New Player Effin' Around - 2007/10/13 03:56So I was given a bunch of core set starter decks for this game (7 of both sets) and decided to fool around with it. Not so sure that this would make a good multi-player game, but as a dueling game doesn't seem too bad. Even though this is not the first deck I made (I prefer the Gallente) this one is rather amusing since it is not really a play style that I'm wont to do. Decided to share this with y'all just to see what you think. Remember that any suggestions that use cards not in the starter decks will not do me any good since I do not have them.
4 Sentry Gun 4 Xeno Research Center 4 Warp Disruption Field 4 Moon Harvester
4 Damage Control 3 Forsaken Ruins 2 Exiled From The Empire 2 Mind Control
52 Cards
Acquring and keeping Stain is the only way to win with this deck. Never sure what to use as a third outer region but Society seems necessary. It's fragile but fun and considering the basic strategies of this game (get in there and kill that starbase!) it makes all of their defensive cards and structures mostly useless. The existence of Institute of Bureaucracy already makes this deck pointless (not sure why they would bother with a tower like this and just kill it with one card, kind of stupid if you ask me, not like it's a strong strat) but, whatever, it's still enjoyable to play.
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stevetheone
User Battlecruiser
Posts: 540
Re:New Player Effin' Around - 2007/10/13 12:19I would suggest you have 4 Veldspars instead of 2 and more (& bigger) ships. I'd cut down on the starbase structures, drop the Forsaken Ruins for some more anti-news cards.We shall seed the stars with our scions and reap that harvest.
No expect the Spam, spam, spam, spam...
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Robert Scythe
User Scout
Posts: 4
Re:New Player Effin' Around - 2007/10/14 11:26stevetheone wrote: I would suggest you have 4 Veldspars instead of 2 and more (& bigger) ships. I'd cut down on the starbase structures, drop the Forsaken Ruins for some more anti-news cards.
I am not certain that you are understanding the deck concept. Removing starbase structures will make it that much more difficult to attain 20 or more shield strength for my starbase. Losing the Forsaken Ruins will obliterate any chance I have of nullifying my opponent's hold on outer regions (I need to control more to win). And, with the limited space left, what other ships would be useful? The Ibis's are must haves, and if they are in there I may as well have locations that allow me to mine so that I can use them more effectively. The Guardians' uses are obvious and the Punishers are incredibly efficient at holding early outer regions and fortifying base defense (coupled with Sentry Guns). I realize that Veldspars are cheap and good but I believe that the odd mix of locations in this deck may prove to be rather lucrative, surprisingly enough. I appreciate your comments but question your overall outlook that motivated them.
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Elohim
User Frigate
Posts: 12
Re:New Player Effin' Around - 2007/10/14 12:37I canīt say if the deck is good or not but I do understand the idea behind it - Reclamation Tower / Stain; Insmotherīs there if the opponent gets an early outer region out. But two things Im certain of - I wouldnīt play a deck like that either and you're screwed if someone fields Cathedral(s)
If Iīd have to guess Iīd say the deck is decent against most decks. How long you think itīs gonna take you to reach 20 with your starbase? I think it might take longer than you think.
Post edited by: Elohim, at: 2007/10/14 12:39
Post edited by: Elohim, at: 2007/10/14 12:43
Post edited by: Elohim, at: 2007/10/14 12:44
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Robert Scythe
User Scout
Posts: 4
Re:New Player Effin' Around - 2007/10/14 22:21Wow, Cathedral would be really bad. Alternate win methods are hard enough as it is, why the hell screw them up completely? Reclamtion Tower costs 15 in the first place and the only benefit you gain is +1 shield. Whatever, still not sure if I'm going to get too into this game.
How long you think itīs gonna take you to reach 20 with your starbase? I think it might take longer than you think
It takes just as long as it seems, too long. You are constantly delaying your opponent while trying to set up. Xenos and a lock on Stain really help you get there. Warp DF's, Sentry Guns and Punishers all are there to keep that delay going. Wish that Amarr had access to Veterans as that could be better than Exiles, not sure though (and it doesn't matter since they don't). Wonder if any other cards could be useful? I used to run Metropolis as even 4 more ISK they will have to spend is worth it. I should probably put it in again. Last night 2 Warps held my opponent back to only 8 ships that he could attack with for the final lunge. A Gun and a Punisher stopped him (I also had a hand full of anti-news and an Exile). Tough to play, but cool when it wins.
Post edited by: Robert Scythe, at: 2007/10/14 22:24
Post edited by: Robert Scythe, at: 2007/10/14 22:26
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Buhallin
User Battlecruiser
Posts: 489
Re:New Player Effin' Around - 2007/10/15 17:31Exiled adds a number of cards that make the Reclamation Tower far more viable. Emergency Shield Generators, Dome, Office of Internal Affairs, Reinforced Shields, Smuggler's Den, and Tracking Array all give good shield boosts, often with other beneficial effects. Sentry ships let you turtle nicely, and Home Guard gets big ships out fast, with little drawback since you're basically playing defensively anyway.
You'll still have to hold regions in the end, but strong Sentry ships can make that quite easy... Especially with a Dome or two in play, dropping all 3 cheap outer regions can boost your shields VERY quickly, and give your opponent too many regions to contest.
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Erk
User Frigate
Posts: 14
Re:New Player Effin' Around - 2007/11/12 09:48might i add that juggernaught platform coupled with mind clash is an excellent way of giving you that last boost you need to win the game.
Erk
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