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Gekonauak
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Posted: 23 January 2008 at 11:57am | IP Logged Quote Gekonauak

Time Gates - 69 cards

A5 Aurora Borealis
C1-6 Suark Breed (side note: Suark is Kraus backward, the artist for the card)
T4 Temporal Mechanic
R/C4 Trophy Hunter
C5 Time Merchant
R/C5 Veterinarian
R/C6 Time Assualt Team
R/C9 Temporal Engineer
C5/5 Time Knight
C7/3 Time Knight
C9/1 Time Knight
C10 Time Knight
R/E6 Distortion Generator
E6 Time Capsule (if you are going to do it, do it right)
R/E7 Time Gap Generator
R/E7 Time Screen
E8 Starburst Accelerator
E9 Future Ship
R/H5 Time Trap
R/H7 Stellar Gas Cloud
H7 Time Tornado
H8 Anti-Time Mine Field
R/H8 Star Well
H9 Time Intrusion
H9 Time Wave (another of the use the biggest one if you are going to use it at all)
L5 Temporal Loophole
R/L5 Time Evacuation
L6 Anti-Time Exchange
R/L7 Temporal Correction
L8 Frayed Time Spindle
R/L8 Twist of Fate
R/L8 Vacuum Effect
L9 Discard Equivalency
L9 Timeline Alteration
M3 Research Mandator
R/M4 Time Keeper
M5 Time Fiend
M6/4 Temporal Snake
M6 Time Thief
R/O1 Time Compression
R/O1 Time Skip
R/O2 Dream State
R/O3 Crinkled Timeline
R/O3 Instant Reaction
R/O4 Cessation of Events
O4 Flood
O6 Accelerated Aging
R/O6 Cessation of Engagement
R/O6 Resource Theft
R/O6 Time Gate
R/O6 Time Jump
O7 Quantum Occurrence
R/O8 Cessation of Fire
O8 Repeat Fire
R/O8 Reserve Call Up
O9 Catastrophic Repetition
S2-7 Tranoan Ships
R/S1 Ship From the Future
S5 Time Ship

Invaders - 26 cards

R/A1 Personal Transportation
R/A3 Sneak Attack
R/A4 Sneak Attack
R/A7 Personal Transportation
B6 Castle Rognar
B6 Cloning Station (Check it out, you CAN clone a Persona)
B7 Defender Base
B8 Heavy Defender Base
C5 Mystic
C8 Mystic
E4 Target Acquisition Link (both)
E5 Technical Readout (both)
H6 Surface Explosions
H6 Surface Vortex (the answer to promo terrain)
H10 Extreme Conflict
R/L6 Spontaneous Explosion
L9 Parallel Timesight
R/O4 Temporary Insanity
R/O5 Fleet Maneuver
R/O6 Surprise Maneuver
R/O6 Temporary Insanity
T1 Lagrange Point
T2 Barren Moon
T4 Dark Mountain

Allied Forces - 7 cards

As most of the cards from this set are ships, there isn't a lot of non-ship cards to choose from.

C5 Noble Liege
R/M2 Ionized Phaser Eel
R/M6 Ionized Phaser Eel
O4 Fleet Disjunction
O6 Fleet Disjunction
S7 Trade Ship
T7 Massive Asteroid

Advanced Technology - 18 cards

I am not listing specific empire equipment or ships. While you are playing that empire it can be extremely useful, however, if you are playing another empire, you cannot use them.

