The idea is to make good income first and second turn, then play Stain (hopefully before opponent plays an outer region). Keep a small ship (i.e. Velator) in that region to force the opponent to take it. Once that's done, give them time to play one more outer while you build up home region income, then upgrade the tower. NOW they're screwed for income, and you've already got your home region income working for you. You should never need to play the other outers unless the opponent catches on during a second or third game, then Heaven is useful for this deck's buildup.
Moon Harvesters take care of home region income, and the DoR keeps opponent from using small ships during the first turns to keep MH from working.
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1) How are you going to ensure that the enemy even wants to take stain? What if he just builds up and overruns you?
2) If he does, how does Dominion Tower screw him over for more than the one turn he takes pulling back?
3) I question the capability of DoR to keep the enemy away from your moon harvesters. It only works when a) You have one in your hand, b) the enemy's ships are toughness 2 or less, and c) when the enemy values his lone ship more than he values scuppering your income AND knocking a card out of your hand.
4) Finally, card choice- there are several oddballs in there you don't explain. What is a reflection of time doing there? What are the Outmaneuvereds for? The lone, lonely Incubation Dome is a bit odd too. In what way do these cards help the deck and its theme?
Sorry to sound a bit harsh, I like the deck (which is why I'm posting this comment after so long; I don't like to see decent posts languish). Perhaps you've simply not explained the deck concept sufficiently.
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DennisDarmody
User Scout
Posts: 3
Re:"Rude Behaviour" deck possibility - 2007/08/03 22:35You are running 59 cards, and hopefully they haven't changed the min deck size and i look like a doofus, but I would try to cut some cards out, increasing your number of cards decreases your chance to actually draw that card.
Also to that note, playing with a single copy of a card will almost ensure you never see it in a game. If a card is worth playing with I usually do not play with any less than three copies of a card.
Aside from those personal play style/deck building type things, I enjoy the concept of utilizing the moon harvesters, but isn't the statistic that an average game goes only 6-8 rounds?
In order for your harvesters to truly work you would have to draw them all up in your starting hand and hope to mulligan at least one other location and a small ship. That means, if my statistic above is correct, you'll be half way through the game before you can actually start your build up, and that is saying you have all of the cards you need in place. Draw a cruddy hand and mulligan for no help, and you're screwed.
Remember, your starting hand needs to carry you through turn three, you shouldn't be hoping on a prayer for that one magical card, if your deck only works becasue of a single card, then you will most likely meet defeat every time.
But hey, I don't want to bash this deck into never happening. I say build it, play the crap out of it, at least 5 games, and then make your changes.
I would like to see the evolution of this deck and maybe the wins/losses you get with it.
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Basically, the deck makes monster income and beefs the starbase up well before a rush takes effect. It works particulaly well against Caldari decks, which are becoming predominant anymore.
You want to get Ginnungagap out to take advantage of lost income (esp. from opponent) and use the Sup. Iteron to make income while yo draw two each turn. Beyond that, get ships out and destroy some as news shows up.
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