Deck Name: Offense, In-depth
Race: Centauri
# of Players: what other players?
Designer: Stephen Kittel
Email address: f1l_a@hotmail.com

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:

    A Human Deck would be the traditional Premier version, and is convenient in that you will get Sakai out before anyone else (if there's another DiD deck.) Arguably now the most disfavorable choice.
    A Minbari Deck will fit better with the Vorlons and you can focus more in this direction, maybe using Servants of Order instead of OOA. (Could also use SoTM with the Grey Council)
    A Narn Deck is the one that will be most unexpected, and also the hardest to pin down. An Intrigue blitz by the Centauri could do it, but not much else. Narns are also the other race besides the Centauri with a "freebie power" agenda off of tension levels.
 
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