==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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