Deck Name: Because You're Evil
Race: Centauri
# of Players: 2-4
Designer: Brian Rozema
Email address: zorak101@hotmail.com
Brief Summary of deck: Intrigue/Shadow deck designed mostly to give your opponents a hard time rather than win.

Section 1: The Cards

Aftermaths: Crisis of Self, Exploit Opportunities, Grievance, Hunted X 2, Learning Experience X 3, Loss of Face X 2, Personal Enemies, Protests X 2, Racial Hatred, Successful Manipulations.
Total # of aftermaths: 15

Agendas: Forced Evolution, Growth in Chaos, Meddling with Others.
Total # of agendas: 3

Characters: Adira Tyree, Centauri Agent X 3, Drigo, Londo Mollari, Lord Kiro, Lord Refa, Marcus Cole, Morden, Stephen Franklin, Vir Cotto.
Total # of Characters: 12

Diplomacy Conflicts: None.
Total # of Diplomacy Conflicts: 0

Intrigue Conflicts: Dishoner X 2, Forced Impairment X 3, Kidnapping X 3, Na'Ka'Leen Feeder X 3, Temptations X 3, Terrorist Bombings X 3.
Total # of Intrigue Conflicts: 17

Military Conflicts: None.
Total # of Military Conflicts: 0

Enhancements: Commerce Raiding, Planetary Defenses.
Total # of Enhancements: 2

Events: Carpe Diem X 3, Confusion in Chaos, Contact with Shadows X 3, Evidence of Shadows X 3, Forces Collide X 3, Level the Playing Field X 3, Meditation X 3, Secret Strike, What do you want? x 3.
Total # of Events: 23

Fleets: First Battle Fleet, Second Battle Fleet, Third Battle Fleet.
Total # of Fleets: 3

Groups: Imperial Telepaths.
Total # of Groups: 1

Locations: Sleeping Z'ha'dum.
Total # of Locations: 1

Total # of cards in deck: 77

Section 2: Strategy

Opening Hand: Londo, Lord Refa, Meddling with Others Sleeping Z'ha'dum

Opening Strategy: Build enough influence to get Refa out of your hand
and into the inner circle.  Play Meddling with Others.  Use the Intrigue
conflict to start hiking up alien tension.  While you're doing that, and
winning no doubt, you can start playing all the helpful aftermaths as
they come.  This will beef up your intrigue a hearty porion's worth.
With the 5 left over influence while you're doing this, you might even
be able to bring out the smaller characters and/or play some shadow
cards and Z'ha'dum.  Why shadows? Because you're Evil!

Midgame Strategy: Now that the unrest is nice and ripe, it's time to
start with the intrigue conflicts.  Use the Dishoner, and Terrorist
Bombings to take care of enemy ambassadors.  Use the Feeders and
Temptations, and the Kidnappings to get rid of character you don't like.
Use Forced Impairment to get rid of anything you don't like. If your
opponents decide to participate, make them PAY for it.  Use the
aftermaths, like Hunted, Crisis of Self, and the like to make them think
twice about questioning with your mighty will.  Use aftermaths like
Racial Hatred, and Protests to kick them while they're down.  Also,
attack and get rid of as many supporting characters as possible.  It
really makes people angry to lose fresh characters.  Why make people
angry?  Because you're Evil!  Continue with the shadow cards as well.
If you get enough, bring out Morden to add to your already swelling
intrigue.  If possible play the Contact with the Shadows on him to give
him more intrigue.  Then use Carpe Diem on the Contact with the Shadows.

Endgame Strategy: With any luck, the shadows will have a decent amount
of influence and you will have 5 shadow marks.  If that's the case, go
with Forced Evolution.  If not, continue your reign of terror and wait
for the least picked on to win.

Weaknesses: The major weakness with this deck is lack of diplomacy and
military.  A good Narn war deck will spank you quite roughly.  Just pray
for a fleet and Planetary Defenses to come out to put on Z'ha'dum.
Likewise, a good diplomacy deck of any variety will take harsh advantage
of this deck.  But in either case just throw your head back, cackle with
the insanity of a whirlwind, and say "You're gunna get it now. Daddy's
got a beatin' stick with yer name on it." Ineveitably they'll win some
conflicts at your expense, so throw a Grievence in their face.  Then
make them you're most frequented target.  You probably won't win, but
neither will they.

Section 3: Variations
If you wanted to cut the shadows out of the loop, you could add some
Infiltrate and Exploit, or Knowledge is Power agendas.  Then to replace
the shadow cards, add the missing fleets and diplomacy power houses like
Turhan and Malachi.  This way you're not as easily snuffed. You could
even add the cheesey cards, like the Trade Pacts/Windfalls, and Short
Term Goals with For my People.  But most truly evil people are lactose
intolerant.