Locations (18): 1 x Arkonor 3 x Hedbergite 2 x Hemorphite 3 x Ice Ore 4 x Interstellar Trade Post 1 x Reflection of Time 2 x Sansha's Scout Outpost 2 x Scordite
News (4): 4 x Slave-dog Stowaways
Starbase Structures (5): 2 x Advanced Shipyard 3 x Sentinel Hive
Ships (33): 1 x Armageddon 4 x Atron 4 x Burst 4 x Celestis 4 x Guardian 2 x Maller 2 x Osprey 4 x Thrasher 4 x Tormentor 4 x Velator
Total: 60 cards.
Sideboard: 2 x Slave Mines 2 x Bad News 2 x Disarmament Treaty 2 x Stubborn Mechanic 4 x Navitas 1 x Great Archives
Not knowing much about card games in tourneys, my only recognition was from over a decade ago playing MTG - and all I could really remember from that was "speed" and that denial of resources was a nice ploy. So, that said, I hacked this together and it played fairly well. I lucked out on the tie-breaker game of the final and captured an enemy's region that he'd just played by dropping a Hedbergite prior to my attack, which resulted in his withdrawal, and on my following turn I collected enough income to put together Stain, a Sentinel Hive, and a Slave-dog in short sequence against his ISK-less wallet. At that point, it was just putting the turns in to get enough damage to put his starbase down, while he unfortunately drew nothing but locations.
After playing this deck for the tourney, I zeroed in on the speed problem that I already knew existed (after losing consistently to Zack's budget navy's abitliy to rush me with Condors, Herons, and assorted other goodies), and narrowed the deck down to 52 cards by trimming some fat. I dropped the Armageddon, all four Guardians (I just wasn't playing them even when they were in my hand), both Hemorphites, and one Ice Ore. I may at some point throw in another location or two to support the addition of four Armageddon Projects, but I'll play with it at the bare minimum for now.
The basic objective here is pretty simple: get Stain out early and hold it just barely with a Burst or Atron on ambush (maybe a Tormentor later) to shut down play of outer regions. Follow that as soon as possible with a Sentinel Hive (I'd have four in there if I had a fourth in my collection) to shut down play of locations in home regions. Use Slave-dogs to remove what locations your opponent has already played during or after you achieve the lock-down, both to slow the other's market as well as harm the economy (it'll hurt a lot more when the lock-down is in effect), and use your own unfettered income to build up to critical mass.
There's enough navy in here that are relatively inexpensive, and most ships have various functions, so I maintain flexibility, because I know I'm not guaranteed to get that combination out right away. The ships I would consider crucial to the deck and would not want to give up: all four Bursts, all four Thrashers, and all four Atrons. The other stuff I could play a little mix-and-match with and wouldn't be heartbroken if something subbed in.
After Stain, I throw Insmother and some Ice or an Arkonor and move either a Tormentor or Velator for some backup cash. The Ice also serves as a cheap "ping" attack if he's holding a region with a low-shield ship (which I can then occupy with something just slightly meatier). If I'm fortunate enough to have pulled a Hedbergite already, I can utlize the el-cheapo Velators to get my mining cash.
If the fight drags on (for instance, I get only weenies or he's able to maintain a counter in his home region that I can't yet attack), I've also got the option of playing Ginnungagap to start pulling in extra income from his discards, but I've never had a game last that long with this deck - I'm either wiped out fast with a bad draw (speed problem) or I've got enough throw weight to end the game before needing it.
The Velators are there as freeze-dried defenders with their cheap cost and retaliate ability. I really dig that card, and plus, it was Morlocke's first ship in Eve-Online.
The sideboard...is just a bunch of cards I thought might come in handy. There's about as much thought in it as in my choice of socks in the morning, so I might investigate some options there - and as with the deck itself I'd also welcome suggestions. I could probably use some Mind Controls in there...
Again, suggestions would be welcome!
M
Post edited by: Morlocke, at: 2007/03/26 23:03
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Smeelbo
User Cruiser
Posts: 224
Re:1st Place Columbia Qualifier - 2007/03/27 00:58I haven't digested what you've written yet, but I did want to thank you for your post. I especially appreciate it when someone posts the reasoning behind a deck as well as their experience with it.
Smeelbo
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lipa666
User Frigate
Posts: 50
Re:1st Place Columbia Qualifier - 2007/03/27 07:51Wery interestig deck and your experirnce if you dont see 4 guardians in your deck mayby 2 will be enough and add 1 or 2 arbitrators for additional easy win with that much isk and i see a problem with some decks with hevy news/card denail a lot of mind/damage control gravity storm, exailed from emp and censor offices and forsaken ruins it could hurt.
