Reclamation Tower - 2006/11/14 22:56Okay, after the most recent article by Brian, I have looked over the racial victory towers and decided that Reclamation Tower may be the easiest one to perform with my current card stock.
The plan is to build a deck that has a decent income to pay for the structures, as well as a good defensive ship set to hold the systems against the enemy.
A lot of cards were on my shortlist to put in the deck and may still go in depending on eprformance. I find it rather slow, but I have been playing Minmatar Blitz.
Ideally I would add more Guardians if I had them as they work GREAT with a Punisher to hold a system by themselves, forcing the enemy to withdraw.
Xeno Research Centre was a bit too expensive to include in the end, but I may put it back in for the card draw, income and shield boost. The Salt Mill is good for money and shields, and its restriction ability can be got around with Mind Clash, so it may make it in. Power Shortage may go in to protect my structures that are being destoryed or gimped by opponents news card. I'd rather key structures went to hand rather than to scrapheap. Forsaken Ruins is a good card for emptying Regions and putting you in advantage for the win.
On the other hand, Pirate Merceneries uses too many funds, so may need to be dropped for the above or more Hired Enforcers if I can find some.
The deck needs to be scrutinised to see if more ships/locations are needed.
Starbase Coalition Tower
Outer Regions Stain Molden Heath Society Of Conscious Thought
News (16) 4x Mind Clash 2x Pirate Mercs 4x Exiled From The Empire 4x Stubborn Mechanic 2x Hired Enforcer
Main defensive tactic is Ambush and Patrol with some news cards to beef up ships. Key is to try and play Stain first and hold it against enenemy. Using Juggernaut Platforms can supplement the need to defend your base, allowing more resources to protect Stain. If dropping Stain before opponent gets a region is not possible, then look at Molden Heath for income and cheap upgrade.
You should only upgrade when you can know you will win next turn.
Possible Changes:
Remove 2x Pirate Mercs 2x EMP Minefield 2x Omen
Add Xeno Research Centre 1x Guardian 2x Plagioclase 2x Forsaken Ruins
I need people's thoughts and input on this. I think it has potential but needs very fine turned.
Post edited by: Civi, at: 2006/11/14 23:24
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Calmdown
User Battlecruiser
Posts: 284
Re:Reclamation Tower - 2006/11/15 07:38As it stands, you pretty much need all of your starbase structures out plus one Jugg/Mind Clash to win, if not two Jugg/Mind Clashes. So I'd say you probably need more shield giving stuff. Definitely go with two more EMP minefields (they're amazing) and probably try and fit in some Incubation Domes as they're pretty good all rounders. I'd probably drop the shipyard as they aren't really that good.
As to ships, I see where you're going but those expensive, assembly two ships will get you killed more often than not by their slowness and cost. I'd get them out for something else when you're looking for room.
Finally to news, I think that every Amarr deck should be running 4x Bad News, but particularly this kind of control deck. You'd probably want to drop things like mechanics and enforcers as those things aren't really neccessary for this deck.
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Civi
User Cruiser
Posts: 121
Re:Reclamation Tower - 2006/11/15 10:03Calmdown wrote: As it stands, you pretty much need all of your starbase structures out plus one Jugg/Mind Clash to win, if not two Jugg/Mind Clashes. So I'd say you probably need more shield giving stuff. Definitely go with two more EMP minefields (they're amazing) and probably try and fit in some Incubation Domes as they're pretty good all rounders. I'd probably drop the shipyard as they aren't really that good.
As to ships, I see where you're going but those expensive, assembly two ships will get you killed more often than not by their slowness and cost. I'd get them out for something else when you're looking for room.
Finally to news, I think that every Amarr deck should be running 4x Bad News, but particularly this kind of control deck. You'd probably want to drop things like mechanics and enforcers as those things aren't really neccessary for this deck.
Looking at the ships, I could probably drop all the Omen/Mallers but keeping the Guardians is important. They may be slow to come out, but the Guardian/Punisher combo really helps hold Stain which can control the entire game.
Bad News is interesting with good card draw. It has to be used properly so not to break you Mind Clash, but can prematurely destroy Forsaken Ruins to let you back into a system. That I like May look at packing 2, but I think I only have 1.
