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Bombadidaloo
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My baby, InferiorLaboratories.deck! - 2007/04/16 05:17 This deck revolves around a rather nasty combo I originally developed for a random deck in my multiplayer playgroup, and have since then (rather recently) worked it into a tournament-calliber deck that has stood up well to the common rush variants in playtesting.

The combo is essentially Inferior Iteron combined with Astronautical Laboratories. With one iteron to start the chain to find the others, once you get three out with the fourth in your hand, with 2 Astronautical Laboratories out suddenly you have three 4/9 ships looking for some butt-kicking :-D And of course, the more laboratories the merrier!

The deck is built with a turtle-mode in mind, putting down defensive starbase structures early while messing with your opponent's income, steadily and consistently building up to the turn where you drop your 3rd inferior iteron, search out the 4th, followed by dropping 2-4 Astronautical Laboratories, and then flying in for the win.

Here's the list:

***Ships***
4x Inferior Iteron

***News***
4x Slave-Dog Stowaways
4x Salvage Drones
2x Armageddon Project
2x Veteran's Premature Retirement

***Starbase Structures***
4x The Night Shift Sector
4x Market Research Lab
4x Investment Bank
4x Astronautical Laboratories
4x Moon Harvester
4x Sentry Gun
4x Construction Platform
4x Warp Disruption Field
4x Sentinel Hive

Starbase: Dominion Tower
Outer Regions: Sancha's Nation, Stain, Metropolis

Strategies:
-Early sentinel hive plus location denial
-Market Research Lab and Investment Bank (calling "4") to find enough Astronautical Laboratories
-Dominion Tower helps keep opponent's ISK gain at a low ammount
-Salvage Drones + Sancha's Nation to rebuild after a failed attack


Anyways when taking/mulliganing the starting hand, I usually look for 1 copy of Inferior Iteron, 1 or 2 Laboratories, The Night Shift Sectors, and Sentinel Hive. Everything else is mulliganable.

Some cards I'm still thinking about for the deck:
Legal Department (mainly for the location denial right before an attack for the win)
Prophecy of Macababblahblah
Hired Enforcers
The Viper's Nest
Incubation Dome

Anyway, I'm open to ideas/suggestions/comments/critique!

***EDIT***
Just realized how amazing Human Containment Facilities works in this deck... just... wow, the perfect card for rebuilding and reusing the Iteron swing... Hrmm what to take out... Probably going to replace 2 Armageddon Projects and 2 Salvage Drones with 4 Human Containment Facilities :-D

Post edited by: Bombadidaloo, at: 2007/04/16 05:37

Post edited by: Bombadidaloo, at: 2007/04/16 06:18

Post edited by: Bombadidaloo, at: 2007/04/16 08:30
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RedX
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Re:My baby, InferiorLaboratories.deck! - 2007/04/16 17:41 Oooh, that thing... that's going to be a headache to face off against... but I can see a few ways around. Don't take any of this personally, and remember that I've got the greatest respect for that deck... but in single player, things may be a little different.

First off, Damage Control is pretty critical. Enemy news can really mess you up if not stopped. By The Emperor's Decree can slide right around Sentinel Hive, remember... as can Subsidized Industries.

Second, you're really, really, really relying on Inferior Iterons here. I don't know- the games I played against the multiplayer version, I was almost as scared of Oneiros as I was of Iterons. It made them practically unkillable. I also noticed you've dropped the Fleet Commands in (apparent?) hopes of drawing the Astrolabs quicker- also a downturn, in my opinion.

Consider dropping Investment Bank. Unless you can consistently guess right, it's not particularly going to help fetch Astrolabs. Instead, use the Market Research labs and (especially) Incubation Dome if you can find some more. (Sorry, I'm still looking for my 4th copy. Try this forum's trading section perhaps?.)

If you feel confident of holding Stain, consider Xeno Research Center (draw an extra card every turn if you have more regions than all opponents).

Viper's Nest you can skip, IMO- at best, you get one turn of hammering him with it (tossing your precious starbase structures away) then he doesn't activate any commands for the rest of the game.

Legal Department... try Mind Clash or Gravity Storm instead, if you really need the anti-structure. Legal puts you in a bind by wanting to play it immediately for the income and shield bonus, and only stops the enemy starbase struct for one turn. Mind clash lets you draw a card if you don't win out, and Grav storm just solves the problem permanently.

Two hired enforcers would go great if you can find the slots for them. Self-recycling ship buffs are neat.

Prophecy of MacArmageddon... waaaay to expensive for single-player, I'm sorry. Even if it is really fun to BLOW EVERYTHING UP. Might try it if your opponent has nothing but Mind Control as anti-news.

Hrm. As a side-note... have you ever considered Lost Deliveries? No need to take it to the extremes I did to slow the other guy down by two turns. Might just make the difference in turns to get a second or third Astrolab out.

Finally... Human Containment Facilities isn't as good as it looks. Remember, you have to have two Iterons in there for it to work... and even then, you're only going to need one copy in play. I would consider putting two in, max, and Market-Research-Labbing for them if and when you need them.

I'm looking forward to playing against this... though perhaps not with my Lost in Space deck. See you Friday?
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Bombadidaloo
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Re:My baby, InferiorLaboratories.deck! - 2007/04/16 19:36 Thanks for the comments man!

Damage control sounds like a good idea, as does running only two Human Containment Facilities (do you have any for trade? I need 2 Human Containment Facilities, 2 Damage Control, 2 Fleet Command, and 3 Lost Deliveries )

Still not sure if I want to drop Investment Bank.. with two out, it's a guaranteed 2nd draw, and the +1/+1 is nice as well... but yeah, the 5isk cost blows...

You're right, Fleet Command needs to go back in. It allows for me to better guarantee an early victory with either 2 Laboratories or 1 Laboratory and 1 Fleet Command.

Really don't want to put Onieros back in, his assembly 2 and 6isk cost is a real pain. I'd much rather run Hired Enforcers over him, and I do in fact have 2 that I can put in

So far I've only got 1 Incubation Dome, and would absolutely love to find 3 more...

Anyways, here's the deck amendments I'm thinking of:

-2 Armageddon Project
-4 Slave Drones
-4 Investment Bank
-2 Veteran's Premature Retirement

+4 Damage Control
+2 Fleet Command
+2 Hired Enforcers
+2 Lost Deliveries
+2 Human Containment Facilities

Oh and here's my idea for a "Sidedeck":
4x Mind Clash
3x Gravity Storm
2x Hired Enforcers
2x Lost Deliveries
2x Fleet Command

What do you think?

*oh and by the way, probably won't be able to make it this friday Driving up to New York with a friend at 6 or 7 in the morning and spending the whole day there (unless we some how manage to get back b4 5-7ish pm, which if so I'll definately try to come... (ah yes, this means Chris will be wanting a ride to Game Parlor )... and the following Saturday, going to spend the whole day celebrating the same friend's 21st birthday
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