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> Booster for each of the top 3, Decks....
Madripoor
post Sep 11 2003, 09:54 AM
Post #1


Big Kid
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Ok, Heres the idea. I will give a BP booster code to the top 3 voted decks.

Players will post there best decks here and on satuarday at 6 I will open a poll and let everyone vote on which of the posted decks is the best. Only one deck posting per person. Deck post must be complete list of deck not just idea and must have an explaination on how to use it.

Top 3 get Boosters Finner gets a Nara too, Second gets a BP rare too. In the event of a tie I will make the deciding vote. The poll will be open for 3 days closing at 8 on Tuesday. Codes given out then.

So get creative or just use your best deck........ get posting

If there is for any reason negitive feedback on this ( as in peeople don't want to post decks) I will cancel the event. If more than 3 people post and the community backs the event I will run it again with a theme next time

Madripoor

This post has been edited by Madripoor: Sep 12 2003, 10:22 PM


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bluechrono
post Sep 11 2003, 10:02 AM
Post #2


Big Kid
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Well, that one isn't exactly creative, but it won me some games, and a tie for third place at Midnight Madness. It's sorta Speed Sabo, but it has a quick defense, in case you can't draw what you need, or the opponent has Pure Speed. You have to deploy the low cost sabos before or at turn 5, to get an advantage. If the opponent decides to fight back against the sabo, try deploying Black Army Sabos and start powering them up. After you attack, use the special ability. The Build Sites, H. Thalmanns, and Mil Surplus are supposed to generate the resources you need. In case you are desperate for covert.gif or military.gif , you can use the Urdan Sentry's special ability over and over again, then use Emergency Funds. The Archipelago Bravos are meant to pick off the weak AT assets that are in your way. THEL and TCB is a good defense against missiles / super-powered assets. This deck is strictly uncommon / common, but Ian Grimmer and SORO-19 would fit here. Salvaged Artillery is used for getting the 2 HP on your opponent's HQ that you need to win, and the VC WarTech is meant for destroying Wiretap. Use Restraining Goo as a last resort defense, and Napalm Strike + Mercy Center Visit to pick off the pesky little Charles Doremanns. Taking The Path and Corporate Restructuring can be used to draw what you need. Restrictor Plate can be a cheap little item to tap an asset. Basically, AT = defense, Sabo = offense. Well, enjoy. cool.gif

2 Archipelago Bravo
2 Ashraf Mobolade
3 Black Army Saboteur
2 Mobile Six Team Blue
2 Raul Grange
2 Salvaged Artillery
2 Silent Sentinel
2 Tactical Command Bunker
2 THEL
2 Urdan Sentry
2 Voodoo Company WarTech
2 Vostok Guard
3 Vostok Ranger
2 Booster
2 Cortical Augmentation
3 Flaked Micro-Explosive
2 Infrared Spotter
1 Laser Defense Grid
1 Restraining Goo
2 Restrictor Plate
2 Viral Scythe
3 Corporate Restructuring
2 Emergency Funds
3 H. Thalmann
2 Mercy Center Visit
2 Military Surplus
2 Napalm Strike
3 Null Bomber Hit
2 Taking The Path
2 Build Site
3 Razor Academy
3 Sarkov Combine Refinery

This post has been edited by bluechrono: Sep 11 2003, 10:12 AM


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DarcDracias
post Sep 11 2003, 10:31 AM
Post #3


Desperado
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here's a good one. It's won me many a game and its really fun too.
It's my monastery speed deck original.gif, here it goes:

2 Build Site
1 Monastery HQ (Turem Sect)
6 T'am Line
3 Turem Center
3 Monastic Golem
4 Shiden Strider
4 Tantric Crusader
3 Tantric Disruptor
3 Cortical Augmentation
1 Thehlo, Manus Overlord
4 Software Maintenance Contract
1 Black Out
2 Corrosive Mites
4 Crash & Burn
1 Tithe


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Rob Van Tirpak
post Sep 11 2003, 06:56 PM
Post #4


