Deck Name: Sakai Supports Sinclair's Mighty...
Race: Human
# of Players: 3-4
Designer: Patrick Lacz
Email address: placz@hotmail.com

Brief Summary of deck: Use Catherine Sakai and Defense in Depth to gather in early influence.. use that slight advantage and Support of the Mighty to bring out the big wigs to win.

Section 1: The Cards:

Aftermaths: None
Total # of aftermaths: 0

Agendas: Support of the Mighty *3, Power Politics *2, Defense in Depth
Total # of agendas: 6

Characters: Bester, Catherine Sakai, Frederick Lantz, Human Aide, Jeffrey Sinclair, Luis Santiago, Miagi Hidoshi, Senator Voudreau, and Susan Ivanova.
Total # of Characters: 9

Diplomacy Conflicts: Affirmation of Power *2, Alliance, Immortality Serum, Test Their Mettle *3, Trade Pact *3.
Total # of Diplomacy Conflicts: 10

Intrigue Conflicts: None
Total # of Intrigue Conflicts: 0

Military Conflicts: None
Total # of Military Conflicts: 0

Enhancements: None
Total # of Enhancements: 0

Events: Exploration *2, Long Term Investment *2, News of Galactic Import *3, Short Term Goals *2, Trade Windfall *3.
Total # of Events: 12

Fleets: Deep Space Fleet *3
Total # of Fleets: 3

Groups: None
Total # of Groups: 0

Locations: Earth, Mars Colony, Proxima III, Sleeping Z'ha'dum, Transfer Point Io
Total # of Locations: 5

Total # of cards in deck: 45

Section 2: Strategy

Opening Hand: Jeffrey Sinclair, Catherine Sakai, Defense in Depth, Long Term Investment*

*See Weaknesses section

Opening Strategy:

Build to 6. (2 turns)  Bring out Catherine.  Promote Her.  Build w/ both.  Build w/ Sinclair and start searching your deck for locations w/ Catherine.  The Long Term Investment should be played at 9 or 10 influence.  It slows you down a turn, but I think it's worth it - that power is in the bag.  Find the five locations and play them after bringing out Defense in Depth - you're in the mid game.
 
Midgame Strategy:
 
Gain Influence!  Or actually, play Support the Mighty (you should have drawn it by now), and bring out those characters that have been accumulating in your hand. Play diplomacy conflicts when you haven't been watching News of Galactic Import.  If you're lucky, you won't have to even worry about the endgame, you'll just play the Midgame straight through it!
 
Endgame Strategy:

There isn't much here that isn't obvious.  Don't play Short Term Investment until you NEED it (last turn).  Use exploration for a point or two.. If you start to get bogged down by something (War), switch to Power Politics to stay on top of your influence.
 
Weaknesses:

Some players put Accidents in their opening hands to prevent this type of deck or a war deck w/ Mary Ann Cramer from working as planned.  If you even SUSPECT an opponent of doing this, change the Long Term Investment to Medical Assistance.  I was going to include that as the recommended card, but for your first few games w/ this deck, you can usually get away with it.

War can start to deteriorate your influence pool, as you know.  The Deep Space Fleets should help you out some (non-Total Wars), but at that point, shift to Power Politics.

If one of your opponents is playing Shadows.. keep Sleeping Z'ha'dum - you might get it out before him/her!
 
Section 3: Variations
 
There isn't much that can be changed w/ this deck.. you might shift the contents of the conflicts to what you have and what your oppoents will join you on (generally Alliance is iffy.)  You might have noticed that there are very few rares in this deck, nice, eh?

Keep your variations small of course. (card # wise.)