R/A7 Improved Automaton
B1 Anti-Starcraft
B4 Border Station
T/B6 Vektrean Asteroid Station
R/C1 Tour Guide
C5 Alien Technology Expert
E2 Ammo Reserve
R/E4 Monster Defense System
R/E6 Oscillating Transporter
E7 Cloning Device
E8 Tractor Beam
H9 Shield Resonance Wave
I2 Projection Station
R/L7 Transporter Malfunction
R/L8 Shuttle Malfunction
R/L9 Murphy's Law
R/M4 Minor Luck Demon
O4 Invasion

Persona - 30 cards

R/A1 Perserverance
A3 Alien Love
A9 Antimatter Equivalent
B6 City of Forever
T/B10 Vektrean Asteroid Flagstar
C1 Luck Guy
C3 Negotiator
R/C6 Marine
C8 First Sergeant
R/C9 Grand Time Keeper
C10 War Prophet
C7 Noble Thane
C9 Noble Sovereign
D6 Overwatch Dragoness
E3 Fluctuating Stasis Mine
E5 Parasite Torpedoes
R/E8 Sound Construction
E9 Adamantine Hull
E9 Perpetual Motion Device
L5 Weapons Security
M4 Planet Gouge
M6 Research Mandator
M9 World Collector
R/O3 Instant Reaction
O4 Peace Treaty
O4 Suicide Mission
O5 Infinite Potential
R/O6 Pendulum Effect
O8 Galactic Depression
R/O9 Pendulum Effect

Piracy - 24 cards

A7 Defended Territory
B1 Pirate Outpost
T/B3 Vektrean Asteroid Sattelite
I4 Minor Religious Installation
I8 Major Religious Installation
L6 Navigational Error
L10 Galactic Cataclysm
M7 Ghost Fleet
R/M8 Temporal Conscience
R/M8 Time Defiler (got an opponent that uses Time Skips?)
R/O4 Early Warning
R/O4 Formation Manuever
R/O5 Stolen Technology
O6 Technological Breakthrough
S5 Trade Ship
S6 Police Cruiser
R/T2 Asteroids
T2 Planet of Ill Repute
T4/6 Tranoan Moon
T4 Nrutas
T7 Dragon Lair
T7 Pirate Alcove
T7/3 Tranoan Homeworld
T9 Shinnicera

Comedy Club - 17 cards

B6 Defensive Sattelites
R/C1 Supermodel
C1 Bob
C4 Mad Scientist
C9 Mime
R/E3 Molecular Transporter (use this in a Psy deck guys)
H1 The Old Switcheroo
R/H5 Time Accelerant
R/L2 You Missed Me By That Much
L8 Call It Good
L9 What's This Button For?
M1 Space Penguin
M2 Space Penguin
M4 Space Penguin
R/O4 Mime Intrusion (Just for those pesky Penguins)
R/O10 And Now For Something Completely Different
R/S1 Ship From the Present

T5 Planet Earth is a joke. Not only does the game end, but we cease to exist.

Powers of the Mind - 7 cards

R/B8 Citadel
C6 Rogue Couple
R/E1 Terran Attack Shuttle
L6 Scepter of Time
M9 Huge Invinco Guardian
O9 Discovery of Discoveries
R/T2 Asteroid Shield

Edited by Gekonauak on 29 January 2010 at 8:30am
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RobPro
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Posted: 23 January 2008 at 1:25pm | IP Logged Quote RobPro

Could you post the B6 Cloning Station's text in this thread?
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Gekonauak
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Posted: 23 January 2008 at 1:45pm | IP Logged Quote Gekonauak

http://galacticempires.no-ip.org/images/cards/Base/B6_-_Clon ing_Station.jpg
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Eaglepreacher
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Posted: 25 January 2008 at 9:44am | IP Logged Quote Eaglepreacher

Geko, I see the uses for most of these cards.  But lloking over most of the decks posted on this site very few of your listed cards are there.
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Gekonauak
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Posted: 25 January 2008 at 10:53am | IP Logged Quote Gekonauak

That is probably because the cards are from a set I haven't done (Universe/Time Gates, etc.)

Or the cards used are part of a theme.

Or the cards used are to support other cards (in the theme, etc)


Mostly I posted this list as a "if you don't know about these cards, you might want to check them out."

Edited by Gekonauak on 25 January 2008 at 10:54am
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Gekonauak
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Posted: 25 January 2008 at 1:22pm | IP Logged Quote Gekonauak

Eaglepreacher wrote:
Geko, I see the uses for most of these cards.


You said "most"... Which cards do you *NOT* see uses for?

