffle-through solitaire playtesting by at least 10, preferrably more. I am sure as i get more familiar with the game (and my regular competition's tendencies) i'll keep the numbers closer to the minimum.

The main reason i like to keep the decks small in any game i play is that i usually (illogically) focus on a couple of cards that define my deck idea. I want those to get out without having to show everyone my strategy in the reserve, so i'll shrink the deck to allow it to play otu for a couple of turns at least. Win or lose, i just like playing the ideas.

When i get my Cops and Robbers deck finally posted in the Deck Design section you'll see what i mean. I have no issues about size, my waistline is big enough to compensate for any perceived problems!

Lobo

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RobPro
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Posted: 14 July 2007 at 8:06am | IP Logged Quote RobPro

My decks are usually 150-200. This is mostly because I have to tech against my opponents, who have better (promo) cards, with less functional cards.
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bekosh
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Posted: 25 July 2007 at 6:22pm | IP Logged Quote bekosh

Here is one of my better decks. It works quite well in one-on-one.

 

The Enemy’s Gate is Down

 

R/C1 Informant

C2 Cyber-Programmer

C3 Negotiator

C4 Cyber Mage x2

C4 Marine x2

C4 Temporal Mechanic

C5 Captain
C6 Prophet

C6 Ace Fighter Pilot

C7 Mystic Wanderer

C8 Assassin

C9 Senior Admiral

C10 Time Knight

C10 Supreme Leader               

 

R/E1 Terrain Attack Shuttle x2

R/E2 Tractor Beam

R/E3 Phaser Fighter

R/E4 Heavy Shuttlecraft

E5 Volatile Cargo

R/E6 Distortion Generator x3

R/E7 Heavy Fighter

 

H1 Divergent Anomaly x2

H1 Time Warp x2

R/H2 Time Trap

H3 Magnetic Cloud

H4 Warp Funnel x3

 

R/L1 Lucky Crew Action

R/L2 Phaser Malfunction

R/L3 Unlucky Targeting

R/L4 Miscommunications

R/L5 Defensive Override

R/L6 Lucky Maneuver

L7 Alien Artifact x2

R/L7 Temporal Correction x2

R/L8 Vacuum Effect

R/L8 Twist of Fate

R/L8 Targeting Error x2

L9 Lost Fleet

R/L9 Murphy’s Law

 

M1 Terask

M2 Planet Gouge

M3 Scandig Blob

M3 Shield Fiend x2

R/M9 Luck Demon x2 (exceptions)

 

R/O1 Time Skip x3

O2 Travel Agency

R/O3 Crinkled Timeline x2

R/O4 Repair Delivery

O5 Forced Retreat

R/O5 Stolen Technology x2

O6 Political Clout x3

O6 Technological Breakthrough x3

O7 Surprise Attack x2

O7 Forced Retreat

O8 Technological Breakthrough x2

O8 Structural Degeneration

 

S5 POT Command Cruiser x4

S7 POT Battlecruiser x3

S8 POT Dreadnought x2

S9 POT Battleship x2

S10 POT Flagship

 

S7 Andromeda Bound Munitions Cruiser x2

S9 Lone Wolf Dreadnought x2

S10 Indirigan Battleship

 

R/S1 Ship from the Future x2

S2 Munitions Processing Ship

S3 Independent Tug

S4 Refueler

S5 Trade Ship

S6 Police Cruiser

S6 Funeral Cruiser

S10 Gohest’s Pirate Ship

 

T1 Planetary Storm

R/T2 Asteroid Shield x2

T3 Planet-Crystal Planet

T4 Small Moon-Aldibrik Munitions Plant

T4 Planet-Nrutas x2

T5 Small System-The Cramannerak System

T6 Asteroid Field x2

T6 Planet-Vorn Ringed Gas Giant x2

T7 System-Argo

T8 Planet- POT Element Capital x2

T8 System-The Scandig System x2

T8 8-Ball x2

T8 Plasmatic Nebula x2

T9 Gas Giant-Bloorerak Gas Giant x2

 

Total 130 Cards

 

Strategy-

Remember that the goal is not to kill enemy ships. Kill the sector HQ.

