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Bending Technology
by Tech Bender Tsai
Aug 25, 2007
It might appear at first glance that there are 10 different play styles in Star Chamber – one for each Star Chamber race. However, vets know that there are at least 20 more, even without bringing tech splashes into the picture. For each race, there are at least 3 distinct play styles, a classic balanced-tech, and 2 more heavily-skewed tech styles – when decks are heavily skewed towards one tech or the other. I was recently reminded of this when I read Zorro's excellent article on his Speed Kills deck, which is essentially an Entropy-heavy Thrass deck.
A few years ago, back when Mr Orange used to publish player written articles on the Star Chamber main site (way before SOE), I wrote a series of articles about heavily-skewed tech decks. They were called "Two Sides of The Same Coin", and showed how you can get two very different play styles from using the same race, by leaning on either one tech or the other.
I have recently republished the decks here, but keep in mind that these are Origins and Incursions only decks, and are not competitive today without heavy tweaking. In this article, I'll like to update my musings on tech bending to cover 2 of the most bendable techs, Entropy and Mind.
Zorro's Speed Kills deck is an excellent implementation of an Entropy-heavy Thrass deck in today's post-Maelstrom gaming environment. However, the core of the deck can easily be transferred to the other entropy races as well. Using his deck as an inspiration, I present to you, Entropy-heavy Android and Ixa decks, a la Zorro.
Entropy-heavy Android
(45 cards)
Entropy-heavy Ixa
(45 cards)
The main difference between these decks and Zorro's Speed Kills deck is the loss of the torpedo ships, Surprise Ally and Hornet Scout. However, Androids gain the nice Scrapyard Scavengers and Proton Cannon combo, and Ixa has the killer Aegis Shields and Death Ray combo.
Mono-tech Mind cards are nearly as strong as mono-tech Entropy cards. It is also quite easy to build strong decks that skew into Mind. The following decks are strong, although perhaps not as reliable as the Entropy-heavy Ixa and Android decks.
Mind-heavy Ferrier
(46 cards)
There's no way you can lose the vote with this deck. Just sit back, defend your territory, and try not to fall behind in culture. By turn 12 or so, your opponent will try something desperate. That is when Weapons Lockup and Battle Psion help you stop the beatdown.
Mind-heavy Cyber-splash Omior
(45 cards)
Sooty first showed me this deck about a year ago. It is surprisingly strong for a cheesy combo deck. The main combo is to Power Broker the opponent's citizen at the Chamber, and then hit it with Treasonous Implant. You use Dream Eater on it during the votes to win power play and prevent war.
If you have not yet explored the word of tech bending, I encourage you to take out your favorite decks, and see what happens when you throw out most of the cards from one tech.
Happy Bending!
Tech-breaker Tsai
| tsai | Aug 25, 2007 | ||||||||
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P.S. I just realized that I left out perhaps the most important point - why would you want to skew your tech? Apart from being fun (perhaps), how would it help? A highly skewed deck brings 2 benefits. First, it's easier to play, and has better deck flow, since most of your cards are mono-tech cards. It's no use having 2C-4E if what you need is 3C-2E, whereas 5 mind tech, is 5 mind tech. Second, by skewing your tech, you can run up more quickly to the high tech power cards (eg. Bribery, Shrieker, Secret Police), as Zorro's Speed Kills deck so ably shows. With Zorro's deck, you could easily be playing Secret Police on turn 7. |
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| Zorro | Aug 27, 2007 | ||||||||
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| Great article tsai! I believe understanding these aspects of a tech curve are the secret to building consistent decks. Strong decks obviously take more time, but even SC players need to learn how to walk before they run.
The next article I want to read is one about splashing. To be honest, I suck at splashing, and I'd love to learn the secrets of using non-native tech effectively. |
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