Edited by Gekonauak on 25 January 2008 at 1:23pm
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Eaglepreacher
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Posted: 25 January 2008 at 2:01pm | IP Logged Quote Eaglepreacher

OK so everything always has a use.. BUt some I would never use and don't see why you would.   Piracy T2 planet of Ill repute...2 points blown up, the planet doesn't affect half of my decks since they never had Crew cards.   PIracy T4 Nrutas . sure the terrain stack is returned to hand...except base and ship stacks, most o fmy stacks are bases stacks,.  Others of course are the same.  Purposes are limited.  Most of the terrain mentioned are rarely used and are superceded by promo terrain with shields.  The Persona C3 negotiator, never seen it in any deck and never put it in one.
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Gekonauak
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Posted: 25 January 2008 at 2:53pm | IP Logged Quote Gekonauak

Just pointing out additional options. In case you are tired of playing the same cards over and over again. To tell you the truth, I would never use those terrain myself.

Maybe someday I will post my deck, so you can see what I played with at the time.

:)
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RobPro
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Posted: 02 June 2008 at 12:15pm | IP Logged Quote RobPro

There are a lot of cards on the list, so I'm going to try doing 5 a day in order from top to bottom.

A5 Aurora Borealis
1) Played on a terrain
2) Each turn during the allocation phase one card is drawn from the deck and exposed
3) If it is a ship, base, dragon, crew, psy or equipment card it is immediately placed anywhere one the terrain stack as long as that card would be a legal play.
4) All other cards are placed back on the deck.
5) Discard when the terrain card is.

This card is a great way to get pretty much any card that isn't a luck, occurence, terrain, monster, or hazard into play without using a card play. As long as you have a way to move crew/psy/equipment to other locations, you'll be in pretty good shape. This card also helps dig into your deck during your turn, and is reusable every turn. I'd say it's one of the more solid A5's printed in regular sets.

C1-6 Suark Breed (side note: Suark is Kraus backward, the artist for the card)
[Text from C6]
1) This card loses one strength point for every other Suark Breed card in play in any fleet
2) When any crew card in any fleet is discarded, discard the lowest strength Suark Breed instead
3) The one player with the strongest Suark Breed card in play (no ties) may play a card on every opponent Card Play Phase A. This card takes no action until the owner's next turn.

This card would be really good. It nets you extra card plays up to the number of opponents in the game. However, if any of those opponents play crew, this card will never stay in play.
"2) When any crew card in any fleet is discarded, discard the lowest strength Suark Breed instead" means during the next player's discard phase they can announce they are going to discard any of their crew, and your Suark Breed will be gone with no loss to them. I can't think of a way around this, other than errating the card to say "when a crew is discarded from a crew action or destruction of location," but even that gets fishy.
So, this is a card with potential, but I'm not sure how you'd keep it around. (Geko's Note: R/H5 Time Trap works well)

C4 Temporal Mechanic
1) Allows 1 extra card to be drawn during each Draw Card Phase
2) 1 card (from those drawn) is placed on the bottom of the deck.

Great way to get extra draws. Slap an A6 Promotion on him (or anything else that duplicates functions) and you can duplicate the card draw function extra times each turn, because it's a separate blurb from the part where you have to put a card back. At the very least, it lets you dig one deeper during the draw phase and cycle out cards you don't really need at the moment.

R/C4 Trophy Hunter
1) Requires a shuttle or transporter to perform a there and back mission against one monster each turn.
2) A monster of lesser or equal strength is discarded each turn
3) If the monster card is stronger than the trophy hunter, the trophy hunter is also discarded.

This guy is nice because he has the option to get rid of M4 or smaller's every turn, or, say, that M7 Astromorph who's been munching on your ships or that R/M9 Luck Demon who's been stealing all your cards. He's a fairly well-rounded crew, slap on cards that up his strength to keep him around for extra turns. He's not a "must-include" for every deck, but if you find monsters are your bane and occurences/luck cards aren't cutting it to get rid of them for you, check this card out.