Big Kid
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Member No.: 66



4 Akashic Detraining
1 UN Recruiting Center
1 American Union Center
2 Weapons Crate
1 Utopia Strike Force
1 Cut & Patch Kit
1 Restraining Goo
1 Concussion Grenade Strike
1 ComForce Armored Infantry
1 Heavy Water Scrubbers
1 Taskmaster 4000
1 Dirigible
1 Smoke Screen Grenades
2 7th Air Cavalry Strike
1 Napalm Strike
1 Bounty Declaration
1 Air Drop
3 Military Surplus
1 Cluster Bomb Strike
1 Salvaged Combat Armor
2 Build Site
1 Disaster Assistance
3 Arms Export Contract
1 HERA Missile Pack
1 Rocket Pack
1 ComForce Reservist
1 Flaked Micro-Explosive
1 Equipment Outpost
2 Desert Training Camp
4 Autocannons
1 Emergency Action Force
1 Utopia Heavy Infantry
1 Utopia Command Post
1 Silver Star Ranger
1 Dragon Company Trooper
4 Craven Armored Battalion
1 ComForce Fireteam
1 Meat Machine
2 Lancaster Armored Corps
1 Texas Pup
2 Lancaster Infantry
1 Montana Recruit
2 UNMF Fireteam
2 General Trelain
1 UN Escort
2 UN Corp of Engineers
2 Pillbox
1 Rainbow Defender
2 Texan Demolition Squad
2 Texas Trooper
1 Militia Machine Gunner
1 Military HQ
1 Underground Base: Military
1 Equipment Field Office
3 ALBMU
1 Ammo Cache


A Powerhouse deck that can use it's Craven's to destory Defense and then just finish the job. We all know Craven Armored Battion can attack a asset even if it's at a base. This is my Favotive combo with this deck. Drop 2 General Trelain and then Rocket Pack Craven to your opponents HQ and then attack with +2 FP and to add more you can use a Taskmaster 4000.


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malleck
post Sep 12 2003, 03:29 AM
Post #5


Rug Rat
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Member No.: 133



3 Bion Pod
4 Salvaged Artillery
3 Silent Sentinel
4 The Shooter
4 Warrior Hunome
4 Restraining Order
4 Taser Shackles
6 ALBMU
2 Build Site
4 CIA Archives
2 NOSC
2 UNSOC

This is a fun one I came up with, I call it "direct damage fun". Basicly all the bion pods and silent sentinels go on defense as soon as I can get them out and if need I can restrain or shackle any attackers I cant stop with the defense. I will usually send one of the silent sentinels out searching, if I can, or send out a shooter to try and find the hq or use cia archives, which ever is most suited to my draw. Once I find the hq I set up my shooters and drop a warrior hunome at their hq (which deploys a un trooper on thier side at thier hq for max damage for the shooters) and drop in my salvaged artillerys and shackle the un trooper (so they cant move him away or kill him so easily). Then just start firing away with the shooters and salvaged artillerys until the oponent is dead. I usually just use the warrior hunome for defending my salvaged artillerys as they need a non mech to work but depending on the situation I sometimes will attack with him also. So the warrior hunome is used for tripple duty (deploying a un asset for the shooters, suppling the non mech for the salvaged artillerys and a possible attacker) so make sure to use at least one build site to get out a nosc (cyber) base if you didnt draw one.
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Chico
post Sep 12 2003, 05:30 AM
Post #6


Mad Auction Bloke
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Heres by best deck, never lost so far.. a little cheap.. Arell DD

5 Ammo Cache
4 Arell Cartel Contact
1 Arell Cartel HQ
4 Arnie Sullivan
4 Calling In a Favor
2 Emergency Action Force
2 Jack-Ups Bar
4 Mother Earth Protesters
3 Null Bomber Hit
4 Rainbow Defender
4 Refugee Camp
4 Salvaged Artillery
4 Semtex Lunchbox

The idea behind it is simple and fun to use.. Just build up your def with MEP and RD's.. find the the opps HQ.. place a Ref camp and then deploy your Arnies and Artillery.. place Semtex when needed.. use the Null bombers to take out all the nasty Sabo assets attacking you base.. and just DD the HQ(s) and of course theres the CiaF for extra page draw.

This post has been edited by Chico: Sep 12 2003, 05:44 AM
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Ryan R TAA
post Sep 12 2003, 05:34 AM
Post #7


Lil' Kid
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Member No.: 151



4 Ammo Cache
2 Anceph Warrior
4 BitTap
4 Black Army Regular
3 Booster
3 Charles Doremann
1 Distributed HQ
4 Dragon Company Maverick
4 H. Thalmann
1 Infrared Spotter
2 ISX-9000 Attack Bot
4 Jack-Ups Bar
1 Laser Knife
4 Urdan Sentry

This is my Speed deck. I dont know why i hardly ever use it.


