Deck Name:  Order Brings Victory
Race:  Minbari
# of Players:  2-4
Designer:  Tom Sarachan
Email address:  Phalanx55@aol.com

Brief Summary of deck:  Use Kosh and Servants of Order to get enough Vorlon Marks to deploy Order Above All and give the Vorlons influence.

Section 1: The Cards:

Aftermaths:
Total # of aftermaths:  0

Agendas:  Servants of Order, Order Above All
Total # of agendas:  2

Characters:  Delenn, Lennier, Rathenn, Shal Mayan, Minbari Telepath, Draal, Neroon, Lyta Alexander, Marcus Cole, Kosh Naranek
Total # of Characters:  11

Diplomacy Conflicts:  Trade Pact x3, Affirmation of Peace x3, Complete Support x3, Alliance x3, Test Their Mettle x3
Total # of Diplomacy Conflicts:  15

Intrigue Conflicts:
Total # of Intrigue Conflicts:  0

Military Conflicts:
Total # of Military Conflicts:  0

Enhancements:  Covert Allies, Pulling Strings, Fixed in Their Ways, Triluminary
Total # of Enhancements:  4

Events:  A Good Bluff x3, Contact With Vorlons x3, Level the Playing Field x3, News of Galactic Import x3, Who Are You? x3, You Are Not Ready x3
Total # of Events:  18

Fleets:  Colonial Fleet x3
Total # of Fleets:  3

Groups:  Spin Doctors
Total # of Groups:  1

Locations:  Minbar
Total # of Locations:  1

Total # of cards in deck:  55

Section 2: Strategy

Opening Hand:  Delenn, Kosh Naranek, Servants of Order, Trade Pact

Opening Strategy:  Play Kosh on your first turn.  Next turn, play Servants of
Order and apply three influence to Kosh to get a temporary Vorlon Mark to purge.
Purge it with Servants of Order and begin playing the cards gotten through
Servants of Order to build up Vorlon Marks.  Use the Trade Pact for a
(relatively) easy influence boost.

Midgame Strategy:  Keep building up Vorlon Marks until you have five of them,
and then switch to Order Above All.  Keep building up influence with the
diplomatic conflicts (using Complete Support to reduce your tension levels and
the creating Alliances) and then transferring influence to the Vorlons.

Endgame Strategy:  You do not need to do anything special in the endgame, just
keep transferring influence to the Vorlons--unless there is a Shadow deck in
play.  In that case, you will need to do whatever possible to keep the Shadows
from gaining influence.  Use Order Above All to prevent the Shadow deck-player
from using conflicts to build influence, attack their characters, and encourage
other players to help foil their plans.

Weaknesses:  First of all, this deck is militarily weak.  If someone goes on the
warpath, there is little to be done except try to build up the Vorlons and get
Order Above All into play so that you can cancel war conflicts and attempts to
attack you.
        Perhaps more important than its military weakness, though, is the possibility
that you will lack sufficient influence.  With only one Inner Circle member
early on, you will probably fall behind in the influence race--a situation which
will only be exacerbated later on when you start transferring influence to the
Vorlons.  Hence, the major risk is that an opponent will deny you so much
influence (either by defeating you in diplomacy conflicts or through combat)
that you will not have enough to bring the more expensive characters into play
or to transfer to the Vorlons.
        Finally, this is a one-trick deck.  There is no alternative route to victory,
so if that route is closed to you for one reason or another (say, a Shadow deck
is outpacing you), there is little to be done except wait for the inevitable.

Section 3: Variations

        Variations on the opening hand revolve around removing the Trade Pact (meant to
answer the influence problem) with some other stopgap measure.  One of the
Colonial Fleets could be included to deal with the threat of military action, or
a Level the Playing Field could be used to deal with relative weaknesses in the
Psi and Intrigue attributes.  Minbar could also be included, to give long-run
assistance in influence gathering.  Alternatively, one could trade out Kosh and
Servants of Order to make room for two other cards.  However, any benefit from
freeing up those two opening hand slots would probably be negated by having to
use more of those two cards.
        Of course, one could also make a deck based around the Shadows, but that is an
entirely different matter...