First Season G'Kar Old School Narn War Machine

 

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.

 

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