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RobPro
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Posted: 17 October 2007 at 3:00pm | IP Logged Quote RobPro

Here's the current incarnation of my deck, I figure it deserves its own thread.

Occurence

8x R/O1 Time Skip
1x R/O2 Partial Regeneration
8x R/O3 Crinkled Timeline
2x R/O4 Repair Delivery
4x R/O5 Stolen Technology
3x O6 Galacticnet
3x O6 Technological Breakthrough
2x O7 Surprise Attack
1x O7 Quantum Occurence
2x R/O8 Cessation of Fire
2x R/O8 Reserve Fleet Call Up
2x O8 Technological Breakthrough
1x o9 Discovery of Discoveries
2x O9 Alliance Treaty
1x O10 Time Portal

42/226 Occurences (18%)

Terrain

1x T1 Helix Crystal (proxy)
1x T2 Parallel Universe
1x R/T2 Asteroid Shield
1x T3 Alternate Universe
4x T4 White Dwarf
1x T4 Small Planet - Reactionary World (prototype)
1x T5 Planet - Custom Military Reservation
4x T5 Planet - Galactic Trade World
1x T6 Planet - Phillipo's Word (proxy)
2x T7 System - Fantasy System (proxy)
1x T7 Star - Phillipovis (proxy)
3x T/B7 Carrier (proxy)
2x T8 Planet Turrel V - Infected World
2x T8 Planet - Council of Six Homeworld
2x T8 System - Aesthetic Marine Depot (w/o special abilities)
2x T8 Planet - Chronos (proxy)
2x T8 System - Neumania (proxy)
1x T8 System - Garshain
2x T9 Planet - Gor's Planet (proxy)
1x T9 System - Vincennes (proxy)
1x T9 Planet - Unstable Planet (proxy)
2x T/B9 Vektrean Asteroid Starbase
1x T10 Intergalactic Void
1x T/B 10 Vektrean Asteroid Flagstar (proxy)
1x T10 Stefania


41/226 Terrains (18%)

Ships

2x R/S1 Ship From The Future
1x S3 Vektrean Frigate
1x S3 Vektrean Destroyer
4x S4 Vektrean Light Cruiser
4x S5 Vektrean Heavy Cruiser
3x S6 Vektrean Spy Cruiser
3x S6 Vektrean Battlecruiser
3x S6 Luxury Liner
1x S6 Police Cruiser
3x S6 Independent Pirate Cruiser
3x S7 Vektrean Dreadnought
1x S7 Bolaar Dreadnought
3x S7 Independent Pirate Ship
2x S8 Heavy Evac Carrier
2x S9 Super Heavy Trauma Cruiser
1x S9 Lone Wolf Dreadnought
1x S10 Dread Savior

37/226 Ships (16%)

Luck

1x R/L1 Lucky Crew Action
2x R/L2 Phaser Malfunction
1x R/L3 Unlucky Targetting
4x R/L4 Miscommunications
1x R/L5 Heavy Weapons Backfire
3x R/L6 Lucky Maneuver
3x L6 Artifact - Scepter of Time
3x L7 Alien Artifact
3x R/L7 Temporal Correction
3x R/L7 Anomaly Portal
1x L7 Artifact - Star Gate
2x R/L8 Targetting Error
2x R/L8 Vacuum Effect
2x R/L8 Advanced Preparedness
2x R/L8 Twist of Fate
2x L9 Accelerated Timeline
2x L9 Discard Equivalency

37/226 Lucks (16%)

Crew

1x R/C1 Super Model
1x R/C2 Science Officer
1x C3 Media Personality
3x R/C4 Marine
1x C4 Temporal Mechanic
1x C5 Quartermaster
1x R/C5 Exogeologist (proxy)
2x C6 Cyber Mage
1x C7 Research Developer
1x C8 First Sergeant
2x C8 Spiritual Leader
2x R/C9 Temporal Engineer
2x C9/1 Time Knight
1x C10 Spiritual Leader
1x C10 War Prophet (proxy)
1x C10 Time Knight
1x C10 Primordial Warrior

23/226 Crew (10%)

Equipment

1x R/E1 Terrain Attack Shuttle
6x R/E2 Repulsion Beam
1x R/E3 Shroud Web Device
4x R/E4 Multipurpose Phasers
1x E5 Antimatter Mine
1x R/E6 Vektrean Fighter
1x E7 Technical Display
2x E8 Starburst Accelerator
2x E9 Future Ship
2x E9 Shroud

21/226 Equipment (9%)

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 R/M9 Luck Demon

11/226 Monsters (5%)

Bases

4x B1 Pirate Outpost
2x B9 Custom Base (exceptions)

6/226 Bases (2%)

Agenda (2%)

5x G1 TIme Manipulation

Ability (1%)

1x A6 Promotion (exception)
1x A6 Double agent (exception)

Dragons (1%)

1x Scintillating Dragoness


Now, some of these will seem random. I can answers questions. A lot of the strategy is the same as my last deckpost, but I think this is more refined... but it's also several more cards.

If I were to cut this deck to 150, what 75 cards would you take out? Or, if I were to raise this deck to 250 to get another entity + exception, what 24 cards would you add?
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Gekonauak
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Posted: 17 October 2007 at 3:49pm | IP Logged Quote Gekonauak

A little excessive with the O1 and O3's don't you think?

Here are changes I suggest to get it down to 150.
I didn't touch your Terrain or Ships, but you still have some excess fat to clear from there as well. You still need to drop 40 cards. I don't have time to look at the T and S categories close enough, but you don't need luxury liners for one or Parallel Universe or Custom Military Reservation.