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Human Tornado
post Sep 12 2003, 06:18 AM
Post #8


Lil' Kid
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Member No.: 85



Well, I wasn't so sure I'd post anything seeing as I rarely play ranked. Since my olden days of playing M:TG (I started when Unlimited was on the shelves and played until about '98), I've always been considered a creative deck-builder. I'd always rather lose with some sort of flair than win cheese.

When BP was released and I knew I could really stock up on it I figured I had an opportunity to get my hands dirty a little in some of the new stuff. I'm a big fan of Mon, so I decided I should try and make some crazy stuff happen...

Here's the deck (again, I posted it because they are asking for creative decks, not necessarily "win at all costs" decks).

4 Gaean Praetor
2 Biomech Raptor
4 Elemental Drone
2 Frenzied Assassin
4 Frenzied Trooper
4 Monastic Golem
2 Akashic Detraining
2 Joyrider
2 Bioelectrical Suppressor
2 Memory Wipe 7.5
1 Siphon3
2 Build Site
2 Software Lobotomy
2 Laser Knife
2 Orbital Cannon Strike
3 T'am Line
4 Titanium Skeleton
2 Wiring Factory

Ok, here's the idea... get your Raptors at your HQ with Titanium Skeletons and a Gaean Praetor hanging with them - virtually impregnable defense. The Praetors also keep your Troopers in tip-top shape and help to get your Drones at full health in a tic.

I just have the Assassin in there mostly to sit at my HQ and look VERY menacing as he grows in strength. I'm sure those slots could be better used, but I just like to have 'em in there. Also, I'm a HUGE fan of Monastic Golems - they kick ass on defense...

Again, I'm really a newb around here so I don't expect to win but I figured I'd post and give it a shot anyways.

-Mike (note how I avoided cheap plugs and didn't put any of my own art in the deck) biggrin.gif

EDIT: Whoops! Left out the whole idea behind the deck... Praetor + Trooper = Trooper who sticks around MUCH longer and is a good, cheap, powerful attacker when supported this way... *whew*

This post has been edited by Human Tornado: Sep 12 2003, 06:29 AM
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Covell
post Sep 12 2003, 06:45 AM
Post #9


Rug Rat
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Member No.: 193



(ARCH ANGELS)Ever wanted to run a failsafe track and pull an angel out by turn 5?? Not a gauranteed turn 5 angel pull but average is 5-8, never longer than turn 12, and my best pull is turn 4. Win Combo is simple, just deploy your angel at opponents hq and torch cycle his ass after attack and redeploy. I recently added a boost of fp to help the angel incase of really nasty defense with the new bp rare rajeiken's golem. Since you will be running construct programs in order to pull the angel these golems take full advantage of it and work great with the deck. Update!
Worked on it to make it more efficient by adding Saro and Tact bunker. So no waiting on S.I. to run Failsafe Ai.

2 Dresdner Security Bot
3 Gaean Scribe
2 Rajeiken's Golem
3 S. I. Kobylka
3 Saro Gbokoo
1 Tactical Command Bunker
1 Torch Cycle
4 Urdan Penitent
4 H. Thalmann
3 Software Maintenance Contract
1 Failsafe AI
1 Failsafe Core Memory
1 Failsafe Limbic Subsystem
1 Failsafe Semantic Network
1 ALBMU
1 BitTap
1 Build Site
1 Jack-Ups Bar
1 Monastery HQ (Turem Sect)
3 NSA Franchise
3 Tinker Base

This post has been edited by Covell: Sep 16 2003, 02:23 PM
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Feral
post Sep 12 2003, 06:46 AM
Post #10


Teenager
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Posts: 193
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From: San Francisco Bay Area, CA
Member No.: 101



Madripoor, this is a great idea.