I admit I initialy overlooked Incubation dome because of the price, but looking back, it's ability really looks useful.
I may drop the Enforcers, but in practice I still like the Mechanics to stop direct damage effects and to help fend off a fast attack early. THis may change, and it may all be dropped.
I'll look at the changes tonight and see how it works. But just now I factor in that I'll need 2x Jugger/Mind combos to win, costing 27isk.
Thanks for the advise and improvements.
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Gustyboy
User Frigate
Posts: 26
Re:Reclamation Tower - 2006/11/15 18:40If you aim is to control more regions than your opponent (for the Alt win I assume), why you don't use the Stain + Insmother combo ?
Insmother cost 3, and as long as you control stain, you can keep Insmother only with 1 ship...
I guess there is a backfire I didn't saw, but I am sure you'll light me it up ^^.
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Civi
User Cruiser
Posts: 121
Re:Reclamation Tower - 2006/11/15 19:46Okay, I've removed all the Omens/Mallers, the Hired Enforcers and the Advanced Shipyards.
I've added 2x Atron for a patrolling/ambushing cheap ship with good stats. 2x Xeno Research for card advantage and isk/shields. Put 2x EMP Minefields back in for starbase defence. My only Bad News (may be of lilimited use alone) and the Incubation Dome.
Money isn't a real issue, neither is card draw or base defence. I just have to concentrate on ensureing I have ships available to hold Stain.
Gustyboy wrote: If you aim is to control more regions than your opponent (for the Alt win I assume), why you don't use the Stain + Insmother combo ?
Insmother cost 3, and as long as you control stain, you can keep Insmother only with 1 ship...
I guess there is a backfire I didn't saw, but I am sure you'll light me it up ^^.
It's a good card with an average cost and decent income, but I don't like having to move any ships away from Stain as it can become vulnerable. If I and opponent have 1 region each, then I can still use Forsaken Ruins to empty their region for the win. But I may swap out Molden Heath for Insmother as an additional contingency plan.
Thanks for bringing it up.
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Gustyboy
User Frigate
Posts: 26
Re:Reclamation Tower - 2006/11/16 00:28The fact is that you can keep Insmother only with 1 starting ship (0/1 is enough ) if you already control stain... The other advantage of Insmother versus Molden Heath is that Molden cost you 3, and you play it only to reduce the Upgrade cost (or mostly for that purpose), so you'll need to put at least 4 locations in Molden Heath to benefit from the operation...Do you think you'll have 4 locations in your hand when you'll want to upgrade ? Not sure about that You only have 4 Veld and 4 sansha's, all limited, so you'll need 4 turn, 3 veld and 1 sansha's to take some benefit from Molden Heath... Ok you'll earn more money during the construction process, but you'll need much more ships to defend it than Insmother (which only require 1 little ship, even a 0/1, if you control stain).
Hum...I think i repeted myself too much here, but nevermind, I think you understand what I am trying to explain
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News (15) 4x Mind Clash 2x Forsaken Ruins 4x Exiled From The Empire 4x Stubborn Mechanic Bad News
I could probably remove my only Bad News to make it 52 cards. It is working well, but is not yet a consistant performer. 2 more Atrons may be needed to up the ship ratio.
Thanks for help so far, please add any comments
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DTee
User Cruiser
Posts: 222
Re:Reclamation Tower - 2006/11/28 10:47Am I right in thinking that most Blitz decks simply can't get enough attack on the table to take this out?
This kind of deck that makes me want to run four ancestrial homeland in my side-board. Makes it much easier to steal Stain or Khanid.
The Caracal could cause you serious problems but I can't imagine anyone running it at the moment.
DTee
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Calmdown
User Battlecruiser
Posts: 284
Re:Reclamation Tower - 2006/11/29 08:46DTee wrote: Am I right in thinking that most Blitz decks simply can't get enough attack on the table to take this out?
Most blitz decks wont beat these type decks by blitzing, but they will tend to win once all of that ISK-burning for juggernaut platforms locks you down.
Personally, I wouldnt leave home without 4 EMP minefields - they're the real power card for a defensive deck.
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