Occurence

1x R/O1 Time Skip
1x R/O2 Partial Regeneration
1x R/O3 Crinkled Timeline
1x R/O4 Repair Delivery
4x R/O5 Stolen Technology
0x O6 Galacticnet
3x O6 Technological Breakthrough
2x O7 Surprise Attack
1x O7 Quantum Occurence
2x R/O8 Cessation of Fire
2x R/O8 Reserve Fleet Call Up
2x O8 Technological Breakthrough
1x o9 Discovery of Discoveries
2x O9 Alliance Treaty
1x O10 Time Portal

24/226 Occurences

Terrain

1x T1 Helix Crystal (proxy)
1x T2 Parallel Universe
1x R/T2 Asteroid Shield
1x T3 Alternate Universe
4x T4 White Dwarf
1x T4 Small Planet - Reactionary World (prototype)
1x T5 Planet - Custom Military Reservation
4x T5 Planet - Galactic Trade World
1x T6 Planet - Phillipo's Word (proxy)
2x T7 System - Fantasy System (proxy)
1x T7 Star - Phillipovis (proxy)
3x T/B7 Carrier (proxy)
2x T8 Planet Turrel V - Infected World
2x T8 Planet - Council of Six Homeworld
2x T8 System - Aesthetic Marine Depot (w/o special abilities)
2x T8 Planet - Chronos (proxy)
2x T8 System - Neumania (proxy)
1x T8 System - Garshain
2x T9 Planet - Gor's Planet (proxy)
1x T9 System - Vincennes (proxy)
1x T9 Planet - Unstable Planet (proxy)
2x T/B9 Vektrean Asteroid Starbase
1x T10 Intergalactic Void
1x T/B 10 Vektrean Asteroid Flagstar (proxy)
1x T10 Stefania


41/226 Terrains (18%)

Ships

2x R/S1 Ship From The Future
1x S3 Vektrean Frigate
1x S3 Vektrean Destroyer
4x S4 Vektrean Light Cruiser
4x S5 Vektrean Heavy Cruiser
3x S6 Vektrean Spy Cruiser
3x S6 Vektrean Battlecruiser
3x S6 Luxury Liner
1x S6 Police Cruiser
3x S6 Independent Pirate Cruiser
3x S7 Vektrean Dreadnought
1x S7 Bolaar Dreadnought
3x S7 Independent Pirate Ship
2x S8 Heavy Evac Carrier
2x S9 Super Heavy Trauma Cruiser
1x S9 Lone Wolf Dreadnought
1x S10 Dread Savior

37/226 Ships (16%)

Luck

1x R/L1 Lucky Crew Action
1x R/L2 Phaser Malfunction
1x R/L3 Unlucky Targetting
4x R/L4 Miscommunications
1x R/L5 Heavy Weapons Backfire
3x R/L6 Lucky Maneuver
3x L6 Artifact - Scepter of Time
0x L7 Alien Artifact
3x R/L7 Temporal Correction
3x R/L7 Anomaly Portal
1x L7 Artifact - Star Gate
2x R/L8 Targetting Error
2x R/L8 Vacuum Effect
0x R/L8 Advanced Preparedness
2x R/L8 Twist of Fate
2x L9 Accelerated Timeline
2x L9 Discard Equivalency

31/226 Lucks

Crew

1x R/C1 Super Model (change this to Crewman, you don't have any way to increase her strength)
1x R/C2 Science Officer
1x C3 Media Personality
3x R/C4 Marine
1x C4 Temporal Mechanic
0x C5 Quartermaster
1x R/C5 Exogeologist (proxy)
2x C6 Cyber Mage
1x C7 Research Developer
1x C8 First Sergeant
2x C8 Spiritual Leader
2x R/C9 Temporal Engineer
2x C9/1 Time Knight
1x C10 Spiritual Leader
1x C10 War Prophet (proxy)
1x C10 Time Knight
1x C10 Primordial Warrior

22/226 Crew

Equipment

1x R/E1 Terrain Attack Shuttle
6x R/E2 Repulsion Beam
1x R/E3 Shroud Web Device
4x R/E4 Multipurpose Phasers
1x E5 Antimatter Mine
1x R/E6 Vektrean Fighter
1x E7 Technical Display
1x E8 Starburst Accelerator
0x E9 Future Ship
2x E9 Shroud

18/226 Equipment

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 R/M9 Luck Demon

11/226 Monsters

Bases (why? either go full blown bases, or don't use any. Also, take out any cards that I missed that require bases)

0x B1 Pirate Outpost
0x B9 Custom Base (exceptions)

0/226 Bases

Agenda (2%)

5x G1 TIme Manipulation

Ability (1%)

1x A6 Promotion (exception)
1x A6 Double agent (exception)

Dragons (Coward! ;) )

0x Scintillating Dragoness
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RobPro
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Posted: 17 October 2007 at 4:05pm | IP Logged Quote RobPro

I see your point about those two terrains, I'll remove them. If I do manage to get the deck close to 150, I can probably drop the total terrain number to 35.

The super model's strength is usually never less than 3, I tend to stick a Galactic Trade World in the reserve. The Spiritual Leaders help as well, and so does the promotion if I draw into it. Although the Crewman does look useful.

Whenever I've gone light on Occurences, I've usually regretted it. I'll try it with less and see how it goes... but those are the cards I usually find myself throwing back in after I cut them.

