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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 31 March 2009 at 1:02pm | IP Logged
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-Howdy. Multi-player deck here, standard ship fare but packing in as many reaction cards as possible. Let me know what you think:
Hazards: H1 The Old Switcheroo R/H2 Time Trap x2 R/H2 Warp Funnel Cakes x2 If i were serious about any sort of competition i would just go with Time Traps or the Cakes, not the little bit of both.
Crew: R/C1 Science Officer R/C2 Science Officer C3 Media Personality R/C4 Science Officer R/C5 Mutineer R/C6 Time Assault Team x3 R/C6 Damage Control Team x3
Equipment: R/E1 Terrain Attack Shuttle R/E2 Tractor Beam x4 E3 Reserve Power (Reserve Fleet) Considered Fighters and Shuttles here but prefer to keep it a bit lean
Monsters: R/M1 Sextaaran Web Crawlers x5
Luck: R/L1 Unlucky Crew Action R/L2 Phaser Malfunction R/L3 Repair Malfunction R/L4 Miscommunication (i still refuse to put in on the table) R/L5 Defensive Override R/L6 Lucky Maneuver x3 R/L7 Temporal Correction R/L8 Demigod Diversion x2 (not sold on this choice) R/L8 Targetting Error x2
Occurence: R/O1 Time Skip R/O2 Partial regeneration R/O3 Defensive Electronic Warfare R/O4 Repair Delivery R/O5 Exploration Mission R/O6 Time Gate x3 R/O7 Scientific Breakthrough R/O8 Reserve Callup x2 (may remove) R/O8 Emergency Damage Control x2
Ships: R/S1 Ship from the Present x1 R/S1 Ship from the Future x4 (had more of these but decided against) S2 Garshain Tribe Patrol Ship S3 Garshain Tribe Escort S4 Garshain Tribe Frigate S5 Garshain Tribe Destroyer x3 (one in Reserve) S6 Garshain Tribe Med. Carrier S7 Treglean Command Cruiser x3 S7 Garshain Tribe Cmd. Cruiser x3 S8 Garshain Tribe Battlecarrier S9 Garshain Tribe Drdnt. Carrier S10 Garshain Battleship S10 Explosive Ore Carrier
Terrain: T1 Expanding Universe R/T2 Asteroid Shield x5 T/H2 Plasma Field (Reserve) T3 Crystal Planet T4 White Dwarf T5 Custom Planet x4 T6 Garbage Planet T7 Fantasy System T8 Chronos x2 T8 Custom System: Garshain T9 Vince T10 Stefania
The Count: 20T + 22S + 13O + 13L + 5M + 6E + 11C + 5H = 95
The Verdict: Not bad. One trick pony, after the onslaught begins i don't have card cycling to keep reactions in my hand for the long haul.
Turns the classic multi-player tendency of 'turtling' something i am
prepared for. The deck doesn't play out massive numbers of ships,
terrain, or other assistance but instead throws a couple of things out
there and waits. Can drop my entire hand in reaction in most firefights
that occur after turn 7 or so, if i need to that is. Just a fun little
thing, comments and threats welcomed.
Lobo
Edited by Lobo on 31 March 2009 at 1:04pm
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 31 March 2009 at 3:06pm | IP Logged
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yeah, to make this a little more viable, you need card drawing technology. Try putting a trade ship and start it in the reserve fleet.
Edited by Gekonauak on 27 April 2009 at 10:32am
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 20 April 2009 at 9:51am | IP Logged
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A core crew selection for any deck I build is a C5 quartermaster, C6
cybermage, and C7 research developer. I add more as needed depending
on the size of the deck.
A quartermaster with a spiritual guidance on a spiritual temple is a
wonderful thing. :)
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 21 April 2009 at 9:07am | IP Logged
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-Thanks for the suggestions, but if they don't play in reaction i can't use them. I played this deck last night in a 3-person game, the lack of card drawing hurt.
As did the Tranoan Time bomb being used from the Time origin and duplicated by Sysops. I had mutineers in hand if the Tranoans came after me in earnest, but i wanted to see how the trick worked. Now i know not to hold the Mutineers in hand.
Lobo
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Galaktische IRC
Joined: 27 June 2007 Posts: 354
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Posted: 21 April 2009 at 10:41am | IP Logged
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In this game I used a Tranoan Fighter to move a Sysop from a ship in the fleet to a ship in the time origin.
I've thought about that a bit more... and I'm not sure if that is 100% legal. I think I can move the sysop to the ship in the time origin but I'm not sure the Fighter is the right way to do it.
My idea was to use the 'simulated' copy of the time bomb in the fleet without worrying about keeping a ship in the time origin for it to land on when it was used. I didn't care if the 'simualted' version was discarded.
I built the Tranoan deck to be a multi-player deck but I have played it mostly in duels. It has migrated into a more aggressive format than I would normally play in a mutliplayer game. I need to move it back into a more 'diplomatic' version if we're going to play more multi-player.
J--
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 30 April 2009 at 1:45pm | IP Logged
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Provided you played the Tranoan Fighter to the Sysop's location (a Tranoan ship), according to the fighter's rules it may move freely between the fleet and the Time Origin.
However, the Sysop will not be able to duplicate an Equipment and have it work in the fleet.
" - Cards at the time origin can only affect cards at the time origin, and cards outside the time origin can only affect cards outside the time origin. "
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 30 April 2009 at 6:47pm | IP Logged
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Lobo wrote:
-Thanks for the suggestions, but if they don't play in
reaction i can't use them. I played this deck last night in a 3-person game,
the lack of card drawing hurt... |
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Sorry Lobo, maybe I'm not understanding you; you want the card drawing
ability to be reactionary?
Regardless, Quartermasters and Research Developers are pretty much
essential cards in my opinion, particularly if you run heavy on reaction
cards. Research Developers also give you the ability to negate a monster
effect as well; icing on the cake.
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 01 May 2009 at 8:28am | IP Logged
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-Ah i see the confusion. The design of this deck was to pack all reaciton cards where and when possible. The only categories i cannot realistically do that in and stay in a multi-player game past turn 5 is ship and terrain. So for the crew, unless they are reactionary i won't be using them. They are solid suggestions and would fix my card drawing problem, but i think i'll limit the non-reacitonary cards to ships or terrain and look for help there.
Thanks again, next week i'll post my updated Filarian deck that i can never seem to play quite right.
Lobo
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 05 May 2009 at 9:39am | IP Logged
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Well, your best bet would be to convert this over to a J'Xar Deck, and then you can play stupid transgate games with the R/C9 and draw two cards while doing it.
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