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Rebuilding the Kej Starter

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.

The Original Kej Starter Deck

Original Deck: 40 cards, 3O 4C

2 Aegis Engineers 3O Common
One of the best common conquerors in the game for fleets. This guy is staying.
2 Conflict Resoultion Model (Expert Tactician) 2O 4C Starter
Once this guy is out, your ships can really begin overwhelming your opponent. Stays.
2 Decommission 1O 1C Uncommon
Not a bad card, but a more consistent production boost is better. Replaced by Metropolis.
2 Entrenchment 2O 2C Common
Amazing defensive card, especially with conquerors around. Stay.
2 Forbiddance 2O Common
Essential in any Order deck, this counters your opponent’s mods. Stay.
3 Frontier Probe 1O 2C Common
A nice card for expanding quickly. Stay, can be reduced to 2.
2 Hyperspace Listening Post 2C Uncommon
A great card for maintaining and defending your high-production Industrial planets. Stay.
2 Jamming Screen 2C Common
Not the best card in the world, but it can be very helpful defensively, especially when you have 2 in hand. Only play on friendly planets with flags, or to prepare for fights you HAVE to win. Stay.
2 Logical Claim 1O 3C Uncommon
This card doesn’t fit with the mobility of this deck. Replaced by Air Support.
2 Logical Sacrifice 1O 1C Common
With all the defensive stuff in this deck, this card is unnecessary. Replaced by 1 Merchant Mariner and 1 Metropolis.
2 Mark of Cyber Common
This will get you up to 4C much faster. Stay.
2 Medal of Freedom 1C Common
Not especially useful in this deck, replaced by Merchant Mariners.
3 Peacekeeping Advocate 1O 2C Common
This card is only good in decks where you are SURE to win Peacekeeper vote, because your opponent can benefit from it as well. Replaced by Plasma Missiles.
3 Scrapyard Scavengers 1C Common
This card is an auto-include in any Cyber deck. Stay.
2 Ularium Enrichment 3C Common
The only good enrichment card is Mysterium Enrichment, which you don’t need in this deck. Replaced by Kej Cruisers.
2 War Engines 1O 2C Common
An instant +1 jump boost is always great, and this card even lets you push it to +2. Play on Peacekeepers or you cruisers on long-jump maps. Stay.
3 War Shielding 3O 1C Common
This card is just mean defensively. Stay.
2 War Wings 1O 1C Uncommon
This card is almost useless, since it restricts you to planets near your indies. Replaced by Air Support.

The New Deck

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.

Summing it Up

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.

Appendix

[This additional information was posted by Black_Dawn to the Star Chamber Forums -- Editor]
  1. Frontier Probes are 8 points of pure hull, so they make great "distractions". If you're going towards a battle you may lose (like a few alert Android scouts who may or may not move) you can send in the Frontier Probe to take some of the hits. Once it's done all the conquering it can, I like to pack War Shielding and group it with a fleet. WS gives it an effective 43 hull (!!) making it a nice big target for enemies to hit while your other ships do the work.
  2. Since this deck is a generalist deck, it can be at a disadvantage against specialized decks (destiny rockets, military machines). If it becomes obvious that your opponent is going for a certain type of win, use Air Support and defensive Kej might to keep him from running over you while you secure one of the other win conditions. For example, if your opponent is playing Clave with Humiliations and Archeologist (destiny), you can sit a Frontier Probe at an arti of his and blockade it until you get air support. If he sends a scout after it, you can use plasma missiles, jamming screen, War shielding or whatever else you have to use until other friendly ships can arrive for support.
  3. It can be tough to conquer anything with Conflict Resolution Model unless you manage to get him out really early. Don't be afraid to move your cits away from a contested planet (temporarily lose control of it) and then move back to use his power. It's very, very worth it. If you have this guy in play and you draw an Air Support, it's probably worth waiting until he gets in place to use it. His ability is that good.
  4. If you happen to have a Simplification, put it in. It works very nicely in this deck, adding only one cyber to the tech totals (2 if you want to use the Order ability). If you can get Simplification and Conflict Resolution model together, the game is yours.
  5. If you want to bump the deck up to 45 cards (which may be useful), put in another Forbiddance, another Hyperspace Listening Post, and your favorite card from the deck. If you like the destiny of Lap of Luxury, put in a third. If you like the power of Plasma Missiles, put in a fourth. If you lke the uber defense of War Shielding, put in a fourth. Whatever. The extra Forbiddance and HLP can be really helpful. Nothing is better than conquering an indy with Air Support, dropping an HLP to keep it going, and moving you ships.