Use the Divergent Anomaly’s, Time Warps, Forced Retreat, etc to get around the enemy ships and hit his sector HQ every chance you get.



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Matchbox
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Posted: 25 July 2007 at 8:19pm | IP Logged Quote Matchbox

well when i have a little time i will put my 230 card deck on here.  i know the higher the number of card less odds ya get to getting your good cards, as i find playin wiht bekosh. his little decks just kill me sometimes, well  most of the time lol along with bigneas deck. dont know what im doin wrong. but oh well its all in fun i guess, but a win once a year would be good lol
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Gekonauak
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Posted: 26 July 2007 at 6:12am | IP Logged Quote Gekonauak

Strategy-

Remember that the goal is not to kill enemy ships. Kill the sector HQ.

Use the Divergent Anomaly’s, Time Warps, Forced Retreat, etc to get around the enemy ships and hit his sector HQ every chance you get.


Hey, an excellent strategy. One I often use myself. And no, I'm not going to give you any tips on modifying your deck to make it better at doing this.

Okay, maybe just one. Try a C6 Rogue Couple. It works great on getting past one ship. And you have enough transportation in your deck to make them really annoying. After your opponent uses the firepower to destroy his own ship (something that causes him great pain inside), rescue them with a shuttle and go put them on a different ship and take control of that one too. (lowest strength of course)

For added amusement. Switch in boarding parties to use with your SPD. Who says just because your main strategy is to bypass the ships that you can't blow up a few that get in the way. Also helps with the Rogue Couple. It is the lowest current hull strength that you go by.

Edited by Gekonauak on 26 July 2007 at 6:13am
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Gekonauak
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Posted: 26 July 2007 at 6:21am | IP Logged Quote Gekonauak

dont know what im doin wrong. but oh well its all in fun i guess, but a win once a year would be good lol

Well, "the object of the game is to have fun."

A ways to improve your deck is by slimming it down. Take each category that you have more than 5 cards in (excluding ships and terrain), and slim the category down to its basics. You don't need to run the Monster category up to strength 9 to include the Luck Demon or the Equipment or Base categories up to include that one card that you think works well in your deck.

In your 230 card deck how often do you find that card? Something of that strength you can only have a limited amount of copies in your deck. Thin the deck out and you'll be able to find it more often.

Slim it down to 150-175 and you will start to see the amount of times you win increase.

But, like *I* said... the object of the game is to have fun.

Edited by Gekonauak on 26 July 2007 at 6:23am
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Lobo
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Posted: 26 July 2007 at 8:02am | IP Logged Quote Lobo

-A question for the person that posted his deck:

How often do you find that your Hazards and Monsters get negated or muted in games? i thought about building a deck whose majority percentage of cards was monster/hazard/occurrence to just brow beat the opponent but am unfamiliar with all the cards and ways to make those not work. I would of course include some ships to protect sector HQ but was throwing around an idea for a dragon deck that is mostly "support" cards and contains little else but D1 Scintilatting Dragons for protection. Any thoughts appreciated.

Thanks for posting your deck, have a good day.....Lobo

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bekosh
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Posted: 26 July 2007 at 5:08pm | IP Logged Quote bekosh

Lobo wrote:

-A question for the person that posted his deck:

How often do you find that your Hazards and Monsters get negated or muted in games? i thought about building a deck whose majority percentage of cards was monster/hazard/occurrence to just brow beat the opponent but am unfamiliar with all the cards and ways to make those not work. I would of course include some ships to protect sector HQ but was throwing around an idea for a dragon deck that is mostly "support" cards and contains little else but D1 Scintilatting Dragons for protection. Any thoughts appreciated.

Thanks for posting your deck, have a good day.....Lobo


It happens. But I often have 2-3 of them in my hand so I can fall back to plan B. Or if I find that I can't get at the sector that turn, I can always save my cards and pot shot ships.

I'll have to throw the Rogue Couple in instead of the Ace Fighter Pilot. Fits this deck even better.