C5 Time Merchant
1) Each turn that less than the maximum number of card plays are used, the time merchant allows one unused card play to be used on the following turn in addition to the card plays for that turn
2) May sell this one card play to another player (highest bid in economy points paid on the next allocation phase)

This card is interesting because it serves two purposes. It can net you an extra card play, if he lives another turn, or give you a fair amount of economy at the cost of a card play. If you find your deck often leaves you with unused card plays you'd rather save for later, or if extra economy would give you a boost, try this guy out. I think he would really shine in 4+ player games.

Edited by Gekonauak on 02 June 2008 at 1:29pm
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RobPro
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Posted: 03 June 2008 at 5:50pm | IP Logged Quote RobPro

Here's the next 5, but I wanted to fit all of the Time Knights into the same group, so it's a bit more than 5.

R/C5 Veterinarian
1) When in play, heals 3 points of damage to any monster or dragon in play in the fleet each turn.

Healing monsters is typically difficult, repair points need to specifically mention they can be allocated to monsters for it to work. This card can repair 3 points of damage per turn to a monster, and when played in reaction could save one from being discarded.

When used for a dragon, this card can repair one to prevent it from being discarded in a weapons fire phase, which is useful since you can only fire at each target once per weapons fire phase and the dragon will continue to protect your Sector HQ/Psy Network/etc. This card is by no means an auto-include in any deck, but it can help fill a difficult niche as a crew instead of a luck or occurrence.

R/C6 Time Assualt Team
1) When played in reaction mode, causes damage equal to its strength to any ship or base just played returning to a location in the active fleet (no transportation needed)
2)May cause 1 damage point each turn via there-and-back missions.

This card is great because it gets 6 points of damage onto any ship or base, and will survive to do another point of damage to (any?) target each turn with a transport. It's one of the better crews for reaction-speed direct damage.

However, this card is a time card, which makes it susceptible to all sorts of hate. I would say this card isn't an include in every deck, but if direct crew-damage is important to you, and you have a way to pull this card back into your hand each turn to replay it (tactical officer, maybe?), it's a good choice.

R/C9 Temporal Engineer
1) Played on ships or bases
2)Immediately draws 2 cards when this card is played
3) As a card play may be placed at the bottom of the discard pile moving the card there to the hand.
4) As a reaction, the ship or base may ignore 1 opponent volley. Temporal engineer is discarded to do this.

This card should be a staple in every deck that runs ships or bases. If you don't run crew, this card should be in your exception slots.

First of all, he draws two cards just for getting into play. Secondly, he can get back cards like Discard Equivalency or Reserve Fleet Call-up on your turn which would usually be lost forever. Thirdly, he can negate an entire volley to his location. This crew card combines several functions usually found only in luck/occurence cards. Basically, he cheats real good.

[Note: all Time Knights have the ability to do damage in the weapons fire phase, I believe they are the only crew that can do that. It can be very handy when taking out ships so your fleet can fire at the Sector HQ.]

C5/5 Time Knight
1) When destroyed in the fleet is moved to the time origin. When destroyed in the time origin is discarded.
2) Is only destroyed by time damage when in the time origin.
3) Each turn, any two stacks of cards in play may be reorganized into two new stacks of cards.

I think this is one of the most overpowered cards in the game. The ability is worded fairly, so it slides under the radar. When it hits play, all hell breaks loose. Your patrol ship suddenly has all your crew that were safely tucked away on your B9 Custom Base. All your ability cards found their way onto a low-strength crew an enemy marine was eyeing. This card basically makes the game a lot of fun for whoever plays it, and a lot less fun for anyone on the other end. The only time cards are safe from it is when they are on a location immune to time cards (such as Chronos or the Reactionary World).

This card is an auto-include if your opponents play things like crew, ability cards, psy, equipment, other time knights, or bases. My playgroup has errata'd this card to read "may reorganize any two stacks in your own fleet each turn" because it was no longer fun to play the game if someone kept one of these around.

