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Cailais
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Posted - 2006.08.08 00:07:00 -
[1]
Edited by: Cailais on 08/08/2006 00:33:08 Edited by: Cailais on 08/08/2006 00:19:02 1 Empiric tower 1 The tierijev pocket 1 The khanid kingdom 1 metropolis
2 Mercoxit (I like its offensive potential tbh) 4 pyroxeres 4 hemorphite 4 veldspar (14)
2 Omen 3 Coercer 3 Punisher 2 Tormentor 2 Atron (maybe swap for x 2 executioner) 3 Velator (15)
4 Mind Control 4 exiled from the empire 4 forsaken ruins (12)
3 Moon harvester 4 Observatory 4 juggernaught platform (12)
Not being able to test this against anyone , i fear its got more problems than solutions. It cant deal much damge for a start though I think it might be quite resilient. Empiric tower and Observatory are there to give the ships a bit more 'teeth'. This is my second Amarr deck, that ive put together, and its more 'home base' orientated (you'll notice with the exception of the mercoxit, all the minerals can be played in the home region) with juggernauts to keep those shields up. So uber defensive - any to give it a fighting chance?
Cheers 
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Cailais
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Posted - 2006.08.08 00:07:00 -
[2]
Edited by: Cailais on 08/08/2006 00:33:08 Edited by: Cailais on 08/08/2006 00:19:02 1 Empiric tower 1 The tierijev pocket 1 The khanid kingdom 1 metropolis
2 Mercoxit (I like its offensive potential tbh) 4 pyroxeres 4 hemorphite 4 veldspar (14)
2 Omen 3 Coercer 3 Punisher 2 Tormentor 2 Atron (maybe swap for x 2 executioner) 3 Velator (15)
4 Mind Control 4 exiled from the empire 4 forsaken ruins (12)
3 Moon harvester 4 Observatory 4 juggernaught platform (12)
Not being able to test this against anyone , i fear its got more problems than solutions. It cant deal much damge for a start though I think it might be quite resilient. Empiric tower and Observatory are there to give the ships a bit more 'teeth'. This is my second Amarr deck, that ive put together, and its more 'home base' orientated (you'll notice with the exception of the mercoxit, all the minerals can be played in the home region) with juggernauts to keep those shields up. So uber defensive - any to give it a fighting chance?
Cheers 
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Mephysto

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Posted - 2006.08.08 11:42:00 -
[3]
On first view, I would say drop a few of the Starbase Structures and Locations (combined they make up half your deck), and add a few more ships and news. You definately need more variety in your news cards too.
I would suggest dropping 2x Hemorphite and 2x Pyro, and replacing them with 2x Executioner and 2x Slave Dog Stowaways. Also, 4 Juggernaut platforms is pretty pointless, since they need to be replayed each turn for a cost, so maybe drop 2 of them for more executioners. I also like adding Bursts to an Amarr deck as they are cheap, and have Ambush 3.
Just my opinion 
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Mephysto

