Brief Summary of deck: This deck is a versitile deck utilizing the centauri intrigue and raider cards.
Section 1: The Cards
Aftermaths: Refugees x3,
Loss of Face, Assigning Blame x3, Nightmares
Total # of aftermaths: 9
Agendas: Power Politics,
Knowledge is Power, Infiltrate and Exploit, Rise of the Republic
Total # of agendas: 4
Characters: Londo Mollari,
Vir Cotto, Lady Morella, Urza Jaddo, Adira Tyree, Drigo, N'grath, Mary
Ann Cramer, Lyta Alexander, Centauri Telepath, Centauri Agent x2, Centauri
Aide, Lord Refa
Total # of Characters: 14
Diplomacy Conflicts: Non-Aligned
Support x3, Affirmation of Peace, Test their Mettle x3, Imortality Serum
Total # of Diplomacy Conflicts:
8
Intrigue Conflicts: Black
Market x2, Kidnapping x3, Sabotage
Total # of Intrigue Conflicts:
6
Military Conflicts: Raid
Shipping x3, Border Raid x3
Total # of Military Conflicts:
6
Psi Conflicts: Telepathic
Scan
Total # of Psi Conflicts: 1
Enhancements: Commerce Raiding
x3, Prophecy, Mines, Fleet Support Base, Latent Telepath x3
Total # of Enhancements: 8
Events: Price of Power, Decisive
Tactics x3, Level the Playing Field x3, Accident x2, Fleets on the Border,
Trade Windfall, Meditation, Popular Support x3, Short Term Goals, Emergancy
Military Aid, Hire Raiders x3
Total # of Events: 20
Fleets: First Battle Fleet,
Second Battle Fleet, Third Battle Fleet, Deep Space Fleet, Garrison Fleet,
Picket Fleet
Total # of Fleets: 6
Groups: Military Telepaths,
Commercial Telepaths x3, Rabble Rouseres x2, War College, Damage Control
Team
Total # of Groups: 8
Locations: Centauri Prime
Total # of Locations: 1
Total # of cards in deck: 91
Section 2: Strategy
Opening Hand: Londo Mollari, Hire Raiders, Level the Playing Field, Lord Refa
Opening Strategy: First you really need to keep the other players at bay until you get some pleasing event, conflicts that sort of thing into your hand. Well, start by building influence up to ten and then deploy Lors Refa and other characters that you may have. If some one gets the mad idea they can go on a war rampage in the opening rounds you should look to hire some raiders with of coarse Hire Raiders. That should slow them down especially if you have Lord Refa out. LTPF can also be useful if you really need it. Also starting off don't bother with players trying to build a bunch of influence quickly with Trade Pacts or Trade Windfalls, Later my son Commerce Raiding will come along ( and when it does its always nice to complain about the raider problems ).
Midgame Strategy: By now you should have Fleets. You can now choose to go on a military campaign if you can't contain it. Personally I used up all of the military conflicts in the deck by playing them just so I could play aftermaths like refugees and so forth. Accident is always nice to slow someone down if they are on your case. If someone is scaring you with the way they smile while looking at their hand a Psi conflict like Telepathic scan is always nice. If you can't find any of these in this imense deck then well, there are lots of other cards to slow people down while you wait to strike like, Immortality Serum will keep you in the race. As long as you have fleets out to deal with others diplomacy you can do it, this will also slow down someone building B5 influence. Kidnapping should be used ( and then you should complain more about those damn raiders, kidnapping people like that )
Endgame Strategy: Knowledge Is Power should be your agenda if you don't have Inflitrate and Exploit. On both you can use your pesky spy abilities to gain influence and sprit for the victory. Chances our someone is going to be dangerously close to you in the final spribt to win, Short Term Goals is what you have on your mind and its what you should use to win the game. Sure the player you may have beaten will curse you and maybe flip the card table over but, hey you won didn't you. If this is not working for you try Power Politics or Rise of the Republic to win but, chances are those won't work.
Weaknesses: The weaknesses I can clearly see is the lack of doing anything in the opening. Sure being lazy is fun but, it can really skrew you over and over again. If someone is playing the shadows or vorlons you have your work cut out for you. If everyones's deck's sing "We are the World, we are the children" and other peace stuff you may have a smaller problem. Sure no one opposes your military conquest but, it gets boring fighting on a field of your own. Also look out for a Minbari or Narn war deck the machines they are capable of creating are definatly something to watch out for ( I don't mention a Human war deck because no one takes them seriusly in that field of playing ).
Section 3: Variations
Ummmm well this deck may not keep up with some of the faster decks but, you have the power to stall them and perhaps cause them to slow down and run out of cards however unlikely it is that that will acure. Really adding three to almost all of the cards would be nice. This is built around primarily cards I have so it could be better. This deck could also have more diplomatic type charcters in it. More military would be nice ,but I built this deck mainly around the Raiders and their adventures.