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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.07 19:09:00 -
[1]
Edited by: Malthros Zenobia on 07/08/2006 21:19:08 Still not sure which regions and homebase to use yet.
ship computer glitch x2 outmanuvered x2 mind clash x1 mind control x2 frontline intelligence x1 impending doom x1 stubborn mechanic x2 bomb threat x1 martial law x1 rookie mistakes x1 caracal x1 osprey x1 blackbird x1 badger x1 badger mk II x1 superior iteron x1 comorant x1 remote research facility x1 slave mines x1 mercoxit x1 omber x1 veldspar x3 hedbergite x2 crokite x1 scordite x2 hemophite x1 bantam x2 imicius x1 incursus x3 kestrel x4 heron x1 griffon x2 merlin x2 condor x3 ibis x3 interstellar trade post x1 Sisters of EVE x1 Ferox x1 Sentry gun x1 EMP minefield x1 thukker pirate haven x1 early warning system x1 central fleet command x1 incubation done x1 human containment facilities x1
That's from boosters, without touching my premades.
Need to remove some cards, and I still want to add some, like adv shipyard for -1 isk per ship made. Thoughts on the deck, and what I should remove? Added a couple other cards. Going to probably add my house of ill repute and go up to 60 cards total.
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Cailais
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Posted - 2006.08.07 20:07:00 -
[2]
Edited by: Cailais on 07/08/2006 20:52:08 Edited by: Cailais on 07/08/2006 20:33:15 Edited by: Cailais on 07/08/2006 20:18:27 Edited by: Cailais on 07/08/2006 20:18:02 You need 4 cards of your 'key' game winners - to ensure you draw them.
At the moment Im working on a caldari deck (unfinished) but as a start point:
x 1 Venal Tower x 1 Sansha's Nation x 1 The Tierijev pocket x 1 'other' - undecided (kyonke pit or society of concious thought?)
x 4 Kestrel x 4 Bantam - card drawing x 4 Badger - card drawing x 4 Badger Mk2 x 2 undecided - poss Blackbird, maybe nothing here?? x 2 Moa - win mechanic
x 4 Slave Mines - card cycling x 4 Remote reasearch facility x 2 Sisters of Eve x 4 Veldspar
x 4 Stubborn mechanic x 4 Bomb Threat - win mechanic x 4 Information at a Cost - card drawing x 4 martial Law (or mind control)
x 4 The Databank - for max card size for Moa & Black ops) x 2 Black ops Command x 2 Advanced Shipyard
Any thoughts? Suggestions?
Forgot 'Investment Bank' - which looks really nice along side the Badger 1 . Maybe kick the advance shipyard for this one
- thanks for all your help thus far - still under construction!
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Storm Mage
Amarr Forgotten Souls
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Posted - 2006.08.07 20:19:00 -
[3]
Originally by: Cailais You need 4 cards of your 'key' game winners - to ensure you draw them.
At the moment Im working on a caldari deck (unfinished) but as a start point:
x 1 Venal Tower x 1 Sansha's Nation x 1 The Tierijev pocket x 1 'other' - undecided
x 4 Kestrel x 4 Bantam - card drawing x 4 Badger - card drawing x 4 Badger Mk2 x 2 undecided - poss Blackbird, maybe nothing here?? x 2 Moa - win mechanic
x 4 Slave Mines - card cycling x 4 Gneiss x 2 Sisters of Eve x 4 Mercenary Base
x 4 Stubborn mechanic x 4 Bomb Threat - win mechanic x 4 Information at a Cost - card drawing x 4 martial Law (or mind control)
x 4 The Databank - for max card size for Moa & Black ops) x 2 Black ops Command x 2 Advanced Shipyard
Any thoughts? Suggestions?
Last region go for Kyonoke Pit. Drop 4 of the badgers (id say 2 of each) 8 is too many. I would use the slave mines for mining. Might trade 1 slave mine 1 gneiss and 1 merc base for 3x hedbergite for passive defense. Use the bantams more for mining, you have a lot of isk spending but not much isk gaining there. Take the 4 baders you took out and the 2 unsure for 3x condor and 3x merlin (or maybe some incursus). You are lacking early defense. Starbase structure wise maybe a sentry gun or 2 as well as maybe an emp minefield (not sure if this is caldari). That is all I can think of for now.
Let the lightning be your warning and the thunder your battlecry!
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Cailais
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Posted - 2006.08.07 20:31:00 -
[4]
Edited by: Cailais on 07/08/2006 20:31:17 Thanks Storm some good points - I should clarify my comments next to the card are the bonus I see them carrying - i wouldnt use a Badger for card drawing on turn 2 for example (just if I was loaded with isk, but had no moa to play). I think Im more inclined to strip the Badger Mk2, A badger and a Bantam in the same region with only 1 mining point will generate 10 isk per turn. A moa only costs 10, which seems quite achievable early on. The Kessies are the star base defense tbh. Hedgebite is good - but do you not think its a bit expensive to play? Obvioulsy this deck is centered around the Moa and Black Ops Command and aims to maximise your hand for this purpose (hence the data bank). I think its just missing a good ship in the 5-6 cost range for region contesting.
Anymore comments gratefully recieved and if someone could playtest it!!!
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.07 21:16:00 -
[5]
Originally by: Cailais Edited by: Cailais on 07/08/2006 20:52:08 Edited by: Cailais on 07/08/2006 20:33:15 Edited by: Cailais on 07/08/2006 20:18:27 Edited by: Cailais on 07/08/2006 20:18:02 You need 4 cards of your 'key' game winners - to ensure you draw them.
At the moment Im working on a caldari deck (unfinished) but as a start point:
x 1 Venal Tower x 1 Sansha's Nation x 1 The Tierijev pocket x 1 'other' - undecided (kyonke pit or society of concious thought?)
x 4 Kestrel x 4 Bantam - card drawing x 4 Badger - card drawing x 4 Badger Mk2 x 2 undecided - poss Blackbird, maybe nothing here?? x 2 Moa - win mechanic
x 4 Slave Mines - card cycling x 4 Remote reasearch facility x 2 Sisters of Eve x 4 Veldspar
x 4 Stubborn mechanic x 4 Bomb Threat - win mechanic x 4 Information at a Cost - card drawing x 4 martial Law (or mind control)
x 4 The Databank - for max card size for Moa & Black ops) x 2 Black ops Command x 2 Advanced Shipyard
Any thoughts? Suggestions?
Forgot 'Investment Bank' - which looks really nice along side the Badger 1 . Maybe kick the advance shipyard for this one
- thanks for all your help thus far - still under construction!
How do you plan to win with that deck? You have horrible firepower.
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Cailais
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Posted - 2006.08.07 22:15:00 -
[6]
Hmm, I havn't tested it tbh - the basic concept was to maximise the chance of getting multiple bomb threats in hand and using Moa and black ops command (especially) for a touch of removal. With your opponents ships gone, and the cost of bomb threat draining his bank, Id hope to get in a quick killing blow.
Ive always found with deck building the best way to fathom the game is to build 'idea' decks - it helps to poitn out flaws in your thinking you didnt realise existed.
For example Im coming to the conclusion that base protection is really crucial and you need damage dealers to defend a base (not shields ships - this wont work).
Suffering from having no one to play against
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.07 23:52:00 -
[7]
Yeah, revising my deck, it's probably 70ish cards, and I found my grinders that I was looking for.
I have a feeling if I'd play meph, our game would run out in maybe a dozen turns due to card burning.
Ofcourse, there's a card that lets you draw from the scrapheap instead, which would be a good counter to deck-burners.
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