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Posted - 2006.08.08 11:42:00 -
[4]
On first view, I would say drop a few of the Starbase Structures and Locations (combined they make up half your deck), and add a few more ships and news. You definately need more variety in your news cards too.
I would suggest dropping 2x Hemorphite and 2x Pyro, and replacing them with 2x Executioner and 2x Slave Dog Stowaways. Also, 4 Juggernaut platforms is pretty pointless, since they need to be replayed each turn for a cost, so maybe drop 2 of them for more executioners. I also like adding Bursts to an Amarr deck as they are cheap, and have Ambush 3.
Just my opinion 
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Hunters Presence
Amarr
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Posted - 2006.08.08 15:59:00 -
[5]
Edited by: Hunters Presence on 09/08/2006 00:14:37 If you're going for control... then surely it'll pay to have somewhere to put all that incom if it comes together?
I definately agree with Mephysto with regards to the Juggernaught Platforms.
Slave Mines might be useful at your starbase, especially in combination with those pyroxeres.
[Rest removed as I was a little bit tired]
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Hunters Presence
Amarr
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Posted - 2006.08.08 15:59:00 -
[6]
Edited by: Hunters Presence on 09/08/2006 00:14:37 If you're going for control... then surely it'll pay to have somewhere to put all that incom if it comes together?
I definately agree with Mephysto with regards to the Juggernaught Platforms.
Slave Mines might be useful at your starbase, especially in combination with those pyroxeres.
[Rest removed as I was a little bit tired]
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Hoshi
Blackguard Brigade
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Posted - 2006.08.08 19:23:00 -
[7]
Hunter none of the 3 cards you recommend (outmanuverd, Veterans Early Retirement and Armageddon project) can be used by amarr. --------------------------------------------------------------------------------
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Hoshi
Blackguard Brigade
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Posted - 2006.08.08 19:23:00 -
[8]
Hunter none of the 3 cards you recommend (outmanuverd, Veterans Early Retirement and Armageddon project) can be used by amarr. --------------------------------------------------------------------------------
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Hunters Presence
Amarr
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Posted - 2006.08.09 00:13:00 -
[9]
Edited by: Hunters Presence on 09/08/2006 00:16:11
Originally by: Hoshi Hunter none of the 3 cards you recommend (outmanuverd, Veterans Early Retirement and Armageddon project) can be used by amarr.
I forgot news cards had races on when I wrote that.. oops 
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Hunters Presence
Amarr
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Posted - 2006.08.09 00:13:00 -
[10]
Edited by: Hunters Presence on 09/08/2006 00:16:11
Originally by: Hoshi Hunter none of the 3 cards you recommend (outmanuverd, Veterans Early Retirement and Armageddon project) can be used by amarr.
I forgot news cards had races on when I wrote that.. oops 
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Cailais
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Posted - 2006.08.09 21:59:00 -
[11]
Thanks for the comments, sme good points (I hadnt realised about the quantity of structures - was just throwing in 'cool' cards tbh!. Im in 2 minds about how genuinely useful Juggernaut is, after all theres no limit on how many you can play afaik and Id rather not lose them to 'news removal'. having even one in hand reduces the need to have lots of defensive ships 'camped' outside your own starbase I would think. The ships though really need a bit of adjustment - and thers no real 'winning' card or play even assuming the deck gets dominance. That said Ive got 0 Amarr BS atm - maybe the answer lies with the apoc or geddon....
C.
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Cailais
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Posted - 2006.08.09 21:59:00 -
[12]
Thanks for the comments, sme good points (I hadnt realised about the quantity of structures - was just throwing in 'cool' cards tbh!. Im in 2 minds about how genuinely useful Juggernaut is, after all theres no limit on how many you can play afaik and Id rather not lose them to 'news removal'. having even one in hand reduces the need to have lots of defensive ships 'camped' outside your own starbase I would think. The ships though really need a bit of adjustment - and thers no real 'winning' card or play even assuming the deck gets dominance. That said Ive got 0 Amarr BS atm - maybe the answer lies with the apoc or geddon....
C.
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Hunters Presence
Amarr
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Posted - 2006.08.09 23:45:00 -
[13]
Originally by: Cailais Thanks for the comments, sme good points (I hadnt realised about the quantity of structures - was just throwing in 'cool' cards tbh!. Im in 2 minds about how genuinely useful Juggernaut is, after all theres no limit on how many you can play afaik and Id rather not lose them to 'news removal'. having even one in hand reduces the need to have lots of defensive ships 'camped' outside your own starbase I would think. The ships though really need a bit of adjustment - and thers no real 'winning' card or play even assuming the deck gets dominance. That said Ive got 0 Amarr BS atm - maybe the answer lies with the apoc or geddon....
C.
You could always change the Empiric Tower to a Reclamation Tower and keep the Juggernauts in. Juggernauts, literally, for the win!
You should definately throw in some more cruisers if you have them, even non-Amarr exclusive ones, just for the firepower! The Rupture would be prime choice, although I'd consider the Osprey and Celestis.
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Hunters Presence
Amarr
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Posted - 2006.08.09 23:45:00 -
[14]
Originally by: Cailais Thanks for the comments, sme good points (I hadnt realised about the quantity of structures - was just throwing in 'cool' cards tbh!. Im in 2 minds about how genuinely useful Juggernaut is, after all theres no limit on how many you can play afaik and Id rather not lose them to 'news removal'. having even one in hand reduces the need to have lots of defensive ships 'camped' outside your own starbase I would think. The ships though really need a bit of adjustment - and thers no real 'winning' card or play even assuming the deck gets dominance. That said Ive got 0 Amarr BS atm - maybe the answer lies with the apoc or geddon....
C.
You could always change the Empiric Tower to a Reclamation Tower and keep the Juggernauts in. Juggernauts, literally, for the win!
You should definately throw in some more cruisers if you have them, even non-Amarr exclusive ones, just for the firepower! The Rupture would be prime choice, although I'd consider the Osprey and Celestis.
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Liisa
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Posted - 2006.08.10 08:40:00 -
[15]
Originally by: Cailais Thanks for the comments, sme good points (I hadnt realised about the quantity of structures - was just throwing in 'cool' cards tbh!. Im in 2 minds about how genuinely useful Juggernaut is, after all theres no limit on how many you can play afaik and Id rather not lose them to 'news removal'. having even one in hand reduces the need to have lots of defensive ships 'camped' outside your own starbase I would think. The ships though really need a bit of adjustment - and thers no real 'winning' card or play even assuming the deck gets dominance. That said Ive got 0 Amarr BS atm - maybe the answer lies with the apoc or geddon....
C.
Well, news removal are not the only way to kill Juggernaut Platforms. Remember that it only has a cost of 2. A ship like the Caracal would allow your opponent to blow away the Platforms each time he attacks, and then you don't get them back. I am not sure if there are other ships that can do this, but it does make you vulnerable to caldari and minmatar decks (both races can use the caracal). ---------------------------------- I am free \o/ Sadly your sig is also slightly above the required limits of 400 x 120, total size not exceeding 24000 kbs - Cortes |