The bases are there because the Pirate Outposts help protect terrain from being fired on until an opponent Police/Pirate ship is in play. I was thinking of cutting those anyways to make room for the Agendas.
I have 6 bases in the T/B area. Most of the crew I play off bases can be put into the reserve fleet, and typically allow for extra card draws or other special abilities (Quartermaster, Research Developer, Tactical Officer when I get some).

For Equipment, why drop the Future Ships and cut a Starburst Accelerator?

The 1x Scintillating stays, until I get some better quality ships to sub it out for. :P
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werewolflht65
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Posted: 17 October 2007 at 9:36pm | IP Logged Quote werewolflht65

R/S-1 Ship from the Future is a safwe bet to replace the D-1. Back in the heyday, the D-1 was a good blocker. Today, it's a speed bump. My Sexy web crawlers think she is tasty. And any Hazard capable of inflicting shipboard damage wipes her off the map.
It's just not worth running anymore. Neither are dragons for that matter, but hey, that's just me.


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RobPro
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Posted: 17 October 2007 at 9:54pm | IP Logged Quote RobPro

Dragons are amazing if you get the right ones and the promo terrain. I think they would be the hardest empire to beat in a duel. That said, I'll probably take it out when I get some S7+ ships to put in it's place.
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Gekonauak
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Posted: 18 October 2007 at 8:25am | IP Logged Quote Gekonauak

cutting the O cards will only work if you slim the deck down even further.

But, yes, get rid of the D, it doesn't help as much as you think.

Terrain

1x T1 Helix Crystal (proxy)
0x T2 Parallel Universe
1x R/T2 Asteroid Shield
1x T3 Alternate Universe
1x T4 White Dwarf (put it in your reserve fleet, if necessary; you should be able to produce enough economy without them)
1x T4 Small Planet - Reactionary World (prototype) (i don't agree with this, why even stock it at this point)
0x T5 Planet - Custom Military Reservation
1x T5 Planet - Galactic Trade World
1x T6 Planet - Phillipo's World (proxy)
2x T7 System - Fantasy System (proxy)
1x T7 Star - Phillipovis (proxy)
0x T/B7 Carrier (proxy)
2x T8 Planet Turrel V - Infected World
2x T8 Planet - Council of Six Homeworld
0x T8 System - Aesthetic Marine Depot (w/o special abilities)
2x T8 Planet - Chronos (proxy)
2x T8 System - Neumania (proxy)
0x T8 System - Garshain
2x T9 Planet - Gor's Planet (proxy)
1x T9 System - Vincennes (proxy)
1x T9 Planet - Unstable Planet (proxy)
2x T/B9 Vektrean Asteroid Starbase
1x T10 Intergalactic Void
1x T/B 10 Vektrean Asteroid Flagstar (proxy)
1x T10 Stefania


27 Terrains

Ships

1x R/S1 Ship From The Future
1x S3 Vektrean Frigate
1x S3 Vektrean Destroyer
1x S4 Vektrean Light Cruiser
1x S5 Vektrean Heavy Cruiser
3x S6 Vektrean Spy Cruiser
3x S6 Vektrean Battlecruiser
0x S6 Luxury Liner
1x S6 Police Cruiser
3x S6 Independent Pirate Cruiser
3x S7 Vektrean Dreadnought
3x S7 Bolaar Dreadnought
3x S7 Independent Pirate Ship
0x S8 Heavy Evac Carrier
0x S9 Super Heavy Trauma Cruiser
1x S9 Lone Wolf Dreadnought
1x S10 Dread Savior

Instead of using Infected ships, you should be using Garshain ships, they can fire their phasers back in reaction.

26/226 Ships (16%)
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RobPro
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Posted: 18 October 2007 at 9:49am | IP Logged Quote RobPro

I'm only using Infected because I have Infected. I would probably stock Grey Death if I had'em.

Part of the reason why I had T/B7's was to put them in the Reserve Fleet with crew that work on bases. Nobody in my group plays crew attack as their primary function, but everyone has a few tricks to defend their crew.
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RobPro
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Posted: 25 October 2007 at 3:07pm | IP Logged Quote RobPro

I managed to cutout 15 proxies from my deck with the cards wolfy sent. I had it down to about 190 cards, when I figured it'd be better to have 10 more for the extra entity/exception slot. I'll post a list after I shuffle it up and see how it does. It'll be pretty much the same in most categories as what I had before. Major differences will be in the Ship area. I bumped it up to 39 ships.
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werewolflht65
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Posted: 25 October 2007 at 3:24pm | IP Logged Quote werewolflht65

::does the happy wolfy dance::

::pants happily::

Though honestly, you should consider switching out to Bolaar. They have better ships, and they stock to 8. The Flagship is a sick beastie too.

:)


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RobPro
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Posted: 25 October 2007 at 6:11pm | IP Logged Quote RobPro

Yeah, but there's something about ominous, orange cheese-wedges in space that just turns me on... I can't place it.
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Drakmoore
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Posted: 25 October 2007 at 7:39pm | IP Logged Quote Drakmoore

8x R/O1 Time Skip
8x R/O3 Crinkled Timeline
And not a single instant reaction?
Just putting 1-2 would double the effect of a lot of your crinkles and skips, not to mention can be discarded to buff one of your 4+ Rs!
Also since your stocking high power infected (7+ all have EWS) you want to consider some electronic warfare cards and electronic warfare bases.
Also if you have any use the chief for the infected, he can use research to bring back crew which is always useful.
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RobPro
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Posted: 25 October 2007 at 7:54pm | IP Logged Quote RobPro

The problem with the chief is he can only be played to an infected ship. I've dropped that tribe in my latest deck in favor of the lone wolfs and a few violator ships.
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werewolflht65
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Posted: 25 October 2007 at 9:09pm | IP Logged Quote werewolflht65

RobPro wrote:
Yeah, but there's something about ominous, orange cheese-wedges in space that just turns me on... I can't place it.


