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Boardwalk :: Forum List Deck Discussion Amarr Decks

Karash
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Amarr Tank Deck v2 - 2007/05/29 22:25 Amarr Tank Deck v2 - Eve Gate FTW!
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Holder Tower
-Stain
-Scalding Pass
-Eve Gate

Ships - 22 Ships
4x Ibis
4x Tormentor
4x Punisher
4x Guardian
4x Coercer
2x Maller

Locations - 15 Locations
3x Hedgerigite
3x Pyroxeres
3x Plagioclase
3x Gneiss
3x Reflection of Time

Starbase Structures - 4 Structures
2x EMP Minefield
2x Juggernaut Platform

News - 12 News
4x By the Emperor's Decree
4x Damage Control
4x Hired Enforcers

53 Total Cards
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Description

This deck is the second version of my tank deck. Taking the previous comments into consideration...one has to ask, "how do you win with defense?". This deck is built for a longer...drawn out game, but its important to note that going for the Eve Gate win is only an option, but should be made no later than mid game as you will need 10 cards left to pull it off.

Go for stain as early as possible, while filling your home region with Pyro and Ibis/Tormentors. You can develop Stain as well and hopefully choke your opponents ability to expand by using tormentors and punishers to hold the line with their special ability. If you can get out the Hedbergite in your home region you will quickly get some heavily tanked ships no matter where they are at (+1 shields per location to all ships).

The Holder Tower in combo with Scalding Pass is a great cost to benefit ratio...and provides added region security. The Damage Controls are there as an anti news measure, and Decree's will get your industry running faster than normal...just hold off until Stain is in play so nothing is an illegal play.

EMP Minefield, Juggernaut and the Holder tower is for starbase security. All are relatively low cost and give you options to expand and hold the outer regions with more ships.

Never underestimate the power of a Tormentor/Punisher + Guardian combo. This can effectively lock out your opponent from attacking you!

If you have the cards and ships out, go for the Eve Gate win. It will take some time, but is very satisfying watching your opponent die a slow death.

The Mallers are there for some kickass power if your deck hits a perfect industry draw. Hired Enforcers are obviously the 'oomph' needed in most offensive combat operations.

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