Brief Summary of deck: Using Psi characters, along with a few groups, you can effectivly take on any other deck.
Section 1: The Cards:
Aftermaths:
Secondary Experiance x2, Exploit Oppertunities
Total
# of aftermaths: 3
Agendas:
Support The Mighty
Total
# of agendas: 1
Characters:
Jeffery Sinclare, Susan Ivonava, Luis Santiago, Michael Garibalidi, Zack
Allen, Sarah, Talia Winters, Lyta Alexander, Minbari Telepath, Centauri
Telepath, Bester, Jason Ironheart, Miagi Hidoshi, Fredrik Lanz, Senator
Voudreu
Total
# of Characters: 16
Diplomacy
Conflicts: Rally The People, Immortality Serium
Total
# of Diplomacy Conflicts: 2
Intrigue
Conflicts: Dishonor, Force Impairment x2
Total
# of Intrigue Conflicts: 1
Conflicts:
The Great Machine
Total
# of Conflicts: 1
Psi
Conflicts: Sleeper Personality x3, Psi Attack, Telepathic
Scan x2
Total
# of Psi Conflicts: 6
Enhancements:
Working Relationship, Latent Telepath x3, Luxuries of the Homeworld
Total
# of Enhancements: 5
Events:
Level The Playing Field x3, Meditate x3, Short Term Goals, Medical Assistance
x2
Total
# of Events: 7
Fleets:
Fleet of the Line, Homeworld Fleet, First Battle Fleet, Second Battle Fleet,
Deep Space Fleet x2
Total
# of Fleets: 6
Groups:
Psi-Corp Intelligence, Secret Police x3, Commercial Telepaths x3, Millitary
Telepaths x2
Total
# of Groups: 9
Locations:
Proxima III
Total
# of Locations: 1
Total # of cards in deck: 60
Section 2: Strategy
Opening Hand: Sinclair, Ivanova, Support The Mighty, Psi Corp Int
Opening Strategy: Turn 1 - Build to 5. Turn 2 - Ivonova. Turn 3 - Ivanova to the Inner Circle. Bring out STM /hidden/! Turn 4 - Build to 7. Turn 5 - Psi Corp Intelligence. Continue to build to 10.
Midgame Strategy: By sifting through your library with Meditate and Psi Corps Intelligence, you should eventually get quite a few good characters out. You'll note that each one either has a disgustingly high skill, or is Telepathic. Use the Working Relationship on whichever non-loyal Telepath you draw first. Reveal Support The Mighty when it is convienent (ie: to bring Bester into play). Rally The People, Immortality Serium and The Great Machine (any one of them) will give you the extra couple influence to keep bringing out characters. Proxima III will get them into the Inner Circle. Luxuries of the Homeworld and Medical Assistance will help keep Bester and Santiago alive. You'll also note that most characters also have more than one stat. This will help with Secondary Experiance, and give you more manuvering room. One Bester or Jason Ironheart's in play, it's time to really hurt your opponent. Put all you can into making those Sleeper Personalities go through on Grey Council members, Minister Malachi/Lord Refa or even... Tu'Pari! Tie up Talia, Lyta or maybe a Latent Telepath to Psi Attack a character out of the game.
Endgame Strategy: You'll be getting Power fast from nearly every character you have. Even Lyta or Talia can help if you use two Commercial Tele or Secret Police on them. Though there are only three conflicts which give influnce, if you pass all of them you get 6-8 influnce! More than enough, concidering that Support The Mighty will be adding 5-10 by itself.
Weaknesses: Despite it's power, it still takes quite a few turns to get rolling. Since this deck is Human, you at least don't have to worry about a Sheriden's Higher Calling deck. Watch out for Maintain The Peace. The only thing you can do to stop it is The Great Machine, or Force Impairment. Having only one Agenda in the whole deck may pose a problem if someone manages to FI the Support the Mighty. You might want to put another STM in the draw deck.
Section 3: Variations
Since all the
Telepathic groups help with each ability, Meddling with Others might be
a good card to play, assuming you add some other cards which take advantage
of the the two non-influnce abilities (making another player pay a cummulative
+1 to bring out fleets, and increasing Unrest by 1 (Loss of Support Kosh!)
).
If you're really
desperate to get an ultra huge Telepath out, you can always add Vorlon
Marks (Kosh suggested) and play a Vorlon Enhancement. In that case,
throw in 3 You Are Not Ready... just because it's a great card! =)