==Starbase 4x Astronautical Laboratories (buff) 4x Home Guard (insta ship) 4x Field Supply Router (inc and defense) 4x Moon Harvester (multiplayer cheese) 4x Sentinel Hive (location denial) 2x Incubation Dome (find Astronauticals)
==Locations 4x Hedbergite (defensive location) 3x State War Academy (defensive location)
==News 4x Problem Solver (bounce iterons) 4x Mastermind (bounce iterons)
The general idea is to hold a very defensive Stain early on (Concord + State War + Hedb + Field Supply) while using Sentinel Hive to keep them from being close to your level of isk. Once that hits, it's pretty much game over because you bring out Insmother and throw all your industrials there to bring you to insane isk levels (then you can drop the project region since isk isn't a problem). Use Mastermind and Problem Solver to bounce your inferior iterons to grab the others with ease...then it's just a waiting game to get Astrological Laboratories.
There are obvious things that can break the combo and I know the deck can take some tweaking (been thinking of using Kankrakas for anti-news in Stain to make it easier to hold), but it's pretty damn nasty...it's not uncommon to hold Stain turn 2-3 with a 3/7 concord with patrol 3 and then bum-rush someone with 5/10 inferior and normal iterons in a few turns later. The deck is also immensly stronger in multiplayer games where you can abuse Moon Harvesters to the max, forgoing isk every turn.
I'm welcome to suggestions though on how to improve...
Post edited by: Lame, at: 2008/03/23 04:15
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Bombadidaloo
User Cruiser
Posts: 112
Re:Attack of the ITERONS! - 2008/04/06 15:26Looks like a good start. I myself piloted what I dubbed "Superior Inferior Laboratories" to 15th place at the last Gencon, it is somewhat similar to your list (if you want to take a look at my decklist, it is still somewhere in this forum section )
Some bits of advice:
-You need anti-news. 4x Damage Control. There's another reason for Damage Control as well, which is:
-Hired Enforcers. This card both saves your ships and makes a win easier. With Damage Control you can bounce and replay it as well.
-In my newer version of the deck, I run that Gallente pilot that's rare and bounces enemy ships when they damage yours, and adds +1 trade. She's quite nice to throw on an Iteron, because they'll take many ships targeting them each to bring them down, so if you run a particular card named Human Research Facilities, you can easily rebuild your Iterons from the scrapheap while your opponent has to spend time replaying all their ships you just bounced, which likely have assembly while yours don't
-Remember that Problem Solver can also be used to get double the effect out of Astronautical Laboratories- reveal an iteron, apply bonus, Problem Solver the Laboratories, replay it, rinse, repeat.
-I would suggest putting more cards in here that you can play turn 1, to increase deck efficiency. How about that rare Gallente pilot I mentioned?
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