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Galaktische
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Posted: 26 July 2007 at 8:29pm | IP Logged Quote Galaktische

Lobo,

The D1 deck works well in a duel but in my experience it suffers in the multi-player game because you have too many people to defend your D1 darlings from.

In general, I think the 'O' cards are some of the best in the game. They can really stifle an opponent especially if he/she is slightly terrain hosed. The O4 Flood card can take forever to dig yourself out from under if you're relying on one terrain stack in the early game.

I'm looking forward to Friday's game... maybe I'll build a Scorpead deck based on future ships and luck cards and the Scorphead comet of lore.

J--

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Gekonauak
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Posted: 27 July 2007 at 6:23am | IP Logged Quote Gekonauak

The D1 deck works well in a duel

Personally I don't think they work well at all.

Hiding behind a D1 is never the solution. Does it help you? Maybe a little, but if you threw one out against me. You better pray you have enough promo terrain that I can't blow away quickly. I well level your entire fleet in the meantime. To the point were you couldn't even engage the D1, not that anbody is afraid of its firepower.

Yeah, I understand some of you put hatchlings on them. But, still even adding a couple of hatchling cards, they then become a low firepower ship, that I can easily defend against.

And I have enough cards in my deck to get around one of them, so you best be stacking multiples.
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Lobo
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Posted: 27 July 2007 at 8:10am | IP Logged Quote Lobo

-Thanks for the responses. I didn't mean exactly that i would hide behind the D1 and be purely defensive but was curious if a deck based on non-ship/dragon damage cards such as M and H was viable. This would imply that i would not be dealing damage to anything but the Sector HQ a little bit at a time once my M and H cards had dealt with the enemy fleet. Sounds like (depending on the opponent) i may last a few turns or a few seconds. Of course, that's always been my experience in CCGs, why stop now?

After looking at the dragons a bit, though, there are quite a few cool ones that are higher strength i would like to see played as well. And i don't think i have enough strong H or M cards to deal with a competitive deck. But, that won't stop me from trying!

Thanks again, have a good weekend.....Lobo

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Galaktische
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Posted: 27 July 2007 at 10:50am | IP Logged Quote Galaktische

Playing a card which requires another card to protect it is generally weaker than playing two cards which can operate on their own without protection. The D1 Scintillators fall into this category. If I were to play a deck with several D1s in it I'd be tempted to protect them with O1 Time Skips and other stuff. In some ways this is diluting my deck's effectiveness.

Generally, speaking playing 2 cards where 1 card will do is a losing strategy unless the two cards are more effective when combined than any two other cards you could play.

Discovering these sweet spots in the game are what distinguish good deck designs from great ones.

J--

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Matchbox
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Posted: 27 July 2007 at 10:54am | IP Logged Quote Matchbox

yeah ill have to try and slim it down, and see what happens.  im sure you are right though, that my wins would increase, well i hope anyway.  but it is all in fun, and its just crazy that everytime we play, theres always something new that comes up, especially new combos.
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bekosh
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Posted: 27 July 2007 at 12:03pm | IP Logged Quote bekosh

Matchbox wrote:
yeah ill have to try and slim it down, and see what happens.  im sure you are right though, that my wins would increase, well i hope anyway.  but it is all in fun, and its just crazy that everytime we play, theres always something new that comes up, especially new combos.

I've been telling you guys for years to slim down your decks. I just finished putting together a 50 card Geko deck to try on you guys.

That is what makes this game great. Even after all this time, you can still come up with things that make your opponents go "WHAT THE...."



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Matchbox
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Posted: 27 July 2007 at 1:44pm | IP Logged Quote Matchbox

yeah your little decks are powerful, bekosh.  i always liked the new combos and everything.  my only hope now with your 50 card deck is that you run out of cards, and qickly lol. but then ill have bignea to deal with and his damn dragons. i hate that deck.
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Lobo
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Posted: 29 July 2007 at 2:25pm | IP Logged Quote Lobo

-I've gotten my recent creation (dragons) down to 60 cards, but its reliance on one particular class of cards may be tough for it to succeed in multi-player. We'll see this next week if i can talk galaktische into another game. My Corp Pirates will be avenged.....Lobo
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