Basic
Main Page
Trade List
Recent Changes
Card Comments 
Card Combos 
Card Pricing
Full List
Buy and Sell
Reference
Glossary
Public Decks
Player Articles 
Combo List
Web Games
What Card Is That?
Other Games
Stargate TCG
Legends of Norrath
Rebuilding the Kej Starter
by Black_Dawn
Feb 2, 2007
OK, I’ve decided to create another deck for new players, based on the Kej starter plus commons. The Kej starter is a great deck, with a nice mix of influence and ship mods. It could be better, however. It’s much too defensive as it is.
I will be taking the basic deck and replacing certain cards with commons. Common cards are available for free through the Fellowship (see the forums) or from anyone who has spares in the casual lobby.
Original Deck: 40 cards, 3O 4C
OK, so after all the changes, the new deck looks like this:
Modified Starter: 40 cards, 3O 4C
2 Aegis Engineers 3O Common 4 Air Support 1O 1C Common 2 Conflict Resoultion Model (Expert Tactician) 2O 4C Starter 2 Entrenchment 2O 2C Common 2 Forbiddance 2O Common 3 Frontier Probe 1O 2C Common 2 Hyperspace Listening Post 2C Uncommon 2 Jamming Screen 2C Common 2 Kej Cruiser 3O 3C Common 2 Mark of Cyber Common 3 Merchant Mariners 1O Common 3 Metropolis 2O Common 3 Plasma Missiles 1C Common 3 Scrapyard Scavengers 1C Common 2 War Engines 1O 2C Common 3 War Shielding 3O 1C Common
To this I will add 2 Lap of Luxuries, as your Air Support, Frontier Probes and defensive cards will almost guarantee that you have more industrial worlds than your opponent throughout the game.
+2 Lap of Luxury 3O Common
= 42 cards.
This deck has greatly increased offense, and a great play is dropping a Plasma Missiles on a Frontier Probe or Listening Post for extra attacking ships. On the first turn, play whatever 1-cost conqueror you have in hand and go for an artifact planet. You want 2C 1O on turn 2 in order to play Frontier Probes, War Engines or Hyperspace Listening Posts. Try to take over key industrial worlds with conquerors so that the Hyperspace Listening Posts can do their defensive magic. Get up to 2O so that you can drop Metropolis as soon as you get it. Early game (before turn 6) you will want to build citizens on Metropolis industrials for the vote. You then want 3O 2C, 3O 3C, 3O 4C. If you draw Conflict Resoultion Model (Expert Tactician) early in the game, get to 4C 2O as fast as possible; that card wins games.
Note that an alert Frontier Probe/Hyperspace Listening Post with Plasma Missiles does 12 damage. If the listening post can use its ability, it will do 16 damage to the affected ship (enough to destroy scouts). Plasma Missiles is very useful in this deck.
If you try this deck out, I’m sure you’ll fall in love with the speed and defensive might of the Kej.
This site provides detailed information on individual cards, card combinations, strategies, and card decks used by Star Chamber. This turn based strategy game requires a depth of strategic thinking that you won't find in many online games. The community around the game tends to be much more civil than most online communities. If you like to spend your time thinking then this game may well be of interest to you, I invite you to check it out.
If you have any questions or comments on this site, feel free to send me an email.
If you are running a web site and want to help cover your hosting costs as I'm doing here, I recommend that you
Would you like to purchase an ad on this site? You can either visit My Project Wonderful Page or
Note: This page was developed with FireFox. If this page doesn't look right to you, then perhaps you should change web browsers.
154 Card Combos
0 New This Week