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Boardwalk :: Forum List Deck Discussion Amarr Decks

Drinky
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No Arbitrator deck ^^ - 2007/01/25 10:53 Amarr deck

Home Region 1 Total
-Reclamation Tower

Outer Region 3 Total
- Metropolis
- The Khanid Kingdom
- Insmother

Locations 10 Total
4 Veldspar
4 Omber
2 Sansha's Scout Outpost

Ships 9 Total
2 Guardian
3 Arbitrator
4 Omen

News 12 Total
4 Damage Control
4 Depleted Resources
4 Salvage Drones

Starbase Structures 21 Total
2 Market Research Lab
2 Human Containment Facilities
2 Juggernaut Platform
3 The Viper's Nest
4 Moon Harvester
4 Warp Disruption Field
4 Sentry Gun


basically this deck wins with Arbitrator blowing up your opp
starbase.
Many cards to make it happen like Depleted Resources and The Viper's Nest,
Return them with Salvage Drones and Human Containment Facilities.
Omens and Guardian are in there to help the Arbitrator and as a alternative kill.
other alternative kill is Reclamation Tower.
Moon Harvester to get to ISK.
Warp Disruption Field,Sentry Gun are for the early defense
if you got any suggestions post them here ffs

Post edited by: Drinky, at: 2007/01/25 12:38

Post edited by: Drinky, at: 2007/02/08 11:15
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njrobin
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Re:Arbitrator deck - 2007/01/25 15:00 Hi drinky

i feel you are short on isk income, i personally never build a deck with less than 12 locations as i feel this is the "magic" number to get a least 1 in your starting hand if not 2 with mulligan rule.

Im not a fan of omber as it forces you to disard a useful card with no way in the deck to regain that card easily (salvage drones can at a cost). The vipers nests are forcing you to discard also as is the depleted resources all this leads to your hand size dwindling.

I havent played this deck but i get the idea that the deck will either run to costly on income and clog its hand with unaffordable cards or run your options out of your hand with no way of quickly refilling it.

I like the idea for the deck but it needs a little rrevision to be tournament viable.
The limited number of ships and there slow assembly mean you wil not likely be holding a region at least until near the endgame so i wont focus on those.

If arbitrator is your kill card you should really stack 4.

Drop the market research lab they dont help your hand much, and i am dubious on the salvage drones they can quickly become too expensive if cards start stacking in your scrapheap (because of omber,depleted,vipers).

Look to add some good isk earners and consider dropping those ombers.

hope this helps.
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Drinky
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Re:Arbitrator deck - 2007/02/01 20:15 Amarr deck

Home Region 1 Total
-Reclamation Tower

Outer Region 3 Total
- Sansha's Nation
- Metropolis
- Insmother

Locations 12 Total
4 Veldspar
4 Star Chart Enterprises
4 Scordite

Ships 11 Total
4 Navitas
3 Guardian
4 Omen

News 12 Total
4 Damage Control
4 Forsaken Ruins
3 Mind Clash


Starbase Structures 19 Total
4 Juggernaut Platform
1 Human Containment Facilities
2 The Viper's Nest
4 Moon Harvester
3 Warp Disruption Field
4 Sentry Gun



the win is now only Reclamation Tower its soo fun and the deck worked so
this is my fun deck now
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matiez
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Re:Arbitrator deck - 2007/02/07 23:16 Ummmmm...... The new deck you posted doesn't have an Arbitrator in it.......lol.

It definately seems like it would work. Be careful, though. One drop of a Cathedral or a discard deck will throw you for a spin. Any big ship will also mess you up a bit. My suggestion is to drop the Vipers, a Moon Harvester and a Juggernaut in favor of another ship. The Punisher is a good ship for region control. The Prophecy is also a good one. I definately suggest the Punisher, though. Cost 5, Assem 1 and only 1 ship can target it.
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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Drinky
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Re:Arbitrator deck - 2007/02/08 01:22 matiez wrote:
Ummmmm...... The new deck you posted doesn't have an Arbitrator in it.......lol.

i did take them out to get more starbase structures in,
for the win with Reclamation Tower.
the omens are going out too i only need one gardian in
Stain and i can hold it and in my updated deck i don't have
mutch trouble whit ships due the sentry guns,warp disruption field and high armor.
BTW this is my fun deck so if i win or not it doesnt matter
Cathedral i can fix withe Mind Clash.

thx for the post but its no the way i wanne go
with it

its changed again update is coming soon
when i am back home
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Ryuteki
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Re:Arbitrator deck - 2007/02/08 01:44 I think he was just pointing it out due to the title of your post here... take a glance and remind yourself, you'll probably be amused. -Ryuteki, Owner of the Rules!
We're playing Monday evenings in IL, see www.games-plus.com for the address or email me at ryuteki AT gmail DOT com.
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matiez
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Re:No Arbitrator deck ^^ - 2007/02/09 16:48 I recently made a region control deck, Amarr seems the best for it. I have 4 guardians, 4 prophecy, and 4 punishers to help with the defense. I'm a little low on ISK (at least until I get an Interstellar out there). That ship combo seems to work pretty well. One idea for you is to throw in a Junkyard Docks or two. That will help assemble your ships. You then just draw the card you discarded with Sanshas or place it on top with your Human. Just suggestions, though. Other things to play around with, lol. 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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