The deck is a little spiratic at times. These are all the cards I have, though.
Some possible additions/sideboard: Stairway to heaven (goes great with shutting down their assembly), House of Ill Repute (comboed with StH, they will deck themselves rather quickly), The Databank (You may have too many cards to play at times, I know I do), The Crystal Boulevard (If you wish to play with it a little), and Profecy of Maccaber (Nothing is more expensive than it for using with CB, and it has some great abilities).
Post edited by: matiez, at: 2007/01/22 13:06During an argument about the color of Amarr: The Executioner does NOT look like a yellow chicken. It looks more like a....horseshoe crab. ~JP (Local gamer)
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njrobin
User Cruiser
Posts: 93
Re:No Ships - 2007/01/22 14:30Hi matiez ive thought a little about constructing a no ship deck, my biggest concern has always been how do you win? i.e no
ships = no attack on their starbase, you cant occupy a region so no eve gate, that leaves your own starbase win
condition or deck your opponent.
there are 4 win condition starbase's :
reclamation, if you have 20+ shield and your opponents control 1 less region than you, you win sadly we cannot hold
regions so no good.
Monopoly, have highest ships, shield and controlled regions, also no good cant hold regions.
Mogul, control 3 regions more than opponent, no good cant hold regions.
coercian, opponent has no isk, no cards in hand and no regions, we win. ONLY possible win starbase for a NO ship
build.
This leaves us with a discard deck strategy or an scc global market strategy.
lets look at the scc strategy 1st, to win we need 91isk and a way to deal 1 damage directly to our opponents
starbase, ways to earn isk are well covered elsewhere so lets look at our options for direct starbase damage, news
cards available zero, structures that deal direct damage to opponents starbase = zero. Sadly this is impossible at
least until ccp release a card for direct damage.
So we end up at the discard strategy, we will need 4 of our kill cards
4 x Furnace Mill 4 x House of Ill Repute
also 2 copies of House of animosity (we discard 1 they discard 1 at end of turn) Sadly unavailable to our race.(ammar)
incubation domes will allow us to get our kill cards out quicker so 4 is a must
3 x incubation dome
as the majority of our deck is structures i feel 3 x construction platforms( structures cost 1 less) will be
invaluable. Sadly these are unavailable to our chosen race
emp minefields will be one of our main lines of defense so 4 will be an auto include along with some big sentry guns
to shoot down annoying little frigates.
3 x sentry guns 3 x emp minefields
Human containment facilities will allow us to get back those ever useful news and therby cycle our deck back (so we
can outlive our opponent)
2 x human containment facilities.
as a quick boost to our shields juggernaut platforms can be very useful, i feel moon harvesters are the wrong
approach for this deck because they invite the opponent to attack(to prevent our income) which we dont want and we
have little or no way of preventing our income being disrupted every turn.
3 x juggernaut platform.
last ditch defense can be provided by our vipers nests, they allow us to sacrifice non essential structures to
remove pesky ships, also a couple of useful structures to round out our base include a sentinel hives which force
them to play outer regions and databank to ensure we dont discard needlessly.
2 x databank or sentinel hive 2 x vipers nest
total = 26 structures
keep the original 12 locations
change out interstellar trade post (cant control regions) and replace with 2 x forgotten paradise x 2 tourist resort.
total = 38
news time
4x Rookie Mistakes (hurts our opponent greatly and we can always find 1 structure to bounce)
2x Depleted Resources ( ship denial = good)
2x Endless Reruns (repeat the rookie or the lost deliveries to deny ships)
4x Lost Deliveries (ship denial)
2x Pirate Mercenary (ship destruction for particularly troublesome ships)
2x Safety Regulations Revamped ( if they do manage to build some ships, make em build em again then lock the
assembly phase again with rookie/lost deliv)
Total = 54 (slighty over normal decksize to give us a card number advantage for discard purposes)
4 x Furnace Mill 4 x House of Ill Repute 3 x incubation dome 3 x sentry guns 3 x emp minefields 2 x human containment facilities. 3 x juggernaut platform. 2 x databank or sentinel hive 2 x vipers nest
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matiez
User Frigate
Posts: 55
Re:No Ships - 2007/01/22 20:20My bad on the Interstellar, meant Tourist Resort. The Moon Harvesters work well with Warp Disruption Fields. Also, with those EMPs and Sentry Guns it is possible to hold off a small force. Best case scenario: Oppent pays to bring in 6 ships (24 ISK); EMP sends 4 home; Sentry Guns pop 1; Pirate Merc another; 8 ISK off Moon Harvesters. 1 attack, 19 ISK gained. Warp defends by making your oppenent give you money to kill his ships and do other nasty stuff to him. Cathedral is a MUST in this deck. It makes some of the alt wins much easier.During an argument about the color of Amarr: The Executioner does NOT look like a yellow chicken. It looks more like a....horseshoe crab. ~JP (Local gamer)
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njrobin
User Cruiser
Posts: 93
Re:No Ships - 2007/01/23 11:58im not sure with cathedral, in theory it sounds good but im not sure with the way the cards worded of its actual effct.
"when your starbase is upgraded, destroy cathedral and draw a card. Your opponents cannot win the game unless their starbase is destroyed. You cannot lose the game unless your starbase is destroyed."
the 1st part we can ignore we are not deliberately going to get rid of our own cathedral.
the 2nd statement basically stops your opponent winning full stop they cant win without eliminating themselves from the game.
its the 3rd part that gets me, we still lose if our starbase is destroyed. The way i read it this just stops our opponents winning with alt wins i.e anything but blowing us up.
i suppose it all depends on your meta envirionment if your opponents win often with these alt wins play it.
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When your starbase is upgraded, destroy Cathedral and draw a card.
Your opponents cannot win the game unless your starbase is destroyed.
You cannot lose the game unless your starbase is destroyed.
This prevents alternate wins. This includes decking yourself. With Cathedral you can only lose the game is your starbase is destroyed. So if your market is gone, you still haven't lost. And you may get rid of your Cathedral, esp if you are playing Holder Tower. Your opponent is 2 cards from decking themselves and has 1 power my your starbase, Bye bye cathedral.
Also, Cathedral provides a +2 to your shield.During an argument about the color of Amarr: The Executioner does NOT look like a yellow chicken. It looks more like a....horseshoe crab. ~JP (Local gamer)
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