Brief Summary of deck: A basic Narn destroy everything that moves deck
Section 1: The Cards:
Aftermaths: War Hero, Rescue, Personal
Involvement, Renowned Victory, No Escape x3, Ramming x2
Total # of aftermaths: 9
Agendas: Total War, Revenge
Total # of agendas: 2
Characters: Du'Nar, Kha'Mak, Ja'Doc, Mary
Ann Cramer, G'kar, Na'Toth, Na'Kal, G'Sten, Ta'Lon, Rougue Soul Hunter,
Tu'Pari
Total # of Characters: 11
Diplomacy Conflicts: Saber Rattling
Total # of Diplomacy Conflicts: 1
Intrigue Conflicts: None
Total # of Intrigue Conflicts: 0
Military Conflicts: Limited Strike x3,
Establish Base, Blockade
Total # of Military Conflicts: 5
Enhancements: Fleet Support Base, Commerse
Raiding, Book of G'Quan, Concealed Weapon x3, Salvage Yard
Total # of Enhancements: 7
Events: Strafing Run x3, Level the Playing
Field x3, Coordinated Fire x2, Declaration of War x2, Recalled to Service,
Special Ops x2, News of Galactic Import
Total # of Events: 14
Fleets: Heavy Fleet x3, Strike Fleet x3,
Drazi Sunhawk x3, Deep Space Fleet x3, Colonial Fleet x3, Utility Fleet
x3, First Battle Fleet, Expeditionary Fleet, Second Battle Fleet,
Homeworld Fleet
Total # of Fleets: 22
Groups: War College, Rabble Rousers, Military
Cadre
Total # of Groups: 3
Locations: Narn Homeworld, Quadrant 14,
Quadrant 37
Total # of Locations: 3
Total # of cards in deck: 78
Section 2: Strategy
Opening Hand: Total War, Mary Ann Cramer, G'Kar, Declaration of War
Opening Strategy:
This deck can win against any opponent. The only opponent I have
had
trouble with is a Centauri Intrigue deck. But there are defences
against
it. Even a Minbari War deck isn't much of a problem, the aftermaths
and
events in this deck let your small fleets destroy your opponents big
fleets.
All of the fleets in this deck are expendable, and with the Salvage
Yard you
can sacrifice them more than once. The same strategy is employed
for the
entire game: Kill your opponets characters before they can get
to the inner
circle, and devistate him with war conflicts. Overwelm
him with numbers.
for the rest just improvise. There are different cards in this
deck that
will hurt almost any kind of deck.
Midgame Strategy:
Same
Endgame Strategy:
If you have it get out revenge.
Weaknesses:
The only one I can see is the Centauri Intrigue deck.
Section 3:
Variations
Please cantact me if you have any ideas.
Shadows Update! How this deck changes with the
Shadows Expansion!
Deck Name:Kill Them All And Let G'Quan Sort Them
Out 2
Brief Summary of deck:This is pure assasin, but
it has an extra that most assasin
decks don't have. It can win.
Section 1: The Cards:
Aftermaths: Dept of Gratitude x3 [s], Secondary
Experiance x3, Personal Involvement x3, Blood Oath, Retribution, Associates
Revealed [s].
Total # of aftermaths:12
Agendas: Build Infrastructure [s].
Total # of agendas:1
Characters: G'Kar, Du'Nar, Ta'Lon, Na' Toth, Kha'Mak,
Emperor Cartagia [s], Disafected Centauri x2, Urza Jaddo, Lord Refa, Na'Far,
Tu'Pari, G'Sten, Stephen Franklin, Na'Mel x2 [s].
Total # of Characters:16
Diplomacy Conflicts: Affirmation of Power x3,
Euphrates Treaty, Saber Rattling, Rallythe People, Statement of Position
[s].
Total # of Diplomacy Conflicts:7
Intrigue Conflicts: Removed From Power [s]
Total # of Intrigue Conflicts:1
Military Conflicts: None
Total # of Military Conflicts:0
Enhancements: Commerce Raiding, Concealed Weapon
x3, Book of G'Quan, Reluctant Allies[s], Test of Merit [s], Body Armor
x3 [s], PPG Rifle x3 [s].
Total # of Enhancements:13
Events: Affirm Alliance x2, Prolonged Talks, Medical
Assistance, Recalled to Service x3, Rampage x3 [s], Rally to the Cause
x3, Polotical Realinement x3, Level The Playing Field x3, Lashing Out [s],
Accident x3, Internal Opposition.
Total # of Events:24
Fleets: Heavy Fleet x3, Homeworld Fleet, Second
Battle Fleet, First Battle Fleet, Expeditionary Fleet.
Total # of Fleets:7
Groups: Rabble Rousers x2, Thenta Makur
Total # of Groups:3
Locations: Narn Homeworld x2, Sigma 957, Conquered
Holding
Total # of Locations:4
Total # of cards in deck:88
Section 2: Strategy
Opening Hand: Build Infrastructure, G'kar, Tu'Pari, Thenta Makur
Opening Strategy: Try and get Sigma 957 out to pospone the Shadow war a bit. also get as many characters and strife mark adders as possible on to characters.
Midgame Strategy: Attack everything that moves. When you've neutralized a good number of the other player[s] diplomacy characters use a diplomacy conflict and get some influence. Get the Centauri Characters out to hurt the Centauri.
Endgame Strategy: The only way you are going to win is if the shadow war doesn't start so try to keep it from happening.
Weaknesses: Defineatly the Shadow War is all I
can think of.