C7/3 Time Knight
1) When destroyed in the fleet is moved to the time origin. When destroyed in the time origin is discarded.
2) Is only destroyed by time damage when in the time origin.
3) Each complete turn, as a reaction, negates (discarding) any one occurence card just played.

This card is great because it takes out occurences, which include cards like Time skip, Crinkle, Flood, Tech Breakthrough, and Alliance Treaty. This card, in conjunction with other cards to let you use this ability more than once per turn, can be a real powerhouse. If your opponents tend to run a lot of occurences, or you mostly play in 4+ player games, this card can be really useful because at some time or another you will need to negate an occurence, and you won't always have a card in hand to do it.

C9/1 Time Knight
1) When destroyed in the fleet is moved to the time origin. When destroyed in the time origin is discarded.
2) Is only destroyed by time damage when in the time origin.
3) Each complete turn, as a reaction, negates (discarding) any one reaction card just played.

This card is amazing because it helps protect your game position on your turn without expending a card play to deal with opponents reacting to things you do. This card can help you get through to an opponent Sector HQ by preventing them for using that Lucky Maneuver or Partial Regeneration to keep a ship around, and it may very well save your life if used during an opponent turn.

I would say this card is great if you're going up to strength 10 in the crew slot, and the C9/1 and the Temporal Engineer are all you really need in most cases as your C9's.

C10 Time Knight
1) When destroyed in the fleet is moved to the time origin. When destroyed in the time origin is discarded.
2) Is only destroyed by time damage when in the time origin.
3) Each complete turn, negates (discarding) any one card just played.

This card is an amazing entity. He negates -any- card, reaction or otherwise, regardless of what type of card it is. I won my very first game, before I had more than a handful of promos, with this card. I played him onto a T8 Council of Six homeworld (which I'd gotten from my playgroup), I cloned him with a C6 Clone, and then I played a C10 Spiritual Leader there for good measure. Everybody else conceded as I could negate four card plays each complete turn.

This card is an excellent reason to work up to the entity slot for crew, and along with the C9/1 can be used to pretty much shut down any chance of your opponents saving their ships during their weapon-fire phase.

Edited by RobPro on 04 June 2008 at 1:52pm
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Biegel
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Posted: 04 June 2008 at 5:54am | IP Logged Quote Biegel

I am trying to compile a list of all of what you guys are createing here and print out what everyones comments are. Unfortunatly my computer skills are lacking and I can not isolate one section from what is printed on the first page and just print that. I have to print the whole page. In an effort to save ink and stay with you as you continue to add to this topic it would be helpful if you created a new topic  including a continued (Cont. usefull cards broken down per expansion) so I could copy your latest up dates with out copying everything printed before. Maybe it would be helpful to include the types of cards you are going to list in a sub title. I would appreciate this very much as I am following this topic with great interest. This is very helpfull in gaining insite in to the game and how it is meant to be played. Long needed here Four Stars****

Edited by Biegel on 04 June 2008 at 5:57am


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Gekonauak
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Posted: 04 June 2008 at 9:10am | IP Logged Quote Gekonauak

It might be easier for you to copy the text into a new word document.

Edited by Gekonauak on 04 June 2008 at 9:10am
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RobPro
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Posted: 04 June 2008 at 10:28am | IP Logged Quote RobPro

If you think I've left anything out, or disagree with what I've put, let me know and I'll edit my posts. Right off the bat, I can see I forgot to mention the Time Damage for the Time Knights.
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marhawkman
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Posted: 28 January 2010 at 2:46pm | IP Logged Quote marhawkman

small typo I noticed in Pirates:

I8 MINOR religious installation should be MAJOR instead.

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Gekonauak
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Posted: 29 January 2010 at 8:31am | IP Logged Quote Gekonauak

fixed.

thanks
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marhawkman
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Posted: 16 March 2010 at 8:16am | IP Logged Quote marhawkman

about Suark Breed, I looked again and only C6 loses strength. 2-5 gain 1 for each other Suark, and C1 gains 2.
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