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What Card Is That?
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What to Expect (and What to Run)
Play the Star Chamber Web MiniGame: What Card is That?
by Doctor Yes
Mar 30, 2008
Knowing what cards to expect from your opponent (and preparing for them before they happen) is a key skill in SC. It is a very good idea to keep your opponent's tech window open at all times during a match. If you know where they're at, you know what to fear.
Of course, there are dozens of ways to go with each race (that's what keeps us coming back over and over) but there are some things that are pretty much givens. What follows is a list of the low tech Common and Uncommon cards you can expect to see from your opponents. New players would be very wise to familiarize themselves with this list ASAP. When you're staring down your opponent over an adjacent planet, you need to know what's likely to go down when you get there.
When deckbuilding these cards are always a safe bet. A percentage likelihood of the card making an appearance in a standard constructed deck is offered as a guideline. This is sheer guesswork on my part, so take the figures with a grain of salt. If you see a percentage over 90 however, don't think, just throw four in all your decks. If you see a percentage over 80 and you don't run the card, it should be for a very specific reason (conflict with a deck theme, or that it falls too late in or outside of your tech curve).
When facing: Expect ships to get tougher on the turn they enter battle
When facing: Expect high leadership from the heroes. Avoid inconclusive battles with cruisers due to high hull regeneration.
When facing: Expect to take a lot of damage in the torpedo and beam rounds of combat. Expect to lose some personas.
When facing: Remember that heroes sitting at choke points with no apparent task are trip-wires for ship destruction.
When facing: Expect to lose a lot of territorial influence if you have no demods. Also expect a lot of material to come out of the Zhik homeworld due to the racial bonus.
When facing: Ferrier are generally going to sweep the 3 power plays. Think about how you're going to win prior to turn 18. Note when your opponent picks Council Intervention as a Power Play reward.
When facing: As with Silica, avoid inconclusive battles with cruisers. Torpedoes on the second turn of combat may take your ships out before they can fire. Multiply the number of cruisers by 10 to calculate how much damage you will take before your ships can answer.
When facing: When conquering a planet, expect to see at least one more point of territorial influence on the turn you attack.
When facing: Expect Kej ships to be very hard to kill. Watch out for an Entropy splash, which will greatly increase their offense.
When facing: Ferry your voters to the chamber with two ships when possible. Struggle for every possible point of destiny by blockading, keeping influence on your artifact planets, and any other means you can find.
When facing: Stasis Field is effectively a Council Intervention against HWA (homeworld assault) unless you have superior influence. Remember to count the Council Interventions your opponent has taken from Power Plays.
When facing: If you're using weapon mods, try to play them on the turn you enter battle.
When facing: Remember that from turn 2 on (if your opponent has taken an artie on turn 1) Cruisers potentially have up to 5 jump, Scouts up to 6. Expect them to be where you don't expect them to be. Expect your opponent to force inconclusive battles to take planets when Scrap's are present. He's counting on picking up hull at the end of the turn.
When facing: Expect your opponent to use his offense to try to establish a destiny bleed. Get your share of the arties. Bring extra ships or defense to any potential battles. If you're running demods, when possible play them on the turn you enter battle. The surprise factor in removal is as valuable as it is in modification. And if your opponent has the edge you may catch an extra one that has just been played.
When facing: Expect to lose jump when you most need it. If you have no demods, consider taking Assassin as a Power Play option to get rid of an Empathy mod-ed hero.
This card deserves a special mention. The text is somewhat poorly worded. The basic idea is that you can't deploy (from a card) a ship if there are already two on the board. If you run 4 standard cruisers and 4 standard scouts and your opponent plays Disarm, you probably just lost 8 cards. If you're running 4 of some other kind of ship, you just lost 2 each of those as well (assuming the first ones out don't die, and that you draw all 4 in the course of the game). Some people worry about this card not at all, some people (like myself) have decided that the best way to prepare for it is to run 4 myself in most of my decks. Don't run unless you have 4 though, part of the attraction is the free ditch for deck flow.
| jmart | Apr 1, 2008 | ||||||||
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| Great article Doc! I have a few thoughts: 1) In my experience, almost no vets run Mounted Laser any more. Mounted Pulse Gun is just plain better. I would say, however, that SOME sort of laser is going to show up when you are facing an entropy opponent, and that if they are running conquerors -- and they are -- its going to be MPG. 2) Assasinating an empathy'd hero nets you one destiny over 6 turns. -5 for teh assassin, +6 destiny not lost to the empathy. If they are running one empathy, they are usually running 2-4, so this is not a great use for an assassin, unless that hero is also doing something like a clave planet blockade, or a human influence capture. 3) I was suprised not to see Druids and Abandon Ships / Drop Pods on the Omior list. Expect them to be where they have no right to be. :) 4. Defensive conversion is something to look out for when facing silica. It used to be at least as common as GA. Thanks again for writing up this article, its going to be a big help to newer players! | |||||||||
| Armand | Apr 3, 2008 | ||||||||
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| /st Jmart thx! A couple points: I have Entropy decks that don't run conquerors, but yes, for the most part they will be there, and if they are so is Mounted Pulse Gun. The main point still holds however: bringing a single unmodded scout to an early battle against an Entropy opponent will very likely end in disaster. Yes, Druid was an oversight, thx. Regarding Empathy, it definitely depends on the situation. When you see the first Emp come out acquiring multiple means of removing local personae certainly becomes a very high priority. Assuming you have no card-based solution, your only alternative in correcting the bleed is to attack your opponent's arties, which may not be feasible. /st Everybody: Any other oversights are appreciated. |
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| AlienProbe | Apr 7, 2008 | ||||||||
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| Nice article.
Disarmament was a powerhouse back in the day because there were so few good ship cards other than standard scouts and cruisers. It really hurt players who depended on ships to win games. Now that there are enough good ship cards, there is no reason to use standard ships outside of Common Ground. Even if your opponent packs four of the same non-standard ship, chances are he/she will only draw two or three leaving the impact of Disarmament minimal at best. Mounted Laser is still the best 1 tech mono entropy card out there. I use them in most of my non-conquering decks. Of course, I haven't played in so long, I might not be a vet anymore. :) |
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