Deck Name: Londo the Messiah

Race: Centauri
# of Players: 3
Designer: Patrick Lacz
Email address: placz@hotmail.com

Brief Summary of deck: This is a destiny/Martyr deck for the Centauri. Give
Londo a lot of destiny and doom marks, Marytr, and win, switching agendas.
Simple.

Section 1: The Cards:

Aftermaths: Martyr *2
Total # of aftermaths: 2

Agendas: Higher Calling *3, As it was meant to be
Total # of agendas: 4

Characters: Adira Tyree, Centauri Agent *3, Drigo, Lady Morella, Londo Mollari, Lord Refa, Lord Kiro, Vir Cotto.
Total # of Characters: 11

Diplomacy Conflicts: Consolidated Position
Total # of Diplomacy Conflicts: 1

Intrigue Conflicts: Attacking Pawns *3, Black Market *3, Free the Souls *3, Kidnapping *3, Sponsor Rebels *2.
Total # of Intrigue Conflicts: 14

Military Conflicts: None
Total # of Military Conflicts: 0

Enhancements: Prophecy *3, Covert Allies, Power Posturing, The Eye
Total # of Enhancements: 6

Events: Level the Playing Field *3, Hire Raiders *2, For My People *3, Destiny Fulfilled *3, Popular Support *3, Underworld Connections *3, Victory in My Grasp, For the Good of All *2.
Total # of Events: 20

Fleets: Colonial Fleet *2, Garrison Fleet *2, Utility Fleet *2, Deep Space Fleet.
Total # of Fleets: 7

Groups: None
Total # of Groups: 0

Locations: None
Total # of Locations: 0

Total # of cards in deck: 58

Section 2: Strategy

Opening Hand: Londo Mollari, Martyr, Consolidated Position, As It Was Meant To Be

Opening Strategy:

The first few turns hold no special secrets, build influence and try to get one of your other characters out. If you get to 7 without finding another character in your hand, play As It Was Meant To Be, then the next turn play Consolidated Position. This will prevent those Doom marks from compromising Londo. See the variation section if the group you play with doesn't tend to play with Skeletons in the Closet and other nasty doom aftermaths. (They will start to, however)
 
Midgame Strategy:
 
This is a fairly straightforward deck to play: Play lots of conflicts once you have another inner circle member, gaining Destiny and Doom marks. Be careful to note when the destiny/doom marks are given on the cards.. And DO NOT WIN Sponsor Rebels.. you get more if you lose.
 
The way the deck maintains its ability to compete is closely linked to its destiny and doom marks: with Popular Supports and Underworld Connections. These cards become quite potent when Londo has Covert Allies and Power Posturing.  Although not as potent as they were when I designed the deck, you can still use Popular Support to give you a significant boost on your Intrigue Conflicts.  And vice versa.  Of course you need a good Destiny Fullfilled on Londo to make him that much cooler.
 
Most of the cards I tried to keep to a lower cost since there is very little way to gain influence with this deck. This really shows in the fleets, but I think it's better to have cheap small ones for fodder.  For the Good of All lets you do a lot with these lower costs.
 
Endgame Strategy:

Keep careful track of how many destiny and doom marks you have. When you're at 19 and you can somehow get one more at the end of the turn (Raiders, playing a conflict w/ a doom mark to gain, Prophecy, etc..), play some sort of conflict (so nobody complains about the Martyr aftermath), and switch your agenda.
 
Weaknesses: 

There are a couple weaknesses. The first, as I see it, is that there is only one way to win - if something happens to keep you from getting the Martyr off, it is quite difficult to win - although not impossible, of course. The largest problems lie in having a war declared on you, which is popular in other Destiny decks, and Skeletons in the Closet and other aftermaths which target and remove(!) Doom marks (which is the reason for the Consolidated position - but that doesn't keep all of them from you), and Telepathic Scans (A previous version had only one Martyr in it).  None of these problems prevent your winning.
 
Section 3: Variations
 
This deck really needs to be tailored to your group - changing the events and conflicts to meet your individual needs. More characters can be nice, but beware of their costs. Two Lord Kiros or Refas is a good idea. Also, increasing the number of events could be advantagous, especially in longer games. Long Term Investments can be particularly potent.

The problem is that by adding cards, you prolong your game. Time is your advantage - you don't need much. If the card count gets above 70, add an Imperial Telepaths or two so you can move faster through the deck.
 
My original version had Lady Morella in the opening hand - a situation I see as ideal since you can make immediate use of prophecies, and you can start doing conflicts without worring about finding another character. However, the threat of a Skeletons convinced me to change it. If you do put her in your had, replacing the conflict, add another consolidated position.
 
If you find yourself losing wars, don't be afraid to add more fleets. Perhaps a Salvage Yard might be better, however. Long Term Investments can help against losing too much power from uncontested conflicts. Of course, the problem with wars is that the other player might win if you take too long.
 
For a 4 player deck, add the generic trade pacts and trade windfalls if you want.