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Faya
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Posted - 2006.08.14 12:27:00 -
[1]
By the looks of things the EVE gate victory is a tough one. So I thought I'd see if I could make a deck that'd try to go for it. (EVE gate: outer region, cost 6, income 0, locations 0. Ships cannot activate their commands in this region. At the beginning of your turn, set aside the top card of your market until the end of this game. When you have set aside 10 cards in this way, you win the game)
Gallente
Monopoly Tower
EVE gate Metropolis Sansha's Nation
Ships: 4x Hoarder 4x Inferior Iteron 4x Iteron -- 12
News: 4x Forsaken Ruins 4x Veteran's early retirement 4x Damage Control 4x Sabotaged Beacon 2x Salvage Drones 3x Day of Retribution 3x Stubborn Mechanic -- 24
Locations: 4x Sansha's 4x Veldspar 2x Interstellar Trade Post 4x Hedbergite -- 14
Structures: 4x Sentinel Hive -- 4
The idea would be to put down Lost deliveries and get your income from the trading haulers with no assembly. As far as I understand it, lost deliveries doesn't stop them from being assembled. Also, controlling Sansha's nation would allow you to take back Lost Deliveries when it expires and play it on the same turn, thus effectively keeping the assembly lines frozen.
Now, unfortunately the Monopoly tower may come easier than the EVE gate victory with this deck if I'd add just a few juggernauts :) But I wanted an EVE gate deck so here it is.
Any thoughts are welcome.
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Faya
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Posted - 2006.08.14 12:27:00 -
[2]
By the looks of things the EVE gate victory is a tough one. So I thought I'd see if I could make a deck that'd try to go for it. (EVE gate: outer region, cost 6, income 0, locations 0. Ships cannot activate their commands in this region. At the beginning of your turn, set aside the top card of your market until the end of this game. When you have set aside 10 cards in this way, you win the game)
Gallente
Monopoly Tower
EVE gate Metropolis Sansha's Nation
Ships: 4x Hoarder 4x Inferior Iteron 4x Iteron -- 12
News: 4x Forsaken Ruins 4x Veteran's early retirement 4x Damage Control 4x Sabotaged Beacon 2x Salvage Drones 3x Day of Retribution 3x Stubborn Mechanic -- 24
Locations: 4x Sansha's 4x Veldspar 2x Interstellar Trade Post 4x Hedbergite -- 14
Structures: 4x Sentinel Hive -- 4
The idea would be to put down Lost deliveries and get your income from the trading haulers with no assembly. As far as I understand it, lost deliveries doesn't stop them from being assembled. Also, controlling Sansha's nation would allow you to take back Lost Deliveries when it expires and play it on the same turn, thus effectively keeping the assembly lines frozen.
Now, unfortunately the Monopoly tower may come easier than the EVE gate victory with this deck if I'd add just a few juggernauts :) But I wanted an EVE gate deck so here it is.
Any thoughts are welcome.
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Testy Mctest
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Posted - 2006.08.14 14:03:00 -
[3]
Edited by: Testy Mctest on 14/08/2006 14:03:36
I like it. I'd worry a little about getting the cards out that I needed (ie, deliveries) quick enough though. I'd like to see some card draw in there - Remote Research Facility, Echoes Of Gloom Bay, Market Research Facility. Maybe Endless Re-runs could be useful in there somewhere, too, with Forsaken and Lost Deliveries. I'd probably drop the Sabotaged Beacons and/or some Sentinel Hives?
Oh - comically, i just realised you dont have Lost Deliveries in the deck :P
Scrapheap Challenge! |
Testy Mctest
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Posted - 2006.08.14 14:03:00 -
[4]
Edited by: Testy Mctest on 14/08/2006 14:03:36
I like it. I'd worry a little about getting the cards out that I needed (ie, deliveries) quick enough though. I'd like to see some card draw in there - Remote Research Facility, Echoes Of Gloom Bay, Market Research Facility. Maybe Endless Re-runs could be useful in there somewhere, too, with Forsaken and Lost Deliveries. I'd probably drop the Sabotaged Beacons and/or some Sentinel Hives?
Oh - comically, i just realised you dont have Lost Deliveries in the deck :P
Scrapheap Challenge! |
Faya
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Posted - 2006.08.14 15:36:00 -
[5]
Oops :) They definitely should be in there. That's what you get for not actually having the cards required *heh*
So take out some of the news and/or hedbergite to include the lost deliveries :)
Market maybe useful yes, but stuff that goes into the scrapheap breaks sansha's effect somewhat so can't have alot of those. Kind of a problem really, that. But, if I have enough card draw in there, maybe I won't need sansha's. With a lost deliveries, endless re-runs, damage control and salvage drones should be able to keep lost deliveries up a few turns.
