Deck Name: The Might of the Grey
Race: Minbari
# of Players: any
Designer: Stephen Kittel
Email address: f1l_a@hotmail.com

Brief Summary of deck: Use Grey Council to win a few key conflicts, then win with Support of the Mighty.

Section 1: The Cards:

Aftermaths: Diplomatic Advantage
Total # of aftermaths: 1

Agendas: Power Politics (2), The Hope of Peace, Support of the Mighty (2)
Total # of agendas: 5

Characters: Delenn, Rathenn, Dhaliri, Shakat, Hedronn, Warleader Shakiri, Durlan, Minbari Aide, Marcus Cole, Draal, Minbari Telepath
Total # of Characters: 11

Diplomacy Conflicts: Trade Pact (2), Rally the People, Immortality Serum, The Great Machine, Taking Credit (2)
Total # of Diplomacy Conflicts: 7

Intrigue Conflicts: None
Total # of Intrigue Conflicts: 0

Military Conflicts: Border Raid
Total # of Military Conflicts: 1

Enhancements: Triluminary
Total # of Enhancements: 1

Events: Level the Playing Field (3), Not Meant To Be (3), Recalled to Service (2), Prolonged Talks, A Good Bluff (2), Diplomatic Blunder (2), Self Doubt (2), Moral Quandary, Carpe Diem (2), Trade Windfall (3), Meditation (3), Eliminate Threats (2), Secret Strike
Total # of Events: 27

Fleets: Deep Space Fleet (2), First Battle Fleet, Second Battle Fleet, Third Battle Fleet, Warleader's Fleet
Total # of Fleets: 6

Groups: Extended Contacts, Diplomacy Corps, Spin Doctors, Ranger Operations
Total # of Groups: 4

Locations: Minbar
Total # of Locations: 1

Total # of cards in deck: 64

Section 2: Strategy

Opening Hand: Delenn, Minbari Aide, Trade Pact, Diplomatic Advantage

Opening Strategy: Build to 10, try to find a cooperative partner for the Trade Pact, and put Delenn in. If nobody opposes, use Diplomatic Advantage.

Midgame Strategy: Bring out as many characters as you can afford and harass people with diplomacy conflicts. If you don't play one, harass people with Taking Credit. Use Trade Windfalls as you get them before someone plays Commerce Raiding.

Endgame Strategy:
a) Play Rally the People to gain 3 influence plus a 4th from Minbar. If you can handle it, use Prolonged Talks on Rally the People and keep adding on the next turn. Use The Hope of Peace as your Agenda while doing this.
b) Reveal Support of the Mighty. Make sure that you can get at least 22 from this because opponents will often Self Doubt, Diplomatic Blunder, or otherwise assail your characters. (Considering that 8 of your characters automatically apply for SotM, this shouldn't be too difficult.) If you have 14 influence laying around, use Eliminate Threats on Commerce Raiding to get your Trade Pact influence back.

Weaknesses:
Strong Intrigue decks will probably nail you. You have a couple Good Bluffs, but against a strong deck that won't be enough. Another strong diplomacy deck could pose a threat, especially if it starts killing your people. The number of cards could pose a slight problem with regard to speed decks, but Diplomatic Advantage should help you there if you can use it.
 

Section 3: Variations

The starting hand isn't too specific and could be changed for a lot. Try the Aide, Dip Corps, and Triluminary to be set for whatever conflict you get, or start with Support of the Mighty to make your GC members cost less, and pose a constant threat with your power.  With a few aftermaths and other characters (Neroon or Kalain + Focus Your Efforts, i.e.), this deck could easily go all-out for Support of the Mighty. A few light Vorlon cards might be helpful--just enough to, say, play You Are Not Ready on all those Intrigue conflicts coming at you.

Commentaries:

William Cavert:
1st- for the characters add Grey Council Servitor ( in case you do not have him well he has D=1 I=2 but the good part is in the
text=Grey council servitor gains +1 to his diplomacy for each Grey Council Member in your inner circle )  If you see what I
mean for a Minbari Diplomatic deck that has Grey Council greats he is useful.
 
2nd- for the enhancements add another triluminary if you have another, they are always useful.
 
3rd-  Once you reveal SotM you lose all influence gian from The Hope of Peace...
 
4th- Also you might want to save those trade windfalls until late in the game when all threats from Commerce Raiding have been
dealt with......its been discarded forgotten or beaten back already.......sinse you lose all influence from it after Commerce Raiding.

Commentary on The Might of the Grey (by Pat Pulvino)

Aftermaths: > I'd also consider using Approval of the Grey to get another Inner Circle character for free, and United Front, to give Delenn yet another big Diplomacy boost.
New total of aftermaths: 3

Agendas: > If you have it, consider using Managed Growth, to let you cycle through your deck to get the cards you need faster.
New total of agendas: 6

Characters: > Nice mix of characters.  I'd also put Lennier in, just so he can protect Delenn from being attacked.  Otherwise, looks solid.
New total of characters: 12

Diplomacy Conflicts: > Since you've got the fleets, consider Test their Mettle.  The double diplomacy will make it even easier for you to win, plus you've got the fleets in case Military becomes involved as well.  Use 3 if you've got them.
New total of Dip. Conflicts: 10

Military Conflicts: > Looks good, but probably not going to be the big focus of your deck. Consider taking it out.
New total of Mil. conflicts: 0

Events: > Yes I like it.  Esp. the recalled to service.  I am always getting the Centauri/Shadow decks which are blowing people out of my hand.  Recalled to service will get back those heavy hitters should you lose them.

Fleets: > Nice solid mix of fleets.  You'll need them to get rid of any annoying Commerce Raiding.

> New total number of cards: 70

Opening Hand: > If you use Managed Growth, replace Diplomatic Advantage with it. Since you don't need to rotate to play it, you can start using it right away without having to do anything, and can start looking for those Grey Council Members.

Weaknesses:
> Again, Lennier is a help here, since he'll protect Delenn.  Also, your Approval of the Grey will help protect another big hitter, say Rathenn.

> Another variation would be to start with Build Infrastructure, so you can get some of those big Grey Council memebrs into Inner Circle to protect them.

>All in all, this looks like yet another very solid Minbari/Diplomacy deck.  Centauri (or maybe even Human) Intrigue decks seem to be it's biggest worry.  Otherwise, looks quick and efficient.  Good job!