Brief Summary of deck: Use DiD to gain mass influence. Surprise your opponents with a Centauri Vorlon deck while you're at it. (In other words, use cheese.)
Section 1: The Cards:
Aftermaths: None
Total # of aftermaths:
0
Agendas: Defense in Depth
(2), Rise of the Republic, Order Above All
Total # of agendas:
4
Characters: Londo Mollari,
Catherine Sakai (2), Lord Refa, Drigo, Minister Malachai, Emperor Turhan,
Lord Kiro, Vir
Total # of Characters:
9
Diplomacy Conflicts:
None
Total # of Diplomacy
Conflicts: 0
Intrigue Conflicts: Prey
on the Weak
Total # of Intrigue
Conflicts: 1
Military Conflicts: None
Total # of Military
Conflicts: 0
Enhancements: The Eye,
Commerce Raiding, Fixed in Their Ways
Total # of Enhancements:
3
Events: Accident, Not
Meant to Be (3), Level the Playing Field (2), New Priorities, Short Term
Goals (2), Contact With Vorlons (3), Who Are You? (3), You Are Not Ready
(3), Misdirected Force (2), Carpe Diem (3), Glitch, Eliminate Threats
Total # of Events: 25
Fleets: First Battle
Fleet, Second Battle Fleet, Third Battle Fleet, Homeworld Fleet, Utility
Fleet
Total # of Fleets: 5
Groups: Imperial Telepaths
Total # of Groups: 1
Locations: Centauri Prime,
Centauri Beta I, Ragesh III, Immolan V, Tolonius VII (notice the numbers...),
Vorlon Space, Observation Post, Sigma 957, Sleeping Z'Ha'Dum
Total # of Locations:
9
Total # of cards in deck: 57
Section 2: Strategy
Opening Hand: Londo Mollari, Catherine Sakai, Defense in Depth, Accident
Opening
Strategy:
Get out Sakai once you
have six influence. Promote her on the following turn and have her sponsor
Defense in Depth. Build to ten influence and start cranking out locations.
If anyone plays Sakai first, use the accident. Otherwise hang on to it
to protect against Zathras'.
If your Sakai has an Accident, wait for the next one or play the locations
as they come, but hope that doesn't happen.
Midgame
Strategy:
Continue with locations,
and get some quick Vorlon marks. You have seven, you ultimately may need
five, but focus on three for now so you can play You Are Not Ready and
Vorlon Space.
Note: Play Sleeping Z'Ha'Dum ONLY if you have New Priorities in your hand. New Priorities may be your only bet against having your entire hand. If someone else plays ZHD Awakened first, oh well.
Endgame
Strategy:
Get the Eye using Kiro
if you don't have it. Play your Short Term Goals, Commerce Raiding, (if
still possible,) and switch agendas. Rise of the Republic can get you 4
or 5; Order Above All is a variable, but can be a big gainer. Use Misdirected
Force on any player with a threatening number of marks (like a Minbari
player you just acquired his fifth Vorlon mark...) Eliminate Threats and
Glitch will knock out Enhancements for you, and Prey on the Weak can be
your life-saving conflict. (Not much intrigue in the deck, but enough
that you won't be the loser.) Since you had so much early influence, you
probably drew a lot of cards. Hopefully, you won't need to use Imperial
Telepaths to stay in the game, but do so if necessary. (Throw in a Centauri
Telepath if this becomes a major problem.)
Weaknesses:
A deck strongly suited
to one ability that doesn't like you can quickly pose problems, especially
military. War is a major threat. (Consider starting with Not Meant to Be
instead.) Just don't forget about your You are not Ready's (and Carpe Diems,
if more are needed.)
A strong Shadow deck
isn't too helpful, either. While it probably won't PREVENT you from winning,
it will nullify any chance of using Order Above All, and you may have to
fight to keep them from winning. Watch out for Zathras', Trivial Gains,
and Liberating Resources. Don't let them stay in play long enough to take
effect. An Accident or Not Meant to Be will solve this dilemma easily.
Section 3:
Variations
This deck could be adapted
to any race. My reasons for choosing the Centauri were threefold: