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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 21 May 2007 at 8:59pm | IP Logged
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This is my second deck. Our playgroup decided to allow proxies, so I have added some... but I am limiting myself to only promo cards. I try to keep the deck mostly 'real' cards, but it's just not possible with the power level of some things out there.
Here's the list:
Vektrean Deck
Terrain: 1x T1 Helix Crystal (proxy) 1x T2 Parallel Universe 1x T3 Alternate Universe 1x T4 Reactionary World (our playgroup decided to limit decks to 1 of this card, and not allow it in reserve fleets) 4x T4 White Dwarf 4x T5 Galactic Trade World 1x T5 Planet - Custom Military Reservation 1x T6 Planet - Philipo's World 2x T7 Fantasy System (proxies) 1x T7 Star - Phillipovis *proxy) 3x T/B7 Vektrean Asteriod Center (proxies) 2x T8 Planet - Chronos (proxies) 2x Planet Turrel V - Infected World 2x Planet - Council of Six Homeworld 1x T8 System - Custom System [Garshain] (proxy) 2x T8 System - Aesthetic Marine Recruit Depot (we don't play with the oscillating
transporters) 2x T8 System - Custom System [Neumania] (proxies) 2x T9 Planet - Custom Planet [Gor's Planet] (proxies) 1x T9 System - Custom System [Vincennes] (proxy) 1x T9 Planet - Custom Planet [Unstable Planet] (proxy) 2x T/B9 Vektrean Asteriod Starbase 1x T10 Stefania 1x T/B10 Flagstar - Vektrean Asteriod Flagstar
Total - 39 Cards Parcent of total = 39/205 = 19%
Luck: 1x R/L1 Lucky Crew Action 1x R/L2 Phaser Malfunction 1x R/L3 Unlucky Targeting 4x R/L4 Miscommunications 1x R/L5 Heavy Weapons Backfire 3x L6 Artifact - Scepter of Time 3x R/L6 Lucky Maneuver 3x L7 Alien Artifact 1x L7 Artifact - Star Gate 3x R/L7 Anomaly Portal 3x R/L7 Temporal Correction 2x R/L8 Twist of Fate 2x R/L8 Vacuum Effect 2x R/L8 Targeting Error 2x L9 Discard Equivalency 2x L9 Accelerated Timeline 1x L10 Galactic Armageddon
Total - 35 Cards Percent of total = 35/205 = 17%
Occurences: 4x R/O1 Time Skip 1x R/O2 Partial Regeneration 7x R/O3 Crinkled Timeline 2x R/O4 Repair Delivery 3x R/O5 Stolen Technology 1x O6 Galacticnet 2x O6 Technological Breakthrough 2x O7 Surprise Attack 1x O7 Quantum Occurence 2x O8 Technological Breakthrough 2x R/O8 Cessation of Fire 2x R/O8 Reserve Call Up 1x O9 Discovery of Discoveries 2x O9 Alliance Treaty 1x O10 Time Portal
Total - 33 Cards Percent of total = 33/205 = 16%
Ships: 1x D1 Scintillating Dragoness 2x R/S1 Ship from the Future 1x S2 Vektrean Frigate 1x S3 Vektrean Destroyer 1x S4 Vektrean Light Cruiser 4x S5 Vektrean Heavy Cruiser 1x S6 Police Cruiser 3x S6 Luxury Liner 3x S6 Vektrean Spy Cruiser 3x S6 Vektrean Battlecruiser 3x S6 Independent Pirate Cruiser 3x S7 Vektrean Dreadnought 2x S8 Heavy Evac Carrier 2x S9 Heavy Trauma Cruiser 1x S9 Lone Wolf Dreadnought 1x S10 Dread Savior
Total - 32 Cards Percent of total = 32/205 = 15%
Crew: 1x R/C1 Super Model 1x R/C2 Science Officer 1x C3 Media Personality 2x R/C4 Marine 1x C5 Quartermaster 1x R/C 5 Exogeologist (proxy) 1x R/C6 Science Officer 1x C6 Cyber Mage 1x C6 Clone 1x C7 Rsearch Developer 2x C8 Spiritual Leader 1x C9 Soverign - Noble Soverign 2x R/C9 Temporal Engineer 1x C10 Primordial Warrior 1x C10 War Prophet (proxy) 1x C10 Time Knight
Total - 19 Cards Percent of total = 19/205 = 9%
Equipment: 1x R/E1 Terrain Attack Shuttle 2x R/E2 Repulsion Beam 4x R/E3 Shroud Web Device 1x E4 Time Capsule 1x E5 Antimatter Mine 1x R/E6 Vektrean Fighter 1x E7 Technical Display 2x E8 Starburst Accelerator 2x E9 Future Ship 2x E9 Shroud
Total - 17 Cards Percent of total = 17/205 = 8%
Monsters: 1x M1 Research Defiler 1x M2 Planet Gouge 1x M3 Research Mandator 1x M4 Planet Gouge 1x M5 Occumbus 1x M6/4 Temporal Snake 1x M7 Space Illness 2x R/M8 Time Defiler 2x M8 Ship Collector 1x M9 Kraken 2x R/M9 Luck Demon
Total - 14 Cards Percent of total = 14/205 = 7%
Ability: 1x A1 Lesser Automaton 1x R/A2 Premonition 1x A3 Deviant 1x A4 Planescape 1x A5 Monster Halt 1x A6 Double Agent 1x A6 Promotion
Total - 7 Cards Percent of total = 7/205 = 3%
Bases: 4x B1 Pirate Outpost 2x B9 Custom Base - Planetary Shield (exceptions)
Total - 6 Cards Percent of total = 6/205 = 3%
Agenda: 3x G1 Time Manipulation
Total - 3 Cards Percent of total = 3/205 = 2%
Suggested Reserve Fleets:
3 Cards: 1x S7 Vektrean Dreadnought 1x T7 Phillipovis 1x T4 White Dwarf
4 Cards: 1x S7 Vektrean Dreadnought 1x T/B7 Vektrean Asteriod Center 1x C5 Quartermaster 1x T5 Galactic Trade World
5 Cards: Same as 4, except add 1x A6 Double Agent
6 Cards: Same as 5, except add 1x O6 Galacticnet. Galacticnet seems to be the hardest kind of card draw to disrupt.
Comments/criticisms would be nice. I won't explain every single card strategy/combo possible, but if you ask why a card is in place I am sure I can offer a reason. There are a few that are just fillers because I don't have anything better to put in that slot (A1, A3, and other similarly barely useful cards.) So feel free to offer up any ideas.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 22 May 2007 at 6:44am | IP Logged
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okay... why the Agendas?
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 22 May 2007 at 10:15am | IP Logged
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Free card draw. We all play a lot of time cards... they can be pretty powerful, and they're never dead.
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 24 May 2007 at 12:35pm | IP Logged
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I see 15 views on this thread... I'd like to at least see half as many posts. I put this decklist up to get some discussion going.
Can you think of a card or card combo that wrecks this deck? Can you think of a better reserve fleet based on the cards listed? Or a better reserve fleet by adding a few new cards?
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 25 May 2007 at 6:10am | IP Logged
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i can think of a few suggestions for the deck, but they usually revolve around slimming the deck down to make it more efficient.
Like almost every category going up to strength 9 (or 10). I don't think that is necessary.
[in the best mock George C. Scott impression that I can muster] Galactic Armaggedon... That's a loser mentality, son. When you go to war, you go to win. This reset button is saying that your opponent got the better of you.
I haven't looked closely at your terrain selection, but 4 White Dwarf cards are an overkill.
And you are a Vektrean Deck. Where are all of the other empire equipment cards? The Fuser Mechanisms, Multi-purpose phasers, Phaser Overload Devices, etc.
For Ability cards: I'm not sure why you build up to the Promotion and then only put one of them in your deck. Unless you only have one. In which case, i have to ask, "Is it worth it?"
More later, maybe.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 25 May 2007 at 11:12am | IP Logged
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It seems to me the crew selection isn't very focused, not many
complimentary crew that work toward a common goal.
For example; my Vektrean deck is a crew attack deck, I have my
marauders paired up with generals, I have first sargeants paired with my
marin majors, etc.
It also seems you have a ton of luck cards, and you're very light on ships.
My vektrean deck is 240 cards, and it has 60 ships. The name of the
game is getting ships into play, so my decks are always at least 25% ships.
I also have a Flagstar and two asteroid starbases, with base commanders
for them in the deck. I think you should consider fewer luck cards, or
more ships, or both.
The selection of monsters seems unfocused too; try to select your
monsters so they all attack or affect opponent crew, or use them to attack
units, but dont try to do both. As long as you've got monsters, a dash of
hazards could be fun too.
Just my $0.02
Edited by MogwaiSC on 25 May 2007 at 11:17am
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 25 May 2007 at 12:07pm | IP Logged
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Well, crew attacks aren't a particularly viable form of combat in the group I play with. They pack too many counters to that, and I lack the best cards for it. I have no cards from Personas, Advanced Technologies, and Galactic Invaders.
The crew I have are more or less designed to get the greatest utility out of the least numbers. I picked them because, sitting on a planet like Chronos, they can perform their functions and be very hard to get rid of.
Unfortunately I have to pack as many Luck/Occurence cards as I can, everything worth playing usually comes with a "counter-war" from the three or four other people in the game. I can usually only play decent cards if it benefits one or two other players to help me get it out. That's part of why we restricted the Reactionary World... putting two of those in the reserve fleet gave you an unbalanced advantage.
As far as ships, I'm more than willing to increase or change what I have. I wish there were more Vektrean vessels... I stocked the only promo ships I've been able to get ahold of, but we usually have one or two other players dropping Indirgan ships. I didn't want to clutter the deck with useless generic ships, but I could throw a few more in. It's just hard to get my hands on things worth playing. I suppose I could proxy them, but I wanted to keep that mainly with terrains. Two of the people in my group play with "fully powered" GE decks, and have access to every card in the game, except for maybe like eight.
The monsters are mainly there as disablers. They hit the table, and people have to deal with them. A tactic we use is playing a D1 Scintillating Dragoness to liver long past our duedate. A kraken, ship collector, illness, etc. takes care of this. Luck Demons are necessary for pretty much every deck though, I'd have them as exceptions if I didn't go up to 9.
What people in my group like to do is attack your ability to play cards. I've filled the deck with a lot of alternate methods to get a draw or disable their anti-draws. Temporal Conscience is a favorite, and a pain in the buttocks.
Does this help any with what I'm trying to do with the deck?
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 25 May 2007 at 12:09pm | IP Logged
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As far as equipment goes, I have quite a bit I could add. Any suggestions on what I should look for?
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 26 May 2007 at 8:27am | IP Logged
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Due to running Vektrean I think you should slim down,as your ship base is so small.In general I agree w/above that your ship persentage is way too low.I feel a minimum of 20% w/30 % being an almost sure fire winner.My decks w/ very high ship % have a very high win %.
Another thing to consider is to ditch the Inderigan,in my group The Inds are not very popular but if they are in you area you are forced into attacking and that is not good for 'playing'the table,consider Bolar,Treglean,Paktadon or erodi(to combat The D1s that are common)
Hate the A cards,Hazards are a much more powerful letter,a couple of points of hazard damage can go a long way.
Nice use of your exceptions on B,this is a favorite trick of mine
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 26 May 2007 at 4:28pm | IP Logged
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Generic ships are hardly worthless, even those that are more common.
The S4, S5, and S6 Independent Pirate ships are all good, so is the S7 if you can find them, as well as S8 Lost Pirate ships.
The S4 and S6 Police Ships are quite nice too; they engage for a song, have big shields, and lots of phasers.
I also play in a group where we have a player who is the 800 lb. gorilla, usually it takes two or three of us to kill him because he has cards most of us have never even seen before... I focus on building decks that have good card combinations that accomplish a particular goal, rather than try and just get as many high strength cards as possible. There are some very effective 2 and 3 card combinations that are common and uncommon.
What about Bases? They are an inherent strength with Vektreans, you should try to exploit that more.
Just my random thoughts.
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Tarquon Exalted
Joined: 02 January 2007 Posts: 197
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Posted: 27 May 2007 at 10:27pm | IP Logged
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Well, my opinions:
- It's difficult to build a fast deck with 205 cards. Fast decks are
small and don't tend to have sufficient staying power in a multiplayer.
- You can get by with lower %S with a fast deck, but not below 20%.
- I agree: choose your theme and stick to it - then the cards you
draw will have a better chance of working together.
- Drop those Gs in a multiplayer
- Drop the nobles - get some time knights
- you have a deck stacking violation in terrain (too many 'identical'
custom planets/systems)
- See if the group will allow proxies of non-promos. You're missing
some key cards from later editions.
- Instead of putting the armageddon in the deck, just lead your
opponents to believe that it's in there. It's more fun to keep them
worrying ;)
- What I suggest to anyone wanting to really master the game: read the
rules then read every card. I find it difficult to read the cards that I think I
already know, but they're not always what I expect. ('hey! who changed
the wording on my card?')
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 29 May 2007 at 7:33am | IP Logged
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The name of the game is getting ships into play,
Alternately, the name of the game is to keep the ships in play from being destroyed. You have to play less ships that way, and get to play other cards to help you achieve victory.
I didn't want to clutter the deck with useless generic ships
Then don’t. Another way of increasing the percentage of ships in your deck is decreasing the amount of other cards in your deck.
Look at my post above for suggestions on which Equipment to use. Especially the phaser cards since Vektreans have an abundance. Just don't just add the E cards to the deck without taking other cars out.
Not having a focused Crew or Monster is not a bad thing. It allows a wide range of abilities, but generally Like Tarquon said I agree: choose your theme and stick to it - then the cards you draw will have a better chance of working together.
Check out the deck in GF#3. Harold Henning was probably our top player at the time, excluding myself of course. :)
His 179 card deck only had 33 ships. That is only 18.5% According to what he described as his winning stratergy, “The deck I played was built on a strong defense based on misdirection and avoidance, combined with an offense which can punch through a defender using cards.”
This strategy is even easier if you are limiting the amount of Reactionary Worlds in your deck (Personally, I don’t think limiting them is necessary).
And just to point out, the game involved 10 players, so a smaller deck (not that 179 is small, more average I think) is definitely viable. Just remember, you don’t get to draw EVERY card in your deck, so you want the most out of the cards that you do get to draw.
Edited by Gekonauak on 01 June 2007 at 9:55am
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 12 September 2007 at 2:13pm | IP Logged
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My deck is back up to around 225 cards... I'll see if I can post it sometime in the future. I like that these forums are showing more activity again.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 12 September 2007 at 3:25pm | IP Logged
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225 cards? Egads son... do you have every draw card known to man in there as well? You know you will never get to draw all of those cards right?
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 12 September 2007 at 6:17pm | IP Logged
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I usually get through 100-150. I just don't see how you can make a 100 card deck that keeps a full hand with 4+ people in the game.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 13 September 2007 at 7:42am | IP Logged
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no, 100 card decks are usually for duels or 3 player games. If you get 4 or more you do have to expand a little. 150 or so. 175, 200, max. But once you get beyond the 200 mark, your deck will start breaking down and not performing to the best of its ability.
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 16 September 2007 at 11:53am | IP Logged
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As a rough estimate, I'd say I run 18-22 cards that solely draw, and numerous other effects to get extra draws at the end of the turn.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 09 October 2007 at 7:24am | IP Logged
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RobPro wrote:
This is my second deck. Our playgroup decided to allow proxies, so I have added some... but I am limiting myself to only promo cards. I try to keep the deck mostly 'real' cards, but it's just not possible with the power level of some things out there.
Here's the list:
Vektrean Deck
Terrain: 1x T1 Helix Crystal (proxy) 1x T2 Parallel Universe 1x T3 Alternate Universe 1x T4 Reactionary World (our playgroup decided to limit decks to 1 of this card, and not allow it in reserve fleets) 4x T4 White Dwarf 4x T5 Galactic Trade World 1x T5 Planet - Custom Military Reservation 1x T6 Planet - Philipo's World 2x T7 Fantasy System (proxies) 1x T7 Star - Phillipovis *proxy) 3x T/B7 Vektrean Asteriod Center (proxies) 2x T8 Planet - Chronos (proxies) 2x Planet Turrel V - Infected World 2x Planet - Council of Six Homeworld 1x T8 System - Custom System [Garshain] (proxy) 2x T8 System - Aesthetic Marine Recruit Depot (we don't play with the oscillating
transporters) 2x T8 System - Custom System [Neumania] (proxies) 2x T9 Planet - Custom Planet [Gor's Planet] (proxies) 1x T9 System - Custom System [Vincennes] (proxy) 1x T9 Planet - Custom Planet [Unstable Planet] (proxy) 2x T/B9 Vektrean Asteriod Starbase 1x T10 Stefania 1x T/B10 Flagstar - Vektrean Asteriod Flagstar
Total - 39 Cards Parcent of total = 39/205 = 19%
Luck: 1x R/L1 Lucky Crew Action 1x R/L2 Phaser Malfunction 1x R/L3 Unlucky Targeting 4x R/L4 Miscommunications 1x R/L5 Heavy Weapons Backfire 3x L6 Artifact - Scepter of Time 3x R/L6 Lucky Maneuver 3x L7 Alien Artifact 1x L7 Artifact - Star Gate 3x R/L7 Anomaly Portal 3x R/L7 Temporal Correction 2x R/L8 Twist of Fate 2x R/L8 Vacuum Effect 2x R/L8 Targeting Error 2x L9 Discard Equivalency 2x L9 Accelerated Timeline 1x L10 Galactic Armageddon
Total - 35 Cards Percent of total = 35/205 = 17%
Occurences: 4x R/O1 Time Skip 1x R/O2 Partial Regeneration 7x R/O3 Crinkled Timeline 2x R/O4 Repair Delivery 3x R/O5 Stolen Technology 1x O6 Galacticnet 2x O6 Technological Breakthrough 2x O7 Surprise Attack 1x O7 Quantum Occurence 2x O8 Technological Breakthrough 2x R/O8 Cessation of Fire 2x R/O8 Reserve Call Up 1x O9 Discovery of Discoveries 2x O9 Alliance Treaty 1x O10 Time Portal
Total - 33 Cards Percent of total = 33/205 = 16%
Ships: 1x D1 Scintillating Dragoness 2x R/S1 Ship from the Future 1x S2 Vektrean Frigate 1x S3 Vektrean Destroyer 1x S4 Vektrean Light Cruiser 4x S5 Vektrean Heavy Cruiser 1x S6 Police Cruiser 3x S6 Luxury Liner 3x S6 Vektrean Spy Cruiser 3x S6 Vektrean Battlecruiser 3x S6 Independent Pirate Cruiser 3x S7 Vektrean Dreadnought 2x S8 Heavy Evac Carrier 2x S9 Heavy Trauma Cruiser 1x S9 Lone Wolf Dreadnought 1x S10 Dread Savior
Total - 32 Cards Percent of total = 32/205 = 15%
Crew: 1x R/C1 Super Model 1x R/C2 Science Officer 1x C3 Media Personality 2x R/C4 Marine 1x C5 Quartermaster 1x R/C 5 Exogeologist (proxy) 1x R/C6 Science Officer 1x C6 Cyber Mage 1x C6 Clone 1x C7 Rsearch Developer 2x C8 Spiritual Leader 1x C9 Soverign - Noble Soverign 2x R/C9 Temporal Engineer 1x C10 Primordial Warrior 1x C10 War Prophet (proxy) 1x C10 Time Knight
Total - 19 Cards Percent of total = 19/205 = 9%
Equipment: 1x R/E1 Terrain Attack Shuttle 2x R/E2 Repulsion Beam 4x R/E3 Shroud Web Device 1x E4 Time Capsule 1x E5 Antimatter Mine 1x R/E6 Vektrean Fighter 1x E7 Technical Display 2x E8 Starburst Accelerator 2x E9 Future Ship 2x E9 Shroud
Total - 17 Cards Percent of total = 17/205 = 8%
Monsters: 1x M1 Research Defiler 1x M2 Planet Gouge 1x M3 Research Mandator 1x M4 Planet Gouge 1x M5 Occumbus 1x M6/4 Temporal Snake 1x M7 Space Illness 2x R/M8 Time Defiler 2x M8 Ship Collector 1x M9 Kraken 2x R/M9 Luck Demon
Total - 14 Cards Percent of total = 14/205 = 7%
Ability: 1x A1 Lesser Automaton 1x R/A2 Premonition 1x A3 Deviant 1x A4 Planescape 1x A5 Monster Halt 1x A6 Double Agent 1x A6 Promotion
Total - 7 Cards Percent of total = 7/205 = 3%
Bases: 4x B1 Pirate Outpost 2x B9 Custom Base - Planetary Shield (exceptions)
Total - 6 Cards Percent of total = 6/205 = 3%
Agenda: 3x G1 Time Manipulation
Total - 3 Cards Percent of total = 3/205 = 2%
Suggested Reserve Fleets:
3 Cards: 1x S7 Vektrean Dreadnought 1x T7 Phillipovis 1x T4 White Dwarf
4 Cards: 1x S7 Vektrean Dreadnought 1x T/B7 Vektrean Asteriod Center 1x C5 Quartermaster 1x T5 Galactic Trade World
5 Cards: Same as 4, except add 1x A6 Double Agent
6 Cards: Same as 5, except add 1x O6 Galacticnet. Galacticnet seems to be the hardest kind of card draw to disrupt.
Comments/criticisms would be nice. I won't explain every single card strategy/combo possible, but if you ask why a card is in place I am sure I can offer a reason. There are a few that are just fillers because I don't have anything better to put in that slot (A1, A3, and other similarly barely useful cards.) So feel free to offer up any ideas.
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Well, lets see. A serious lack of command point crew, that's the first problem. A few C-9 Admirals would fix this nicely. Remember, even though Vek Ships have oodles of Command Points, they have NONE when Disengaged, and the key to winning with Veks is to get as many on the table as possible. And crew generated CP's does just that. A turn 3 AT/DE/AccT is the way Veks win big this way... :)
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