Have we met?? My friends used to point fingers at me when we RP'ed together, because all of the custom ships I designed for my campaign looked, as Mark Hailey put it, "Flying Pie Wedges". ;)


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werewolflht65
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Posted: 25 October 2007 at 9:11pm | IP Logged Quote werewolflht65

Putting the new cards to good use I see. Glad I could help balance the game for you.
Let me know if you are looking for anything else.


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MogwaiSC
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Posted: 25 October 2007 at 11:32pm | IP Logged Quote MogwaiSC

Rob,

An interesting approach. I too love the cheese-wedge ships. :D I love the
way people groan when I slap down an S7 Dreadnought with an R/E6 Vek
fighter and a C6 Mercenary... :D

I agree with Geko on the bases... go heavy on them or not at all. Bases are
a strength for Veks so I go heavy on them myself, but I have a Flagstar, so
it was an easy decision for me. That with an E10 Subspace Stabilizers and
a C7 Tactical Office is another groan-maker... :D

The only other observation I can make is that you seems awfully light on
ships... my Vek deck is larger, 296 cards, but 55 of them are ships. I also
have an almost full fleet of Gray Death though; they are an excellent
compliment to Veks (my Vek deck is a crew attack deck).

Edited by MogwaiSC on 26 October 2007 at 1:18am
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werewolflht65
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Posted: 26 October 2007 at 7:26am | IP Logged Quote werewolflht65

::gags on his lemonade:: 296 cards!?

Damn man, you're supposed to build a DECK, not turn your entire collection into a deck... ;)

I have the crew attack thing working for me in a 165 card CCN deck. Which I would rarely play against a ship based player, since it would be horribly unfair.

But damn, that's a huge deck. I thought 218 for my MDM Bolaar deck was a bit excessive.


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MogwaiSC
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Posted: 26 October 2007 at 8:44am | IP Logged Quote MogwaiSC

We have a player in our group who regularly builds "decks" to 500 cards.

He usually wins most games. I suspect that's not because of how his
decks are built, but because he's spent about $30K on buying cards for
the game in the last three years.

But... let's please NOT turn this into a debate about deck size... I won't
play.

[Cartman voice] Screw you guys, I'm going home [/Cartman voice]
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RobPro
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Posted: 26 October 2007 at 8:45am | IP Logged Quote RobPro

How many players do you guys usually have, Mogwai? Any house rules/proxies?
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werewolflht65
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Posted: 26 October 2007 at 9:30am | IP Logged Quote werewolflht65

No, I'm not going to. GE, like Magic, has no theoretical limit to the size a deck can be, and if you have all the best cards (ie: Mr Suitcase usually wins) then you'd want them in all of your decks.

But, even building you deck like a tree, you'll still run out of high end cards before you run out of low strength ones.


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MogwaiSC
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Posted: 26 October 2007 at 10:30am | IP Logged Quote MogwaiSC

Rob,

We generally don't play with proxies. We only allow them by predefined
agreement. For example, we have a player who has a C10 War Veteran, so
we allow him to proxy it, but only for the deck he's built that is supposed
to include it. Typically our games are 3 or occasionally 4 people.

Also, since this is supposed to be a thread about Vektrean decks, and I've
been meaning to revise mine, I'll tear it down and write it up for you guys
so you can check it out and give me some feedback. It's pretty effective,
but again, it's because it's got the largets amount of my best cards that go
around the crew attack theme.
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werewolflht65
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Posted: 27 October 2007 at 8:15am | IP Logged Quote werewolflht65

I'll post my Vektrean "E" deck later this weekend.

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RobPro
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Posted: 28 October 2007 at 9:13pm | IP Logged Quote RobPro

Ships

1x R/S1 Ship From The Future
1x S2 Vektrean Frigate
1x S3 Vektrean Destroyer
4x S4 Vektrean Light Cruiser
4x S5 Vektrean Heavy Cruiser
3x S6 Vektrean Spy Cruiser
3x S6 Vektrean Battlecruiser
1x S6 Companion Games Flagship
1x S6 Police Cruiser
3x S6 Independent Pirate Cruiser
3x S7 Vektrean Dreadnought
3x S7 Lone Wolf
3x S7 Independent Pirate Ship
1x S8 Violator
2x S8 Lone Wolf
2x S8 Ship of the Ancients
1x S9 Violator
2x S9 Lone Wolf Dreadnought

39

Terrain

1x T1 Helix Crystal
1x R/T2 Asteroid Shield
1x T3 Alternate Universe
1x T4 White Dwarf
1x T4 Small Planet - Reactionary World

(prototype)
4x T5 Planet - Galactic Trade World
1x T6 Command Central
3x T7 System - Fantasy System (2 proxy)
1x T7 Star - Phillipovis
3x T7 Personal World
3x T/B7 Carrier (1 proxy)
2x T8 Planet Turrel V - Infected World
2x T8 Planet - Council of Six Homeworld
2x T8 System - Aesthetic Marine Depot (w/o

special abilities)
2x T8 Planet - Chronos
2x T8 System - Neumania
2x T9 System - Vincennes
2x T/B9 Vektrean Asteroid Starbase
1x T10 Mayfair System
1x T/B 10 Vektrean Asteroid Flagstar (proxy)
1x T10 Stefania


