Corrino "Stifle the Insurgency" Deck
Homeworld:
Kaitan
Imperial Deck:
Arrakeen
Carthag
Minor Erg
Open Bled
Imperial Basin
Arsunt
Ionesco Valdeshar
Governor of Arrakis
Imperial Revenues
Siridar Governorship
House Deck:
4x Sardaukar Drop-Battalion
4x Sardaukar Battalion
4x Guard Commander
4x Levenbreche
4x Stranglehold
3x Petitioning Coup
2x House Agent
2x Arclight Assault
3x Guild Shuttle
2x Shield Failure
4x Imperial Entourage
4x Arrakeen Patriarch
This deck is designed to win through the Control Arrakis victory
condition: having >0 favor and engaging simultaneously Dune; Arrakeen
and Carthag; and the Open Bled, Minor Erg, and Imperial Basin.
Petitioning Coup is particularly useful because it not only pulls out
your money makers quickly, in this deck it moves you closer to the
victory condition by cycling through the Imperial deck. You can
without difficulty be through your entire Imperial Deck turn three.
Governor of Arrakis is the one capricious addition, but if certainly
fits the idea of the deck; drop it on one of the Arrakeen Patriarchs
(the nobility requirement is why they are not Carthag Privateers).
Governor, along with the Guild Shuttles and Levenbreches, are nice but
not essential -- especially considering their rarity. The former I'd
replace with a solid charter (and then the Patriarchs with Privateers),
the latter with more House Agents and some Dune Smugglers.
With eight battle personas and eight battalions in a fourty card deck
you have approximately a 67% chance of fielding a force 5+ attacker turn
one, and good odds of pulling out 6+ force. While the investment, 6 to
9 solaris, may seem a lot, subduing an opponent's homeworld before their
interval is a 7 to 9 solaris loss for them, not including side effects
like preventing event deployment -- and your investment can hurt an
opponent every turn. And that ignores the 1 (or 2 for the
Drop-Battalion) favor gain for the successful rite (though I would use
it in this deck as penalty for them). It also plays right into Imperial
Revenues, which with the fast Imperial deck you have good odds of
pulling.
The military might puts the squeeze on opponents quickly -- few will
have the resources in their deck to mount adequate defense of either
their homeworld or a dune fief. The House Agents, Ionesco, and Arclight
Assaults are to help with enemy Guard Commanders, the Shield Failures
for the off chance someone is playing with House Shield Generators (and
yes, it did happen to me -- and I used them).
The deck is somewhat vulnerable to a Engagement Tactic deck: Predawn
Rituals, False Diversions, and Low Morales, (and the related Lost in the
Desert) or decks with the new versions of Lady Jessica or Gaius Helen
Mohiam. It is really vulnerable to Armistice Treaty, but you don't see
that too often. As for Dune-subduing force majeur cards, Judge of the
Change and Change of Fief, they are infrequent and still put your
opponent in the position of having to defend Dune from -- by that time
-- an easy 11+ incoming battle force. Guild decks that go solely for
charters and buying spice may give you problems; the Patriarchs can help
out but it will be a race to see which of you pulls the win earlier. If
you see one on the table funnel some of the battalion cash into buying
spice -- worthless stuff, but maybe you can sell it on your last turn.
Best of all? The deck widens the playing environment for different
decks. No one will ever feel so secure about their Seitch Communitied
Desert again. Nor about undefended homeworlds.
So enjoy.
Azegzao
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