Anyway, this deck always gets me compliments when I play it.:

1 CyberOps HQ
4 Monastic Golem
4 Shiden Strider
1 Silent Sentinel
2 Tobi Wong
2 Turem Inquisitor
3 Urdan Penitent
2 ICBM Launch Orders
2 Riojule's Parasite
2 Casualty Insurance
1 Direct Library Petition
1 DNA Scanner
1 Matter Compiler
2 Orpheus AI
1 Quiroga AI
2 Build Site
4 Library Link
5 T'am Line
1 Wiring Factory

The idea is that I get the DNA Scanner, Quiroga, and Orpheus AIs out. Then I launch the ICBM, end up with dozens of cards in my body bank, and then I start Orpheusing and deploying the Shiden Striders (which now have 30+ firepower) in my opponent's city.

The nice thing is that it runs like clockwork.
First turn: Build Site.
Second Turn: T'am Line and Monastic Golem. The T'am Line gives the Monastic Golem 2 stealth, so he comes out of nowhere when people speed me.
Next few turns usually involve getting a Wiring Factory out (to pay for the Casualty Insurance), getting an Urdan Pentitent out, putting a Riojule's Parasite on him, and having him run a DNA Scanner. The Riojule's Parasite goes back to my hand, which gets saved for a while. I try to get out all 3 AIs and the Turem Inquisitor. ICBM goes on the Inquisitor (who disappears), then next turn he gets the Riojule's Parasite with the extra token, which usually bumps him up to 20 CA (when you take the Quiroga AI into account) and gives me a guaranteed launch. By that time, I have some Shidens out, who get duplicated into my Body Bank. Next turn the Casualty Insurance gives me 40+ cyber, enough to start Orpheusing and deploying Shidens until the cows come home. original.gif

Of course, now that I've posted this, I'm going to start losing... wink1.gif

This post has been edited by Feral: Sep 12 2003, 06:53 AM


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The Bus Driver
post Sep 12 2003, 06:56 AM
Post #11


Nearing Adolescence
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Member No.: 100



Deck Name: Stealthy Programming

Deck Theme: use corporatesoft LDC to draw a routing optimization for extra cyber (it makes the world alot easier) and then on turn 4, draw stormcatcher AI with faith in the system, run it with the corporatesoft LDC and you don't need a programmer to run any of your programs, just a non-mechanical asset.

So Basically, I take advantage of how any non-mech asset can have 10 cyber instantly and how you can't stop Programs unless you get rid of all the programmers in the city, which you can't do unless you see them.

So, leave a high-stealth asset at your opponent's HQ (Raul Grange preferably, but you'd be surprized how well sentry works since ir searches without tapping) and just let it run all the programs you draw, and there's not much your opponent can do to stop you since they can't see your asset.

But what if they can? in that case, wait until you draw syzygy, which lowers asset's perception globally, and then send another raul grange in, after even 1 syzygy, no asset other than biomech raptor can see raul grange.

Optionally, Rajeiken's golem can be put in there for either offense or defense (after they find your HQ) purposes, but it's not really necessary, it looks nice though since you have an AI and a construct in play.

Additional note: Rajeiken, holic master added so that you draw more cards, since routing opt. lets you play digital pyro and gain 1 cyber, while deconstruction plays for free.


1 Build Site
1 CorporateSoft™ LDC
4 Deconstruction
4 Digital Pyro
1 Faith In The System
4 Monastic Golem
4 Power Surge
2 Rajeiken, Holic Master
4 Rajeiken's Golem
3 Raul Grange
1 Routing Optimization 2.2
1 Stormcatcher AI
3 Syzygy
11 T'am Line
4 Underground Base: Cyber
1 Underground HQ
4 Urdan Sentry
1 Wiring Factory

This post has been edited by The Bus Driver: Sep 12 2003, 06:57 AM


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Aaron
post Sep 12 2003, 07:33 AM
Post #12


Lil' Kid
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Group: Life
Posts: 29
Joined: May 2003
From: Indiana
Member No.: 90



"Europe - Cov HQ (Military)" <- My deck names are very blunt sorry :-)

3 Craven Armored Battalion
4 Kaikei
3 Mobile Six Team Gold
2 Dragon Company Maverick
2 Perfect Tommy
3 Silent Sentinel
4 Utopia Commander
3 Utopia Trooper
2 Microwave Rifle
3 Covert Ops Contract
3 Napalm Strike
1 Yakusa Contract
2 Build Site
2 Corporate Regional Offices
1 Covert HQ
4 Desert Training Camp
2 Razor Academy
2 Utopia Command Post