The real problem is that someone gets out more ships than I can defend against with mechanics and retirements.
Oh yes and this isn't usable at all in multiplayer unless you get an infernal draw :) (Inf. iteron, sansha, lost deliveries) Turn 1: sansha (1 ISK left) Turn 2: lost deliveries (1 ISK) Turn 3: Inf. iteron, open and move into sansha's nation (1 ISK) Turn 4: take lost deliveries back, play it again..
As long as sansha's nation stays, lost deliveries will never end, kinda :) until I have to discard too much so that it doesn't work anymore that is.
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Faya
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Posted - 2006.08.14 15:36:00 -
[6]
Oops :) They definitely should be in there. That's what you get for not actually having the cards required *heh*
So take out some of the news and/or hedbergite to include the lost deliveries :)
Market maybe useful yes, but stuff that goes into the scrapheap breaks sansha's effect somewhat so can't have alot of those. Kind of a problem really, that. But, if I have enough card draw in there, maybe I won't need sansha's. With a lost deliveries, endless re-runs, damage control and salvage drones should be able to keep lost deliveries up a few turns.
The real problem is that someone gets out more ships than I can defend against with mechanics and retirements.
Oh yes and this isn't usable at all in multiplayer unless you get an infernal draw :) (Inf. iteron, sansha, lost deliveries) Turn 1: sansha (1 ISK left) Turn 2: lost deliveries (1 ISK) Turn 3: Inf. iteron, open and move into sansha's nation (1 ISK) Turn 4: take lost deliveries back, play it again..
As long as sansha's nation stays, lost deliveries will never end, kinda :) until I have to discard too much so that it doesn't work anymore that is.
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Testy Mctest
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Posted - 2006.08.14 23:21:00 -
[7]
Ya. Sansha's Nation is highly abusable.
I like your take on the Eve-gate deck. Mine is Amarr (Reclamation Tower for alt victory condition) and runs 2 Guardians, 10 starbase structures, and 40 control cards. It's very slow but very consistent.
Scrapheap Challenge! |
Testy Mctest
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Posted - 2006.08.14 23:21:00 -
[8]
Ya. Sansha's Nation is highly abusable.
I like your take on the Eve-gate deck. Mine is Amarr (Reclamation Tower for alt victory condition) and runs 2 Guardians, 10 starbase structures, and 40 control cards. It's very slow but very consistent.
Scrapheap Challenge! |
Hoshi
Blackguard Brigade
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Posted - 2006.08.15 12:55:00 -
[9]
I was thinking of some combination with a caldari deck that forces the opponent to draw and discard huge amount of cards, basicly go for a win by emptying the your opponents market. Add EVE Gate to this and if the opponent wants to stop you from winning by eve gate he will make it easier for you to win by market empting.
Not sure if it is a workable stratergy but but would be fun to test at least. --------------------------------------------------------------------------------
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Hoshi
Blackguard Brigade
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Posted - 2006.08.15 12:55:00 -
[10]
I was thinking of some combination with a caldari deck that forces the opponent to draw and discard huge amount of cards, basicly go for a win by emptying the your opponents market. Add EVE Gate to this and if the opponent wants to stop you from winning by eve gate he will make it easier for you to win by market empting.
Not sure if it is a workable stratergy but but would be fun to test at least. --------------------------------------------------------------------------------
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.15 17:13:00 -
[11]
Most decks will draw the firepower to take down your starbase in under 10 turns.
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.15 17:13:00 -
[12]
Most decks will draw the firepower to take down your starbase in under 10 turns.
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Faya
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Posted - 2006.08.19 09:47:00 -
[13]
Originally by: Malthros Zenobia Most decks will draw the firepower to take down your starbase in under 10 turns.
Well yes, but between Lost, Retirements, Forsakens and Sabotageds the idea is that either a) the enemy doesn't have enough ISK to buy the firepower or b) you don't get any assembly phases..
Granted it's a very delicate thing :)
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creativegamingevents
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Posted - 2006.09.12 23:47:00 -
[14]
you know i have no idea what half those cards do..but i love the idea of a deck around the eve gate and it looks like the way you have it is definitley a great start to it...nice job!!
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