Liisa
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Posted - 2006.08.10 08:40:00 -
[16]
Originally by: Cailais Thanks for the comments, sme good points (I hadnt realised about the quantity of structures - was just throwing in 'cool' cards tbh!. Im in 2 minds about how genuinely useful Juggernaut is, after all theres no limit on how many you can play afaik and Id rather not lose them to 'news removal'. having even one in hand reduces the need to have lots of defensive ships 'camped' outside your own starbase I would think. The ships though really need a bit of adjustment - and thers no real 'winning' card or play even assuming the deck gets dominance. That said Ive got 0 Amarr BS atm - maybe the answer lies with the apoc or geddon....
C.
Well, news removal are not the only way to kill Juggernaut Platforms. Remember that it only has a cost of 2. A ship like the Caracal would allow your opponent to blow away the Platforms each time he attacks, and then you don't get them back. I am not sure if there are other ships that can do this, but it does make you vulnerable to caldari and minmatar decks (both races can use the caracal). ---------------------------------- I am free \o/ Sadly your sig is also slightly above the required limits of 400 x 120, total size not exceeding 24000 kbs - Cortes |

Cailais
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Posted - 2006.08.11 00:11:00 -
[17]
Sadly a caracal is a ship I don't have - so I can't comment on how effective it might be.... Im off to steal *cough* -consider, some of Testy McTest's ideas from his Pure Control deck.

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Cailais
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Posted - 2006.08.11 00:11:00 -
[18]
Sadly a caracal is a ship I don't have - so I can't comment on how effective it might be.... Im off to steal *cough* -consider, some of Testy McTest's ideas from his Pure Control deck.

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Testy Mctest
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Posted - 2006.08.11 08:39:00 -
[19]
Originally by: Cailais Sadly a caracal is a ship I don't have - so I can't comment on how effective it might be.... Im off to steal *cough* -consider, some of Testy McTest's ideas from his Pure Control deck.

Hehe, well, that's what it's there for :P
The big thing to remember, really, is that your cards should be as focused as possible towards doing stopping your opponent playing his game. Hence why you want to play very few ships. The other thing you need to do is get as much deck manipulation in as possible. Cards like Echoes of Gloom Bay and Remote Research Post are excellent for this, as are things like Bad News and Damage Control. Cards are your friend.
Scrapheap Challenge! |

Testy Mctest
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Posted - 2006.08.11 08:39:00 -
[20]
Originally by: Cailais Sadly a caracal is a ship I don't have - so I can't comment on how effective it might be.... Im off to steal *cough* -consider, some of Testy McTest's ideas from his Pure Control deck.

Hehe, well, that's what it's there for :P
The big thing to remember, really, is that your cards should be as focused as possible towards doing stopping your opponent playing his game. Hence why you want to play very few ships. The other thing you need to do is get as much deck manipulation in as possible. Cards like Echoes of Gloom Bay and Remote Research Post are excellent for this, as are things like Bad News and Damage Control. Cards are your friend.
Scrapheap Challenge! |
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