There is nothing surprising
about this very cut and dry, Narn speed
Military
deck. It has lots of conflicts, lots of fleets, and Never Again
to gain power off of (Revenge is good, sure, but maxes out at
5 power, and Peacenik decks can reduce tensions at inopportune
times...). It has no defenses against Diplomacy, Intrigue, or
Psi other than a strong offense, and between Quadrant 14, lots
of cheap fleets, and the event and aftermath selection, shouldn't
have too hard a time at maintaining Military superiority.
Opening Hand: G'Kar (4 card) Na'Toth (I use variant Na'Toth, but that is just 'cause I like her) Corporate Connections Empire Builder Quadrant 14 Deck (55 cards) 3x Annex Neutral World 3x Gunboat Diplomacy 3x Attack Babylon 5 3x Border Raid 3x Limited Strike 1x Establish Base 3x Sneak Attack 1x Not Meant to Be 1x Commerce Raiding 1x We Are Not Impressed 1x Fleet Support Base 3x No Escape 2x Never Again 3x Utility Fleet 3x Deep Space Fleet 3x Strike Fleet 3x Heavy Fleet 3x First Battle Fleet 3x Second Battle Fleet 3x Expeditionary Fleet 3x Narn Captain 1x Na'Kal 1x Ja'Doc 1x Zath'ras (Shufflin' Zathras!)
Again, this is a very straight forward deck. On turn 1, build to 6. On turn 2, make Ko'Dath. On turn 3, promote her and play Empire Builder, building from there, playing Quadrant 14 on turn 5. At that point, start the unprecedented military aggression (the Narn will be pushed around no more!) Use Empire Builder to recycle the Gunboats and the Annexes as often as feasible, and play Never Again for a winning power boost. You never really need to declare war on anyone, and your offensive conflicts should probably be used to keep down anyone else who looks strong (although picking on someone weak, just to gain some easy influence is always a possibility...) In the old days, this deck would have had 2 or 3 Narnias, but with the new Replacement Homeworlds, that is now probably a waste of time and influence.