33

Occurence

1x R/O1 Time Skip
1x R/O2 Partial Regeneration
1x R/O3 Crinkled Timeline
1x R/O4 Repair Delivery
4x R/O5 Stolen Technology
3x O6 Technological Breakthrough
2x O7 Surprise Attack
1x O7 Quantum Occurence
2x R/O8 Cessation of Fire
2x R/O8 Reserve Fleet Call Up
2x O8 Technological Breakthrough
1x o9 Discovery of Discoveries
2x O9 Alliance Treaty
1x O10 Time Portal

24

Luck

1x R/L1 Lucky Crew Action
1x R/L2 Phaser Malfunction
1x R/L3 Unlucky Targetting
4x R/L4 Miscommunications
1x R/L5 Heavy Weapons Backfire
3x R/L6 Lucky Maneuver
3x L6 Artifact - Scepter of Time
3x R/L7 Temporal Correction
3x R/L7 Anomaly Portal
3x L7 Artifact - Star Gate
2x L8 Call It Good
2x R/L8 Targetting Error
2x R/L8 Vacuum Effect
2x R/L8 Advanced Preparedness
2x R/L8 Twist of Fate
2x L9 Accelerated Timeline
2x L9 Discard Equivalency

37

Crew

1x R/C1 Super Model
1x R/C2 Science Officer
1x C3 Media Personality
3x R/C4 Marine
1x C5 Quartermaster
1x R/C5 Exogeologist
2x C6 Cyber Mage
1x C7 Research Developer
1x C7 Tactical Officer
1x C8 First Sergeant
2x C8 Spiritual Leader
2x R/C9 Temporal Engineer
1x R/C9 Sir Thomas Seth - Grand Time Keeper
2x C9/1 Time Knight
1x C10 Spiritual Leader
1x C10 War Prophet
1x C10 Time Knight

23

Equipment

1x R/E1 Terrain Attack Shuttle
3x R/E2 Repulsion Beam
1x R/E3 Shroud Web Device
4x R/E4 Multipurpose Phasers
1x E5 Antimatter Mine
1x R/E6 Vektrean Fighter
2x R/E7 Holoprojector
2x E7 Extreme Phaser Refit
1x E8 Starburst Accelerator
2x E9 Future Ship
2x E9 Adamantine Hull
2x E9 Shroud

21

Monsters

1x M1 Research Defiler
1x M2 Planet Gouge
1x M3 Research Mandator
4x M4 Planet Gouge
1x M5 Occumbus
1x M6/4 Temporal Snake
1x M7 Space Illness
2x R/M8 Time Defiler
2x R/M9 Luck Demon

14


Bases

2x B9 Custom Base (exceptions)
1x B10 Science Academy (exception)

3

Agenda

5x G1 TIme Manipulation

Ability

1x A6 Double agent(exception)

Here's the deck with a few revisions, roughly 202 cards now. I -think- I need to add 1 more Vektrean ship, based on the number of Indigirans.



Edited by RobPro on 28 October 2007 at 9:42pm
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werewolflht65
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Posted: 29 October 2007 at 12:19am | IP Logged Quote werewolflht65

Much better... But, stop building your deck to counter MDRM. You should be embracing MDRM not resisting it.

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RobPro
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Posted: 29 October 2007 at 12:52am | IP Logged Quote RobPro

What do you think I should be cutting?
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werewolflht65
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Posted: 29 October 2007 at 9:16am | IP Logged Quote werewolflht65

RobPro wrote:
Ships

1x R/S1 Ship From The Future
1x S2 Vektrean Frigate Independent Freighter Here
1x S3 Vektrean Destroyer Independent Tug Here
4x S4 Vektrean Light Cruiser Either 4 Converted Freighters or Police ships.
4x S5 Vektrean Heavy Cruiser
3x S6 Vektrean Spy Cruiser
3x S6 Vektrean Battlecruiser
1x S6 Companion Games Flagship Add 2 more of these. I have extra.
1x S6 Police Cruiser Add two more of these
3x S6 Independent Pirate Cruiser
3x S7 Vektrean Dreadnought
3x S7 Lone Wolf
3x S7 Independent Pirate Ship
1x S8 Violator
2x S8 Lone Wolf
2x S8 Lost Pirate Ship
2x S8 Ship of the Ancients
1x S9 Violator
2x S9 Lone Wolf Dreadnought

39

Terrain

1x T1 Helix Crystal
1x R/T2 Asteroid Shield
1x T3 Alternate Universe
1x T4 White Dwarf
1x T4 Small Planet - Reactionary World (prototype)
4x T5 Planet - Galactic Trade World
1x T6 Command Central
3x T7 System - Fantasy System (2 proxy)
1x T7 Star - Phillipovis
3x T7 Personal World
3x T/B7 Carrier (1 proxy)
2x T8 Planet Turrel V - Infected World Remove; Add 2) Scandig
2x T8 Planet - Council of Six Homeworld Remove; Add 3) Argo
2x T8 System - Aesthetic Marine Depot (w/o special abilities)
2x T8 Planet - Chronos
2x T8 System - Neumania
2x T9 System - Vincennes
2x T/B9 Vektrean Asteroid Starbase
1x T10 Mayfair System
1x T/B 10 Vektrean Asteroid Flagstar (proxy)
1x T10 Stefania


