B5 CCG Deck Recipies
"What Happened"(Human B5 Deck)Contents
"First Strike"(Human Military & Diplomacy Deck)
"Intriguing, isn't it?"(Centaury Intrigue and
Military deck)
I like to call this deck What Happened? because by the time you are done with your opponents, they are wondering what happened. -----Mark
Human B5 deck
by Athame
Let's go for sixty cards and win before your opponents get their
act
together.
Aftermaths (4)
Refugees x2
Their Own Destiny x2
Agenda (5)
Alliance of Races x3
Peace in our Time x2
Character (11):
*Jeffrey
*Susan
John
Lt. David Corwyn x2
General Hague
Michael Garibaldi
Bester
Talia
Underground Telepath
Rogue Telepath
Conflict (3):
Plague
The Great Machine x2
Contingency (2):
Peace Dividends x2
Enhancement (3):
Upgraded Defenses x2
Obstacles to Victory
Event (20):
Not Meant to Be x3
For the Common Good x3
Support Babylon 5 x3
Meditations x3
The Greater Good x2
Merchandizing B5 x3
Glitch x3
Fleet (10):
1st
2nd
Fleet of the Line
Homeworld Fleet
Deep Space Fleet x2
B5 Fighters
Support Fleet x2
*Colonial Fleet
Group (1):
*Psi Corps Intelligence
Location (1):
Sigma 957
There. 60 exactly. I selected a generic opening hand - if you
have something
cute in mind like taking advantage of the military force (you'll
be very
strong in military: one card in six is a fleet) by a first turn
Military
Buildup + 1st Battle Fleet + Crusade, go right ahead. Add B5 War
Council if
you feel like it. Or go dip and add rally the people and some
other fun
stuff, sure.
As is, the deck has just one purpose - push B5 influence up fast
and win
with it. Alliance of Races gives you 30 or so final power, quite
enough for
a Major victory. If it fails, Peace in Our Time will make you if
not winner,
probably second place holder. You're strong enough on most
fronts, and
probably supreme in Psi, which is your key against We Are Not
Impressed.
Other anti-power enhancements are to be dealt with using Glitch
when the
time is right.
First Strike by Mark
Human Military & Diplomacy Deck- this deck is not as powerful as 'what happened', but it is still quite effective, especially for friendly games, and for people that dont have access to every single card. The basic strategy is to push your power past 20 using conflicts and agendas.
Agendas: 1
Power Politics
Characters: 8
Jeffrey Sinclair
Senator Voudreau
Frederick Lantz
Susan Ivonava
General Hague
John Sheridan
Stephen Franklin
Miagi Hidoshi
Groups: 1
Psi Corps Intelligence
Conflicts: 13
MGunboat Diplomacy (3)
MBorder Raid (3)
MLimited Strike (3)
DPlague
DTest Their Mettle (2)
DAffirmation of Power
Aftermaths? None, unless you ABSOLUTELY have to have one.
Events: 12+ (add some more, these events are the bare minimum)
Bloodied but Unbowed
Glitch (2)
Special Ops
Level the Playing Field (3)
Medical Assistance
Eliminate Threats
Exploration
Fleets on the Border
Sneak Attack
Fleets: 14
Picket Fleet
Utility Fleet (2)
Homeworld Fleet
First Battle Fleet
Second Battle Fleet
Support Fleet (3)
Deep Space Fleet (2)
Expeditionary Fleet
Fleet of the Line
Colonial Fleet
Locations: 1
Earth
Enhancements: 3
Mobilize Reserves (2)
Fleet Support Base
Contingencies: 1
Bluff
The first thing I usually do is bring out Ivonava and then promote her. I usually put a Deep space fleet and a border raid in my starting hand, to have a quick build of influence. After that, initiate a border raid, and then from there it is totally open.
"Intriguing, isn't it?" submitted by Stuart
Centauri Intrigue and Military Deck
Terra Firma
Miniester Verano
Gunboat Diplomacy *2
Seduction
Lord Refa
Things to come
First battle fleet
Second Battle fleet *2
Centuri Agent
Loyal Guardsmen *2
Ambitious Captain
Emporer Turhan
Drigo
Rise of the Republic (starting hand)
Lady Morella
Centauri Prime (starting hand)
Londo (starting hand)
Colonial Fleet
Minister Durano (intrigue of 9) (sh)
Prey on the Weak *3 (sh)
Disruption *3
Border Raid
Hire Raiders
Twisting the Knife*2 (sh)
Liberating rescorces
Picket fleet
Support fleet*3
Homeworld fleet
Picket fleet
Deep space fleet
Attack babylon5
Imperialism
Centauri Telepath
Urza Jado
Expiditionary fleet
Tollonius VII
Border raid
Centuri aid
Vir Coto
Level the Playing field *3
Glitch *2
Insult
Opening moves: Build influence to 10, bring out Minister Durono. Next turn promote him to the inner circle and the turn after that bring out homeworld and do an Intruige conflict (you should win so rotate Centuri prime and play the after math"Twisting the Knife" and youv'e got 13 influence). Then play the agenda "Rise of the Republic", hidden (counts highest tension as power so if narn is playing you have 17 power!!!!!!). The only weekness is Diplomacy but with emporer turhan and a few others that is not a major problem.
Others will come shortly.