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Top 10 Thrass Uncommon Cards
by Zorro
May 18, 2007
Melonhedjed wrote an excellent article on The Top 10 Clave Uncommon Cards. We discussed his article idea in the mezz, and he told me I should write one for Thrass.
In theory, this was going to be an easy article. In practice, it was much harder than I expected to pick out a top ten. Part of the problem is that Thrass decks either want to force war and bombing, or want to avoid war and bombing (so you can leave your citizens spread around the board ready to usr Brain Burrower). Depending on which of these strategies you choose, the top ten uncommon cards will be very different.
Another problem I encountered is that few Thrass uncommon cards are real staples. Clave cards like Gone Rogue and Bounty Hunter can reasonably be called staples, but that seems much less true for Thrass. The good bug decks rely much more on their deep and powerful pool of rare cards.
However, in the interest of providing reasonable advice to fellow Thrass Players, here is my top ten list of uncommon cards you should consider, presented in the now famous count-down format.
| Black_Dawn | May 20, 2007 | ||||||||
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| Interesting list, but I have a few cards I think are more generally useful than some of the card you listed and should be in the top ten.
1) Ansible Threader: This guy is just awesome, especially if you don't have the new Hive Queen. He has Scramble, and gives an attacking force +3 to all its weapons (+1 for leadership and +2 for Alert). Combos best with the original Hive Queen. 2) Burrower Strike: This card is very useful if you already have 4X Brain Burrowers in your deck. More chomping is always good, and it lets you draw a card in a conqueror deck. 3) Forced Breeding: I've designed entire decks around this card. It can let you take over planets, as long as your deck is stocked with heroes. It can supplement or replace Thrall Chamber, and combos well with Parasite. 4) Needle Split: Some of you may look at me funny when I include this card, but it is currently the only way to natively give the Thrass a 4-jump ship. This can be very useful on certain maps. Lots of combos in a Life-splash deck, and combos with Jump Thrasher natively. 5) Occupation Hive: yes, I know this can only be used effectively in a conqueror deck, but it's so good it deserves to be included. With a massive 50 defense and 25 damage (alert), it can really help secure your holdings. Smack a few weapon mods on it for extra evil. 6) Communications Tower: The Thrass have many many many scout-class cards (more than any other race I believe), and this card helps you take advantage of that. It gives and scouts built or deployed ambush, or ambush + scramble for 1E. Awesome. |
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| Zorro | May 21, 2007 | ||||||||
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| While I was trying to narrow down the list into a top ten, all of the cards you listed above, except Occupational Hive, were really tough calls. The reason I opted not to include some was because the effect was either duplicative of a rare or common, or in the case of Needle Split and Communications Tower, I just couldn't figure out what to remove from the list. I am somewhat surprised to see Occupational Hive among your cards. I tried very hard to make this card work for me, but couldn't. The main problem I had was my Thrass fleets want to be nimble, and this didn't fit with that. Plus, planting it on a planet usually mean I had to plant multiple ships there to guard the flag, since the destiny penalty is so horrible. I finally gave up figuring that if I really wanted starbases I would just play Silica. | |||||||||
| Leto | May 21, 2007 | ||||||||
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| Infinity drive should really be the number 1 thrass uncommon, particularly for war decks. Also, since bombers don't really benefit from Proton Shipyards I fail to see how they are a strong inclusion in a war deck. It is a good shipyard for Thrass because you can usually drop ships early, and you build more ships than other races. | |||||||||
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