33

Occurence

1x R/O1 Time Skip
1x R/O2 Partial Regeneration
1x R/O3 Crinkled Timeline
1x R/O4 Repair Delivery
4x R/O5 Stolen Technology Remove; Add 4) Political upheaval.
3x O6 Technological Breakthrough
2x O7 Surprise Attack
1x O7 Quantum Occurrence
2x R/O8 Cessation of Fire
2x R/O8 Reserve Fleet Call Up
2x O8 Technological Breakthrough
1x O9 Discovery of Discoveries
2x O9 Alliance Treaty
1x O10 Time Portal

24

Luck

1x R/L1 Lucky Crew Action
1x R/L2 Phaser Malfunction
1x R/L3 Unlucky Targeting
4x R/L4 Miscommunication
1x R/L5 Heavy Weapons Backfire
3x R/L6 Lucky Maneuver
3x R/L6 Distress Beacon
3x L6 Artifact - Scepter of Time
3x R/L7 Temporal Correction
3x R/L7 Anomaly Portal
3x L7 Artifact - Star Gate
2x L8 Call It Good
2x R/L8 Targeting Error
2x R/L8 Vacuum Effect
2x R/L8 Advanced Preparedness Remove; You have Reserve Call up. This is just added fluff.
2x R/L8 Twist of Fate
2x L9 Accelerated Timeline
2x L9 Discard Equivalency

37

Crew

1x R/C1 Super Model
1x R/C2 Science Officer
1x C3 Media Personality
3x R/C4 Marine
1x C5 Quartermaster
1x R/C5 Exogeologist
2x C6 Cyber Mage
1x C7 Research Developer
1x C7 Tactical Officer
1x C8 First Sergeant
2x C8 Spiritual Leader
2x R/C9 Temporal Engineer
1x R/C9 Sir Thomas Seth - Grand Time Keeper
2x C9/1 Time Knight
1x C10 Spiritual Leader
1x C10 War Prophet
1x C10 Time Knight

23

Equipment

1x R/E1 Terrain Attack Shuttle
3x R/E2 Repulsion Beam
1x R/E3 Shroud Web Device
4x R/E4 Multipurpose Phasers
1x E5 Antimatter Mine
1x R/E6 Vektrean Fighter
2x R/E7 Holoprojector
2x E7 Extreme Phaser Refit
1x E8 Starburst Accelerator
2x E9 Future Ship
2x E9 Adamantine Hull
2x E9 Shroud

21

Monsters

1x M1 Research Defiler
1x M2 Planet Gouge
1x M3 Research Mandator
4x M4 Planet Gouge
1x M5 Occumbus
1x M6/4 Temporal Snake
1x M7 Space Illness
2x R/M8 Time Defiler These can stay or go. They stop Cess-fires as well as All.Treaties. A Ship Collector or two would be my choice.
2x R/M9 Luck Demon

14


Bases

2x B9 Custom Base (exceptions)
1x B10 Science Academy (exception)

3

Agenda

5x G1 TIme Manipulation

Ability

1x A6 Double agent(exception)

Here's the deck with a few revisions, roughly 202 cards now. I -think- I need to add 1 more Vektrean ship, based on the number of Indigirans.



I may have made it a little bit bigger, but you get the point. Unless the number of ships and terrain go down, the deck stays large.
I could do this at 180, but it would cut out a few half decent cards.


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RobPro
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Posted: 29 October 2007 at 9:35am | IP Logged Quote RobPro

Ah, I already cut the Advanced Preparednesses. Forgot to take them out of this list. I'm not sure how overall useful the Distress Beacons would be. I've shuffled up and dealt about a dozen games or so to see how the deck runs, I found myself not using the R/E7 much. After I play a few real games I'll see if they should be added in.

As far as low-strength Vektreans go, I have to have them if I want to run all the Lone Wolf/Violators that I do. They are a necessary evil. I'm looking for more copies of those generic ships to add, maybe we can work out a trade or something at that "mini-con."

Turrel adds a bajillion points, but I could see throwing in two Scandigs in place of the Council of Six Home Worlds. I used to run both Scandigs and Argo, but they would fall prey to enemies that had heavy weapons but couldn't hurt the good terrain.

R/O5 Stolen Technology is amazing... it's the best way to get ships into play on your opponents turn. Most of the terrain people run are immune to Occurences, or I would have a few O4 Flood's in the deck. I just don't think there are many strength 5 or less terrains I would want to play that card on.

Thanks for the advice!
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werewolflht65
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Posts: 780
Posted: 29 October 2007 at 10:09am | IP Logged Quote werewolflht65

No problem.

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werewolflht65
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Posted: 30 October 2007 at 8:10pm | IP Logged Quote werewolflht65

The 205 card Vektrean "E" Deck, as it now is, trimmed last night with Verc's help.

Ability: 9 cards; No Entities

1) A-1 Lesser Automaton
1) A-2 Slick Bargainer
1) A-3 Automaton
1) A-4 Planescape
1) A-5 Aurora Borealis
1) A-6 Vektrean Leadership
1) R/A-7 Inproved Automaton
2) A-8 Vektrean Loyalty

Bases: 14 cards; 1 Entity

1) B-1 Anti-Starcraft
1) B-2 Warehouse
1) T/B-3 Vektrean Asteroid Satellite
1) B-4 Border Station
1) B-5 Floating City
1) B-6 Evil Temple
1) B-7 Academy
2) R/B-8 Citadel
2) B-9 Custom Planetary Shield (Base from Hell)
2) T/B-9 Vektrean Asteroid Starbase
1) T/B-10 Vektrean Asteroid Flagstar

