Armageddon-deck - 2007/02/17 19:57The following isn't a deck I made, but rather a deck-idea. Read along; comments are welcomed.
General idea: to deny your opponent of income. (since he/she won't have any/enough ISK, you'll win).
Basics: 1. Armageddon Project: costs 4 ISK, destroys a location. Use it to destroy every location your opponent plays. 2. Slave-dog Stowaways: costs 3 ISK, puts target location on top it's owner's market. Use it when you have no Armageddon Project in hand. (the idea remains the same: your opponent only has the 2ISK from his/her starbase) 3. generate ISK fast: starting turn 2, you should have 6ISK to work with.
Generate your turn 2 - 6ISK: this almost always works (some days, all goes wrong, and even God can't help it, so be it); basics: 4 x Sansha's Scout Outpost (costs 1ISK) 4 x Pyroxeres (costs 0ISK) 4 x Reaper (costs 1ISK) 4 x Ibis (costs 1ISK) (may be another scout, depending on your overall strategy) This 'basic' makes for 8 locations and 8 ships (in a minimum 48-card market; that's 1 card out of 3); if you don't draw them in your opening hand, mulligan! Chances you will get 'em in your second draw are quite reasonable. Remember to mulligan just to draw these cards! Assuming you got them: pay 1 for Sansha and 1 for a mining scout; Pyroxeres comes for free ... 6ISK for turn 2.
Turn 2+: destroy your opponent's locations, by using 'Armageddon Project' or denie him/her income by using 'Slave-dog Stowaways': you can pay it (4 or 3ISK) and he/she will only have 2ISK on his/her next round. Okay; and then ... play your first outer region: Sansha's Nation. This nice place lets you draw a card from your scrapheap. Since there are 4 cards each of Armageddon Project and the Slave-dogs in your deck (oops, forgot to mention that; but hey: that's 1 card per 6 in your deck) chances are the only card in your scrapheap will be one of theses. Draw it; use it; it goes to the scrapheap, ready to be drawn again if necessary. If your opponent doesn't play a location, so much the better ... then draw a card from your market. As long as he/she doesn't generate enough income, what's the problem?
Eventual problems: 1. your opponent decides to save his/her cash (2ISK per turn): 'Hacker Ethics' is the answer: pay 1ISK + X, he/she loses X (and since you should generate more ISK than him/her by now, that shouldn't be a problem). 2. your opponent plays a nasty news-card: counter it with 'Mind Control': it destroys target news at a cost of the original news being played. Make sure you save some cash for this. [by dropping your opponent's income to a meager 2ISK, this shouldn't be a problem,unless he saves his ISK, which returns us to point 1].
To make things even better: 1. Moon Harvester: you gain 2ISK if your opponent doesn't do damage on your starbase. Since he won't have anything to work with ... easy income. 2. Censor Office: costs 6ISK, but your opponent can't play any news on your turn. Forget countering your Armageddons.
Partial deck building: this is what I would include in a deck (again; please feel free to comment on this):
locations: 4 x Sansha's Scout Outpost 4 x Pyroxeres 4 x Slave Mines (if not for the money; draw a card) 2 x Scordite 2 x Star Chart Enterprises (gain ISK when your opponent plays a location; gain ISK when you sacrifice it for Scordite) Total: 16 cards (1 out of 3)
News/starbase structures: 4 x Armageddon Project 4 x Slave-dog Stowaways 4 x Mind Control 2 x Hacker Ethics 1 x Moon Harvester 1 x Censor Office Total: 16 cards (1 out of 3)
Ships: 4 x Reaper (mining 1, ambush 1) 4 x Ibis (mining 1; when docked: starbase +1 shield) [these ships only serve to provide income/occupy outer regions; if you should feel there are too many of them in this deck, reduce to 6] Other valuable ships: 4 x Probe (mining 2!, 3 attack strength For other ships, too much will depend on your attack strategy, so I can't hope to cover all this over here.
That's it. I hope you liked the idea. If not, well rest assured, I don't either. So, as well as commenting on the basics of this deck, feel free to post your opinon on the way this deck plays the game. In the mean time, a good day to you all; sincerely yours, Moira.
The administrator has disabled public write access.
The administrator has disabled public write access.
darknight
User Cruiser
Posts: 130
Re:Armageddon-deck - 2007/02/18 14:44the thing is i think with sanshas scout outpost is that potentially you have to have 4 regions for it, as you cant play 2 in one region as the card states sco must be returned to hand if another location is played in this region, you would have to pick one up as you put another down, limiting your income in the beginning if you were unlucky to have more than one in your hand and no other locations for itsi vis pacem para bellum
The administrator has disabled public write access.
krell007
User Frigate
Posts: 43
Re:Armageddon-deck - 2007/02/18 18:44I found that if u gonna use Sansha's Scout Outpost use it with a Dam turiso deck with 4 plaguise thats a nice combo gaing 15 isk a turn(without any trading ships)
but there gd for being placed in outer regions as the last locaction
"Wars are not paid for in wartime, the bill comes later." "All nations want peace, but they want a peace that suits them." "All wars are fought for money." "You can't say civilization don't advance - for in every war, they kill you in a new way."
The administrator has disabled public write access.
Along with the sansha's scout, Ever think about throwing a stain out turn after that? I think it could always be good against really fast decks, or for anything else, a backup to slow things down incase you don't draw the armageddon p's, or the slave dogs.
I have all these cards, I think i'll throw something similar together and play test the idea. I'll repost later on how it played for me.
Anyone else tried it?e x i s t . . . .
The administrator has disabled public write access.
Reasoning Liberty Tower - This is my Just-in-case-things-go-really-bad option. If things are going that bad the game is probably over, but at least I'll have options.
Hacker Ethics - I would like to be using two of these, but I only have one at the moment. That's why I have...
Sentinel Hive - I'll be getting rid of this when I find another Hacker Ethics. Maybe not, depending on how useful it turns out to be.
Trukker Pirate Haven - The deck revolves around keeping you opponent's wallet empty. With the haven I can do it style. I really like the feel of this card.
Rifter - I wanted a mid-priced ship with solid firepower. This seemed to fit the bill.
Celestis - One more way to ensure my oppenent can afford to build ships.
Cyclone - If things are working out like I hope, I shouldn't have to be worried about this ship being targeted. 10 firepower for 7 ISK is a STEAL in those circumstances.
Thoughts, criticisms, and otherwise are welcomed and encouraged!A member of the Wrecking Crew - A White Wolf Demo Team