Deck Name: The Centauri-Shadow Alliance (A Union Meant to Be)

Race: Centauri
# of Players: 3-4
Designer: RobPRence
Email address: RobPRence@aol.com
Brief Summary of deck: (Basic Shadow Deck)

Section 1: The Cards:

Aftermaths: Personal Involvement *2, Crisis of Self *2, Reverse Advances (to remove those annoying conflict/aftermath cards)
Total # of aftermaths:  5

Agendas: Growth in Chaos, Forced Evolution, Knowledge is Power
Total # of agendas: 3

Characters: Londo Mollari, Lord Kiro, Vir Cotto, Lady Morella, Lord Refa, Morden, Mary Ann Cramer.
Total # of Characters: 7

Diplomacy Conflicts: Consolidated Position
Total # of Diplomacy Conflicts: 1

Intrigue Conflicts: Witness Protection, Precision Strike *2
Total # of Intrigue Conflicts: 3

Military Conflicts: Shadow Assault *2
Total # of Military Conflicts: 2

Enhancements: The Eye
Total # of Enhancements: 1

Events: Confusion in Chaos *3, Forces Collide *2, Shadow Strike *3, What Do You Want? *3, Contact with Shadows *3, Carpe Diem *3, Recalled to Service *2, Meditation *3.
Total # of Events: 19

Fleets: None
Total # of Fleets: 0

Groups: Imperial Telepaths
Total # of Groups: 1

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

Total # of cards in deck: 49

Sidebar - 11 cards

Characters: Adira Tyree, Lord Valo, Soul Hunter
Additional Characters: 3

Conflicts: Witness Protection
Additional Conflicts: 1


Events: Not Meant to Be *3, Knowledge of the Soul *3, Recalled to Service.
Additional Events: 7

Section 2: Strategy

Opening Hand: Londo Mollari, Mary Ann Cramer, Sleeping Z'ha'dum, What do you Want?

Opening Strategy:

    The first thing you want to do is get out Sleeping Z'ha'dum, so that way you can begin the fierce building of Shadow marks. Next build up to eight influence so you can bring Mary Ann Cramer up to your Inner Circle in two turns. I've noticed that she's a quick target for Accidents and Extreme Sanction so be careful! Once Mary Ann is in the Inner Circle, play What Do You Want? to start the Shadows on their way!
    Note: If you pick up any Contact with Shadows, save them for Morden. Also every turn make sure that the first, or next to first thing you do is use Mary Ann Cramer to reduce somebodies tension towards you.
 
Midgame Strategy:

    There are two things that can stop you dead in your tracks and they are Forced Impairment and if another person is playing Vorlon. if they use the Forced Impairment on your major agenda, don't panic, you've got two more options.
     One, Growth in Chaos: The highest amount of shadow Marks you can build is thirteen, giving you six influence. Two, Knowledge is Power: now aren't you glad you gave six extra Shadow Marks to Morden :-) (he becomes a TWELVE intrigue!!)
       If you've got the Vorlons meddling about in your business, you might consider using the Not Meant to Be's that are in your sidebar. Also, if you have them you might consider doing a little Forced Impairments yourself targetting Kosh Nanarek, Fixed in Their Ways, and Order Above All. (BTW Fixed
in Their Ways and Kosh make a great Vorlon card-getting combo.)
       If you aren't worrying about these things, then this is what you do. Make sure you have Morden out primarily before attmepting any of this. Using Shadow Assault without any fleets may sound stupid, but if you've got Growth in Chaos and Morden out and Confusion in Chaos in your hand, you can stop the action round immediately into the turn so they don't have a chance to oppose it, one Minor thing, do it when Shadow influence is higher then the Military of the planet you're targetting, just in case you have to wait to play Confusion in Chaos. Precision Strike can help in any situation when a person
has a large hand and you just want a quick peek at the entire thing. If you are using the side bar with the Soul Hunter and the Knowledge of the Soul, keep in mind that hecan no longer hide his good characters that were lost in the battle by kamikazeing a agent or an aide, Knowledge of the Soul will put them back on top. Right now is when you are going to want to build the Shadow influence like there is no tomorrow. The Carpe Diems and the Shadow contact cards are extremely crucial for quickly adding it higher. Also keep an eye on the other competitors influence. Odds are that if Power Politics is out, your a dead man. Once you've got the major agenda out, your into the final stretch!
 

 
Endgame Strategy:

     By now you have your Forced Evolution out and should be transferring one influence per turn to the Shadows, if you somehow are being harassed by fleets, the agenda's Shadow marks should target your ambassador's maks first, then Morden's. The Shadow Strikes are also there in case you need them. If you
have to worry about the Babylon 5 agenda for the humans or Order Above All for the Vorlons, just remember that you have Sleeping Z'ha'dum! (You might want to add Babylon 5 Unrest to slow down the humans a little) Play Shadow cards for no reason then to build Shadow influence Forces Collide the Eye, whatever is neccesary, you can come out triumphant!

 
Weaknesses: 
<none submitted>
(Moderator's Note:)
I've you'd like to comment about this or any deck to fill in holes like this one, send email to placz@hotmail.com.  Thanks.
 
Section 3: Variations

(Moderator's Note:)
See note in Weaknesses..
 I'd also recommend putting the sideboard in standard.  You need more characters and the cards to keep alive in a long game.  I might be wrong, though.