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

    Source: geocities.com/area51/rampart/1937/decks

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