The Fortress of Grief - 2008/07/22 14:00This is an older version of a structure/mill deck. No ships, just grief. It's pretty hard to beat this deck, but it takes a very long time to actually win. In fact, most people I played this deck with don't really want to play against it again because it's so annoying
Tower/Regions Blood Tower Ginnungagap* Impass Serpentis Prime
Structures 3 Corporate Hangar Array 4 EMP Minefield 2 Imperial Recycling Center 2 Incubation Dome 1 Juggernaut Platform 4 Moon Harvester 4 Furnace Mill 2 Stairway To Heaven 3 Trophy Room 2 Warp Disruption Field
Locations 4 Veldspar 3 Omber* 1 Scordite*
News 3 Blood Raiders 3 Damage Control 3 Endless Reruns 2 Exiled from the Empire 3 Forsaken Ruins 4 Lost Deliveries 1 Prophecy of Macaber 3 Rookie Mistakes 2 Safety Regulations Revamped
Characters 3 Tairei Namazoth 2 Hakim Stormare
*) bad choices, but this is the old version of this deck
Playing this deck is fairly straightforward. The ideal starting hand would be a Veldspar and Corporate Hangar Array. You should mulligan aggressively for Tairei or Corp hangar array if you do not have a Tairei in your starting hand, as it is good to have it early game to stop rushes. If you didnt draw a Tairei, use the Hangar Array to pull it from your market and put it into play, then use Tairei's effect to get another veldspar. The regions were selected for uselessness and low income (there's better choices for ginnungagap tho), because you won't be using them most of the time.
You should try to get a Stairway and Trophy Room out as fast as possible. the earlier the better. Combined with cards that stall production (lost deliveries and rookie mistakes), this is going to seriously gut your opponent because he won't have the isk to play ships. When your defenses are in place (EMP Fields and high starbase shield and maybe some assembly stalling etc) it's time to think about winning. Play furnace mills (or pull them using Incubation domes) and mill your opponent to death.
The only real threat is Sansha's Nation, which can prevent mill death. This is why you should keep a Forsaken, Prophecy or Safety Regulations ready for when you've milled your opponent's deck out. The damage controls are mostly for recycling your own news (prophecy is nice to pull back to hand after it wiped out all ships), rather than countering your opponent's, you can afford to lose a couple of starbase structures anyway. You will have high income pretty fast, so don't hesitate to skip income for extra cards.
Anyway, it's really fun to play this deck, but not for your opponent(s)
Maybe i'll post the upgraded version later. Got item?
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