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Kester
User Frigate
Posts: 68
Re:1st Place Columbia Qualifier - 2007/03/27 13:04I'm pleased to see this deck do well, it's similar to one I've been planning on making for a while based, like this, on Slave-dog Stowaways and Sentinel Hive.
I'm interested to know why you chose to go with Amarr for this deck - you say that the Thrashers and Bursts are some of the key ships, but why are they so important? I'd have thought that going Gallente and getting access to Armageddon Project, perhaps The Universe is Too Small, and further ISK control from various sources would be the more obvious choice.
Post edited by: Kester, at: 2007/03/27 12:05
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Buhallin
User Battlecruiser
Posts: 508
Re:1st Place Columbia Qualifier - 2007/03/27 17:15I'm running a similarly-themed Amarr deck right now. I can't say why Morlocke did it, but I can explain why I went Amarr...
One of the big themes of my deck is to FORCE people to go to outer regions. I will mulligan aggressively for Sentinel Hive, and get it out as quickly as I can. Slave Dogs after that, and you seriously choke income on both sides.
The trick from there is to be able to make better use of outer regions than your opponent. I use Insmother and Metropolis, and I think Stain will soon replace the Moon of Ndoria I've been using.
The Amarr comes in for me because they feel the best at defending the starbase. I use Juggernaut Platforms and as many Warp Disruption Fields as I can get, and use the same Holder Tower as Morlocke. The combination, I think, gives a lot of security to move out away from the home region. An opponent may not have that luxury, and be even more constrained in their ability to move out.
I see this as a meta reaction to the fast/region-less decks. It does a good job of choking their income, it's not heavily reliant on news, and it's versatile. Nice to see it worked so well. Hopefully I can make it do the same
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Morlocke
User Scout
Posts: 2
Re:1st Place Columbia Qualifier - 2007/03/27 23:27In answer to the 'why Amarr' question, it was really the Holder tower that did it - since my early game is likely to land any ships I've got in Stain and Insmother, my home is a bit on the naked side. I like having that instant ability to bump up my base's shield in response to any subtle trick that might pop up. I'm not familiar with every card in the deck, so it seemed like good insurance against the unexpected. Thinking about it in hindsight though, most of my ISK was tied up in other things and the boost only bought me a turn or two when I was playing catch-up.
The Guardians I had in there were intended to serve as holders for the outer regions, with their ability to ignore anything but news-generated damage, and also were there because of a mistaken impression our local group has been operating under. We've been assuming that in order to damage a starbase we have to clear defenders first - and with a Guardian on station there, it's almost impossible. After last weekend, we were gently disabused of that notion, and we're playing correctly now, so the Guardian is no longer the "I Win" card it used to be. I've found the Bursts work fine as holders with their overly-developed sense of ambush for the early game (and their very inexpensive play cost and time), and tormentors take over for them shortly after.
I think over time it might be interesting to convert this deck to a Frailty Tower (Zack suggested it several times with those Thrashers present), but that would also require considerably more in the way of turtle cards for me to feel really comfortable with it. Might still occur...though I'd also have to check over the cards again to see what'd have to go and what could stay.
And yep - making better use of outer regions would be one way to look at it. Really, it's being the only one able to use outer regions that this is for.
This one is very vulnerable to a news-heavy denial deck, as that can keep ships from play or use, which neuters the strength of it right away. I'm hoping I can draw up a good sideboard to help out against that. Any recommendations?
M
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lipa666
User Frigate
Posts: 50
Re:1st Place Columbia Qualifier - 2007/03/28 08:36some anti news protection give you Sensor office it will keep safe your cards as it being played. and if you have lock dawn your oponenent it will have no ISK to play any news
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dangerouslycheesy
User Scout
Posts: 1
Re:1st Place Columbia Qualifier - 2007/04/01 11:57Gratz on the win, Morlocke! I was just curious what the total turnout for the event was, and whether anybody will be running more events in the area? A friend and I were thinking about getting into this game, and would've been there to scope out the tourney in person, but unfortunately it fell on the same day as my sister's wedding.
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AgentZero
Admin Admin
Posts: 410
Re:1st Place Columbia Qualifier - 2007/04/02 16:40The turnout wasn't huge, but everyone had a really great time. Valhalla's Gate is a great place to hang out and play, and the EVE players in residence are a great bunch. I strongly encourage you to check it out and infuse some fresh blood into their play group. Zack Walters EVE: The Second Genesis Organized Play Coordinator White Wolf | CCP North America
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