Crew: 28 Cards; 1 Entity

1) C-1 Sysop
1) C-2 Engineer
1) C-3 Negotiator
1) R/C-4 Marine
4) R/C-5 Mutineer
4) C-5 Countess
3) R/C-6 Damage Control Team
3) R/C-6 Science Officer
3) C-7 Thane
2) C-8 Engineer
1) R/C-9 Temporal Engineer
2) C-9 Admiral
1) C-9 Senior Admiral
1) C-10 Legendary Officer

Equipment: 33 Cards; No Entities

1) E-1 Phaser Overload Device
1) R/E-2 Transport Shuttle
8) R/E-2 Repulsion Beam
4) E-3 Armor System Refit
1) R/E-4 Heavy Shuttlecraft
2) E-5 Phaser Targeting Refit
3) E-6 Phaser Bolt System
1) R/E-6 Vektrean Fighter
2) E-6 Deflection/Transfer Device
3) E-6 Degeneration Device
1) E-7 Cloning Device
2) R/E-8 Sound Construction
2) E-9 Unit Overhaul
2) R/E-9 Hologram

Luck: 32 Cards; No Entities

1) R/L-1 Lucky Crew Action
1) R/L-2 Phaser Malfunction
1) R/L-3 Unlucky Targeting
4) R/L-4 Miscommunication
1) R/L-5 Defensive Override
3) R/L-6 Lucky Maneuver
3) R/L-6 Distress Beacon
1) L-7 Alien Artifact
1) R/L-7 Temporal Correction
1) R/L-7 Anomaly Portal
2) L-8 Altered Timeline
2) L-8 Well of Time
2) L-8 Frayed Time Spindle
2) R/L-8 Targeting Error
2) R/L-8 Twist of Fate
1) R/L-8 Vacuum Effect
2) L-9 Discard Equivalency
2) L-9 Artifact: Empire Constitution

Occurrence: 20 Cards; No Entities

1) R/O-1 Time Skip
1) R/O-2 Shipping Delays
1) R/O-3 Instant Reaction
1) R/O-4 Repair Delivery
1) R/O-5 Tactical Retreat
1) R/O-6 Time Jump
3) O-7 Surprise Attack
1) R/O-8 Reserve Call Up
2) O-8 Technological Breakthrough
2) R/O-8 Cessation of Fire
2) O-9 Insanity
2) O-9 Alliance Treaty
2) O-9 Catastrophic Repetition

Ships: 40 Cards; No Entities

1) R/S-1 Ship from the Future
1) S-2 Independent Freighter
1) S-3 Vektrean Destroyer
1) S-4 Vektrean Light Cruiser
4) S-5 Vektrean Heavy Cruiser
4) S-5 Fictitious Ship
4) S-5 IGMC Replenishment Ship
3) S-6 Vektrean Battle Cruiser
3) S-6 Vektrean Spy Cruiser
3) S-6 Game Supply Smuggler
3) S-6 Independent Pirate Cruiser
3) S-7 Vektrean Dreadnought
3) S-7 Violator Pirate Command Ship
2) S-8 Ship of the Ancients
2) S-8 Violator's Dreadnought
2) S-9 Violator's Battleship

Terrain: 29 Cards; 3 Entities

1) T-1 Planetary Storm
1) R/T-2 Asteroid Shield
1) See Bases
1) T-4 White Dwarf
1) T-4 Reactionary World
1) T-5 Hedge Maze
1) T-6 Katryn
2) T-7 Vektrea System
3) T-7 Collector's System
2) T-8 Bolaar Covert System
2) T-8 Asteroid Field
2) T-8 Custom Planet
2) T-8 Scandig
2) T-9 Spy Central
2) T-9 Shinnicera
2) T-9 Unstable Planet
1) T-10 Angel's Treasure
1) T-10 Intergalactic Void
1) T-10 Mayfair





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"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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RobPro
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Posted: 30 October 2007 at 8:26pm | IP Logged Quote RobPro

Quote:


Ability: 9 cards; No Entities

1) A-1 Lesser Automaton
1) A-2 Slick Bargainer
1) A-3 Automaton
1) A-4 Planescape
1) A-5 Aurora Borealis
1) A-6 Vektrean Leadership
1) R/A-7 Inproved Automaton
2) A-8 Vektrean Loyalty


How useful do you find these cards? I'm a fan of the higher-level A's, but not so much the lower level ones. I noticed you didn't use any exceptions but have room for 4, I might add 5x H1 Time Warp and keep the 2x A8's as exceptions. It only brings you from 9 cards to 7, but those H1's may be more useful than A1-A5.

Quote:

Bases: 14 cards; 1 Entity

1) B-1 Anti-Starcraft
1) B-2 Warehouse
1) T/B-3 Vektrean Asteroid Satellite
1) B-4 Border Station
1) B-5 Floating City
1) B-6 Evil Temple
1) B-7 Academy
2) R/B-8 Citadel
2) B-9 Custom Planetary Shield (Base from Hell)
2) T/B-9 Vektrean Asteroid Starbase
1) T/B-10 Vektrean Asteroid Flagstar


No T/B7's? B7 Spiritual Thingy (the one that makes your crew unattackable?) You have room for 3 more entities, why not the B10 Science Academy?

