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Boardwalk :: Forum List Deck Discussion Amarr Decks

Smeelbo
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2nd Place, Legends Cupertino N/Am Qualifier - 2007/05/13 18:31 Second Place, Legends Cupertino North American Qualifier, May 12th, 2007

Player: Mike Robinson

Deck: "Slaves from Neighboring Nations, mark II"

Essentially an evolution of Slaves of Neighboring Nations, which won first place at the recent DunDraCon 31.

Tower: Holder Tower

Outer Regions: Ginnunagap, Sansha's Nation, Serpentis Prime

Locations x 10

Echoes of Gloom Bay x 4
Sansha's Scout Outpost x 2
Tourist Resort x 4

News x 19

By the Emperor's Decree x 4
Damage Control x 4
Forsaken Ruins x 3
Hired Enforcers x 4
Network Access x 2
Subsidized Industries x 3

Ships x 20

Augoror x 4
Coercer x 3
Incursus x 3
Inquisitor x 3
Punisher x 4
Thrasher x 3

Starbase Structures x 7

Advanced Shipyard x 4
EMP Minefield x 3

56 cards total, no sideboard

Our local metagame seems dominated by anti-region style decks, mostly Amarr and Gallente. Like the other anti-region decks, the idea is to grow quickly using Tourist Resorts, and crank out ships, often with a finishing touch of Hired Enforcers. This deck is very similar to my Amarr anti-region deck.

Smeelbo

Post edited by: Smeelbo, at: 2007/05/13 18:32
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Takkaryx
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Re:2nd Place, Legends Cupertino N/Am Qualifier - 2007/05/14 04:42 This is my deck, shamelessly ripped from others, with my own spin on it. Smeelbo has the jist of it down, but some finer points:

The Network Access is a neat mid-game trick, as if the HE comes in, and the opponent wants to counter it, I get some money for other cards that turn, as well as the ability to counter it with the best news countering card, Damage Control. Also helpful for puling the bouncing HE combo, as well as transferring Forsaken Ruins around and about for even more anti-region goodness.

The EMP minefields are also tasty, as it doesn't specify when I can bounce a ship, so it's useful for sending a buffed attacking ship home, after the opponent has already spent the cash and the card to do it. Also, it sends the ship to the dock, leaving the homebase wide open for a counter attack. Also the reason for the holder tower, an ace up the sleeve for surviving that one turn you need while the rest of your stuff rolls of the assembly line for the inevitable face-smash.
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