Caldari Turbo-Ark Deck - 2006/12/20 02:26Hello, this is my first deck posting. The premise of the deck is simple. Use a limited number of locations to maximize the potential of getting an Arkonor in play and mined by turn 3.
Locations: Insmother The Tierjev Pocket Serpentis Prime
Tower: Venal (to push the card advantage)
Locations: 4 x Crokite 4 x Arkonor 2 x Pyroxeres 2 x Mercenary Base
(The merc bases are redundant and I know this, but they help if I choose to use Serp. Prime to jumpstart a mining operation)
News: 4 x By The Emperor's Decree 4 x Information at a Cost 4 x Ship Computer Glitch 2 x Mind Clash (card advantage, and shuts down the very popular Warp Disruption Field)
Ships: 4 x (random mini-miner, probably Ibis or Velator) 4 x Bantam 3 x Badger 1 x Raven 1 x Moa 2 x Caracal 2 x Basilisk 2 x Ferox 2 x Blackbird 2 x Cormorant
Starbase Structures: 2 x Sentinel Hive 1 x Censor Office
The ships list is very flexible when it comes to the non-mining/trading ships. I'd prefer running 4 moa's and more BS's. The resource gathering scheme, when it works, just runs out of control.
I know this deck is very conditional, but it's built to fight the local metagame. The Amarr player tries to survive by using Warp Disruption Fields and Metropolis to make attacking him unaffordable, and Moon Harvesters to make enough ISK to get card advantage. The Gallente player uses Hedbergite and Oneiros to turtle until he can use Monopoly tower to win.
Being so vulnerable to early-game disruption, I know I roll over and die to Minmitar without extensive sideboarding, so that much is obvious to me.
Also, the ships, as I mentioned, aren't my choices. I simply don't have, and can't trade for, more of the better ships in the local area!
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