Quote:


Crew: 28 Cards; 1 Entity

1) C-1 Sysop
1) C-2 Engineer
1) C-3 Negotiator
1) R/C-4 Marine
4) R/C-5 Mutineer
4) C-5 Countess
3) R/C-6 Damage Control Team
3) R/C-6 Science Officer
3) C-7 Thane
2) C-8 Engineer
1) R/C-9 Temporal Engineer
2) C-9 Admiral
1) C-9 Senior Admiral
1) C-10 Legendary Officer


The best crew you're not running:
C5 Quartermaster
C7 Research Developer
C7 Tactical Officer

You run quite a few bases, why not cards that suite them? Also, that C7 Violator is pretty neat.

Aslo, suggested entity: C10 War Prophet & C10 Primordial Warrior

Quote:

Equipment: 33 Cards; No Entities

1) E-1 Phaser Overload Device
1) R/E-2 Transport Shuttle
8) R/E-2 Repulsion Beam
4) E-3 Armor System Refit
1) R/E-4 Heavy Shuttlecraft
2) E-5 Phaser Targeting Refit
3) E-6 Phaser Bolt System
1) R/E-6 Vektrean Fighter
2) E-6 Deflection/Transfer Device
3) E-6 Degeneration Device
1) E-7 Cloning Device
2) R/E-8 Sound Construction
2) E-9 Unit Overhaul
2) R/E-9 Hologram


I'm not sure if you considered these, but I'll just list a few of the E's I run that may benefit your deck:
E8 Starburst Accelerator
E9 Future Ship

Quote:


Luck: 32 Cards; No Entities

1) R/L-1 Lucky Crew Action
1) R/L-2 Phaser Malfunction
1) R/L-3 Unlucky Targeting
4) R/L-4 Miscommunication
1) R/L-5 Defensive Override
3) R/L-6 Lucky Maneuver
3) R/L-6 Distress Beacon
1) L-7 Alien Artifact
1) R/L-7 Temporal Correction
1) R/L-7 Anomaly Portal
2) L-8 Altered Timeline
2) L-8 Well of Time
2) L-8 Frayed Time Spindle
2) R/L-8 Targeting Error
2) R/L-8 Twist of Fate
1) R/L-8 Vacuum Effect
2) L-9 Discard Equivalency
2) L-9 Artifact: Empire Constitution


That L6 Artifact - Time Scepter is amazing, I would run that in at least 1 copy. I would drop the Anomaly Portal and the Alien Artifact and bump Temporal Correction to 3x. That card has way more use overall.

I don't think Frayed Time Spindle is all that good. In my playgroup, people have taken to running Chronos in their reserve and loading that terrain up with all their good stuff, since it's immune to time cards (aka like 5 card categories). If it works for you though, keep it in.

Quote:

Occurrence: 20 Cards; No Entities

1) R/O-1 Time Skip
1) R/O-2 Shipping Delays
1) R/O-3 Instant Reaction
1) R/O-4 Repair Delivery
1) R/O-5 Tactical Retreat
1) R/O-6 Time Jump
3) O-7 Surprise Attack
1) R/O-8 Reserve Call Up
2) O-8 Technological Breakthrough
2) R/O-8 Cessation of Fire
2) O-9 Insanity
2) O-9 Alliance Treaty
2) O-9 Catastrophic Repetition


If anyone runs Tech Breakthroughs in your group, R/O5 Stolen Technology is easily the best Occurence you're not running.

Quote:


Ships: 40 Cards; No Entities

1) R/S-1 Ship from the Future
1) S-2 Independent Freighter
1) S-3 Vektrean Destroyer
1) S-4 Vektrean Light Cruiser
4) S-5 Vektrean Heavy Cruiser
4) S-5 Fictitious Ship
4) S-5 IGMC Replenishment Ship
3) S-6 Vektrean Battle Cruiser
3) S-6 Vektrean Spy Cruiser
3) S-6 Game Supply Smuggler
3) S-6 Independent Pirate Cruiser
3) S-7 Vektrean Dreadnought
3) S-7 Violator Pirate Command Ship
2) S-8 Ship of the Ancients
2) S-8 Violator's Dreadnought
2) S-9 Violator's Battleship


I think you need to add one more Vek ship to balance out your Violators.
Quote:

Terrain: 29 Cards; 3 Entities

1) T-1 Planetary Storm
1) R/T-2 Asteroid Shield
1) See Bases
1) T-4 White Dwarf
1) T-4 Reactionary World
1) T-5 Hedge Maze
1) T-6 Katryn
2) T-7 Vektrea System
3) T-7 Collector's System
2) T-8 Bolaar Covert System
2) T-8 Asteroid Field
2) T-8 Custom Planet
2) T-8 Scandig
2) T-9 Spy Central
2) T-9 Shinnicera
2) T-9 Unstable Planet
1) T-10 Angel's Treasure
1) T-10 Intergalactic Void
1) T-10 Mayfair


I am relatively certain you can't use one card to count for both a base and a terrain, so you'll need to add another T3 or another B3.

T1 Helix Crystal is amazing for removing terrain with no other conceivable means of destruction. I think it's way more effective than a Planetary Storm.

Why not run T7 Fantasy System? In a 205 card deck with 40 ships, you'll be dropping roughly 1-2 ships per turn, these will help.

Exceptions:
If you don't cut some A's, you might want to add 2x R/M9 Luck Demon and, depending what decks you play against, either 2x R/M8 Time Defiler or dx R/M8 Temporal Conscience.

Just my thoughts! Let me know what you think.


Edited by RobPro on 30 October 2007 at 8:28pm
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Vercinorix
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Posted: 30 October 2007 at 8:31pm | IP Logged Quote Vercinorix

I'm not sure you can stock a T/B to fill the slot in two different categories Mike. I believe it is an either/or. I could be wrong though.
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