stabbyjones' xeno deck 175/5

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stabbyjones' xeno deck 175/5

Postby stabbyjones » Tue Apr 01, 2008 10:23 pm

Code: Select all
The Xenopods
Total cards: 53
Total points cards: 175
Total tiles: 1
Total points tiles: 5

Hero Cards: 12
Units Cards: 27
Facillity Cards: 12
Atack Cards: 2

Stronghold:
Tunnel Hive

Xenopod Larva Pods
Xenopod Larva x6

Xenogytes
Psykers x2
Beasts x2

Xenomorphs
Monstrosity x4

Bio-Mecha
Destroyer x3
Reaver x1

Reconnaissance
Consorts x2
Critters x5

Battle Support
-

Special Ops Teams
-

Xenopod Airpower
Xenoceptor x2

Generals of the Empire
S'lugpha x1
R'lyah x1
Nya'lrax x1

Scouts of the Empire
M'sisilk x1

Agents of the Empire
Lllith x1
Mi'go x1

Intellects of the Hive
Cyaeg Queen x1
Zoth'om x1
Ithaq x1
N'kaai x1
Y'golona x1
Cynothag x1

Xenopod Strongholds
Tunnel Hive x1

Millitary Facilities
Sub Hive x1
Hidden Hive x3
Air Defense Hive x2

Research Facilities
Research Nest x2
War Nest x1

Infrastructure Facilities
Brood Pens x3

c31 Facilities
Intel Nest x2


i think i have to change my starting tile but this deck has worked pretty well.

the biggest issue i've had is when you start to run out of playable cards in your hand but still haven't got your research going. you either get research up early or you struggle the whole game especially in 1 v 3 v cult. using the 1,1,1,1 tile helps me win turns but you really need to expand and use brood pens to get pumping.

in most situations it works well if i change anything it will be more mid level units to hold the fort till everything is out.

but even without research a single army with R'lyah in charge is enough to hold out as long as you need. it just needs to be in 2 places at once a lot.
stabbyjones
 
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Re: stabbyjones' xeno deck 175/5

Postby stabbyjones » Thu Apr 03, 2008 4:01 am

I now have a new found love for assassin and sabotuer teams after watching my cousin playing around with them. They're awesome for screwing around with people early game and good fodder for enemy hq's without risking heroes.

i'll edit this deck a bit more and see how it goes.

is there anything else people love to use in xenos?
stabbyjones
 
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Re: stabbyjones' xeno deck 175/5

Postby potatoedoughnut » Thu Apr 03, 2008 4:12 am

For cheese factor destoryers & monstrosities win. Pod Hoverships + Plasma Blossom is pretty powerful as well for removing the dangerous units from stacks, or even just blowing up an opponent's HQ. Remote viewer is pretty much game over once you get it out, knowledge is power.

For fun I like to make armies from random egg spawned units. Makes things a little more challenging.
Eagles may soar, but weasels don't get sucked into jet engines.
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Re: stabbyjones' xeno deck 175/5

Postby stabbyjones » Thu Apr 03, 2008 4:48 am

maybe just throw in 3 mid range units like reaver's or beasts to hold the HQ and get the rest from eggs? great idea.

that could actually be a really interesting way to see how good the egg chamber really is and could make a great 100 point deck.

i'll post a simple one after i try it out tonight. ;)
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Re: stabbyjones' xeno deck 175/5

Postby BlckKnght » Thu Apr 03, 2008 6:55 pm

stabbyjones wrote:maybe just throw in 3 mid range units like reaver's or beasts to hold the HQ and get the rest from eggs? great idea.

that could actually be a really interesting way to see how good the egg chamber really is and could make a great 100 point deck.

i'll post a simple one after i try it out tonight. ;)

I posted a 100 point Xeno deck similar to what you describe here. I put it in the Strategy & Tactics forum, since this area didn't exist yet. Here's a direct link.

I find it to be a lot of fun to play because you're almost certain of getting every card you need quickly (there are only 40 of them, and 10 are 0 AP cost eggs).
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Re: stabbyjones' xeno deck 175/5

Postby stabbyjones » Fri Apr 04, 2008 12:17 am

that's pretty much exactly what i was thinking. no need to post another one unless i make any massive changes in mine.
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Re: stabbyjones' xeno deck 175/5

Postby Hollywars » Wed Jun 30, 2010 4:36 am

This deck can be really powerful once you get enough human resource income to crank out pretty much all of the units that you can play. The egg chamber can really allow for a devastating amount of high powered units to come out quickly.
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