OK... So most people think WTF when they see Utop assets with a Cov HQ. I usually use the Build Sites to draw Razor Acad's first to get an abundance of Covert early. Always guaranteed on Turn 2 to get the Yak Contract out and get a Kaikei down at your hq. I usually play the way opposite my opponent is... so if they are playing speed, I'll bulk everything I get at my HQ, if not, I'll go for an early kill. To finish them off in a long game, either just use brute force from the Cravens & Commanders - napalm doesn't hurt either :-) - or all the Utops together. The Perf Tommies are for the Cov Contract bait, but if I don't draw one and need some Covert I sacrifice a Kaikei to them, and still do fairly well having only 3 going. Guess I won't use this ranked anymore blink.gif
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Madripoor
post Sep 12 2003, 08:01 AM
Post #13


Big Kid
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Posts: 52
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From: Toronto, but from Ireland
Member No.: 106



Anyway Tx to all who have posted so far, heres my own deck.
Its DD with Sar vet and rocket pack. Basically its all about them not being able to search to find u. Rocket pack in use powersurge and digital pyro and rocket pack out. Do this until the HP is low enough to use the vets tokens and crash and burn to finish them off. They will search and search and never find you because you are not in the city. blink.gif ph34r.gif

3 Binary Shunt
1 Underground HQ
3 Turem Center
4 Underground Base: Cyber
2 T'am Line
4 Saro Gbokoo, UNSOC SysOp
2 Rocket Pack
2 Public Database Access
1 H. Thalmann
4 Saro Gbokoo
4 Digital Pyro
4 Corrosive Mites
4 Crash & Burn
4 Power Surge

Fun Fun Fun turned.gif


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Madripoor
post Sep 12 2003, 10:10 PM
Post #14


Big Kid
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Group: Life
Posts: 52
Joined: Jun 2003
From: Toronto, but from Ireland
Member No.: 106



Hey Everyone, due to the number of decks posted I am going to extend the deadline for posting decks to Satuarday at 6. I will open the poll at that time for 3 days......and I am upping the top prize to a Nara + Booster

So get posting those decks....

Madripoor


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Tommy Eat World
post Sep 12 2003, 11:06 PM
Post #15


Lil' Kid
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Group: Life
Posts: 10
Joined: Jul 2003
From: Essex, England
Member No.: 157



"Hidden Ascension" by Tommy Eat World

I just beat Rigel with this so felt I'd post it (plus it's a change from all my dull speed decks)

It seems that everyone who uses the ascension track uses mobile hq, which makes the card "Breakpoint" redundant. Here is a deck to give that cheeky little card (with excellent art - nice one BJ - we miss you) some use.

It's underground so u get time to set urself up. The order of the day is to use corpsoft ldc and faith in the system to pull out the 2 datasqueezes. as well as guarranteeing worker sims from the lord, this forces ur opponent to ditch cards and restricts them to a handsize of 3 throughout the match. Since it's guarranteed so early on, an early ditch (particularly if your opponent has a lot of bases in hand) can cripple a lot of decks and restricting a hand to 3 can make a lot of "set up" decks useless. all assets have stealth so can only be found if searched. (except for the ldc - DONT put him at your hq). It doesnt "need" mil resources but the b&e perps can be outed w/ the contracts or used to provide resources for stolen mil assets.

Get assets out while you can, birth cry the resource building assets (i like to keep them all in one city away from your hq - avoid napalms ruining your resource production). Then once a sim lord is out. birth cry and sentience worker sims as they are produced.

If you don't want to wait for Breakpoint to "complete it's task" to win, get the granges to ur opp's hq, scout and steal all ur opp's anti terrorism and sabo assets. and attack.


4 Arell Cartel Contact
4 B&E Perp
1 CorporateSoft™ LDC
1 Katherine Carter
4 Sim Lord
4 Raul Grange
4 Tobi Wong
2 Ascension
2 Birth Cry
1 Breakpoint
3 Covert Ops Contract
1 Faith In The System
2 Sentience
2 Datasqueeze
2 Brain Bank
3 Build Site
1 Razor Academy
1 Underground HQ

enjoy.

This post has been edited by Tommy Eat World: Sep 14 2003, 08:49 AM
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